No initial enemies around the swamp king. Swamp king now spawns fish and wizards too. Fish no longer flinch if shot while charging*. *this is a revert + tweak of an earlier change, but the earlier change was cowardice.
No initial enemies around the swamp king. Swamp king now spawns fish and wizards too. Fish no longer flinch if shot while charging*.
*this is a revert + tweak of an earlier change, but the earlier change was cowardice.
Completely new Swamp Vacation level Did you know that the third level was just bad? I'd forgotten, how embarrassing. The new one is shorter, more intense and with a brand new fight against the swamp king. New Difficulty Mode - Hard Tough Tougher enemies make for a more deliberate
Completely new Swamp Vacation level
Did you know that the third level was just bad? I'd forgotten, how embarrassing. The new one is shorter, more intense and with a brand new fight against the swamp king.
New Difficulty Mode - Hard Tough
Tougher enemies make for a more deliberate experience rather than just running through swarms of enemies. Hard Classic still exists if you do want to run through swarms of enemies
Difficulty Select previews
What does "normal" mean anyway? - a question asked by ancient philosophers, and gamers trying to figure out what option to select
Level Select Previews
So what if no one ever uses the level select because the game auto loads the next level, I like it anyway
Doubled the amount of Lootboxes! You've all been asking for it, don't lie Added a preview for the next weapon This shows up when you're close to swapping. This is mostly here so its more clear why your weapons are swapping, and what the white bar does. without having to explain t
Doubled the amount of Lootboxes!
You've all been asking for it, don't lie
Added a preview for the next weapon
This shows up when you're close to swapping.
This is mostly here so its more clear why your weapons are swapping, and what the white bar does. without having to explain the mechanics
I thought this would take 10 minutes to make and it took 3 hours, slap me if I ever add anything to this game again
Flaming enemies look better when moving
They look very funny when they die and rocket off now
Add challenge option to make the kick weaker Make Vampire challenge mode a bit more fun More health in "Vacation" level Fix rapid laser sound not adjusting to sound slider Make aqcuired weapons last longer
Add challenge option to make the kick weaker
Make Vampire challenge mode a bit more fun
More health in "Vacation" level
Fix rapid laser sound not adjusting to sound slider
Dog woofs properly in social visit Enemy markers in social visit Made a friend for jack in Skydive Increased NPC talk range a bit Enabled nightmare and challenge modes from the start for sickos who want them Jack played the game so I'm ruining improving the game based on some of
Dog woofs properly in social visit
Enemy markers in social visit
Made a friend for jack in Skydive
Increased NPC talk range a bit
Enabled nightmare and challenge modes from the start for sickos who want them
Jack played the game so I'm ruining improving the game based on some of his feedback
Pretty small patch. I didn't like how the objective compass was always on. It feels like you don't get to explore the map as much. Now you hold TAB to bring it up, so you opt in. I feel this works much better inspired by quake 2 remaster, but lower effort :P This is tutorialised
Pretty small patch. I didn't like how the objective compass was always on. It feels like you don't get to explore the map as much.
Now you hold TAB to bring it up, so you opt in. I feel this works much better inspired by quake 2 remaster, but lower effort :P
This is tutorialised in the first level Additionally fixed a visual issue when swapping to rapid laser Fixed objective text stays on screen for longer Made the Sherriff sound a bit better (for the first npc it was a bit too jarring)
The fly weapon: The explosion always happens when the damage over time ends When the explosion would kill an enemy during its damage over time, it explodes - this makes it way more useful if you hit an enemy and don't finish it off and swap to another weapon No longer has a limit
The fly weapon:
The explosion always happens when the damage over time ends
When the explosion would kill an enemy during its damage over time, it explodes
- this makes it way more useful if you hit an enemy and don't finish it off and swap to another weapon
No longer has a limit of flies before it explodes
- combined with the above its is more consistent and understandable
- it's now much stronger against high health enemies
Is louder
Has a sound when hitting enemies
Also level 1 tells the player about dashing on hard mode.
