V1.1.0 is here!
This is the first proper patch ever since game release, ignoring the bundle of hotfixes.
This patch comes with some bug fixes, balancing, and other changes.
Changelog
General
- Updated various pieces of text in the game
- Added new Lesson to Tutorial 1: Ramming. This change will also make it to the Demo version soon.
- Updated Final Boss Bomb Cars: Now carry missiles, which on defeat by player will shoot and fly backwards to hit the Final Boss. This is a purely visual change, mechanically the fight is the same. Intention here is to make it more obvious and louder what actually damages the boss.
- Changed requirements for the Nitrogen Hyperfixation job (50% > 50%, 70% > 65%, 90% > 80%)
- Slightly reduced overall speed gain of the NITRO Badge
Balancing
- After releasing the Harpoon, Big Tuna will now be less affected by collision knockback. This allows it to "pierce" through vehicles a bit more, retaining both direction and momentum a bit more.
- Updated Shopkeep Slot machine cost: Now scales with max HP. Starts out cheaper than before.
- Increased Foundy Rocket Gunner firing cooldown and gun turn rate. Decreased Rocket homing turn rate.
- Decreased Factory Wreckingballer attack cooldown period.
- Increased Sword Van Sword hitbox, primarily in the back region to avoid weird blindspot situations and make thrust easier to use.
- Increased Frozen Frog active frames and range
- Slightly reduced the amount of speed the Final Boss gained with every loop.
- Defeating the Final Boss will now clear the screen of all bullets created by it.
- Locomotive Flywheel is no longer guaranteed to charge a Turbo Meter. Now only does so with a 50% chance similar to other Turbo upgrades.
- Increased BOMB-PROOF VEST cooldown slightly
- PARTING GIFT now has a longer minimum lifetime and slightly gravitates behind the player as it moves. This makes it more reliable to blast jump off. It is still a bit unpredictable because I think it is funny.
- Increased Health Stat upgrade cost by 2500$, increased price scaling per upgrade by 1500$.
- Increased Electric Wire Gunner partner detection radius, wire damage, wire push force on contact and maximum wire stretch range before break.
- Chain Elite effect will no longer deal damage over time.
- Increased MR. KILL's default weight by 1 Star
- HAMMER'S SPAWN now has a slight vaccum effect to make it easier to hit vehicles
- Explosive Civs now scale in their appearance rate (starts at 25% of their current appearance rate, up to 100% of the current after reaching Loop Zone 3)
Fixes
- Fixed the background texture in the Money Jar screen not looping correctly.
- Fixed spree ender being recorded as "Unknown" when being defeated by an Elite Spike Ball
- Fixed being able to unlock Modifier Achievements in Dailies/Weeklies.
- Fixed not being awarded with Gear 1 after completing the game in a Daily/Weekly.
- Fixed a bug that would cause a player to get stuck in the pre-run shop if audio issues occured.
- Fixed AUTO STEER kicking in despite a Turbo being active
- Fixed the UPHILL Badge disabling shops
- The player can now interact with the "Win Area" trigger from the second to last chunk, rather than exclusively the last.
- Maybe(?) fixed a very strange crash possibly involving Deadlift, Dubious Hand, NPC Collisions and Linux
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There are a lot of other things I've got on my TODO list which I will hopefully get to soon.
Thanks to everyone that was kind enough to check the game out, give it a review, shared clips in the Discord etc. ! I'm happy to see that the full game has resonated with a lot of folks.
More stuff coming soon(tm).
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- Alexander