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sleeper_games

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Posted in change_dog.txt

 
Version 0.985  
New Stuff: 

- Added some tips displayed while the game is initializing for a second time or beyond during a play session
- For testing purposes, you can enable an FPS counter in the config file. Not sure if it really works though. (?) 


Adjustments/Balancing:

- Time required to complete hacking/recon objectives is lower now and scales with zone count instead of difficulty lvl

- Player EMP weapon shot speed increased - Enemy scatter turrets have less shot lifetime and higher shot speed now

- Enemy VOTL crafts maneuver more economically now

- VOTL and drone enemies avoid props more economically now

- Smoke emitters from destroyed/crashed hostiles have variable capacity now

- Flak Ammo no longer affect weapons with really low base damage

- Heavy gunship health reduced

- Enemy drone spawns are more limited in zone 3, but scale up in zone 4 and endless mode

- Optimized the way husk graphics are loaded (should eliminate lag spikes on destroying common enemies like gunships)

- Cloud repositioning is handled more economically now

- SRM Bomb active now gives you way more bang for your buck 


Bug Fixes:

- Fixed Orbital Support: Laser Show not firing correctly

- Fixed an error causing Firestormer active to fire zero shots

- Fixed Drone Egg active not displaying its icon

- Fixed shield plate orbitals not detecting collisions correctly  
- Fixed Smart Flechette using the wrong casing

- Fixed Smart Flechette shots not turning towards targets correctly

- Fixed bad positioning on a couple of unlock icon

- Fixed some unlocks triggering by simply selecting various ships on the title screen

- Fixed likelihood of encountering some bosses being affected by zone probability of zones that haven't been unlocked yet

- Fixed space tether defense sliders playing fire sound for every heavy turret that's firing (?)

- Fixed space tether boss spaming you with messages upon death

- Fixed super AWACS spawning on collision course with ground props

- Fixed final boss hp bar not being removed before entering credits for the first time

- Fixed switching weapons mid-burst breaking offense state alltogether (?)

- Fixed "allround ace" elites using the wrong starting color - Fixed some errors in the credits

- Fixed title message lying about the discord hotkey

- Fixed some particles not being preloaded correctly

- Fixed elites not reverting to their elite color after debuffs/dots wear off

- Fixed radiation damage float text using the wrong shade of green  

Posted in change_dog.txt

Version 0.96  
New Stuff:

- Beating the game with a jet now unlocks a mk2 loadout for that particular jet

- 16 new actives added - 4 new passives added - 2 new weapons added

- After defeating the final boss a second time the game now gives you a choice between ending a run and continuing into endless play

- Added credits sequence; displayed when ending a run (or dying during endless mode)

- Reworked the tutorial so that it gets going quicker and better reflects the actual gameplay

- The game now shows you your unlock percentage on the title screen and marks jets you've beaten the game with

- The game now tracks a score and a couple other run stats, score is displayed on the credits and in the pause screen

- Replaced GDevs whack particle system with normal objects as particles, hopefully with better performance 

 
Adjustments/Balancing:

- Tuned transition into ground/ceiling camera mode to be less jarring/noticeable

- Reworked combat chatter portraits to be less memory intensive

- Some active items can now be used during the intermission (ace injector etc)

- All "maker" passives now have synergies with their corresponding actives

- Made the way actives are handled more economic

- Missile Hard-points now gain additional extra charges from Sentient Battery

- Flares active gains more charge per wave now

- Emergency Displace now immediately creates a first beacon after starting a wave

- Vertice shield can now catch photon shots

- Containment Shutdown will now inflict additional damage cascade as long as you are burning enemies with your engine fire

- Containment Shutdown now inflicts double the damage cascade to enemies if you ignite your boost right into their face

- Flock Drones have additional burst count when Drone Flock is equipped

- Scatter Ammo now lowers hitlag of individual shots, leading to less slowdown if all shots hit

- Scatter Ammo fire rate penalty is a little lower now

- Sentient Combat AI is now better on its own

- Money Implies Poverty now impacts small SRM drops way less (rounds)

- The Greater Good will now be lost if you cause too many civilian casualties

- Skyborne initial damage dealt requirement is higher now

- Every Weapon Attachment now changes your reticle

- Glass Configuration now increases recoil

- Nerfed ultraviolet lasers and laser chainguns a bit

- Made unlocking [redacted] less random

- Shuffled some unlock conditions around (your previous unlocks will carry over regardless, you won't get notified when matching the new conditions)

- Added missing nemesis unlock for The Fur

- Wave counter now shows you if you are in endless mode

- Endless mode now has you jump to new zone types at every jump and spawns enemies from all zones

- Endless mode now lowers heart drop chance, lowers chest quality and increases enemy elite chance

- Endless mode no longer drops chests as regular wave rewards (random chest drops can still happen and in fact are slightly more likely to occure) 

- Added more distinct shot visuals for high kinetic damage shots fired by enemies

- Space elevator defense sliders now fire heavy (6 dmg) shots from their turret batteries

- Your rival using DMZ field now also EMPs you if you are too close

- Pause description now grows into place and stops growing if it becomes too big to fit the description window

- Message box no longer has a right border, so text can't be larger than the box any more :D :O

- Important combat chatter now draws more attention to itself

- The game uses overall less particles now (should improve performance a bit) - Made enemy debris collision detection more economic

- Collidable enemy debris draws more attention to itself

- Made the way debris gravity is handled more economic

- Shield fragments now count as particles and won't appear if particles are turned off

- Tuned player post death movement to be more erratic; added smoke trail

- Smaller enemy husks will now blow up if you shoot them enough, allowing to reach targets blocked by them

- When entering the title screen the game now selects the last jet you launched a run with

- Store hearts are a little more expensive now

- SRM storage raid wave objective scales slower now - Armored Suits are a little more vicious again

- Missile mark respell on jumps now actually moves missile marks away from your jet instead of moving them in a random direction

- Space elevator boss spawns further away from your jump in point now

- Optimized various collision event

 
 
Bug Fixes:

- Fixed a bug where the hyperspace streak wouldn't attach correctly to the player jet during tutorial intermission jump

- Fixed several instances of zone 2 enemy assets not being preloaded correctly

- Fixed photon shots deflected with melee not counting as photon

- Fixed deflect photon and EMP shots not inheriting those properties if deflected with Vertice Shield

- Fixed shots spawned by passives and actives not being penalized by having Scatter Ammo shot multiplier 

- Fixed most actives not being affected by Impact Converter Plug

- Fixed redundant "Active Ready" text appearing when using multi-charge actives but not depleting the last charge

- Fixed Ace Injector removing all pickups from the current wave o_O

- Fixed indestructible boss attachments being affected by debuffs in some niche cases

- Fixed Emergency Displace active never creating any beacons

- Fixed star objects not being correctly destroyed while staying in the intermission

- Fixed zone unlocks never taking effect (ooops... :o)

- Fixed Galactic Supply Lines setting your boost turn rate to 0.1

- Fixed store price multiplier from items never taking effect

- Fixed some spelling errors in various combat chatter

- Fixed The Fur MK1 being able to fire a nondescript ghost weapon before getting its random starting gear

- Fixed player health not being displayed correctly when launching health modified jets

- Fixed jump completion resetting mouse cursor position if G-Link Ammo is equipped

- Fixed heavy gunships not being repositioned when moving away from them

- Fixed movement force accumulating in tutorial dummy targets while tutorial is slowed for messages

- Fixed Kinetic Burstcannon not displaying its pickup quote on the pause screen

- Fixed Floatoid (or any?) boss music not looping - Fixed pickup up SRM Bomb not working (?)

