[h1]Patch 0.1.2 Notes[/h1]
[h3][b]Hello![/b][/h3]
This is our first patch of the year, introducing some major changes to the way the "Red District" level plays out as well as some general and quality-of-life changes. Some of these changes may require some future work, and as per usual we welcome any and all feedback!
You can find the exact list of changes below:
[h3][b]General Changes[/b][/h3]
[list]
[*] Changed the UI to allow for previously unaccounted for resolutions and aspect ratios (do let us know if you run into issues with this!)
[*] Performance improvements across the board, primarily in "Red District"
[*] Added new sprites for enemies shooting blue projectiles
[*] Added checkpoint functionality, currently only in the "Red District" level
[*] Added a "Retry" button to the death screen, visible when a checkpoint is active
[*] Changed lighting rendering type
[/list]
[h3][b]Gameplay Changes[/b][/h3]
[list]
[*] Slightly increased Berserk attack range
[*] Changed Berserk heal to feel smoother
[*] Changed powerup behavior to disappear when picked up (some may respawn after a delay)
[/list]
[h3][b]Level-Specific Changes[/b][/h3]
[h3]Training:[/h3]
[list]
[*] Doubled boss door opening speed
[*] Changed sprites for blue projectile enemies
[/list]
[h3]Red District:[/h3]
[list]
[*] Major overhaul to level progression
[*] Added new level geometry to several locations
[*] Changed existing level geometry in a few locations
[*] Adjusted requirements for progression to accomodate changes
[*] Adjusted rank requirements to match the new design
[*] Added new guiding elements to better highlight boss location once unlocked
[*] Fixed a hole in level geometry allowing out-of-bounds access above the hangar
[*] Added disco lights to a private party
[/list]
[h3]Red District - Boss:[/h3]
[list]
[*] Added a checkpoint to the hallway before the encounter
[*] Doubled the boss door opening and closing speed
[*] The boss can now be damaged with parried projectiles
[*] Added new lights to better signpost the mechanics of the encounter
[*] Added health pickups to the boss arena to give players a second wind
[*] Added a new sound effect to indicate invulnerability
[/list]
A quick note regarding the checkpoint system: the game currently does not track player deaths in any way, nor are checkpoint restarts penalized in any way, although the damage taken during attempts will still be calculated as a rank penalty. This will change in the future, but for the time being, feel free to enjoy the penalty-free checkpoint restarts!
[h3]Nightmare:[/h3]
[list]
[*] Changed big enemies to better indicate that they are indestructible
[/list]