Crupt cover
Crupt screenshot
Genre: Adventure, Indie

Crupt

Update 54

The Colosseum DLC releases in just 5 days! This will (very likely) be the last major update prior to the DLC's release. A lot of these changes affect the DLC more than the main game, but the main game has definitely benefited as well :D

Tutorial:
-Made the second large jump easier
-Changed the area immediately following the second jump to encourage dashing
-Moved the wall arrows a bit

Armor/Health:
-Changed the sprite(s) of the health bar to be more stylized (and have notches at health thresholds)
-Changed how increasing/decreasing maximum health is displayed
-Increasing your armor now displays as increasing your "effective health"
-Armor now loses durability based on how much damage it protects (rather than just -1 durability every time damage was taken while wearing it)
-Armor durabilities and durability caps have been adjusted (generally armor should take longer to break against low and medium damage attacks, and less time to break against high damage attacks)
-Removed the concept of "armor-piercing" attacks (all armor-piercing attacks now solely ignore invulnerability)
-The initial damage from Spuranges is now resisted by armor and affects armor durability
-Burning damage is now resisted by armor and affects armor durability

Flumps:
-Removed innate armor
-Increased max health to 3 (from 2; this is more for consistency than anything, situations where it mattered that Flumps had armor were basically nonexistent)

Blurts:
-Changed the sprites/scaling of Blurt bullets (to avoid "Mixels")
-Adjusted the position where bullets spawn
-Fixed Blurts not randomly scaling
-Fixed the position where bullets spawn not adjusting properly based on the Blurt's scale

Rupts:
-Changed sprites/scaling of Rupt bullets (to avoid "Mixels")
-Adjusted the hitboxes of the bullets to correspond with the new sprites
-Adjusted the positions where bullets spawn
-Fixed bullets not scaling appropriately
-Fixed the positions where bullets spawn not adjusting properly based on the Rupt's scale

Teleporters:
-Fixed Player colliding with Teleporter Entrances/Exits while they are placing
-Fixed Teleporters not properly stopping when finished placing
-Minor optimizations

Tinting:
-Made tintable items easier to select
-Added a sound when locking in an item to be tinted
-Locking in an item to be tinted now adds a box-shaped outline around it

-Reduced file size and removed most things related to the upcoming Colosseum DLC from the main game build (some stuff like scripts for testing if the DLC is active are still present)
-Updated Save Format to 3 (to update old saves with new armor durability changes)
-Added an additional Chup gib sprite
-Adjusted positions of Save Slot icons
-Generalized setting the health of Creatures
-Added a generalized function for setting maximum points
-All instances of setting a Creature's max health now properly use the SetMaxHealth function (may fix some inconsistencies, may not)
-Slightly adjusted the shading of 3 and 5 Point Blops
-Slightly adjusted the sprite for the Point Blop particle
-Fixed scheduled tracks still playing even if the track was changed before the intro track completed
-Fixed "Killed by" count for an enemy not properly saving
-Fixed text particles rendering behind some elements
-Fixed pausing/unpausing assuming all gameobjects in the creatures and minions wrapper have a Creature script
-Changed how things like Minions and Teleporters check when they can be used/spawned
-Updating the Player's health bar now occurs whenever their health is updated (not just on damage/heal)
-Fixed Player projectiles (like Push Bombs and Slingshot Ammo) not destroying on EnemyWeakPoints
-Fixed the price display for Scarlet tints being improperly offset
-Fixed Scarlet and Indigo tints displaying updating the price display for Saffron tints rather than their own
-Changed several instances of checking for the total magnitude of a Creature's velocity rather than the absolute value of their x velocity (this fixes the occasional jittery legs of the Player when pressed up against corners at certain angles)

Update 53

-Fixed the label for empty save slots being cut off (due to a change in the last update)
-Fixed(?) Blurts "floating" on the edge of tiles (for real this time?)
-Minor optimizations

