1.6.0.32 Beta Now Live!
Author: indiefoldcreator
Date:
Thu, 19 Dec 2024
Game: A Robot Named Fight!
Patch Notes 1.6.0.32 BETA
This massive update is now ready for your feedback! The biggest new addition are 3 new game modes, Boss Rush, Megamap, and Exterminator. Each mode features its own new ending.
Additionally there are 40+ new rooms, 11 new items and tons of Quality of Life improvements.
Updog is Less annoying. There's a weapon wheel for when you have tons of energy weapons. No more enemy i-frames. Completely overhauled automap with the ability to scroll using the right stick and color coded environmental hazards. A re-balance of shrines and champions feature a new temporary buff system. Item descriptions in shops and NPC dialogue!
Full details below:
New Unlockable Game Modes!
3 NEW Game Modes unlocked through achievements, each with their own NEW Ending!
- Boss Rush - Face 14 Bosses and a NEW Final Boss while managing your resources, purchasing boosts and shrines and crafting weapons and allies.
- Exterminator - Clear the map of meat! Rooms lock down until cleared and the Avatar of Buluc Chabtan unlocks map regions as you collect items.
- Mega Map - Every environment in the game crammed into one extra large map!
New Items
- Sedative Cloud
- Twin Orb
- Hive Shell
- Bolt Helm
- Troll Helm
- Wraith Shell
- Toxin Orb
- Rotary Bolt
- Spontaneous Generator
- Pulse MGL
- Empire Helm
New Transition Rooms
SurfaceToCave01, SurfaceToCoolantSewers01, SurfaceToForest01,
ForestToCoolantSewers01, ForestToSurface01, ForestSlumsToCaves01,
CavesToCoolantSewers01, CoolantSewersToCave01, FactoryToCrystalMine01,
FactoryToCrystalMine02, CrystalMinesToFactory01,
New General Rooms
BeastGuts1x1AllExits04, BeastGuts1x1DownRight01, BeastGuts1x1DownLeft01, BeastGuts1x1LeftRight01, BeastGuts1x1UpDown01, BeastGuts1x1UpLeft01, BeastGuts1x1UpRight01, BeastGuts1x1NoDown01, BeastGuts1x1NoDUp01, BeastGuts1x2AllExits02, BeastGuts1x2AllExits03, BeastGuts2x1AllExits04, BeastGuts2x2AllExits02, BeastGuts2x2AllExits03, BeastGuts2x2AllDirections02, BeastGuts3x1AllExits02, BeastGuts4x1AllDirections01, BeastGuts4x1AllExits01, CoolantSewers2x2AllDirections02, CoolantSewers2x1AllExits03, CoolantSewers2x1AllExits02, CoolantSewers1x1UpDown01, CoolantSewers1x1LeftRight01, CoolantSewers1x2IgnoreTerrain02, CoolantSewers2x1IgnoreTerrain03, CoolantSewers1x2Jump02, CrystalMines1x2AllExits03, ForestSlums1x2Jump02, ForestSlums2x3AllExits03, Surface3x1AllExits02, Surface1x2IgnoreTerrain02, Surface1x1AllExits05, Surface4x1AllExits02, Surface1x2DamageBlocks02
Revised Rooms
BuriedCity1x1AllExits02, BuriedCity1x2AllExits02
Cave1x1JumpUp, Cave1x1IgnoreTerrainUp01, Cave1x1AllExits01
CoolantSewers1x1AllExits01, CoolantSewers1x1AllExits02, CoolantSewers1x1AllExits03, CoolantSewers1x1AllExits04, CoolantSewers2x1AllExits01,
CrystalMines1x1AllExits03,
Surface1x1AllExits02, Surface1x1IgnoreTerrainUp,
Temporary Stat Bonuses
- Temporary stat bonuses awarded by shrines, power ups, etc. have been completely overhauled.
- Previously each bonus existed discretely, on its own. If you recieved a temp damage bonus that provided (A) bonus for (B) seconds and another damage bonus that provided (C) bonus for (D) seconds the bonuses would stack, but each expire in their own time, providing a large bonus for short period of time.
- Now each effect that would grant a bonus adds to a cumulative "rank" between 0 and 1. This rank determines the amount of the bonus and its duration. When a new effect grants a bonus it resets the time left on the effect. The time will be set to a number of seconds between 60-480 depending on the cumulative "rank".
