Nuclear Throne
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Rami Feb 29, 2016 @ 2:28pm
Update 99
We're currently in early discussions for update 99, and we'll let you know as soon as we've got a better idea of what is in it, and what will be addressed. Let us know if there are any game-breaking bugs or crashes you'd like us to address.

    Fixes:
  • Fixes to Daily, Weekly.
  • Proto Statues no longer absorb rads unless activated.
  • Oasis skip in loop won't spawn multiple portals.
  • Big Dog now stops music on death
  • Elite Shielder teleport fixed (thanks for everybody reporting this, we made sure this was a priority)
  • Bullets are no longer a light source.
  • Elite Inspectors can't push bolts inside walls away anymore
  • Ultra bolts now push eachother away for optimal YV popping, and have improved collision
  • Lucky Shot now displays proper amount
  • Removed IDPD siren if portal is open, because no IDPD van shows up anyway.
  • Ribcages can no longer spawn stacked.
  • Lightning can travel through walls in 0-1 (this time for real we hope)
  • New depth sorting for toxic gas.
  • Crowns now lock properly when playing with Random.
  • Fixed Proto Statue shadows
  • Co-op B-Skin indicators fixed.
  • Annoying SFX repeat when using telekinises on physical projectiles like grenades fixed.
  • Music and ambience no longer modify volume when pausing in a portal.
  • Global best time now actually fits the stats screen.
  • Game crash during 0_1 fight should be fixed.
Last edited by Rami; May 7, 2016 @ 8:09pm
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Showing 1,561-1,575 of 9,118 comments
Rami May 9, 2016 @ 1:11pm 
Originally posted by gross:
Originally posted by Stef Verzelen:
It's an easy fix for one part of the inconsistent seeding problem. Why not implement it? It's been in the game for several updates now.

Oh I'm not saying it's bad to implement, but I'm just saying that seeding is still an issue with it. Because crown vaults are a common strategy (because COB in dailys is a must), so many people are still going to have screwed up seeds.
We're fine as long as the same in-game action leads to the same level.

Looking into the enemy aiming, too.

Fun Fact, any other details about your situation?
LondAnomala May 9, 2016 @ 1:14pm 
i still have a problem with LAG since update 98, before everything was fine. Now (also in ea99) the game still work at 10 fps, but i don't know why. I erase RAM every time i play but the game is stil impossible to play. I have a 2008 IMac with 4 Gb of RAM but before update 98 the game work perfectly. PLEASE HELP ME
Last edited by LondAnomala; May 9, 2016 @ 1:14pm
Rami May 9, 2016 @ 1:57pm 
Originally posted by Nyko:
i still have a problem with LAG since update 98, before everything was fine. Now (also in ea99) the game still work at 10 fps, but i don't know why. I erase RAM every time i play but the game is stil impossible to play. I have a 2008 IMac with 4 Gb of RAM but before update 98 the game work perfectly. PLEASE HELP ME
Nyko, that's really odd. We haven't touch any performance settings for the OSX build whatsoever. I'll see what I can find.
Yung Venuz (Banned) May 9, 2016 @ 3:04pm 
Rami, can I know you will(or what your reason for isn't) add something to the menue/retry/quit button?
somnia et musica May 9, 2016 @ 3:04pm 
Originally posted by Rami:
Originally posted by Nyko:
i still have a problem with LAG since update 98, before everything was fine. Now (also in ea99) the game still work at 10 fps, but i don't know why. I erase RAM every time i play but the game is stil impossible to play. I have a 2008 IMac with 4 Gb of RAM but before update 98 the game work perfectly. PLEASE HELP ME
Nyko, that's really odd. We haven't touch any performance settings for the OSX build whatsoever. I'll see what I can find.
Heyo, Rami, Throne II still crashes on PC and Mac, Linux idk.
Fun Fact May 9, 2016 @ 5:22pm 
It's broken for me after the last update.. please fix. i love this game. I cannot move beyond the character select screen.
Originally posted by Stef Verzelen:
Originally posted by gross:
Seems rather in vain though, crown vaults/secret areas still render the seed useless anyways.
It's an easy fix for one part of the inconsistent seeding problem. Why not implement it? It's been in the game for several updates now.
It's also the strangest way to not actually fix the problem.