- Fixed AP Ammo and Double Heart unlock getting mixed up, leading to repeated Double Heart unlocks

- Fixed husk of [redacted] traveling to later waves

- Fixed various aspects of SRM Bomb active being broken

- Fixed a problem where the pause selector would stop moving to selected items on the pause screen

- Fixed chest attachments not following chests correctly when ending intermission jumps

- Fixed some unlock messages using the wrong icon

 - Fixed Tech Market Crash unlock counting destroyed stored ships as successful store waves

- Fixed active activation unlocks being cheesable by simply using rapid deploy actives like rocket pod

- Fixed some bad layering on active UI box

- Fixed a problem where defeating the nuke boss would fail to trigger wave advance (?)

- Fixed flak danger marks not being removed when launching into intermission

- Fixed photon shots being unable to bounce (?)

- Fixed floating islands sometimes spawning directly on hack objective zones

- Fixed a bug where radiation damage would play a hit sound for every single enemy affected

- Fixed some issues with activating and deactivating the tutorial while on the title screen  

Yeah I'd really like an undo too. Not sure how far this should go in terms of reverting planets to their uncolonized state, but something to undo the last move at least would be a nice quality of life tweak. Being able to delete individual slipways or space structures would also be nice, but again I'm not sure if not being able to do that is part of the intended difficulty.

The happiness resource produced by collapsing gas giants also looks really similar to the research resource produced by labs. Didn't realize that they are different things at first.

Seriously how did you do that? I played like 50 runs and the best I ever got was two stars on reasonable. :o

Posted in change_dog.txt

HDog Ace Access Build 0.951 (Full Spectrum)

New Stuff:

- X new player jet added. The default is now the new hybrid craft, still starting with random gear. All others have a fixed loadout

- Many Items, Jets and alternate zone types now require unlocking before being available

- Title Screen now lets you select the different jets (after you have unlocked them); each one launches from its own carrier unit

- 12 New passives added

- 1 previously unavailable active added

- Extended persistent unlock save file, added unlock framework

- Added unlock messages and autosave icon

- Chest now have a small chance of their content being unidentifiable until pickup (higher on malfunctioning chests and with certain items)

- Stores now always have a health pickup for sale

- Player death is a little more flashy now

- Music: Final version of the title theme and final boss theme added; one final late game track added  
 


Adjustments/Balancing:

- The title screen now shows you which gear the currently selected jet has (it'l also show up on the pause screen)

- Added text to title screen telling you which jet you have selected

- Jets now have names apart from their callsign and technical designation

- Added dummy items visualizing that The Fur starts with random gear

- Launching from the title screen now requires executing the usual 3-tap boost

- Added small tell for when player jump goes off cooldown

- Added a framework for actives charging while your shield regenerates 

- Remastered original low-tech jet sprite

- Advanced Kinetics and Jump Mine shot graphic reworked

- Wave objectives that require you to eliminate certain enemies now have a text header showing your progress

- SRM storage balloon drops now scale -

Shard Shield charges less per second now, but charges fast whenever your shield regenerates

- Contained Explosion, Your Own Rules and Every Weapon Attachment make you more cool now

- Glass Configuration damage bonus increased, shield and collision damage penalty lowered

- Glass Configuration and Shield Heart sprites reworked to set them better apart

- Shield Heart is now Broken Heart and gained a secret synergy

- Love now also confuses your item perception a bit :)

- Skyborne regain damage threshold now increases way more after a successful regain, but additional Skyborn stacks will lead to less increase

- Gun Drive now gives your jump shots less damage bonus per stack, but each copy of the items has you fire an additional shot 

- Hyperspace Streamlining now has you retain your jump boost force for longer

- Money Equals Poverty reduces your srm pickups by less, but now also increases store prices a bit

- Shield strain from unclean jumps is lower now

- Player coolness now featured more into chance of choice chests spawning

- Store chests now randomize their base price based on zone count instead of difficulty lvl (preventing stores from being very cheap if spawned early)

- Made gradient background generation less memory intensive

- Hardlight Sai now has a ranged charge attack

- Taking damage now triggers all acum damage stored in enemies and resets your dmg dealt cache

- "Destroy Mobile AA" objective now scales up way slower

- Flak Ammo shots will now inherit acum damage state from their parent shot

- Flak Ammo now works on melee, producing multi-strike attacks

- Scatter Ammo now works on melee, producing dual-wield attacks

- Scatter Ammo now lowers attack rate instead of damage

- Reverse thrust and strafing now resets cam y gravity

- Ending intermission with mouse controls now only requires one click

- Super AWACS, all jam domes and heavy gunships have less health now

- Hostile scatter drone shot lifetime reduced

- Armoured suit burst rate increased 


Bug Fixes:

- Fixed global wave advance combat chatter using the wrong text

- Fixed SRM Bomb active not showing up in any loot lists

- Fixed some background suns not being correctly centered on the title screen star

- Fixed player coolness accidentally lowering choice chest chance

- Fixed a problem causing first intermission select action to bug out if no regular chests are present

- Fixed a bug causing ui select sound to play when attempting to select right even though no items are selectable there

- Fixed laser chainguns not being displayed correctly on pause screen

- Fixed flock drone target helper not being hidden

- Fixed flock drones not falling into formation correctly during intermission

- Fixed heart pickups not being destroyed on zone jumps

- Fixed Skyborne heart ui breaking when picking up items that lower health max below current health 

- Fixed boost skimming the ground leading to some glitchy jet behavior

- Fixed intermission camera glitching out when triggering advance while player jet is ground tunneling/in the clouds

- Fixed particles and dust fountains spawning even while environment is faded out during intermission launch

- Fixed a problem where gunships would disappear into the ground without being destroyed, potentially denying objective kills

- Fixed mouse cursor moving off screen when enabling mouse aim

- Fixed active item icon not being re-centered after activation

- Fixed some burst activation glitches on slow burst fire weapons

- Fixed a problem where a denied Super AWACS spawn would prevent later spawns, event for objectives

-Fixed Floatoid bombers being completely unaware of sky islands, leading to a lot of crashing

- Fixed purple smoke emitters not being removed on wave advance (?)

