Bug fixes
parent
0496138d70
commit
3ba5a3ec81
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@ -54,7 +54,6 @@ function Arena:on_enter(from, level, units, passives, shop_level, shop_xp, lock)
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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_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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14
enemies.lua
14
enemies.lua
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@ -393,12 +393,14 @@ function Seeker:on_collision_enter(other, contact)
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end
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end
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if main.current.player.fracture then
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if main.current.player.fracture then
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trigger:after(0.01, function()
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if self.being_pushed then
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earth2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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trigger:after(0.01, function()
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for i = 1, 6 do
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earth2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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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}
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for i = 1, 6 do
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end
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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}
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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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end
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if self.headbutter and self.headbutting then
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if self.headbutter and self.headbutting then
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20
main.lua
20
main.lua
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@ -1502,20 +1502,12 @@ function init()
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--[[
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--[[
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main:add(Arena'arena')
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main:add(Arena'arena')
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main:go_to('arena', 3, {
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main:go_to('arena', 4, {
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{character = 'vulcanist', level = 3},
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{character = 'arcanist', level = 1},
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{character = 'vulcanist', level = 3},
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{character = 'witch', level = 1},
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{character = 'vulcanist', level = 3},
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{character = 'gambler', level = 1},
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{character = 'vulcanist', level = 3},
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{character = 'illusionist', level = 1},
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{character = 'vulcanist', level = 3},
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}, {{passive = 'freezing_field', level = 1}})
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{character = 'vulcanist', level = 3},
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{character = 'vulcanist', level = 3},
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{character = 'vulcanist', level = 3},
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{character = 'vulcanist', level = 3},
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{character = 'vulcanist', level = 3},
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{character = 'vulcanist', level = 3},
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{character = 'vulcanist', level = 3},
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}, passives)
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]]--
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]]--
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--[[
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--[[
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@ -2313,7 +2313,7 @@ function Area:init(args)
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self.parent.t:every(0.3, function()
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self.parent.t:every(0.3, function()
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_G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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_G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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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,
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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,
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dmg = 0.5*self.parent.area_dmg_m*self.dmg, character = self.character, level = self.parent.level, parent = self.parent, echo_barrage_area = true}
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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}
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end, self.parent.echo_barrage)
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end, self.parent.echo_barrage)
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end
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end
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end
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end
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@ -3127,7 +3127,7 @@ function Gold:update(dt)
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self:apply_force(20*math.cos(r), 20*math.sin(r))
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self:apply_force(20*math.cos(r), 20*math.sin(r))
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end
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end
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end
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end
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self.magnet_sensor:move_to(self.x, self.y)
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if self.magnet_sensor then self.magnet_sensor:move_to(self.x, self.y) end
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end
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end
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135
todo
135
todo
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@ -1,132 +1,3 @@
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Item Update
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New mechanics
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* Spend gold to level items up
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* Block levelling for unlevellable items
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Items
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General:
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* Centipede - +10/20/30% movement speed
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* Ouroboros Technique R - rotating around yourself to the right releases 2/3/4 projectiles per second
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* Ouroboros Technique L - rotating around yourself to the left grants +15/25/35% defense to all units
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* Amplify - +20/35/50% AoE damage
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* Resonance - all AoE attacks deal +3/5/7% damage per unit hit
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* Ballista - +20/35/50% projectile damage
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* Call of the Void - +30/60/90% DoT damage
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* Crucio - taking damage also shares that damage across all enemies at 20/30/40% its value
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Position:
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* Speed 3 - position 3 has +50% attack speed
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* Damage 4 - position 4 has +30% damage
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* Level 5 - position 5 is 1 level higher
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* Death 6 - position 6 takes 15% of its health as damage every 3 seconds
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* Lasting 7 - position 7 will stay alive for 10 seconds after dying
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* Defense Stance - first and last positions have +10/20/30% defense
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* Offensive Stance - first and last positions have +10/20/30% damage
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Death:
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* Kinetic Bomb - when a unit dies it explodes, launching enemies away
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* Porcupine Technique - when a unit dies it explodes, releasing piercing projectiles
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* Last Stand - the last unit alive is fully healed and receives a +20% bonus to all stats
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Voider:
