Item update 5/5
parent
408eaaf54e
commit
0496138d70
34
arena.lua
34
arena.lua
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@ -53,6 +53,8 @@ function Arena:on_enter(from, level, units, passives, shop_level, shop_xp, lock)
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self.main:enable_trigger_between('projectile', 'enemy')
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self.main:enable_trigger_between('projectile', 'enemy')
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self.main:enable_trigger_between('enemy_projectile', 'player')
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self.main:enable_trigger_between('enemy_projectile', 'player')
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self.main:enable_trigger_between('player', 'enemy_projectile')
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self.main:enable_trigger_between('player', 'enemy_projectile')
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self.main:enable_trigger_between('enemy_projectile', 'enemy')
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self.main:enable_trigger_between('enemy', 'enemy_projectile')
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self.main:enable_trigger_between('player', 'ghost')
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self.main:enable_trigger_between('player', 'ghost')
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self.main:enable_trigger_between('ghost', 'player')
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self.main:enable_trigger_between('ghost', 'player')
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@ -407,7 +409,7 @@ function Arena:update(dt)
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main:add(BuyScreen'buy_screen')
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main:add(BuyScreen'buy_screen')
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locked_state = nil
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locked_state = nil
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system.save_run()
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system.save_run()
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main:go_to('buy_screen', 0, {}, passives, 1, 0)
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main:go_to('buy_screen', 1, {}, passives, 1, 0)
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end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end}
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end}
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@ -595,7 +597,7 @@ function Arena:update(dt)
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main:add(BuyScreen'buy_screen')
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main:add(BuyScreen'buy_screen')
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locked_state = nil
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locked_state = nil
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system.save_run()
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system.save_run()
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main:go_to('buy_screen', 0, {}, passives, 1, 0)
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main:go_to('buy_screen', 1, {}, passives, 1, 0)
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end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end
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end
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@ -863,8 +865,16 @@ function Arena:quit()
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trigger:tween(1, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 end, 'slow_amount')
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trigger:tween(1, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 end, 'slow_amount')
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trigger:tween(4, camera, {x = gw/2, y = gh/2, r = 0}, math.linear, function() camera.x, camera.y, camera.r = gw/2, gh/2, 0 end)
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trigger:tween(4, camera, {x = gw/2, y = gh/2, r = 0}, math.linear, function() camera.x, camera.y, camera.r = gw/2, gh/2, 0 end)
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self:set_passives()
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self:set_passives()
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RerollButton{group = main.current.ui, x = 40, y = 40, parent = self, force_update = true}
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RerollButton{group = main.current.ui, x = gw - 40, y = 40, parent = self, force_update = true}
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self.shop_text = Text({{text = '[wavy_mid, fg]gold: [yellow]' .. gold, font = pixul_font, alignment = 'center'}}, global_text_tags)
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self.shop_text = Text({{text = '[wavy_mid, fg]gold: [yellow]' .. gold, font = pixul_font, alignment = 'center'}}, global_text_tags)
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self.build_text = Text2{group = self.ui, x = 40, y = 20, force_update = true, lines = {{text = "[wavy_mid, fg]your build", font = pixul_font, alignment = 'center'}}}
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for i, unit in ipairs(self.units) do
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CharacterPart{group = self.ui, x = 20, y = 40 + (i-1)*19, character = unit.character, level = unit.level, force_update = true, cant_click = true, parent = self}
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Text2{group = self.ui, x = 20 + 14 + pixul_font:get_text_width(unit.character)/2, y = 40 + (i-1)*19, force_update = true, lines = {
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{text = '[' .. character_color_strings[unit.character] .. ']' .. unit.character, font = pixul_font, alignment = 'left'}
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}}
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end
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else
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else
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self:transition()
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self:transition()
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end
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end
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@ -890,15 +900,15 @@ function Arena:set_passives(from_reroll)
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local passive_2 = random:table_remove(run_passive_pool)
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local passive_2 = random:table_remove(run_passive_pool)
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local passive_3 = random:table_remove(run_passive_pool)
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local passive_3 = random:table_remove(run_passive_pool)
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if passive_1 then
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if passive_1 then
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table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 0*(card_w + 20) + card_w/2, y = gh/2 - 6, w = card_w, h = card_h, card_i = 1, arena = self, passive = passive_1, force_update = true})
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table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 0*(card_w + 20) + card_w/2 + 45, y = gh/2 - 6 + 10, w = card_w, h = card_h, card_i = 1, arena = self, passive = passive_1, force_update = true})
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end
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end
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if passive_2 then
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if passive_2 then
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table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 1*(card_w + 20) + card_w/2, y = gh/2 - 6, w = card_w, h = card_h, card_i = 2, arena = self, passive = passive_2, force_update = true})
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table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 1*(card_w + 20) + card_w/2 + 45, y = gh/2 - 6 + 10, w = card_w, h = card_h, card_i = 2, arena = self, passive = passive_2, force_update = true})
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end
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end
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if passive_3 then
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if passive_3 then
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table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 2*(card_w + 20) + card_w/2, y = gh/2 - 6, w = card_w, h = card_h, card_i = 3, arena = self, passive = passive_3, force_update = true})
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table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 2*(card_w + 20) + card_w/2 + 45, y = gh/2 - 6 + 10, w = card_w, h = card_h, card_i = 3, arena = self, passive = passive_3, force_update = true})
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end
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end
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self.passive_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 65, lines = {{text = '[fg, wavy]choose one', font = fat_font, alignment = 'center'}}}
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self.passive_text = Text2{group = self.ui, x = gw/2 + 45, y = gh/2 - 65 + 10, lines = {{text = '[fg, wavy]choose one', font = fat_font, alignment = 'center'}}}
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if not passive_1 and not passive_2 and not passive_3 then
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if not passive_1 and not passive_2 and not passive_3 then
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self:transition()
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self:transition()
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end
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end
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@ -965,7 +975,7 @@ function Arena:draw()
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if self.choosing_passives or self.won or self.paused or self.died then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent) end
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if self.choosing_passives or self.won or self.paused or self.died then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent) end
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self.ui:draw()
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self.ui:draw()
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if self.shop_text then self.shop_text:draw(40, 20) end
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if self.shop_text then self.shop_text:draw(gw - 40, 20) end
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if self.in_credits then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent_2) end
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if self.in_credits then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent_2) end
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self.credits:draw()
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self.credits:draw()
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@ -1007,7 +1017,7 @@ function Arena:die()
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max_units = 7 + current_new_game_plus
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max_units = 7 + current_new_game_plus
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main:add(BuyScreen'buy_screen')
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main:add(BuyScreen'buy_screen')
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system.save_run()
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system.save_run()
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main:go_to('buy_screen', 0, {}, passives, 1, 0)
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main:go_to('buy_screen', 1, {}, passives, 1, 0)
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end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end}
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end}
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end)
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end)
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@ -1078,7 +1088,7 @@ end
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function Arena:gain_gold()
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function Arena:gain_gold()
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local merchant = self.player:get_unit'merchant'
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local merchant = self.player:get_unit'merchant'
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self.gold_gained = random:int(level_to_gold_gained[self.level][1], level_to_gold_gained[self.level][2])
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self.gold_gained = random:int(level_to_gold_gained[self.level][1], level_to_gold_gained[self.level][2])
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self.interest = math.min(math.floor(gold/5), 5) + (merchant and math.floor(gold/10) or 0)
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self.interest = math.min(math.floor(gold/5), 5) + math.min((merchant and math.floor(gold/10) or 0), 10)
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gold = gold + self.gold_gained + self.gold_picked_up + self.interest
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gold = gold + self.gold_gained + self.gold_picked_up + self.interest
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end
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end
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@ -1103,8 +1113,8 @@ function Arena:transition()
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end
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end
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slow_amount = 1
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slow_amount = 1
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main:add(BuyScreen'buy_screen')
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main:add(BuyScreen'buy_screen')
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system.save_run(self.level, gold, self.units, self.passives, self.shop_level, self.shop_xp, run_passive_pool, locked_state)
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system.save_run(self.level+1, gold, self.units, self.passives, self.shop_level, self.shop_xp, run_passive_pool, locked_state)
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main:go_to('buy_screen', self.level, self.units, self.passives, self.shop_level, self.shop_xp)
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main:go_to('buy_screen', self.level+1, self.units, self.passives, self.shop_level, self.shop_xp)
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t.t:after(0.1, function()
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t.t:after(0.1, function()
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t.text:set_text({
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t.text:set_text({
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{text = '[nudge_down, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']gold gained: ' .. tostring(self.gold_gained or 0) .. ' + ' .. tostring(self.gold_picked_up or 0), font = pixul_font,
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{text = '[nudge_down, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']gold gained: ' .. tostring(self.gold_gained or 0) .. ' + ' .. tostring(self.gold_picked_up or 0), font = pixul_font,
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Binary file not shown.