Beautiful* Edition Patch Notes Weapon improvements Rapid laser visuals Rapid laser quad shots while sliding Fixed bug where rapid laser could hit the player when sliding backwards Flamethrower visual clarity improved Trombone is much more consistent Insect weapon animation improv
Beautiful* Edition Patch Notes
Weapon improvements
Rapid laser visuals
Rapid laser quad shots while sliding
Fixed bug where rapid laser could hit the player when sliding backwards
Flamethrower visual clarity improved
Trombone is much more consistent
Insect weapon animation improved
UX improvements
Smoothed camera effects while dashing
Lower default volumes
Added sound when using an activatable
Increased range of activatables
Mouse button icons instead of [RMB]
Level Improvements
Tutorial is much less annoying
The game goes straight into “Train Raid” level, with absolute basics written out
“Slide Tutorial” happens after train raid, and is way shorter
Who’d have thought something I threw together in a few hours wasn’t the ideal tutorial
Improvements to “Huge” level
Custodian C’s messages are more obvious
City is easier to move around in
Some extra health
Final enemies are slightly more fair
“Social Visit” fight is now required
Previously the game encouraged you to skip it for some reason
New Giant car melee buzzbot, he rolls around on one wheel, he doesn’t need that car, how silly
“Special Target”
Special Target has been completely remade
Other levels
Added an extra Throne to “Skydive” so they’re easier to find
Fixed objectives in “Rooftop Rampage”
“Lab” objective visuals improved
Fix text clipping in “Indomitable Truths” level
“Hospital” boss has more health in nightmare mode
Misc
Added outlines
Custodian A noises no longer make me want to rip my ears off
Improve Giant Melee Buzzbot flames
Added Gestuman easter egg
Added fun visuals when you die - This one is actually the best bit of the patch
Optional challenge modes
Unlocked after beating the game
Vampire mode: health slowly drains, get kills to stay alive
No Heal mode: enemies don’t drop health, stay safe out there
Free2Play
This patch should coincide with the game becoming completely free on steam (if not now, in the next few days hopefully)
Fix hitmarker directions from projectiles Make potion fight when tiny a bit more engaging Slight tablet nerf Added a bit more health cars to the social visit level Use webgl safe skins for the starting weapons.
Fix hitmarker directions from projectiles
Make potion fight when tiny a bit more engaging
Slight tablet nerf
Added a bit more health cars to the social visit level
Objective Display no longer appears when there is no objective. Bomb Car now rides along the ground, not above it. Death transition is now red. New Lootbox added. Removed True Ending (You couldn't handle the truth) More fish in final level. Improved Rooftop Rampage level. Speed u
Objective Display no longer appears when there is no objective.
Bomb Car now rides along the ground, not above it.
Death transition is now red.
New Lootbox added.
Removed True Ending (You couldn't handle the truth)
Improved the trombone's slide ability. Rebalanced lab again slightly, ending was a bit anti climatic after the last change. Made one conversation a bit snappier. Wizards appearing sound should be more obvious than before. Made it so you have to fight your way out of the museum in
Improved the trombone's slide ability.
Rebalanced lab again slightly, ending was a bit anti climatic after the last change.
Made one conversation a bit snappier.
Wizards appearing sound should be more obvious than before.
Made it so you have to fight your way out of the museum instead of just run so you learn how to use the new gun.
Major Changes Fish can now be stunned while charging, like every other enemy. Early Levels have a modified ending to encourage more fighting. Added Trivial difficulty, this can be chosen from the pause menu. Enemy dropped health lasts longer before disappearing. Trombone has a lo
Major Changes
Fish can now be stunned while charging, like every other enemy.
Early Levels have a modified ending to encourage more fighting.
Added Trivial difficulty, this can be chosen from the pause menu.
Enemy dropped health lasts longer before disappearing.
Trombone has a longer range!
Smaller Changes
Trombone doesn't fully deplete when not holding the trigger.
Health packs are slightly more generous.
Some level geometry has been improved.
Lab's intended route should be clearer.
Lab's shotgunner spawner now spawns in the right place
Swamp should be less painful (again) due to the fish change.
Out of bounds softlock should now be fixed. and businessmen objective markers not showing up properly should also be fixed. Health is a bit more generous too, you get a bit more time to pick it up before it dissapears
Out of bounds softlock should now be fixed. and businessmen objective markers not showing up properly should also be fixed.
Health is a bit more generous too, you get a bit more time to pick it up before it dissapears