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* Seeping - enemies taking DoT damage take +15/20/25% damage from all sources for 6 seconds
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* Deceleration - enemies damaged by voiders have their movement speed reduced by 15/20/25%
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* Annihilation - when a voider dies deal its DoT damage to all enemies for 3 seconds
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Curser:
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* Malediction - +1/3/5 max curse targets to all allied cursers
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* Hextouch - enemies take 10/15/20 damage per second for 3 seconds when cursed
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* Whispers of Doom - curses apply doom, when 4/3/2 doom instances are reached they deal 100/150/200
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Forcer:
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* Tremor - when enemies die from hitting walls they create a damaging area with size according to the knockback force
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* Heavy Impact - when enemies hit walls they take damage according to the knockback force
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* Fracture - when enemies die from hitting walls explode into projectiles
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Swarmer:
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* Meat Shield - critters block enemy projectiles
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* Hive - critters have +1/2/3 HP
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* Baneling Burst - critters die immediately on contact but also deal AoE damage
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Ranger:
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* Blunt Arrow - arrows fired by rangers have a 10/20/30% chance to knockback
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* Explosive Arrow - arrows fired by rangers have a 10/20/30% chance to explode, dealing 10/20/30% AoE damage
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* Divine Machine Arrow - arrows fired by rangers have a 10/20/30% chance to seek enemies and pierce 1/2/3 times
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Mage:
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* Chronomancy - mages cast their spells 15/25/35% faster
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* Awakening - +50/75/100% attack speed and damage to 1 mage every round for that round
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* Divine Punishment - repeatedly deal damage to all enemies based on how many mages you have
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Rogue:
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* Assassination - crits from rogues deal 8/10/12x damage but normal attacks deal half damage
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* Flying Daggers - all projectiles thrown by rogues chain +2/3/4 times
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* Ultimatum - projectiles that chain gain +10/20/30% damage with each chain
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Nuker:
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* Magnify - +20/35/50% area size
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* Echo Barrage - 10/20/30% chance to create 1/2/3 secondary AoEs on AoE hit
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* Unleash - all nukers gain +1% area size and damage every second
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Enchanter:
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* Reinforce - +10/20/30% damage, defense and attack speed to all allies with at leats one enchanter
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* Payback - +2/5/8% damage to all allies whenever an enchanter is hit
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* Enchanted - when enemies die they have a 10/20/30% release X homing projectiles, where X is how many enchanters you have
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Sorcerer:
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* Freezing Field - Create an area that slows enemies by 50% for 2 seconds whenever a sorcerer repeats a spell
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* Burning Field - Create an area that deals 30 damage per second for 2 seconds whenever a sorcerer repeats a spell
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* Gravity Field - Create an area that sucks enemies in for 2 seconds whenever a sorcerer repeats a spell
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Mercenary:
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* Magnetism - Gold coins are attracted to the snake
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* Insurance - Dying heroes have 4 times the chance of mercenary's bonus to drop 2 gold on death
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* Dividends - Mercenaries deal +X% extra damage, where X is how much gold you have
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Warrior:
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* Berserking - all warriors have up to +50/75/100% attack speed based on missing HP
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* Unwavering Stance - all warriors gain +4/8/12% defense every 5 seconds
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* Unrelenting Stance - +2/5/8% defense to all allies whenever a warrior is hit
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Removed items
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* Wall Echo
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* Wall Rider
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* Point Blank
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* Longshot
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* Hex Master
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* Force Push
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* Spawning Pool
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* Void Rift
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* Blessing
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* Immolation
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Balance
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* Increased voider DoT damage bonus to 20/40% (from 15/25%)
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* Decreased shop reroll cost to 10
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* Decreased mercenary gold drop chance to 8/16% (from 10/20%)
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* Changed Merchant to tier 1
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* Changed Merchant interest to cap at 10 (having more than 100 gold won't generate more interest from the merchant)
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* Changed Miner to tier 2
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* Changed Arcanist projectiles to pierce once (from infinite)
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* Changed Exploder to create a mine on death, it will explode into projectiles after a delay (this delay is smaller on higher NG+ difficulties)
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* Decreased Shooter projectile fire rate, speed, and now the projectiles can also be blocked by enemies
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* Decreased Tank knockback resistance
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* Decreased level 25 elite knockback resistance
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* Changed Beastmaster's Lv.3 effect to spawn 4 small critters when it gets hit (from 2)
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* Changed Corruptor's Lv.3 effect to spawn 2 small critters on hit (from 3)
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QoL
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* Added snake to the passive selection screen
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* Changed Volcano's icon to be a triangle instead of X so it isn't confused with a spawn marker
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* Improved Beastmaster and Corruptor description with text describing their attack and how much damage it deals
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* Added visual effect for when defensive ouroboros is active
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* Added an option to force all screen transitions to be dark
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* Added tier text to characters on the shop screen
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* Added shop unit highlights/markers to make it easier to tell when you already own something
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* Added unit names to the "your build" section of the end game screen
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Bug fixes
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* Fixed ouroboros technique passives not working with mouse controls
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* Fixed mouse not showing up on death
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* 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)
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* Fixed a bug where the nuker class was not counting towards Vagrant's and Psyker's active set bonus
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* Fixed a bug where passives would sometimes disappear from a run?