- Fixed first wave of a zone not inheriting new zone states correctly

- Fixed most ai controlled enemies not using their custom portrait for combat chatter  

Yeah I'm still iterating on the camera. The UI stuff is taken care off. 0.95 will be up in a few days. For more feedback you can also join us on discord now by the way: https://discord.gg/xP8pyrC

Posted in change_dog.txt

HDog Ace Access Build 0.901 (Vis Light)

New Stuff:

- Chest quality / loot tiers: Chests now come in four quality levels, each filled with their own respective loot pool
- Difficulty level, wave count and player coolness now affect chest quality range and therefore loot quality
- Choice Chests: have a chance to replace non-store chests; allowing you to choose between three different items of the same loot tier (not available for actives right now)- Store Chests: Cost more but show you which item you'll get
- Malfunctioning chests: Marked by sparks; somewhat random unlock cost; holo flicker might reveal their content; might sekfdestruct when opened; sometimes drop from destroyed store ships- Added store wave type in which you hack, defend and unlock your current zone's store ship
- After being unlocked, the zone store ship comes alongside during the intermission between waves, allowing you to interact with it's store chests - Chest price is now affected by additional chest properties (loot tier, whether it is a choice chest or a store chest)
- Added button navigation to intermission - Jumping to a new zone now destroys the current store ship as well as any chests and health picups that are following you  
- Added some effects to visualize the zone jump effect - 6 new weapons added (late game kinetic, flechette and laser variants)  
 
Adjustments/Balancing:

- The game now generates loot lists on startup (instead of handling loot draws through hundreds of hidden objects, should improve performance a bit)
- The intermission now adapts to whether mouse aim is enabled (if enabled: mouse controls; if not: button controls) 
- You can now toggle mouse aim/button control during the intermission (toggle mouse aim key)
- Selecting chest content during wave intermission now highlights the item
- Your random starting gear can't exceed certain loot tiers now (weapon: only tier 1, passive: up to tier 2, active: up to tier
- You can no longer interact with chests during combat (experimental? I don't think this is super important. It gets convoluted with choice chests and only lets you access non-store chests so...)
- Chest are disposed of more flashy when emptied now
- Zones are now guaranteed to spawn at least one weapon chest before the zone boss (as wave reward or store offer)
- All zones are now 5-6 waves long (including boss wave and store wave)
- During the intermission scene, chest cost text now changes color if you can't afford fully opening a chest/buying a store chest
- Added additional feedback for when player is trying to open chest they can't afford
- Added some sound feedback for when selecting things during the intermission and on the pause screen
- Added custom explosion for chest interactions and AoE player weapons
- Added some bloom to most cosmetic explosions, impacts and to the top clouds - Improved z-layering on cosmetic explosions
- Player being interdicted now periodically plays the master caution warning sound; player attempting to jump while interdicted also plays the sound
- Ace Injector now only heals a half heart, but gained a hidden synergy with a certain passive
- Ace Injector and Tactical Nuke now have larger max charges and profit less from "charge with damage/crits/time" bonuses
- Tactical Nuke requires one more wave to fully charge now
- Kinetic Heart and Nuclear Reactive Armor now also grant a health up
- Gladiator Turbine active charge per damage bonus reduced
- Contained Explosions acum damage multiplier is slighly less broken on multy shot weapons
- Trigger Wire fire rate bonus increased
- Increased piercing on all Railguns
- Light Railgun is less accurate now
- All infrared lasers gained a small chance to cause damage cascades  
- Heavy Kinetic and Heavy Chaingun gained a small stun chance
- Flechettes no longer have a base crit chance
- Heavy EMP Device is less accurate now
- Area Denial Device has way less boost accuracy now
- Heavy Chaingun fires slightly faster now
- Hammer combo strikes have a larger hitbox now
- Hammer combo strike collision is active for one more frame now
- Changed grenade launcher sprites to differentiate them more from other weapon families
- Added custom shots and muzzle flashes for some older weapons
- Tier II and III Fighters nerfed: less shots per burst, shot lifetime reduced, need to be closer to attack
- Tier II fighters fire 3 damage shots with some speed dampening now
- Tier III fighters fire fire ony 2 shots per burst now
- Tier II fighters have higher enemy value now, causing the game to spawn less of them overall
- Large enemy mines deal less damage now
-Enemy scatter turrets fire less shots now
- Super AWACS Jam Dome attack rate and jam amount reduced
- Shield Scram Domes now deplete your shields way slower (they mostly serve to halt your shield regeneration now)
- Naval Cruiser and Low-Altitude Carrier now have elite attachments with more health
- Naval Cruiser Shield-Scram Dome range reduced
- Naval Cruiser can now spawn more than two Gunships; taking out it's domes will reduce the spawn cooldown
- Turret Mount grants a higher damage bonus but also reduced top speed now  
- Early convoy wave start out with more targets
- Prop AA waves start out with less targets
- AM Storage Balloons no longer gain armor if they are a wave target
- Downwards cam trailing when falling now stops when the player collides with the ground
- The camera now takes screen hight into account for considering when to switch into floor/ceiling mode
- Floor/ceiling camera mode leveling now adapts to screen hight - Hostile Flak Mechs will now target all possible player targets (flares, flock drones, store ship)
- Sniper Choppers and Super AWACS can no longer spawn in packs
- Early zones spawn less Super AWACS simultaneously
- Destroy Super AWACS/Elite Armored Suit objectives have lower min target count now
- Hack objectives take longer to complete now
- Reduced health and armor of ground-mounted flak turrets if they are wave targets
- Reduced "Survive" objective max time and level scaling
- Reduced "Eliminate ACE Fighters" objective max target count and level scaling
- Elites across the board have lower health bonuses now
- Increased delay on "loaded" Ace Fighter death explosion - Gunships can no longer jump after their votl engine has been destroyed  
 
 
Bug Fixes:

