The entire level up system has been overhauled to be much more RPG like. Instead of instantly getting set stat ups you now get a prompt to press the interact button. If you do not use your upgrade all XP gained while the prompt is up will be wasted. This is to prevent people from saving a stat upgrade for when they are low health to always fill their health at the best possible time. You can still do that should you choose but you will lose out on more upgrades. You now have the ability to make builds outside of RNG stat upgrades. So the way it works is when you level up instead of getting +1 health and +1 damage you now get a stat selection screen. The screen will randomly roll upgrades based on the core game stats. The left will always be health based, the middle will be energy based and the right will be damage based. It can roll anything between different stat values to special upgrades. An example would be on your first level the energy slot rolled +5 energy but then on your second level up the energy section rolled jump height. I plan to expand upon this over the course of development but the goal is to make levels more satisfying and give players more agency over their runs. The stat selection icons are Unreal Marketplace icons and will be until I get to the UI overhaul and make all of the game's UI art by hand.
Added a new currency Souls. You will not see these or be able to use them yet but you will be collecting one automatically every time you kill a boss. Souls will be used for permanent progression in the next update.
Added a new boss the Aether Golem to the random boss rotation.
Added an upgrade Flesh Chunks that causes enemies to drop small health orbs when taking damage.
Added an upgrade Meat Bombs that causes enemies to drop bombs when taking damage.
Added an upgrade Hard Stompers that causes a shock wave when you land.
Added an upgrade Explosive Feedback that has a 20% chance to spawn a seeker rocket when taking damage.
Added an upgrade Cold Feet that has a 20% chance to slow enemies down on hit.
Added an upgrade Pocket Grenades that has a chance to drop a grenade when taking damage.
Added an upgrade Barrier that has a 1 in 5 chance of blocking damage.
Added an upgrade Mobile Cover that has a chance at spawning a barrier when taking damage.
Added sprint when on the ground. Sprinting moves as fast as you move in the air.
Added a fire animation for the Seeker rocket launcher and Shoulder Mortars.
Decreased cost of firing Shoulder Mortars to .01 energy.
Door color is now based on whether it has been activated or not. By default the door glow and decal color is blue but once it's been activated it turns into an orange-ish yellow color.
Added Secrets. Some are chests that are put just out of your view while others could be walls with no collision. Some older secrets now actually tell you that you've found a secret.
Along with adding more secrets there are no challenge portals in some rooms. Essentially secret rooms that have you do a task to get a free chest. Right now the only challenge is survive waves of enemies but later I will be adding more.
Updated sound effects to go with bullet time and slow field effects.
Added negative stat drops to enemy loot pool.
Boom Boots now have an instant explosion instead of two delayed ones. It honestly just feels a lot better to use now.
New rooms.
I did a polish pass on almost every room in the game the goal is to make every level look better. The goal has always been to bring you as many levels as fast as possible and go back and retouch everything over time. This is one of those passes. Expect more over time.
New environmental models.
Reduced the chance of Rusher enemies leaping towards the player.
Gravemind enemies now have a proper leaping animation.
Shoulder Mortars no longer pivot wildly when swapping guns.
Reduced most explosive weapon damage radius to be more realistic and typically fit with the effects. Nerfs aren't fun but the game is getting entirely too easy with the amount of insane explosive damage I've been adding. I tested everything a lot and tried to land on what felt good.