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* Fixed a bug where clicking "window size-" too many times could bug out the game
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* Fixed a bug where the shop would be rerolled after quitting in the arena
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* Fixed a bug where units could be duplicated in the shop by locking and quitting the game at certain steps
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* Fixed a bug where quitting on level 2 would go back to level 1 shop (again)
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* Fixed multiple bugs related to locking the shop and quitting
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* Fixed a bug where mouse cursor wasn't visible on death
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* Fixed a bug where NG+ level wasn't increased when the game is beaten but only when the NG+ button was clicked
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* Fixed a bug where level 2 and level 3 achievements (win with only level 2/3 units) were not triggering correctly sometimes
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* Fixed a bug where shop level wasn't respected on the shop's first roll
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* Fixed multiple crashes that would happen when picking up gold
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* Fixed a crash when the jester's curse would trigger
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* Fixed a crash when gold would be picked up with a Miner in the party
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* Fixed a crash involving broken state for Pets, Critters or Volcanos
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* Fixed a crash that happened after rerolling items too many times
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Endless Update
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Endless Update
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Healer rework:
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Healer rework:
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Enemies have an X/Y% chance to create healing cells on death
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Enemies have an X/Y% chance to create healing cells on death
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@ -149,12 +20,17 @@ Endless Update
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Arena run button
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Arena run button
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Options button
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Options button
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Quit button
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Quit button
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https://i.imgur.com/4hOt5uX.png "party 7/9"
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Bug fixes
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Bug fixes
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Fix fullscreen with different resolutions that don't scale properly - https://steamcommunity.com/app/915310/discussions/0/3106901665841020282/
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Fix fullscreen with different resolutions that don't scale properly - https://steamcommunity.com/app/915310/discussions/0/3106901665841020282/
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Fix enemies still spawning after arena clear (this happens with the extra enemy spawns that were blocked earlier)
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Fix enemies still spawning after arena clear (this happens with the extra enemy spawns that were blocked earlier)
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Kill enemies that go outside play area - https://i.imgur.com/QPgZbve.png
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Kill enemies that go outside play area - https://i.imgur.com/QPgZbve.png
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https://i.imgur.com/lCdPFZx.png
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https://i.imgur.com/lCdPFZx.png
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https://i.imgur.com/qrExpq5.png
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https://i.imgur.com/qrExpq5.png
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https://i.imgur.com/Rk6qbDD.png - merchant doesnt give reroll if dies
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https://i.imgur.com/8he1WDm.png - infinite money
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https://i.imgur.com/0wZ5wma.png - max unit bugged when changing ng mid run
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https://i.imgur.com/1soUUdk.png - 5th position stops shooting when 1-4 die
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---
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---
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@ -169,6 +45,7 @@ Brawlers: units focused on crashing on enemies
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https://i.imgur.com/5YubukS.png - unit idea
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https://i.imgur.com/5YubukS.png - unit idea
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Conjurer unit that creates an unit that actively protects you from enemy projectiles
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Conjurer unit that creates an unit that actively protects you from enemy projectiles
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Guardians - https://i.imgur.com/Ynu5Cdw.png
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Guardians - https://i.imgur.com/Ynu5Cdw.png
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Cultists - https://i.imgur.com/GsfoZBd.png
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Assists (2/4) -
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Assists (2/4) -
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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
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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
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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
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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
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Loading…
Reference in New Issue