- Fixed Infrared Scatter Laser beam collision being on too large initial timeout
- Fixed weapons with guaranteed EMP or Stun also granting the effect to all other weapons after selecting them
- Fixed a bug causing player shots to enable their collision later than intended
- Fixed some player shot's lifetime being lower than intended
- Fixed Flak Ammo still not working with some weapons
- Fixed player beams being affected, and therefore screwed up by, shot lifetime modifier
- Fixed player beams not being affected correctly by Rubberized Ammo 
- Fixed player muz flash not being moved on beam bounce
- Fixed player laser beam origin sometimes not being obscured by player muz flash
- Fixed a bug causing zone backgrounds to briefly flash in when launching into the intermission
- Fixed objective props appearing in front of floor background
- Fixed some leftover debug code causing "Anti-matter Storage Raid" waves to always feature the maximum possible target count - Fixed some issues that might be causing wave start spawn gaps in zone 1 waves
- Fixed a missing variable that might contribute to spawn gaps in early zones  
- Fixed player dealing collision damage not spawning float text - Fixed "Decimate Forces" objective text being being larger than the screen width on some resolution
- Fixed "Destroy Mounted AA" objective always having a high amount of targets
- Fixed several instances in which the game could roll objective target counts below 1
- Fixed an image mode bug preventing some far clouds from being displayed
- Fixed pressing interact key during intermission muting warning sounds
- Fixed one wave objective splash text not displaying correctly
- Fixed enemy death mines missing some mine properties
- Fixed a bug where swag plated VOTL elites would get double the elite bonuses
- Fixed a theoretical scenario where too large fire rate bonuses would break player attacking altogether
- Fixed Rush Oil Flurry triggering enrage visuals and sound twice when it activates
- Fixed dropping bombs with Scatter Ammo equipped not giving individual bombs different movement
- Fixed Missile Turrets still receiving collisions even when their parent gunship is jumping
- Fixed Orbital Support: Artillery active icon occasionally wiggling too hard - Fixed some props not being faded out when going into intermission
- Fixed a problem allowing for limitless AWACS spawns after the first objective target AWACS has been spawned
- Fixed gunships still performing prop avoidance maneuvers even when EMPed or without votl engine
- Fixed Super AWACS flares being spawned at too low scale  
- Fixed chance of spawning double SRM storage balloons being higher than intended  

Rogue Signal Unicorn 1.11
- Added intro loop as a minimal tutorial
- Tuned level progression a bit
- Made beat timing window slightly more lenient
- Added bloom to explosion effect
- Fixed fullscreen not taking effect

If I ever revisit this I'll make sure to add some more visual aids. Like right now there is no way to tell when a beat has passed and the health bar pulsing isn't super obvious. Also I just had another go at COTN to compare and the interaction time window seems way more forgiving there. RSU might actually be harder as far as timing is concerned, I did almost no testing on other people so far and I know the whole thing in and out by now, so I have now idea how difficult it really is. :D

Agreed, needs a tutorial or a better start sequence to teach you the beat. In the meantime: See that signal bar that has you health in it? It pulses every time the soundtack hits a beat, after that you have a small window to do any action. So as long you sync your inputs with that beat pulse you should be ok, the line and dots aren't that important except for points where the beat cuts out. Some more tips: 

- Doing no action on a beat causes less damage than missing a beat. Often its better to just let a few beats pass in order to get into the groove again.

- After chaining 6 successful actions you'll start gaining health back each time you chain another 4 action (increased bonus after very long combos). The first couple successful block against Attack Barriers also heal you. Missing a beat, doing no action after a beat or getting hit by Attack Barriers will kill your combo.

- You can defend or attack in place in order to keep your current combo, but only moving forward, striking enemies and successful blocks will increase it.

- Attack Barriers will strike one the next beat after targeting you. Your default "defend" firewall only lasts for two beats, so you either have  to defend during the beat your are targeted on or the next one in order to successfully block. Your firewall can last longer with certain power ups. Attack Barriers will only start targeting you when jumping to the node in front of them.

- Your attack will only strike at the next node, but power ups can increase the damage you deal per strike. 

- Running into Firwalls/Attack barriers will always do a lot of damage. You'll always want to bash them down before moving.

Really well designed for a prototype, I'd definately go further with this. Lack of sound effects hold it back quite a bit. Even just bfxr placeholders would be better than nothing. (https://www.bfxr.net/)

Posted in change_dog.txt

HDog Ace Access Build 0.851 (Radio)
- Fixed background resetting to torch red after first wave advance
- Fixed global enemy count limits sometimes preventing mission targets from spawning
- Fixed a problem preventing first ace fighter mission target from spawning
- Fixed mission goals targets spawned on wave launch reducing the waves enemy value pool
- Added a safeguard preventing difficulty_lvl to be lower than 0, which can mess up enemy spawns
- Added a safeguard preventing a theoretical scenario where the wave value pool would initiate bellow zero on wave start
- Fixed a theoretical scenario where game slowdown might prevent the enemy spawn event from triggering
- Wave initiations now resets enemy count values, prevent a theoretical scenario where launching a wave quickly would have previous counts carry over and prevent spawns
- Added a failsafe that will allow you to advance to another wave after not completing a wave objective within four minutes (except boss waves)
- Slightly increased initial enemy spawns on some wave types
- Inspect and Hack waves objectives take longer to complete now
- Getting the "Raid SRM Storage" objective now prevents subsequent waves in this zone from giving you additional SRM Storage Balloon
- Fixed ground and air props sometimes spawning during tutorial
- Fixed one sfx during tutorial not being affected by current effect volume
- Added small chance of zones not having any foreground props
- Fixed mouse aiming still breaking wave advance angle requirements during tutorial
- Fixed bounty hunter database breaking convoy waves
- Boss Interceptors health and collision damage reduced
- EMPing the Nuke Boss shield generator now causes it to drop its shield
- Fixed a bug casing the Fungal Forest to spawn double the amount of gunships
- vs_shield and vs_massive damage multipliers are now applied before enemy armor is subtracted (leading to more damage when using melee vs massive/emp vs shields)
- Fixed objective background props not getting removed on wave advance
- Small mines can now be properly deflected
- Fixed abnormally short shot lifetime on eradicator cannon
- Fixed Flares active not spawning fully charged

Posted in change_dog.txt

HDog Ace Access Build 0.850 (Radio)
New Stuff:
- Added many new wave objectives (recon mission, target elimination, ground raids ...)
- Added objective direction ui, pointing you towards certain goals
- Enemies can now become elites; elites can gain various stat boosts including immunities and additional attacks, but they also drop more srm on death
- Objective targets and boss attachments are almost always elites, but they can also spawn randomly
- 9 new weapons added, most making use of new and old status effects
- New shot effect: Photon - accelerate after being fired, pierces shields
- New shot effect/proc: Jam/Disorient - short stuns that interrupt enemy cooldowns
- New shot effect: Pull - some melee weapons can now be used to pull enemies towards your (move resistance still applies)

