The color of the cow can be changed to one of the suggested colors.
weapon damage balance polish
minor optimization
The hero's ragdoll has become a little better stabilized, now it doesn't fall apart as much when falling (but still looks strange and funny).
By the way, a short note on why the ragdoll hero in the game was even conceived. I wanted to emphasize that the hero does not die after defeat and if you wait a little after losing, you can see how the robot tries to get up, but the body no longer functions. Therefore, at the beginning of each round, the Armored Head is installed on a new body by a manipulator, which is hidden in the ceiling of the initial room.
Update 1.7
Hi everyone!
AROMRED HEAD is now verified for Steam Deck!
Added official control layouts for Steam Deck and Steam controller
Update 1.687 Fixes
Hi everyone!
Fixed a bug where the wave could end, and several opponents could remain in the arena
Optimization
Added arena images to the menu
Minor changes to the main arena
The climbing system has been improved, now to climb you only need to hold down the "Forward" key. Fixed erroneous climbing on doors and other elements of the arena. Now it’s easy to get out of the lava if you accidentally fall, you just need to move towards the threshold.
Boxes and barrels are picked up from the floor automatically (optional). The throwing force has become much greater. Tests have shown that during intense combat, players absolutely do not have enough time and attention to aim and press the action button. It turned out that it was much more fun to lift boxes and barrels automatically and launch them at enemies. The dynamics of the game increase, giving more freedom to the players.
The robot pill wheel no longer disappears into the floor
Updated lava and enemy interactions with it. Some robots with low HP, while chasing you, can fall into lava and burn. Rams generally follow you everywhere, so you can lure them into the lava.
Rams have a weak spot in the center of their body
Some visual changes in displaying damage to enemies and their weak points, freezing, and coloring of barrels.
Texture maps for some objects in the game were rebaked, where compression artifacts or mipmaps were visible.
Fixed visual artifacts that caused some transparent surfaces to appear on top of smoke from rockets, explosions, and other particle effects
The lighting of bonuses and weapons has been slightly changed
Update 1.669
Now you can turn off the display of enemy health numbers and the number of damage they take
Two graphics filters:
Pixelation
dithering
Update 1.667
Low resolution screen support
Adjusting the balance in endless arenas (now, over time, the number of cartridges, boxes, barrels and other things does not decrease)
Update 1.663
Japanese Localization (translated by Chisato Saito)
Many thanks to Chisato Saito for the translation!
Added a new type of anti-aliasing
Added anisotropic texture filtering
Update 1.662
Hi everyone!
The lava area has been redesigned to include a new usable combat space
Big performance optimization
Fixed rare triple jump bug
Blue safe boxes are now easier to open
Defeated robots do not disappear so quickly
Upgraded hitboxes for flying enemies
Added a glow halo to flying enemies to make them easier to spot. And now they have a jet trail, which makes it even more comfortable to detect, track and predict the direction of movement
You can now climb ledges in the game. Just hold the space bar and the hero will climb up the obstacle. This is necessary to increase the hero's mobility in response to a change in the behavior of opponents.
Robots can now be torn apart with a certain probability when they explode. Also, a hit from a howitzer can tear off some parts of them.
Robot navigation has changed: small and very heavy robots can no longer jump and they will always chase you up the stairs and the farthest path. Medium robots such as iron or crusher can jump from medium height but cannot jump back. And finally, robot Dino will follow you everywhere. Thanks to his powerful legs, he can easily jump several meters down and make the same jump up.
A couple of places now have ladders
Fixed flashing and scaling of hearts in UI
Update 1.65
Hello everyone!
New checkpoints (every 5 waves)!
On some waves, enemy reinforcements have been added, which can randomly appear right during the wave.
Starting the game from a checkpoint selects the last weapon received on this wave, not pistols
Turrets now have screens that display the amount of ammunition
Increased explosion radius, this applies to mines, missiles, barrels and large green plasma balls
Added a new barrel type. When exploded, it stops robots for 5 seconds.
Fixed revolver shot micro delay
The size of the pill robot has been increased
Increased the rate at which coins replenish turrets
Slightly randomized spawn of robots in the first waves.
When missiles are on the same target, they no longer explode on contact with each other (but can still detonate from explosions).
Enemies' missiles are now easier to shoot down
Now you can't pick up more coins from the vault than was there
Fixed falling into the ground and teleportation of the robot Dino
Fixed (I hope) a very rare bug where the jump platform didn't work the first time
In update 1.627, a mode for switching aiming by pressing / holding the mouse button was added
Update 1.62
Added an option to turn off slowmo when selecting a weapon with the mouse wheel.