Patch Notes 1.1.1.12 (Last update really should've been 1.1.0.11)
New Features:
-Added Seeded Runs
-More Blood!
-Look Controls (Camera can be adjusted by holding up or down)
-Option to disable more blood
-Option to disable flashing lights
-Option to disable look controls
-Confirmation popup before restarting a run
-Confirmation popup before deleting a save slot
-Confirmation popup before start a new game if you currently have a game in progress
-Fast Restart with Shift+R
-Added Endings menu to rewatch endings
New Items:
-Energy Vorb*
-Health Vorb*
-Scrap Vorb*
-Chrome Dome
*has achievement
Other New Achievements:
-Ally Bot - All allies always stock 3 items
-The Traitor - New Ally for Buried City
Balance Changes:
-The Thief is faster
-Homing Bolt and Hunter Killer don't target Fleshening Lumps
-Laser Beam synergizes with Big Bolt and Triple Shot
-More ways to access a forbidden place
-Energy needs to be below 50% before affecting scrap drop chances
-Pale Wall Shooters shoot green bioplasma which can no longer be destroyed by shots. Shots travel more slowly.
-Orbitendrils now shoot yellow bioplasma (pierces terrain, but can be destroyed by shots).
-CrawlBot bolts are no longer shootable
Boss Changes:
Sluggard -Shoots green bioplasma, which can no longer be destroyed by shots
Metal Patriarch -Has more health
-Shoulder guns no longer drop health or energy
-Laser eye sweeps faster and over a larger range
Flesh Adder -Has more health
-Spawns flies more frequently
-Can't take damage while flashing
-Moves faster while flashing
Mouth Meat Senior (Pink Factory Variant) -Has more health
-shoots green bioplasma, which can no longer be destroyed by shots
Moleman Shaman -Has more health
-Eye bolts are no longer shootable
-Faster attacks
WhiteWyrm -Has more health
-Green bio plasma can't be destroyed by shot.
-Shots travel slower
Ally Changes:
Gr = Gray, R = Red, G = Green, B = Blue
-Cave shops can now have 3 items. Without Ally Bot achievement, all allies have a 50% chance of only have 2 items.
-Aspect Shell Now Costs 20Gr, 1 R, 1 B (Formerly 20Gr, 1R, 1G) =
-Auto Turret Now Costs 15Gr, 1R (Formerly 15Gr, 1R, 1B) -
-Big Bolt Now Costs 15Gr, 1G, 1B (Formerly 15Gr, 1G) +
-Buzz Orb Now Costs 12Gr, 1R (Formerly 15Gr, 1R, 1G) -
-Buzzsaw Gun Now Costs 15Gr, 1G (Formerly 15Gr, 1B) =
-Fragment Shot Now Costs 12Gr, 1G (Formerly 15Gr, 1G) -
-Glitch Shell Now Costs 15Gr, 1R, 1B (Formerly 20Gr, 1B) +
-Health Orb Now Costs 15Gr, 1R, 1G (Formerly 15Gr, 1R, 1B) =
-Homing Bolt Now Costs 15Gr, 1G (Formerly 15Gr, 1R, 1G) -
-Hunter Killer Now Costs 15Gr, 1R (Formerly 1R, 1B) -
-Laser Beam Now Costs 15Gr, 1G (Formerly 1B) =
-Regeneration Helm Now Costs 15Gr, 1G, 1B (Formerly 15Gr, 1G) +
-Shield Orb Now Costs 10Gr, (Formerly 10Gr, 1R) -
-Shoot Orb Now Costs 12Gr, 1R (Formerly 15Gr, 1R) -
-The Thief Now Costs 15Gr, 1R, 1G (Formerly 15Gr, 1R, 1B) =
-Damage Boost Aura now in Gunsmith pool.