- Most effects increase rank by 0.05f. Shrines increase rank anywhere from 0 to 1 based on the amount of gray scrap donated.
- Champions now drop temp bonus pickups. Champions' chance to drop minor items has been reduced to 10%, but the chance for Champions to appear has been increased.
- When pick ups or shrines grant temp buffs they reset the timer on the cumulative bonus.
Bug Fixes:
- Fixed OOB in Surface2x1AllExits02, Cave1x1ItemRoom02, Glitch3x1AllExits02, CoolantSewers2x1SmallGap01
- Fixed Wall Jump frames in player animation
- Fixed bad Fadeaway in Factory2x2AllExits02
- Fixed enemy placement in ForestSlums2x1LeftRight
- Fixed issue where transition rooms from environment A to B could lead back into environment A from the B side of the room.
- Fixed issue where layout generator could create paths that render minor items unobtainable.
- Fixed misplaced minor item in BuriedCity4x1DamageBlocks02
- Corrupted Miner drops items on death now
- Baby Latchers spawned by Corrupted Miner no longer drop items
- MouthMeat Boss no longer stuck in Forest
- Fixed Abomination that would walk out of bounds in BuriedCity4x1DamageBlocks01
- Fixed potential Buzzsaw Shell soft lock in CrystalMines1x1AllExits02
- Fixed delayed Skin Deviler death when skin deviler dies on right side of room
- Fixed issue where Layout Pattern 7 wasn't getting used as often as other Patterns.
- Stalkus now effected by Web Bolt (and slowing fx in general)
- Temporary effects no longer count down during transitions, npc dialogue, boss intros, etc.
- Fixed issue where maps could generate in a way where the first boss is skippable.
- Many more minor bugs
Other:
- Added Weapon Wheel
- Redid Stat UI and added option to have it always on screen
- Right Stick allows you to move automap
- Automap overhauled to show dark,hot,confusion and water rooms. All new art, etc.
- Allies show item descriptions and now have a talk option
- Buzzsaw Gun is now a traversal item
- Reduced difficulty of Skin Deviler
- Pick ups stay on screen for ~twice as long before disappearing (15 seconds)
- Display options now include Pixel Perfect option (to turn of sub-pixels)
- Stalkus Health Reduced
- Railgun max damage reduced from 64 to 48 (can still be higher based on played damage mod)
- Negative Shrine effects far more rare and predictable
- Hand of Hephaestus and Zurvan's Pentangle now activated items that change drops on screen into scrap / health respectively.
- Increased health of Tutorial Smith boss from 1800 to 2500
- Updog's spring has been changed. The spring is lowered by default. Pressing jump while on the ground raises the spring for 0.65 seconds. Having jump pressed while in the air will keep the spring up for at least 0.1 seconds (if the spring has 0.3 seconds left being up from the initial press it won't reduce that, but if it only has 0.05 seconds it sets it back to 0.1f). Pressing down will cause the spring to lower and it won't raise again until you press jump.
- Orb positions reset when Player Respawns
Item Cost Rebalance:
Item costs have been adjusted so that fewer items require 2 archaic scrap and the archaic scrap types needed are more evenly distributed.
- Mothorb, Vorb costs reduced to X scrap, 1 red scrap
- Hive Helm, Mechapirote costs reduced to X scrap, 1 blue scrap
- Repair Kit cost reduced to 15 scrap
- Module Transmogrifier cost change to 25 scrap
- Scatter Gun, Machine Gun, Hazard Shell, Crystal Shell, Chrome Dome and Burst Pauldrons cost changed to X scrap, 1 blue
- Lasorb cost changed to 15 s, 1r, 1b (was 15s,1r,1g)
- Wave Bomb added to Gun Smith Pool
- Machine Gun and Scatter Gun gray scrap cost reduce to 10
Under the Hood
- Items now have "restricted environments" setting. Area 1 Map won't show up in the Factory, Buried City, etc. This replaces earlier logic that accomplished the same thing but was based on traversal item order.
- Logic for the expected traversal capabilities needed for gates leading to bonus items has been altered to be based on restricted environments rather than a specified "maxItemOrder"
- Chance of unnecessary phase shot doors generating reduced
- Overly straight paths are now "bent" by layout generation
- Got rid of invulnerability frames on enemies. Multiple projectiles hitting enemies on the same frame will now all cause damage.
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