This update is pretty major and one that I've been working on for the last several months. I don't want to spoil too much in the notes. I'll probably be working on boss fights next as a buddy-update to this one.
New enemies may be created in the future!
Coop is still being worked on, don't worry! There's a lot to do with that...
Zombies:
Camper zombie
Punk zombie
Cultist zombie
Toxic zombie
Beehive zombie
Special Enemies:
Ghoul: reworked
Warlock: replacing the skeleton musketeers
Slimegeist: new ghost-themed special enemy!
New Challenge Waves:
Changed the name on a few and updated descriptions seen when wave starts
New: bee-themed challenge wave
New: totem-themed challenge wave
New: unholy-themed challenge wave
New: poison-themed challenge wave
New challenge wave music!
Cool things:
New wave recap and scrap bonus
Military zombies can now drop medkits
Medkits now have a button shortcut (more on this later...)
More special enemies spawn every 10 levels
New ghost totem! Spawns ghosts
New poison totem! Shoots toxic blobs around them
Added titles and health bars for enemies (visible once damaged)
Fixes:
Overall optimization
Balancing
Updated enemy ai
Fixed challenge waves not scaling health
Changed fog to only activate during the ghost challenge wave
Updated boil color on exploding zombie
Added pallets to tire stack decoration objects for better visibility
March Update!
Just a small update this time! While I'm still working on multiplayer, I wanted to get this update out.
Enjoy!
Cool Things:
Replaced the dash with teleport for spirits and shades
Changed shades to be ranged enemies instead of melee
Lowered Fog density
UI tweaks
Bug Fixes:
Highscores now save properly when quitting in the menu
Fog transition bug fixed
Totem spawning bug fixed
High Scores!
Changed "died on night X" to "died on wave X" in the game over screen
Added Steam Name to Endless Mode Lobby in preparation for multiplayer
Added high scores to Endless Mode Lobby!
Set skull totem spawning to be more gradual but increased the cap and lowered the range of missiles
Made fog slightly more uncommon
Balancing
Endless Mode Improvements!
New wave logic: enemies killed instead of by time
Enemies will be wiped between waves
Added more time between waves
Challenge waves now drop special loot boxes :)
New weather event: Fog!
Night and Day level modifiers are set from the start and are consistent
Critical hits drop ammo 50% of the time, down from 100%
Changed cost of Auto Turrets to 30 from 25
Fixed bug where level 2 barricades would upgrade randomly
New Fog Weather:
Character Customization!
Update 0.3 adds character customization for Junebug. This change, along with the new Endless Mode lobby menu, sets the foundation for upcoming additions including new cosmetics, characters, maps, and (crossing fingers) multiplayer!
The following updates will focus on the additions mentioned above. I'm very excited to get to this stage of development. I'm taking a deep dive into the mechanics of Endless Mode, specifically how waves work to smooth out the gameplay loop. Meanwhile, I'll be looking into new enemies and multiplayer early this year.
See you in February!
Update 0.2.3
The Good Stuff: Changed the term 'upgrades' into 'perks' for clarity Perks now only cost 5 scrap and go up in price together New perk: item damage New loot box: scrap boxes Added a bullet hit sound (I thought this was already added!) New item: upgrade kits Barricades have two levels of upgrades that boost their effectiveness Bear traps have two levels of upgrades (fire traps followed by explosive traps) Auto turrets are refilled from upgrade kits Throwing axes drop scrap or another throwing axe on enemy hit. Perfect for resource management builds! Changed the health "item" to an actual item: medkit Added medkits to the starter loot box Added explosive red barrels that spawn like loot boxes Scrap shop price balancing Barricades now affect Junebug's movement speed as well (does not cause damage to player though) Added descriptions for items on the item wheel Added visual improvements and changes on Junebug's Cabin level VFX tweaks Increased crossbow explosion damage
Build a stronghold right there on the front lawn with the latest update!
* Items are now split into offensive (throwables) and defensive * New item: Pipe Bomb: Attracts enemies when thrown * New item: Barricade: Slows and damages enemies on contact * New item: Auto Turret: Automatically shoots enemies nearby * Items can now be bought with scrap in the shop * Crossbow bolts now explode, causing AOE damage * Reworked the Moonshine Cocktail fire effect * Balancing
Update 0.2.1
Update 0.2.1
Fixed a bug where enemies have INSANE health in Blood Moons
Added a radial menu for items
Balanced the 'sun damage' at the end of waves and made them not sun-themed
Updated the look of ghosts!
Added new sounds
New title cards before Endless Mode games
Balancing
Update 0.2
UPDATE 0.2
* New Junebug model and animations * Scrap count shows on pick-up * New camera and aiming systems * New shop layout * Upgrades can now be purchased * New shooting logic and bullet FX * Added reloading * Skull Totems now fire an overhead homing projectile instead of the red AOE spell. * Removed Starter Totem * Removed Generator and tied respawning to scrap count * Changed the starter Loot Box placement and increased the payout when broken * Removed tutorial messages. Note: With changes to the Skull Totems and the starter Loot Box, the functionality is straightforward for first-time players * Bullet damage displayed as floating text on hit * Enemies now spawn by treeline * Updated explosion visuals * Balanced fire damage * Balanced weapons * Balanced enemies * UI updates * Environment visual updates * Fixed Bug with Shades' material