Adjustments/Balancing:
- Changed the way in which wave goals are presented, using a new background splash-text framework
- Cut overlaid splash text when launching a run
- UI text now adjusts color to contrast better with some zone backgrounds
- UI events like taking damage, picking up srm, active charge or charging wave advance now draw more attention to themselves
- Added sound cue for when player boosts are charging up a wave advance
- Made the UI a bit more unified as far as colors are concerned
- Actives and weapons now wiggle in anticipation while charged
- Added some UI boot-up animations when launching a run
- Player being EMPed now causes custom UI glitching and triggers UI reboot once it wears of
- The effects of the player being EMPed/Interdicted are telegraphed more clearly now (additional "master caution" text on player jet, weapons and actives hidden)
- Player can no longer switch weapons while EMPed (weapon UI needs to fully reboot for it to be re-enabled)
- Added some tiny explosions for when player is on last half heart
- Targeting reticles now change size when boosting, reflecting your current weapon's boost accuracy
- Added rising pitch to srm pickup sound
- Melee weapon icon now have some arrows indicating that weapons force direction (push/pull)
- Melee weapons now have specific time windows for going through combos (allows for slower combos and fast weapons with stricter combo timing)
- Deflecting enemy EMP shots now gives them the usual EMP proc color
- Your shot size modifier now also affects muzzle flash size and shell casing size :)
- Added more recoiling to some weapon ui animations
- Corrected color palette on some explosions
- Bountyhunter Database target mark visuals changed to differentiate it more from wave target marks
- (!) <-- Danger marks no longer get removed when spawning in collision with collidable props
- Changed most enemy shot collision masks to more economic shapes
- Reworked AWACS husks to something using the alive units actual pixel scaling
- Concussive Ammo and Aerial Pugalism now give all ranged/melee weapons disorientation chance
- Bat, Mace and Hammer now disorient enemies
- Enemies can now be immune to disorientation/jamming
- Emergency Displace active now restores your shield to full when used
- Friendly flak artillery is more effective now (more damage per shot, larger shots)
- Hacked Support Satellite passive now waits with artillery strikes until you get near enemies
- Space Melon Jam now also respells hostile homing missile targeting marks
- Space Melon Jam effect duration reduced
- Interdiction status effect now prevents you from advancing to to another area
- Flares active can now hold up to three charges, but gains less charge from wave advance
- Flares active no longer randomizes its launch angles per run (always 30° forward now, backwards angle will be used or other flare items)
- Tac Nuke active now irradiates enemies and also causes strong damage cascade
- Heavy Kinetic weapon deals more damage but fires slower now
- Melee charge attacks now get a bonus to piercing, screenshake and hitlag
- Hammer charge attack deals less damage now but will connect multiple times with enemies
- Changed the way Alien Gland works to be more transparent (instead of converting current charge into enrage time it now has fixed charges that add time to your enrage state)
- "Master Caution" ui elements attach more rigidly to player jet
- [Redacted] is now immune to most status effects
- [Redacted] has less density now, allowing for more easy use of melee against it
- Added custom husks for SRM/AM Balloons
- Cloud cover collisions now work like ground collisions and can no longer drop your shield to zero (which would result in heart damage)
- Lowered the damage required to trigger Skyborne health regain (damage required also increases less per successful regain)

Bug Fixes:
- Added some safeguards ensuring that combat and explore tracks are played in sync correctly (?)
- Fixed nuclear deterrence not applying to some enemies correctly
- Fixed some attachments not attaching correctly on Super-AWACS enemy
- Fixed a bug causing burst fire weapons to profit more from passive proc chances
- Fixed color of modified enemies resetting to their default color instead of the mod color when debuffs wear off
- Fixed strafe and reverse thrust engine fires not being hidden on dodge jumps
- Fixed mouse aiming allowing to trigger wave advance even when boosting at incorrect angles
- Fixed a problem where the game would not calculate initial break/strafe top speed correctly
- Fixed reverse thrust allowing to go over top speed when used simultaneously with strafing at certain angles
- Fixed some rare scenarios where getting hit by EMP shots might actually reduce your current weapon cooldown/interdiction time
- Fixed heart ui not removing your last half heart on player death
- Fixed a problem causing some animations to terminate before their last frame has been displayed for the correct amount of time
- Fixed bad collision mask on hammer strikes
- Fixed charge attacks not profiting from some weapon/passive properties
- Fixed Radiation Shielding using the wrong color for float text and irradiating enemies
- Fixed mines spawned on enemy death not being affected by gracity

Created a new topic Well done! (and some feedback)

Hi Post Mortem Pixel crew

Couldn't find any way to contact you, so I just made a thread, hope thats ok. Let me start with saying that you have a really sweet game going here, well designed, unique gamplay, great ammount of content. It comes together really well. You should polish this a bit more and put it on steam already. :)

Some bugs/feedback:

- I had some pretty noticible performace hickups, playing on a decent PC. Given the percieved complexity of the game this is probably due to a lack of optimization. Like the game froze for a few noticable milliseconds during actions, like when loading effects.

- After the last turn I can still give move orders and collect additional scrap this way. Probably not intended.

- Sometimes the path I'll take on a move order isn't really clear, or rather in some situations I'm not sure which tiles I'll actually collect from/collide with. I'd highlight any tiles the player goes through will palnning a move order or do a proper tile-to-tile pathing arrow like in Advanced Wars.

- For me some background elements like wreckage and planets stand out too much and lead to some visual confusion. In some cases I wasn't sure whats on the tile layer and whats background. Could be averted by turning down contrast and brightness on those background elements.

- Would be nice if player attacks and enemy attacks are more clearly telegraphed, as in showing which tiles they'll hit (for enemy shots at least while hovering over them). You can get used to the range of the balista for example, but the game could also just tell me how far the shot will reach.

- Similar: I might have missed something but are storm emp strikes seem not be telegraphed at all.

- Not sure if obfuscating enemy health is nesessarry if the game is tacticall and about making educated decissions.

- Game strips down item tooltips after purchasing them. Ingame tooltips should still show stuff like recoil when hovering over weapons, I couldn't remember whether the weapon I purchase had recoild but there was no way to check that without trying ingame.

(Edited 1 time)

Ha ok I see what you did there, angel of movement check is too lenient. I'm considering bringing full top speed back for the initial boost, so you have more flexibility by tap boosting. Also right now, strafing does not generate "lift" the same way boosting does (effectively lowering gravity he longer you boost), so strafing upwards barely counteracts the standard gravity. I'll look into changing that.

Ok I reproduced the random crashes under 0.801 on windows, but I ran one hour game sessions on 0.802+ without problems. Do the crashes still occur for you?

Posted in change_dog.txt
(Edited 1 time)

HDog Ace Access Build 0.805 (Gamma Ray)

- War Room Shell spawns further away from the player now
- Fixed danger mark explosion having too high force in some cases
- Fixed war room background husk not being removed on wave advance
- Lowered damage bonus against massive on some unwieldy melee weapons (still op with shot displacer)
- Epic classified enemies should spawn earlier now
- AWACS and Sniper Choppers get spawn with higher tier attachments earlier now
- Lowered some enemies heart drop chance a bit
- Endgame enemies srm drops increased  
- Fixed bad background scaling when jumping to command system zone
- Fixed photon juggler drones having too high initial shot speed
- Skyborne regain nor longer triggers through any kill (including enemy collision deaths), it requires to deal an a certain amount of damage now
- Skyborne now increases the damage it needs to trigger each time you perform a successful regain (resets between waves)
- Fixed Syborne not reducing your invincibility time after taking damage
- Fixed Gun Drive applying your shot multiplier to melee strikes
- Gun drive now actually takes your combo into account when jumping with melee weapons equipped (can be used to skip combo timing)
- Fixed a bug where your rival would be surprisingly incompetent and kill itself by constantly colliding with its own uncontained engine burn
- Fixed some instances of impact sounds not using the correct object to calculate their distance to player and therefore volume

Hm ok so for 0.802 I looked into some things that might have caused that crash error. It might be a variation of that sound pitch problem that bio exprienced previously but I'm not sure. Have you been playing with effect volume lower than 100 by any chance? The mouse thing might also be fixed, but I could not reproduce it exactly. The options ninepatch objectects becoming white is super wierd, I have not changed anything in that area and I can't reproduce it on my end so far. I'll investigate some more. The sound stuff might be covered with 0.802 but please me know which problems persist. With actions sounds disabled you mean the more driving part of the music (combat track), not the effect sounds like for weapons etc, right?

