Hi there. It's been a while. Sorry for the radio silence here, but as compensation, here's the largest update I've ever released for DI so far.
This update is disgustingly big, adding a bunch of things, reworking way more things, and just making everything more gooder.
this update was so large i had to split the changelog into 3 parts:
NEW STUFF:
NEW MODIFIER: Daily Challenge - Force enables all unlocks, but disables progression. Sets a custom random seed. Play a unique run everyday and compare your score with friends.
NEW MODIFIER: Weaponized - All shop weapons get a random positive and negative trait. Each weapon has it's own unique pool of traits to choose from. You can see the traits on each weapon in the Shop UI and in the Catalogue Menu.
NEW RANDOM EVENT: Slow Healing - Healing Power and Regen Speed are 50% worse.
NEW RANDOM EVENT: Fatigue - Every Fresh Kill you get grants you -1.5% Weapon Speed for the rest of the wave.
NEW QUEST DEBUFF: Debased - Your weapon progressively gets worse and worse base damage until you reload or switch weapons.
NEW QUEST DEBUFF: Wide Angle Lens - Increases horizontal Bullet Spread by 35%.
NEW QUEST DEBUFF: Point Blank - Increases Bullet Spread by 35%.
NEW QUEST DEBUFF: Shielded Foes - Reduces incoming damage by 30% to foes that are undamaged.
NEW QUEST DEBUFF: Expired Food - Healing/Regen items give 35% less health.
NEW QUEST DEBUFF: Deep Wounds - Regeneration is 50% slower.
NEW PASSIVE ITEM: Modified Stomach - Grants +20% Max HP, but reduces Healing Power and Regen Speed by 5%. (ONLY AVAILABLE IN DAILY RUNS)
NEW PASSIVE ITEM: Quantum Bullets - Random chance to gain +1 projectile and +0.4 piercing. (ONLY AVAILABLE IN DAILY RUNS)
NEW PASSIVE ITEM: Fresh Frenzy - Healing Power is 30% worse. Gain +0.3% Max HP PERMANENTLY every time you get a Fresh Kill. (ONLY AVAILABLE IN DAILY RUNS)
REWORKS/REBALANCES:
DAMAGE REWORK: All health values are now 10x more precise, allowing for smaller changes to health and damage across the entire game. AKA, you'll notice smaller damage upgrades being more effective now.
DAMAGE REWORK (Part 2): All DMG multipliers will now scale exponentially, making the game slightly easier.
DAMAGE REWORK (Part 3) - Healing and Regen items can now be scaled by Passive Items, making them heal more or less.
DAMAGE REWORK (Part 4) - Regeneration is now 10x smoother, and can be slowed/hastened by Passive Items.
DAMAGE REWORK (Part 5) - Added support for Max HP increases/decreases. Max HP buffs will also retroactively scale borrowed HP from debts to prevent cheese.
ACCURACY REWORK - All weapons now have their own custom Bullet Spread, which is separate from inaccuracy and recoil. This allows for the creation of custom weapon spray patterns, which are unaffected by recoil and inaccuracy. Currently only 2 spray patterns are used across all of the weapons. Does not apply to melee attacks.
Crosshair now has a "Detailed" mode which separates the new Bullet Spread from the inaccuracy and recoil.
ARMOR REWORK - All armors are now weaker and cheaper across the board, but now uses the same system that Passive Items do, allowing for much more interesting armor mechanics. Armor can now also display their own custom UI elements on the HUD.
Top Hat Armor - Now grants +25% Protection and +50 Durability.
Top Hat :) Armor - Now grants +50% Protection and +35 Durability, but you gain +1 durability each time you get a Fresh Kill.
Bow Tie Armor - Now grants +40% Protection and +40 Durability, plus gives you up to +13% Weapon Speed based on the Bow Tie's durability.
Party Hat Armor - Now grants +75% Protection and +150 Durability, but the durability will decrease by 0.3 every second that enemies are still alive.