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@ -48,10 +48,7 @@ function BuyScreen:on_enter(from, level, units, passives, shop_level, shop_xp)
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input:set_mouse_visible(true)
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input:set_mouse_visible(true)
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if self.level == 0 then
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if self.level == 1 then
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main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.5}
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self.level = 1
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self.first_screen = true
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end
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end
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steam.friends.setRichPresence('steam_display', '#StatusFull')
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steam.friends.setRichPresence('steam_display', '#StatusFull')
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@ -79,9 +76,9 @@ function BuyScreen:on_enter(from, level, units, passives, shop_level, shop_xp)
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elseif lvl % 3 == 0 then return ' (hard)'
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elseif lvl % 3 == 0 then return ' (hard)'
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else return '' end
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else return '' end
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end
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end
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self.level_text = Text({{text = '[fg]Lv.' .. tostring(level == 0 and 1 or self.level+1) .. get_elite_str(self.level+1), font = pixul_font, alignment = 'center'}}, global_text_tags)
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self.level_text = Text({{text = '[fg]Lv.' .. tostring(self.level) .. get_elite_str(self.level), font = pixul_font, alignment = 'center'}}, global_text_tags)
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if not self.first_screen then RerollButton{group = self.main, x = 150, y = 18, parent = self} end
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RerollButton{group = self.main, x = 150, y = 18, parent = self}
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GoButton{group = self.main, x = gw - 90, y = gh - 20, parent = self}
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GoButton{group = self.main, x = gw - 90, y = gh - 20, parent = self}
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LevelButton{group = self.main, x = gw/2, y = 18, parent = self}
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LevelButton{group = self.main, x = gw/2, y = 18, parent = self}
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self.tutorial_button = Button{group = self.main, x = gw/2 + 134, y = 18, button_text = '?', fg_color = 'bg10', bg_color = 'bg', action = function()
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self.tutorial_button = Button{group = self.main, x = gw/2 + 134, y = 18, button_text = '?', fg_color = 'bg10', bg_color = 'bg', action = function()
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@ -152,7 +149,7 @@ function BuyScreen:on_enter(from, level, units, passives, shop_level, shop_xp)
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max_units = 7 + current_new_game_plus
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max_units = 7 + current_new_game_plus
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main:add(BuyScreen'buy_screen')
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main:add(BuyScreen'buy_screen')
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system.save_run()
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system.save_run()
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main:go_to('buy_screen', 0, {}, passives, 1, 0)
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main:go_to('buy_screen', 1, {}, passives, 1, 0)
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end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end, mouse_enter = function(b)
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end, mouse_enter = function(b)
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b.info_text = InfoText{group = main.current.ui, force_update = true}
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b.info_text = InfoText{group = main.current.ui, force_update = true}
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@ -177,6 +174,9 @@ function BuyScreen:on_enter(from, level, units, passives, shop_level, shop_xp)
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self.t:tween(0.2, self.screen_text, {sy = 0}, math.linear, function() self.screen_text.sy = 0 end)
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self.t:tween(0.2, self.screen_text, {sy = 0}, math.linear, function() self.screen_text.sy = 0 end)
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end)
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end)
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end
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end
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locked_state = {locked = self.locked, cards = {self.cards[1] and self.cards[1].unit, self.cards[2] and self.cards[2].unit, self.cards[3] and self.cards[3].unit}}
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system.save_run(self.level, gold, self.units, self.passives, self.shop_level, self.shop_xp, run_passive_pool, locked_state)
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end
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end
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@ -345,7 +345,7 @@ function BuyScreen:set_cards(shop_level, dont_spawn_effect, first_call)
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unit_3 = random:table(tier_to_characters[random:weighted_pick(unpack(tier_weights))])
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unit_3 = random:table(tier_to_characters[random:weighted_pick(unpack(tier_weights))])
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all_units = {unit_1, unit_2, unit_3}
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all_units = {unit_1, unit_2, unit_3}
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until not table.all(all_units, function(v) return table.any(non_attacking_characters, function(u) return v == u end) end)
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until not table.all(all_units, function(v) return table.any(non_attacking_characters, function(u) return v == u end) end)
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if first_call and self.locked then
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if first_call and locked_state then
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if locked_state.cards[1] then self.cards[1] = ShopCard{group = self.main, x = 60, y = 75, w = 80, h = 90, unit = locked_state.cards[1], parent = self, i = 1} end
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if locked_state.cards[1] then self.cards[1] = ShopCard{group = self.main, x = 60, y = 75, w = 80, h = 90, unit = locked_state.cards[1], parent = self, i = 1} end
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if locked_state.cards[2] then self.cards[2] = ShopCard{group = self.main, x = 140, y = 75, w = 80, h = 90, unit = locked_state.cards[2], parent = self, i = 2} end
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if locked_state.cards[2] then self.cards[2] = ShopCard{group = self.main, x = 140, y = 75, w = 80, h = 90, unit = locked_state.cards[2], parent = self, i = 2} end
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if locked_state.cards[3] then self.cards[3] = ShopCard{group = self.main, x = 220, y = 75, w = 80, h = 90, unit = locked_state.cards[3], parent = self, i = 3} end
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if locked_state.cards[3] then self.cards[3] = ShopCard{group = self.main, x = 220, y = 75, w = 80, h = 90, unit = locked_state.cards[3], parent = self, i = 3} end
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@ -539,7 +539,7 @@ function RestartButton:update(dt)
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system.save_state()
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system.save_state()
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main:add(BuyScreen'buy_screen')
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main:add(BuyScreen'buy_screen')
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system.save_run()
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system.save_run()
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main:go_to('buy_screen', 0, {}, passives, 1, 0)
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main:go_to('buy_screen', 1, {}, passives, 1, 0)
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end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end
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end
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end
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end