Posted in change_dog.txt

HDog Ace Access Build 0.802 (Gamma Ray)

- Added custom music theme for Floatoid Cealaformer boss fight
- Fixed effect volume value affecting shield warning beep pitch and resulting in dangerously low pitches (crash cause?)
- Removed some stray files that might be causing errors
- Switched back to GDevelop 4.0.94 (because random errors?)
- Fixed jump end interfering with mouse cursor position in some situations (?)
- Switching to mouse aim should now correctly place cursor in front of your jet (?)
- Colliding with the Cealaformer boss while it is shielded is less leathal now
- AM Ballons no longer spawn debris themselves
- Fixed Flock Drone target helper not being hidden
- Fixed a situation where creating multiple Flock Drones simultaneously would break some of them
- Deflected photon shots no longer have infinite piercing
- Striking enemy mines or their scan area with melee now has them detonate
- Windows: Made .exe large adress aware

I'll look into it, I'll also try flagging the exe permanently as large address aware. Did the resolution problem persist after a restart?

Posted in change_dog.txt

HDog Ace Access Build 0.801 (Gamma-Ray)

New Stuff
- Added 8 new boss encounters
- Bosses are now randomly selected per zone, early zones have larger boss pools for more early game variety
- Some bosses can now only appear in certain zones (Missile Base can only appear in the lonely desert for example)
- Previous bosses are now in the boss pool for zone 1
- Zone 1 also got one new unique boss (only appears at the volcanic shores)
- Added many new boss mechanics unique to certain bosses
- Added a forth zone, the underground command system
- Added custom husks for all new bosses
- Added a universal system for boss death bloom, large bosses die more consistently now
- Added six new themes to the soundtrack (used for specific zones and bosses)
- Added placeholders for the title theme and the final boss theme
- New enemy mechanic: EMP Shots, disable player jumps, weapons and shields for a few seconds
- New enemy type: SRM Storage Balloons (basically a money pinata)
- New enemy type: Anti Matter Storage Balloons (the explosive barrel of air combat)
- New enemy type: Shield Unit, does nothing except blocking shots
- New enemy attachment: Mobile Shield Generator, projects a angular shield which it tries to direct towards the player

Adjustments/Balancing
- On death, most Bosses now destroy all bullets/explosions on screen (much how the DMZ Field active works)
- Lasers no longer damage shields, but still pierce them and damage things behind/within them
- EMP shots (player/enemy) and emp explosions now deal bonus damage to shields of any kind (player/enemy)
- Melee weapons now have damage multipliers against massive enemies (most ground enemies and large bosses). The more unwieldy the weapon the higher the bonus (up to x3).
- Damaging enemy death explosions are no longer instant, they create a danger mark instead that explodes with a tiny delay
- Piercing Ammo now also increases player armor penetration (less damage reduction against armored enemies)
- Most flare launch abilities (player/enemy) now launch larger flares that break up into smaller flares later
- Flare carrying enemies will now notice if the player is firing homing shots other than homing missiles and deploy flares accordingly
- Enemies can now be immune to radiation, damage cascade and sticky explosives (applies mainly to enemy shields and some bosses)
- Added rising pitch to player firing sound
- Boss HP Bars adjust their lengths less rigidly now
- DMZ Field now obliterates nearby enemy shields
- Explosion damage and collision damage is now affected by enemy armor
- Added some new hidden synergies between items
- The camera will trail ahead a little further while boosting now
- While stalling, the camera will now detect gravity and trail ahead of you towards the bottom
- Camera goes into ground mode earlier (higher) now
- While boosting near the ground or near the top clouds, the camera will trail ahead significantly further on the x axis now
- Added a couple new sound effects to signal special enemy actions/attacks (boss power up, boss launching adds, boss jumping in/out, EMP shots, heavy attacks)
- The photon shot spawning sound is now closer to the sound used by enemy beams
- Enemy lasers and photon shots now have slightly more pronounced angular attack tells
- Added custom attack tell for enemy EMP shots
- Enemy Auto Turrets now have limited angular attack tells
- Enemy Beams now have even more obvious attack tells
- Made hostile homing missiles tracking slightly more economic
- Enemy death marks now have more varied starting sizes, depending on enemy threat
- Shot displacer now also displaces player muzzle flash
- Strafe and reverse thrust top speed is now lower than your boost top speed (2/3)
- Weapons now animate when selected on the pause screen, showing their fire behavior/melee combo/charge behavior
- Optimized how bullet casing gravity is handled
- Weapon casings are now affected by damaging explosions
- Lowered Tier 3 fighter shot speed, health, burst count and col damage
- Tier 3 Fighters use their homing missile a little more liberally now
- Toned down late game enemy health
- Mace, Hammer and Maw deal more damage now
- Naval Destroyers deal less collision damage now
- Gunship Hangar has more armor now and spawns gunships faster
- Added a global limit on float text size
- Toned down boss combat chatter frequency a bit
- Enemy targeting mark is used more sparsely now and only appears if you are not close to any enemies
- Experimental: All player melee weapons now allow to deflect enemy projectiles, but only katanas and the bat allow for directed deflects
- Artillery active charges faster now
- Artillery active danger marks explode faster and deal more explosion damage now
- Carrier boss popped a chill pill and spawns adds a little less relentless again
- Switching to mouse aim now moves the mouse cursor to a position in front of your jet
- Hyperspace Heatsink jump time penalty reduced
- Nerfed G-Link Ammo and Smart Ammo a bit
- Added custom floating islands for ruins zone
- Ruin zone props now have a green outline