Update 52

In preparation for the upcoming DLC this update adds some framework for it and changes a lot of structural stuff. (Also there were some pressing bugs that needed to be fixed)

Enemy Spawning:
-Now has a more competent system to avoid spawning enemies near the player
-Decreased the minimum horizontal distance from the Player enemies need to spawn (sorta, in reality it actually works now so it's just less than it was originally supposed to be)
-Spawn positions now properly stay in a range around the current Wave's building
-Enemies spawns now have randomized vertical positioning (rather than just horizontal)
-Adjusted vertical offset of spawns from their respective Wave building for multiple Waves
-Supports enemies also having a minimum vertical distance from the Player to spawn (not currently utilized)
-Supports forcing enemies to spawn a minimum horizontal/vertical distance from the center of the spawn area (not currently utilized)
-Fixed old enemies to spawn for the Wave not being cleared (think this was a new bug that was never actually in a release, but it's fixed now if it was)

Enemy Animation Fixes/Changes:
-Changed Spuks' walk animation slightly to prevent "ice skating"
-Fixed Mundles not bobbing during their walk animation
-Changed Lunches' walk animation slightly to prevent "ice skating"
-Changed Skuds' walk animation slightly to prevent "ice skating"
-Changed Squzes' walk animation slightly to prevent "ice skating"

-Added social media buttons to the main menu that link to Twitter and Discord
-Edited the characters "a", "2", and "$" in the default font (Pixellari) to be more readable/fitting
-Effect indicators scale their offset based off of the size of the Creature better (they should no longer overlap with Creatures' bodies)
-Fixed the Abandon Run and Delete Slot confirmation menus not closing when returning to the splash screen
-Made slots flash when tinting items (like they do when buying)
-Changed the logic of how achievements are given/checked
-Made spawning bullets a generalized function for creatures (this fixes a bunch of minor bugs/inconsistencies)
-Fixed Brawn's damage addition not being calculated properly on some creature's bullets
-Fixed Minion Projectiles not being properly put in their own wrapper
-Fixed particles without owners still running checks/functions related to their owners in some situations
-Fixed Flumps ocassionally getting stuck "floating" on platforms
-Fixed(?) Blurts occasionally getting stuck "floating" on the edge of tiles
-Fixed the 1st boss playing its sound for shooting bullets multiple times
-Fixed the 3rd boss targeting an incorrect position when shooting

Update 51

Bundle/Mundles:
-Added some shading
-Tweaked the gib sprites a bit and split one gib into 2 separate gibs
-Achievements icons and related media are/will be changed to fit the new sprites (also updated the Workshop sprite on the Steam library hero)

Slingshot/Ammo Changes:
-Decreased the Durability of Slingshots to 30 per (down from 35 per)
-Decreased the Durability Cap of Slingshots to 80 (down from 100)
-Decreased the Durability Cap of Balled Meet to 40 (down from 50)
-Decreased the Durability Cap of Ruber Rods to 40 (down from 50)
-Updated the save format to 2 to apply these changes on current saves

-Added a sick new camera debug menu (this is just for me but should make getting screenshots/videos showing off stuff easier)
-Added some shading to the 1st boss (at some point a larger texture rework will likely be done)
-Fixed new saves always going through the process of converting save formats the first time they are loaded again
-Fixed Music unpausing when adjusting Music Volume while paused
-Fixed Player and Creature sounds not pausing properly (there may be a few other random sounds that still don't pause properly)
-Fixed particle rings not respecting the source Creature's material
-Added a separate property for whether an attack can give Vulnerable (used to prevent/fix "physical" attacks from giving Vulnerable)
-Post-game bug fixes/balance changes

Update 50

-Post-game bug fixes/changes
-Reverted scheduled songs respecting pausing (this would cause song intros to loop endlessly if the game was paused while they were playing)