Seeds seem to be based on current time, which would explain why pausing during the generation would result in something different. Rooting seeding into something stable and consistent would fix it 100%, but I recognize that revamping it this late in the dev cycle can be stressful.

Pausing could still have level gen happening as a background process while paused rather than interfering. However this approach wouldn't account for instances where the NT process is forcibly frozen such as when moving the game's window or window dimensions. And of course instances if the game were to hang temporarily, still being rooted in current time wouldn't help there.

And of course the solution I thought would be taken: buffer the pause input until stage gen is over. Still pauses as expected by the player, still avoids interfering with stage gen as per the goal of blocking pausing during load times.
Will you ever fix lightning rails not stacking? The fact that they don't makes the lightning shotgun pretty useless
ΘSaniblues May 9, 2016 @ 11:49pm 
Originally posted by Stef Verzelen:
Originally posted by ConfusingDalek:
U99 bugs: You cant pause in portals anymore
You can still pause during level generation (portal). Just not on dailies and weeklies, but that has been in the game for a while now. They disabled it for dailies and weeklies because pausing during level generation changes the map layout.
They could achieve something to the same effect by
a) making level generation a background process, unaffected by pausing
b) queuing the pause when the escape key is pressed during generation
c) using a different variable than current_time to modify the seed. common of a method as it may be, any interruptions to the process screws up the process.

EDIT: Yes, what Psycho posted earlier on this very page.
Last edited by ΘSaniblues; May 9, 2016 @ 11:50pm
Sandshark May 10, 2016 @ 12:19am 
Originally posted by blaac:
in ea99
big bandit spawned in but didnt destory the walls he spawned on and he just died http://steamcommunity.com/sharedfiles/filedetails/?id=681798067
no idea if it's actually related to anything that changed in 99
Been in the game for a long time
Hex: Unemployed May 10, 2016 @ 1:13am 
Rebel's Allies also try to shoot through walls.
LondAnomala May 10, 2016 @ 5:47am 
Originally posted by Rami:
Originally posted by Nyko:
i still have a problem with LAG since update 98, before everything was fine. Now (also in ea99) the game still work at 10 fps, but i don't know why. I erase RAM every time i play but the game is stil impossible to play. I have a 2008 IMac with 4 Gb of RAM but before update 98 the game work perfectly. PLEASE HELP ME
Nyko, that's really odd. We haven't touch any performance settings for the OSX build whatsoever. I'll see what I can find.
Thanks Rami, tell me about it when you find something:steamhappy:
Loona is Hot May 10, 2016 @ 6:19am 
Good god, no. The IDPD will try and shoot you through walls too. RIP Rogue even more until this is fixed.
Rami May 10, 2016 @ 7:03am 
Originally posted by ΘSaniblues:
Originally posted by Stef Verzelen:
You can still pause during level generation (portal). Just not on dailies and weeklies, but that has been in the game for a while now. They disabled it for dailies and weeklies because pausing during level generation changes the map layout.
They could achieve something to the same effect by
a) making level generation a background process, unaffected by pausing
b) queuing the pause when the escape key is pressed during generation
c) using a different variable than current_time to modify the seed. common of a method as it may be, any interruptions to the process screws up the process.

EDIT: Yes, what Psycho posted earlier on this very page.
These suggestions make a lot of assumptions on how the generation works, and none of them are generally applicable. Making it a background process doesn't change anything as the seed generation would still be shared in GameMaker. Queuing the pause is cool, but does not fix the immediate lack of feedback. current_time is never used for generation.
Milk May 10, 2016 @ 7:06am 
Why not just store the value of current time as a constant, and then only use that constant? Why is the seed actually current time at different times?
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Date Posted: Feb 29, 2016 @ 2:28pm
Posts: 9,118