Difference between revisions of "Starward Rogue:Post-1.5 Release Notes"
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− | == Version 1. | + | == Version 1.503 == |
(This isn't done yet, we're still working on it.) | (This isn't done yet, we're still working on it.) | ||
+ | |||
+ | == BETA 1.502 == | ||
+ | (Released August 6th, 2016) | ||
+ | |||
+ | '''This is temporarily only available in a steam beta branch, since it may break things.''' | ||
+ | |||
* TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen | * TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen | ||
** Thanks to Motai | ** Thanks to Motai | ||
Line 6: | Line 12: | ||
* Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome | * Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome | ||
** Thanks to Logorouge | ** Thanks to Logorouge | ||
+ | |||
+ | * Fixed reversal of DoorEvil and DoorBoss | ||
+ | ** Thanks to SJD | ||
+ | |||
+ | * Rocket Man now only last for a floor. | ||
+ | ** Thanks to Logorouge and others for reporting. | ||
+ | |||
+ | * Cluster Launcher no longer does friendly fire. | ||
+ | ** Thanks to DarkTwinge's stream for highlighting this. | ||
+ | |||
+ | * Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies. | ||
+ | |||
+ | * Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots. | ||
+ | ** Thanks to Goldenwolf for these changes. | ||
+ | |||
+ | * Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process). | ||
+ | |||
+ | * added suppress_aoe_destruction_of_shots flag to system | ||
+ | |||
+ | * Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP). | ||
+ | ** Thanks to Monkooky and others for reporting. | ||
+ | |||
+ | * Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot. | ||
+ | ** Thanks to Goldenwolf for these changes. | ||
+ | |||
+ | * Removed the friendly fire on Detonating Rose. | ||
+ | ** Thanks to Logorouge for reporting. | ||
+ | |||
+ | * Clarified the Looter probation description. | ||
+ | ** Thanks to Logorouge for reporting. | ||
+ | |||
+ | * Increased the size of Paragon's hitbox, which was way too small. | ||
+ | ** Thanks to Logorouge for reporting. | ||
+ | |||
+ | * Added the Telekinetic Repulsor Module to replace the Reactive Shock Module. | ||
+ | |||
+ | * Tweaked the Combat Shield look and function. You can now push enemies back with it, too. | ||
+ | |||
+ | * Changed the Kunai SFX a bit, and the shot type. | ||
+ | ** Thanks to Goldenwolf for these changes. | ||
+ | |||
+ | * Kunai is now also in the energy weapon position. Before it was in the main gun position. | ||
+ | |||
+ | * Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle. | ||
+ | ** Thanks to Goldenwolf for these changes. | ||
+ | |||
+ | * Vastly improved the efficiency of the Zombot. | ||
+ | ** Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting. | ||
+ | |||
+ | * Made it so that you can't waste Alternate Deality when outside of a shop room. | ||
+ | |||
+ | * Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs. | ||
+ | |||
+ | * Changed the Revenge Rams to be bigger and do more damage and greater AOE. | ||
+ | |||
+ | * Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now. | ||
+ | |||
+ | * Improved TacticalEMP. | ||
+ | ** Thanks to Logorouge for reporting. | ||
+ | |||
+ | * Cleared up the Serrated Spine Launcher description. | ||
+ | ** Thanks to Logorouge for reporting. | ||
+ | |||
+ | * Reduced Conductive Hull to 60 energy gain. | ||
+ | ** Thanks to Logorouge for reporting. | ||
+ | |||
+ | * All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks. | ||
+ | ** Thanks to Goldenwolf for these changes. | ||
+ | |||
+ | * Fixed a buggy interaction between Photoelectric and Big Leaky Battery. | ||
+ | ** Thanks to eruanion for reporting. | ||
+ | |||
+ | * The Perk Overhaul and Balance Update (plus other stuff) | ||
+ | ** For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html | ||
+ | ** Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more. | ||
+ | ** At least one unique perk for each mech such as Flame Master. | ||
+ | ** Many existing perks revamped such as Heavyweight, Resistance (was Deftness) | ||
+ | ** The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers. | ||
+ | ** Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge. | ||
+ | ** Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly. | ||
+ | ** Floor size has been reduced significantly so that run length is reduced overall. | ||
+ | ** Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%. | ||
+ | ** More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost. | ||
+ | ** New enemies from Misery such as Disservers, Ramparts, and more. | ||
+ | ** A lot of small tweaks that we've probably forgotten about. | ||
+ | * Fixed AOE not waking enemies bug. | ||
+ | * Fixed Needler Probe respawn when buying new familiars bug. | ||
+ | ** Thanks to Windless Zephyr for highlighting this. | ||
+ | * Reduced Stomper volume. | ||
+ | ** Thanks to Logorouge for reporting. | ||
== Version 1.501 == | == Version 1.501 == |
Revision as of 11:55, 11 November 2016
Version 1.503
(This isn't done yet, we're still working on it.)
