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Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on October 12, 2013, 12:21:15 PM

Title: Nuclear Throne (Update #91 ARRP) $
Post by: getter77 on October 12, 2013, 12:21:15 PM
http://www.nuclearthrone.com/   $12.99   Humble Store/Steam

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Welcome to Nuclear Throne!

Join us while making Nuclear Throne through the livestreams on the game website and be the first one playing new builds every week. We hope you enjoy the ride with us, as we have no clue where we’re going to end up on this project and that’s really fine with us.
At this point, Nuclear Throne includes:

    Four playable worlds to trek through towards the elusive Nuclear Throne.
    Seven playable characters, ranging from the explosive Melting to the almost-retired Fish.
    Two bossfights with the powerful Big Bandit and the rusted corpse of Big Dog.
    A huge range of weapons, skills and randomly generated goodness.

At launch, Nuclear Throne will further include:

    At least four more worlds and an undefined number of secret worlds to explore, both on Earth, other planets and other dimensions.
    Additional characters, B-skins and sound effects.
    Dangerous Crown Vaults to raid for game-changing Crown Modifiers.
    The Nuclear Throne.


Join us on the road to final release by buying into the Early Access Beta build for $12.99. Follow livestreams of development on nuclearthrone.com and play new builds pretty much every week.

About the Game
Nuclear Throne is Vlambeers latest action roguelike-like about mutants fighting their way through a post-apocalyptic world. The radioactive waste in the world allows mutants to get ahead by mutating new limbs on the fly, the abundant availability of powerful weaponry make the quest to become ruler of the Wasteland one frought with peril.
System Requirements

    Minimum:
        OS: Windows XP
        Processor: 1.2Ghz+
        Memory: 1024 MB RAM
        Graphics: 256MB
        Hard Drive: 200 MB available space

    Recommended:
        OS: Windows XP
        Processor: 2Ghz
        Memory: 2048 MB RAM
        Graphics: 1GB
        Hard Drive: 500 MB available space

Frequently Asked Questions
Who are streaming?

The livestream airs twice a week on Tuesday and Thursday from 13:00 - 17:00 CET. In general, Jan Willem from Vlambeer will be the main stream and Rami will handle the chat under the Vlambeer account. Paul, Jukio, Joonas and Justin might stream independently, in which case we'll notify you via stream.
Can I pre-order the game now?

Yes! Join in on the livestreaming madness through Steam Early Access and Humble!
Will the game feature x ?

The honest answer at this point is that unless you see it implemented in the game, we don't know. We design our games flying by the seat of our pants and things change, evolve and adapt constantly. The best way to check whether a feature or option is available is by checking out the livestream twice a week on Tuesday and Thursday from 13:00 - 17:00 CET

Will the game be available on Mac, Linux, Xbox One, Wii U, Wii, 3DS

All we know for sure is that the game will be available on PC and later for PlayStation 4 and PlayStation Vita. We should have no real trouble porting to Mac, but as always we're going to be cautious and not announce that fully in case it turns out there are problems with that. Since GameMaker 8.1 doesn't compile builds for most platforms, we won't know for sure until we try. We'll try when we're done with the PC builds.
Will in-progress builds be available for the PlayStation Vita or PlayStation 4?

No, in-progress builds will be offered only through Humble and Steam Early Access.
Will you update the Humble build of the Mojam version of Nuclear Throne?

No. The new Nuclear Throne is a seperate game that'll have months of work in it, the work of many talented people and the costs of development. We're charging a fee for it.
Title: Re: Nuclear Throne (10/18 Update #1) $
Post by: getter77 on October 23, 2013, 12:06:31 PM
Update #1
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Well now, the first week of early access was one hell of a ride. Your response to the game has been overwhelming, and we've worked extra hard to make sure the first update of the game is a good one! The game should run slightly better on Windows 8, we have a whole new interface with cool portal transitions, we have ambient sounds in the levels now, we added some more props (like explosive cars) to the levels, balanced some of the characters and there are two unfinished new weapons (the splinter gun and toxic bow) in there! Other than that there's a whole pile of tiny additions, bugfixes and anything in between.

Content

    new menu & level up interface
    character power preview images (these will be animated eventually)
    basic portal effect inbetween levels
    there are a couple of new skill icons, our artist Paul Veer is still working on making the rest look that nice.
    ambient sounds for all areas, filter on ambient sounds when in the portal
    various new sound effects
    two new work in progress weapons: the toxic bow and splinter gun
    props in sewers (pipes and toxic barrels)
    car wrecks in scrapyard
    it now rains in the scrapyard! poor birds

Characters

    steroids throne butt changed, now makes all weapons fully automatic and 1/5 of shots don't cost any ammo!
    fish now rolls in movement direction instead of towards mouse
    plant throne butt now makes the snare kill anything under 1/3 health instead of dealing damage

Bugfixes

    you can now add a file called "nomusic.txt" or "NOMUSIC.TXT" to the game folder to mute the music.
    there should be less crashes at level loading.
    game no longer stays in 4_1 after first loop.
    more impact effect tweaks, causing less of a delay when hitting a pile of maggots with a melee weapon.
    big dog gunangle bug when player dies before he "wakes up" fixed
    fire traps no longer damage props or wake up the big dog
    shotgun bullets should no longer clip through walls
    weapons should no longer rotate like crazy when stuck in walls
    music no longer stops when quick restarting
    hopefully fixed the shotgun crashes
    various random optimization things and small fixes

Balancing

    slightly more ammo for energy weapon pickups
    melee weapons only deal damage once now
    ever so slightly lower assault rifle rate of fire
    slightly lower slugger rate of fire
    lower triple machinegun spread, making it actually useful
    slightly more screwdriver range

Misc

    radiation canisters now glow
    HUD is now shown when loading/leveling
    skill icons on the HUD now drawn closer to the side
    robot now INSTALLS UPDATES instead of SELECT MUTATIONS
    debris now disappears after a while
    enemy slash animation is longer
    grenade launchers no longer automatic
    lower sound effect volume
    changed the character descriptions around a bit

On our wishlist for next week
Things that are definitely on the list for this week are looking at our possible solutions for the screenshake discussion, fixing that the game shuts down on Escape and probably a new look at fixing the controller support. A real, actual option screen is on our wish-list and of course we'll keep plugging away on problems with Windows 8, too.

Please keep telling us what you think of the game, what you feel should be different and don't forget to join us for the livestreams again on Tuesday and Thursdays 1PM CET.

That'd be all,

Thanks,
--
Rami & JW
Title: Re: Nuclear Throne (10/25 Update #2) $
Post by: getter77 on October 31, 2013, 12:14:18 PM
Update #2

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CONTENT
-options screen
-gamepad support (with sliiiight autoaim)
-options and stats are now saved
-escape no longer ends the game, goes to a placeholder pause screen
-crisp scaling

BUGFIXES
-crowns no longer travel with you after quick restart
-guns no longer travel with you after quick restart
-potential steam overlay/screenshot fix
-potentially fixed yung venuz airhorn crashes
-possibly fixed the double player bug (kinda sad to remove this... such a cool bug)
-you now always fight mixed enemies when looping (instead of having 1 level with desert enemies first)
-broke and then fixed the boss intros :P
-game is now smarter with memory use, should increase performance for some people!

BALANCING
-laser sword now costs 2 ammo per swing (needs testing)
-LUCKY SHOT now gives you ammo more often
-more accuracy with EAGLE EYES
-even less accuracy for steroids
-big bandit can now drop ammo and health instead of just ammo.
-lower sewer pipe hp
-eyes now attracts chests with telekinesis

MISC
-big dog waking up should make ravens fly
-some new robot texts
-added number of loops to the gameover screen
-quit button in the menu
-added total loops and best loops stat
-new euphoria icon
-big dog no longer fires missiles after death
-[E] to pick up becomes [X] with gamepad
-renamed RECYCLE GUT into METAL TEETH
-gamepad set to 0 when not detected at startup
-sliiiightly bigger maggot hitbox
-shift and control also pick up weapons

NOTES
-when playing with gamepad, plug it in and make sure it's active before starting up the game.
-the pause screen doesn't work properly in the dark levels.
-in the options screen, you can't directly control the SFX volume yet. We'll look into a way to get this working eventually.
-gamepad controls have been designed for xbox 360 controller. We'll eventually add customizable controls. For now: left stick moves, right stick aims, right trigger/bumper fires, left bumper for special, x to pick up weapons, y to swap weapons, start to pause.
-the whole options screen will eventually get an overhaul to make it look and function a bit better. we'll then also add gamepad support for the options screen.


NEXT WEEK:
We'll be getting back on the content boat. Hopefully we'll get some more mysterious things in the game.
Title: Re: Nuclear Throne (11/2 Update #3) $
Post by: getter77 on November 09, 2013, 01:06:17 PM
Update 3
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This week was a weird one, with Rami in the hospital for an emergency surgery - but Jan Willem took over and made sure we made a lot of progress regardless. As Rami is writing this right now, we can certainly say that we're back in business for real in November.

Despite the oddness of the week, update #3 is not lighter than normal. A lot of work went into making sure there's enough new to do: Blast some enemies in your looping rounds with new high-level guns, enjoy a load of cool new props & stare at some new art. Besides that, there's a whole pile of bug fixes and small little changes.

    Content
    wave gun
    plasma gun (needs sound effects)
    plasma cannon (needs sound effects)
    sentry gun (very unfinished)
    plant b skin
    new props (rotting cacti and -CLASSIFIED- in the desert, tires in the scrapyard, cocoons in caves)
    some new mutation icons

    Fixes
    fixed some music memory leaking
    you can now use the mouse in the menu while in gamepad mode
    quick restarting no longer gives you big weapon chests
    fixed music stopping at quick restart
    menu no longer crashes when pressing escape at the logo
    characters can be selected again in the menu
    picking up a weapon with control no longer does that every frame ;)
    fixed young venuz airhorn and metal hit sound effects.
    big rats can no longer be killed with the snare.

    Misc
    gamepad quick restart with (A)
    toxics should now disappear when portal spawns
    added "fit to the screen" option
    slightly updated logo with better kerning
    splinter gun changed around a bit
    robot description now says "EATS GUNS", way cooler
    cave sparkles
    new pipe graphics
    less energy weapon screenshake
    lots of crown vault work, not public yet, sorry

    Notes
    save file will be reset, sorry. we probably won't have save files that transfer between builds until we get character unlocks in.

November for us is very much a 'systems' month - we want to get the game closer to containing all the intended features and not worry too much about content. That doesn't mean you don't get new content - on the contrary - you'll get loads. What we mean with systems is that we want to start implementing I.D.P.D., Crown Vaults, Crowns and 'proper looping'.

Oddly enough, to get that going, next week we'll start working on a bit of content - we'll need a brand new type of enemies.
Title: Re: Nuclear Throne (11/15 Update #5) $
Post by: getter77 on November 17, 2013, 01:08:00 PM
Update 4 IDPD

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This week's update brings you the beginnings of a brand new faction: The Interdimensional Police Department. They'll warp in from mysterious origins through some sort of portals and try to stop you from reaching the newly implemented Crown Vaults. Enjoy a brand new mutation, the appearance of Mysterious Statues, and a large amount of tiny fixes, features and balancing.


    Content
    you can visit the mysterious Crown Vaults, even though there is not much there yet.
    new mutation that might still need some work: Impact Wrists. makes corpses fly further and deal more damage on contact.
    plant now has an idle animation in the menu.
    the I.D.P.D.
    mysterious statues.

    Balancing
    bandits no longer shoot when you're standing super close.
    changed the Discgun a bit, should no longer kill you randomly.
    Plant's Snare now kills anything with less than 50% health when upgraded with Throne Butt.
    Big Bandit should no longer drop nothing sometimes.
    nerfed Fire Eater (now Boiling Veins) to lowered damage from explosions, no damage from fire.
    slower Splinter Gun rate of fire.
    nerfed Rabbit Foot, it now gives 60% more drops now instead of 100% more.

    Fixes
    clicking a volume bar in the options menu now instantly sets the game to that volume.
    music volume settings now also work for menu & boss music.
    Flame Trap no longer make sounds when the portal has spawned.
    portals no longer kill enemies.
    corpse hitting something plays the hit sound effect.
    double clicking now only works if you do it half a second before reload. shovel etc. won't give as much trouble now.
    fixed nomusic.txt!
    missed Plasma bullets no longer give people ammo with lucky shot.
    fixed a bug with Scrap Yard boss spawning/making ravens fly when player is dead.
    Sticky Grenade depth is now on top of enemies.