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@ -685,11 +685,11 @@ function GoButton:update(dt)
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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ui_transition1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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ui_transition1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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self.transitioning = true
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self.transitioning = true
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system.save_run(self.parent.level, gold, self.parent.units, passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
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system.save_run(self.parent.level, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
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TransitionEffect{group = main.transitions, x = self.x, y = self.y, color = state.dark_transitions and bg[-2] or character_colors[random:table(self.parent.units).character], transition_action = function()
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TransitionEffect{group = main.transitions, x = self.x, y = self.y, color = state.dark_transitions and bg[-2] or character_colors[random:table(self.parent.units).character], transition_action = function()
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main:add(Arena'arena')
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main:add(Arena'arena')
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main:go_to('arena', ((self.parent.first_screen and 1) or (self.parent.level + 1)), self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, self.parent.locked)
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main:go_to('arena', self.parent.level, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, self.parent.locked)
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end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']level ' .. ((self.parent.first_screen and 1) or (self.parent.level + 1)) .. '/25', font = pixul_font, alignment = 'center'}}, global_text_tags)}
|
end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']level ' .. tostring(self.parent.level) .. '/25', font = pixul_font, alignment = 'center'}}, global_text_tags)}
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -739,7 +739,7 @@ function LockButton:update(dt)
|
||||||
if not self.parent.locked then locked_state = nil end
|
if not self.parent.locked then locked_state = nil end
|
||||||
if self.parent.locked then
|
if self.parent.locked then
|
||||||
locked_state = {locked = true, cards = {self.parent.cards[1] and self.parent.cards[1].unit, self.parent.cards[2] and self.parent.cards[2].unit, self.parent.cards[3] and self.parent.cards[3].unit}}
|
locked_state = {locked = true, cards = {self.parent.cards[1] and self.parent.cards[1].unit, self.parent.cards[2] and self.parent.cards[2].unit, self.parent.cards[3] and self.parent.cards[3].unit}}
|
||||||
system.save_run(self.parent.level == 1 and 0 or self.parent.level, gold, self.parent.units, passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
system.save_run(self.parent.level, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
||||||
end
|
end
|
||||||
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
self.selected = true
|
self.selected = true
|
||||||
|
@ -820,7 +820,7 @@ function LevelButton:update(dt)
|
||||||
gold = gold - 5
|
gold = gold - 5
|
||||||
self.parent.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
|
self.parent.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
|
||||||
self.text = Text({{text = '[bg10]' .. tostring(self.parent.shop_level), font = pixul_font, alignment = 'center'}}, global_text_tags)
|
self.text = Text({{text = '[bg10]' .. tostring(self.parent.shop_level), font = pixul_font, alignment = 'center'}}, global_text_tags)
|
||||||
system.save_run(self.parent.level, gold, self.parent.units, passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
system.save_run(self.parent.level, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -950,7 +950,7 @@ function RerollButton:update(dt)
|
||||||
self.spring:pull(0.2, 200, 10)
|
self.spring:pull(0.2, 200, 10)
|
||||||
gold = gold - 2
|
gold = gold - 2
|
||||||
self.parent.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
|
self.parent.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
|
||||||
system.save_run(self.parent.level, gold, self.parent.units, passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
system.save_run(self.parent.level, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
||||||
end
|
end
|
||||||
elseif self.parent:is(Arena) then
|
elseif self.parent:is(Arena) then
|
||||||
if gold < 10 and not self.free_reroll then
|
if gold < 10 and not self.free_reroll then
|
||||||
|
@ -1154,12 +1154,14 @@ function CharacterPart:update(dt)
|
||||||
self:die()
|
self:die()
|
||||||
self.parent:set_party_and_sets()
|
self.parent:set_party_and_sets()
|
||||||
self.parent:refresh_cards()
|
self.parent:refresh_cards()
|
||||||
|
system.save_run(self.parent.level, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
||||||
else
|
else
|
||||||
self.parent.parent:gain_gold(self:get_sale_price())
|
self.parent.parent:gain_gold(self:get_sale_price())
|
||||||
self.parent.parent.units[self.i].reserve[self.level] = self.parent.parent.units[self.i].reserve[self.level] - 1
|
self.parent.parent.units[self.i].reserve[self.level] = self.parent.parent.units[self.i].reserve[self.level] - 1
|
||||||
self:die()
|
self:die()
|
||||||
self.parent.parent:set_party_and_sets()
|
self.parent.parent:set_party_and_sets()
|
||||||
self.parent.parent:refresh_cards()
|
self.parent.parent:refresh_cards()
|
||||||
|
system.save_run(self.parent.parent.level, gold, self.parent.parent.units, self.parent.parent.passives, self.parent.parent.shop_level, self.parent.parent.shop_xp, run_passive_pool, locked_state)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -1330,7 +1332,7 @@ function PassiveCard:on_mouse_enter()
|
||||||
self.info_text:activate({
|
self.info_text:activate({
|
||||||
{text = self.passive_description, font = pixul_font, alignment = 'center', height_multiplier = 1.25},
|
{text = self.passive_description, font = pixul_font, alignment = 'center', height_multiplier = 1.25},
|
||||||
}, nil, nil, nil, nil, 16, 4, nil, 2)
|
}, nil, nil, nil, nil, 16, 4, nil, 2)
|
||||||
self.info_text.x, self.info_text.y = gw/2, gh/2 + gh/4 + 12
|
self.info_text.x, self.info_text.y = gw/2, gh/2 + gh/4 + 22
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
@ -1399,7 +1401,7 @@ function ItemCard:update(dt)
|
||||||
self.selected = true
|
self.selected = true
|
||||||
self.spring:pull(0.2, 200, 10)
|
self.spring:pull(0.2, 200, 10)
|
||||||
gold = gold - 5
|
gold = gold - 5
|
||||||
for _, passive in ipairs(passives) do
|
for _, passive in ipairs(self.parent.passives) do
|
||||||
if passive.passive == self.passive then
|
if passive.passive == self.passive then
|
||||||
passive.level = self.level
|
passive.level = self.level
|
||||||
passive.xp = self.xp
|
passive.xp = self.xp
|
||||||
|
@ -1407,7 +1409,7 @@ function ItemCard:update(dt)
|
||||||
end
|
end
|
||||||
self.parent.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
|
self.parent.shop_text:set_text{{text = '[wavy_mid, fg]shop [fg]- [fg, nudge_down]gold: [yellow, nudge_down]' .. gold, font = pixul_font, alignment = 'center'}}
|
||||||
self.text = Text({{text = '[bg10]' .. tostring(self.parent.shop_level), font = pixul_font, alignment = 'center'}}, global_text_tags)
|
self.text = Text({{text = '[bg10]' .. tostring(self.parent.shop_level), font = pixul_font, alignment = 'center'}}, global_text_tags)
|
||||||
system.save_run(self.parent.level, gold, self.parent.units, passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
system.save_run(self.parent.level, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -1543,7 +1545,8 @@ function ShopCard:update(dt)
|
||||||
self:die()
|
self:die()
|
||||||
self.parent.cards[self.i] = nil
|
self.parent.cards[self.i] = nil
|
||||||
self.parent:refresh_cards()
|
self.parent:refresh_cards()
|
||||||
system.save_run(self.parent.level == 1 and 0 or self.parent.level, gold, self.parent.units, passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
locked_state = {locked = self.parent.locked, cards = {self.parent.cards[1] and self.parent.cards[1].unit, self.parent.cards[2] and self.parent.cards[2].unit, self.parent.cards[3] and self.parent.cards[3].unit}}
|
||||||
|
system.save_run(self.parent.level, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
|
||||||
else
|
else
|
||||||
error1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
error1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
self.spring:pull(0.2, 200, 10)
|
self.spring:pull(0.2, 200, 10)
|
||||||
|
|
70
enemies.lua
70
enemies.lua
|
@ -225,7 +225,7 @@ function Seeker:init(args)
|
||||||
local n = math.remap(current_new_game_plus, 0, 5, 1, 0.5)
|
local n = math.remap(current_new_game_plus, 0, 5, 1, 0.5)
|
||||||
self.t:after({2*n, 4*n}, function()
|
self.t:after({2*n, 4*n}, function()
|
||||||
self.shooting = true
|
self.shooting = true
|
||||||
self.t:every({3, 5}, function()
|
self.t:every({4, 6}, function()