-Mega Attack, Mega Damage, and Mega Shot Speed no longer in Artificer -pool (Gunsmith Only)
-Wrecking Shell no longer in Gunsmith pool
-Toxin Cloud and Wave Bomb moved to Orbsmith pool from Gunsmith pool
Bug Fixes:
-Fixed hole in Glitch2x2AllExits03
-Fixed possible soft lock in CavesToFactory01
-Fixed possible soft lock in Factory1x1AllExits01
-Fixed bug where Mega Shot Speed wouldn't increase range of Flamethrower and Lightning Gun
-Fixed unavoidable pickup in Surface1x1LeftRight02
-Fixed off-center speed stat text in map screen
-Fixed exploit with Laser Beam that could cause massive damage
-Fixed janky floor in Glitch2x2AllExits03
-Fixed issue where Collection and Stats page sometimes only allowed you to back out of them using the keyboard
-Hunter Killer and Lightning Gun now targets Megabeast Core's second form correctly
-Sine Fish emits light now
-Flamethrower and Lightning Gun have a minimum range to prevent being stuck
-Moleman Shaman drops pickups on death
-Molotov Molemen drop pickups on death
-Fixed bug that caused electro change spark to be invisible after respawning at a revenant station
-Mouth Meat and Pink Mouth Meat only spawn monsters after taking 3.5 damage instead of everytime they take damage
Minor Fixes:
-Fixed bad tiles in Surface4x1AllExits01
-Minor Item in Factory1x2AllExits01 can be reached without jump items
-Fixed tadpoles with missing blood in Cave1x2VeryHighLeft02
-Collecting Achievements with music volume at 0 will now play a sound
New Rooms:
-Factory1x1AllExits05
Rudeboys:
-Moved a rudeboy in Factory1x1AllExits01
Update 1.1.0.0 (The Glitch Update) Is Live! (+Linux Support!)
Hey everybody! The first really big update is now live! It took me about a month longer than I anticipated, but the wait is finally over. Before I go into details about it I want to first thank all of my Patreon backers that helped me release this update to everyone for free. If you enjoy the update consider pledging a dollar. Now onto the content!
Linux Support
The game now supports Linux! That's pretty cool, right?
Layout Patterns
This patch introduces layout patterns. Layout patterns are a new feature of map generation that help provide more variety in the way the map is generated. Previously maps would generate in a fairly predictable way many peole identified as a backwards 6 or upside down 'e'. With the introduction of layout patterns, maps can now start with rooms going left. The Caves can be a vertical plunge or a long horizontal stride. The Factory can be below The Caves or to the left or right of it. Etc.
There are currently 6 layout patterns, and I intend to introduce more complex patterns in future patches. Enjoy exploring!
A Forbidden Place
This update introduces a large new secret area! There are multiple ways to find it, and the more you defeat The Megabeast and The Megabeast Core the more likely it is to be revealed. This new area leads to a new final boss and a new ending. It also introduces 9 new acheivements, 11 new items, and 10 new enemies, as well as 35 new rooms!
Even More Stuff
In addition to the new area, the update includes a ton of bug fixes and balance tweaks. There are 15 new rooms. The Gun Bot achievement now only requires 3 energy weapons. Shot Speed Module increase the range of certain energy weapons. Wave Bomb is no longer worthless. For the full list of changes check out the link below.
Thanks again to everybody who's continued to support the game via Patreon, Discord and their twitch streams! As feedback about the update rolls in I'm sure their will be a minor patch or two in the coming weeks. Hope everyone digs it!
Version 1.1.0.0 Patch Notes
New Features:
Linux Support
Map layouts now pick from several "layout patterns" to break the backwards
6 flow all maps had
5 new layout patterns
Tutorial Smith has more to say and some tricks up his sleeve
Collection rate shows in top right of map screen
New palette for the Caves
New palette for the Factory
New Secret Area:
10 New Enemies
35 New Rooms
New Final Boss
New Ending
New Level Music
New Boss Music
New Items:
Glitch Map*
Glitch Module*
Glitch Shell*
The Glitched Key*
Cognitive Stabilizer*
The Thief*
The Red Key
The Blue Key
The Green Key
The Black Key
Mega Shot Speed*
*has new achievement
Other New Achievements:
The Quickening
New Rooms:
Surface1x2Start02
Surface3x2Start02
CaveStart04
Cave2x1AllDirections01
Cave4x1AllDirections01
Cave4x1SmallGap01
CaveToBuriedCity02
CaveToBuriedCity03
CaveToFactory02
CaveToFactory03
FactoryToBuriedCity02
FactoryToBuriedCity03
Factory1x2Jump02
Factory2x1NoDown02
Factory2x1SmallGap03
Bug Fixes:
Aspect Shell increases Attack now.