    Misc
    renamed some mutations.
    props now mirror randomly.
    new campfire, barrel, torch graphics.
    Plant's Snare now stops fire from traps.
    Telekinesis now works on small pickups and weapons too.
    Telekinesis now works on all non-player projectiles, including flame traps & toxic gas.
    health pickups are now hearts instead of red crosses.
    rolling with Fish while standing still rolls towards the mouse.
    logo now pulsates instead of wiggles.

Update 5 The Frozen City

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This is our fifth update already! It feels like we went live on Early Acces just last week, even though lots of progress has been made already. Thanks for joining us on this crazy ride!

This new build is very exciting to us. We're introducing a brand new area, the Frozen City. It's filled with beautiful, deadly, programmer-art robots that are very much work in progress. Getting to the Frozen City won't be as luck-dependent as it used to be, because we did some balancing on Big Dog, giving you more of a fighting chance. You'll also be able to get your hands on three brand new weapons: The Chainsaw, Energy Hammer, and the already-Vlambeer-favorite Flak Cannon. We've also finally created a bolt-based mutation, called Crossbow Lungs, which probably needs a better name.

Let us know if you get to the Frozen City, and beware of those robots, they have some nasty tricks up their sleeves!


    Content
    A new area, the Frozen City, featuring two new enemy types.
    New weapons: wreak melee havok with the Chainsaw and Energy Hammer or use the new favorite here at Vlambeer, the Flak Cannon.
    New mutation: Crossbow Lungs. Makes bolt-based weapons slightly homing towards the mouse. Probably still needs some work.

    Balancing
    Snipers will wait a bit longer before firing at the start of a level.
    Plant's snare no longer stops enemies completely, they can now escape given enough time.
    Some small Big Dog changes. You now have some time to escape after it dies, it spams less missiles, and spawning next to it won't trigger it right away.
    Slightly more screwdriver damage.
    Impact Wrists now deals a bit less damage. Still needs some work!
    The I.D.P.D. is no longer interested in the mysterious statues collecting rads, instead damage to the statues will sound their interdimensional alarms.

    Fixes
    There should be no more enemies in Crown Vaults after you loop the game.
    Vaults now return you to the next area instead of 4_1.
    Killing props in a Vault will no longer spawn portals.
    Getting Boiling Veins and walking into fire will no longer shake the screen like crazy.
    Fire Trap scorchmarks are now also visible on grass.
    Game no longer crashes if you kill Big Dog & it spawns a portal.
    Some investigation into causes of lag/memory leaks. Will take a while to improve, but we're working on it.

    Misc
    Cars now move slightly when hit.
    The statue only spawns in X_2 areas now. No more cave statues.
    Changed some character & skill texts.
    Some of the contrast on Desert tiles has been changed.
    Renamed Laser Sword to Energy Sword.


This thing is really banging out on the progress.   8)
Title: Re: Nuclear Throne (11/22 Update #6) $
Post by: getter77 on November 27, 2013, 01:21:51 PM
Update #6 Smooth Animations

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Wow, look at those brand new walk cycles! While this update might not bring that much new content (partially because we were busy launching Ridiculous Fishing on Android, and speaking/receiving an award at Control Conference), Paul did manage to overhaul a lot of animations. We also have two brand new songs by Jukio
'KOZILEK' Kallio, one for Frozen City, and one for the Crown Vaults. They're pretty amazing.

    Features
    music for Frozen City and the Crown Vault.
    new character walk animations.
    new enemy walk animations.
    a very basic early version of the Frozen City boss.
    art for the snowbots.

    Balancing
    no melee for snowbots carrying cars.
    some I.D.P.D. spawn tweaking.
    snow tanks now have a max range, and a longer startup time before they fire.
    less accuracy for the minigun.

    Fixes
    various tiny fixes
    fixed the Scrapyard rain to also fall on top of the level

    Misc
    new color for Robot's B-skin and energy weapons
    some preparation for the crowns
    new sniper gun
    some extra tips during level load

That was quite an overwhelming week for us, and we'll try to catch up on our schedule a bit next week. We'll be taking a bit of a break in terms of updates in December for obvious reasons with the holidays and all, although we will definitely have members of the team streaming. For now, we'll do our best to make the next update a bit more exciting and we hope you have fun with this update!
Title: Re: Nuclear Throne (12/7 Update #8) $
Post by: getter77 on December 07, 2013, 11:21:53 PM
Updates 7 and 8

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As promised, we tried to get loads of new features in this week, and we're happy to tell you that through herculean effort and diligent work, we've succeeded! Amongst a ton of stuff, we made a whole new mutant you can play as. And golden guns. And crowns that actually do something. Actually, feel free to stop reading this and start playing right now!

    Features
    Chicken! A katana-wielding mutant that can slow down time.
    Crowns now work! They still need a lot of work, and some of them are horrible or unbalanced, but you can find them in the Crown Vault and mess around with them.
    Gold weapons! That will start spawning after you loop the game.
    A new B-skin.
    Loading texts can now be based on the weapon you're carrying.
    A secret, new, rare enemy in levels after Desert.

    Balancing
    Crossbow Lungs renamed to Bolt Marrow, now makes bolts jump straight into nearby enemies. Lots of fun!
    Plasma weapons now deal splash damage making them not quite useless.
    Frogs walk away from you at spawn.
    Less accuracy for the Auto Crossbow.
    Ammo starting amounts are different.
    Steroids ammo starting amounts are different.
    More range for the Snow Tanks.

    Fixes
    Weapons should no longer go through portals after death.
    Portals should no longer spawn outside of levels.
    Frozen City enemies now spawn when looping.
    Gators no longer spawn inside walls.
    Gators & Assassins now give Rads when killed before activated.
    Health can no longer be negative.
    When carrying a melee weapon only, the bullet ammo type no longer lights up on the HUD.

    Misc
    Snowbot finalization & car pickup/throw animations.
    Snow and ashes in the Frozen City.
    A couple of new Frozen City props, including 2 rare ones.
    Renamed Crossbow Lungs to Bolt Marrow.
    Cool pedestals in the Crown Vaults.
    Snowbots now leave dust trails when attacking.
    Smoking Gators now carry their shotgun on their back.
    Some more loading screen texts.
    Snowtank graphics!
    Y.V. now starts with a gold revolver.
    Chainsaw is now a Jackhammer.
    Big Dog corpses look slightly different.

We hit 10,000 sales earlier this week and wow, thanks so much for getting the game to such a staggering number so quickly! We're super humbled and thankful to everybody in the community.

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We said we'd be slowing down a bit for the holidays in December, but somehow a lot of new stuff still managed to slip into this update. Now that Joonas Turner, our sound designer, is back on the project, we've suddenly got (updated) sound effects for most enemies right up to Big Dog and a couple of weapons! As always with SFX, the differences are subtle, but they give the game so much more soul and atmosphere. In the meanwhile, artist Paul Veer finished all the mutation icons, and Lil' Hunter got quite an update.

We also did some balancing for melee weapons, and changed Boiling Veins again, now allowing for the oldschool "run-into-things-while-firing-grenades" tactics while still being interesting. And we added a Nuke Launcher.

    Features
    All mutation icons!
    More weapon sounds!
    More enemy sounds!
    Nuke Launcher. NUUUUUUKE LAUNCHER!
    Lil' Hunter got updated a lot.
    Throne Butt now tells you what it does for your current mutant.
    Some very mysterious changes to the Blood Launcher.
    Loading screen now has support for "rare tips".
    Lil' Hunter now has an intro like the other bosses.

    Balancing
    Lower damage but higher rate of fire for the Katana.
    Higher damage but lower rate of fire for the Sledgehammer.
    Higher rate of fire for the Screwdriver.
    Boiling Veins now makes you immune to explosions and fire when under 50% health.

    Fixes
    Sword icon changed a little bit.
    Props with text on them will no longer flip.
    Fixed spawning a bit for that secret enemy we added in the last update.
    Portal spawn locations fixed a bit.

    Misc
    Weapon reload now has more contrast on the HUD.
    New icicle graphics.
    More loading screen tips.
    Shells now disappear with a slightly random interval.
    New ice tiles in Frozen City.

Things will probably slow down even more for the next update, as more of the team take a bit of a breather during December. Streams will continue according to schedule and we'll be around on the forums, but we'll be using the rest of this month to recover from all the hard work, and to prepare taking the game to whole new levels as soon as 2014 hits!
Title: Re: Nuclear Throne (12/15 Update #9) $
Post by: getter77 on December 19, 2013, 02:04:35 PM
Update 9 Corpses Everywhere

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Another slow December week filled with cool small things. Things got a bit crazy in the last week, with Jan Willem being called away to do some urgent stuff and Rami launching a small side-project, but Jan Willem worked all day today to get this update ready for deployment and Rami uploaded this during his short December break, from a little room somewhere in the heart of Copenhagen. It's a bit late, but we hope you can forgive us for being a tad late considering the circumstances.

Thanks so much for your massive support during the streams earlier this week. The viewercounts have never been as high, with a small 75,000 people watching Rami streaming his indie games Q&A and live interview with VG247 on Tuesday and Joonas Turner streaming his SFX Q&A on Thursday. Your feedback and support during the livestreams are what keeps us capable of reaching new players, getting front-page featuring on Twitch.tv and a large part of the motivation to keep working on this.

Without further ado, Update #9, which features a lot of corpses/

    Features
    New corpse sprites for most mutants.
    New corpse sprites for most enemies.
    Sounds when you swap weapons, conveniently letting you hear what weapon type you're equiping. Other than sounding great, this might save you some accidental explosion deaths.
    New sounds for opening chests, and picking up weapons.
    Some changes to the frog enemies.

    Balancing
    Lucky Shot now gives you ammo even more often!
    Crowns now undo stuff if you equip a different one. You'll get HP back from the Crown of Life, and lose a skillpoint from the Crown of Destiny. Crown behaviour is still very much work in progress.

    Fixes
    The Crown Vaults now work with gamepad!
    Chicken's slow-motion now works properly with gamepad.
    Chicken Sword now slashes in the right direction when standing close to the mouse.
    Enemy speeds are capped on collision, possibly fixing enemies spawning outside of the level with the Crown of Blood.
    Lil Hunter no longer gives errors when you die.
    The Crown Vault will no longer kill you if you spawn close to the Crown.

    Misc
    Gamepad autoaim now also targets props. Have fun shooting explosive barrels!
    Updated Melting's image in the character select.
    Plasma weapons now have a reload sound.
    Lil Hunter now has blue fire.

Next week will be our last update until January, because Jan Willem will fly out for a short vacation as well. We'll try and make it a good one to carry you across new years'. The streams will continue as usual, and the way things seem now you can look forward to live development with Jan Willem on Tuesday and an illustrations Q&A with artist Justin Chan on Thursday.

As always, we'd love to hear your stories, unfortunate deaths, suggestions, problems and unprobable survivals. Keep sending those fanarts, Let's Play videos and wiki updates. We're super excited for how far this project has come already, and we're looking forward to pushing it much further with all of you.

Anyway, the best way to check out the new corpse sprites is by shooting things. Have fun!
Title: Re: Nuclear Throne (12/21 Update #10) $
Post by: getter77 on December 26, 2013, 02:39:46 AM
Update 10 "Voice of a Generation"

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The last update before we all take a 2 week break! The streams will continue every Tuesday and Thursday, but we won't see any game updates till January.

Anyway, as promised, it's a good update.

We're very proud to introduce new sounds for most of the characters. All mutants except for Y.V. and Chicken now have their own, distinct voices, and will say things upon entering levels, being low on ammo or health, death, and other types of interesting events. Joonas also made sound effects for the I.D.P.D. and the Frozen City enemies.

We also spent time on spicing up the portals and main menu a bit. Both of these might still look a bit messy, but it's a small step in the direction we want to take things.

Oh, and remember that issue with Big Rats spawning an infinite amount of fast rats? They'll do something else now instead.

    Features
    Voice acting for Fish, Crystal, Eyes, Melting, Plant, Robot and Steroids!
    Campfire idle animations for every character!
    Chicken now has a TV. See if you can recognize the movies she's watching.
    Portal debris & lightning effects. Still very work in progress.
    Sound effects for the Snowbots, I.D.P.D., and Snow Tanks. Sound effects for assassins have been updated.
    Sounds to notify you of low ammo and HP.
    An Ion Cannon.
    Big Rats have been changed a bit.
    Robot now plays a cool animation when eating.
    Updated I.D.P.D. explosions, plasma explosions and Maggot Spawner art.

    Balancing
    Lil' Hunter has been nerfed. He dodges and falls a lot slower now.
    Tweaks to the city algorithm.
    Lots of tiny things we forgot about.

    Fixes
    Characters in the main menu should no longer be sitting on cacti.
    Lil' Hunter getting killed now stops the boss music.
    No more errors when music or ambient volume is set to 0.
    Lil' hunter no longer gives error messages when killed after player death.
    Fixed some game over sound bugs.
    Freed some audio memory.