|
||||||
if self.silenced then return end
|
if self.silenced then return end
|
||||||
for i = 1, 3 do
|
for i = 1, 3 do
|
||||||
self.t:after((1 - self.level*0.01)*0.15*(i-1), function()
|
self.t:after((1 - self.level*0.01)*0.15*(i-1), function()
|
||||||
|
@ -233,8 +233,8 @@ function Seeker:init(args)
|
||||||
self.hfx:use('hit', 0.25, 200, 10, 0.1)
|
self.hfx:use('hit', 0.25, 200, 10, 0.1)
|
||||||
local r = self.r
|
local r = self.r
|
||||||
HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6}
|
HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6}
|
||||||
EnemyProjectile{group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), color = fg[0], r = r, v = 140 + 5*self.level + 4*current_new_game_plus,
|
EnemyProjectile{group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), color = fg[0], r = r, v = 140 + 3.5*self.level + 2*current_new_game_plus,
|
||||||
dmg = (current_new_game_plus*0.1 + 1)*self.dmg}
|
dmg = (current_new_game_plus*0.1 + 1)*self.dmg, source = 'shooter'}
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
end, nil, nil, 'shooter')
|
end, nil, nil, 'shooter')
|
||||||
|
@ -473,7 +473,7 @@ function Seeker:hit(damage, projectile, dot)
|
||||||
_G[random:table{'enemy_die1', 'enemy_die2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.5}
|
_G[random:table{'enemy_die1', 'enemy_die2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.5}
|
||||||
|
|
||||||
if main.current.mercenary_level > 0 then
|
if main.current.mercenary_level > 0 then
|
||||||
if random:bool((main.current.mercenary_level == 2 and 20) or (main.current.mercenary_level == 1 and 10) or 0) then
|
if random:bool((main.current.mercenary_level == 2 and 16) or (main.current.mercenary_level == 1 and 8) or 0) then
|
||||||
trigger:after(0.01, function()
|
trigger:after(0.01, function()
|
||||||
Gold{group = main.current.main, x = self.x, y = self.y}
|
Gold{group = main.current.main, x = self.x, y = self.y}
|
||||||
end)
|
end)
|
||||||
|
@ -500,12 +500,9 @@ function Seeker:hit(damage, projectile, dot)
|
||||||
|
|
||||||
if self.exploder then
|
if self.exploder then
|
||||||
if self.silenced then return end
|
if self.silenced then return end
|
||||||
shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.4}
|
mine1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
trigger:after(0.01, function()
|
trigger:after(0.01, function()
|
||||||
local n = math.floor(8 + current_new_game_plus*1.5)
|
ExploderMine{group = main.current.main, x = self.x, y = self.y, color = blue[0], parent = self}
|
||||||
for i = 1, n do
|
|
||||||
EnemyProjectile{group = main.current.main, x = self.x, y = self.y, color = blue[0], r = (i-1)*math.pi/(n/2), v = 120 + 5*self.level, dmg = 1.5*self.dmg}
|
|
||||||
end
|
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -573,8 +570,9 @@ end
|
||||||
|
|
||||||
function Seeker:push(f, r, push_invulnerable)
|
function Seeker:push(f, r, push_invulnerable)
|
||||||
local n = 1
|
local n = 1
|
||||||
if self.tank then n = 0.4 - 0.01*self.level end
|
if self.tank then n = 0.7 end
|
||||||
if self.boss then n = 0.1 end
|
if self.boss then n = 0.2 end
|
||||||
|
if self.level == 25 and self.boss then n = 0.7 end
|
||||||
self.push_invulnerable = push_invulnerable
|
self.push_invulnerable = push_invulnerable
|
||||||
self.push_force = n*f
|
self.push_force = n*f
|
||||||
self.being_pushed = true
|
self.being_pushed = true
|
||||||
|
@ -672,6 +670,50 @@ function Seeker:apply_dot(dmg, duration)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
ExploderMine = Object:extend()
|
||||||
|
ExploderMine:implement(GameObject)
|
||||||
|
function ExploderMine:init(args)
|
||||||
|
self:init_game_object(args)
|
||||||
|
self.hfx:add('hit', 1)
|
||||||
|
self.vr = 0
|
||||||
|
self.dvr = random:float(-math.pi/4, math.pi/4)
|
||||||
|
self.rs = 0
|
||||||
|
self.t:tween(0.05, self, {rs = args.rs}, math.cubic_in_out, function()
|
||||||
|
self.spring:pull(0.15)
|
||||||
|
self.t:every(0.8 - current_new_game_plus*0.1, function()
|
||||||
|
mine1:play{pitch = 1 + self.t:get_every_iteration'mine_count'*0.1, volume = 0.5}
|
||||||
|
self.spring:pull(0.5, 200, 10)
|
||||||
|
self.hfx:use('hit', 0.5, 200, 10, 0.2)
|
||||||
|
end, 3, function()
|
||||||
|
shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.4}
|
||||||
|
cannoneer1:play{pitch = random:float(0.95, 1.05), volume = 0.4}
|
||||||
|
for i = 1, 4 do HitParticle{group = main.current.effects, x = self.x, y = self.y, r = random:float(0, 2*math.pi), color = self.color} end
|
||||||
|
HitCircle{group = main.current.effects, x = self.x, y = self.y}
|
||||||
|
local n = math.floor(8 + current_new_game_plus*1.5)
|
||||||
|
for i = 1, n do
|
||||||
|
EnemyProjectile{group = main.current.main, x = self.x, y = self.y, color = blue[0], r = (i-1)*math.pi/(n/2), v = 120 + 5*self.parent.level, dmg = 1.5*self.parent.dmg}
|
||||||
|
end
|
||||||
|
self.dead = true
|
||||||
|
end, 'mine_count')
|
||||||
|
end)
|
||||||
|
--[[
|
||||||
|
]]--
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
function ExploderMine:update(dt)
|
||||||
|
self:update_game_object(dt)
|
||||||
|
self.vr = self.vr + self.dvr*dt
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
function ExploderMine:draw()
|
||||||
|
graphics.push(self.x, self.y, 0, self.spring.x, self.spring.x)
|
||||||
|
graphics.circle(self.x, self.y, 2.5, self.hfx.hit.f and fg[0] or self.color)
|
||||||
|
graphics.pop()
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
EnemyCritter = Object:extend()
|
EnemyCritter = Object:extend()
|
||||||
|
@ -930,5 +972,11 @@ function EnemyProjectile:on_trigger_enter(other, contact)
|
||||||
self:die(self.x, self.y, nil, random:int(2, 3))
|
self:die(self.x, self.y, nil, random:int(2, 3))
|
||||||
other:hit(1000)
|
other:hit(1000)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
elseif other:is(Seeker) or other:is(EnemyCritter) then
|
||||||
|
if self.source == 'shooter' then
|
||||||
|
self:die(self.x, self.y, nil, random:int(2, 3))
|
||||||
|
other:hit(0.5*self.dmg)
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
48
main.lua
48
main.lua
|
@ -18,6 +18,7 @@ function init()
|
||||||
input:bind('enter', {'space', 'return', 'fleft', 'fdown', 'fright'})
|
input:bind('enter', {'space', 'return', 'fleft', 'fdown', 'fright'})
|
||||||
|
|
||||||
local s = {tags = {sfx}}
|
local s = {tags = {sfx}}
|
||||||
|
mine1 = Sound('Weapon Swap 2.ogg', s)
|
||||||
level_up1 = Sound('Buff 4.ogg', s)
|
level_up1 = Sound('Buff 4.ogg', s)
|
||||||
unlock1 = Sound('Unlock 3.ogg', s)
|
unlock1 = Sound('Unlock 3.ogg', s)
|
||||||
gambler1 = Sound('Collect 5.ogg', s)
|
gambler1 = Sound('Collect 5.ogg', s)
|
||||||
|
@ -565,8 +566,8 @@ function init()
|
||||||
['lich'] = function(lvl) return '[fg]launches a slow projectile that jumps [yellow]7[fg] times, dealing [yellow]' .. 2*get_character_stat('lich', lvl, 'dmg') .. '[fg] damage per hit' end,
|
['lich'] = function(lvl) return '[fg]launches a slow projectile that jumps [yellow]7[fg] times, dealing [yellow]' .. 2*get_character_stat('lich', lvl, 'dmg') .. '[fg] damage per hit' end,
|
||||||
['cryomancer'] = function(lvl) return '[fg]nearby enemies take [yellow]' .. get_character_stat('cryomancer', lvl, 'dmg') .. '[fg] damage per second' end,
|
['cryomancer'] = function(lvl) return '[fg]nearby enemies take [yellow]' .. get_character_stat('cryomancer', lvl, 'dmg') .. '[fg] damage per second' end,
|
||||||
['pyromancer'] = function(lvl) return '[fg]nearby enemies take [yellow]' .. get_character_stat('pyromancer', lvl, 'dmg') .. '[fg] damage per second' end,
|
['pyromancer'] = function(lvl) return '[fg]nearby enemies take [yellow]' .. get_character_stat('pyromancer', lvl, 'dmg') .. '[fg] damage per second' end,
|
||||||
['corruptor'] = function(lvl) return '[fg]spawn [yellow]3[fg] small critters if the corruptor kills an enemy' end,
|
['corruptor'] = function(lvl) return '[fg]shoots an arrow that deals [yellow]' .. get_character_stat('corruptor', lvl, 'dmg') .. '[fg] damage, spawn [yellow]3[fg] critters if it kills' end,
|
||||||
['beastmaster'] = function(lvl) return '[fg]spawn [yellow]2[fg] small critters if the beastmaster crits' end,
|
['beastmaster'] = function(lvl) return '[fg]throws a knife that deals [yellow]' .. get_character_stat('beastmaster', lvl, 'dmg') .. '[fg] damage, spawn [yellow]2[fg] critters if it crits' end,
|
||||||
['launcher'] = function(lvl) return '[fg]all nearby enemies are pushed after [yellow]4[fg] seconds, taking [yellow]' .. 2*get_character_stat('launcher', lvl, 'dmg') .. '[fg] damage on wall hit' end,
|
['launcher'] = function(lvl) return '[fg]all nearby enemies are pushed after [yellow]4[fg] seconds, taking [yellow]' .. 2*get_character_stat('launcher', lvl, 'dmg') .. '[fg] damage on wall hit' end,
|
||||||
['jester'] = function(lvl) return "[fg]curses [yellow]6[fg] nearby enemies for [yellow]6[fg] seconds, they will explode into [yellow]4[fg] knives on death" end,
|
['jester'] = function(lvl) return "[fg]curses [yellow]6[fg] nearby enemies for [yellow]6[fg] seconds, they will explode into [yellow]4[fg] knives on death" end,
|
||||||
['assassin'] = function(lvl) return '[fg]throws a piercing knife that deals [yellow]' .. get_character_stat('assassin', lvl, 'dmg') .. '[fg] damage + [yellow]' ..
