Bug fixes

master
a327ex 2021-06-19 12:35:56 -03:00
parent 0496138d70
commit 3ba5a3ec81
6 changed files with 22 additions and 152 deletions

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@ -54,7 +54,6 @@ function Arena:on_enter(from, level, units, passives, shop_level, shop_xp, lock)
self.main:enable_trigger_between('enemy_projectile', 'player')
self.main:enable_trigger_between('player', 'enemy_projectile')
self.main:enable_trigger_between('enemy_projectile', 'enemy')
self.main:enable_trigger_between('enemy', 'enemy_projectile')
self.main:enable_trigger_between('player', 'ghost')
self.main:enable_trigger_between('ghost', 'player')

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@ -393,12 +393,14 @@ function Seeker:on_collision_enter(other, contact)
end
if main.current.player.fracture then
trigger:after(0.01, function()
earth2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
for i = 1, 6 do
Projectile{group = main.current.main, x = self.x, y = self.y, color = red[0], r = (i-1)*math.pi/3, v = 200, dmg = 30, parent = main.current.player, pierce = 1}
end
end)
if self.being_pushed then
trigger:after(0.01, function()
earth2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
for i = 1, 6 do
Projectile{group = main.current.main, x = self.x, y = self.y, color = red[0], r = (i-1)*math.pi/3, v = 200, dmg = 30, parent = main.current.player, pierce = 1}
end
end)
end
end
if self.headbutter and self.headbutting then

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@ -1502,20 +1502,12 @@ function init()
--[[
main:add(Arena'arena')
main:go_to('arena', 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},
{character = 'vulcanist', level = 3},
{character = 'vulcanist', level = 3},
{character = 'vulcanist', level = 3},
{character = 'vulcanist', level = 3},
}, passives)
main:go_to('arena', 4, {
{character = 'arcanist', level = 1},
{character = 'witch', level = 1},
{character = 'gambler', level = 1},
{character = 'illusionist', level = 1},
}, {{passive = 'freezing_field', level = 1}})
]]--
--[[

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@ -2313,7 +2313,7 @@ function Area:init(args)
self.parent.t:every(0.3, function()
_G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
Area{group = main.current.effects, x = self.x + random:float(-32, 32), y = self.y + random:float(-32, 32), r = self.r + random:float(0, 2*math.pi), w = self.parent.area_size_m*48, color = self.parent.color,
dmg = 0.5*self.parent.area_dmg_m*self.dmg, character = self.character, level = self.parent.level, parent = self.parent, echo_barrage_area = true}
dmg = 0.5*self.parent.area_dmg_m*(self.dmg or self.parent.dmg), character = self.character, level = self.parent.level, parent = self.parent, echo_barrage_area = true}
end, self.parent.echo_barrage)
end
end
@ -3127,7 +3127,7 @@ function Gold:update(dt)
self:apply_force(20*math.cos(r), 20*math.sin(r))
end
end
self.magnet_sensor:move_to(self.x, self.y)
if self.magnet_sensor then self.magnet_sensor:move_to(self.x, self.y) end
end

