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Nuclear ThroneNewsUpdate #86 - Meta Update - Weekend of August 14th
Community

Update #86 - Meta Update - Weekend of August 14th

Nuclear Throne · published 16 Aug 2015, 17:14 UTC

All newsPlayers around this dateRead on Steam

Please take a seat before continuing. Let's dive right in.

There's some new interface, which also comes with a brand new host of tiny tweaks and even sound effects for the menus! Most importantly, there's a new daily screen, now showing you the character used and the world and level in which the run ended.

We've updated the character unlock requirements, as it's about time we start really working on some of the meta there. If you don't feel like grinding your way through every update, there's a temporary and rather giant "UNLOCK ALL" button in the main menu. Click it will unlocking all characters for you.

There's also a new thing it doesn't unlock. If you want it, you'll have to earn it. Loop twice to gain access to the very work-in-progress HARD MODE. That's right. Normal Nuclear Throne isn't hard enough for some of you. Just like loops themselves, Hard Mode is a super early version of what it'll eventually be. Hard Mode basically starts you off in loop 1, as a level 1 character, with a difficulty that ramps up twice as quick, enemies dropping less rads, normal loop 0 level weapon drops, and all the cool things that come with looping. To make things a bit more fair, you spawn right on top of a Big Weapon Chest, so at least you get to pick from three screwdrivers!

Other than that, there's a whole pile of balancing, fixing, even art visibility updates... And a Super Bazooka. Feel free to just skim over everything below and feel free to jump into the game as fast as you can.

    Features
  • New daily screen, now showing you what character someone played as and exactly where they died!
  • Basic sounds for the main menu!
  • J.W. couldn't help it: the Super Bazooka.
  • We've updated the character unlocks! They're now a bit more spread out, as we want to slowly start testing the timing and curve for this. This also includes little popups when unlocking a character or golden weapon and a huge temporary UNLOCK ALL button for those who don't feel like grinding through the meta until full release.
  • Boss intro for the second loop boss.
  • Hard mode. Reach loop 2 to unlock it.Balancing
  • Gamma Guts tweaks again. You no longer take damage from enemies you kill instantly with it!
  • Regurgitate gives you more weapons now.
  • The second loop boss now has more HP and functions as a light source.
  • Lil' Hunter is now a bit more predictable, using the snipe shots only from far away.
  • Crystal's shield cooldown has been increased a tiny bit.
  • Better rate of fire for the Splinter Gun.
  • Chicken throw damage now scales up with your level.
  • Flames spread easier.
  • Blood Hammer deals more damage to enemies.
  • Big Dog gains a lot more HP per loop than other bosses now.
  • Tiny bit more Lightning Cannon range.
  • Guardian Dogs now chill a bit longer at the start of a level.
  • Exploding Guardians explode in less projectiles.Fixes
  • Fixed a freeze that happened on death.
  • Fixed a crash that happened on startup.
  • Fixed a bug where portals didn't open chests.
  • Music volume should now directly change when changed in the options menu.
  • Piles of explosions no longer become horizontal lines.
  • Pausing while Crystal is shielding no longer locks her shield.
  • The 0-1 fight now breaks small walls when activating, preventing "invisible walls" from appearing.
  • Bolts should now be able to damage enemies close to walls.
  • Bolt damage now stacks properly.
  • Gold weapons are now unlocked properly for your loadout.
  • Lasers should no longer glitch through walls.
  • Big Rad Canisters now have the proper sprite when they break.
  • Pausing as Chicken no longer always shows headless Chicken.
  • Fixed a few things kind of related to Melting.
  • Fixed the rate of fire for Steroid's second weapon.Misc
  • Trying out some new decals in the Frozen City.
  • Updated Toxic and IDPD projectiles for readability. A few more projectile sprite updates in general.
  • The new default "freeze frames" value is now 80%.
  • Added an effect for when Chicken's thrown weapons hit something.
  • New tips!
  • The ambient tracks now start playing at a random offset.
  • Ambient track is now faded out inside portals.
  • Loading now shows percentages as 001% instead of 1%.
  • The (!) thing for new characters is back.
  • The reload bar is more clear in the HUD.
  • Continue/Retry are now slightly brighter than other buttons.
  • The back arrow now animates and has been moved around a bit.
  • Last but not least: your HUD now animates slightly when swapping/picking up weapons!

Get playing, enjoy, give us feedback! Apologies for hard mode.

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