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Experimental Update 2/16/2015: Knockback everywhere and Hopping Hoppers...

This update is kind of big (changes-wise) so it might be buggy. In light of that, I'm sticking to my original plan of updating the experimental branch first, so I don't break the normal one.

First off, there's another tweak to ammo. This is purely a test, but curious how people feel. Now it will always give you ammo for your current gun unless you are full for that gun. Hopefully that's an improvement... we'll see.

Aside from that, I've added knockback to pretty much all attacks (in small doses). I think it makes everything feel more impactful, but again, we'll see what everyone else thinks ;)

I've also crushed a few annoying bugs. One was where the energy-weapon version of the laser rifle would stop cooling completely. Another was that Level 3 literally did not drop anything... that was... dumb. I think I fixed other stuff too, but I'm kind of sleep deprived and loopy right now, so what it was is escaping me.

Bunch more changes coming up, really focusing on "feel". Its probably too easy now, but I'll fix that with the Challenge Modes later on. Let me know what you guys think (or if I straight broke the game).

Changes

  • Ammo now drops for your current gun first
  • Level 3 now actually drops stuff (nothing dropped previously... oops)
  • All weapons have slight knockback
  • Hoppers actually hop. Kind of dumb for them to be called hoppers and not hop
  • fixed bug related to the energy weapon supercharger for the laser rifle
  • fixed some menu bugs (esc not always leaving menus)
  • tweaked melee combat timing a bit (hopefully it feels a little tighter now)