135
todo
View File

@ -1,132 +1,3 @@
Item Update
New mechanics
* Spend gold to level items up
* Block levelling for unlevellable items
Items
General:
* Centipede - +10/20/30% movement speed
* Ouroboros Technique R - rotating around yourself to the right releases 2/3/4 projectiles per second
* Ouroboros Technique L - rotating around yourself to the left grants +15/25/35% defense to all units
* Amplify - +20/35/50% AoE damage
* Resonance - all AoE attacks deal +3/5/7% damage per unit hit
* Ballista - +20/35/50% projectile damage
* Call of the Void - +30/60/90% DoT damage
* Crucio - taking damage also shares that damage across all enemies at 20/30/40% its value
Position:
* Speed 3 - position 3 has +50% attack speed
* Damage 4 - position 4 has +30% damage
* Level 5 - position 5 is 1 level higher
* Death 6 - position 6 takes 15% of its health as damage every 3 seconds
* Lasting 7 - position 7 will stay alive for 10 seconds after dying
* Defense Stance - first and last positions have +10/20/30% defense
* Offensive Stance - first and last positions have +10/20/30% damage
Death:
* Kinetic Bomb - when a unit dies it explodes, launching enemies away
* Porcupine Technique - when a unit dies it explodes, releasing piercing projectiles
* Last Stand - the last unit alive is fully healed and receives a +20% bonus to all stats
Voider:
* Seeping - enemies taking DoT damage take +15/20/25% damage from all sources for 6 seconds
* Deceleration - enemies damaged by voiders have their movement speed reduced by 15/20/25%
* Annihilation - when a voider dies deal its DoT damage to all enemies for 3 seconds
Curser:
* Malediction - +1/3/5 max curse targets to all allied cursers
* Hextouch - enemies take 10/15/20 damage per second for 3 seconds when cursed
* Whispers of Doom - curses apply doom, when 4/3/2 doom instances are reached they deal 100/150/200
Forcer:
* Tremor - when enemies die from hitting walls they create a damaging area with size according to the knockback force
* Heavy Impact - when enemies hit walls they take damage according to the knockback force
* Fracture - when enemies die from hitting walls explode into projectiles
Swarmer:
* Meat Shield - critters block enemy projectiles
* Hive - critters have +1/2/3 HP
* Baneling Burst - critters die immediately on contact but also deal AoE damage
Ranger:
* Blunt Arrow - arrows fired by rangers have a 10/20/30% chance to knockback
* Explosive Arrow - arrows fired by rangers have a 10/20/30% chance to explode, dealing 10/20/30% AoE damage
* Divine Machine Arrow - arrows fired by rangers have a 10/20/30% chance to seek enemies and pierce 1/2/3 times
Mage:
* Chronomancy - mages cast their spells 15/25/35% faster
* Awakening - +50/75/100% attack speed and damage to 1 mage every round for that round
* Divine Punishment - repeatedly deal damage to all enemies based on how many mages you have
Rogue:
* Assassination - crits from rogues deal 8/10/12x damage but normal attacks deal half damage
* Flying Daggers - all projectiles thrown by rogues chain +2/3/4 times
* Ultimatum - projectiles that chain gain +10/20/30% damage with each chain
Nuker:
* Magnify - +20/35/50% area size
* Echo Barrage - 10/20/30% chance to create 1/2/3 secondary AoEs on AoE hit
* Unleash - all nukers gain +1% area size and damage every second
Enchanter:
* Reinforce - +10/20/30% damage, defense and attack speed to all allies with at leats one enchanter
* Payback - +2/5/8% damage to all allies whenever an enchanter is hit
* Enchanted - when enemies die they have a 10/20/30% release X homing projectiles, where X is how many enchanters you have
Sorcerer:
* Freezing Field - Create an area that slows enemies by 50% for 2 seconds whenever a sorcerer repeats a spell
* Burning Field - Create an area that deals 30 damage per second for 2 seconds whenever a sorcerer repeats a spell
* Gravity Field - Create an area that sucks enemies in for 2 seconds whenever a sorcerer repeats a spell
Mercenary:
* Magnetism - Gold coins are attracted to the snake
* Insurance - Dying heroes have 4 times the chance of mercenary's bonus to drop 2 gold on death
* Dividends - Mercenaries deal +X% extra damage, where X is how much gold you have
Warrior:
* Berserking - all warriors have up to +50/75/100% attack speed based on missing HP
* Unwavering Stance - all warriors gain +4/8/12% defense every 5 seconds
* Unrelenting Stance - +2/5/8% defense to all allies whenever a warrior is hit
Removed items
* Wall Echo
* Wall Rider
* Point Blank
* Longshot
* Hex Master
* Force Push
* Spawning Pool
* Void Rift
* Blessing
* Immolation
Balance
* Increased voider DoT damage bonus to 20/40% (from 15/25%)
* Decreased shop reroll cost to 10
* 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
* Added snake to the passive selection screen
* Changed Volcano's icon to be a triangle instead of X so it isn't confused with a spawn marker
* Improved Beastmaster and Corruptor description with text describing their attack and how much damage it deals
* Added visual effect for when defensive ouroboros is active
* Added an option to force all screen transitions to be dark
* 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 unit names to the "your build" section of the end game screen
Bug fixes
* Fixed ouroboros technique passives not working with mouse controls
* 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 a bug where the nuker class was not counting towards Vagrant's and Psyker's active set bonus
* Fixed a bug where passives would sometimes disappear from a run?
* Fixed a bug where clicking "window size-" too many times could bug out the game
* 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 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 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 shop level wasn't respected on the shop's first roll
* Fixed multiple crashes that would happen when picking up gold
* Fixed a crash when the jester's curse would trigger
* Fixed a crash when gold would be picked up with a Miner in the party
* Fixed a crash involving broken state for Pets, Critters or Volcanos
* Fixed a crash that happened after rerolling items too many times
Endless Update
Healer rework:
Enemies have an X/Y% chance to create healing cells on death
@ -149,12 +20,17 @@ Endless Update
Arena run button
Options button
Quit button
https://i.imgur.com/4hOt5uX.png "party 7/9"
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
https://i.imgur.com/Rk6qbDD.png - merchant doesnt give reroll if dies
https://i.imgur.com/8he1WDm.png - infinite money
https://i.imgur.com/0wZ5wma.png - max unit bugged when changing ng mid run
https://i.imgur.com/1soUUdk.png - 5th position stops shooting when 1-4 die
---
@ -169,6 +45,7 @@ Brawlers: units focused on crashing on enemies
https://i.imgur.com/5YubukS.png - unit idea
Conjurer unit that creates an unit that actively protects you from enemy projectiles
Guardians - https://i.imgur.com/Ynu5Cdw.png
Cultists - https://i.imgur.com/GsfoZBd.png
Assists (2/4) -
Ringmaster (tier 4 assist, nuker) - +15% to all stats to adjacent units, Lv.3 effect - create a cross that deals AoE damage 5 times for 10 seconds
Absorber (tier 2 assist, warrior) - absorbs 50% damage from adjacent units, Lv.3 effect - absorbs 75% damage from adjacent units and gives the absorber +25% defense