|
['assassin'] = function(lvl) return '[fg]throws a piercing knife that deals [yellow]' .. get_character_stat('assassin', lvl, 'dmg') .. '[fg] damage + [yellow]' ..
|
||||||
|
@ -589,7 +590,7 @@ function init()
|
||||||
['warden'] = function(lvl) return '[fg]creates a force field around a random unit that prevents enemies from entering' end,
|
['warden'] = function(lvl) return '[fg]creates a force field around a random unit that prevents enemies from entering' end,
|
||||||
['psychic'] = function(lvl) return '[fg]creates a small area that deals [yellow]' .. get_character_stat('psychic', lvl, 'dmg') .. ' AoE[fg] damage' end,
|
['psychic'] = function(lvl) return '[fg]creates a small area that deals [yellow]' .. get_character_stat('psychic', lvl, 'dmg') .. ' AoE[fg] damage' end,
|
||||||
['miner'] = function(lvl) return '[fg]picking up gold releases [yellow]4[fg] homing projectiles that each deal [yellow]' .. get_character_stat('miner', lvl, 'dmg') .. ' [fg]damage' end,
|
['miner'] = function(lvl) return '[fg]picking up gold releases [yellow]4[fg] homing projectiles that each deal [yellow]' .. get_character_stat('miner', lvl, 'dmg') .. ' [fg]damage' end,
|
||||||
['merchant'] = function(lvl) return '[fg]gain [yellow]+1[fg] interest for every [yellow]10[fg] gold' end,
|
['merchant'] = function(lvl) return '[fg]gain [yellow]+1[fg] interest for every [yellow]10[fg] gold, up to a max of [yellow]+10[fg] from the merchant' end,
|
||||||
['usurer'] = function(lvl) return '[fg]curses [yellow]3[fg] nearby enemies indefinitely with debt, dealing [yellow]' .. get_character_stat('usurer', lvl, 'dmg') .. '[fg] damage per second' end,
|
['usurer'] = function(lvl) return '[fg]curses [yellow]3[fg] nearby enemies indefinitely with debt, dealing [yellow]' .. get_character_stat('usurer', lvl, 'dmg') .. '[fg] damage per second' end,
|
||||||
['gambler'] = function(lvl) return '[fg]deal [yellow]2X[fg] damage to a single random enemy where X is how much gold you have' end,
|
['gambler'] = function(lvl) return '[fg]deal [yellow]2X[fg] damage to a single random enemy where X is how much gold you have' end,
|
||||||
['thief'] = function(lvl) return '[fg]throws a knife that deals [yellow]' .. 2*get_character_stat('thief', lvl, 'dmg') .. '[fg] damage and chains [yellow]5[fg] times' end,
|
['thief'] = function(lvl) return '[fg]throws a knife that deals [yellow]' .. 2*get_character_stat('thief', lvl, 'dmg') .. '[fg] damage and chains [yellow]5[fg] times' end,
|
||||||
|
@ -737,8 +738,8 @@ function init()
|
||||||
['lich'] = function() return '[fg]chain frost slows enemies hit by [yellow]80%[fg] for [yellow]2[fg] seconds and chains [yellow]+7[fg] times' end,
|
['lich'] = function() return '[fg]chain frost slows enemies hit by [yellow]80%[fg] for [yellow]2[fg] seconds and chains [yellow]+7[fg] times' end,
|
||||||
['cryomancer'] = function() return '[fg]enemies are also slowed by [yellow]60%[fg] while in the area' end,
|
['cryomancer'] = function() return '[fg]enemies are also slowed by [yellow]60%[fg] while in the area' end,
|
||||||
['pyromancer'] = function() return '[fg]enemies killed by the pyromancer explode, dealing [yellow]' .. get_character_stat('pyromancer', 3, 'dmg') .. '[fg] AoE damage' end,
|
['pyromancer'] = function() return '[fg]enemies killed by the pyromancer explode, dealing [yellow]' .. get_character_stat('pyromancer', 3, 'dmg') .. '[fg] AoE damage' end,
|
||||||
['corruptor'] = function() return '[fg]spawn [yellow]3[fg] small critters if the corruptor hits an enemy' end,
|
['corruptor'] = function() return '[fg]spawn [yellow]2[fg] small critters if the corruptor hits an enemy' end,
|
||||||
['beastmaster'] = function() return '[fg]spawn [yellow]2[fg] small critters if the beastmaster gets hit' end,
|
['beastmaster'] = function() return '[fg]spawn [yellow]4[fg] small critters if the beastmaster gets hit' end,
|
||||||
['launcher'] = function() return '[fg]enemies launched take [yellow]300%[fg] more damage when they hit walls' end,
|
['launcher'] = function() return '[fg]enemies launched take [yellow]300%[fg] more damage when they hit walls' end,
|
||||||
['jester'] = function() return '[fg]all knives seek enemies and pierce [yellow]2[fg] times' end,
|
['jester'] = function() return '[fg]all knives seek enemies and pierce [yellow]2[fg] times' end,
|
||||||
['assassin'] = function() return '[fg]poison inflicted from crits deals [yellow]8x[fg] damage' end,
|
['assassin'] = function() return '[fg]poison inflicted from crits deals [yellow]8x[fg] damage' end,
|
||||||
|
@ -794,8 +795,8 @@ function init()
|
||||||
['lich'] = function() return '[light_bg]chain frost slows enemies hit by 80% for 2 seconds and chains +7 times' end,
|
['lich'] = function() return '[light_bg]chain frost slows enemies hit by 80% for 2 seconds and chains +7 times' end,
|
||||||
['cryomancer'] = function() return '[light_bg]enemies are also slowed by 60% while in the area' end,
|
['cryomancer'] = function() return '[light_bg]enemies are also slowed by 60% while in the area' end,
|
||||||
['pyromancer'] = function() return '[light_bg]enemies killed by the pyromancer explode, dealing ' .. get_character_stat('pyromancer', 3, 'dmg') .. ' AoE damage' end,
|
['pyromancer'] = function() return '[light_bg]enemies killed by the pyromancer explode, dealing ' .. get_character_stat('pyromancer', 3, 'dmg') .. ' AoE damage' end,
|
||||||
['corruptor'] = function() return '[light_bg]spawn 3 small critters if the corruptor hits an enemy' end,
|
['corruptor'] = function() return '[light_bg]spawn 2 small critters if the corruptor hits an enemy' end,
|
||||||
['beastmaster'] = function() return '[light_bg]spawn 2 small critters if the beastmaster gets hit' end,
|
['beastmaster'] = function() return '[light_bg]spawn 4 small critters if the beastmaster gets hit' end,
|
||||||
['launcher'] = function() return '[light_bg]enemies launched take 300% more damage when they hit walls' end,
|
['launcher'] = function() return '[light_bg]enemies launched take 300% more damage when they hit walls' end,
|
||||||
['jester'] = function() return '[light_bg]curses 6 enemies and all knives seek enemies and pierce 2 times' end,
|
['jester'] = function() return '[light_bg]curses 6 enemies and all knives seek enemies and pierce 2 times' end,
|
||||||
['assassin'] = function() return '[light_bg]poison inflicted from crits deals 8x damage' end,
|
['assassin'] = function() return '[light_bg]poison inflicted from crits deals 8x damage' end,
|
||||||
|
@ -935,12 +936,12 @@ function init()
|
||||||
return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4[light_bg]/[' .. ylb3(lvl) .. ']6 [fg]- sorcerers repeat their attacks once every [' ..
