Rocket Cave Adventure Update 11

Rocket Cave Adventure

Rocket Cave Adventure is a physics-based roguelite where you control your craft through procedurally generated caves. How far can you make it? Better yet, how good are your flying skills?

Hey everyone, Here comes a fresh update of Rocket Cave Adventure! The main new feature is quests, which will give you more specific goals throughout the levels to get some additional rewards! There are also many other new features and balance changes. One of my favorites is the explosion changes! Features: [list] [*] Added quests: Take up to 3 quests in between levels in the skill tree menu to earn extra xp, gold, or dice throughout the run. Quest details and rewards are random [*] Added quest: Bounty => Kill x number of any enemy [*] Added quest: Bounty => Kill x number of specific enemy [*] Added quest: Crusher => Crush x number of any enemy [*] Added quest: Detonator=> Explode x number of any enemy [*] Added quest: Pyro => Burn x number of any enemy [*] Added quest: Miner => Mine x number of any ore [*] Added quest: Banker => Collect x amount of gold [*] Added quest: Pirate => Open a chest [*] Added quest: King => Unlock a chest with a key [*] Added quest: Expert => Take no damage [*] Skill tree rework: The skill tree is in the middle of being reworked. The current skill tree becomes limited by size as the run goes on. To fix that, currently, the skill tree starts every run at a fixed size and will expand as you level up and require more skill slots. [*] Meta shop rework: As the skill tree starting size no longer matters, all skill tree upgrades have been removed and the meta shop is now focused on unlocking new skills and vehicles to start the run with. It still needs a heavy overhaul to change the currency type. Mana will be touched on next update! [*] Some objects can now transition between levels just like the player, such as: Heart, Dice, Key, Gold, Chest, Gem [*] Explosion forces now travel farther than their damage radius, affecting physics objects around them [*] New object: Large Xp Ore => Like the large gold ore, find this for a lot of xp! [*] New object: Key => Combine this with a chest to affect it contents: double the gold in the chest, add 1 heart and dice [*] New FX for the Rocket vehicle: smoke and sparks when sliding and colliding on surfaces, wind FX when having a fast velocity [*] The closest enemy is now highlighted by a red box [*] The selected object is now highlighted by a white box (for use with tractor beam) [*] The falling ceiling now bounces upwards after hitting the player, giving you more time to escape! [/list] Bugs fixed: [list] [*] On level start, some objects attached to the wall would break for no reason (gold ore, hanging objects, rocks) [*] Floating mines spawned too close to objects and detonated right when the player saw them [*] Objects attached to the wall would sometimes spawn in the ground [*] Worms killed by broken robots killed by the player do not transfer damage tags properly (this is important) [*] Particle FX did not play for objects if they tried to play the same particle system in the same frame [*] Falling rocks got stuck between other rocks and would not fall [*] After dying, the lizard could damage the player with its falling body [*] [Auto Turret] could target spider eggs and lizard dead bodies [*] Grabbing floating mines with the [Tractor Beam] would cause them to have gravity [*] The Summoning Bell would spawn mini-slimes instead of varying sizes [/list] Balance changes: [list] [*] Increased price of skills in the shop from 20x -> 35x the skill's rank [*] Skills in the shop are now multiplied by what area number you are at => Caves: 1x, Jungle: 2x, Ice: 3x, Fire: 4x [*] Bats, Bees, Monkeys, Jellyfish are slightly bigger [*] Gold is smaller and lighter [*] The chest can no longer break from collisions [*] [Auto Turret] - added fire mode changing - swap between normal mode and 'treasure' mode, swap from targetting enemies to ores [*] [Auto Turret] can now shoot through most objects to reach its target [*] [Bombdrop] is now purchasable from the meta shop for 0 mana [*] Mana refreshes all active skills when obtained during a run [*] Rocket vehicle can now charge the three thrusters to fire a larger thruster after 0.75s [*] [Tractor Beam] physics values have been tweaked to feel better [*] [Tractor Beam] - items attached to the ceiling will now detach from the ceiling if grabbed [*] Skills' rank increased: [Plasma Globe], [Calculator], [Electric Fan], [Takeout], [Bike Pump], [Carbon Plating], [Flak Jacket], [Helmet], [Hard Hat], [Magnifying Glass], [Nine-volt Battery], [Crumpled Paper] [*] Skills' max mastery decreased: [Tempting Button] [*] [Dictionary] - max XP decreased per level changed from 15 -> 5 [*] [Pirate Hat] - extra gold received from chests per mastery changed from 35% -> 15% [*] [Lead Boots] - changed behavior from wind invincibility -> each mastery gives 25% wind resistance [*] [Helmet] - changed behavior from chance to ignore damage -> ignore x damage per floor (x = mastery) [*] [Copper Wire] - [Plasmapult] charge time per mastery changed from 0.25x -> 0.15x [*] Temporarily removed skill: [Pickhead Axe] [*] Bosses are no longer affected by air vents [*] Air vents in boss rooms are slightly weaker [*] UFO enemy behavior has been tweaked slightly [/list] Small additions/changes: [list] [*] Optimized a lot of code, levels now go from taking 10 seconds to load to near-instant [*] New particle FX for breaking wood objects and vases [*] [Auto Turret] changed SFX [*] Falling rocks now are spawned with a randomized rotation for visual purposes [*] Renamed Charger_Robot -> UFO [*] Bee SFX lowered slightly [/list] The next update will focus on level generation, the skill tree, the meta shop, and possibly some boss mechanic reworks. I will attempt to make the areas after the cave a bit easier and simpler as I think they get too large too quickly! Maybe the last boss can even make an appearance (if it hasn't already...)! Like always, please visit the Community Hub to give any feedback or give ideas/changes! There's also a bunch of social links I'll drop, most notably the Discord if you are truly interested in connecting with me! Finally, I try to play and upload a run of the game (sometimes with webcam) and commentary once or twice a week; check those out too! Latest Let's Dev: https://www.youtube.com/watch?v=LDnlf8nMGDI Discord: https://discord.gg/7bCH7a5SYT Reddit: https://www.reddit.com/r/boxedworksGames Until next time! Thomas boxedworks