Fixed issue with Explosive Dodgeball achievement where it sometimes didn't get unlocked even if done correctly.
V1.1.0 - Enter the Arena
Arena Levels
Added two arena levels with a scoring system. The levels are accessed from Mission Select -> Extra Levels.
Levels - Arena: Factory: straightforward arena without gimmicks. - Arena: Train Mine: arena with 4 deadly trains speeding through regularly. - The levels have 40 waves, with 8 waves based on each of the 5 environments.
Scoring Tech point from enemies is base score. Bonuses: (these stack multiplicatively) - Wave clear speed: up to +100% (falls gradually to 0% over 30 seconds) - No damage taken: +20% - Difficulty: normal +20%, hard +50%, insane +100%
Pickups - Enemies will drop only ammo pickups (so the arena won't get filled with shield pickups floating in the air if you don't take damage) - There are some shield pickups initially. Shield, ammo, and power-up pickups are also spawned after specific waves.
Other - Music changes after specific waves.
UI
Added a sound and an additional UI effect when player gets locked on by enemy homing missiles.
Quick help section in pause menu updated.
Bugfixes
Projectiles which ricochet from walls no longer disappear when hitting a door. Affects Chain Lightning weapon and Bouncer enemies.
Fixed bug where Mission Select menu allowed skipping missions in some case.
Beaming: Fixed issues where encounters could stop progressing.
V1.0.1 - Custom difficulty & stuff
Difficulty
Added Custom as new difficulty option. When selected, a menu window is opened which allows modifying 9 parameters, e.g. - Player damage taken - Enemy health - Pickup drop rates and types from enemies - Enemy weapon cooldowns - Time speed (below 100% is slow-motion)
Added short descriptions for each difficulty in the Difficulty Select section of Mission Briefing.
Settings
New setting - UI Scale. Scales all UI elements. Has auto scaling by default and some options for more control.
New setting - Unlocked mouse cursor during gameplay: allow mouse cursor to move freely instead of being locked to screen center (usually not recommended though)
Settings menu button positions changed slightly
Added numbers to some sliders which didn't have them before
UI
Changed Loading Screen visual to the one without tips when going to Mission Select or Main Menu. Also slightly tweaked visuals for loading screens.
Game start intro - Minor tweaks to the intro text. - Unrevealed text is no longer shown as *** symbols - Added some sounds and adjusted text appear sound.
Mission Select menu now uses the same music as Mission Briefing.
Weapons
Gatling - damage reduced 8 -> 7 (it still has the best single-target ammo efficiency by far)
Missile Massacre - cost reduced 32 -> 30
Plasma Gun - bullet speed +25%, bullet hit radius +33%
Enemies
Scrapbot (Hard+): reduced bullet cone angle
Level changes
Entry: - modified enemy placements. - Changed hidden loot in red room. - Modified blue and yellow key guide cables to be slightly simpler. - Modified energy cables after blue door to be less in the way. - Some other tweaks
Updeep: yellow key guide cable is now a bit simpler
Dronefactory (first tileset) changes - Blue Room: floor material now has a bluish tint. Edges modified slightly, and edge glow color adjusted to be slightly more blue. Upper wall-side edge modified to have 1 rib instead of 2. - Blue Corridor ceiling texture changed, wall color modified - White area corridor materials/models added (was previously same as blue corridor) - Red corridor ceiling texture changed - Red room: floor is slightly brighter and ceiling slightly darker. Upper wall-side edge has 1 rib instead of 2. - Green Room: edge non-glowy material changed, edges tweaked, new material for ceiling - Green Corridor (new) ..plus misc other changes
Bugfixes
Fixed bug where crates with red edges dropped ammo pickups.
Fixed small sound issue where player movement sound could play during load screens & such.
Bugfixing (V1.0.0a)
Fixed issue where Plasma Wheel weapon projectile didn't trigger the explosion correctly.
Fixed some cases where lockdown encounters could stop progressing if enemies were alive outside the arena. Last encounter in Preview had the most problems with this, but a few other encounters were also improved so the issue would be less likely to happen.
V1.0.0 - Full Access
Summary
It's the end of Early Access.
Achievements: added 30 of them.
Upgrades: 4 new upgrades
Other: Changes to levels, enemies, UI, sounds. A few new options.
Vertical: Removed one Laser Slicer near red key. Changed some enemies in red area and encounter (encounter now has a Homer and some Divebombs, instead of Laser Bruisers).
