Patch Notes v0.7.34
Buckle up, folks! Been a long time since the last update, so this patch notes is gonna be a long one! Here we go!
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General
UI and Menus
- A loading graphic appears when the game is loading.
- New demo title screen.
- Cooldown was increased on holding left or right to switch scoreboards on the high score screen. If you press left or right, it will ignore the cooldown.
- Darkening the background also reduces the color tint effect on the in-game characters.
- Gameplay interface elements no longer appear while the player is in a cutscene or dying.
- Reduced the opacity of the dark bar on the top and bottom hud.
- Dialogue box damaged shader visuals have been changed to be a bit easier on the eyes.
- Game Over menu has been updated.
- Chapter Complete screen has been visually redesigned.
- Stage title cards have updated visuals.
Gameplay
- Default control scheme has been changed to the experimental "Streamline Style", a style that emphasizes immediate swaps and using spells.
- Bullet rendering code has been reorganized to allow for more rendering styles.
- Made some adjustments to how enemies calculate damage taken. There should be no visible difference.
- Visual feedback added to hitting shields.
- Destroying a boss' shield will set their health to 1 if the shatter would normally kill them.
- Shine on pickup items is more visible.
- When starting a level, the game will wait until the fade in finishes before auto-pausing if the window is not in focus.
- Fixed a bug where music sometimes starts at the wrong volume.
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Player Characters
All Characters
- Player characters start and end all levels in a cutscene state.
- Player movement smoothing value has been reduced to allow for more precise movement.
- Movement boundary lines are now visible when you are close to them.
- A spell can be activated if it is within 3 frames of finishing cooldown.
- The cooldown of partner characters moves now ticks down at a rate of 16.6% of the normal speed.
- Cooldown has been removed from swapping characters.
- Direct character swaps now immediately use the character's spell. The controls menu has been changed to reflect this.
- Player direct swap frames reduced to 4.
- Player cycle swap can cancel into a spell on frame 5.
- Energy gain from small pickups increased to 1.5.
- Energy gain from large pickups increased to 15.
- Item pickups will always move to the player when they enter a cutscene state.
- Item pickups now disappear if the player is dying.
- Death bomb window has been increased to 22 frames from 15. The animation remains the same length.
Synergy Boost/Synergy Break
- New particle effects during Synergy Boost and Synergy Break.
- Landing a Synergy Combo hit will subtract 50% of the total cooldown time from the partner characters' cooldown timers.
- Synergy Break now activates on the bomb charge up instead of the bomb itself.
- Synergy Break power level is no longer locked during S-Break.
- The background now has a blue tint and a glowing vignette border during Synergy Break.
Gale
- Spread shot is visually different while in S-Break. Gale's fire rate also increases during S-Break.
- Critical strike will immediately end the stun effect on an enemy hit by it, unless the stun effect was caused by Flash Burst.
- Base damage of Flash Burst (before multipliers) has been reduced from 32 to 20.
Fia
- Tracking Beam is visually different while in S-Break.
- Increased base damage of Tracking Beam to 1.0.
- Fixed a bug where Temporal Warp would not initiate i-frames right away upon finishing.
- Added background visuals to Shooting Star.
Casey
- Charge Fireball is visually different while in S-Break. The fireballs are always full charge and max speed during S-Break.
- Dragon Fist now has less exaggerated sprite offset for charge up and release.
- Explosive Punch now breaks all on-screen enemy shields the moment the punch lands. Shields broken in this way will deal only 25% damage to their parent enemy.
- Dash speed of Explosive Punch increased to 42.
- Reduced max damage cap on Explosive Punch to 600.
- Modified visuals of Explosive Punch.
- Aiming at an enemy with Explosive Punch will make the background light up.
- New sound fx for Explosive Punch.
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Levels
Training Room
BOSS: N/A
PLANNED STAGE BOSS PATTERNS: N/A
CURRENT PROGRESS: Fully Playable
- Updated placeholder background.
- BGM: "Break it Down for Me" has an updated arrangement.
- Basic Training now includes a "Start Here" label in the menus.
