Hi everyone! I am a solo developer, and this is my pet project. You can call me QCDev :)
This update addresses feedback and concerns gathered from a number of different sources.
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[u][b][h1]v. 1.0.300 Patch notes:[/h1][/b][/u]
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[i][u][b][h1]- THE GAME IS NO LONGER FRAMERATE DEPENDENT [/h1][/b][/u][/i]
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[u][b][h2]Other Additions:[/h2][/b][/u]
- The FPS counter can now be toggled via the options menu
- Added a content warning upon starting a new save file.
- The DOUBLE JUMP and BURST RIFLE items are now available for purchase in the shop, in case the player fails to notice them in the game world.
[u][b][h2]Other Adjustments:[/h2][/b][/u]
- Increased framerate cap to 120.
- Greyed out items in the shop that the player already owns
- Reenabled smooth framerate.
- Holding the jump button no longer prevents the player from performing a wall-slide.
- Minor level design tweaks.
- Minor text adjustments.
[h3][u][b]Player Movement:[/b][/u][/h3]
- Base Run Speed: 4,800 -> 5,600
- Gravity scaling: 0.4 -> 0.5
- Air control boost minimum: 4,800 -> 5,600
- Jump force: 1000 -> 1050
[u]- Non-Magnetic Surface Minimum Stick Speed: 1,000 -> 1,500[/u]
[i]*This value determines how fast the player must be running in order to stay grounded on non-magnetic terrain at precarious angles. This mechanic was barely noticeable in earlier versions due to the low threshold and limited application. This is an incremental change, and won't feel much different. I want to gauge reactions to this mechanic. [/i]
- The player will now stick to non-magnetic surfaces on contact, as long as the portion of their velocity parallel to that surface meets the minimum stick threshold.
[i][b]*For players: approach quickly at a shallow angle.[/b] [/i]
*For nerds: if 2,000 < (1- | V^^ • N | ) * || V || , where V is the velocity vector and N is the normal vector of the surface.
[h3][u][b]Slow-mo[/b][/u][/h3]
- Slow-mo max time: 5 seconds -> 15 seconds
- Slow-mo recharge delay: 10 seconds -> 15 seconds
[h3][u][b]PHYSGUN[/b][/u][/h3]
[u][i]- Cost per second: 20 ->50[/i][/u]
[i]*This makes it comparable to the PLASMA TETHER.*[/i]
[h3][u][b]SPIDER DRONE:[/b][/u][/h3]
- Missile max speed: 6,800 -> 12,000
- Missile speed ramp-up: 5 seconds -> 3 seconds
[i]*The speed boosters added to the arena make the boss more fun, but trivialized the missiles, which could no longer keep up with the player.*[/i]
[h2][u][b]Fixes:[/b][/u][/h2]
- Fixed an issue where wall-sliding upwards through the bottom of a platform would cause the player to enter the falling state.
- Fixed an issue where the player could get stuck in the ceiling while wallsliding.
- Fixed an issue where screenshake when landing on a surface would not scale with camera zoom.
- Fixed an issue where the player could sometimes remain grabbed by a zombie after passing through a door.
- Fixed an issue where V-Sync was not properly set when changed from the options menu.
- Fixed an issue where the wallslide particle effect did not scale properly.
- Fixed various issues with terrain following and clipping.
- Fixed an issue where the continue button always loaded the first save slot in the list, instead of the one that was previously selected.
- Fixed an issue where weapons in the shop would require one more credit than the listed price
- Probably some other stuff I forgot about
[h2][u][b]Optimizations:[/b][/u][/h2]
- Eased the intensity of certain physics simulations.
- Improved wall and ledge detection while airborne.
- Optimized terrain following algorithms for the player, Spider Drone, and Slicer Drone.
- Enemies with more complicated navigation will wait until they have been rendered to start their pathfinding.
[u][h2][b]Known issues:[/b][/h2][/u]
- Certain graphical issues such as flashing lights or excessive bloom may occur, depending on the player's graphics settings and hardware.
- The UI is ugly.
- Tutorials for ammo and reloading are not effective
- On rare occasions, when the player dies, they are unable to respawn.
[h3][i][u][b]*Find a complete list of known issues on the subreddit: [/b][/u][/i][/h3]
https://www.reddit.com/r/QuantumCortex/comments/1emnfsr/known_issues_megathread/
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[h2][u][b]Thanks again to everyone who played at TooManyGames![/b][/u][/h2]
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Want to talk? The fastest way to reach me is through the community discord!
https://discord.gg/qaRcDCEDDj Right now, there are only about 70 members-- the most active one being myself. If you're interested in sharing feedback, suggestions, or getting a sneak-peak at upcoming content, feel free to jump aboard!
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Follow me on my socials!
https://twitter.com/CortexQuantum - My Twitter
https://www.youtube.com/@qcdev - My Youtube
https://www.patreon.com/QCDev - My Patreon