    Misc
    Several minor tile art updates.
    Chicken now plays a sound during slow motion.
    Statues now sit on Crown Vault tiles.

Please do tune into the livestreams on Tuesday and Thursday, and tell your friends about the game, tell us about your best (or worst) runs and keep sending feedback if you have thoughts. If you want to make Let's Play videos of the game, remember that we have a complete Monetisation Agreement that allows you to monetize the videos available on our website.

Anyway, enjoy the game while we enjoy a break! The entire team wishes you happy holidays, and we'll pick up to the usual 102% speed in January.
Title: Re: Nuclear Throne (1/17 Update #12) $
Post by: getter77 on January 19, 2014, 01:12:34 PM
Update 11 and 12:

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Let's see. How does this work again? It's been a while since we last pushed an update. Long flights and large amounts of rest have exhausted us, so it's been slightly hard for us to get any work done this week. We did our best to get you some solid new content anyway. Joonas completed his work on the voices, so you can also listen to the maniacal Chicken, and we approached Doseone to reprise his role as the voice and soul of Yung Venuz. We also could not resist the temptation of adding a Quadruple Machinegun, which brings us to almost 50 weapons already!

    Features
    Sounds for Chicken.
    Sounds for Yung Venuz by Doseone.
    Sounds for Lil Hunter.
    Quadruple Machinegun!
    The stats for best kills, loops and difficulty now show what mutant you were playing with.

    Balancing
    Lower damage for the Snowbots.
    Y.V. with Throne Butt now gets an even faster reload rate.

    Fixes
    The low ammo sound effect no longer plays twice.
    No more errors when doing quick restart from the pause menu.
    Level generation has been optimized a bit, should be slightly faster.
    Eagle Eyes now affects the spread of triple and quadruple machineguns as well.

    Misc
    Eyes now gives a tip about Telekinesis.
    First work on a new area started, but the Labs aren't far along yet to make them accessible. Soon.
    Added Doseone to the credits.
    Plasma bullets now leave some smoke.


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If last week was us getting back into our groove of updating every week, this week is us being back at full speed. Rebel joins the roster of mutants, with a powerful ability to spawn fellow rebels to help it out, and the very first version of the character unlock system has been implemented. We've gone back and cleaned up a whole lot of things, and progress on the Labs area is ongoing as you could see during the livestream.

    Features
    A brand new playable character, Rebel. Rebel can spawn allies at the cost of some health, and has a defensive ability that triggers each time it is hit.
    The basic system for character unlocks is now in place! The unlocks are tied to level progress for now, but there'll be more specific ways to unlock characters.
    Most mutations now have their own sound effects, courtesy of Joonas.
    Paul created beautiful new icons for the mutations in game.
    Fire-based weapons, such as the flamethrower.

    Balancing
    Enemies now spawn a bit further away from the player, and no longer directly besides, above or beneath the player. This is an experiment, as we want to see if and how this influences the fairness of spawns.
    Fish now has a completely new Throne Butt, called Water Boost.

    Fixes
    The Crown of Destiny no longer gives you infinite mutations, just one.
    You can no longer select characters hidden under buttons in the menu.

    Misc
    Extra Stomach has been renamed Second Stomach.
    There's a little (!) on characters indicating you haven't played as those yet.
    The debris flying through portals has been tweaked a little bit and should look a bit better now.
    More hints related to weapons while loading.
    The Radiation Canisters now have proper perspective.
    The Super Frogs now have their own death sound.
    A subtle sound effect plays when there's only one enemy left.
    Lil' Hunter now screams at you when he's at 50% health.
    New sounds for the portals.
    New sounds for the Proto Statues.
Title: Re: Nuclear Throne (2/1 Update #14) $
Post by: getter77 on February 07, 2014, 01:07:09 PM
Update 13 and 14

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Apologies for the late upload, as you might remember Rami's computer melted down during the Thursday livestream. Everything is replaced now, so we're happy to announce that this weeks update features lots of fixes! We intended to get the first secret level in this week, but because Jan Willem suffered from some weird flu and migraines those haven't made it in yet. Instead we present you some updated music from Jukio, proper wall collisions and a pile of fixes that should hopefully increase stability across the board.

Features
The player no longer weirdly slides along walls when pushing against them. The new system will still get a little work to help you walk around corners, but should at least stop you from getting killed because the game thinks you want to walk into a Scorpion.

This change will obviously impact a lot of the game, so we're going to go and make this the main change for this week to see how that resolves.

Other Features
Mysterious music could appear in Frozen City now.
Tips can now be based on your current Crown and Mutations.
The Desert music got a small update.

Balancing
We made unlocking Rebel a lot easier for now. The unlock system works, so until we've decided upon what to do with the system we'll leave it like this.
Shotguns have been buffed a bit, now having 1 extra pellet per shell fired.
Crown of Life now gives you +6 HP at the end of each level.
Hyper Rifles and Gold Weapons spawns slightly later.
Flame weapons spawn earlier.

Fixes
The Statue now always spawns in the 2nd level in a world after the first Desert. No more sad empty tiles!
Looping into an area lower than the area needed to unlock a character now also unlocks that character.
Debris should cause a lot less slowdown.
Some changes and fixes to the level generation.
Fish is no longer invulnerable after getting hit once while rolling/using his Throne Butt.
The volume for the Boss Killed jingle is now the same as music volume.
The game now frees memory used for music before shutting down.
Enemy SFX are no longer all preloaded, probably freeing some CPU and fixing music issues for people.
Even more tinkering with audio memory stuff...
Mimics now also spawn in Desert after looping.
There are no longer holes in the grass in Scrapyard.

Misc
We started work on the first secret area. Not implemented yet.
The way tiles are handled is now a bit more versatile and perhaps even faster.
The ambient tracks for Frozen City & Scrapyard have been updated.
Fire now lights up the darkness.


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Okay, something big has happened this week. One of the things we've been wanting to implement for a very long time, is in the game now: Secret Areas. Somewhere in the depths of Nuclear Throne, you can now reach one. We won't tell you where, and we won't tell you how. All we can tell you is that we are super excited for all of you to start looking for it.

Other than that, we have some pretty good changes: Rebel has been changed around a bit, with (smarter) allies now healing whenever you spawn a new one, and a different kind of attack on the passive ability.

We also added a new high-level melee weapon and a new enemy in Frozen City, which should make that area feel a bit more complete. Other than that, usual bugfixes and a whole load of new sound effects and graphics! Enjoy.

    Features
    A very secret new area.
    Robot Wolves now roam the Frozen City.
    You'll be able to find the deadly Energy Screwdriver in later areas.
    Sound effects for fire weapons.
    Allies now heal whenever you spawn a new one as Rebel, and her passive now spawns Ally bullets instead of Blood Explosions.
    Loading screen portals now look different depending on where you're going!

    Balancing
    Mimics have been made a tiny bit more rare, to catch players off guard more often.
    Enemies in caves now drop a bit less radiation.

    Fixes
    Enemies should no longer spawn inside walls, which should also fix the portal not spawning when all the enemies seem dead.
    Chicken should no longer teleport around when slashing near walls.
    Shovel now works with Long Arms.
    Ally AI has been improved.

    Misc
    Debris now disappears into smoke, not dust.
    Tiles can now support more than 4 different images.
    Tiles in Crown Vaults have been updated a bit.
    New prop in Scrapyard.
    Rebel now has a campfire animation.
    Robot now has a simpler, less ridiculous campfire animation.
    The Frozen City wall art has been changed a bit.
    More loading screen tips have been added.
    Big Bandit's death animation has been updated.
    We worked a bit more on Labs, which should be in the next update!
Title: Re: Nuclear Throne (2/8 Update #15 "Horrible Experiments") $
Post by: getter77 on February 09, 2014, 11:18:51 PM
Update 15

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Are you ready for a pretty huge update? Yes? Good.

For starters, we bring you the Hyper Launcher. An incredibly powerful high-level explosive weapon, shooting instant hit grenades. Happy with this weapon? Then you should totally get yourself the brand new Crown of Hatred. This crown replaces all Weapon Chests and Radiation Canisters with Ammo Chests! Perfect for those who never want to change their equipment. We also have two new B-Skins for you, and some very subtle, but important tweaks to the floor tiles in most areas. They should now look less repetitive and more interesting!

Let's see, what else... We buffed a lot of mutations. Gamma Guts & Laser Brain now both deal more damage, and, good news for Minigun fans, Recycle Gland now gives you ammo whenever you hit something, instead of whenever you miss.

Oh yeah, one last small thing. We added a whole new area called Laboratory, filled with 4 brand new enemy types and a whole load of scientific props. You'll be fighting several types of Mutated Mutants and something so sinister we can't begin to describe it. The Labs will be the transitional area to the "final" area, so you're all getting closer to the Throne! Don't worry about the game being close to finished, because some of this week was spent sketching out what is left to do, and there is still a giant amount of stuff we want to add. The game now only has a fraction of the secret content we want it to have, and we're still working on a whole load of meta- and endgame additions. Other than that, we're preparing for some pretty big code changes to finally make the game run better for everyone. It'll take a lot of effort, but it's something we'll have to do some time in the following weeks.

Thanks for joining us on this ride, and enjoy your update!

    Features
    Laboratory!
    Two brand new B-Skins!
    The Crown of Hatred.
    The Hyper Launcher, which is JW's personal favorite.
    Some significant changes to the tiles in Desert & Sewers, making them look less repetitive.
    The screen now shakes whenever Yung Venuz uses his air horn.

    Balancing
    Gamma Guts now deals more damage to enemies.
    Lasers & Energy slashes last even longer with Laser Brain.
    Recycle Gland now gives ammo on hits, instead of on misses.
    Enemies in Frozen City drop more ammo.
    Alligators have slightly less HP.
    Mimics now drop more radiation.
    Flamethrower spawns slightly earlier.
    Auto Crossbow spawns slightly later.
    As requested on the forums, the Wolves & Frogs now wait a bit longer before their AI kicks in.
    B-Skins have been made slightly more rare.
    The screen now shakes whenever Yung Venuz uses his air horn.

    Fixes
    After trying the new movement system, we listened to the feedback and made some fixes. On top, players will no longer get stuck on corners.
    Rad Canisters finally have a corpse! No more checking the whole level to see if you opened it or not.
    The enemies in the secret level have been fixed, solving some weird collision issues.
    We fixed some typos.
    Crossbows no longer kill you or your Allies.
    Lil' Hunter no longer gives an error when shooting at an already dead player.
    The screen now shakes whenever Yung Venuz uses his air horn.

    Misc
    The way the darkness is handled has changed a lot. There is now a smaller bright circle around the Player, but the circle around that is now less dark. The amount of light objects give has also been changed. We're looking forward to how this change affects the game's balance.
    A new prop in the secret area.
    Something in the secret area now looks more fancy.
    The screen now shakes whenever Yung Venuz uses his air horn.
Title: Re: Nuclear Throne (2/8 Update #16) $
Post by: getter77 on February 15, 2014, 11:36:26 PM
Update 16

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This week brings two brand new high-level systems to the game. Both have something to do with the Crowns. One of them is very cool, the other is very mean. We love both. Expect some more cool changes to the Crown Vaults next week, as Paul has been working on something very exciting for that.

Joonas also finished all the mutation sounds this week, which is a good reason to pick some you normally don't go for!

Other than that, we now have a new Crown that deals damage over time but gives you ammo and sometimes even weapons, sounds for Wolves and Lab enemies, the very powerful Laser Cannon, and some notable fixes to the way Plant's camera behaves! That's beside the usual load of fixes, balancing, and small additions.

Anyway, we'll stop writing so you can get to playing with over fifty as soon as possible. Please don't forget to share the word about the game, and let us know what you think on Twitter, Facebook and on the forums!

Features
Something very mean waiting for you after the first Crown Vault!
Something very mysterious waiting for you in the second Crown Vault!
Unique sounds for all mutations!
Crown of Hatred is now the Crown of Love. There's a new Crown of Hatred that deals damage over time in exchange for drops.
A Laser Cannon, lifted straight out of Super Crate Box!
Sounds for the Wolves & all Lab enemies.

Balancing
Ravens now no longer shoot you from point-blank range.
Plant's camera now only locks to the Snare when the right mouse button is held. This doesn't work with gamepad yet, but we're planning a big update to overhaul all the input code soon that will fix that.
The Opposite Crown has been removed. For those wondering what it even did, it made the rare floor tiles common, and the common floor tiles rare. Something that wasn't very interesting, didn't look very good, and messed up the gameplay.

Fixes
Eyes' Telekinesis no longer works on enemy lasers.
IDPD no longer shows up in Crown Vaults because that's disrespectful.
For the third time: Chicken no longer teleports...
Lil' Hunter now plays its own sound at appearance instead of Big Bandit's.
Secret level now loads up to 100%.

