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Demo version 5.8 out!

Hey everyone,

Version 5.8 of the Divinoids demo is out! The biggest change is that you can now suspend save anywhere. No more having to conquer an entire world just to be able to save and quit! :)

There are many other changes and bug fixes, including a major bug that could prevent some enemies from attacking at all. Full patch notes below:

Changes

  • Implemented mid-world suspend saves! You can now save and quit at pretty much any time.
  • Note: save game structure has changed due to the above. Saves from previous versions of the game will be automatically converted to the new format, but keep in mind that saves from *this* version will not work with *previous* versions of the game.
  • Note: to prevent abuse (savescumming), saving from within a stage will record the current player state (including health), but the stage itself will reset to its initial state.
  • Improved timing, visuals and sounds of Tank Robot, Bomber Robot and Fighter Robot's melee attacks.

Balance

  • On World 6, the free Module drop will trigger when the Planetary Resistance bar is at 83%, rather than the standard 70%. Additionally, the Heart Container drop will trigger when resistance is at 67%, rather than 60% like before.
  • Enemy projectiles will now retain their friendly or unfriendly state for their entire lifetimes, even if the enemy that shots them changes faction while the projectile is still active. This prevents unexpected cheap shots when a formerly "friendly" projectile suddenly turns damaging because the enemy had shaken off mind control.
  • Slowed down Fighter Robot's morning star attack's start-up animation to give players more time to react.
  • Increased sight range bonus when standing on mountains, from one extra tile to two.

Aesthetics

  • Moved clouds further back compared to the rest of the background.
  • Clouds during a Lightning Storm hazard now move slower (but still much faster than normal clouds).
  • Very slightly tweaked Medusa's map sprite.

Fixes

  • Fixed critical bug, introduced in v5.7.2, that prevented any enemy attack animations from triggering.
  • Some system messages now display in a larger window to avoid getting cropped.
  • Savegame read errors now have their messages length properly capped to prevent the rest of the message (including the support email address) from being cropped off.
  • Fixed issue that caused background clouds during a Lightning Storm hazard to eventually "thin out".
  • Fixed issue that caused clouds to appear much smaller when viewed through wormhole portals.
  • Fixed shield generator turrets not being colored when debuffed (pink for mind control, etc.).
  • Destroyed shield generator turrets no longer emit smoke particles that are a solid black outline.
  • All wormhole portals (both hazard and player-created) will now spawn at least ten pixels above the ground. This fixes an issue where they could be created inside hills under certain circumstances; additionally, it prevents players from landing on the ground before being teleported by the wormhole.
  • Drillers can no longer be teleported by wormholes while they're burrowing underground and invisible, which was causing animation errors.
  • Fixed Ogmios / Manticore floating in midair instead of dropping down if they were climbing a Shield Generator when it was destroyed.
  • Fixed an issue where Manticore could show animating (e.g. walking in place) during pause states (pause menu or post-stage freeze) after using its ultimate.
  • Fixed background sea water edge showing in front of some elements in front of it, like city buildings.
  • Fixed Wundarbot's death sequence emitting light 200 pixels to its left.
  • Fixed Commander enemy entries in the codex not disappearing when scrolling under the menu's description box.
  • Fixed issue where using Delta 10 and having it end as a different Divinoid form than it started would show the original form's modules in the UI until the next shapeshift.