Major update

Bossdome 0.10

Halved · published · build 24539221

Grand Dead Paradise Trial
- With a never before seen rendition of S.A.N.E.D. and three new songs to go with it
- Defeating him in Bossdome will count as a winOther Bossdome changes
- A prompt explaining how to select Bossdome as a gamemode will now appear after the first initial HARD victory screen
- The Altarator will now appropriately move player projectiles as well as the player during its second phase so that they can actually hit it
- Optimized the entirety of the Grand Inventor's Caves Trial*
- Rebalanced the damage reduction of all bosses as necessary
- Added oil to the Grand Abandoned Oil Mines Trial title theme
- Cleaned up the columns in Grand Snowhenge Trial and its prelude
- "LYCHEE FRUIT" is now rarer in Bossdome for Alex because he already has so much healing
- Christopher's limited range weapons have had their targeting conditions altered slightly to accommodate some Bossdome bosses
- Disallowed pausing during a Bossdome death sceneMajor fixes
- Fixed an edge case where healing in the same tick as death would temporarily cheat death, still showing the death screen a few moments later but allowing continued play until then and potentially causing multiple deaths and losses added to the counter
- Fixed an edge case where Grey would show up in a Bossdome death cutscene and do nothing forever
- Fixed timing of music and spatialization of sound effectsItem changes
- Improved "THE HUMBLE BRICK" proc performance and balance
- "LYCHEE FRUIT" will now show leech particles similar to those of Crystallizers and Alex's Slash when life stealing
- "EYE OF THE [ Dw3Ll3R ]" has been eliminated from some cases where it would be useless to obtain
- "STAFF OF LEPROSY" will no longer spawn "The [?L3peR?]" in a Bossdome prelude (it can still be obtained it just won't spawn him right away)
- Buffed "FATHER'S BLESSING" from +5 max HP to +10 max HP
- "VIAL OF DROUGHT" now affects all flat time limited player projectiles
- Updated some item descriptions for conciseness and punctuation consistency
- Items unlocked by beating Bossdome encounters on HARD have had their descriptions updated to be more clear and lore accurate
- Some proc sounds have been removed to prevent audio overloadsWeapon changes
- Attack and reload cooldowns will no longer advance while the game is paused
- Christopher's rockets will target the enemy with the most outstanding health rather than the most maximum health and will select randomly among the healthiest if there is a tie
- TiN_kAAn's jetpack will no longer consume ammo while doing nothing on the ground
- Reduced TiN_kAAn's spinner cooldown to 5 seconds to be more usable without abusing cooldown tech
- Alex's pole will no longer time out and move along without any rotation
- Some player projectiles have been fixed to properly move with infinite corridors such as the one in phase 2 of The Altarator in Bossdome
- Lowered the volume of certain overwhelming weapon sound effects
- Weapons will always be reloaded upon starting a new runLevel changes
- Triangular platforms in Dying Paradise can now be jumped up through
- Dying Paradise's patchy background has been updated to cover the proper areas
- Miscellaneous interactables will indicate their functions more clearly*
- Miscellaneous interactables will only appear when the corresponding Bossdome level has been beatenBoss (Standard) / enemy changes
- Touched up and added HARD+ changes to standard bosses
- Robot's Best Friend will now correctly continue to spawn explosions on the player after one of the two has been killed
- Increased spawn rate and kill reward of enemies in Dying Paradise
- S.A.N.E.D.'s prisms movement has been changed to be more predictable
- Gave all bosses appropriate knockback resistance
- Gave all bosses a more flashy death animations
- The Quagmire Construct takes significantly less damage from Alex's shock slam*
- Dull Robots in Snowhenge can no longer jump on thin air*
- Marble Tankers in Dying Paradise can now be damaged on their cling anchorsVisual / textual / UI changes
- Cleaned up confirmation pages and end screens
- Changes all instances of "campaign" to say "run" instead
- Slightly intensified high rain effects
- Added some characters to some fonts
- Added character name, gamemode, difficulty and pickup information, kills, damage taken and dealt to run ending screens
- Added a button option to use the value of the manual zoom slider in the zoom menu without clicking on the slider itself
- Player projectiles will no longer appear to take damage
- Shock effects will now correctly spread out over their whole victim
- Cleaned up pixelated lines
- Fixed the scaling to sharpen out the viewport when zoomed in
- Removed the control tip for pausing/unpausing since [Esc] for keyboard and (Start)/(B) for controller are very obvious*
- Fixed instances of texel misalignment in banner notifications and item collection
- Properly centered healthbar text
- A few text lines have been updated for lore accuracy*Suggested/brought to my attention by players, thank you!

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