Misc
A little effect when healing.
Lab enemies now appear after looping.
Some changes to the walls in Crown Vaults.
Chests now have their shadow 1 pixel higher and it looks so much better!

Enjoy, and sorry for those mean things!
Title: Re: Nuclear Throne (Update #19) $
Post by: getter77 on March 09, 2014, 11:48:05 AM
Update 17-19

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After the mysterious chests in the crown vaults, we've now added Crown Guardians to your high-level Vault Runs! These Guardians are not only very dangerous, they also bring a couple of changes to the ways Crown Vaults & Crowns work. They even have their own music!

To help you fight these giants, we've got a brand new mutation: Stress. Stress improves your rate of fire as your health lowers. As you might imagine, 1HP Y.V. with Rhino Skin and Stress is a glorious thing. Other than that, you'll run into more I.D.P.D. after the Crystal Caves, a lot of bugs have been fixed, fire traps now shoot slower fire, energy weapons now receive more ammo, and the Sewers are now covered in a smelly fog!

Features
Crown Guardians! These dangerous foes will be found in Crown Vaults after the first one.
A great new track for the Crown Guardians.
Stress. This brand new mutation gives you a higher rate of fire when your health is lower. A great match for characters such as Rebel and Chicken!
Stinky fog in the sewers.

Balancing
Drops now give you more energy ammo. The ammo cap is still the same, so this should work well with the high ammo use nature of energy weapons.
Fire from the Traps has been made a bit slower.
You no longer take damage when big enemy corpses bump into you.
Sight range in dark levels has been reduced, but Eyes now sees even more.

Fixes
Grenades, slugs, and shotgun pellets are now deflectable.
The Proto Chest should no longer spawn on top of the Crown.
Fixed the way levels are loaded, so that it no longer rains in the secret level.
Big Weapon Chests no longer appear in the secret level.
New collision masks for the plasma weapons.
The Proto Chest no longer gives an error when the player dies.
You can no longer walk past Trap fire. Can't believe we didn't find out about this earlier!
Made some small fixes to the way Big Health Chests spawn.
Labs should no longer start with an activated portal.
Chests sometimes spawned with a bit of wind next to them, this should no longer happen.
Cursed Chests no longer turn into Big Weapon Chests when opened.

Misc
Some minor changes to the enemy shooting code.
Allies now show a heal effect when healed.
Chests after the Crystal Caves now spawn with I.D.P.D. Grunts instead of Bandits.
The secret level music has been updated.
The ambient tracks for Laboratory and Scrapyard have been updated.
Freaks now sometimes fly through portals heading to the Laboratory.

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First of all, the characters now all have their own animations to play when selected in the main menu. Scrapyard and Frozen City both now have decals a bit like the bones you find in the desert.

The game now also sounds better! We have a first sketch of what Rebel will eventually sound like, and every boss has gotten their very own theme. Fighting Big Dog and Lil' Hunter will never be the same again.

The code also got a big overhaul, with all new input code. This fixes some major bugs and also opens up cool future possibilities like customizable controls. It should significantly increase performance for a small group of players

Of course we also have gameplay things for you! Two very challenging types of I.D.P.D. have been added. The Shielders shield and carry heavy machineguns with them, while the Inspectors have powers you are probably familiar with and come equipped with lethal sluggers.

Finally, we bring you a very work in progress Lightning Pistol! Enjoy.


Features
All characters have their own selection animation for the campfire scene now. We are incredibly happy with how this turned out.
Rebel no longer sounds like Fish! She now has her very own voice. This is not her final voice, as we intend to get a voice actor, but should give you a first impression of what she´ll sound like.
Two new types of I.D.P.D. troops: Shielders, and Inspectors. Both should seem pretty familiar...
Every boss now has its own musical theme.
The way player input is handled has been redone from scratch. This does a couple of things. First of all, performance should be significantly better for at least a small portion of our players. It also fixed the infamous "Crystal Shield Bug" where keys did not register when pressed during the small pauses that happen during explosions and the like. Finally, it will also make some planned features such as customizable controls a bit easier to implement.
Scrapyard and Frozen City now have decals like the bones in Desert.
A Lightning Pistol! Still very work in progress, but this should give you an idea of the lightning type weapons we're planning.

Balancing
I.D.P.D. explosions now blow up walls, but Grunts (and Inspectors) no longer have infinite grenades.

Fixes
The blood launcher can be used without fear of errors again.
As mentioned above, keys pressed (or released) during freezes are now registered. No more Crystal getting stuck in shield mode!
Some players should experience a significant performance increase.

Misc
You can now set the amount of auto aim for gamepad support in the options menu. It can be set from 0-200%.


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Features
New decals in the Sewers and Caves, and an alternate version of the Frozen City decals have been added.
Walking on spider webs now slows you down. Sorry.
Lightning Rifle!
Lightning Shotgun!

Balancing
Explosive weapons now get more ammo from drops!
The Crown of Hatred now gives you radiation over time instead of damage, and can no longer kill you.
The I.D.P.D. Shielder now idles a bit longer after leaving shield mode.
The Splinter Gun now shoots an extra splinter!
The Toxic Bow now deals more damage on impact.
Leveling up now spawns I.D.P.D. after level 4.
Leaving a Crown Vault with a Crown now spawns I.D.P.D.
Plasma Guns are now slightly more accurate.
The Laser Cannon now pushes enemies away more while charging.
Wolves now deal a bit less melee damage.

Fixes
You can now use the Flare Gun without fear of errors.
Toxic Barrels no longer spawn in certain places.
You can use the arrow keys for movement again.
Gamepad should be usable again in the menu.
The Crown of Destiny can now be used with gamepad.
You can now pause the game again with the gamepad. Unpausing doesn't work yet, sorry for that. use the keyboard for that.

Misc
The Double Shotgun, Super Slugger and Super Crossbow now move you back a bit when fired.
The way lightning weapons and the lightning pistol work has been updated. Lightning weapons now also look cool!
Chicken's slow motion now influences rain and snow!
Radiation flies out of enemies with a bit more speed.
Title: Re: Nuclear Throne (Update #22) $
Post by: getter77 on April 13, 2014, 02:29:30 PM
Update 20-22
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Thanks so much for your patience as we at Vlambeer have been scrambling at our post-GDC activities. Jan Willem has been working overtime to get a big surprise ready for saturday, while also porting over the game to GameMaker: Studio. Rami has been working on talking to YoYo Games to support that, while arranging a whole lot of things with Steam, PlayStation, Twitch and the Penny Arcade Expo for later this weekend. The entire team, Paul, Jukio, Joonas and Justin have been working around the clock to get things ready for these announcements, and we're so happy that everything is slowly falling into place. Exciting things are happening.

Nuclear Throne is now live and should be stable on Mac. It's also live for Linux, but we can't promise stability (or even functionality) just yet, but rest assured we're working closely with YoYo Games to make sure the Linux build will be up to speed. If you own the game on Windows, the Mac and Linux builds should show up on Steam right around now, and the Humble builds will be uploaded later.

Note that the switch to GameMaker: Studio means that some things don't behave perfectly yet. We're working on ironing out the final problems, but we wanted to get this into your hands. It should fix many performance issues, audio issues and other random bugs people were having.

We've worked as hard as we can, and we realise we're somewhat late with our update this week, and that we missed a stream yesterday (and we might miss tomorrows', but we're working on trying to get someone to do that one). We hope that, by the end of week, when we take a deep breath and look back on the events and announcements of this week, you'll all agree it has been worth the wait.

Known problems
Some enemy types that can switch 'state' still assume a death and trigger an explosion.
Gamepad state is not saved at the end of a game.
Boss intros don't work at the moment.


Nuclear Throne now supports local cooperative play for two players. We've made minor bugfixes, fixed some of the crashes, worked on some performance issues and made some headway on restarting our normal schedule and programming.

If you haven't bought Nuclear Throne yet, it is now also available through Twitch.tv with an added subscription to our Twitch channel. If you want to buy the game through there, head for the brand-new nuclearthrone.com and check the buying options there.
Title: Re: Nuclear Throne (Update #23) $
Post by: getter77 on April 20, 2014, 02:26:28 AM
Update 23

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Features
Enemies on Venuz and Mimics now have sound effects!
The horribly powerful Super Flak Cannon.
We fixed a million bugs and a lot of crash bugs. Not really a feature, but it should significantly improve your Nuclear Throne experience!

Balancing
Stress has been made more powerful.
IDPD no longer spawns when you level up past level 4.
The Flamethrower and the Dragon now use less ammo, and push enemies away harder.
The IDPD Shielder now shoots a lot less projectiles.
Toxic barrels no longer explode, and instead just release gas.
Once again, the Auto Crossbow has been made less accurate.
Enemies now target both players in coop.

Fixes
You can now select all crowns with the gamepad.
Enemies no longer spawn corpses when flying up etc.
Setting the music volume to 0 will no longer give you an error message.
Killing Lil Hunter no longer crashes the game!
Visiting the stat screen no longer crashes the game.
And then there's a ton of bugs fixed related to: Assassins; Crystal's Shield; Portals; The HUD in coop; Bosses spawning; Allies getting hit by explosions, and Golden Scorpions!

Misc
The game now has a proper icon.
Spiders are now green, making them at least 34% more visible.
Some of the music tracks have been updated slightly.
The lightning weapons now have a work in progress sound effect.
Some new tips have been added.
Title: Re: Nuclear Throne (Update #24) $
Post by: getter77 on April 27, 2014, 02:08:05 AM
Update 24

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Big update incoming! We're now using Game Maker: Studio's new audio engine, which allows for a bunch of great audio tricks, while improving performance as well! It also enables us to make the audio just that tiny bit more interesting and varied in the future, but every little detail adds to a game!

On top of that, Rebel now has a proper voice, and the IDPD units now all have their own sound effects.

We're also introducing two new mutations. One is great for people who love taking damage, the other is great for people who love using long-reload time weapons such as the Nuke Launcher. Both are highly experimental, so make sure to send us your feedback!

Features
We're now using Game Maker: Studio's new audio engine.
Gunshots now have some some pitch randomization and hit sound effects.
We've introduced a subtle increasing pitch shift when picking up rads.
Rebel now has a proper voice!
The IDPD now have voices, and all IDPD units now have proper sound effects.
Sharp Teeth. Getting hurt deals that amount of damage to all enemies. Was added in the last 10 minutes of Friday, so we don't know how good it is.
Racing Mind. Killing an enemy removes 25% of your remaining reload time on both weapons. Super good for Nuke Launcher fans.

Balancing
Bolt weapons get slightly less ammo now.
Made the Auto Crossbow slightly more accurate again.

Fixes
Fixed crashes in the Portals.
Fixed Sniper-related crashes.
Empty level bug fixed in one specific area.
Crowns no longer join you on quick restarts.
Fixed player drawing related crashes.
You can now aim the Jackhammer with gamepad again.

Misc
Back Muscle now gives 555 max ammo for bullet weapons instead of 999.
Portal drawing code has been optimized a bit.
Joonas taught us a cool audio trick that makes firing weapons feel even better. Firing a weapon will lower all other sound effects for a millisecond and then fade them back up.

If you've been following the livestreams, you know this week was the first time we got Nuclear Throne running properly on PlayStation Vita. We're super excited about that, but it's such a long way out before we can properly release on the Sony handheld. It is great to see that it's working though, and we're surprised at how well it translates to the Vita screen.

Next week we'll most probably get started on a new area! Paul has been preparing some exciting tiles and enemy art, and Jukio has a killer track lying ready.

For now, enjoy the update, give us feedback on the new mutations and join us in the livestream on Tuesday and Thursday at http://twitch.tv/vlambeer
Title: Re: Nuclear Throne (Update #25) $
Post by: getter77 on May 04, 2014, 03:09:45 AM
Update 25

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This is a big update!

We're slowly closing in on the Nuclear Throne, and this update will give you a very first, very rough preview of the Palace, last area before the Throne. We have some beautiful art by Paul Veer, and incredibly creepy/sad/epic music by Jukio Kallio. There's a work in progress version of Palace Guardians in there, and a ton of IDPD. It'll prove a fun challenge for experienced players until next week, when the area should be less of a preview and more of a real thing!

There's cool sound news too: Joonas Turner brings you footsteps! It took a while to implement, since some of our characters have 3,4 or 0 feet, but things worked out!

Other than the usual bug fixes (expect a lot more of those next week) and balancing, we also throw in 3 relatively low level new weapons: the super-close combat Sawed-off Shotgun, the Splinter Pistol (doesn't fire much splinters, but the rate of fire is off the chars), and the super powerful Super Splinter Gun. Enjoy!

