Apparently it's somewhat of a tradition. Update 11 introduced the Quadruple Machinegun, Update 22 brought co-op to Nuclear Throne, Update 33 introduced the Nuclear Throne and Update 44 ended up missing Rogue by a single update. Unconsciously, we've been adding a major feature to the game each 11 weeks. Update 55 is no exception! (Although, no promises for update 66).
Anyway, who would've thought that! In what turned out to be our most challenging week (and a half) of programming by far, we've managed to pull Daily Runs out of the cold, dead ground! Don't ever try doing this in under three weeks, kids. We spent a week and a half barely sleeping and let us reassure you, it's not healthy.
The daily runs are a super cool addition to the game, as they give you one shot each day at playing the same level as everybody else. The scores will eventually be shown in a fancy in-game leaderboards screen, so you can compare yourself against your friends or the rest of the world.
For now, we've got the Steam leaderboards set up for day one, and until the leaderboards officially launch after that, we'd probably recommend the forums, although the game will tell you what your worldwide rank is.
Fixed most of the seeding problems.
Fixed the laser nerf. Or was that last update? Our brains are a bit fried from programming these daily runs.
Fixed a problem with big chests spawning on small chest corpses
No, seriously, our brains are fried. We don't think we've ever had this many problems releasing anything at all. Now we're going to sleep for a while.
Obviously, you can still expect a livestream tomorrow at 1PM CET - this time featuring Sound Designer Joonas Turner. Oh, stay tuned later this week for some announcements related to Nuclear Throne on the Vlambeer blog. For now, just enjoy the first few daily runs!
And the award for Worst Update Name goes to...... Update #54!
This week was utter chaos. Rami spent his entire weekend flying between Las Vegas (where he was showing the Vita/PS4 build of Nuclear Throne) to Uruguay, but Jan Willem was no less busy. Two of our favorite audio people came over to Vlambeer office, and by those people, we mean none other than Jukio Kallio and Joonas Turner! Musician and audio wizard for Nuclear Throne. Obviously, this means that the game got a pretty cool audio overhaul! And a massive new boss hiding far into loops. Both of these things are extremely unfinished, but whatever, it's weekend, and in Nuclear Throne Early Access land that means that we expose whatever work has been done to you!
3D sound effects! Still very early, and broke a couple of things. Explosions might sound super weak.
An improved sound "ducking" system, meaning that loud sounds can make everything else a bit more silent. This makes heavy weaponry sound really awesome.
A first simple round of audio balancing, making everything less of a "play as loud as you can" affair, giving sounds more space & generally also making really heavy things sound a lot better.
Something extremely dangerous in Crystal Caves on loop. Very work in progress.
Faster, more accurate heavy bullets.
The [CLASSIFIED] at the start of a loop now clears all projectiles on death.
You can now loop again.
Properly fixed a bug related to the old boss intros.
Fixed a bug related to Big Dog still sleeping but potals appearing.
Fixed a crash caused by the thing in 7_3.
Fixed a bug caused by rads touching a portal.
Enjoy! Updates on the audio balancing and Crystal Caves thing should be coming soon, as well as a whole ton of bug fixes. Oh, and something very special and exciting for the holidays.
This update finally deals with some annoying little problems we've had for a long time, we've done some balancing, we've been discussing and implementing some controversial nerfing, and we've added two new Ultra Weapons! We're looking forward to see how the game plays out now, as we made some changes to the Frozen City spawns, and nerfed Lasers. Anyway, varied stuff, dig in!
New Throne Butt for Horror: Using the beam for extended periods of time now heals you.
Continuing our much-hated trend, we've nerfed laser damage a tiny bit, we'll see how this goes down in history!
Some changes to Frozen City algorithm. Once again, let's see how this works out!
Robots B Ultra Mutation now automatically eats all weapons left in the level.
Rebel A Ultra Mutation now gives Allies 50% more HP.
Less HP for Snow Wolves.
Slightly more HP for the Snowbots.
Ultra Revolver now deals more damage.
Heavy Slugger rate of fire has been increased.
Removed the explosions caused by Flame Cannon.
Pickups are now picked up when the player is in a portal. Might cause some co-op problems, so in a way it's not really a fix while really it is.
Recoded the way portals work, now always making them spawn from the last corpse!
Found what caused unplanned Big Bandit spawns and fixed it.
Fixed another crash caused by boss spawns.
Heavy Slugs now glow.
The IDPD spawns on loop now aren't time based, but like Rogue's system.
Added art for the Heavy Slugs.
Added art for the Heavy Bullets.
We'll soon finish the Ultra Weapons, and then get working on the second Loop Boss. We also want to bring the focus back to early game play in a bit, making sure we aren't just putting out high-level content. For now, good luck!