Debilitated Modifier - Will now only apply a debuff to you upon entering a wave while not in debt, instead of every wave.
Stun Crossbow Weapon - No longer has pixel-perfect accuracy.
Double Shotgun Weapon - Bullet Spread is now the same as Green Shotgun, but horizontal spread is 100% wider.
Grenade Launcher Weapon - Will now always gib enemies. 20% of the total damage is now dealt upon impact instead of on the explosion.
P.P.D.S. Weapon - Reduced Fresh Bonus and Base Damage by ~50%.
Defenseless Debuff - Now only buffs nearby foes by 50% instead of 65%.
Encumbered Debuff - Now grants -6% Weapon Speed per weapon, instead of -8%.
Fake Bullet Debuff - Can now lower your total damage all the way down to 0.1.
Loose Grip Debuff - Now gives +50% Recoil, instead of a flat +2.
Rotten Weapons Debuff - Now gives -1 Fresh Bonus instead of -2.
Food Coma Debuff - Now gives up to -15% Player Speed instead of -20%.
Torn Pockets Debuff - Reduced chance for player to lose money on hit.
Yielding Debuff - Now grants -20% Player Speed upon taking damage instead of -35%.
Broken Glasses Debuff - Reduced the inaccuracy debuff by 50%.
Old Magazine Random Event - Random damage output is now (0.5 - 1.25), was originally (0.5 - 0.99).
Big Bullets Passive - Now grants +50% Recoil instead of a flat +1.
Bonus Armor Passive - Now does nothing if you do not have any Armor equipped.
Compact Gunpowder Passive - Changed completely. Now grants better DMG and worse accuracy depending on the number of projectiles on your current weapon. Has diminishing returns.
Hat Hat Passive - Can now reduce incoming damage all the way down to 0.1.
Jump Shot Passive - Now also reduces Bullet Spread.
Spray n Pray Passive - Gives less inaccuracy, but now also grants +15% worse Bullet Spread.
Super Glue Passive - Now makes your weapons recover from recoil +15% better.
Too Many Bullets Passive - No longer reduces accuracy, as that's done automatically by the weapons themselves.
Wealth Jar Passive - Maximum Amount capped to 3, now also reduces your Max HP by 25%.
Throwable Bombs Consumable - Now always gib enemies.
Adjusted the prices and spawn chances of most of the items in the game.
Random Events - Rebalanced chances of a majority of the event to occur.
EVERYTHING ELSE:
Added Rarity values to the descriptions of every single item in the game. The values dont actually do anything, they're just meant to represent the chance of them spawning inside of a shop.
Added the ability for the user to set a Custom Seed, allowing you to play the same run over and over again.
Added the option to disable the Fresh Colors on the crosshair.
Added the menu star background to the Canvases in Level 1 and 2's shops.
Added 12 new functions to Passive Items.
Added progression checks to all unlocks in the game, giving the player/game the option to prevent new items from being unlocked. (Used for Daily Runs.)
Many parts of the game now have their own separate RNG calculations, preventing things like bullet casings from influencing the RNG of shop item pools. (Used for Custom Seed support.)
Fixed speed calculations on Motion Blur and Speed Demon and Sesame Seeds.
Fixed Cheese Artifact not doing any damage.
Optimized the code of a bunch of passive items.
Cvar Auto Updater script is now able to modify engine-level cvars, allowing me to fix "problematic" default values.
Fixed Jump Shot passive item not being counted as a rental.
Added a new popup to the HUD when you purchase any item. Very useful when using the Chest Shops.
Crosshair is now set to "Simple" by default, instead of Detailed.
Replaced the engine's damage flash with a custom one that supports Max HP changes.
Death Marked enemies will now always properly gib if their gibhealth value is changed.
Tweaked the weapon recoil offset code to prevent the weapon sprite from ever being completely off screen.
Fixed the fix for the teleport fix for the Shop Stalls.