We'd love to hear your thoughts on all the new content!

Features
The Palace.
Footstep sound effects.
Sawed-off Shotgun.
Splinter Pistol.
Super Splinter Gun.
Icon for Sharp Teeth, and HUD icons for Sharp Teeth & Racing Mind!
Floors now have "materials", which will allow us to do cool tricks in the future, and for now just makes them trigger the right footsteps.

Balancing
Splinter Gun spawns fewer splinters.
Lightning Pistol can spawn slightly sooner.
Bloodlust and Lucky Shot both trigger a tiny bit more.
The Assault Slugger now takes a lot longer to reload.

Fixes
Enemies getting hit/killed sound effect volume is no longer affected by gunshots/swings, so melee kills should have their crunch back!
Fixed the notorious "no portal at Big Dog" bug!
Boiling Veins + odd number HP no longer results in half HP values.
Fixed a small thing where the Lab debris wasn't centered properly.
Fixed a thing where Portals gave an error when the player dies.
Sentry Gun should no longer crash the game.
Fixed a Scorpion drawing error.

Misc
More pitch shift on the weapon sounds.
Getting hit by Flame Traps now plays a burn sound.
The drip sounds playing in sewer now have a big pitch shift.

Enjoy the update, we're back to work on the Palace! The coming updates might seem a bit smaller than they are normally (or maybe not) because there'll be some behind-the-scenes work happening on the Nuclear Throne. We want to make an exception to our usual open development, and get that part working 100% before we reveal it to everyone.
Title: Re: Nuclear Throne (Update #26) $
Post by: getter77 on May 17, 2014, 12:55:10 PM
Update 26

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We're in a good flow at the moment, so this update brings you lots of different features, changes and improvements! For those of you capable of reaching the Palace, we've added two new Guardians, new props and sweet B tiles to the level.

Based on your feedback we've lowered the volume on the footsteps a lot. We've also added two new types of tips, and decided to throw in the lightning SMG a couple of hours before the update was wrapped up.

Other than that, we've done some tinkering with Fish's roll, fixed most of the enemy duplication bugs, repaired a bunch of gamepad functions, and made portals blow up even more walls! Oh, and be sure give Shotgun Fingers another try.

    Features
    Exploding Guardians.
    Ghost Guardians. These are still a bit glitchy/messed up, but we want to test their behavior. Expect a big overhaul of them at some point.
    The palace now has cool B-tiles and props!
    The game now has tips that only show up after looping, and tips that only show when HP is low.
    The lightning SMG. Super good for taking out weaker enemies, and boasts the highest rate of fire of any of the lightning weapons.

    Balancing
    Fish's roll time now shortens significantly after bouncing into a wall.
    Shotgun fingers has been improved.
    Guardians now drop ammo or HP.
    The Laser Cannon now charges faster, deals more melee damage, fires automatically, and uses less ammo.
    The Sawed-Off Shotgun now fires even more pellets.

    Fixes
    A temporary fix for the enemy duplication bug has been implemented.
    Footstep sounds are now way softer.
    The Random icon in the menu no longer always appears selected.
    The pause screen now shows the game behind it in the non-dark areas, like it used to do.
    You can now pause and unpause the game with the gamepad.
    Gamepad should now work for some people who couldn't switch on the gamepad option.
    Fixed a bug with the sentry guns.
    Probably fixed a crash when the player died after a portal had spawned.

    Misc
    Portals now blow up slightly more walls around themselves.
    Guardians now have their own bullets.
    Guardians exploding now destroys nearby walls.
    Large Weapon Chests now make a bit of room around themselves when spawning.
    The cursor is hidden in the title screen when playing with gamepad.
    The cursor is now hidden during loading screens.
    The tip for Recycle Gland has been changed.
    Some minor changes have been made to the Palace generation, will still change a lot.


We were suddenly thrown an amazing marketing opportunity in the United States next week, and we couldn't resist taking up that chance. It's kind of a huge deal. Either way, that means we'll be doing some travelling again. As progress continues on something important, a lot of the work will mainly be going over old areas and improving those. We'll finally have some time to go over some common complaints in the earlier worlds!

We've been having a lot of fun watching the challenges. Amongst the wiki, all the wonderful Let's Play, fanart and figurines, and we very much welcome the idea to the community. Don't forget to check in with our livestreams[twitch.tv] every Tuesday and Thursday from 1PM CET to 5PM CET.
Title: Re: Nuclear Throne (Update #27) $
Post by: getter77 on May 18, 2014, 10:55:24 PM
Update 27

Quote
We've spent a lot of time this week traveling: J.W. traveled across the Atlantic to work from the U.S. for a few weeks leading up to E3. Rami traveled from the Netherlands to Los Angeles for a Sony event, and then to Moscow and Antwerp for two talks he gave on game design. In other works, we've been extremely busy, and as such this is a very simple update, bringing a couple of interesting new features.

The most noticeable will be the big, ugly question mark icon you'll see in the main menu. This is where you can get a bit more information on the build you're currently playing. It'll show you what version you're playing, a summary of new features, and has a link to the changelog and forums.

If you manage to make it to the Scrapyard, a brand new enemy type will be waiting for you. Besides a pile of bug fixes (random character now works again with quick restart), Rebel's Allies have gotten a quick buff. They're now a tiny bit smarter, more dangerous, and smoke heavily when they're about to die. That way you'll have a better chance of healing them by spawning another Ally right at the last second.

Features
Fire Salamanders
There's now a thing in the main menu you can click for information on the current update.
Rebel's Allies are now a bit more useful.

Balancing
Guardians now wait a bit longer before attacking at the start of a level.
The Nuke is now easier to steer around.
If a group of I.D.P.D. spawns, there's a tiny delay between each portal opening.

Fixes
On popular request and because it makes total sense, if you pick a random character and quick restart, you'll get a new random character instead of the initial one again.
Gamepad aiming for a lot of weapons should be fixed.
Probably fixed the Steam overlay not disappearing properly.
Fixed a bug caused by drawing the darkness layer.
Fixed two bugs where big weapon chests turned into cursed weapon chests, and golden weapon chests turned into big weapon chests when opened.
Fire Trap scorch marks now also show on grass.
Fixed a glitch with the Ion Cannon HUD icon.

Misc
Nukes now spawn a ring of smoke when exploding.
Exploding Guardians now have different, still placeholder bullets.
The Extra Feet mutation now makes you play extra footstep sound effects.


This week
We'll continue working on the Palace and the final moments of the core loop in the weeks leading up to E3. We've been having great discussions internally about the later levels of the game, the Labs and the Palace. We're also slowly revving up on making sure the earlier levels get a proper extra pass after we lock down the 7th world.
Title: Re: Nuclear Throne (Update #28) $
Post by: getter77 on May 25, 2014, 08:08:47 PM
Update 28

Quote
This week features a lot of behind the scenes work, a ton of fixes, some interesting balancing, and a small amount of cool new features! Let's just get right to it.

Features
Mutations are now shown on the game over screen.
You can now stumble upon rare IDPD Chests.
Crown Vaults and ??? now have their own ambient tracks.

Balancing
Spawning into a level now destroys a nearby walls. This'll actually have a bit of an influence on the gameplay, so we're curious to hear your thoughts!
Less enemies spawn around Big Dog.
Toxic Barrels no longer spawn right next to you.

Fixes
The invisible/invincible character glitch should be fixed.
The volume changing sqrt bug should be fixed.
Fixed a lot of bugs related to quick restart. This should get rid of the tan screen bug, and the automatic return to main menu bug.
Rhino Freaks should no longer glitch into walls.
Weapons no longer travel with you after dying on a portal.
Fixed a bug that was caused by bosses spawning right before/after your death.
Fixed an error caused by dying during the Big Dog battle.

Misc
Ambience tracks are now streamed, should decrease loading times a tiny bit.
Big Bandit now has a new dash sprite, closer to what it'll eventually look like.
The update icon now looks nice.
You can now quick restart with the gamepad, it's the same button you use to pick up weapons.
Title: Re: Nuclear Throne (Update #29) $
Post by: getter77 on June 01, 2014, 02:08:55 AM
Update 29

Quote
Update number twenty-nine brings you a ton of good stuff. First of all, three new weapons with beautiful placeholder art. The weapons are all relatively high level, but aren't giant ammo eaters like most in that category. The Smart Gun is a high rate of fire machinegun that automatically targets the enemy closest to the cursor, the Heavy Crossbow is a crossbow that uses two bolts to fire a double-damage, slower bolt, and the Blood Hammer is a melee weapon that causes Blood Explosions on impact, at the cost of absolutely no ammo!

Besides that, the Fire Salamanders and basic Guardians have been given sound effects, and gold and cursed weapons now have their very own colored outlines on the HUD. We did a bit of tweaking to the IDPD, Laser weapons and Portal cameras, made the game pause when you accidentally click outside of the window or Alt+Tab, fixed an ugly visual glitch where shadows were drawn outside of the level, and even found the time to balance energy weapons a bit and fix a dumb bug in the Flame weapons that allowed you to kill Big Dog in 2 seconds! And that doesn't even include the work that has been going on behind the scenes...

Anyway, we're curious as always to hear your thoughts! Enjoy.

Features
The Smart Gun.
The Heavy Crossbow. This thing shoots what seems to be two bolts taped together... Very work in progress!
The Blood Hammer, causes Blood Explosions on impact.
Sound effects for the Fire Salamanders.
Sound effects for the basic Guardians.
Gold/cursed weapons now have colored outlines on the HUD.

Balancing
IDPD now need to be within a certain range of you to throw grenades.
IDPD Grunts no longer spawn on chests after the caves.
Flame weapons have been nerfed a bit and should no longer be able to completely trash bosses.
Laser Cannon has a higher rate of fire.
Laser Pistols now have a slightly lower rate of fire.

Fixes
Shadows are no longer drawn outside the level, several issues with this have been fixed.
HP can no longer go under 0, sorry Sharp Teeth Chicken users.
The Golden Hammer now draws properly in the HUD.
Some of the wall collisions have been reworked.

Misc
The game now pauses when unfocused!
The camera is now pulled less towards Portals.
Added a rare little visual joke to the Mimics.
A new tip for Rebel.
Palace ambience track has been updated.
Title: Re: Nuclear Throne (Update #30) $
Post by: getter77 on June 08, 2014, 11:59:59 AM
Update 30

Quote
This may not be the biggest update, but we feel like it's worth it just for the incredible new Ally spawning animation Paul Veer made!

A lot of this week's work has been behind the scenes, but we've still been getting some substantial (mainly late game) things done.

Palace has gotten not just a graphical update, with new floor and wall tiles, and new props, but has also finally gotten it's very own algorithm. It is now no longer shaped like desert, and interestingly, Palace levels are now bigger than the other normal levels. To counter the increased amount of enemies spawned because of the bigger levels, the IDPD presence in Palace has been reduced a bit.

The weapons added last week now have proper graphics, and we've made the Alligators more visible for colorblind players.
There's also the Lightning Cannon now. It's an interesting high level weapon, as you'll notice that missing enemies with it can deal way more damage than direct hits.

Oh, one last little fun thing for those it applies to: Bosses now have more HP depending on what loop you're in. We'll probably take this out at a later point, so enjoy it while it lasts! ;)

    Features
    Allies now have a super sweet appear animation.
    New floors, walls and props in Palace.
    Palace levels are now bigger and have their own algorithm!
    The Lightning Cannon.
    New, proper art for the Blood Hammer, Smart Gun and Heavy Crossbow.

    Balancing
    Allies now last slightly longer.
    Less IDPD spawns in Palace.
    Heavy Crossbow bolt damage has been increased.
    Bosses now spawn with more HP after each loop.

    Fixes
    Fixed an error caused by lightning spawned after death.
    Fixed some palace prop positioning.
    Fixed a typo in the corwn of haterd.
    Tried working on some lag issues.

    Misc
    Allies now bleed instead of smoke.
    Alligator colors have been changed for the colorblind.
Title: Re: Nuclear Throne (Update #32) $
Post by: getter77 on June 22, 2014, 08:33:48 PM
Update 32

Quote
We've got a whole range of different things happening this week.

Arguably the one we're most excited about, is the addition of small explosions. These do not only mix up the look and feel of larger explosions, they also allow us to introduce the brand new Crown of Explosions.

This Crown adds a tiny explosion to EVERY larger explosion spawned in the game. We've also spent some time revisiting the plasma weapons, resulting in a more interesting projectile behaviour & the deadly Plasma Rifle.

Speaking of revisiting, Paul's been working towards a bit of a new look for the Desert tiles. We also added a machine gun called the Pop Gun that shoots shotgun pellets instead of bullets. Anyway, that, and a lot of balancing and fixing!