|
return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4[light_bg]/[' .. ylb3(lvl) .. ']6 [fg]- sorcerers repeat their attacks once every [' ..
|
||||||
ylb1(lvl) .. ']4[light_bg]/[' .. ylb2(lvl) .. ']3[light_bg]/[' .. ylb3(lvl) .. ']2[fg] attacks'
|
ylb1(lvl) .. ']4[light_bg]/[' .. ylb2(lvl) .. ']3[light_bg]/[' .. ylb3(lvl) .. ']2[fg] attacks'
|
||||||
end,
|
end,
|
||||||
['mercenary'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+10%[light_bg]/[' .. ylb2(lvl) .. ']+20% [fg]chance for enemies to drop gold on death' end,
|
['mercenary'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+8%[light_bg]/[' .. ylb2(lvl) .. ']+16% [fg]chance for enemies to drop gold on death' end,
|
||||||
}
|
}
|
||||||
|
|
||||||
tier_to_characters = {
|
tier_to_characters = {
|
||||||
[1] = {'vagrant', 'swordsman', 'magician', 'archer', 'scout', 'cleric', 'arcanist', 'miner'},
|
[1] = {'vagrant', 'swordsman', 'magician', 'archer', 'scout', 'cleric', 'arcanist', 'merchant'},
|
||||||
[2] = {'wizard', 'saboteur', 'sage', 'squire', 'dual_gunner', 'hunter', 'chronomancer', 'barbarian', 'cryomancer', 'beastmaster', 'jester', 'carver', 'psychic', 'witch', 'silencer', 'outlaw', 'merchant'},
|
[2] = {'wizard', 'saboteur', 'sage', 'squire', 'dual_gunner', 'hunter', 'chronomancer', 'barbarian', 'cryomancer', 'beastmaster', 'jester', 'carver', 'psychic', 'witch', 'silencer', 'outlaw', 'miner'},
|
||||||
[3] = {'elementor', 'stormweaver', 'spellblade', 'psykeeper', 'engineer', 'juggernaut', 'pyromancer', 'host', 'assassin', 'bane', 'barrager', 'infestor', 'flagellant', 'illusionist', 'usurer', 'gambler'},
|
[3] = {'elementor', 'stormweaver', 'spellblade', 'psykeeper', 'engineer', 'juggernaut', 'pyromancer', 'host', 'assassin', 'bane', 'barrager', 'infestor', 'flagellant', 'illusionist', 'usurer', 'gambler'},
|
||||||
[4] = {'priest', 'highlander', 'psykino', 'fairy', 'blade', 'plague_doctor', 'cannoneer', 'vulcanist', 'warden', 'corruptor', 'thief'},
|
[4] = {'priest', 'highlander', 'psykino', 'fairy', 'blade', 'plague_doctor', 'cannoneer', 'vulcanist', 'warden', 'corruptor', 'thief'},
|
||||||
}
|
}
|
||||||
|
@ -998,8 +999,8 @@ function init()
|
||||||
['vulcanist'] = 4,
|
['vulcanist'] = 4,
|
||||||
['warden'] = 4,
|
['warden'] = 4,
|
||||||
['psychic'] = 2,
|
['psychic'] = 2,
|
||||||
['miner'] = 1,
|
['miner'] = 2,
|
||||||
['merchant'] = 2,
|
['merchant'] = 1,
|
||||||
['usurer'] = 3,
|
['usurer'] = 3,
|
||||||
['gambler'] = 3,
|
['gambler'] = 3,
|
||||||
['thief'] = 4,
|
['thief'] = 4,
|
||||||
|
@ -1493,22 +1494,27 @@ function init()
|
||||||
|
|
||||||
main = Main()
|
main = Main()
|
||||||
|
|
||||||
if run.level and run.level > 0 then
|
main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.5}
|
||||||
main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.5}
|
|
||||||
end
|
|
||||||
-- main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.5}
|
|
||||||
|
|
||||||
main:add(BuyScreen'buy_screen')
|
main:add(BuyScreen'buy_screen')
|
||||||
main:go_to('buy_screen', run.level or 0, run.units or {}, passives, run.shop_level or 1, run.shop_xp or 0)
|
main:go_to('buy_screen', run.level or 1, run.units or {}, passives, run.shop_level or 1, run.shop_xp or 0)
|
||||||
-- main:go_to('buy_screen', 7, run.units or {}, {'unleash'})
|
-- main:go_to('buy_screen', 7, run.units or {}, {'unleash'})
|
||||||
|
|
||||||
--[[
|
--[[
|
||||||
main:add(Arena'arena')
|
main:add(Arena'arena')
|
||||||
main:go_to('arena', 3, {
|
main:go_to('arena', 3, {
|
||||||
{character = 'merchant', level = 1},
|
{character = 'vulcanist', level = 3},
|
||||||
{character = 'miner', level = 1},
|
{character = 'vulcanist', level = 3},
|
||||||
{character = 'thief', level = 1},
|
{character = 'vulcanist', level = 3},
|
||||||
{character = 'gambler', level = 1},
|
{character = 'vulcanist', level = 3},
|
||||||
|
{character = 'vulcanist', level = 3},
|
||||||
|
{character = 'vulcanist', level = 3},
|
||||||
|
{character = 'vulcanist', level = 3},
|
||||||
|
{character = 'vulcanist', level = 3},
|
||||||
|
{character = 'vulcanist', level = 3},
|
||||||
|
{character = 'vulcanist', level = 3},
|
||||||
|
{character = 'vulcanist', level = 3},
|
||||||
|
{character = 'vulcanist', level = 3},
|
||||||
}, passives)
|
}, passives)
|
||||||
]]--
|
]]--
|
||||||
|
|
||||||
|
|
|
@ -11,10 +11,10 @@ function Media:on_enter(from)
|
||||||
self.effects = Group()
|
self.effects = Group()
|
||||||
self.ui = Group()
|
self.ui = Group()
|
||||||
|
|
||||||
graphics.set_background_color(yellow2[0])
|
graphics.set_background_color(blue[0])
|
||||||
Text2{group = self.ui, x = gw/2, y = gh/2, lines = {
|
Text2{group = self.ui, x = gw/2, y = gh/2, lines = {
|
||||||
{text = '[fg]SNKRX', font = fat_font, alignment = 'center', height_offset = -15},
|
{text = '[fg]SNKRX', font = fat_font, alignment = 'center', height_offset = -15},
|
||||||
{text = '[fg]mercenary update', font = pixul_font, alignment = 'center'},
|
{text = '[fg]item update', font = pixul_font, alignment = 'center'},
|
||||||
}}
|
}}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
|
@ -250,7 +250,7 @@ function Unit:calculate_stats(first_run)
|
||||||
else
|
else
|
||||||
if self.boss then
|
if self.boss then
|
||||||
local x = self.level
|
local x = self.level
|
||||||
local y = {0, 0, 3, 0, 0, 6, 0, 0, 9, 0, 0, 12, 0, 0, 18, 0, 0, 40, 0, 0, 32, 0, 0, 64, 84}
|
local y = {0, 0, 3, 0, 0, 6, 0, 0, 9, 0, 0, 12, 0, 0, 18, 0, 0, 40, 0, 0, 32, 0, 0, 64, 90}
|
||||||
self.base_hp = 100 + (current_new_game_plus*5) + (90 + current_new_game_plus*10)*y[x]
|
self.base_hp = 100 + (current_new_game_plus*5) + (90 + current_new_game_plus*10)*y[x]
|
||||||
self.base_dmg = (12 + current_new_game_plus*2) + (2 + current_new_game_plus)*y[x]
|
self.base_dmg = (12 + current_new_game_plus*2) + (2 + current_new_game_plus)*y[x]
|
||||||
self.base_mvspd = 35 + 1.5*y[x]
|
self.base_mvspd = 35 + 1.5*y[x]
|
||||||
|
|
17
player.lua
17
player.lua
|
@ -158,14 +158,14 @@ function Player:init(args)
|
||||||
self.t:cooldown(4, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
|
self.t:cooldown(4, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
|
||||||
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
|
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
|
||||||
if closest_enemy then
|
if closest_enemy then
|
||||||
self:shoot(self:angle_to_object(closest_enemy), {pierce = 1000, v = 40})
|
self:shoot(self:angle_to_object(closest_enemy), {pierce = 10000, v = 40})
|
||||||
if main.current.sorcerer_level > 0 then
|
if main.current.sorcerer_level > 0 then
|
||||||