Bug Fixes
- Fixed all hostiles with heart drop chance never dropping half hearts on death (oops)
- Fixed some situations in which float text would display 0 damage
- Fixed some problems preventing Photon Juggler Drones from acting
- Fixed hp being hidden in subsequent runs after acquiring Love passive
- Fixed poison explosions changing hostiles to the wrong color
- Fixed bottom-mounted scatter turrets not attacking correctly
- Fixed some enemies not being affected by nuclear deterrence
- Fixed many inconsistencies on Scatter Turret and Missile VLS hatch behavior
- Fixed dodge-jumping adding some upward force if the player wasn't boosting before jumps
- Fixed a bug where enemies hit by the same shot/strike would be affected by other enemies damage resistance
- Fixed some props spawning too close to the player entry point at the start of boss fights
- Fixed Vertice Shield being spawned in the wrong color when picked up
- Fixed Nuke active nuking the game when used against some bosses/large enemy clusters
- Fixed counterdirectional boosting not taking effect if the player is already above top speed
- Fixed a bug where very early Bountyhunter Database targets might not yield any bonus srm
- Fixed player Flock Drones being affected by global enemy modifiers (Orbital Support: Nanophage etc)
- Fixed successfully defeating the nuke boss not giving the regular free reward chest
- Fixed repeatedly breaking your melee weapon against dense enemies accelerating the player beyond top speed
- Fixed Grav Link Ammo displaying the wrong targeting cursor
- Fixed night vision affecting intermissions chest opening explosions
- Fixed Missile Base boss sometimes spawning surrounded by props from the Volcanic Shores zone
- Fixed player being able to waste certain actives by activating them during a dodge jump
- Fixed going into wave jumps while moving at certain angles allowing to see out of bounds
- Fixed missing frames on mace weapon crush animation
- Fixed Flak Ammo not affecting Infrared Pulse Laser (?)
- Fixed some inconsistencies concerning active charge bar scaling
- Fixed normal homing missiles detonating when colliding with player during jumps

HDog Ace Access Build 0.7416 (X-Ray)
- Fixed a problem preventing enemies from using homing missiles
- Enemies taking damage from an attachment being destroyed now makes them hitflash

Posted in change_dog.txt

HDog Ace Access Build 0.7414 (X-Ray)
- Fixed some problems causing AWACS dome attachment to not die correctly
- Fixed mines being deflected by hitting their scan area with melee/Vertice Shield
- Fixed vls firing cycle not working correctly
- Fixed some problems with enemy homing missile threshold
- Fixed mines spawned by Mine Manufacturer having some small amount of normal damage
- Fixed some actives not being able to gain charge
- Replaced Fungal Forest particles with a less flashy variant that does not glitch as much on some graphic cards
- Boss death explosions no longer removes foreground clouds
- Fixed a situations where flock drones would be moved into props when initiating intermission and therefore destroyed

Posted in change_dog.txt

Ok, another intermediate update before turning towards 0.8 (Gamma). This one focuses almost entirely on performance.  I addressed some major problems I just now became aware of, the game should overall run much better now with less frame rate drops.


HDog Ace Access Build 0.7412 (X-Ray)
- Added additional easy checks preventing the game from executing many unnecessary but expensive checks in the background
- All enemy types now check whether they exist before executing all their behavior checks at every frame
- In many cases, easy conditions now take priority over collision checks
- Fixed ground enemies continuously checking if they are really still on the ground
- Enemies in "dying" state generally no longer check for things they need to to consider while alive
- The game no longer inquires at every frame for every player shot and ever possible proc chance about whether the shot got a successful proc roll now
- Removed many other unnecessary background processes
- This changelog is getting kinda embarrassing... 0_o :D
- Additional minor performance fixes
- Zones beyond 3 should no longer end the game with empty waves (Boss 3 appears again now, placeholder)  
- Activating mouse aim with Shot Displacer equiped no longer overwrites the shot displacer cursor and should display reticle position correctly now
- Fixed changing screen glitch amount in options displacing the option reticle
- Turret Mount rotation speed is now based on your normal turn speed, turret rotation speed is always lager than turn speed and scales up with additional turret mounts  
- Night vision no longer affects fixed ui
- Adjusted zone specific tunneling turn speed modifiers to be more in line with the tunneling speed modifiers
- Fixed some missing mount points on zone 3 ground props
- Fixed bad quote on Bomb Bay in pause scree
- Fixed dodge state on missile turrets not taking effect
- Cloud cover now has a slightly nicer upper edge
- Ruin ground props now have a night vision outline
- Fixed night missions having a sun ^_^
- Not firing for a while now spawns a attack marker pointing towards the closest enemy
- Boss 2 now gets repositioned if your distance yourself too far from it
- Slightly improved transition between night vision and intermission scene
- Nerfed speed boost passives a bit
- Blade Hull now has a jet weight penalty
- The game now remembers whether you have mouse aiming enabled (tutorial currently overwrites the setting)
- Fixed hostile AWACS sometimes spawning on collision course with floating islands
- Fixed a problem preventing hostile VLS from from firing
- Fixed smoke trails sometimes not correctly attaching to boss 2 wreckage (?)

Ok I started working on a performance focused update to get the ram issues resolved and I'll fit the other stuff you mentioned in too. Out of curiosity, how does you processor allocation look like? From what I can tell the game mainly stresses ram, same for your?

Good finds, the stuff you mentioned should be resolved now. Optimization is still ongoing. Toning down late game enemy health is also under consideration.

Posted in change_dog.txt

HDog Ace Access Build 0.7410 (X-Ray)

- Optimized strafe event checks to verify whether mouse aiming is enabled first
- Improved strafe and reverse thrust events to deal better with simultaneous move state changes  
- Switched player move state and player offense state variables from string to value for faster handling  
- Made the way gravity changes when boosting/falling slightly more economic
- Fixed bad placement of weapon glow image during game launch cinematic
- Fixed bad collision mask one one floating island in the sprawl zone
- Fixed sprawl smog clouds sometimes not being layered correctly
- Fixed night vision overlay not adapting to resolution selection correctly

Good finds, I could not reproduce the carrier problem so far, but I tried something to counteract a potential cause. The background glitch should be fixed in 0.7405 though.

Posted in change_dog.txt

HDog Ace Access Build 0.7405 (X-Ray)

- Added some new tips/hints to the game start text
- Railguns, Flechettes and Lazers now have some minor knockback (makes them profit from knockback increasing passives)
- Fixed Hardlight Sai not displaying the dual-wield icon in pause screen
- Destroying projectiles with melee now creates some hitlag
- Sound of melee weapons breaking is less pronounced now
- Angular attack tells of heavy turrets now travel with their shots
- Fixed zone randomization function reseting the background scaling
- Reworked the way mine scan radius works to make it less CPU intensive
- Fixed shot attack tells being displayed without attack tells being enabled in options

Posted in change_dog.txt

HDog Ace Access Build 0.7400 (X-Ray)

