Hello everyone!
this update has been in the works for just over 2 weeks now. I was hoping to get the basic skill trees finished in time for this update, but it turned out to be a bit much to finish in just 2 weeks, there's so much I'm wanting to get done it can be hard to focus on just one thing. In the end, despite not finishing the skill trees I feel this update brings enough new content to noticeably change the feel of the game for the better.
Bug fixes:
- previously sound muting was not saved, now it is.
- Fixed the issue where if the player was in motion while the game was paused the player would keep moving.
- Fixed an issue with pathing that would cause lag with as few as 50 bullets on screen. now with high end computers it's possible to have 3000+ bullets on screen. though homing still causes lag at 1300.
- Fixed an issue that caused the game to become unplayable if player paused game while upgrade cards were on screen.
- fixed an issue where all new weapon stats chosen without exiting the game would compound together
- +Various other small fixes
Major features:
- Re-worked the probability/rarity system
- None-elemental attacks now give %25 of damage delt as xp
- Added more complexity to the status effect system. Now dual elemental weapons have innate status effects, and some status effects will mix to proc extra effects (bleed + Acid = +poison), or cancel an effect (bleed + burn = -bleed)
- Added the chance to upgrade most none-weapon stats with Random Draw Level Up (rarity chances, enemy health bonus, mini-boss chance ect)
- Added Random Draw Special Up, which gives a chance to level up all universal status effect stats (burn damage, burn tic rate, burn duration ect). It cost 1 of each color skill point
- Added a short sprint/dash (Spacebar)
- Added some of the infrastructure needed to implement skill trees for each weapon and the player.