Added new Shop Inventory items that can influence shop stalls in various ways, including adding new UI elements.
Added new warnings to the Exit Popup which tells the player to do things like "you only have 1 weapon" or "you dont have any armor equipped" or "you don't have a side quest equipped".
Ghost Shops now tell you to upgrade the shop to reveal the corresponding shop.
Level 2 only - Now displays the next Arena every time the Arena changes.
Added more stats to the player stats HUD on the fullscreen map.
Added ability for Passive Items to add custom UI elements to the Catalogue Menu.
Added another check to Passive Items to allow them to hide from the Item HUD without also hiding from the Catalogue Menu.
Fixed the New Game Menu's Swag Bar positioning.
Added more info to the Death Screen, like the current level, random seed, whether or not you disabled progression, etc.
Replaced the base accuracy stats of all the weapons with the new Bullet Spread mechanic.
Fixed P.P.D.S. continuing to fire even when out of ammo.
Added decimal support to health/damage values in all HUD elements and in Damage Numbers.
Reduced the size of Damage Numbers.
Added extra informational text to the Level 1 and 2 shops.
You now must remove your old Armor in order to purchase new Armor in the shop.
oh yea also i forgot to post the v0.12.2 changelog so here's that now:
[NEW WEAPON]: P.P.D.S. Precise Poison Distribution System. Burst fire poison pistol. Swag Level 7 Unlock.
[NEW PASSIVE]: Explosive Rounds. Bullets have a 10% chance to explode on impact, dealing 5 AOE DMG. [Max: 5]
[NEW PASSIVE]: Speed Fiend. Move +15% faster. Gain DMG% as you move. You take 35% more damage. [Max: 4]
[NEW PASSIVE]: Ruined Hat. P.P.D.S. Mastery Unlock. Dealing damage to an enemy gives them a stacking +10% DMG debuff for 1 second. Capped at 5 stacks. [Max: 3]
[NEW RANDOM EVENT]: Risk/Reward. Deal +50% DMG, but take +200% more DMG from all sources.
[NEW RANDOM EVENT]: Speedrun. Move/shoot +30% faster. Enemies/projectiles move +60% faster.
[REWORK]: Lead Switch Passive Item. When consuming ammo, gain a chance to add ammo to your next weapon.
[BUFF]: Armor-Piercing Bullets Passive Item. Now does 25% Piercing, and can stack up to 10 times instead of 5.
[BUFF]: Compact Gunpowder Passive Item. DMG Debuff when using non-shotgun weapons is now reduced to -10%, instead of -25%.
[BUFF]: Shell Sling Passive Item. Gain +30% Reload Speed (instead of 25%) while at 60% or more ammo remaining. (instead of 75%).
"Fixed" bug when playing reload animations that require you hold down the button while reload speeds are astronomically fast.
Added "wpn_noprojectiles" to weapons, to clarify weapons that do not (naturally) fire projectiles.
Added "ImpactDeath()" function to projectiles. Called when the projectile crashes onto a wall or floor without hitting an enemy.
General bug fixing for "ImpactActor()", "ImpactWall()", and "ImpactFloor()" functions as well.
Projectiles now have more control over when/if Impact functions are called.
Fix Party Shotgun projectiles floating forever in the air under certain conditions.
Add new suppporter to credits :3
[LEVEL 3] [NEW PASSIVE]: Sesame Seeds. Leave a trail of seeds as you move that deal contact damage to enemies. [Max: 4]
[LEVEL 3] [NEW PASSIVE]: Industrial Sized Spring. Grants a double jump. [Max: 3]
[LEVEL 3] [NEW PASSIVE]: Blood Money. Health-based chance to gain regeneration when gaining money. [Max: 3]
[LEVEL 3] [NEW CONSUMABLE]: Beach Ball. Spawns a ball that you can smack around and does 100 DMG to any enemy it touches. [Max: 5]