- Added 10 new enemy types
- Added 10 new enemy attachments
- Added 5 new zone variants (+props/floors)
- Reworked the way enemy spawns work, with stronger emphasize on enemy rarity
- Tier III fighters can spawn earlier now
- Added custom projectile behavior for zone that don't have a solid floor
- New Enemy Mechanic: Cruise Missiles; like homing missiles, but explode on miss in lager explosions
- New Enemy Mechanic: Photon-based Weapons; Enemy lasers and photon shots will ignore your shield and always deal heart damage. Evade them at all cost!
- New Enemy Mechanic: Snipers; Engage at longe range with heavily telegraphed attacks
- New Enemy Mechanic: Air-Mines; just like your mines!
- New Enemy Mechanic: Dangerous Death; Some of the new enemies explode on death or spawn projectiles
- New Enemy Mechanic: Melee; one late game enemy will switch to melee attacks of you get to close
- Changed the way carrier boss fighter launch frequency decreases when components are taken out
- Destroying carrier engines now also decreases carrier launch frequency
- Destroying any carrier components now makes it respond by launching its current batch of fighters immediately
- Carrier drops less SRM now
- Rapier, Hammer and Maw deal more damage now
- Hammer and Maw attacks have larger hitboxes now
- Shield Heart and Glass Configuration now increase the overall chance of hearts drops as wave-end rewards
- Flak Ammo now reduces more weapons to single initial shots with 360° detonations
- Attempted to make G-Link Ammo shot events less taxing
- Fixed Drone Flock enemy conversion not working correctly  
- Fixed Gun Drive not ejecting casings when jumping
- Fixed a bug where creating husks would severely decrease wave point pool, preventing new enemies from spawning
- Fixed Containment Shutdown not affecting strafe engine fire color
- Fixed a problem with carrier commanders not randomizing their "launching fighters" chatter correctly
- Destroying a carrier engine with death shot now makes the remaining engines immune to death shot
- Fixed Fragmentation Cannon gaining bounce when having Nano-Edge Ammo equipped
- Decreased Fragmentation Cannon shot speed and increased shot slowdown
- Lowered shot lifetime one some fast firing/fast shot weapons
- Most shotguns have less overall reach now
- Mouse cursor no longer disappears behind clouds
- Player bombs have less shot lifetime now (prevents your from juggling them with G-Link Ammo for too long)
- Fixed a problem preventing player from picking up Quality Ammo
- Fixed too large hitbox on player micro grenades
- Added notification for flawlessly completing a wave
- EMPed fighters are now less capable of saving themselves from dropping
- Made the way air-mine gravity works more economic
- If player flak shots deal acum damage, their submunition will now inherit that property, but only gain a very small acum dmg multiplier
- Attempted to make G-Link ammo and Homing Ammo events less taxing
- Eradicator Cannon has less recoil and more knockback now
- Tier III fighters are more accurate now
- N-Mines deployed as retaliation for player defcon drop faster now
- DMZ Field now also affect enemy flak danger marks
- Full hearts can no longer be picked up when you are down by only a half heart (prevents health being wasted by intermission auto-pickup)
- Fixed a bug that can cause carrier engine death chatter to appear when the boss itself dies
- Enemies that do not immateriality die from prop/floor collisions now also can't loose their last bit of health from those collisions (requiring you to finish them off)
- Shard Shield spawns more shots and causes more hitlag on activation now; also scales stronger with shield ups
- Shard Shield damage scales more with player shield regeneration now
- Shard Shield shot piercing now scales with player shield regeneration
- Fixed Grav-Grid Anchor spawning with more max power than its's starting charge
- J-Mines no longer have gravity affecting them
- Fixed player mines triggering in situation when stationary/slow moving enemies aren't close enough to be affected yet  
- Enemy homing missiles and heavy rockets have slightly larger areas of affect now
- Enemy Auto Turret shots have less lifetime now
- Enemy auto turrets have larger targeting range and higher damage now, but their shots don't live as long
- Hostile husks deal less collision damage now
- New enemy shots, global enemy shot rebalance - Auto: 4, Heavy Kinetic: 5, Railgun: 9, Small Mines: 6, Large Mines: 9, N-Mines: 12, Medium Rocket: 6, Photon/Laser: Shield piercing (always heart damage)
- Many small fixes
- Some performance fixes

Posted in change_dog.txt

HDog Ace Access Build 0.7321 (Ultraviolet)

- Fixed "Quit To Menu" not destroying the pause scene correctly, leading to memory leaks
- Fixed some wrong weapons showing up in pause screen after restarting from menu
- Fixed some typos

Great catch, there was indeed a memory leak associated with the "quit to menu" option. Fixed in my build now, but there also seems to be a similar but smaller issue with the "resume"  option. I'll need to rework the pause scene a bit to get that resolved, probably next week. Meanwhile more teaser stuff. :)

Best Thing at AMAZE.

Posted in change_dog.txt

HDog Ace Access Build 0.7320 (Ultraviolet)

- Cut feature: Hidden enemy randomization, enemies now behave consistent across all playthroughs
- Gunship jump time decreased
- Fixed some enemies and bosses not being affected by Orbital Support: Nanophage
- Fixed some enemies and bosses not being affected by collision damage reducing items
- Targeting markers now now point out from which direction enemies are firing at you
- N-Mines spawned as nuclear retaliation now spawn targeting markers
- Improved leveling on glitch sounds
- Some frequent sounds slightly randomize their pitch each time they are played
- Screen glitches now sometimes effect ui boxes
- Screen glitching now generally spawns less individual distortions, but makes them overall larger
- Screen glitch distortions animate slower
- Added limiters for the amount of individual enemy types that can be spawned simultaneously
- Added limiter for the amount of homing missiles that can be in the air simultaneously
- Enemy heavy kinetic shots now deal 5 damage
- Enemy chaingun shots now deal 4 damage
- Fixed a bug preventing player from picking up Hyper Conductor
- G-Link Ammo and Shot Displacer no longer impact mouse cursor speed  
- Fixed a bug where max boost force threshhold would not take effect on Anti-Grav Engine  
- Removed a stray message mentioning shoot key to open chests
- Fixed a bug where X-Ray Laser would not show up correctly in pause menu
- Fixed effect volume options not affecting tier 1 fighter firing sound in some cases
- Attempted to make shot homing calculations more economic
- Removed a stray passive item from the active loot pool (probably fixes negative cost starting chest)
- Potentially fixed a problem where overkilling the nuke silo would break boss 3
- Fixed a bug where some fighters would spawn too much debris on death

Good catch with the sound. The physics thing is caused by the game looking at all the forces impacting the player jet when checking when calculating the counteracting upwards force while tunnelling. I'll rework that. I'll check again if boss engines are immune to kill shot. There is also a bug where the boss spawns too close to an floating island which can immediately destroy one engine. (The boss spawn might still get reworked a bit with you actually seeing it jumping in.) Sorry if I'm not posting rapid fixes right now, I'm kind of in the middle of making content for 0.74 (X-Ray) but I might be able to fit in a bug-fix update before in. Please rest assured that a lot of stuff is happening though. :)

Thanks for reporting in, I'm tracking all this, will be taken care of with the next update.

Right, that lag was inbuilt, I consider removing it altogether since it otherwise impedes mouse aiming.

Perfect, I fix that one. Thanks!

(Edited 1 time)

Do you remember how the icon above the chest looked?