Fixed exploit where player could repeatedly gain 5 scrap by exiting and continuing a run with Artifice Helm.
Fixed issue with Viridian Shell where shot origin would be off when firing while crouched and gravity is flipped
Fixed issue where player's collision bounds to full height after using a save station or talking to an ally while arachnomorphed
Fixed issue where respawning at revenant station could leave player unable to move
Fixed issue where jumps would hold max velocity if jump button was release during a door transition
Fixed issue where drops would attract to a point above the player if gravity flipped while arachnomorphed
Fixed out of bounds error in Factory3x1AllDirections02, BuriedCity1x2Jump02
Fixed issue where smoke puff animation looped, showing the first frame briefly before being destroyed.
Fixed traversal path issue with Factory2x1DamageBlocks01
Fixed issue where laser beam wouldn't harm enemies up close
Fixed enemy placement in BuriedCity1x2VeryHighLeft01
Fixed flesh lump in Factory1x2SmallGap02 that would always damage Arachnomorph
Fixed flesh lump in BuriedCity1x2AllExits04 that was covering Wall Laser
Fixed bug where squid flies spawned by Flesh Adder would be rapidly moved to an incorrect location after spawning
Fixed potential soft lock in Cave1x1AllExits01 where egg blocks could prevent you from sliding under barrier if you had Big Bolt.
Fixed misplaced tiles in Cave1x3AllExits02
Fixed issue where penetrative bolts wouldn't gain full size increase from big bolts
Fixed bug where hitting alt+f4 during credits would leave a save slot where you spawn into an empty final boss room
Fixed issue where some enemies would ignore most damage over time
Fixed palettes for Double Jump and High Jump Boots in fatigue state.
Layouts no longer allow overly long winding paths to minor items
Got rid of floating flesh lump in BuriedCity1x2Jump01
Hunter Killer no longer targets flesh slugs
Difficulty / Balance Changes:
Big Bolt damage bonus reduced from 8 to 7
Collecting an Energy Weapon increases your energy by 1
Energy regenerates slower after 3 energy
Fewer slugs in Surface1x3Start01
Fleshening Lumps spawn pickups in Hot Rooms
GunBot achievement only requires 3 energy weapons now
Lowered scrap drop chance on Clingers
Made Factory3x1AllDirections02 (Long room with the bun blocks) more forgiving
Moleman Shaman has more health
Player has slightly longer aegis time (invincibility frames)
Removed two dentatas in center of Mouth Meat Sr's arena.
ScatterGun damage reduced from 0.75 to 0.5 damage per bullet
Shot Speed Ups increase range of Flamethrower and Lightning Gun
Speed Boost Aura adds 4 speed rather than 3
Starting Item Chance reduced from 50% to 40%
Triple Shot reduces shot speed and rate of fire by a small amount
Wall Laser and Dark Wall Laser drop pickups now
With Artifice Helm equipped, player can now take 1 to 3 damage. Previously 2 was the maximum.
You can no longer start with items you've never collected
Wave Bomb damage raised from 6 to 15. Bomb penetrates. Spead is doubled. Fire does 8 damage per second.
Energy Axe damage raised from 12 to 15.
Fewer toggle platforms in Factory2x3AllExits03
Rudeboys:
Fixed unavoidable damage in Cave3x1NoDown01
Fixed unavoidable damage in Factory2x1NoDown01
Fixed unavoidable damage in BuriedCity2x2AllExits01
Fixed unavoidable damage in Surface1x2AllExits03
Fixed unavoidable damage in Factory2x1AllExits03
General Changes:
Updated to Unity 5.6.3p4
Gave the fights in the ending art red booties to match the promo art.
