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('enemy_projectile', 'player')
self.main:enable_trigger_between('player', 'enemy_projectile') self.main:enable_trigger_between('player', 'enemy_projectile')
self.main:enable_trigger_between('enemy_projectile', 'enemy') 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('player', 'ghost')
self.main:enable_trigger_between('ghost', 'player') self.main:enable_trigger_between('ghost', 'player')

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@ -393,12 +393,14 @@ function Seeker:on_collision_enter(other, contact)
end end
if main.current.player.fracture then if main.current.player.fracture then
trigger:after(0.01, function() if self.being_pushed then
earth2:play{pitch = random:float(0.95, 1.05), volume = 0.5} trigger:after(0.01, function()
for i = 1, 6 do earth2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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} for i = 1, 6 do
end 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
end end
if self.headbutter and self.headbutting then if self.headbutter and self.headbutting then

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

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@ -2313,7 +2313,7 @@ function Area:init(args)
self.parent.t:every(0.3, function() self.parent.t:every(0.3, function()
_G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} _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, 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, self.parent.echo_barrage)
end end
end end
@ -3127,7 +3127,7 @@ function Gold:update(dt)
self:apply_force(20*math.cos(r), 20*math.sin(r)) self:apply_force(20*math.cos(r), 20*math.sin(r))
end end
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 end

135
todo
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@ -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 Endless Update
Healer rework: Healer rework:
Enemies have an X/Y% chance to create healing cells on death Enemies have an X/Y% chance to create healing cells on death
@ -149,12 +20,17 @@ Endless Update
Arena run button Arena run button
Options button Options button
Quit button Quit button
https://i.imgur.com/4hOt5uX.png "party 7/9"
Bug fixes Bug fixes
Fix fullscreen with different resolutions that don't scale properly - https://steamcommunity.com/app/915310/discussions/0/3106901665841020282/ 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) 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 Kill enemies that go outside play area - https://i.imgur.com/QPgZbve.png
https://i.imgur.com/lCdPFZx.png https://i.imgur.com/lCdPFZx.png
https://i.imgur.com/qrExpq5.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 https://i.imgur.com/5YubukS.png - unit idea
Conjurer unit that creates an unit that actively protects you from enemy projectiles Conjurer unit that creates an unit that actively protects you from enemy projectiles
Guardians - https://i.imgur.com/Ynu5Cdw.png Guardians - https://i.imgur.com/Ynu5Cdw.png
Cultists - https://i.imgur.com/GsfoZBd.png
Assists (2/4) - 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 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 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