Patch Notes v0.5.13


General

-Music tracks are now compressed, and will uncompress upon starting the game.  This means initial loading will take slightly longer.

-Sound effects are also compressed.

-New design for the chapter select screen.

-Entries on the High Score screen have been reduced to 20.

-The player character is prevented from performing actions when the stage boss first appears.

-Player characters now have a new animation slot to separate "bomb charge" from "recovering with a continue".

-All player bombs now have a background darkening overlay that matches the current character's color.

-Fixed a bug where the level up graphic would still appear on the player even after getting hit and losing synergy.

-Adjusted visuals of incoming enemy warnings.

-Altered enemy rendering for better optimization, particularly for the serpent enemies.

-Bosses no longer show their hud elements until the battle starts.

-Increased transparency and slight vertical offset when the player overlaps the top or bottom hud elements.

-Toned down the scaling of the Score UI when earning large amounts of points.

-Particle effects are now cleared on room end.

-All movie type cutscenes are now skippable, including the demo end cutscene.

---

Synergy Boost/S-Break

-Each level of Synergy Boost now gives you an 8% damage buff, maxing out at 140% power.

-Synergy Break's damage buff is now a flat 20% extra damage on top of the Synergy Boost damage buff, making the maximum total power 160%.

-Synergy Break's active time scaling has been altered.  Level 2 gives you 8 seconds, Level 6 gives you 16 seconds.

-When a stage ends, if your synergy timer is under 3 seconds, the game will round the timer up to 3 seconds for the start of the next stage.

---

Player Characters

Gale

-Spread shot bullet damage increased to 2.0. 

-Added some visual polish details to Critical Strike, including a particle beam between Gale and the target.

-Decreased cooldown on Critical Strike to compensate for new end lag frames.

-Flash Burst base damage increased to 32. (Dealing a critical would be x4, so 128 damage overall.)

-Flash Burst now stuns all enemies upon startup.  After the bomb finishes, they will remain stunned for 3 seconds.

-Added various visual effects to Flash Burst.

Fia

-Tracking beam damage increased to 0.8.

-Fixed a bug where Fia would sometimes get hit before recovery frames activated after Temporal Warp.

-Temporal Warp recovery frames increased to 10.

Casey

-Decreased damage of fast fireball to 3.2 per frame.

-Decreased damage of strong fireball to 4.8 per frame.

-Breaking a shield with a jab will no longer invoke long spell cooldown.

-Fixed a bug where Stun Punch would sometimes hit the same enemy twice.

-Incinerator field during Explosive Punch has been modified.  It now shatters all bullet types, and destroys any shields associated with enemies it touches.

---

Levels

Training Room

BOSS: N/A

PLANNED STAGE BOSS PATTERNS: N/A

CURRENT PROGRESS: Fully Playable

Ch 1: The Steel Butterfly Appears

BOSS: Prisma

PLANNED STAGE BOSS PATTERNS: 5

CURRENT PROGRESS: Fully Playable

-Increased health of "Rising Bladed Wings" to 1200.

-Increased health of "Unyielding Thrust" to 1800.

-Increased health of "Ring of Execution" to 1300.

Ch 2: Pulling the Strings

BOSS: Maggie

PLANNED STAGE BOSS PATTERNS: 5

CURRENT PROGRESS: Fully Playable

-Maggie's flip upon entering the screen has intensified.

-Fixed a bug where Grand Arcane's hands could not be hit by Casey's punches.

Ch 3: The Steel Butterfly Appears

BOSS: Maya

PLANNED STAGE BOSS PATTERNS: 6

CURRENT PROGRESS: Fully Playable, but missing 1 boss pattern.

-Altered the dialogue in the demo end cutscene after Ch 3.

---

Known issues

-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)

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.