Update 49

Added an "Exit Closes Building UI" to Game Settings:
-On by default
-If on, pressing the exit/pause key will close building UI if it is open and the game will not be paused
-If off, pressing the exit/pause key will pause the game regardless of building UI (this is the previous default behavior; added to allow for the commonplace behavior of pressing esc to get out of a menu)

Vulnerable:
-Vulnerable hits/kills should be overall a bit easier to pull off
-Vulnerable is now given slightly earlier in the arc of the creature (at 0.1 velocity rather than 0)
-Decreased the time before Vulnerable is given to enemies that can't be grounded to 0.35 seconds (down from 0.375)
-Increased the time before Vulnerable is removed to 0.25 seconds (up from 0.2 seconds)

-Bundles:
*Reduced attack damage to 1 (down from 2)
*Now move at half speed while not grounded (makes it easier to get Vulnerable kills)

-Chups:
*Reduced attack damage to 1 (down from 2)
*Now move at half speed while not grounded

-Spuks:
*Reduced attack damage to 1 (down from 2)
*Fixed being able to be hit by non-weapon items (such as saws)

-Flumps:
*Reduced attack damage to 1 (down from 2)
*Reduced base speed to 1.75 (down from 2)
*Reduced base jump height to 3.5 (down from 3.61)

First Boss:
-Reduced health to 35 (down from 40)
-Adjusted hitboxes of the arms to be more lenient (can now jump much more freely while under the boss while they are flipped without taking damage)
-Bullets no longer have knockback

-Mundle Changes:
*Reduced attack damage to 2 (down from 3)
*Now move at half speed while not grounded

-Fixed the icon for the game not showing up properly in some areas (hopefully?)
-Added additional text on the wall of the tutorial cave to explain holding the jump button to jump higher
-Slightly changed some Glab dialogue
-Adjusted the labels of the buttons in the Game Settings menu
-Fixed not being able to scroll while hovering over a clickable object (mainly affected the Progress screen and the Bestiary)
-Fixed main menu staying hidden after pressing the exit/pause key with the options menu open
-Fixed interacting with NPCs while they are wandering preventing them from wandering again despite moving away
-Fixed the second boss still giving Blindness when spawned via the Bestiary (this manifested as the sound for Blindness being removed sometimes playing when loading in)
-Fixed scheduled tracks not respecting music being paused
-Fixed NPC songs trying to play when opening new dialogue boxes even if the song was already playing
-Removed some redundant components on some objects in the tutorial area
-Post-game content changes

Update 48

-Flashing:
*Remaining flashing time is now increased if attempted color to flash is the same as the color a creature is currently flashing (rather than a separate coroutine for flashing starting, causing inconsistent flashing lengths)
*Flashing a different color will keep the creature in their "flashing" state while changing the color and resetting (but not increasing) the remaining flashing time
*Generalized how changing creatures' colors works
*Default colors are now set to the color the creature has when it spawns by default
*Fixed flashing always resetting creatures' colors to default

-Added functionality for creatures to communicate to bullets if they have been hit by them
-Fixed bullets triggering their DestroyOnHit function continuously until they are actually destroyed
-Prevented weak points from attempting to trigger enemies that no longer exist
-Fixed weak points only detecting triggers once
-Fixed Squzes occasionally spawning in the ground on Wave 18

Update 47

-Fixed Glab's entrance sign raising too high in some instances (also added some logic to hopefully prevent that from happening under any circumstances)
-Post game content changes and fixes

Update 46

-Fixed some wrappers being considered "gameplay wrappers" when they shouldn't be
-Minor post-game content changes

Update 45

-Fixed some attack effects still occurring while dying
-Fixed some attack effects still occurring despite taking no damage from them (notably Leaches' bites)
-Time scale adjustments are now reset on death (this includes adjustments from Yellow/Blue Sand)
-Generalized how time scale adjustments affect the pitch of the music
-Fixed rare case of screen warp fade overlay staying on screen after death (probably?)
-Post-game content changes