Time for your weekly update of Nuclear Throne, and we think this one is pretty sweet! As you'll immediately notice when you boot up, we're slowly continuing work on the interface, and we'll be continue to break and rebuild stuff over the weeks. This week we also decided to throw in a bunch of balancing, some cool new loop things, and two more possibly quite amazing weapons! Other than that, we've also slightly addressed the problem formally known as "shitty RNG", by ensuring at least a tiny bit of cover near most spawns!
Some more work on the character select screen, even though things are still broken and very unfinished!
New bullet weapon: The Incinerator.
New energy weapon with a 6 second reload time.
Hopefully, improved spawns!
You can now swap cursed weapons for other cursed weapons. This one is really interesting.
Enemies on loop might now spawn as a group of enemies of the same type. Have fun fighting 4 assassins at once!
Rads now fade faster on loops as well.
IDPD difficulty now ramps up, making sure your first few encounters won't be Shielders.
Crossbow rate of fire has been decreased slightly.
Laser Minigun is now less accurate.
Heavy Assault Rifle now spawns later.
Lightning Rifle now spawns sooner.
Slight lightning shotgun ROF buff.
Exploding Guardians now spawn slightly less bullets. (Guardians are still getting a buff eventually, but we're just making these a bit more playable for now.)
Made some more loop-exclusive changes to Lil Hunter.
Ravens should now fly towards the player if there are only a few enemies left.
You can no longer press L to toggle the letterboxes.
Scorpions should no longer get stuck in walls. Fingers crossed!
More Crown Vault tiles.
Blood Cannon art.
Heavy Bullet weapons now drop heavy shells.
Plasma weapons freeze the game a bit less.
Enjoy, and we'll be back with more - as always - next week.
This must've been the weirdest update we've ever done, as it's tiny, and both boring and super exciting at the same time!
We've started on our big interface overhaul, which is a ton of extremely detailed work intending to lift the overall game to a next level of polish. This is a lot of very detailed work, requiring us to rework and clean up a lot of the existing code while meticulously designing how and where every pixel has to move. In the long run, the new menu will allow us consistent behaviour across keyboard, mouse and controller. After that, a lot of other screens in the game are going to get the same treatment.
Basically, the update we've just thrown live contains a super-unfinished, half-broken start of where we're heading with the character select screen. It might not look like the most exciting thing, but it sure is a huge step towards getting the game ready for release. There's some (great) placeholder art by Paul and tons of tiny animations, and it sure is no indication of the final product!
This is one of these things you'd normally never even think about showing when working on a game, and it's almost so rough that we wanted to keep it behind the scenes. But, promise is promise, and we said we'd show you the ins and outs of game development. So for the sake of science, we present to you: the broken, half-finished new menu update! We'll hopefully be a lot further along next week, allowing us to get back to fixes, balancing and content, but we thought it'd be fun to give am extreme peek behind the scenes for now instead of an updateless week!
Be sure to jump into our streams next tuesday and thursday to get more insights in where all of this is heading!
A brand new, very broken, work in progress character select screen! Sorry if it breaks things.
Spiderwebs in [CLASSIFIED] now actually work!
Hopefully we'll have a slightly more complete interface for you next week, and a bit more actual substance!
A smaller update this week, as the last hotfix took... a bit more work than usual.
We've been working hard on the plans and mockups for our interface overhaul, and we're proud to announce the very first signs of that are starting to appear in the game! We've now got support for colored text, meaning that for starters your tips now look more interesting! Words like HEALTH or AMMO will be color-coded, and we'll also highlight anything else we might deem important.
Do note that the current implementation is super early, so where and how we've applied it is probably still a bit inconsistent. We're figuring this thing out.
Other than that, we've got another big update to the mutation icons for you, a few small balances, some bug fixes, etc.
Dig in, and have fun! Hope nothing weird shows up this week.
Basic support for colored text.
A big update to the mutation icons!
Snowtanks now explode sooner.
Blood Cannon drops later.
Heavy Assault Rifle drops slightly later.
Fixed a minor glitch related to Big Dog.
Sewers loop boss projectiles no longer fly forever.
Steroids now gets a 4th weapon from Big Chests with his Ambidextrous.
Lil' Hunter flying around before death now has a smaller collision mask.
Another week, another update! This update might seem a bit modest, as we've been very busy working on things behind the screens. We're working on a total menu overhaul for the game (it's starting to look pretty good!) and are also busy getting a couple of fun surprises in soon.
You'll find the game now sorts mutation icons in the order you got them and has a brand new type of cannon that is still unfinished! We also hope we finally squashed the Sharp Teeth bug, and we've changed Rebel to use a way more basic upkeep system, encouraging both easier early Allies while making the cost for giant armies a bit more than what it was before.
Anyway, dig in, and get playing! Exciting huge things coming soon.
The work in progress Blood Cannon.
The HUD icons are now sorted in the order you got them.
Ammo, Health and Portal Strike pickups now fade faster on loops. This'll be interesting.
Rebel's first Ally now costs 1HP, any additional ones cost 2HP.
Snow Tanks now wait a bit before exploding.
The Throne beam now angles slightly towards you, something we wanted to give a quick try.
Big Dog missiles are meaner on loops.
Blood Hammer deals more damage.
More IDPD now chases Rogue when her portal opens.
Fixed the Sharp Teeth thing. We hope. Fingers crossed.
The Rad Canister in the HUD now has an outline when you get your Ultra Mutation and haven't picked it yet.
Open Mind chests now count towards big weapon chests, as do gold weapon chests.
Art for the Heavy Auto Crossbow and Heavy Assault Rifle!
Patience now becomes a clock under the mutation you pick with it, instead of taking a whole icon slot.