11,445 Commits over 3,561 Days - 0.13cph!
- Weapons can now drop from enemies and crates
- Spawn budget changes
- Weapons now use one ammo cost for both weapons, not one each
- Added placeholder ammo counters to UI
- Added ammo types and ammo
- Weapons now use ammo
- Weapon definitions can set ammo type and ammo cost
- Weapons grant ammo of their type when picked up for the first time
- Weapons can now be picked up and dropped
- Reduced duration and cooldown of speed bost
- Reduced aggro range
- WIP weapon pickups
- Enemies in an enemy pack now have a spawn chance weighting
- Increased ratio of spikey enemies to others
- Health tweaks for enemies
- Glueblast collider radius tweak
- Changed some spawn budgets down by 10
- Removed town
- Mission generation screen is now instant
- Reduced spawn location density around room entrances in Factory tileset
- Enemy shield ability max duration timer from 3 to 2 seconds
- Another shockbeam fix
- Increased speed of spikey things
- Turret spawn chance increased to 30% from 20%
- Couple of shockbeam optimisations
- Rebuilt factory tileset
- glue moves faster
- turret plasma blasts are larger and decelerate
- Lowered health values
- Doubled spawn budgets
- Made glue projectiles faster
- Patchers now shoot faster and with an increased angle offset range
- blocked empty feedback reports
- Increased size of glue projectile and decreased it's speed
- Enemies can now only use their shield ability twice
- Enemies now only use their abilities when they're aware of the player
- Locked off all mission except one
- Made mission level flow linear
- Added enemies back to minimap
- Reduced health of bouncers
- Doubled M/K camera look ahead distance
- Troubleshooter updated for feedback build
- Mission lenghts/rewards stuff
- Moved boss mission to 4th mission
- Removed boss text from mission screeen
- Your round uses pipes dungeon flow
- Mission stuff
- RadiusBlast now does direct hit damage to large collider objects
- Aclohol extractor stuff
- Reworded nuts waiting message and made it fit the panel better
- Added mortar spawner to beer taps fight, altered heal;th values of taps + turrets,made it more fun
- Super duper booster effects now face actual movement direction not ship orientation
- Ability and powerup booster effects now activate
- Booster WIP stuff and playership scene rebuild
- Dropped weapons now have an effect
- Rebuilt player prefabs
- Added starter booster to starter equipment
- Starter equipment items are now excluded from loot selection
- Item definitions can now have an effect prefab ref that gets linked to the weapon model
- New lives start with 2 bonus nuts instead of 1
- Projectile hits of matching alignments are ignored
- Made a new enemy pack without Booze burners for pipes missions
- Merged player prefab stuff back to main
- Weapon anchor points are now taken from the PlayerShipModels componnent
- PrefabLink can specify an override for build order. 0 is default < 0 priority
- Prefab rebuilding tool now builds prefabs in order
- Player prefab rebuilding/linking/model stuff
- Assigned transforms in PlayerShip scene
- Rebuilt prefabs from PlayerShip scene
- Fixed playship transform assignments