Rearranged Credits and changed wording on skip pop up.
Marked certain destructable blocks in the Surface City more clearly.
Version 1.1.0.0 (or whatever I decide to increment it to) is coming soon!
Hey guys! I just wanted to say thanks for your patience. I bit off a little more than I can chew with this next patch and it probably won't be out by the end of the month. I think that sometime around the first weekend in November is more likely.
It has a lot of bug fixes and balance changes, but also two really big additions.
The first addition is "layout patterns". There's been a lot of discussion about how the map always generates as a backwards 6 (or upside down 'e' as some say). In the next patch, that will be different. I've add these patterns that define a kind of meta layout that can change the overall flow of the map. They're still all sort of 6ish or 'e' shaped at the moment, but they add a lot of variety and the way everything links up can feel significantly different now. Future updates will try and exploit these even more to get some radically different layouts.
The second big addition is a whole new secret area with its own boss and ending. I don't want to spoil too much about it, but it will include new enemies, items, and hazards and is generally tough as nail. Along with this area will come some new achievements and items as well.
As always, if you want to help me out with all this here's my Patreon. I'll probably redo the rewards when I get time and make them more inticing: https://www.patreon.com/arobotnamedfight/
If you don't have money for the patreon you can also help out by building up this wiki page that folks in the discord channel started:
http://a-robot-named-fight.wikia.com/wiki/A_Robot_Named_Fight!_Wiki
Thanks for all your feeback and generally being awesome!
Patch Notes 1.0.0.10
Bug Fixes:
-Fixed bug that could generate unbreakable blocks in rare circumstances
-Fixed issue where shots buffed by explosive bolt and big bolt couldn't pass under 1 unit gaps
-Fixed Potential Collision Issues in CavesToFactory01, CavesToBuriedCity01, FactoryToBuriedCity01, Cave2x2MouthMeat01, Cave1x2Jump01, Cave1x2VeryHighDownLeft01, Cave1x2VeryHighDownRight01, Cave1x2VeryHighLeft01, Cave1x2VeryHighRight01, Cave1x2VeryHighRight02, Cave1x2VeryHighUp01, Factory1x2Jump01, Factory1x2VeryHighLeft01, Factory1x2VeryHighLeft02, Factory1x2VeryHighRight01, Factory1x2VeryHighUp01, Factory2x1Jump01, Surface2x1SmallGap01, Surface1x3AllExits01, Cave1x2LeftRight01, Cave2x1SmallGap01, Cave2x2SmallGap01, Cave3x1NoDown01
-Fixed typo in Gunsmith's out of stock text
-Fixed fleshening issues in Cave2x2AllExits03, Factory2x3AllExits01
-Fixed issue where pre-boss music could play in rooms not connected to a boss room
-Fixed bug where collection and achievement screens wouldn't refresh if you changed slots
-Fixed bug where Damage (Boost) Aura would often not work
-Fixed floating tentacles in Cave2x2SmallGap01
-Wall Launcher's spawn pickups now
-Fixed bug where tentacles always spawned pickups in ceiling
-Fixed minor item block in Factory1x3AllExits01
-Abomination stops at edges
-Abomination can no longer puke when not visible on screen
-Abomination has longer tell animation before puking
-Nanobots will deal damage equal to your shot's damage
-Activated items can be crafted by allies
-Revenant Stations unlock after your first death. I hope this makes the game more enjoyable to new rogue-like fans and teaches them that the game unlocks content to more you play. They unlock eventually regardless, so it shouldn't make the game much easier in the long run.
-Enemies and bosses now drop a mixture of pickups, not just one kind
-Explosions created by the player or enemies deal DPS and are uneffected by aegis frames.
-Shield Orb no longer damages enemies or breaks eggs
-Aura Bolt inherits size from main bolt.