Features
Tiny explosions.
Plasma Rifle.
The Pop Gun.
Got rid of the Crown of Life, replaced it with the Crown of Explosions(temp name).
Desert, Sewer & Pizza Sewer floor tile update.

Balancing
Chicken now dies quicker from being headless.
Crown of Guns spawns a bit more guns.
The way Plasma weapons work has been changed.
Several in-game explosions/explosive weapons have been changed to work with the new tiny explosions.
Explosions spread out a bit less.

Fixes
Music and ambiances are now stereo!
There should no longer be big squares appearing for a frame when you blow up walls.

Misc
Something happened to the bandits in the Frozen City.
Lightning Ball & Lightning Cannon got their own art.
New Torches in the Crown Vaults.


Features
You can now toggle the gamepad on/off at any time by pressing G on the keyboard.

Fixes
Enemies are back in 7-3.
Some collision changes that might fix a lot of problems.
Rebel's Allies should no longer turn invincible when hurt during their spawning animation.

Misc
Heavy Bolt sprite updated
Added some new tips.
Title: Re: Nuclear Throne (Update #34) $
Post by: getter77 on July 05, 2014, 10:10:44 PM
Update 34

Quote
Welcome back to our weekly Nuclear Throne updates! After last weeks literally huge addition, we're able to be way more open with our development again! No more secrets!

We decided it was about time for a new character, so we'd like to introduce to you what most of you have already seen on the livestreams: Horror! A deadly mutant made out of pure energy, able to shoot a massive beam at the cost of radiation! There are a lot of interesting gameplay possibilities opening up with this one, and we're excited to see all sorts of new strategies.

With the help of the people behind Game Maker we hopefully fixed the infamous Mac special ability bug. Other than that, there's a new gun, lots of energy weapon balancing, a cool new crown, and we've reworked the Big Dog level a bit, hopefully resulting in better spawns. It might make the fight a bit too easy for high-level players at the moment, but we can always fix that later. We're interested in seeing what the increased access to world 4 and beyond will teach us about the balance of the game.


Features
Horror - a pure energy being that can turn radiation into a deadly beam.
Big Dog spawn modified to be more fair.
The Crown of Choice. Allows you to take only one weapon through each portal, but always spawns you right next to a free chest or radiation canister.
The Pop Rifle.

Balancing
Energy ammo amounts are slightly lower.
Energy Sword rate of fire has been decreased a tiny bit.
Energy Screwdriver has a higher rate of fire.
Energy Hammer uses less ammo.
Laser Cannon uses less ammo.
Less IDPD spawn after having visited a Crown Vault.
Bolt Marrow is way more effective with the Disc Gun now.

Fixes
The terrible Mac special ability bug should have been fixed!
Long Arms now works with the Energy Sword and Hammer.
Removed the Generators in 7_3 for now, fixing an exploit that allowed you to skip the Throne.
Allies no longer shoot at the wall when there are no enemies around.
Fixed the Sledgehammer HUD icon.

Misc
Added Big Radiation Canisters.
Removed the option to pick a random crown, for now.
Carpet now makes your footsteps sound nice and soft!
Fixed some tips.

Known bugs
There's a minor bug with Horror thatwe're aware of, where gamepad users won't be able to pick the second mutation offered through Crown of Destiny.
Title: Re: Nuclear Throne (Update #35) $
Post by: getter77 on July 12, 2014, 10:11:32 PM
Update #35

Quote
After two huge updates, this one is more of an in-betweener, lots of things happening that are on their way to being great. Most notably, there's now a simple "map" on the game over screen, showing your progress. It's super work in progress, and not what we want it to eventually be like at all. For the sake of open development, it's in there though.

Our plans for it include shortening the transition levels, showing what secret areas you entered, showing your best so far, and representing loops in a cool way as well. Right now however, it's not much more than a skull on a line.
Besides that, Paul's done a huge update on the art for the Throne! It's still not done, but should give you a way better view of what we're aiming for with this thing.

There's also a Toxic Launcher, various fixes and balancing things after last weeks Horror update, and most importantly, golden weapons now sparkle!

Features
Golden Weapons are now 40% shinier!!!
The art for the Nuclear Throne has been updated a bit! We're about half-way there now!
The Toxic Launcher.
A very, very early "map" on the game over screen.

Balancing
Big Radiation Canisters now have a lot more HP.
REDACTED now charges at you when out of REDACTED .

Fixes
Horror now sounds the same as Fish, instead of being silent. This should help a bit with knowing when you get hit. Real voice coming up later.
Fixed a couple of problems with REDACTED .

Misc
You now loop through a green portal!
Title: Re: Nuclear Throne (Update #36) $
Post by: getter77 on July 20, 2014, 04:49:19 PM
Update #36

Quote
My grandmother always used to tell me to take care of myself first, because otherwise you can't care for anything else. We took her advice to heart this week, because we've been working to our maximum ability for an extended time now. Jan Willem went & biked through the Netherlands for a few days, Rami played the Destiny beta and One Must Fall 2097 and the rest of the team similarly worked a bit less this week.

The people that create the coding engine for Nuclear Throne ensured us this build would fix the OSX right-mouse problems, but we didn't have a chance to verify that, so consider that a "maybe". If not, let us know in the forum and we'll see if we can get them to issue a hotfix for us.

That doesn't mean there's nothing for you all to play with, in fact, we've added what we think is one of the coolest looking weapons in Nuclear Throne, along with some fixes.


Features
The deadly Flame Cannon!

Balancing
Big Rad Chests now have more HP!

Fixes
Fixed an error caused by Big Dog and Laser Crystal draw code.
Y.V. now has his voice back when using Pop Pop or Brrrap!

Misc
Horror now has a preview image in the menu.
Toxic Launcher/Grenades now have their own art!
Golden Chests now sparkle!
Updated the Throne corpse and death animation.
Title: Re: Nuclear Throne (Update #37) $
Post by: getter77 on July 28, 2014, 01:29:23 AM
Update #37

Quote
This is an exciting update for us! Not only should it improve Palace a lot, it changes up a lot of damage and ammo values! We suggest quickly checking out the "balancing" list under here, because it's too much to cram into a sentence, and might change the way you build your run quite a bit.
You'll now find brand new, deadly Guardians in the Palace that replace the old Ghost Guardians, will (possibly) reach a way better looking Nuclear Throne, and most importantly: Assassins now stop and wait for a couple of milliseconds before attacking!

This update log is a bit shorter than usual because Rami is typing it from a hotel somewhere in London, after a family birthday and a holiday, while getting ready for gamescom and PAX.

Features
A brand new type of Guardian in the Palace, replacing the old Ghost Guardians.
A massive update to the art and animations of the Throne!
Most significant: Assassins now stop and wait a couple of milliseconds before attacking.

Balancing
Bullet drops contain more ammo.
Energy drops contain less ammo.
Lightning now deals more damage.
Flames now deal slightly more damage.
Higher impact damage for the Flame and Lightning Cannon projectiles.
Slightly higher impact damage for the Flak Cannon.
Stress has been made more effective, now increasing your rate of fire up to 80%!
Sharp Teeth now deals double the damage you've taken.
Teleporting Guardians no longer reappear as close to the player.
Guardians (except for the new ones) now deal less melee damage.

Fixes
Fixed a visual bug that caused some props to shake.
Fixed another error caused by turning volume all the way down.
You should no longer be able to spawn next to explosive barrels in one of the secret levels.

Misc
Rebel's Allies are now a source of light in the dark levels.
Title: Re: Nuclear Throne (Update #38) $
Post by: getter77 on August 02, 2014, 05:42:17 PM
Update #38
Quote
As Paul is working on a big piece of art that'll help us finish up the Throne, we continue the balancing and fixing of last week! We've spent a lot of time on fixing coop this week, requiring us to redo large parts of core code to account for more than one player (remember, we added coop halfway through on your request, so the game was never built to support that originally!). As a result, coop should now be a lot less buggy and way more fun. Fish should be way more capable when rolling, and we decided to throw in the deadly Lightning Hammer! Other than that, another load of balancing, some new tips when looping, a Rusty Revolver for Horror, and tons more! Here's an overview of the main changes this week.

Features
A lot of the weird coop bugs have been fixed! You should no longer be able to travel back to earlier areas! There are still some issues with mutations, but we'll get on those soon!
The Lightning Hammer.
Fish now rolls faster and shorter! #teamfish

Balancing
Racing Mind has been buffed a bit.
Headless Chicken now resets her bleed timer when entering a portal.
Plasma Explosions have been improved.
The Final Boss no longer charges at you when you're too close.
Dog Guardians now wait a bit before responding at the start of a level.
The Pop Rifle has been improved significantly. It now fires automatic and extremely rapid.
Lightning Rifle now uses only 1 ammo.
Lightning Shotgun range has been randomized a bit more.
Laser Rifle has been made less accurate.

Fixes
Fixed more of the infamous sound volume errors.
Euphoria now works on [CLASSIFIED]'s Beam.
Fixed the update screen Forum link.
Lightning Rifle shouldn't crash OSX anymore.

Misc
Horror now always starts with the Rusty Revolver.
The spawning of Portals is no longer limited to a grid.
Added a link to the Wiki in the Update screen.
Added more Loop tips.
Title: Re: Nuclear Throne (Update #46) $
Post by: getter77 on October 12, 2014, 11:59:25 AM
Update #46 on back:

Quote
Wait, what. We've been in Early Access for a year now? Wow! This calls for a celebration!

It's kind of absurd to think that for the past year, we've streamed about 520 hours of Nuclear Throne development and released almost 50 updates of the game. From less than a 100 Google results, Nuclear Throne now has over 300,000 Google results. There are over 40,000 YouTube videos, the majority likely by Sleepcycles, Bisnap and TenguDrop. The Nuclear Throne group has over 5,000 Members, we're listed in dozens of Steam Curator Lists and the game has performed super well for us.

We owe all of this to our amazing team, and to all of you. We can't express just how thankful we are for every single one of you that bought the game, but also those that show up in streams, that create weekly challenges, that offer feedback and criticism, that ask questions in the livestreams or make fan art, fan writing, fan music, fan games or even figurines.

So let's get to update #46! We've got Joonas back! That means there's a lot of cool new sound effects. Jukio made a beautiful minimalist tune that plays in the background after you've defeated a boss. There's also a ton of balancing, and three ridiculous new weapons. Go check the log!

We've been working hard behind the scenes on some future features too. Paul's been creating beautiful enemies and tiles for an upcoming secret area, and we've taken our first baby steps towards seeding. It isn't quite working yet, but we'll hopefully have some first test with that soon! Enjoy!

Features
Some little things to celebrate one year of Early Access!
Sounds for the *CLASSIFIED*!
Three new high level weapons: The Auto Grenade Shotgun, Double Minigun and Gatling Bazooka.
Music for after boss fights.
Music for 0_1.

Balancing
Boiling Veins now works when under 4HP, instead of 50% HP.
Rebel's healing is now rounded down.
Bloodlust has received a tiny buff.
Lucky Shot has received a buff.
Last Wish now fills Rogue's special ammo.
Slugger rate of fire has been reduced a tiny bit.
Rogue Rifle rate of fire has been reduced a bit.
Hyper Launcher deals less impact damage.
Snowtanks now take longer before they'll react to things.

Fixes
Rogue's special, the Nuke Launcher and the Ion Cannon now work with gamepad. All still need some work for usability, but we'll go over gamepad controls at some point!
The LOW HP message no longer intersects with Rogue's special ammo counter..
Boss music no longer keeps playing after *CLASSIFIED*.
Rogue should no longer get stuck because portals won't spawn.
Boss intro's no longer stop all other sounds from playing.

Misc
Disabled the Sentry Gun for now, we're sorry, but it's terrible.
Rogue now sounds as Fish, until she gets her own SFX.
Horror starts with a normal revolver again. We want the Rusty Revolver to stay special.
Sound effects for pop weapons and fire shotguns!
The *CLASSIFIED* no longer fires when you're dead.
The screen now shakes a bit when *CLASSIFIED* walks.
Boss gun audio now works the same as player gunfire, muting out all other sounds a bit.
Rogue has an updated walk animation.
Added some more tips.


Quote
Features
Rogue.

BALANCING:
Gamma Guts now deals slightly less damage.
Cluster grenades now spread out a bit more.
The Pop Gun got an even higher rate of fire, making it impossible to hate.
Grenade Shotgun has slightly less spread.
Toxic damage has been increased.
Wave Gun shoots a few more pellets.
Snowbots now need to be a bit closer before they'll throw a car.
The Flare Gun now spawns earlier.

Fixes
IDPD Inspectors have been sent back to IDPD Academy, and learnt to aim.
Ammo and HP pickups should no longer get stuck in walls!
Weapon Chests opened in narrow corridors no longer cause weapons to freak out and bounce around for hours.
Fixed an error caused by small grenades.
Players should no longer encounter the same level multiple times.
IDPD portals no longer spawn on portals.

