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Devlogs

Patch Notes 0.1.8

Resplendent
A downloadable game

Player

-The Inventory now has a sorting type that changes between "All" and "Favorite" using the 'Up' arrow.

-Shield now recharges by 1% of max Shield. Fixed an issue where Shield recharges were inconsistent in builds. 

-Fixed an issue where moving, evading diagonally would yield farther traversal than moving in single directions.

Weapons
-Weapons can be favorited using the 'F' key on the Inventory page (Main Menu, in-game).

-Weapons can no longer be switched during reloads.

-Weapons roll with a new RNG element: Platforms
     -Default: Leaves base Weapon performance unchanged.
     -Efficient: Increases damage, zoom, aim assist, reduces fire rate, recoil.
     -Chatter: Reduces damage, aim assist, zoom, increases fire rate, recoil.
     -Tempered: Increases damage, fire rate, zoom, aim assist, reduces recoil.
     -Siphonic: Adds 1% of Health, Shield on hits, 15% on Melee kills.
     -Mining: Spawns, shatters a Lucent cluster on any hits.
     -Trenchant: 
          Weapon hits apply Health debuffs.
          Melee hits apply Damage Over Time.
          Evading applies Slowed.
     -Cache: Regenerates +1 Grenade charge every 2s.

-Weapon Rarity changes: 
     -Rarity 1: Platforms only.
     -Rarity 2: Platforms + Stat Cheats.
     -Rarity 3: Platforms + Stat Cheats + +1 Functional Cheat.
     -Rarity 4, 5: Platforms + Stat Cheats + +2 Functional Cheats.

-Added new Weapon type: Grenade Launcher

-Added new Functional Cheat: Activator Drone
     -Selects targets at random or through manual aim to attack
     -Attacks trigger passive-based Platforms.
     -Its weapon launches rockets on Cache platform weapons.
     -(Fated) Attacks activate "Wait! Now I'm Ready!", Efficacy, Inoculated, Cadence, and Enshroud.

-Added new Exotic Functional Cheat: Flashpoint (Grenade Launcher)
     -Fires floating Lucent mines for manual detonation.
     -Switching Weapons leaves mines intact.
     -Companion Cheat is Positive-Negative.

-Improved Superweapon Firing VFX (Apathetic - Exotic Pistol).

-Fixed an issue where Weapons would subtract from reserves instead of their magazines when firing immediately after auto-reloads.

-Fixed an issue where Forager (Fated) was activating on Underfoot (Exotic SMG).

-Mercies (Exotic Semi Fire Rifle) Player Camera vertical clamp increased to 89.

Enemies

-Combatants now possess additional identifiers
     -Melee enemies now use appendages that extend/retract during attacks.
     -Range, Jump enemies, Replevin Keystone boss now use mandibles that open/close during attacks.
     -Pounce enemies' front graft colors take after Lucent cluster colors.

-Replevin Gatherer fight has been improved: 
     -Now throws full Lucent crystals instead of clusters, requiring multiple hits to shatter.
     -Gathers its crystals by jumping through the ceiling, returning to the arena after collection.
     -Hitting the crystal slightly delays the throw timer.
     -Fixed an issue where their attack window could be reset perpetually by approaching, retreating from the boss.

-Fixed an issue where Replevin Charger boss refused to attack while living enemies remained on higher floors.

-Replevin Ambuscade now prevents other crystals from priming if another crystal is already primed.

World

-Level 03: Reduced prop density, slightly increased light brightness in boss arena. Removed level geometry suspected of blocking Boss ability to see Combustible Lucent crystals.
-Level 05: Replevin Keystone boss health clamped to 50% until Phase II starts.

-All Levels (Campaign, Viricide) have been updated:
     -Levels are more "linear", telegraphing clearer paths
     -Levels 02, 03, 04, Viricide 01, 02, 03 introduce Environmental Hazards
     -Enemies can spawn through floors, walls, ceilings, or use jumps to reach Players faster.
     -Level 02: Number of Tram cars reduced
     -Level 03: Residential hallways cordoned off to improve level pacing.
     -Level 05: Barred access to platforms, preventing boss cheesing.

-Door models have been improved: 
     -Doors now use bright green, red coloring to denote locked, unlocked state
     -Consoles can change the colors of a specific door side.

-Console models have been improved: 
     -Consoles are now grey constructs with dark red, blue coloring. Approaching with a matching key changes its design to a bright red, blue color.
-Level 05: Improved Elevator shaft design to remove lightmap baking artifacts.

-Level 04: Fixed Tram room ceiling region lightmap baking artifacts.

Game

-Damage sources are now color-coded:
     -Weapon: White
     -Melee: Purple
     -Destruct Grenade: Orange
     -Damage-over-time: Green
          -Positive-Negative: Blue
     -Lucent: Cyan
     -Activator Drone: Yellow
     -Superweapon (Apathetic - Exotic Pistol): Red
     -Old damage: Silver

-Recent damage font size is higher; older damage is smaller. 

-Loot Delivery items have been updated:
     -Gray Lucent clusters spawn that use rarity-based colors
     -Approaching reveals UI detailing weapon attributes
     -'2' adds the Weapon; 'Down' arrow adds as favorite

-Fixed an issue where deaths after boss clears would reload the level by checkpoint, soft-locking progression.

-Added Health pickups. Collecting one restores Health to 100%. 

-Improved Ammo pickup visual appeal.

-Added Viricide 03 to Viricide mode.

-Added Colorblind support settings on the Main Menu.

-Improved Controls page readability:
     -Movement, Inventory, and Combat behavior are structured into blocks with their respective inputs.

-Added new Transition Backgrounds when loading Campaign, Viricide games.

-Fixed an issue where the Game End Timer would not reset after the first Viricide clear, revealing the results page immediately on later clears. 

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