-Increased health of Polyphemus slightly
-Reduced aegis time on most enemies
-Scatter Gun bullets do 0.75f damage instead of 1 damage
Room Changes:
-Fixed potential unavoidable damage in Cave2x2SmallGap01, Cave2x2NoDown01, BuriedCity1x1AllExits02
-Made minor power up in following rooms reachable without jump power up: Cave1x2SmallGap01, Cave1x3AllExits01
General Changes:
-Rolled off high-end on default blaster sound
-Collection / Time will appear with red border in credits if you've unlocked Beast Guts
-Nanobots orbit the player more quickly than orbs
-Renamed Damage Aura to Damage Boost Aura
-Added Option to Toggle VSync in display settings
-Moved run time and collection rate to the beginning of the credits
-Modified Player jump and shoot animation to better match collision bounds
-Map/Stats screen now shows actual stats in addition to modules collected
-Added two alternate palettes for the Surface area
-Added two alternate palettes for the Buried City area
Patch Notes 1.0.0.9
New Features:
-Added an item collection screen that shows all of the items you've collected per save slot
-Added a stats screen and tracking for the following per save slot
-Fixed layout generation bug that could cause environments to be connected in untraversable ways
-Fixed bug that caused player to crouch and lose momentum if they fired while spin jumping and colliding with a ceiling
-Fixed Infinijump sprite
-Fixed collision problems in Cave1x3Zag01
-Fixed bug where orbs would not continue to shoot if player held buttons to fire
-Scatter Gun now visible in player's left facing idle sprite
-Homing Bolts and Hunter Killer now target Metal Patriarch's chest
-Boss Map won't show Megabeast Core if The Guts of the Beast has not been unlocked
-Exiting the game on the death screen will no longer preserve your active game
-Orb Smith now makes meat "destroying" orbs as opposed to "detroying" orbs. Troys are now safe.
-Molemen are better spellers.
Difficulty / Balance Changes:
-Wall Laser and Dark Wall Laser can no longer be set on fire (Flamethrower will still cause damage)
-Scatter Gun Bullets do less damage
-Rockets do slightly less damage
-Hunter Killer's spot range increased
-Energy Axe can pierce terrain. (It cannot activate switches)
Room Changes:
-Fixed potential soft lock in BuriedCity1x2VeryHighLeft01
-Fixed potential unavoidable damage in Cave1x1NoDown01
-Fixed potential unavoidable damage in Cave2x2NoDown01
-Fixed potential unavoidable damage in Factory4x1AllExits02
-Fixed potential unavoidable damage in Factory2x3AllExits01
-Fixed potential unavoidable damage in Factory1x2SmallGap01
-Fixed potential unavoidable damage in BuriedCity2x2Jump01
-Fixed potential unavoidable damage in BuriedCity2x2AllExits02
-Fixed potential unavoidable damage in BuriedCity2x1DamageBlocks01
-Added alt enemy configurations to Cave2x2NoDown01
General Changes:
-Text for "Back to Titlescreen" changed to "Save and Quit"
-Big Bolt icon looks less similar to AuraBolt
-SmallFontSimple's "9" no longer looks so much like an 8
-Set Application.targetFrameRate to 60
-Cleaned up art for double sized rockets
-Cleaned up art for double sized bullets
-Cleaned up art for double sized buzzsaws
-New minor item collect sound
-Rolled off some of the bass on the firebolt shoot sound
Patch Notes 1.0.0.8
[H1]Bug Fixes:[/H1]
-Steam Integration restored. Achievements will be rewarded retroactively. (Note to self, don't put out updates with no sleep)
[H1]New Synergies:[/H1]
-Scatter Gun has a wider arc and more bullets with Triple Shot
-Scatter Gun inherits Homing Bolt and Big Bolt properties
-Buzzsaw Gun inherits Homing Bolt and Big Bolt properties
-Rocket Launcher inherits Homing Bolt and Big Bolt properties
[H1]Difficulty / Balance Changes (Mostly Buried City and Beast Guts):[/H1]
-Increase the health of each Megabeast Core component
-Megabeast Core locks projectile speed increased
-Megabeast Core homing eyes have more health
-Megabeast Core Egg homing projectiles speed increased
-Increased Giant Tadpole health slightly
-Increased Shelled Chomper health slightly
-Increased Bio-Plasma Mouth Meat rate of fire slighlty
-Increased Tumor Eye speed slightly
-Increased health of Ceiling Slimer's slighlty
-Increased collision damage for Ceiling Slimers
-Increased projectile speed for Ceiling Slimers
-Increased chasing speed of Latchers and Red Latchers slightly
-Increased Molotov Moleman rate of fire
-Increased projectile speed of Pale Wall Shooters
-Decreased health of Pale Tadpoles slighlty
[H1]General Changes:[/H1]
-Added some folks to the Special Thanks :-)
-Added a roar to the end credits if the Megabeast Core has not been defeated.