- Synergy Boost's label has changed from "Advanced" to "Recommended" to reflect the increased emphasis on the mechanic.
Ch 1: The Steel Butterfly Appears
BOSS: Prisma
PLANNED STAGE BOSS PATTERNS: 5
CURRENT PROGRESS: Fully Playable
- Increased the spawn rate of popcorn enemies in the first wave.
- Increased health of smaller enemies during Fia's section.
- Increased health of heavy enemy during Fia's section.
- Decreased shot wind-up of heavy enemy during Fia's section.
- Added a second column of heavy shield enemies during Casey's section.
- Increased health of heavy shield enemies during Casey's section.
- Duel Lock popup is now animated.
- Adjusted health values and scripting of various enemies.
- Misc modifications to background visuals.
- Modified visual effects on tunnel exit cutscene.
- Prisma comes up from below instead of spawning on-screen.
- BGM: "Wings of Sharpened Steel" has been replaced with a new arrangement.
- Altered Ring of Execution to be more interesting visually.
- Increased health of Impenetrable Shield Wall to 1500.
- Altered Impenetrable Shield Wall with higher bullet density.
- Increased health of Wrath of the Steel Butterfly to 2500.
- Adjusted the speed and patterning of some sections of Wrath of the Steel Butterfly
Ch 2: Pulling the Strings
BOSS: Maggie
PLANNED STAGE BOSS PATTERNS: 5
CURRENT PROGRESS: Fully Playable
- Modified background visuals.
- Background sky color changes slightly as the stage progresses.
- Maggie has a dialogue reaction to Gale using her bomb spell.
Ch 3: The Steel Butterfly Appears
BOSS: Maya
PLANNED STAGE BOSS PATTERNS: 6
CURRENT PROGRESS: Fully Playable, but missing 1 boss pattern.
- Adjusted health values of various enemies.
- Misc modifications to background visuals.
- Minor dialogue tweaks.
- Fixed a bug where an enemy spawn would be skipped in the level's second half.
- BGM: "Deadly Charm" has an updated mix.
- BGM: "Beware the Deep" has an updated mix.
- Maya has a dialogue reaction to Casey using her bomb spell.
NEW CHAPTER!!! Ch 4: Metamorphosis
BOSS: Dr. Umbra
PLANNED STAGE BOSS PATTERNS: 6
CURRENT PROGRESS: Mostly Playable, needs more polish, boss is missing 1 pattern.
- NEW ENEMY TYPE: Revengers - These enemies will detonate into a bullet pattern on defeat. If left alive for a certain amount of time, they will detonate on their own.
- The Dr. Umbra boss fight is now in prototype form, with 5 of the 6 planned patterns.
- BOSS GIMMICK: Disruption Field - Dr. Umbra can place area-of-effect circles that slow the player's movement and change the trajectory of hazardous bullets upon contact.
- Yellow Bullets slow to half speed while in the bubble.
- Purple Bullets aim for the bubble center on entry.
- Red Bullets aim away from bubble center on entry.
- Yellow Bullets slow to half speed while in the bubble.
- Dr. Umbra is not your final challenge...
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Known Issues
- Some varieties of controller are causing Input to crash the game. We think it might be related to PS controllers. (This bug is still being investigated)
- Button prompts in-game do not change with control bindings. ( I plan to eventually update the Input system, and this will be a part of that task. )
- Backgrounds should stop scrolling when in game over state
- Overlapping textboxes during gameplay
- Bosses dont pause animations during time stop
- S-Break Bonus shouldn't reset on level transition if it's still active from the previous level
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Files
Typhoon Unit Demo (v0.7.34) 161 MB
Sep 01, 2022
Get Typhoon Unit ~ Butterfly Requiem (Demo)
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Typhoon Unit ~ Butterfly Requiem (Demo)
Squad up! Dodge, shoot, and swap heroes on the fly!
Status | In development |
Author | GhostlyFeline |
Genre | Shooter |
Tags | Bullet Hell, Cute, Fantasy, Shoot 'Em Up |
Languages | English |
Accessibility | Configurable controls, Interactive tutorial |
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