Patch Notes (289)
Author: IndecisionLabs,
published 2 weeks ago,
New
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[*] New tier of procedural generation chunks.
[i]This is laying the groundwork for the smaller randomized chunks I think the maps were lacking to improve variability at a smaller scale. You will see some of these in Foothills this update, but expect more integration of them throughout the game over time[/i]
[*] New boss attack
[*] New(ish) enemy type: Fallen Knight
[i]High difficulty waves have a small chance to get spicy[/i]
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Updates
[list]
[*] Overall color palette updates
[*] Various vfx updates
[*] You can now view loadouts in the end mission screen
[*] Various hud and menu visual updates
[*] Changes to various large and medium Foothills map tiles
[*] Bosses now count toward danger limit, reducing the amount of other enemies that can spawn while a boss is alive.
[i]This should help in those instances when the boss spawns during a wave[/i]
[*] Hide HUD input is now mappable in the controls settings
[*] You can now set for dashing while moving forward to jump instead in movement settings
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Fixes
[list]
[*] Fixed not being able to turn Energize off when having less than 1 seconds worth of energy left
[*] Fixed source of power just disappearing instead of exploding sometimes
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Demo
[list]
[*] Updated to match
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