Author Topic: Nuclear Throne (Update #91 ARRP) $  (Read 34327 times)

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Re: Nuclear Throne (Update #23) $
« Reply #15 on: April 20, 2014, 02:26:28 AM »
Update 23

Quote
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.
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Re: Nuclear Throne (Update #24) $
« Reply #16 on: April 27, 2014, 02:08:05 AM »
Update 24

Quote
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
Brian Emre Jeffears
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Re: Nuclear Throne (Update #25) $
« Reply #17 on: May 04, 2014, 03:09:45 AM »
Update 25

Quote
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.
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Re: Nuclear Throne (Update #26) $
« Reply #18 on: May 17, 2014, 12:55:10 PM »
Update 26

Quote
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.
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Re: Nuclear Throne (Update #27) $
« Reply #19 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.
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Re: Nuclear Throne (Update #28) $
« Reply #20 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.
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Re: Nuclear Throne (Update #29) $
« Reply #21 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.
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Re: Nuclear Throne (Update #30) $
« Reply #22 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.
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Re: Nuclear Throne (Update #32) $
« Reply #23 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.
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Re: Nuclear Throne (Update #34) $
« Reply #24 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.
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Re: Nuclear Throne (Update #35) $
« Reply #25 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!
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Re: Nuclear Throne (Update #36) $
« Reply #26 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.
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Re: Nuclear Throne (Update #37) $
« Reply #27 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.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

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Re: Nuclear Throne (Update #38) $
« Reply #28 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.
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Re: Nuclear Throne (Update #46) $
« Reply #29 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.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training