March 2021 Bugfix Update. No writeup but swears I'm going to at the start of next week


In leau of a writeup I will copypaste the changelog. Please understand

Also, there are still a lot of minor graphical errors that are on my to-do list to fix. Other than that, there should (hopefully) be no critical errors or potential softlocks


ver 1.05

General

- Integrated Squiddy's Options menu. Thanks Squiddy!

- Added an option to disable all secondary content beyond the Character files. This breaks my heart, but I 

  understand that people only want to use them sometimes.

- Added tutorials for Bandit, Bomber, and Void Bandit. They trigger on your first run with them, and can be 

  re-enabled for the next run from the options menu

- Added the following Mutations: 

  - Perfect Freeze

  - Thunder Clap

  - Blast Bile

  - Ignition Point

  - Gun Godz Blessing

- Oasis skip can no longer be done when you have Crown of Popo, noisrevnI, Corruption, or the Starcursed Mass

   The reason for this is that it is far too easy to trigger the skip when they're taken

- Ancient Guardians have a rare chance to replace Dog Guardians post-loop. They can only replace Loops+1 Dog 

   Guardians per stage to prevent them from flooding the entire level

- Gacha now destroys walls in a small space around it

- Gacha now pushes weapons away

- Wasteland Prince is now selectable in crown vaults if you already have it

- Crown vaults properly remove curses

- Ancient Vaults do not replace Crown Vaults when Metamorphosis or NTTE are loaded. This will change in the 

   future with the addition of the cove system added in this update.

- Ancient Vaults can be disabled from the Options Menu

- Integrated more IDPD Supply Drop weapons. Recoded a few to be more compliant with newer systems

  - IDPD Hammers have been completely rewritten

- Integraded Coldsnap weapons via custom weapon handler. Not all were added, but a lot were

   For a full list of details, check Coldsnap Weapons.txt in the Readme folder

- Coldsnap weapons can spawn with randomized modifiers, from Doubble to Triple to Auto, etc

- Added a slew of weapons from the Shave Gun to Astral Edge =Dark Star=. Check Weapons.txt in the Readme folder

- Added Mr Friendly, a disgusting thing that can be used as a weapon! Bring it near some cursed weapons!

- Updated the Void Blaster and IDPD weapons to not eat your active. You can toggle their abilities by double-

   tapping E!

- The Void Blaster no longer requires ammo

- Added a Shrine in YV's Mansion that you can use to exchange various resources for blessings. It can only be

    accessed through the 3-1 secret area, and not YV's Crib

- YV's Car can no longer be damaged by enemy mutants. It also remains fixed for subsequent loops

  - It can still be damaged by the player and IDPD. Beware!

  

Fixes

- Fixed a bug pertaining to Strong Spirit

- Fixed a softlock in which Weapon Mimics could spawn a portal outside of the level

- Fixed a bug where Mimics would always spawn after a certain point

- Mimics now draw from the full weapon pool normally

- Mimics now spit out weapons using Grappler's throwing mechanic, preventing them from landing off-stage

- Fixed a number of other oddities involving Mimics. Increased their health in return

- Fixed a glitch in which the police would accost you at an ever-increasing rate when using Crown of Popo

Vanilla Balance Changes

- Crystal's Teleport will attempt to snap to the nearest floortile. This can destroy walls, which one day I 

   might rectify since it's a bandaid fix for getting stuck inside of walls

- Robot's active will prioritize weapons on the ground

- Robot will play a licking animation before eating a weapon, accompanied by a sound. This is to prevent him from 

   automatically eating his weapons, making him a bit softer to play.

- Robot's active is affected by certain weapons. Toxic weapons make him retch and emit toxic gas, flame weapons 

   will burst into flames, etc. These effects naturally are not harmful to the player.

   

- Fire Ballers

  - Behavioral Alarm is forced to a maximum of 20 frames

  - Every shot fired by a Fire Baller forces it to fire in bursts of 3

- Jocks

  - Behavioral Alarm is forced to a maximum of 18 frames

  - Reload rockets 7 seconds after depleting their stock. Replenishes 6, contrary to the base 5

  - Moves away from the player when they get too close and still have ammo. This is to put them in the appropriate

    range to fire their rockets, as they will not do so when too close to the player

Bandit

- Fixed a bug in which Ultra A would increment itself twice, triggering the downsides of Ultra B faster

  - This is due to removing the ultra. Note to modders: if your character does this, don't do this.

- Rewrote some portions of the code where global.Ultra array check was not needed

  - Note to self: THE GLOBAL ARRAY IS STILL NEEDED FOR ULTRA A. PLEASE DO NOT SCREW THAT UP. THANKS.

- Startup lag for bashes increased by 3

- Bash damage has been tweaked. Now deals a base damage of 4 without Ultra B, and 10 with Ultra B (vs 4:12)

- Bashes are no longer able to doubletap enemies

- Base Bash speed has been increased by 1 to make it more viable to use as an attack without ultra

- Ultra B

  - Grants a diminishing number of mutations, based on the number of times you've taken Ultra A

  - No longer grants increased Bash speed due to increasing base speed. Has a negligible effect, no reason to keep it.

