Voidigo v0.0.9 - Content Update 1

Voidigo

A vividly animated action roguelite focused on boss hunting. Unleash an array of diverse weapons and powerups to combat the corruption of the Void.

[img]{STEAM_CLAN_IMAGE}/38416098/291b8dd871016281dd19854e79eb675183a689fd.png[/img] [hr][/hr][b][list][*][url=#NEW]NEW[/url] [*][url=#CHANGES]CHANGES[/url] [*][url=#BALANCING]BALANCING[/url] [*][url=#AUDIO]AUDIO[/url] [*][url=#FIXES]FIXES[/url] [*][url=#OPTIMIZATION]OPTIMIZATION[/url] [/list][/b][hr][/hr][h2=NEW]NEW[/h2] [list] [/list] [h3]NEW POWERUPS[/h3] [list] [*]Live Studio Audience [*]Crazy Rat Lady [*]Weptek Button [*]Rat Button [*]Frog Button [*]Snake Button [*]Void Button [/list] [h3]NEW WEAPONS[/h3] [list] [*]Cheese Hammer [*]Close Range Sniper [*]Hammererer [*]The Croaker [*]Cat Bat [*]Avian Silvertongue [*]55 vocaliber [*]Bad Sax [*]Throwing Star Man [/list] [hr][/hr][h2=CHANGES]CHANGES[/h2] [list] [*]While dodging the player will now be fully invulnerable, before it was still possible to get hit when close to the ground, which lead to some deaths that did not feel fair. [*]Auto aim is not applied while holding down aim anymore. Unless selecting 'Constant Auto Aim' in settings. [*]Freeze frames when a melee attack hits a block is now based on damage. [*]Frog explosions have a new look and create water element. Damage is slightly buffed as well. [*]Improved pathfinding, especially for faster NPCs. [*]Player's arcing projectiles are not removed during cinematics anymore. [*]God rays are now present in the Camp, Antivoid and the Void. [/list] [h3]NPC CHANGES[/h3] [list] [*]Bosses now have their health locked during their corruption transition. [/list] [hr][/hr][h2=BALANCING]BALANCING[/h2] [list] [*]Snakes, frogs and rats are now removed from the bullet after triggering on an enemy. [*]Bullets are now destroyed upon creating some elemental reaction. [*]Made 'Common' powerups a bit more common in late game. [/list] [h3]POWERUP BALANCING[/h3] [list] [*]Blossom Bud - Shoots one more seed during attack. Shoots out a couple seeds on death. [*]Moldy Pepper - Now 'Rare' instead of 'Uncommon'. [*]Buttons - Instead of spawning in random spots in an area once, they now spawn from the player during combat. To spawn a button you have to deal a certain amount of damage over time. The damage needed lowers as you stack more. Only one button is active per powerup. They despawn if outside view for too long. [*]Snake Bullet Lotion - Now needs more damage output over time to trigger. [*]Bullet Button - Now 'Uncommon' instead of 'Common' and lowered the damage slightly. [*]The Emeraldon Anticurse - Now 'Rare' instead of 'Uncommon'. Damage has been nerfed. [*]Elemental Rounds - Now uses damage output over time for triggering on weapon bullets, instead of picking a random position in clip to trigger. [*]Kindred Contact - The buff now sticks with the player for a while, stacking the powerup makes it stick to the player for longer. [*]Porkian Rebel Grenade - Now 'Common' instead of 'Uncommon'. [/list] [h3]WEAPON BALANCING[/h3] [list] [*]Cloudy Slapper - Faster slapping, lower damage, lower durability. [*]Cloudy Biter - Final bite is more reliable and will also break walls now! [/list] [h3]NPC BALANCING[/h3] [list] [*]Enemies now get more health past the first loop. [*]Bosses do not get stunned from critical damage anymore. [*]Enemies get stunned a bit longer by electricity, bosses get stunned for a bit shorter time and less frequently. [/list] [hr][/hr][h2=AUDIO]AUDIO[/h2] [list] [*]New melee weapon break sounds. [/list] [hr][/hr][h2=FIXES]FIXES[/h2] [list] [*]Fixed an issue with reminder tutorials and the Antivoid tutorials not working well together. [*]Fixed aim speed in Loop minigame not being clamped during the first sacrifice round. [*]Fixed an issue that caused powerup rarity pick not to work as expected during deep looping. [*]Fixed companions not being able to walk to dead players. [*]Fixed wall breaking bullets and lasers getting stuck on unbreakable walls. [*]Fixed an issue causing enemies to be able to block hitboxes behind their back if hitbox was close enough. [*]Fixed companions incorrectly trying to pathfind over invisible walls like the shop counter. [*]Fixed a rare crash when loading a saved run. [/list] [h3]POWERUP FIXES[/h3] [list] [*]Coffee - Fixed being able to hurt companions. [/list] [h3]NPC FIXES[/h3] [list] [*]Emeraldon - Fixed bug that made them only drop loot when stomped. [/list] [hr][/hr][h2=OPTIMIZATION]OPTIMIZATION[/h2] [list] [*]Optimized the locked health particles. [/list] [hr][/hr]