Fraggers!
After yesterday's release of our majorly 'Upcycling' content update, based on your overwhelming feedback, we already were able to prepare and release a new small patch, bringing some improvements, and bugfixes to the game!
[h3]More details below:[/h3]
[h3]Bugfixes[/h3]
[list][*] Fixed a bug in the Scrapyard where the magnet would move further than the player in the cylinder transitions.
[*] Fixed a bug where items would cost more internally than displayed, which could cause minus credits.
[*] Fixed a bug where the new combo chests could spawn inside of decorations.
[*] Fixed a bug with sector offsets in the Scrapyard teleportation window.
[*] Fixed a bug with the flame trap collisions.
[*] Fixed a bug where branching in caves could display the wrong Planet transition on the screen.
[*] Fixed a bug where the new Spike Tire Enemy would go off track and be invincible.
[*] Fixed a bug where the Elite-form from a new enemy could become invincible, causing a hard stuck.
[*] Fixed a display bug in the Eternity Tower related to the new combo system changes.
[*] Fixed a bug where you could land inside blocks after using the cylinder transition on the Planets Miro or Zeta.
[*] Fixed combo chest related bug where the prompt „Open Chest“ would still be there even if you opened the chest previously.
[*] Fixed a display issue which showed „Tutorial.SetUpgradePattern“-key and did not properly localize it.
[*] Fixed a bug where the Time Chest would not get locked after the time is passed.
[*] Changed the Zeta Planet picture.[/list]
[h3]Improvements[/h3]
[list][*] Added short delay for combo boxes so the „Open Chest“-text would not immediately be displayed when entering a new planet.
[*] Added anticipation visuals for the flame trap, so it’s easier to know when they are about to deal damage.
[*] Removed the randomness of the new Rocket Launcher enemy and made it more predictable.[/list]
[b]Thank you for your ongoing support and feedback!
Please keep it up![/b]