  - Breaking walls with Ultra B now decays the active's use time

  

Grappler

- Starting weapon changed to Grenade Launcher to better complement his ability

- Thrown objects fall faster to facilitate snappier gameplay

- Fixed some errors involving throwing props at Throne II while it hovers off-stage

- Is now able to grab Bolts

- Is now able to grab Lasers

- Is now able to grab Cannonballs

-- Cannot grab Plasma Cannonballs

- Guardians resist Grappler's Inverted World

Bomber

- Exthrow Damage properly scales without Throne Butt

- Exthrow Damage slightly decreased

- Exthrow windup time slightly decreased

- You can now throw the ExthrowGuardian at your feet by pressing the Fire key

- Can no longer fire weapons when Exthrow is fully charged

- Inverted World now triggers faster, but has a 7 second cooldown after use

- Due to the above cooldown addition, ExthrowGuardians can be thrown during inverted space

- Elder Guardian now has timestop immunity. However, his bullets only resist it, succumbing to it over time

- Temporarily implemented a CustomProjectile that is functionally the same as Horror's bullets. This is due to 9944

  errors and will likely either be removed or converted to an omniprojectile in the future. Bearing that in mind, 

  vagabonds_projectiles.mod.gml may be written in the future (as I am writing this, it has not)

Tall Bandit

- Reduced time needed to make your allies drop their weapons

- Enemies will begin avoiding Tall Bandit as he gets taller. Bandits will cower in fear at the sight of him.

Void Bandit

- camperboys compatibility added

- Wrote handlers for Cactaur, Frost Faeries, and Jolt Faeries

- Optimized many parts of the code and fixed a handful of oddities

- Weaponless forms can be locked in by doubletapping E

- Summoner forms have a soft-limit on how many summons they can create. Existing summons will be damaged for 16% of

  their max health when more are summoned when they lack invulnerability frames. This is a two-front change to combat

  lag as well as balance a few forms (Ratking and Technomancer in particular)

- Necromancer revive circles can only revive a maximum of 8 corpses. Those spawned BY necromancers only revive 4

- Necromancers damage themselves for 25% maxhp when reviving corpses

- Necromancers become less likely to revive corpses when more than 24 melee minions exist

- Technomancer revive circles can only revive a maximum of 4 corpses (it summons a Necromancer anyway)

- Void Freak lifetime reduced from 12 seconds to 8

Fire Riders

- Crowns now sit on top of Fire Riders when no other players are present

- When NTTE is loaded, Fire Riders gets 5 pet slots. One for each head

Vanthro

- No changes. Vanthro is perfect as she is

Chuuni

- Discs will now return stored rads if deleted (by level changes for example)

- Discs will now return 1/3 stored rads if destroyed out-of-bounds(Throne II, Elder Guardian, etc)

- Discs now have hitid information

- Spin time has been reduced

- Disc self-harm is now reduced to 2

- Discs can now be deflected by melee or Chuuni's spin attack to extend their lifetime, as well as Chuuni's spin time

  The Discs also accelerate slightly, reaching a maximum speed of 14 units per frame

- Thronebutt now slows down discs to make it easier to deflect them

- Rads can now be collected during spins. They cannot be forcefully ripped out of enemies however

- Wrote a meter to display your disc's current power

- Added the Deviant Blade =Muramasa= as Chuuni's starting secondary weapon

Enemies/Props

- Lilly Cactus

- * A cactus with a desert lilly. Spawns in small clusters at a 1/5 chance

  * Try throwing them with Grappler!

  

- False Cactaur

- * A Cactus, resprited to look like a Cactaur

- Cactaur/Elite Cactus

- HP: 40, Raddrop: 18

- Contact Damage: 1

- Cannot Spawn on 1-1 L0

- * Spawns in an idle state

  * Has a 1/8 chance(1/5 on 1-2) to replace a Cactus

  * Shoots a volley of 18 splinters at the player periodically

  * Explodes into 6 splinters that damage player and enemy alike.

- PROTIP: Scorpions and other contact damage enemies will destroy cacti on contact, but not Cactaur

- Punished Bandit

- HP: Infinite

- A prop that damages enemies when fired into it. Tires that lack bandits have 40hp.

- Chill Fairy

- HP: 48, Raddrop: 20

- Contact Damage: 0

- Has a low chance to spawn once per area after reaching 5-1

- Guarantees a ColdSnap weapon drop when spawned outside of the Fairy Caves

- Fires a stream of Frost Columns towards the player, freezing projectiles that come in contact with them and dealing damage on-spawn

- Jolt Fairy

- Same traits as above

- Dashes around and leaves lingering lightning strikes

ver 1.05a

General

- Added a version display. Be sure to keep up with the most current build!

- Tutorials for Bandit, Bomber, and Void Bandit now display every time on their first runs

- Removed the option for the Tutorial stage because it isn't in yet

- Added the Deep Freeze and Minus K back into the pool, as they should be, when Coldsnap is unlocked

- Shifted weapon areas around. Refer to Vanilla Balance Changes.txt

Bugfixes

- Fixed a softlock involving the coves

- Fixed a softlock involving Ignition Point

- Fixed an error in which Void Bandit would be infinitely slowed after using certain abilities

- Fixed an error where the game would spontaneously delete itself... maybe? Please report this bug if you get

  if when fighting against the boss of the secret area!

Additions

- Added the Blade Cannon, a powerful but dangerous post-loop cannon. Careful, this thing is classified as a 

  Disc!

Files

Vagabonds 1.05a.zip 5 MB
Mar 16, 2021
VagabondsMarch2021.zip 5 MB
Mar 13, 2021

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