Balancing
Rebel has a new passive ability, refilling half her missing health when entering a portal.
IDPD explosions now destroy projectiles.
The lunge on the Chicken sword has been removed.
Plasma Cannon now blows up walls on impact.
Some new tips.
The new grenade weapons have less screenshake when getting launched.

Features
Three new explosive weapons, first of which is the Cluster Launcher.
A GRENADE SHOTGUN. Caps intended.
And obviously, a Grenade Rifle.

Balancing
Gamma Guts now even more damage!
The Hyper Launcher rate of fire has been slightly decreased.
The Lightning Rifle now has a higher rate of fire, but slightly less range.
Laser Pistol rate of fire has been decreased a tiny bit more. More changes to these coming soon probably.
I'm also pretty sure we fixed some weapon spawn positions, but forgot to write it down. Exciting!

Fixes
Lil Hunter now drops 20 rads instead of 2.
Chests should no longer freak out when spawning on top of eachother, digging infinitely long tunnels.
Hopefully the Lightning Rifle no longer makes the game crash on Mac. Please let us know!
Finally squashed the bug that caused Rhino Freaks to disappear when touching a wall.

Misc
Recycle Gland no longer spawns a million +1 bullet popups. This is a temporary fix untill we add a better effect.
Work in progress light beams can be found in the Crown Vaults now!

Balancing
You'll now find a weapon and ammo chest in 7_3.
Rebel's Allies now have a smaller hitmask, making them harder to hit and slightly better at pathfinding!
Plant can now walk over its own snare without it getting removed.
The Wave Gun spawns earlier.
The Pop Rifle spawns slightly later.
Eagle Eyes now gives you even better accuracy.
Proto Statues have more HP.
The Super Flak Cannon now uses less ammo.

Fixes
The game over screen now shows ??? instead of the area number when you die in a secret area.
Ally corpses can no longer be used to trigger portals during boss appear animations.
Blue squares and invisible frames should be gone, hopefully.
Killing the Loop Boss should no longer let you walk outside of the level.
Fixed some crashes/errors caused by IDPD draw code.

Misc
Patience icon no longer look like a potato.
Gator corpses are now darker.
The B music for Palace is exported differently now.
Removed the random offsets chests got at spawn.
Attacking with the Golden Sledgehammer now creates sparks!

Features
A new mutation: Patience. It allows you to delay picking mutations by one portal!
A new B-track.
Way more cover in the palace.
A beautiful new intro to the *REDACTED* fight.
New Proto Statues, both visually and functionally.
A brand new B-skin!

Balancing
A big tweak to Rebel: Allies after the first one now only cost 1HP to spawn, and Allies now always drop Ammo.
Minigun has been made more usable.
Hyper Launcher now costs 2 ammo to use, and is still overpowered.
Cursed Chests now drop even better weapons.
IDPD grenades no longer explode on contact.
Laser Rifle now has a lower rate of fire but is slightly more accurate.
Eyes can now attract rads with their active.
Snowbots have a short delay before they'll throw a car.
The way Fire Shotgun projectiles work has been changed a bit.
Fire Shotguns fire slightly less pellets.
Fire Shotguns now spawn slightly later.

Fixes
Enemies have their attack animations back!
You'll no longer find your own *REDACTED* in 0_1.
Some weird chicken bugs should have been fixed, but please let us know if anything pops up!
Steroids can now repair things with both hands.
Disc Gun discs should no longer get stuck in walls.
Thrown cars are no longer invisible.
Recycle Gland can no longer give you more than max bullets.
Recoded the way bolts stick in enemies.
Lightning Hammer icon should look better.
Dog Guardians no longer take damage from wall debris.
Rhino Freaks should no longer glitch into walls.

Misc
Fire Shotgun art!
Gold projectiles, and *REDACTED* now sparkle.
Some new tips.
Guardian bullets now have nicer art.

Features
Three brand new types of flame shotgun. Enjoy.

Fixes
Coop should no longer skip levels!

Misc
Some updates to 0_1 loop tiles.

Features
A loop-exclusive bossfight, still very, very, very work in progress.
A new B-skin!

Balancing
Assassins have been made about a millisecond faster with their attacks.
Dog Guardians have slightly less HP.
Dog Guardians now drop ammo or health.

Fixes
Main menu now plays the complete track.
Fixed even more music errors.
Fixed some bugs regarding chicken getting revived by mutations.
Portal can no longer spawn outside the level.

Misc
Some new tips.
Title: Re: Nuclear Throne (Update #49) $
Post by: getter77 on November 02, 2014, 05:13:10 PM
Update 49-47:

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Normally, this would be the update where we cleaned up the mess we made with the last one. As an experiment, we decided to do the absolute opposite this time, and just push as far as we could! This update brings two very interesting high-level features to the game. The first new thing is waiting for those skilled enough to reach the sewers on loop. The second thing would be the legendary Ultra Mutations! For this update, you'll be able to level up one more time after reaching level 9. This will allow you to pick an Ultra Mutation. Ultra Mutations are character-specific mutations, that are extremely powerful. In the future, it won't be as simple as leveling up more to get them, but for now, we just need all the feedback we can get.
Seeds have also been fixed slightly, as you can now actually seed different levels with the seed.txt file!

Anyway, enjoy all this horrifying new content, and make sure to tell us what you think! We're going to spend next week cleaning up the mess we made in the last few updates. ;-)

Features
Something terrifying awaiting those strong enough to loop. Work in progress.
Ultra Mutations! At least one for every character.

Balancing
Weapons based on tiny grenades now have slightly different timing.
Frogs now drop more health/ammo.

Fixes
Seeds now work as intented from seed.txt, but need to be numbers only!
Toxic now actually heals Frogs.
Fixed a crash caused by screen shake in the Portal.
Weapons should no longer be unable to fire until swapped after traversing a portal.
Fixed a tip for Horror that was too long to fit.

Misc
Some more tweaks to Big Bandit's spawn.
Some changes to the way Plant's snare spawns, you have to wait for it to connect before being able to fire again. Still requires some camera fixes.


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Ladies and gentlemen, we present to you the very first basics of seeding. That's right: the magic control over random numbers that will allow players to race eachother and challenges to be stranger, and that pave the way towards daily challenges and their leaderboards. This is a very big step, and also a very dangerous step. The following build might be filled with horrible mistakes and bugs! That is, if you go so far to check our detailed seeding explanation at the bottom of this bit of text!

Besides the seeding, there's some good stuff going on in audio and art land! We've got a voice for Horror, a bunch of new art for a secret area we totally didn't secretly introduce last week, and a bit more! Enjoy, and be sure to send us all the weird seeding problems you find!

Features
Very first seeding tests! More information at the bottom.
Sounds for Horror!

Balancing
Some tweaks to non-existing secret area.
Big Bandit can now spawn slightly earlier.

Fixes
Fixed some bugs related to Big Bandit's spawn.
Fixed an error caused by Lil' Hunter.
Fixed an error caused by the Vault Guardian music.

Misc
Some new tips.
Melting now looks a bit less healthy.
A bunch of new art related to a non-existing secret area.
Clams!

Seeding
As said before, we've got the first steps towards seeding now. It'll allow you to manually enter a seed, which should technically generate the same level over and over again. We don't really intend this to be used to get really good at one particular level, as Nuclear Throne is about improvisation and randomness, but it does allow for a couple of cool things, namely, playing the same level as your friends/enemies! Racing! In the future it'll also allow us to do cool things like Daily Challenges.

So how does this seeding work? Right now, it's pretty hacky. It requires you to put a file called seed.txt in your save folder (info below), and in the first line of that .txt you can put any number or text you like, which will then be used as the seed for your level. Delete seed.txt if you want to go back to random runs.

Save locations, might be hidden folders:
Windows user
users/yourname/appdata/local/nuclearthrone/

OSX user
Users/yourname/Library/Application/Support/com.vlambeer.nuclearthrone

Linux user
*home folder*/.config/nuclearthrone

We'll soon integrate this with the options menu, but just didn't have the time and energy left. You see, making seeding was HARD. Every time it was about 99% done, something else went and broke everything else completely. Let's just say JW suffered some migraine to get this working. Anyway, more user friendliness in the future!

IMPORTANT NOTICE
Seeding isn't working perfectly yet. There's at least a couple of things that'll totally break it. First of all, the seeding doesn't know how to handle different routes yet. If you go to a secret level/crown vault, it'll most probably change the levels you'll get. If you absolutely want the same levels as someone else, agree on the route taken towards the Throne. Secondly, enemy drops are not seeded, but random. This means that an enemy might drop different weapons on different runs. We're still looking into how we'll handle this!

If you decide to play with seeds, please let us know your experiences in as much detail as possible. Are you getting different results on different runs? We'd love to know what you did different this time. Thanks!


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If there's any week where you'll really notice that we're back working on the sound effects, let this be the one! There are so many new weapon sound effects in the game now, we're super excited to hear what y'all think! To make our job easier and pretend we wrote a long introduction here, let's just list them all. New sound effects for: Chicken Sword, Energy Sword, Energy Screwdriver, Hyper Launcher, Rusty Revolver, Smartgun, Sawed-off Shotgun, Double Shotgun, Super Slugger, Flak Cannon, Flak Explosion, Super Flak Cannon, Super Flak Explosion, Wave Gun, Grenade Launcher, all Golden weapons, Heavy Crossbow, Super Crossbow, Flame Cannon, Blood Hammer, Blood Launcher, all Lightning Weapons and the Rogue rifle.

Other than that, there's some proper bug fixing and preparations for future updates going on. Heck yes! Have fun!

Features
A million new sound effects.

Balancing
More range for Allies, making Rebel's Throne Butt even more overpowered!

Fixes
Patience now works as it should again.
Inspector slugs can no longer damage you when you're in a Portal.
Fixed various little audio problems.
Named the Double Minigun "Double Minigun" instead of "Minigun", because we're dumb.
Fixed a crash caused by Nukes when the player died.
Fire Salamanders should no longer blow up cars by touching them.

Misc
Updated the post-boss music.
New art for the light beams.
A cool new prop in the desert.
All cannons (except the laser cannon) now break walls on impact.
Lightning Hammer now plays a lightning sound on impact.
Mutation picking now sounds a bit more powerful.

This brings us to a very exciting point in Nuclear Throne! We're getting very close to implementing some of the last big systems before we can start wrapping this baby up!
Title: Re: Nuclear Throne (Update #57) $
Post by: getter77 on December 25, 2014, 10:40:37 PM
Update #57 and on back a bit

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I remember about a year ago, when we thought the game would be pretty much done... Well, that didn't happen, and we have something much more ambitious in our hands than we'd ever had hoped for! Nuclear Throne has really come a long way, and we want to thank you all for being there with us!

This week we've got some sweet balancing and fixes for you, mainly turning Horror into a way more fun character to play as, introducing the sixth Ultra Weapon, and hopefully making laser weapons something comparable to the rest of the arsenal again!

We also want to ask for your help. In the last year, the community has been amazing at giving us feedback as you all got better at playing Nuclear Throne. We've seen people achieve things we assumed impossible, sometimes within ten hours of starting the game, sometimes after playing for over 500 hours.

You've become really adept Nuclear Throne players, and we want to call upon you for your help. We need new players, people that are great players, that would love Nuclear Throne, and we need them to be part of our community. We're sure you know somebody like that, and if you do, we want to ask you to invite them to the Nuclear Throne community. We need fresh eyes on the game, people that will still get decimated by Big Bandit and that will complain about the ravens in the scrapyard. We need to know how they feel about Nuclear Throne, and we need your help to reach them.

So as a token of appreciation for your continued support, and as a way to grow the community for valuable feedback, we want to give every owner of Nuclear Throne by the end of the year (CET) a free, giftable copy of the game on January 1st. This is a one-time gift, and we're afraid we can't make any exceptions to that date, timezone or any other part of this due to logistics. Some terms and conditions apply because we had to have those logistically, and we'll spell those out in a blog post later. Either way, we hope you bring someone wonderful to the community for 2015.

Onto the changelog!

Features
Horror's beam no longer gives you rads when it hits walls, but instead gives you back all rads dealt as damage to enemies upon that enemy's death.
Eyes A Ultra Mutation now makes all projectiles homing. We'd love to know how this impacts your performance, as it's quite some calculations going on when you go wild with a Double Minigun!
Rogue's Throne Butt now simply makes her strikes more powerful. Still needs some work probably.
Ultra Grenade Launcher!