Patch Notes 1.0.0.7 Hot Fix (9:22 PM CST 9/8/17)
Bug Fixes:
-Fixed issue with Cave1x1JumpDownLeft that could cause an exception while generation levels -Fixed a major error with NeedLocalPositionToggle in Cave1x3AllExits02 that could cause a door transition lock -Fixed broken down door in BuriedCity1x1JumpLeft01 that could trap the player -Fixed potential soft lock in BuriedCity1x1JumpLeft01
-Fixed potential soft lock in BuriedCity1x1JumpRight01
-Fixed potential soft lock in BuriedCity1x1JumpDownRight01
-Fixed potential soft lock in BuriedCity1x1JumpDownLeft01
-Fixed potential soft lock in Factory1x1JumpLeft01
-Fixed potential soft lock in Factory1x1JumpRight01
-Fixed potential soft lock in Cave1x1JumpDownLeft
-Fixed potential soft lock in Cave1x1JumpDownRight
-Fixed potential soft lock in Cave1x1JumpRight
-Fixed a minor item block in Cave3x1AllExits02
-Fixed collision issues in Factory1x2VeryHighRight02
-Fixed slow moving platform in Factory2x1NoDown01
-Fixed bug where you could get double shots by swapping weapons while rail gun is firing
Balance Changes:
-Removed elevated camping areas to the far left and right of the Megabeast fight
-Dash now preserves your velocity and is effected by speed ups
-Mouth Meat Sr. fires every 3 seconds instead of 4. Bullets travel faster.
-Mouth Meat Sr. boss arena modified for added difficulty.
-Orbitendril Spawners (Wall Buttholes) spawn orbitendrils every 4 seconds instead of every 5
-Abomination has less of a delay between puking and spitting
New Quality of Life Features:
-Easier to aim straight up with stick.
-Holding Page Left and Page Right will select the default blaster
-Moved Flesh Slug Surface3x2Start01
-Dimmed Factory Backgrounds for better visibility
-Game now pauses if window loses focus
-Game can be controlled even if window is out of focus
A Robot Named Fight - Available Now!
A Robot Named Fight is now available on Steam for Mac & PC! It’s a roguelike Metroidvania based on exploration and item collection. Since it’s procedurally-generated, you’ll find a different route and item order with every run. Grab a friend, hit start on a second controller, and face the Megabeast with local co-op, too.
Now that the game is live, let’s stay connected. You can follow the game on Twitter @RobotNamedFight (where you’ll find me a lot of the time), give it a like on Facebook and check out the Youtube channel for trailers, playthroughs, reviews and more.
I’ve playtested the game extensively, but there are bound to be more bugs I haven’t found. Report them on the Bug Reporting Subforum. My wife and I are keeping a close eye on all the forums on Steam, so don’t hesitate to ask questions or give feedback! Feel free to add screenshots of cool moments during your runs and provide guidance to other players in the forums as well.
You can expect to get sporadic updates with new content; I’m going to try to get some new stuff out within the next two weeks. If you’re really pumped about the game, we have several avid fans forming an active Discord community, so feel free to jump in and chat with me there, too!