Update Alpha 30


Update Alpha 30 is here!

Woah. It has been almost a month, and possibly the biggest update has come!

Added Fast Submachine Gun (based from Submachine Gun)

  • Fast Submachine Gun uses Belgian FN P90 model
  • Fast Submachine Gun is on tier 3 (1 more)
  • Fast Submachine Gun fires 18 bullets per second (3 more)
  • Fast Submachine Gun holds a maximum of 50 ammunition (10 more)
  • Fast Submachine Gun takes 2.9 seconds to reload (0.8 more)
  • Fast Submachine Gun deals 16.6 units of damage per bullet (2.2 less)
  • Fast Submachine Gun deals 21 units of construction damage per bullet (2.2 less)
  • Fast Submachine Gun's projectile speed is 650 meters per second (70 less)
  • Fast Submachine Gun's projectile mass is 0.0003 (0.0001 less)
  • Fast Submachine Gun's spread is 2.2 (0.4 more)
  • Fast Submachine Gun's spread multiplier change upon fire is 0.3333333 or 1/3 (0.5666667 less)
  • Fast Submachine Gun's spread multiplier decay is 4 (4 less)
  • Fast Submachine Gun's backwards recoil is 0.05 (0.05 less)
  • Fast Submachine Gun's face recoil angle is 0.1 (0.1 less)

Added Slow Assault Rifle (based from Assault Rifle)

  • Slow Assault Rifle uses Russian AK-47 model (don't get me started with what is going on on a war happening right now)
  • Slow Assault Rifle is on the same tier as its base
  • Slow Assault Rifle fires 9 bullets per second (2.5 less)
  • Slow Assault Rifle holds a maximum of 25 ammunition (5 less)
  • Slow Assault Rifle deals 28.3 units of damage per bullet (5.5 more)
  • Slow Assault Rifle deals 44.3 units of construction damage per bullet (11.9 more)
  • Slow Assault Rifle's projectile speed is 1300 meters per second (300 more)
  • Slow Assault Rifle's projectile mass is 0.0014 (0.0005 more)
  • Slow Assault Rifle's spread is 0.9 (0.1 more)
  • Slow Assault Rifle's spread aiming multiplier 0.12 (0.02 more)
  • Slow Assault Rifle's spread minimum multiplier is 3 (1 more)
  • Slow Assault Rifle's spread maximum multiplier is 15 (4 more)
  • Slow Assault Rifle's spread multiplier change upon fire is 4 (0.8 more)
  • Slow Assault Rifle's spread multiplier decay 14.5 (2 less)
  • Slow Assault Rifle's face recoil angle is 1.2 (0.3 more)
  • Slow Assault Rifle's face recoil upward time is 0.17 (0.07 more)

Added Perks

  • Entities can be attached by a maximum number of 3 perks
  • Perks flash to indicate its usage
  • Speed Perk increases the entity's speed limit by 2 units
  • Jump Perk increases the entity's jump strength by 1 unit
  • Damage Perk increases the entity's damage multiplier (both entity and construction) by 0.12 units
  • Rapid Perk increases the entity's gun frequency multiplier by 0.25 units
  • Resistance Perk increases the entity's resistance by 0.25 units
  • Nutrition Perk increases the entity's heal multiplier by 1 unit

Changes to Entities

  • Entities can now only aim if they are grounded
  • Entities can now only jump if they have been grounded since they have jumped1
  • AI-controlled entities are now immune from weapon's face recoil
  • AI-controlled entities now invert its movement direction upon encountering a ledge instead of randomizing
  • Entities no longer show health particles whenever the entity is healed silently
  • Entities can now regenerate 1.5 units of health up to 50% if they haven't taken damage for the past 8 seconds
  • Entities now lose all of their shield upon death
  • Decreased Entity's punch damage to 4 (was 10)

Changes to Assault Rifle

  • Decreased Assault Rifle's projectile damage to 22.8 (was 24.1)
  • Increased Assault Rifle's spread to 0.8 (was 0.6)
  • Decreased Assault Rifle's spread aiming multiplier to 0.1 (was 0.3)
  • Increased Assault Rifle's spread minimum multiplier to 2 (was 0.5)