BETA 1.502
(Released August 6th, 2016)
This is temporarily only available in a steam beta branch, since it may break things.
- TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen
- Thanks to Motai
- Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome
- Thanks to Logorouge
- Fixed reversal of DoorEvil and DoorBoss
- Thanks to SJD
- Rocket Man now only last for a floor.
- Thanks to Logorouge and others for reporting.
- Cluster Launcher no longer does friendly fire.
- Thanks to DarkTwinge's stream for highlighting this.
- Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.
- Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.
- Thanks to Goldenwolf for these changes.
- Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).
- added suppress_aoe_destruction_of_shots flag to system
- Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).
- Thanks to Monkooky and others for reporting.
- Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.
- Thanks to Goldenwolf for these changes.
- Removed the friendly fire on Detonating Rose.
- Thanks to Logorouge for reporting.
- Clarified the Looter probation description.
- Thanks to Logorouge for reporting.
- Increased the size of Paragon's hitbox, which was way too small.
- Thanks to Logorouge for reporting.
- Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.
- Tweaked the Combat Shield look and function. You can now push enemies back with it, too.
- Changed the Kunai SFX a bit, and the shot type.
- Thanks to Goldenwolf for these changes.
- Kunai is now also in the energy weapon position. Before it was in the main gun position.
- Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.
- Thanks to Goldenwolf for these changes.
- Vastly improved the efficiency of the Zombot.
- Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.
- Made it so that you can't waste Alternate Deality when outside of a shop room.
- Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.
- Changed the Revenge Rams to be bigger and do more damage and greater AOE.
- Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.
- Improved TacticalEMP.
- Thanks to Logorouge for reporting.
- Cleared up the Serrated Spine Launcher description.
- Thanks to Logorouge for reporting.
- Reduced Conductive Hull to 60 energy gain.
- Thanks to Logorouge for reporting.
- All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.
- Thanks to Goldenwolf for these changes.
- Fixed a buggy interaction between Photoelectric and Big Leaky Battery.
- Thanks to eruanion for reporting.
- The Perk Overhaul and Balance Update (plus other stuff)
- For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html
- Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.
- At least one unique perk for each mech such as Flame Master.
- Many existing perks revamped such as Heavyweight, Resistance (was Deftness)
- The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.
- Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.
- Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.
- Floor size has been reduced significantly so that run length is reduced overall.
- Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%.
- More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.
- New enemies from Misery such as Disservers, Ramparts, and more.
- A lot of small tweaks that we've probably forgotten about.
- Fixed AOE not waking enemies bug.
- Fixed Needler Probe respawn when buying new familiars bug.
- Thanks to Windless Zephyr for highlighting this.
- Reduced Stomper volume.
- Thanks to Logorouge for reporting.
Version 1.501
(Released August 6th, 2016)
- Fixed a bug that was breaking some older savegames.
- Increased difficulty of Twin Suns.
- Tiny Energy Boost now grants 10 energy for 5 credits
- Dilithium Power Cell now grants 20 energy for 15 credits
- SurvivalPack readded
- Fixed Credit10 frequency in pools rate
- Adjusted the missile systems a bit.
- Acid Maw damage multiplier increased from 1.2 to 1.4
- Thanks to logorouge for inspiring the change
Previous Release Notes
Starward Rogue:Post-1.0 Release Notes
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