Balancing
Steroids Throne Butt now produces slightly less when firing both at the same time.
Damage for most cannons has been increased.
Messed around with lasers a bit, they're slightly different now.
Laser Brain has been nerfed a bit for laser weapons.
Energy Sword and Hammer have been nerfed a bit.
Recycle Gland has been nerfed a bit.

Fixes
Fixed Fish's Throne Butt, making it way more usable!

Misc
Inspectors now also attract Rebel's Allies.
Lasers glow more, making them feel more powerful.
Fixed a typo in Horror's Throne Butt!

On behalf of the entire Nuclear Throne team - Vlambeer, Paul, Jukio, Joonas and Justin, we'd like to thank you for your support for Nuclear Throne, your enthusiasm and your feedback.

See you in 2015!


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Features
Ultra Crossbow
Horror's third Ultra Mutation. Let's see how this works out! Basically we want to get all the Ultra's in before we start fixing and redesigning the ones that don't work as well!

Balancing
Hostile Horror now gives you 15 more rads on death!
More Big Bandit spawn tweaking!
Snowbot hitbox has been made sliiightly larger.
Changed Hyper Crystal wall destruction and movement code a bit. This one still needs a ton of work though!

Fixes
Portal on 3_3 won't spawn anymore when Big Dog's still sleeping.
Portals now appear again when killing the Crown Guardians on loop.
Daily Runs now always give you that character's default starting weapon. This will mess up your golden weapons for now, but we're changing the way those are handled soonish.
Hopefully fixed the bug where Labs could have a portal open from the start.
Fixed the Ultra Shovel icon.
Airhorn should no longer cause crashes.
Fixed Daily Run data being updated by normal runs.

Misc
Airhorn volume has been increased again, sorry for this one.
IDPD should no longer spawn in Crown Vaults, 7_3 and 0_1.
Crabs no longer destroy props.
You can now find streams and report bugs through nuclearthrone.com

Features
Daily runs!

Features
3D sound effects! Still very early, and broke a couple of things. Explosions might sound super weak.
An improved sound "ducking" system, meaning that loud sounds can make everything else a bit more silent. This makes heavy weaponry sound really awesome.
A first simple round of audio balancing, making everything less of a "play as loud as you can" affair, giving sounds more space & generally also making really heavy things sound a lot better.
Something extremely dangerous in Crystal Caves on loop. Very work in progress.

Balancing
Faster, more accurate heavy bullets.
The [CLASSIFIED] at the start of a loop now clears all projectiles on death.

Features
Ultra Shotgun!
Ultra Shovel!
New Throne Butt for Horror: Using the beam for extended periods of time now heals you.

Balancing
Continuing our much-hated trend, we've nerfed laser damage a tiny bit, we'll see how this goes down in history!
Some changes to Frozen City algorithm. Once again, let's see how this works out!
Robots B Ultra Mutation now automatically eats all weapons left in the level.
Rebel A Ultra Mutation now gives Allies 50% more HP.
Less HP for Snow Wolves.
Slightly more HP for the Snowbots.
Ultra Revolver now deals more damage.
Heavy Slugger rate of fire has been increased.
Removed the explosions caused by Flame Cannon.

eatures
Craters & tiny flames from explosions. Will still get some work in the future!
New Ultra Mutations for Horror, Steroids, Chicken, Rebel and Rogue.
Heavy Slugger.

Balancing
Higher rate of fire for Ultra and Heavy Revolvers.
More radiation gained from the Crown of Hatred.
Eagle Eyes no longer makes you see further. Didn't do too much and just made things more complicated than they should be.

Misc
Golden Hammer is now the Golden Wrench.
Cars no longer die into tiny scorchmarks.
Lab now has tiny floor details.

Features
Ultra Revolver
Ultra Laser Pistol
Heavy Revolver
Heavy Machinegun
The Sledgehammer is now the Wrench, but there's a new Sledgehammer!

Features
Little art details have been added to some of the tilesets. Expect bits of grass and clams, the usual really.

Balancing
Changed Throne Butt for Steroids.
Steroids now also has all weapons fully automatic as their passive.
Getting decapitated as Chicken now lowers your max HP by one, but there are some ways to get it back!
Eagly Eyes now also lets you see a bit further.
Extra Feet now makes you walk normal on all surfaces.
Frog Eggs now have more HP.
Melting's Ultra now requires enemies to have slightly less HP.
Eyes' Ultra radius has been increased slightly.
Nukes now have a smaller hitbox, allowing for better maneuvring.
Shotgun masks are now slightly different, and Shotgun Fingers should work slightly different.
Sawed Off Shotgun now has more range, less accuracy.
Shotgun, Double Shotgun and Sawed Off Shotgun rate of fire has been increased slightly.
Plant's Snare now stops toxic gas.
Toxic Barrels now have bigger explosions.
Golden Weapons now only appear after looping.

Misc
Eyes' Ultra is now explained better.
Rogue Ammo canisters can now be "opened" by Portals.
New bone pile prop.
Art for the horrific boss waiting in loop has been updated.
A new rare tip has been added.
Title: Re: Nuclear Throne (Update #60 "The Gun") $
Post by: getter77 on January 25, 2015, 09:38:01 PM
Update #60

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Brace yourselves, this is a big one! Our short break helped re-energize us a bit, and that has resulted in this ridiculously feature-filled monster of an update.

Let's just dig into things: First of all, we've broken the 100-gun barrier, putting us at a grand total of 101 weapons! Celebrate this landmark moment by trying out some of the new Golden Weapons, or the incredibly powerful Devastator!

We've also managed to include the final Ultra Mutations, with brand new abilities for Fish, Plant, Eyes (we replaced the homing projectiles with something way more fun), and Yung Venuz. This doesn't mean we're done with the Ultras, as some of them might still be changed around and most of them still need some love, but it does mean you can safely take the Crown of Destiny without ending up with empty hands!

Besides all that, all the weapon sound effects have been redone and we've added a bunch more sounds to weapons that didn't have their own voice yet. There's also two new ambiences for the 0_1 level, an updated Crown Guardian track and a unique little jingle for when you beat those! And all that is just the main features, we haven't even gotten to the fixes (hammerhead and strong spirit have been given a boost), the new ultra icons, or any of the millions of other things we've done!

Please dig in, and let us know what you think!

Features
A new load of Golden Weapons! Say hello to the Golden Slugger, Assault Rifle, Plasma Gun, Screwdriver, Splinter Gun and Bazooka! These won't be nearly as easy to get as the normal Golden Weapons.
The Devastator.
New Ultra Mutations for Eyes, Fish, Plant and Yung Venuz!
Icons for all Ultra Mutations, Hammerhead and Strong Spirit.
Remastered and brand new weapon and swap sounds!
Updated Crown Vault tracks, and new ambience tracks for 0_1.

Balancing
The Heavy Slugger now has a way higher rate of fire, but less range.
Hammerhead now requires you to really push against a wall.
Strong Spirit now saves your live once, and recharges by returning to full HP. Really needs visual some effects for communication purposes, but we haven't gotten to that yet.
No more Crown Portals in the Palace!
Robot gets slightly less drops from eating Golden Weapons now.
You'll no longer find the Golden Revolver on loops!

Fixes
Robot's Regurgitate should now work as intended.
Fixed a problem with the ambience track in the menu.
Steroids doesn't have Stress by default on their secondary weapon anymore.
Weapon Chests on the same level should've stopped dropping the same weapon.
Fixed a problem with the Ultra Shovel HUD icon.
Fixed the sprite origin of the Hyper Rifle and Plasma Minigun.
Fixed a crash related to the Sewers loop boss.
Hopefully fixed the early portal bug Big Dog has.
Fixed the description for Plant's Throne Butt.

Misc
Tweaked the way mutations look on the HUD.
Ultra weapons now have green outlines on the HUD.

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Features
First batch of Ultra Mutation icons!
The ridiculous Plasma Minigun.
Improved sounds for the bullet weapons. Still a test!

Balancing
More Hammerhead range.
Slightly more slug damage.
Y.V.'s Throne Butt now reloads faster.
Plant's Throne Butt now requires enemy health to be slightly lower.

Fixes
Stress now works with Steroids' seconday weapon.
Fixed a glitch with the Golden Laser Pistol HUD icon.
Possibly fixed a problem with no portals spawning.
Possibly stopped Scorpions from glitching into walls.
Total Recall no longer stacks Rhino Skin, Eagle Eyes, Back Muscle & Extra Feet.

Misc
3D sound should sound slightly better. This is very much a continuous work in progress.
Rogue now gets a popup when picking up Portal Strike ammo.
Super Toxic Fro-oh who are we kidding nobody calls them that anymore-Super Ballguys now blow up walls when destroyed.

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Features
Hammerhead mutation! Break through walls and create instant cover, clever ambushes, or just have a good time!
Strong Spirit mutation, saving your life whenever you need it most (at death)!

Balancing
Ever so slightly higher rate of fire for the Slugger.

Fixes
Wild Horror beam drops rads again.
Sleeping Assassins and Smoking Gators now drop rads again.
Fixed a glitch with the Lightning Hammer icon.

Misc
Eating an Ultra Weapon as Robot now gives you some rads!
Crown of Choice no longer removes one gun, instead makes enemies drop less rads. Needs a new name probably!
Title: Re: Nuclear Throne (Update #91 ARRP) $
Post by: getter77 on September 21, 2015, 12:05:07 PM
Update #91 ARRP.....yeah, there's been some since~

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Whoa, the end? Is this really it? After years of updates, Nuclear Throne has come to an end?

Well, no, not just quite yet. While we are absolutely getting really close now, there are still a few updates coming before we wrap up Nuclear Throne. J.W. just wanted to sound dramatic.

We did actually start implementing an ending. Go find the Nuclear Throne, and see for yourself! This also means entering a loop has gotten a bit more complicated. As always, big updates like this might roughen things up a lot, but we're super excited to have reached this point. Once these things are smoothed out, we can really move on to actually polishing everything and wrapping up the game!

With this update also comes our sincere apologies for the massive disaster that was last week's update. It's always a bit of a mess overhauling core systems, but we didn't quite anticipate the level of carnage the update would bring. We hope this update fixes most of those issues, although some bugs and crashes might remain. Just let us know in the forums - while we might not respond to everything always, we do actually read everything.

As you might notice, polish and balancing have already taken a bit of priority this update, and that'll only increase in the next few weeks as we gear up for 1.0. There's loads of things this week, so just dive into the detailed changelog and enjoy the hard work we've brought you!

Features
The beginning of the end.
Actual in-game art for all the crowns!
A massive art update to the Sewers, Scrapyard, Caves and Frozen City! We're really happy with how things look now.

Balancing
Changed the Crown of Risk. Now gives you more drops when at full HP, and less when not.
Changed the Crown of Luck. Now makes you start levels with 1HP, and randomly starts some enemies with 1HP as well.
Projectiles from the  can now be deflected with melee but will still explode when hitting walls.
Strong Spirit now requires you to reach the next area before recharging.
Super Flak Cannon uses slightly less ammo.
IDPD Plasma now explodes when hit instead of being deflected by melee.
Big Rats now deal more damage when dashing.
The Buff Alligator now shoots slightly faster projectiles with more spread.
Snow Tanks have been given faster reaction time.
Energy Hammer rate of fire has been decreased.
Super Slugger rate of fire has been increased.
Bouncer Shotgun now costs 1 less ammo to fire and shots have a tiny random offset.
Elite IDPD now spawns running.
Energy Sword and Energy Hammer now both spawn 1 area later.
Scorpions now have a minimum firing range.
Loop enemy groups now scale with loops.

Fixes
Fixed a lot of the crashes introduced in the last update.
Quick Restart now gets rid of crowns.
Mutations are no longer kept between games.
No more crowns/cursed chests on dailies from the start hopefully.
Health higher than max is no longer drawn.
 
Reload values are shown properly on the HUD when usings Y.V.'s active.
Fixed the HUD Ultra icons for Crystal and Fish.

Misc
Update to Crown Vault tiles.
Update bullet, shotgun, and slug projectiles for readability.
New Portal Strike graphic.
Update Guardian projectile graphic.
Tweaked the IDPD portal graphics.
Even more ways cars can appear in the Scrapyard!
Tiny weapon swap animation on the player.
Changed the conditions that trigger B-tracks a bit.
Vault Statues are now always surrounded by some bandits.
Crown movement has been updated.
Updated Strong Spirit again for readability.
Tiny tweak to Eyes A Ultra icon.
Hopefully fixes the Linux crashes for a few more people. Still not everybody, we think. Let us know if it persists!

As always, thanks for being with us on this entire journey. Now that we're at the Beginning Of The End, it's increasingly clear to us just how much we depend on you to give us the feedback we need, spread the word to reach new players and to keep us motivated until the finish line. It's just a bit longer, and things might get a bit... irregular the next few weeks. We hope for your continued support!