Changes to Auto Shotgun

  • Decreased Auto Shotgun's projectile damage to 5.3 (was 7.5)
  • Decreased Auto Shotgun's projectile construction damage to 20 (was 30)
  • Decreased Auto Shotgun's projectile mass to 0.0007 (was 0.001)
  • Increased Auto Shotgun's projectiles per shot to 16 (was 10)
  • Decreased Auto Shotgun's projectile damage fade to 44 (was 79)

Changes to Cannon

  • Decreased Cannon's projectile damage to 90 (was 563)

Changes to Grappling Gun

  • Grappling Gun now fires its hook from the holder's face rather than its barrel

Changes to Heavy Ammo

  • Decreased Heavy Ammo's initial count to 1 (was 2)

Changes to Minigun

  • Increased Minigun's projectile damage to 19.1 (was 14.9)
  • Increased Minigun's projectile construction damage to 34.5 (was 30)
  • Increased Minigun's projectile damage fade start to 0.4166667 or 5/12 seconds (was 0.03472222 or 25/2)
  • Increased Minigun's spread to 5 (was 0.6)
  • Decreased Minigun's spread aiming multiplier to 0.14 or 7/50 (was 0.7 or 7/10)
  • Decreased Minigun's spread maximum multiplier to 1.5 (was 4)
  • Minigun no longer uses face recoil

Changes to Pistol

  • Decreased Pistol's projectile damage to 20.2 (was 21.3)
  • Increased Pistol's spread to 3 (was 1.5)
  • Decreased Pistol's spread aiming multiplier to 0.2 (was 0.3)

Changes to Revolver

  • Revolver now uses Medium Ammo (was Light Ammo)
  • Increased Revolver's projectile damage to 32.2 (was 31.9)
  • Increased Revolver's projectile damage critical multiplier to 1.75 (was 1.5)
  • Increased Revolver's spread to 2.1 (was 1.4)
  • Decreased Revolver's spread aiming multiplier to 0.4 (was 0.6)
  • Increased Revolver's spread maximum multiplier to 8.6 (was 5.6)
  • Increased Revolver's spread multiplier change upon fire to 4.5 (was 3.4)

Changes to Shotgun

  • Increased Shotgun's fire rate to 1.5 (was 1)
  • Decreased Shotgun's projectile damage to 6.2 (was 9.2)
  • Decreased Shotgun's projectile construction damage to 24 (was 30)
  • Decreased Shotgun's projectile mass to 0.0009 (was 0.0015)
  • Increased Shotgun's projectiles per shot to 20 (was 12)
  • Decreased Shotgun's projectile damage fade to 37 (was 47)
  • Increased Shotgun's projectile damage fade start to 0.06857143 or 18/350 (was 0.02851743 or 10/350)

Changes to Submachine Gun

  • Submachine Gun now uses FSA
  • Increased Submachine Gun's projectile damage to 18.8 (was 17.8)
  • Decreased Submachine Gun's spread aiming multiplier to 0.35 (was 0.5)

Other Changes

  • Added Battle Royale Test level
  • Added Graphics Page to Settings Menu
  • Added Punch Combo System (PCS)2
  • Hitmarkers no longer appear when an entity is attacked with a sentry placed by the player
  • Hitmarkers now appear when the player punches an entity
  • Lava can now destroy items
  • Sniper crosshair no longer has a middle dot
  • Terrain appearance has been updated
  • You can no longer open your inventory menu if you are dead
  • You are automatically kicked out of your inventory menu upon death

Bugfixes

  • Fixed bug where Teleport Pads could teleport static objects
  • Fixed bug where placing TNT plays a sound at a full volume regardless of distance
  • Fixed bug where a grappling hook would persist after the destruction of Grappling Gun
  • Fixed bug where Landmines would be unobtainable apart from Item Spawners

1 this change prevents entities from flying with another entity and climbing obtuse walls

2 Punch Combo System (PCS) is a system that an entity deals an initial amount of damage to another entity with a first punch, and the damage gets stronger as more consecutive punches are performed. The combo breaks when an entity doesn't punch within 2 seconds, misses a punch, or is hurt. Punching a dead entity does not increase the combo, but it does not break the combo either. The equation for damage amplification is 0.75 + 0.25 * p. The equation for reach amplification is 1 + 0.25 * sqrt(p). (p is the combo that is incremented before damage is calculated and caps at 8)

Files

cubenryalpha30.zip 69 MB
Jul 04, 2022

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