Update Alpha 32


Alpha 32 is here!

Again. The previous update is ~4/3 months old.

I am deeply sorry that I accidentally broke the Railgun trying to get it to work like it did before the change where projectiles instantly disappear rather than persisting upon collision.

Added Burst Assault Rifle (based from Assault Rifle)

  • Burst Assault Rifle uses Austrian Steyr AUG model
  • Burst Assault Rifle is on the same tier as its base
  • Burst Assault Rifle fires 2 bursts per second (each burst fires 3 bullets for 1/14 seconds each)
  • Burst Assault Rifle takes 2.9 seconds to reload (0.6 more)
  • Burst Assault Rifle deals 21 units of damage per bullet (1.8 less)
  • Burst Assault Rifle deals 29.9 units of construction damage per bullet (0.25 less)
  • Burst Assault Rifle's spread is 1.5 (0.7 more)
  • Burst Assault Rifle's spread aiming multiplier is 0.015 (0.085 less)
  • Burst Assault Rifle's face recoil push is 0.7 (0.2 less)
  • Burst Assault Rifle's face recoil angle is 24 (12 less)
  • Burst Assault Rifle's face recoil upward time is 0.05 (0.05 less)
  • Burst Assault Rifle's face recoil downward time is 0.175 (0.175 less)

Miscellaneous Additions

  • Added 10 more Evil Blockys in Origins of Cubenry
  • Added death message "<killer> absolutely annihilated <victim>", which appears when the killer immediately kills the victim as long as the victim's total health is full (shotguns do not count)
  • Added Overheating properties for certain ranged weapons
  • Added particle effects for construction and destruction of breakable blocks
  • A new EntityBehavior script is added1

Added Face Recoil Angle property (for all ranged weapons)2

  • Assault Rifle's face recoil angle is 24
  • Auto Shotgun's face recoil angle is 15
  • Bazooka's face recoil angle is 7
  • Bolt Action Rifle's face recoil angle is 12
  • Cannon's face recoil angle is 0
  • Fast Submachine Gun's face recoil angle is 35
  • Minigun's face recoil angle is 135
  • Pistol's face recoil angle is 25
  • Railgun's face recoil angle is 19
  • Revolver's face recoil angle is 8
  • Shotgun's face recoil angle is 12
  • Slow Assault Rifle's face recoil angle is 38
  • Sniper Rifle's face recoil angle is 12
  • Submachine Gun's face recoil angle is 9

Changes to Auto Shotgun

  • Updated Auto Shotgun's fire sound effect
  • Increased Auto Shotgun's projectile damage to 6 (was 5.3)
  • Decreased Auto Shotgun's projectile construction damage to 12.8 (was 16)

Changes to Bolt Action Rifle

  • Fixed unpainted surfaces of Bolt Action Rifle
  • Bolt Action Rifle can be aimed with mid-air
  • Decreased Bolt Action Rifle's projectile damage critical multiplier to 1.65 (was 2)

Changes to Fast Submachine Gun

  • Increased Fast Submachine Gun's face recoil push to 0.2 (was 0.1)

Changes to Minigun

  • Minigun's sound effects have been updated
  • Minigun now charges by secondary use (right click) instead of primary use
  • Minigun's frequency is now multiplied by its charge power instead of waiting until fully charged
  • Minigun's time before overheat is 4.9, overheat time change upon fire is 0.05555556 (1/18), overheat penalty time is 3.2
  • Increased Minigun's initial ammunition to 500 (was 100)
  • Increased Minigun's projectile speed to 1040 (was 360)
  • Decreased Minigun's spread to 1.4 (was 5)
  • Increased Minigun's spread aiming multiplier to 0.5 (was 0.14)
  • Increased Minigun's face recoil push to 0.1 (was 0)
  • Increased Minigun's face recoil upward time to 0.02 (was 0)
  • Increased Minigun's face recoil downward to 0.04 (was 0)

Changes to Shotgun

  • Decreased Shotgun's projectiles per shot to 16 (was 20)
  • Increased Shotgun's projectile damage to 6.8 (was 6.2)
  • Decreased Shotgun's projectile construction damage to 21 (was unknown)
  • Increased Slow Assault Rifle's ammunition to 30 (was 25)

Changes to Slow Assault Rifle

  • Increased Slow Assault Rifle's max ammunition to 30 (was 25)
  • Decreased Slow Assault Rifle's spread aiming multiplier to 0.1 (was 0.12)
  • Increased Slow Assault Rifle's face recoil push to 1.5 (was 1.2)

Changes to Sniper Rifle

  • Sniper Rifle can be aimed with mid-air
  • Decreased Sniper Rifle's reload duration to 1.15 (was 3.35)
  • Decreased Sniper Rifle's ammunition per reload to 1 (was 2147483647)
  • Increased Sniper Rifle's frequency to 0.7 (was 0.5)
  • Decreased Sniper Rifle's projectile damage to 91.84 (was 114.8)
  • Increased Sniper Rifle's projectile damage crit multiplier to 2.5 (was 2)
  • Increased Submachine Gun's face recoil push to 0.35 (was 0.2)

Miscellaneous Changes

  • Increased Wood's projectile resistance to 4 (was 2)
  • Increased Stone's projectile resistance to 4.8 (was 2.4)
  • Increased Metal's projectile resistance to 240 (was 120)
  • Loot Chests now have a density of 8 units per volume (was 1)
  • Projectiles now visually disappear rather than persisting for 16-24 seconds
  • Renamed the "Exit" button in the pause menu into "Disconnect"
  • The background has been shifted 700 units to the left
  • Updated Loot Chest model

Bugfixes

  • Fixed bug where guns would use more than one ammunition at once after firing while the game is sped up
  • Fixed bug where projectiles would deal no construction damage when firing an obstructed gun
  • Two unused scripts (ArtificialPlayer and EntityPathfinder) have been removed from the game

1 old AI script has been renamed from "EntityBehavior" to "EntityBehaviorClassic"; new EntityBehavior utilizes pathfinding; currently unused

2 to avoid confusion, the old property with the same name has been renamed to "Face Recoil Push"; all mentions of face recoil angle values are measured in degrees

Files

cubenryalpha32.zip 114 MB
Aug 18, 2022

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