self.sorcerer_count = self.sorcerer_count + 1
|
self.sorcerer_count = self.sorcerer_count + 1
|
||||||
if self.sorcerer_count >= ((main.current.sorcerer_level == 3 and 2) or (main.current.sorcerer_level == 2 and 3) or (main.current.sorcerer_level == 1 and 4)) then
|
if self.sorcerer_count >= ((main.current.sorcerer_level == 3 and 2) or (main.current.sorcerer_level == 2 and 3) or (main.current.sorcerer_level == 1 and 4)) then
|
||||||
self:sorcerer_repeat()
|
self:sorcerer_repeat()
|
||||||
self.sorcerer_count = 0
|
self.sorcerer_count = 0
|
||||||
self.t:after(0.25, function()
|
self.t:after(0.25, function()
|
||||||
self:shoot(self:angle_to_object(closest_enemy), {pierce = 1000, v = 40})
|
self:shoot(self:angle_to_object(closest_enemy), {pierce = 10000, v = 40})
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -469,7 +469,7 @@ function Player:init(args)
|
||||||
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
|
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
|
||||||
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
|
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
|
||||||
if closest_enemy then
|
if closest_enemy then
|
||||||
self:shoot(self:angle_to_object(closest_enemy), {spawn_critters_on_kill = 3, spawn_critters_on_hit = (self.level == 3 and 3 or nil)})
|
self:shoot(self:angle_to_object(closest_enemy), {spawn_critters_on_kill = 3, spawn_critters_on_hit = (self.level == 3 and 2 or nil)})
|
||||||
end
|
end
|
||||||
end, nil, nil, 'shoot')
|
end, nil, nil, 'shoot')
|
||||||
|
|
||||||
|
@ -1404,7 +1404,7 @@ function Player:hit(damage, from_undead)
|
||||||
if self.character == 'beastmaster' and self.level == 3 then
|
if self.character == 'beastmaster' and self.level == 3 then
|
||||||
critter1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
critter1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
trigger:after(0.01, function()
|
trigger:after(0.01, function()
|
||||||
for i = 1, 2 do
|
for i = 1, 4 do
|
||||||
Critter{group = main.current.main, x = self.x, y = self.y, color = orange[0], r = random:float(0, 2*math.pi), v = 20, dmg = self.dmg, parent = self}
|
Critter{group = main.current.main, x = self.x, y = self.y, color = orange[0], r = random:float(0, 2*math.pi), v = 20, dmg = self.dmg, parent = self}
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
|
@ -1508,7 +1508,7 @@ function Player:hit(damage, from_undead)
|
||||||
end
|
end
|
||||||
|
|
||||||
if self.insurance then
|
if self.insurance then
|
||||||
if random:bool(4*((main.current.mercenary_level == 2 and 20) or (main.current.mercenary_level == 1 and 10) or 0)) then
|
if random:bool(4*((main.current.mercenary_level == 2 and 16) or (main.current.mercenary_level == 1 and 8) or 0)) then
|
||||||
main.current.t:after(0.01, function()
|
main.current.t:after(0.01, function()
|
||||||
Gold{group = main.current.main, x = self.x, y = self.y}
|
Gold{group = main.current.main, x = self.x, y = self.y}
|
||||||
Gold{group = main.current.main, x = self.x, y = self.y}
|
Gold{group = main.current.main, x = self.x, y = self.y}
|
||||||
|
@ -1879,7 +1879,7 @@ function Projectile:init(args)
|
||||||
arcane2:play{pitch = random:float(0.7, 1.3), volume = 0.15}
|
arcane2:play{pitch = random:float(0.7, 1.3), volume = 0.15}
|
||||||
self.hfx:use('hit', 0.5)
|
self.hfx:use('hit', 0.5)
|
||||||
local r = self:angle_to_object(enemy)
|
local r = self:angle_to_object(enemy)
|
||||||
local t = {group = main.current.main, x = self.x + 8*math.cos(r), y = self.y + 8*math.sin(r), v = 250, r = r, color = self.parent.color, dmg = self.parent.dmg, pierce = 1000, character = 'arcanist_projectile',
|
local t = {group = main.current.main, x = self.x + 8*math.cos(r), y = self.y + 8*math.sin(r), v = 250, r = r, color = self.parent.color, dmg = self.parent.dmg, pierce = 2, character = 'arcanist_projectile',
|
||||||
parent = self.parent, level = self.parent.level}
|
parent = self.parent, level = self.parent.level}
|
||||||
local check_circle = Circle(t.x, t.y, 2)
|
local check_circle = Circle(t.x, t.y, 2)
|
||||||
local objects = main.current.main:get_objects_in_shape(check_circle, {Player, Seeker, EnemyCritter, Critter, Illusion, Volcano, Saboteur, Pet, Turret})
|
local objects = main.current.main:get_objects_in_shape(check_circle, {Player, Seeker, EnemyCritter, Critter, Illusion, Volcano, Saboteur, Pet, Turret})
|
||||||
|
@ -2778,9 +2778,8 @@ function Volcano:draw()
|
||||||
if self.hidden then return end
|
if self.hidden then return end
|
||||||
if not self.hfx.hit then return end
|
if not self.hfx.hit then return end
|
||||||
|
|
||||||
graphics.push(self.x, self.y, math.pi/4, self.spring.x, self.spring.x)
|
graphics.push(self.x, self.y, -math.pi/2, self.spring.x, self.spring.x)
|
||||||
graphics.rectangle(self.x, self.y, 1.5*self.shape.w, 4, 2, 2, self.hfx.hit.f and fg[0] or self.color)
|
graphics.triangle_equilateral(self.x, self.y, 1.5*self.shape.w, self.hfx.hit.f and fg[0] or self.color, 3)
|
||||||
graphics.rectangle(self.x, self.y, 4, 1.5*self.shape.h, 2, 2, self.hfx.hit.f and fg[0] or self.color)
|
|
||||||
graphics.pop()
|
graphics.pop()
|
||||||
|
|
||||||
graphics.push(self.x, self.y, self.r + self.vr, self.spring.x, self.spring.x)
|
graphics.push(self.x, self.y, self.r + self.vr, self.spring.x, self.spring.x)
|
||||||
|
|
62
todo
62
todo
|
@ -1,7 +1,7 @@
|
||||||
Item Update
|
Item Update
|
||||||
New mechanics
|
New mechanics
|
||||||
* Spend gold to level items up
|
* Spend gold to level items up
|
||||||
Block levelling for unlevellable items
|
* Block levelling for unlevellable items
|
||||||
Items
|
Items
|
||||||
General:
|
General:
|
||||||
* Centipede - +10/20/30% movement speed
|
* Centipede - +10/20/30% movement speed
|
||||||
|
@ -84,37 +84,29 @@ Item Update
|
||||||
* Blessing
|
* Blessing
|
||||||
* Immolation
|
* Immolation
|
||||||
Balance
|
Balance
|
||||||
* Changed voider DoT damage bonus to 20/40% (from 15/25%)
|
* Increased voider DoT damage bonus to 20/40% (from 15/25%)
|
||||||
* Decreased shop reroll cost to 10
|
* Decreased shop reroll cost to 10
|
||||||
Decrease mercenary gold drop chance to 8/16% (from 10/20%)
|
* Decreased mercenary gold drop chance to 8/16% (from 10/20%)
|
||||||
|
* Changed Merchant to tier 1
|
||||||
|
* Changed Merchant interest to cap at 10 (having more than 100 gold won't generate more interest from the merchant)
|
||||||
|
* Changed Miner to tier 2
|
||||||
|
* Changed Arcanist projectiles to pierce once (from infinite)
|
||||||
|
* Changed Exploder to create a mine on death, it will explode into projectiles after a delay (this delay is smaller on higher NG+ difficulties)
