-Fixed being able to click menu buttons while the game is already exiting to the title screen (notably "Exit" and "Resume") -Fixed the "point" icon for the point display eating cursor inputs (caused some things to be unclickable when near it) -Removed unnecessary EventSystem creating error messages -Removed a bunch of unnecessary empty text objects on items in shop UIs
Update 38
-Added a separate launch option for a 32-bit version of Crupt -Updated Crupt to Unity 2021 (prolly should've done that a while ago) -Fixed Bestiary stats for ambiguous causes and the Player tracking for Bundles (was set to them by default in Update 36 without thinking about implications, oops)
Update 37
-Fixed Bestiary "Killed" stats being incremented instead of "Killed by" stats (caused by changes made last update)
Update 36
Minions: -Increased Minions' Flashing time (now have more invulnerability time) -Minions now look for a new target if they're too far away, and won't constantly try to reposition when already near a target -Minions will now jump if there is an obstacle blocking their path regardless of the height difference of their target -Minions now stop moving at will (rather than sliding to a stop) -Minions now follow behind the Player at a further/different distance than enemies -Distance that minions follow behind the Player is now based on their scale (causing them to arrange themselves from largest to smallest) -Adjusted the timing of Pops' walk animation -Fixed being able to have more Pops than intended in some circumstances -Fixed Minions not loading properly (all would be converted into the last type spawned) -Fixed Minions not colliding correctly when on top of enemies -Fixed Minions not being damaged by enemy weak points (things like Spuks' shields) -Fixed Collect the Dudes being "unlocked" every time a save with max Minions was loaded
Changes: -Added some shading to the Player's face -The delay between enemies being able to be damaged by physical attacks is now separate from bullets, and shorter
Bug Fixes: -Fixed many Creature's bullets not being affected by Brawn -Fixed Lubs' launch not being affected by Brawn -Fixed some item stuff not being reset properly when clearing item lists (notably Accessories) -Optimized the BreakItem function a bit to reduce unnecessary calls -Fixed Spuks' Bestiary stats not increasing -Simplified how Bestiary stats are incremented
Update 35
Explosives: *Made the hit boxes of thrown Explosives match up better with their sprites *Fixed thrown Blast Bombs and Bullet Bombs colliding with the Player and restricting movement *Thrown Blast Bombs and Bullet Bombs no longer collide with enemies *Added some more friction and bounce to thrown Blast and Bullet bombs so that they don't slide as far once they hit the ground
White Sand: *Can now tell when White Sand has been used for a Wave via a white outline around the "Setup" and "Wave #" text *White outline is removed after White Sand wears off (Wave ends)
-Added a trigger to discover an achievement -Disabled some leftover debug stuff
Update 34
-Fixed Player's physical hitbox not properly adjusting when crouching -Minor balance changes to post-game content
Update 33
-Fixed enemies that do not normally give points still giving an additional point when killed while Vulnerable -Fixed enemy spawn particles rendering on top of parts of the ground -Fixed/changed some post-game content stuff -Fixed the Blindness effect not initializing properly upon loading -Fixed the Blindness effect making its "remove" sound on the main menu in some cases -Changed some Player collision (should maybe help fix some edge cases) -Changed how Dashing works under the hood a bit -Fixed some collision with Minions
Update 32
Lottery Coins: *Added a text particle that spawns when using a Lottery Coin *The text gives a brief, semi-vague description of the result of the Lottery Coin
Flumps: *Fixed Flumps not wandering properly when not aggroed on the Player *Adjusted logic for when Flumps make sounds while jumping (notably now make sounds when focused on the Bestiary screen)
-Fixed being able to block armor piercing damage when Invulnerable (fixes an exploit involving eating a Spurange while dashing) -Slightly changed the logic of when enemies are considered "not aggroed" -Fixed Chups spawning hit particles far above their bodies -Changed logic for how bullets are positioned under the hood (don't think there are any bugs, but if there are, this is what'll cause them) -Fixed item list indexes not properly updating when an item that was not currently equipped broke
Update 31
-Fixed a crash caused by dying from the "burning" effect -Fixed Leaches not being properly scaled to the size of their corresponding Lunch
Update 30
Still working on that major update. If I squint I can sorta see the light at the end of the tunnel, but still no ETA yet.
-Fixed Player not properly responding to being hit by a bullet type -Added an additional check to prevent items from breaking when "Empty" -Fixed trees/crops loading on the Menu (they were offscreen but still) -Slight changes to how healing is handled
Minor bullet optimizations: *Changed how bullet sprite overrides work (only really used for Empty Melee Weapon, but it's more modular now) *Slightly changed how item bullet scales work under the hood
Teleporters: *Minor optimizations to Teleporters *Fixed Teleporters (and maybe minions?) not loading right *Fixed Interaction Indicator showing up when near a Teleporter Entrance when no Exit has been placed *Fixed Player's hand being empty when attempting to use a Teleporter Entrance/Exit when at max Teleporters