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Nuclear ThroneNewsUpdate #82 - Crystal Party! - Weekend of July 17th
Community

Update #82 - Crystal Party! - Weekend of July 17th

Nuclear Throne · published 19 Jul 2015, 15:54 UTC

All newsPlayers around this dateRead on Steam


We're still going strong with hard work, but got a bit caught by needing to have the update done in the middle of all kinds of huge and exciting changes. We would have had more to show you, but unfortunately there's no time to finish it just this week!

Since we're really starting to tie all the seperate parts of Nuclear Throne together, we might break the game a little bit here and there. No matter how well and carefully you construct the parts, they might always fit a bit weird and require some tuning. That'll be happening in the next few weeks as we push forward.

In the background, a lot of our code is being optimized for both computer and console platforms. Similarly, that means that code-wise things might be a bit unstable, and it will be going through major structural changes as we push forward. While this shouldn't be super noticable, the Windows version should enjoy a significant performance boost in areas with a lot of stuff going on.

More noticeably, we bring you a bit of a rework to the Nuclear Throne, a newly tuned Crystal, smoother portals, a ton of balancing, fixing, and all that good stuff!

Oh, and assassins still deflect, but in a way less lethal way.

    Features
  • Some work on the Throne!
  • Reworked Crystal, with a more mobile, snappier shield, usable Throne Butt, and complete B skin graphics!
  • Portals now look better!Balancing
  • Assassins still deflect, but the projectiles won't hurt you! Great way to take out enemies behind you with trick shots. We've also made them a bit meaner again.
  • Lil Hunter's IDPD spawning has been balanced.
  • Blood and Lightning Hammer now spawn earlier.
  • Energy Hammer and Sword now spawn a bit later.
  • Plant's Throne Butt now kills things under 33% HP.
  • We got rid of the HP-loop-change we tried out last week. Turns out giving people less HP reliably gives them more ammo, destroying some of the fun balancing going on there. We'll solve this problem soon when we get closer to reworking loops.
  • Loop Big Bandits now spawn from different positions, which wasn't spurred at all by a certain video last week.
  • Bouncers now have harder impact, more damage, and glow.
  • Bouncer Shotgun now has a higher rate of fire.
  • Super Plasma and Flame Cannon now take longer to reload.
  • Lasers can now damage Crystal in her shield.Fixes
  • Fixed Total Recall.
  • After long deliberation, we fixed a tip saying "follow your" and nothing else.
  • Bouncer Shotgun now works with Eagle Eyes.
  • Big Maggots no longer slide when burrowing.
  • Might've fixed a problem that causes the game to freeze.
  • Explosives no longer explode in your face when fired exactly when a Portal opens.
  • Fixed a collision problem with Bouncers.Misc
  • Changed the default audio levels.
  • Changed gamepad layout to the old buttons until we implement key customization.
  • Tweaked the colors for the Game Over map when looping a lot.
  • Robot now gets an Ultra Update instead of Ultra Mutation.
  • Art for Bouncer weapons.

Since so much is changing, and things are starting to lock down, your feedback is worth more than ever now, whether you're just starting or a hardened veteran. Let us know what you think, how the game performs, what your concerns are but also the things you love.

As a general 'feedback' reminder - and we've mentioned this earlier in the process - feedback is at its best if you describe the problem rather than trying to offer a solution. When you offer a solution, we still need to dig to figure out what your actual problem is so we can fix it.

Enjoy!

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