Patch Notes v0.3.22
-Pressing any key to dismiss the title screen will no longer happen if the window is out of focus.
-The bomb energy meter is now slower to recharge.
-Grazing hazards now gives you energy.
-Basic enemy deaths are worth 100000.
-Enemy fireball bullet type now has a more forgiving hitbox that covers only the white area.
-Reduced enemy shield damage reduction to 90%, allowing all characters to break shields.
-Boss health bars now show how much of the healthbar attacks deplete, and have hang time on big attacks.
-The boss health bar now shakes a bit when a high damage attack is used on the boss.
-Adjusted visuals for boss outlines.
-The score multiplier now goes up to only 6, but multiple hits are required to level up.
*2 Hits ---> x2 Multiplier
*10 Hits ---> x3 Multiplier
*20 Hits ---> x4 Multiplier
*30 Hits ---> x5 Multiplier
*40 Hits ---> x6 Multiplier
-Max combo cap has been decreased to 40 hits.
-Damage buff is now based on synergy level, instead of percentage to combo cap.
-Max damage buff from Synergy Boost is now 150%.
Gem Power System:
-GP value now starts at 10000
-The GP floor increases by 10000 points with each boss defeat.
-GP is now capped at 200000 from the start, but the cap increases by 50000 for each stage cleared.
-Getting hit decreases your GP by 20%, using the GP floor as the baseline.
-Gems can now have a "buffed" property, which changes their appearance, and multiplies their point value.
-Fixed a bug where Gem Power floor values didn't carry over between stages in Story Mode.
-Hitbox size decreased to 21.
-Successful critical hit is now worth 50000 points.
-Successful critical hit raises Gem Power by 250.
-Hitbox size decreased to 18.
-Tracking Beam damage increased to 0.66 damage per frame.
-Fixed a bug where using Temporal Warp would negate recovery frames after getting hit.
-Temporal Warp now uses grazebox size to detect collisions with enemies.
-Bullet absorbs during Temporal Warp are now worth 1000 points.
-Barrier recovery i-frames frames have been increased to 60.
-Hitbox size decreased to 25.
-Fixed a bug where melee attacks would hit the same enemy multiple times.
-Stun Punch charge time decreased to 8 frames.
-Stun Punch follow-through decreased to 18 frames.
-Base damage of Stun Punch has been increased to compensate for the multi-hit fix.
-Successful stun punch is now worth 50000 points.
-Successful stun punch raises Gem Power by 200.
-Successful shield break raises Gem Power by 300.
-Bullet shatters from punch are now worth 1000 points.
-Casey now moves slightly backward in the wind-up of Explosive Punch.
-During the dash in Explosive Punch, Casey has an incinerate field around her fist, which instant kills low health enemies.
-Explosive Punch now has a bigger melee hitbox.
-Fixed a bug where Explosive Punch would sometimes calculate its damage from the wrong enemy health value.
Ch 1 - The Steel Butterfly Appears!:
-Changed the placement of the last regen field.
-Regen fields no longer give points.
-Prisma's final pattern now removes the shield at the end of the pattern cycle.
Ch 3 - Echoes in the Waves!:
-Fixed an exploit during Stage Presence where one of Maya's attacks could be nullified by pushing her off screen.
-Reduced trance movement debuff during Maya's Requiem from 0.8 to 0.75.
-Save version checking is incomplete, so starting with config files from the previous version may cause an error.
-Particles will sometimes not spawn at the correct position. This is triggered by completing the demo and returning to the title screen. The fix is being worked on.
-Button prompt icons do not change with control bindings for in-game tutorials. This will be fixed in a later version.
Get Typhoon Unit ~ Butterfly Requiem (Demo)
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