Glass: Minor enemy changes, updated blue area a bit and added more windows
Training: Moved blue key to other side of room
Descent: added a power-up to last encounter area
Lava Labyrinth: moved red door higher, making it safer to pass through. Changed a one-sided wall to basic hidden door.
Preview: Added a little space to the blue encounter area, minor other changes
Training, Redball, Explosive: Added some resource and tech pickups Explosive: hidden doors no longer require keys Tech point pickups
Cryptic, Training: Added a couple of lockdown doors to paths which were accidentally left open during encounters.
Mainframe: Added some tech pickups. The entry path to boss area now stays closed after boss is defeated (so enemies from the start area can't attack player if they were skipped). Different music now plays after defeating boss. Also music changes to a low hum while systems are offline
Sandbox updates
Added a large room with a group of enemies near its center, a couple of moving enemies and some respawning ammo pickups.
Mission briefing texts
Added intro texts for levels which didn't have any: Freezer, Preview, Beaming
Props
Key holder props are now colored to match their key. Also added some colored effects to them.
Secret doors
New implementation for one-sided secret doors. Changed one regular hidden door to those secret doors in 2 levels. Added a new type of tricky door to secret paths in 4 levels.
Lockdown doors now block enemy navigation, which may or may not have a small effect in some situations.
Homer: attack wind-up and launch visual effects adjusted.
Ice Destroyer: tech loot increased 75->90
Plasmadive: tech loot increased 5->10
Plasma Destroyer: now drops more resource pickups (similar to the amount from other Destroyers)
[H1]Bosses
Cybernoodle, Hot Hatter: health increased by about 9%
New aggro sounds for bosses
Updated encounter messages for some bosses
All boss names are now fully capitalized
Map scan
Closed doors, windows and energy walls now block the map scan, so it is easier to see the paths you can actually use.
Weapons
Chainsaw: Added crosshair which initially indicates the lock-on angle, and then angle for lock-down break. Maximum angle before lock-on breaks reduced from 30 to 20 degrees (note: lock-on angle is 10). Volume of the base channel sound up.
Chain Lightning: ammo cost increased 12->14
Assault Laser: hit sound changed
Nova Bomb: explosion volume and light up
New upgrades
Shield Leech: Gain 5 shield per 300 damage dealt
Ammo Leech: Gain 3 ammo per 300 damage dealt
Volatile Bots: Every enemy explodes when destroyed, causing 15 damage in a small area. (Player takes reduced damage from the explosions)
One-Hit Wonder: +30% fire rate for all weapons, +30% ammo gains, +30 max ammo, -99% max shields. Have fun.
Tech level rewards
Tech level max increased to 40. New rewards include the 4 added upgrades, also some late shield and ammo upgrades were split from 10 to 2x5. Several rewards were also moved to different levels.
Loadout customization and weapon switch are now disabled while at tech level 0. They become unlocked as an additional reward on reaching tech level 1 (so usually after completing the first mission)
Sounds
Modified sound rolloff to be more sensible, basically effect sounds at range are louder. Increased max simultaneous sounds from 32 to 64 which should solve some sound issues (e.g. when firing Assault Laser and Gatling simultaneously)
Up volume of player damage taking sound. Bigger increase for lower damage amounts.
Increased velocity threshold for wall collision sound/effects, slightly reduced volume at lower velocity.
Difficulty
Added one more difficulty step called "Easy", placed between "Casual" and "Normal"
Casual is slightly easier than before, while Easy is more difficult than Casual was previously.
Hard/Insane: adjusted enemy attack delay after aggroing to be slightly closer to Normal difficulty.
Options
Added option to show ammo as "shots left/current ammo" instead of "current ammo/ammo cost".
Added option to show ammo near crosshair as shots left instead of current ammo
Added option for framerate cap (values: 30/60/90/120/999)
Compass Orb option: changed to a 2-color wireframe ball, with blue/teal upper half and orange lower half. It is now also visible in the map display mode
Save slots
Added 2 more save slots for a total of 4.
Achievements
Added 30 achievements
UI
Updated desktop shortcut icon
New menu slider and toggle visuals
Added sounds to some menu buttons which didn't have them yet.
New sounds to slider and toggle changes.
Main menu
Background is now a map scanning view with scan pings starting from varying locations, instead of a generic scrolling space background. New game button now starts new game immediately instead of through a difficulty select section. If save data exists, a confirmation box is now shown first to prevent accidentally overwriting current save slot data.
