Duck Game
(ITH) Into the Hell [WIP] [Singleplayer]
Εμφάνιση 11-19 από 19 καταχωρίσεις
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Ενημέρωση: 5 Ιουλ στις 10:48

Added settings table with option to change language.
Added trinket table.
Added collectable trinket materials.
Added Air Fan that could be facing 4 directions. Going against fan flow is impossible, unless you are heavy or fast enough.
Added Aura Emitter that emits Disarm and/or Silence aura.
Tools now can be used during Silence, but not while Disarmed.
Silence also drags you down by 12.5% which is like 30% slow (wasn't stated before)

Added new Puzzle Level.
Added "Wires Plus" mod and "Editor's Furniture" as dependencies


Player base MaxHP increased from 100 to 500. Changed some enemy damage numbers to compensate.

Perk UI: text about spending perk points required is now tint-animated if you try to upgrade perk, while not meeting a requirement.
Slash Melee sprite changed to match circular hitbox

Added option to disable screen Shaders.
Added new Frozen effect, which slows down firerate and movespeed.
Redesigned how movement slow works. Now should be using and applying more correct values.
Changed Silence 12.5% movement drag to 25% movement slow.
Added slow resistance stat. Currently unobtainable, would be through trinkets.
Added player firerate speed/slow stat. (Previous specific weapon firerate upgrades were and still is tied to weapon)
Added early version of Frostmourn Boss fight.
Added sprites for new Effects.
Added new sprite for Grapple

Added crafts for Trinkets and functionality to some trinkets.
Warden's Stomp now deals Elemental Damage.
Warden's Sentries now deals Elemental Damage.
Warden's T3 "Heavy Blast" no longer required damage instance to be Kinetic.
After-hit invulnerability time increased (0.1sec -> 0.25sec)
Added visuals for Trinkets. (Bubble thing following owner)

Added more trinket materials that could be accessed after defeating a certain bosses
Damage Over Time no longer triggers afterhit invulnerability
Added ability for some damage instances to not make sound on apply
Cleared DoT sound spam a bit
Added early version of YV boss fight

Fixed old bug with enemy spawner
BigGen can now be targeted by enemies
Redone targeting for some enemies (Big wish nothing broke)

Added DPS display to dummy (Displays average Damage dealt over 3 seconds)
Added Enemy Wave Controller
Added Canisters and Canister sockets (Uncharging and recharging canisters)
Added level lose and win if gen's destroyed or recieving canister sockets refilled.
Added Objective Defense mode.
Added time-limit objective.

Ενημέρωση: 19 Ιουν στις 11:05

-Lobby test

Ενημέρωση: 8 Ιουν στις 9:12

Added equipment slot for subtools. All 4 classes share same distribution of tools: health pack, ammo pack, lockpicker.
UI updated to include new slot.
Allowed to use QUACK button for Block/Blink without using legacy challenge mode

Health Pack is now considered tool. Charges: 4, Slot: Subtool
Ammo pack is now considered tool. Charges: 4, Slot: Subtool
Lockpicker is now considered tool. Charges: 2, Slot: Subtool

Tools spawned in shelfs have 1 use and disappear if out of charges.

Added new Tool - Tool Refill. On use restores all charges on all tools in inventory. Cannot refill tool refillers.
Shelfs can be spawned in locked state. Requires lockpicker to open them.
Updated grapple Visuals.
Updated Melee Weapon charged up Visuals

Perks that are unobtainable now shaded differently in the UI

Added view-shader, but for now, they are only planned one per boss, cause of incompabilities. (Need to fix that and optimize code). Due that, playtesting Boss Prototype is impossible as Runner. (New shader is part of his kit for now, for testing reasons).
Early version of new Boss - Beholster (EtG cameo).

Added 2 new effects - Disarm and Silence.
Silence is part of a new Boss Attack.

