Intro8 (tutorial): While learning about generators, a turret is shooting through obstacles and eventually, at you. It's the most important addition to the tutorial, I don't think the player should be pressured to hurry up for this part.
Tutorial: Add distance between "Luckily for both of us..." and "Unluckily for you..." messages.
Tutorial: Add distance between "To use a door..." and "You're on the topmost..." messages.
Tweaked these, thanks. I just removed the turret from the last room.
D18_TwoFactor room: Noticeable FPS hit
That's the sludge turrets. I've tried to not tweak those too much because Cinth created them and I didn't want to mess with his design, but the performance hit is a bit too great, so I've tweaked the fire rate a bit and I think the same general design is still there. They should be about 40% better on performance now. If this isn't enough I'll have to look into other tweaks.
Rooms missing Travelporterâ„¢:
Boss_Circuit
XI_Craig_FountainRoom
XI_Craig_Medal
XI_Craig_Cross
Added some to those rooms, thanks.
Alien Eggs (explosive blocks): Don't disappear after room victory but when shot, the explosion doesn't happen.
That's weird, is that new behaviour? Those haven't been touched so I'm not sure what's going on there.
END_Bombable2 room: Alien egg explosion doesn't reach healthshard blocks on new tile. -See "Eggs" image for reference.
Good spot! This seems to be the result of adding more wall_collision_reduction to all shots. I've added a new shot for the eggs with the old reduction value.
ForeShields challenge room: Starts you on top of pipe (near upper door), you're stuck for a moment.
I'm going to hold off on this fix until I've asked Keith what controls where the player spawns in certain rooms. If it's possible to alter the spawning location, then there are a couple of rooms which I need to do that. The DeathWheel boss for one, and it's going to be way easier to move the spawn point on that rather than go through adjusting the patterns.
Keycard blocks: Looks exactly like bombable blocks. Learned it wasn't by wasting missiles (Warhog). Please give them some key/lock aspect to avoid confusion.
I'll add a super rough way to tell them apart, thanks. (does thing) Sorted, now.
Warhog: Walk/run cycle seems like spinning on ice. To avoid issue, I recommend using default speed/sprintspeed with a "MovementSpeed" modifier of (Multiply) .7 instead.
Done, thanks!
Double missile module: Awkward. Recommend a missile lifetime greatly reduced or explosion on impact with walls. -See "Double Missiles" image for awkwardness.
The missiles sticking in walls behaviour? I think this actually works ok, but I need to rebrand the module as sticky missiles module or something. This was after testing a while back, though. Keep me posted on if the module grows on you or not.
Vulcan Sentry Cannon: Turret beeping. Make it stop please. I'll hear that sound in my nightmares.
I suspect that this is due to the turrets not being removed when you leave a room, so the noise hangs around for ages. The sound itself should be useful in battles as it informs you when your turret is still up. I'll make it so that the turrets disappear when a room is left. If that's not enough I may need to tone the sound down. (I also made the totems disappear on room leave)
Rocketeers: High pitched sfx a bit much?
Not sure. It's meant to be a screamy thing as they're launching themselves at you. I'll leave it for the moment until we get more feedback or if you start feeling a bit stronger about it.
Gravity Totem: Sfx too loud (same for other totems?)
The totems will be getting a big overhaul, so they should change a fair bit at some point.
Bombardier (drone): Bombs fuse too long. Sfx feel like I'm in a Jig-A-Loo commercial.
I've toned the SFX down for the moment. It might get replaced or removed in the future, though. Goldenwolf created this familiar so I'll ask him about the fuse. I'm not how sure he even did that, heh.
Paladin: Phantom Blade projectile sfx too loud.
Reduced the volume of that a fair bit, thanks.
Penumbra: Shuriken Shot, tone down sfx please (use gentle wind-like fx if available?)
Swapped the SFX out for a much more toned down one. I maybe toned it down a little too much, though. I may revisit this one.
That'll have to do for the time being. I'll get to the other stuff tomorrow. I'll just answer Vampire's questions, first, though.
Wasn't the tutorial in there before? Or do they have changed the tutorial?
Yeah, the tutorial has been updated a bit.
First, do elemental properties now finally influence the damage? To be more specific, if I have a flamethrower 8which naturally does fire damage), would it now inflict more damage to ice carriers for an example? And other ice themed enemies?
Actually, no. I didn't want to complicate things too much when adding the elemental stuff, I wanted it pretty basic. However, ice versus fire are such strongly opposed properties it might be good to do that for those.
Are the last three mech sprites still paceholder for the final art? I would think so because they are just reskins of the white mech, which we had with the initial mechs before release as well.
Yeah, placeholder art for the moment.
Is the chakram just a reskin of the boomerang or does it have any significant differences?
Quite different as Logo says, yeah.
Is the arrt for the golden floors final or do you want to add more "bling" to it?
The only art that isn't final for the floors is the new tile art. The new tile art is going to be created at some point.
I'll respond to the more bug related stuff tomorrow.
Thanks guys!