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!
This week we bring you all kinds of things! A lot of significant bug fixes, giant craters and tiny flames from explosions, the powerful Heavy Slugger, and even 5 new Ultra Mutations! No need for more text, dig in!
Craters & tiny flames from explosions. Will still get some work in the future!
New Ultra Mutations for Horror, Steroids, Chicken, Rebel and Rogue.
Higher rate of fire for Ultra and Heavy Revolvers.
More radiation gained from the Crown of Hatred.
Eagle Eyes no longer makes you see further. Didn't do too much and just made things more complicated than they should be.
Big Bandit spawns should be a lot more solid, and can no longer be used for radiation farming. Cool shortcut however.
Recoded the way radiation decides what to move towards.
Recoded Portal invincibility, now making you completely invulnerable to any damage. Might cause some problems with pickups that should be fixed soon.
Ultra Mutations can now be picked with the gamepad.
Windowed mode should have a border again.
Fixed a crash caused by boss spawns when playing with gamepad.
Golden Hammer is now the Golden Wrench.
Cars no longer die into tiny scorchmarks.
Lab now has tiny floor details.
Have fun! Let us know what you think about the new Ultra Mutations.
We're late and we're sorry. Turns out Rami's internet in India isn't as stable as we'd hope.
Either way, we've been working non-stop for a couple of weeks now, so this update we took it a bit easier. By taking it easy we mean making a small pile of cool new guns: The first two Ultra Weapons, the ultra revolver and ultra laser pistol, both late game killing machines that use both rads and ammo. Other than that, there's a new type of bullet weapons, using 2 ammo per shot and firing heavy bullets. In a much-debated, controversial move, the beloved sledgehammer has been replaced by a wrench, and we made a "new" sledgehammer with more damage and a slower rate of fire. That's all for now! Enjoy!
Ultra Laser Pistol
The Sledgehammer is now the Wrench, but there's a new Sledgehammer!
Fixed a crash related to explosions.
Fixed a crash related to chicken's max HP loss.
Slightly changed the origin of the revolver, making it look better when holstered.
Have fun and don't forget to let us know your thoughts!