Patch Notes (v1.9.76)
Hi there, this is a bit akward but like a year ago I fixed a notable bug and pushed it to the beta branch, but then never set it live. So I'm finally doing that. However, when I went to do that I saw that I also didn't set the previous version live ... nor the version before that
Hi there,
this is a bit akward but like a year ago I fixed a notable bug and pushed it to the beta branch, but then never set it live. So I'm finally doing that. However, when I went to do that I saw that I also didn't set the previous version live ... nor the version before that.
So, to be honest ... right after the big Boss Rush update I made some small fixes and balance tweaks, but then I only ever pushed them to the beta branch, and never put them live (???). So they've just been sitting there for over two years (!) ... where does the time go ...
Anyway, it's akward pushing an update that tweaks balance so randomly, but the bugfixes really need to go live, so enjoy this grab bag of fixes and tweaks. I trust "me from 2 years ago" to certainly have had some reason for them.
Features:
Added speedrun timer (find it in the Miscellaneous settings)
Bugfixes:
Changed star time for Boss Rush C in Chief Intern difficulty to something that's actually beatable (10:00)
Fix bug with end of level summary sometimes having more than one section time per checkpoint and taking longer than intended
Fix save slot selection to behave nicely with ultra widescreens
Fix bug that caused Spread Shot to sometimes do less damage to multiple small targets than it was supposed to
Boss Tweaks:
Triangle Boss 3rd phase lasers are significantly slower
Weapon Tweaks:
Reduce firerate penalty when releasing Homing Shot
Increase maximum number of Homing Shot missiles that can be active at the same time
Change Bomb Launcher damage scaling: A charged bomb will now deal damage more consistently, even to enemies with smaller hitboxes (don't need to hit every mini-explosion of the cluster), but max damage is slightly lower
Increase explosion range of uncharged bomb slightly
Fully charged Ricochet Rifle fires one more bullet
Increase Flamewhip rate of fire
Reduce Flamewhip range
Increase damage of fully charged Spread Shot
Reduce Range of Zapper
Super Dash damage now doesn't fall off as much on multiple hits (meaning it will deal more damage to bosses with larger hitboxes)
Misc:
add Rollin'Barrel to credits for testing the boss rush update
I hope you have a nice day!
Cheers,
Anton
(PS: don't tell John about this)