Balance:
SIX12SD - Bullets per shot 6 -> 4, Damage per Bullet 11.5 -> 17.5
SGCQB - Bullets per shot 12 -> 6, Damage per Bullet 7.8 -> 15.6
M870 - Bullets per shot 8 -> 5, Damage per Bullet 10.3 -> 16.5

Jaeger Kinetic Damage Growth - 35% -> 25%
T3 Jaeger Perk "Akimbo" - Damage Falloff -20% -> -15%, Reduced Accuracy -15% -> -10%, Reduced Damage -25% -> -36% (Perk's Effective Damage bonus reduced from +50% to +28%)

Ricochetes are now considered as reflected damage. Because of that, they don't proc side effects of Jaeger's 1st Perk Branch (Bleeding, Ammo restore, Double crit). Big sadge... D:

Swapped Warden's 4th Branch perks around to T2 Intensifying Firerate and to T1 Intensifying Accuracy
T2 Heavy Intensifying Firerate - Max Bonus capped at 50% (was uncapped to 300% at the last bullet, now max bonus after shooting 1/6 of mag)
RP41 - Damage 25 -> 18, Firerate 12 -> 9
DP27 - Damage 32 -> 22, Firerate 8 -> 6
AK12 - Damage 15 -> 13.5

Sentry Base Damage 5 -> 4
Sentry Base FireRate 3 shots per second -> 2 shots per second
T2 Warden Perk Sentry Damage Bonus 50% -> 25%
T2 Warden Perk Sentry FireRate bonus 25% -> 20%

Warden - Ammo Pack Efficiency: 25% -> 34%

Sound:
Target Damage and Projectile Effects are now Proximity based
Sentry Fire now Proximity based
Fixed Proximity based sound being panned on the wrong side

Fixed:
Blood particles not spawning

Ενημέρωση: 24 Μαϊ στις 9:10

-New apperarance to Equipment and Perk selectors
-Added bike mount
-Perks in UI has shadows
-Effects more detailed in UI, added few more visual effects

-Early version of custom lobby extension, introducing custom missions
-Added 5th slot for utility (Heal pack, Ammo pack and Lockpicker)

Ενημέρωση: 16 Μαϊ στις 7:59

-Something is coming (preps)

-Hedgehog enemy prototype
-Shelfs visuals rewrk
-Players can use legacy controls on shelfs and items along modded controls (LMB).
Would be extended later

Ενημέρωση: 15 Μαϊ στις 7:23

-Updated Localisation Files
-Redone text ui on perk selection menu
-Perk ui now supports inline icons (mojis) and colorized text

-Prototype Boss Phase 3 added. 2 new attacks added to boss. Rockets and Singularity. Phase 2 now spawns 2 hexes instead of 3. Knockdown has been added as preemptively destructable along new attacks. Added new sounds for attacks.

-Added blink visuals
-Added air-jump and dash visual
-Added visuals to Light and Light's T3 'unlimited slide'
-Added visuals to blink strike

-Rogue T3 'blink strike cooldown' renamed to 'Double Strike' and attacks it's targets twice along it's original effect
-Added Perk Levels visible in Perks UI, that provide bonus stats based on amount of unlocked perks (maximum 10)
-Heavy Stomp Perks now apply on Push once per Enemy.
-Small changes around numbers on Heavy Sentry Perks

-Throwables trail is now wavy
-Bullet damage spawns blood particles

Ενημέρωση: 23 Απρ στις 8:58

-Equipment State Save part should be now auto-generated correctly

Ενημέρωση: 23 Απρ στις 5:08

-Updated Localisation Files
-Added values to perk UI data
-Added string to Perk Points signalising that maximum possible acquired

-Replaced Runner's 'Low Gravity Swing' T3 with new 'Quick Wit' T2 (Flighters Resistance now T3)
-Replaced Jaeger's 'Ricochete Mk3' T3 with new 'Akimbo' T3
-Replaced Warden's Placeholder T3 with new 'Heavy Blast' T3 (occasional crits to all kinetic damage)

-Added Visuals to Frenzy Lifesteal
-Added Visuals to Rogue, Warden and Jaeger (Ninja set, Armored set and Cowboy set accordingly)
-Rogue visuals change appearance when blink strike is on cooldown

-Fixed Ricochete behavior (Wrong ricochete axis and now Prioritizes nearest targets with Line of Sight)
-Fixed Homing behavior (Bug was: Auto Unattach when target is too close, returning to original trajectory)
-Fixed enchanted ammo not applying to multiple targets hit per projectile (or if multiple enchanted ammo is in air)

-Prototype boss now has second Boss Phase with new set of summons and new debuff

Ενημέρωση: 12 Απρ στις 10:07