Update #91 ARRP.....yeah, there's been some since~
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!