Last week I was quite busy with contract work, but I still managed to finish all remaining changes for the new Fire and Plasma weapons.
So, what changed:
Fire Weapons: A new particle fire trail has been added to all Fire-type weapon shots, including the 3rd boss’s special weapon (which now correctly applies burn to both the player and the defenders).
Plasma Weapons:
Stack timeout: Instead of losing all stacks after a few seconds, the interval is now shorter, but only one stack is lost at a time.
Overcharge explosion size: Each enemy type (normal enemies, mini-bosses, and bosses) now has a different plasma overcharge explosion size, matching the number of stacks required to trigger the effect.
Enemy plasma weapons: All enemy plasma weapons (type-2 normal enemies, type-2 mini-bosses, and attacks from certain bosses) can now apply stacks and even overcharge both the player and the defenders, making these attacks far more dangerous.
Explosion and SFX: A new explosion effect has been added, along with a new overcharge sound effect.
Fire & Plasma Descriptions: All Fire and Plasma weapon descriptions now include clear explanations of how their effects work.
Arcade Mode: All Fire and Plasma weapon changes now fully work in Arcade mode as well.
Overall, this concludes the work on Fire and Plasma weapons. I expected this to be a much smaller task—especially on the Plasma side—but I am very happy with the final result. Both weapon types are now more viable and add meaningful diversity to weapon builds, which is always a good thing.
What’s next:
Next up is the new, reworked version of the official demo. Starting tomorrow, I am committed to packaging all recent changes into the new demo. This includes visual updates (highlight system, tone mapping, filters, and CRT effects), weapon changes (including Fire and Plasma), balance updates, bug fixes, and all features introduced to the game since September 2023.