|
||||||
|
* Decreased Shooter projectile fire rate, speed, and now the projectiles can also be blocked by enemies
|
||||||
|
* Decreased Tank knockback resistance
|
||||||
|
* Decreased level 25 elite knockback resistance
|
||||||
|
* Changed Beastmaster's Lv.3 effect to spawn 4 small critters when it gets hit (from 2)
|
||||||
|
* Changed Corruptor's Lv.3 effect to spawn 2 small critters on hit (from 3)
|
||||||
QoL
|
QoL
|
||||||
Current snake/items visible on item selection screen
|
* Added snake to the passive selection screen
|
||||||
Volume slider
|
* Changed Volcano's icon to be a triangle instead of X so it isn't confused with a spawn marker
|
||||||
Add visuals for defensive ouroboros, divine intervention, fairy buff
|
* Improved Beastmaster and Corruptor description with text describing their attack and how much damage it deals
|
||||||
Options menu from buy screen
|
* Added visual effect for when defensive ouroboros is active
|
||||||
https://i.imgur.com/JJUddT3.png
|
|
||||||
https://i.imgur.com/R3YgUqk.png
|
|
||||||
Improve volcano to not look like spawn marker - https://i.imgur.com/HuS15HG.png
|
|
||||||
Add option for mouse cursor to always be visible
|
|
||||||
Add main menu
|
|
||||||
Soundtrack button
|
|
||||||
Arena run button
|
|
||||||
Options button
|
|
||||||
Quit button
|
|
||||||
* Added an option to force all screen transitions to be dark
|
* Added an option to force all screen transitions to be dark
|
||||||
* Added tier text to characters on the shop screen
|
* Added tier text to characters on the shop screen
|
||||||
* Added shop unit highlights/markers to make it easier to tell when you already own something
|
* Added shop unit highlights/markers to make it easier to tell when you already own something
|
||||||
* Added unit names to the "your build" section of the end game screen
|
* Added unit names to the "your build" section of the end game screen
|
||||||
|
|
||||||
Bug fixes
|
Bug fixes
|
||||||
Fix fullscreen with different resolutions that don't scale properly - https://steamcommunity.com/app/915310/discussions/0/3106901665841020282/
|
|
||||||
Fix enemies still spawning after arena clear (this happens with the extra enemy spawns that were blocked earlier)
|
|
||||||
Kill enemies that go outside play area - https://i.imgur.com/QPgZbve.png
|
|
||||||
https://i.imgur.com/lCdPFZx.png
|
|
||||||
https://i.imgur.com/1CwmFYX.png
|
|
||||||
https://i.imgur.com/qrExpq5.png
|
|
||||||
https://i.imgur.com/DNHUST1.png
|
|
||||||
Fixed multiple bugs related to locking the shop and quitting
|
|
||||||
* Fixed ouroboros technique passives not working with mouse controls
|
* Fixed ouroboros technique passives not working with mouse controls
|
||||||
* Fixed mouse not showing up on death
|
* Fixed mouse not showing up on death
|
||||||
* Fixed NG+5 achievement not triggering (this happened only between last Sunday night and Monday morning due to a small update I pushed breaking it)
|
* Fixed NG+5 achievement not triggering (this happened only between last Sunday night and Monday morning due to a small update I pushed breaking it)
|
||||||
|
@ -124,6 +116,7 @@ Item Update
|
||||||
* Fixed a bug where the shop would be rerolled after quitting in the arena
|
* Fixed a bug where the shop would be rerolled after quitting in the arena
|
||||||
* Fixed a bug where units could be duplicated in the shop by locking and quitting the game at certain steps
|
* Fixed a bug where units could be duplicated in the shop by locking and quitting the game at certain steps
|
||||||
* Fixed a bug where quitting on level 2 would go back to level 1 shop (again)
|
* Fixed a bug where quitting on level 2 would go back to level 1 shop (again)
|
||||||
|
* Fixed multiple bugs related to locking the shop and quitting
|
||||||
* Fixed a bug where mouse cursor wasn't visible on death
|
* Fixed a bug where mouse cursor wasn't visible on death
|
||||||
* Fixed a bug where NG+ level wasn't increased when the game is beaten but only when the NG+ button was clicked
|
* Fixed a bug where NG+ level wasn't increased when the game is beaten but only when the NG+ button was clicked
|
||||||
* Fixed a bug where level 2 and level 3 achievements (win with only level 2/3 units) were not triggering correctly sometimes
|
* Fixed a bug where level 2 and level 3 achievements (win with only level 2/3 units) were not triggering correctly sometimes
|
||||||
|
@ -145,6 +138,23 @@ Endless Update
|
||||||
Units die permanently when they die
|
Units die permanently when they die
|
||||||
Slower scaling with less individually threatening units
|
Slower scaling with less individually threatening units
|
||||||
Max snake size goes up every 10 levels
|
Max snake size goes up every 10 levels
|
||||||
|
QoL
|
||||||
|
Volume slider
|
||||||
|
Add visuals divine intervention, fairy buff
|
||||||
|
Options menu from buy screen
|
||||||
|
https://i.imgur.com/JJUddT3.png
|
||||||
|
Add option for mouse cursor to always be visible
|
||||||
|
Add main menu
|
||||||
|
Soundtrack button
|
||||||
|
Arena run button
|
||||||
|
Options button
|
||||||
|
Quit button
|
||||||
|
Bug fixes
|
||||||
|
Fix fullscreen with different resolutions that don't scale properly - https://steamcommunity.com/app/915310/discussions/0/3106901665841020282/
|
||||||
|
Fix enemies still spawning after arena clear (this happens with the extra enemy spawns that were blocked earlier)
|
||||||
|
Kill enemies that go outside play area - https://i.imgur.com/QPgZbve.png
|
||||||
|
https://i.imgur.com/lCdPFZx.png
|
||||||
|
https://i.imgur.com/qrExpq5.png
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
|
@ -152,6 +162,8 @@ Future updates:
|
||||||
Chaos related classes
|
Chaos related classes
|
||||||
Invoker - shoots a projectile with random properties, Lv.3 effect - ???
|
Invoker - shoots a projectile with random properties, Lv.3 effect - ???
|
||||||
Trappers:
|
Trappers:
|
||||||
|
Traps - map modifier
|
||||||
|
turrets attached to walls shoot single, slow moving projectiles in a predictable pattern that deal lots of damage
|
||||||
Triangler - drops a trap and the 3rd trap will trigger the area, dealing X AoE damage 2-3 times
|
Triangler - drops a trap and the 3rd trap will trigger the area, dealing X AoE damage 2-3 times
|
||||||
Brawlers: units focused on crashing on enemies
|
Brawlers: units focused on crashing on enemies
|
||||||
https://i.imgur.com/5YubukS.png - unit idea
|
https://i.imgur.com/5YubukS.png - unit idea
|
||||||
|
|
Loading…
Reference in New Issue