Patch Notes: v121 Alpha

v121 Alpha
Released June 27th, 2013

Alterations:


 * Adjusted melee attack forces. If damage is done, less counter force is excerted on yourself.
 * The first item in each slot are rendered on actors when not in hand.
 * Added ninja animations
 * Adjusted a bunch of maps.
 * Talking to actors! (related to adventure)
 * Peaceful actions (related to adventure)
 * Relations (related to adventure)
 * Compare item stats
 * Compare upgrade stats
 * If you time the roll to start just when the bullet hits, you will do a reflect instead of a deflect. Reflects are better in the way that they return the bullet to where it came from, and you dont get moved or affected or slowed by the hit.
 * Slightly less aimspeed bonus in rolling
 * Reworked and tweaked plasma
 * Enhanced railgun sounds and effects
 * Tweaked railgun bullet speeds closer to the higher ones.
 * Improved and streamlined ai with regards to destination logic
 * Tile color brush in editor. (press . and ,)
 * Certain tiles (among them the light bulbs in editor) now give off tile-corner affecting light.
 * Ctrl click a tile to flood fill.
 * More placement options to respect already placed tiles, and also to respect the physical layer (press 1 in editor)
 * Possible to set grid and angle snap to raycast mode which find the closest wall and sticks to that.
 * Glass jar tiles
 * New actor: Brain, spawned from metalfaces if the game mode allows it, can fly around with a small jetpack, carry small items
 * Items now have a size parameter. Brains can only use items such as matter prototype and slugger cobra, while shrooms and birds and such small actors can use items up to grenade launchers and such but not the largest ones such as rail vanquishers and plasma cannon.
 * Beam gun adapted to work with bullet time and slightly modified
 * Heat/Cold mechanic changed. It used to work by making your heat restoration become delays on each hit. Now you have a “peak heat” and an “average heat”. Peak heat is what kills you and is what is affected by attacks and fires. Peak heat and average heat move towards each other, and average heat in turn moves towards the environment temperature (map weather). This means that being heated if not fatal will still raise your average temperature for a while, making the peak heat restore slower.
 * Shield is now split into 3 different shield belts with lots of upgrades each.
 * New Save&Compile, will pre-generate the map previews and save them inside the file. This is also done automatically if save© to menu is used.
 * Maps have their previews pre-generated and saved into the file.
 * Metalfaces can use the emergency action: Eject their brain upon death! Controllable from the game mode settings (default off for all except adventure) and actor spawn modifiers.
 * Checkpoints now work slightly differently. If you have a respawn cell (now called emergency cell), your brain actor will be teleported back to the checkpoint and the metalface will be rebuilt. If you do not have that, you can still walk back and rebuilt yourself for a cost. If you have an ally you can have the ally “rescue” you by purchasing the rescue service at the checkpoint which will teleport and rebuilt your friend. If your brain actor dies, you are dead, except if you have an ally that can carry your brain to a checkpoint and revive it for a cost.
 * Improved swimming
 * Space theme can now specify a different gravity
 * Tweaked slugger weapon fire rate and damage to be between the old and the new.
 * If outside of weapon range in the air, and using aim (duck/sneak), you will tweak your aim slightly up and down depending on your movement.
 * Added more radio stations, fixed so that radio channels don’t reset, added the radio jingles the current ones.
 * Improved dance logic and added automatic starting of dance if game detects a bpm to your actions while listening to music from a radio.
 * New Item: Sabre Egg.
 * Game now has a rather slight falling damage. You can still fall 10 screens without dying, but you will get hurt. Falling 2 screens is fairly harmless.
 * Stunning small enemies now only occurs while rolling onto them
 * Predator can now bite.
 * Buy/Sell Shops (adventure related)
 * Buy/Sell information (adventure related)
 * Bots pick colors too.
 * Ninja has a strong melee attack.
 * Space jellyfish now drop healing sparks when they die.
 * Power station tiles and power system improved. Now there are two special power stations which each require a special plug. (CTP remains unchanged). Lights, shops, locks, batteries and wire-system sockets can be powered using either a battery, power station or simply by not picking anything. Things are powered by default! Power can also be changed with triggers.
 * Doors have an on used action which is called when they are opened.
 * All things lockable have an on unlocked action which is called when they are unlocked.
 * Radiation! Currently caused by radioactive green blobs and radioactive fluids.
 * New Icon!

Bug-Fixes:


 * Fixed crash on safest gate…
 * Solved a resolution bug that made the game crash at certain low resolutions
 * Corrected map names
 * Fixed shader related assignment bug
 * Removed actor collisions on plug
 * Cleaned up ai code
 * optimized phys line render
 * Fixed two way teleporting for actors and objects
 * Fixed teleport shader not showing correctly while rolling
 * Throw object and loot spawn optimizations
 * Sound driver related crashes fixed by going back to openAl Creative on Windows.
 * Fixed self destruct not destroying yourself.
 * Fixed airbomb ai.
 * Fixed slanting girder error.
 * Fixed jetshoes bouncing on gas plants and teleporter problem.
 * Fixed space theme coordnate bug
 * Fixed entrance shader malaligned to actual event.
 * Simplified and fixed some predator leg bugs
 * Fixed some annoying stunning behaviours when shot from behind.