Mission select screen
Visuals updated. Tech level and current tech points are now shown there, also added statistics for number of enemies killed and pickups looted.
Credits
Credit texts updated a bit. Also changed end credits to have map scanning happening in background, similar to the new main menu.
New game intro
Changed music and background visuals
Small changes to intro text and other
Bugfixes
Fixed issue where Chainsaw channel sound continued playing if pause menu was activated while holding the fire button
Pickups from boxes now correctly play a sound if trying to loot them while at full resources. Also they can no longer be pushed around
Fixed minor visual glitch when starting new game.
Fixed minor issue where weapon switch sound played on new game start, level load and such
Fixed several key holder props which were placed the wrong way
Fixed a couple of frame drop issues
Overload: Fixed issue with Reactor enemy hitbox
Training: fixed frame drop issue with train spawning
Bugfixing (V0.4.0 b125)
Fixed a bug related to level model creation which affected Vertical, Trifork and possibly some other levels. The bug caused them to have more open space than intended, and key guide lines were floating in the air in some places as a side effect.
V0.4.0 - Overloaded
Summary
3 new levels: avoid walls of frost in Freezer, overload a reactor in Overload, and navigate through Beyond.
New tileset: server-themed tileset used for the last 4 levels.
4 new enemy types: Shotgun-type enemies with ice and big balls, Plasma variants for Divebomb and Destroyer.
Freezer (new level): Fly and clear lockdowns quickly before walls of ice close in and crush you.
Overload (new level): Overload a reactor and to take down an overpowered defense wall.
Beyond (new level): New penultimate level.
New "Serverland" tileset: used for Beaming, Overload, Beyond, Mainframe.
Changes:
Redball: Removed one wave from white and green area encounters, also removed a couple of enemies from some encounter waves.
Descent: Plasma Destroyers are introduced here. Removed a few other enemies to compensate.
Lava labyrinth: changed 1 Destroyer to plasma variant
Cryptic: Ice Scouts are now introduced here. Reduced number of Bouncers.
Hail: Ice Destroyer is now introduced here. Adjusted some encounters.
Preview: Moved be before Chilly Chapel. Wallbeam type enemies removed from the level.
Chilly Chapel: Changed a few enemies.
Beaming: Tileset changed to Serverland. Blue area now has more sections, and its lockdown encounter was replaced by a bunch of regular enemies. Added more space to a few other areas.
Enemies
New enemies:
Plasma Destroyer - Destroyer-class enemy which fires lots of plasma orbs.
Plasmadive - Similar to Divebomb, but death explosion additionally launches 6 plasma orbs in a 3D cross pattern.
Ice Shot - Shotgun-type enemy which fires delayed bullets in an X pattern.
Bigshot - Shotgun-type enemy with really big balls.
Changes
Plasma Charger: health 150->120
Ice Bomber: weapon cooldown increased 1.5s->2.5s. They also now turn slower while preparing the attack
Settings
Added "Temporary roll while turning" setting under Settings>Controls. Range 0-4, 3 is default (same as previously), 0 is fully disabled.
Misc
Shield and ammo pickups from crates are no longer consumed if at full resource.
Increased light emitted from keys.
Updated the Zerograve.exe icon.
Bugfix
Fixed issues with Hot Hatter legs and boss phases
Minor updates & bugfixing (v0.3.1a)
Settings
Visuals: Added option for Crosshair Intensity which modifies crosshair color alpha.
Controls: Added option for Roll speed with range 120 - 220 degrees per second (default 180)
Sounds: Music volume at max value reduced, Effect volume at min increased. (Music volume was a bit too loud compared to effects when the sliders were at the same value)
Weapon changes
Assault Laser: - slightly increased shoot sound volume. - increased projectilve speed by +33% - moved earlier in the tech level rewards.
Chainsaw: - damage per tick increased 8->9
UI
Pause menu:
Save Game button removed (mostly cos it was misleading since it didn't save the state of current level).
Added "Save &" prefix to the "Go to Mission Select" button, so it's clear that it can be also used for saving.
Crosshair: Added small brighter areas near the passive crosshair center.
Added the global enemy lighting which accidentally didn't make it into the 0.3.1 release
Level transitions: Fixed issue where buttons on the Level Completed and Mission Briefing screens became mouse-clickable after a short delay. (Now they are clickable instantly)