Posted June 28, 2021 by GhostlyFeline
-Configuration files from older builds will fill in missing variables upon loading.
-Adjusted hang time calculation on boss healthbar.
-Shard type enemy projectiles now have a scaling animation when they appear/disappear.
-Fixed a bug with player melee projectiles dealing multiple hits to shields.
-Fixed a bug where gamepad right trigger would activate focus regardless of bindings.
-Fixed a bug where the game would crash on startup if you had custom controls configured.
-Tanky enemies now have a healthbar that appears above them.
-Emphasized the animation of the in-game points text.
-Lengthen the time the in-game points text lingers for item pickups.
-Zoom in effect during spell charge is more exaggerated.
-Unique sounds effects for normal gems, big gems, buffed normal gems, buffed big gems, and health items.
-Small gem pickup sounds will pitch shift up as you grab many of them in a short time.
-Typing in your name once will save that name for leaderboard entries in the rest of that playthrough.
-When a bomb spell becomes available, a sound cue will play.
-Added an option to enable auto-fire shooting.
-Moved the armor indicator below the player.
-Running out of armor will activate a 10 frame bomb hitbox that clears bullets.
-The Gem Power icon now moves so that it doesn't overlap the number next to it.
-Bomb energy meter is now faded when you are low on energy, and flashes when you can use a bomb.
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-The synergy multiplier on the hud has new graphics.
-When the multiplier levels up, the number graphic will play an animation.
-Synergy combo hits that trigger a level up will replace the normal text with the current Synergy level.
-Bomb Spells with an attack component now use the attack buffs from Synergy Boost and Synergy Break.
-The boss defeat bonus now uses the synergy boost multiplier. The base value has been reduced to 100000 to compensate.
-All levels now pause the synergy timer upon defeating the stage boss.
-Synergy multiplier and S-break are now saved between stages in Story Mode.
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-Using a bomb when at x2 multiplier or above will trigger Synergy Break, a timed boost to scoring, damage, and armor!
-Synergy Break locks in the current Synergy Boost multiplier. Leveling up the multiplier is disabled.
-The duration depends on the multiplier level that the effect was triggered on. The range is 5-20 seconds.
-The damage buff depends on the multiplier level that the effect was triggered on. The range is x1.05 to x1.25, stacked on top of existing Synergy damage buffs.
-Point items will have an increase in value depending on the multiplier level that the effect was triggered on. The range is x1.2 to x2.0.
-Synergy Break gives you armor to take extra hits. The range is 1-3 hits. Everything between x2 and x6 is 2 hits. Synergy Break will immediately cancel if you run out of armor.
*Since Fia's bomb also provides armor and stacks on top of the S-Break armor, getting hit will prioritize Fia's armor to preserve S-Break.
-Upon completion, Synergy Break cancel Synergy Boost and reset the multiplier to 1. A display at center screen will show points earned during S-Break.
-During Synergy Break, the meter that would normally show the Synergy Boost combo timer will instead show the Synergy Break timer.
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-Spread shot now does 1.8 damage per bullet.
-Spread shot cooldown has been decreased to 9 frames.
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-Added sound and particles to bullets cancelled with Temporal Warp.
-Added sound to colliding with hazards in Temporal Warp.
-Circular timer for Shooting Star armor has increased in size.
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-Explosive Punch now does 20% of the enemy's health instead of 25% as base damage.
-The incinerate property of Explosive Punch no longer applies to bosses. Even if the boss is low health, the punch will connect.
-Bullets that are shattered by chain reaction will only count as a synergy hit if Casey is the active character.
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BOSS: N/A
PLANNED STAGE BOSS PATTERNS: N/A
CURRENT PROGRESS: Fully Playable
-Training Room is now selectable from the chapter select menu.
-Starting the Training Room from chapter select will change the "Begin Story Mode" option in the menu to "Start Chapter 1", which will play Ch. 1 in individual level mode.
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BOSS: Prisma
PLANNED STAGE BOSS PATTERNS: 5
CURRENT PROGRESS: Fully Playable
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BOSS: Maggie
PLANNED STAGE BOSS PATTERNS: 5
CURRENT PROGRESS: Fully Playable
-Default doll health values have been decreased to 240. The dolls before the boss still have 300 health.
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BOSS: Maya
PLANNED STAGE BOSS PATTERNS: 6
CURRENT PROGRESS: Fully Playable, but missing 1 boss pattern.
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-Button prompt icons do not change with control bindings for in-game tutorials. This will be fixed in a later version.