Update Alpha 37: Through the Premises


Alpha 37: Through the Premises is here!

It has been 78 days since the last update. This time, the new update's name means it is now possible to kill two birds with a stone.

Added Fierce Sniper Rifle (based from Auto Sniper Rifle)

  • Fierce Sniper Rifle reuses the model Auto Sniper Rifle had
  • Fierce Sniper Rifle's frequency is 0.3333333
  • Fierce Sniper Rifle's projectile damage is 105.5
  • Fierce Sniper Rifle's projectile construction damage is 281
  • Fierce Sniper Rifle's spread is 15.2
  • Fierce Sniper Rifle's backwards recoil is 1.8
  • Fierce Sniper Rifle's face recoil push is 9.4

Added Quiet Pistol (based from Pistol)

  • Quiet Pistol's frequency is 7.5
  • Quiet Pistol's initial (and maximum) ammunition is 12
  • Quiet Pistol's reload duration is 1.75
  • Quiet Pistol's projectile damage is 17.5
  • Quiet Pistol's projectile construction damage is 27.35
  • Quiet Pistol's projectile speed is 522
  • Quiet Pistol's face recoil push is 0.95
  • Quiet Pistol does not make a distant sound and fires projectiles without trails and flyby sound

Miscellaneous Additions

  • Added item property (float) "inventoryWeight". This property prevents entities from carrying an excessive number of weapons. An entity cannot pick up an item if it will exceed the limit of 3
    • All pistols have inventoryWeight of 0.5.
    • All assault rifles, shotguns, sniper rifles, and submachine guns have inventoryWeight of 1.
    • All light machine guns, rocket launchers, and other large weapons have inventoryWeight of 2.
    • Minigun has inventoryWeight of 3.
    • All other items have inventoryWeight of 0.
  • Added gun property "spreadMultiplierMovePenalty," which, if the entity is grounded and not aiming down sights, adds to the gun's spread depending on the entity's horizontal speed
    • All pistols have spreadMultiplierMovePenalty of 1.5
    • All assault rifles have spreadMultiplierMovePenalty of 2
    • All submachine guns have spreadMultiplierMovePenalty of 0.25
    • All shotguns have spreadMultiplierMovePenalty of 0.08
    • All sniper rifles have spreadMultiplierMovePenalty of 0.25
    • All other weapons have spreadMultiplierMovePenalty of 1
  • Added gun property "spreadMultiplierMovePenaltyMaxSpeed," which determines how "spreadMultiplierMovePenalty" affects the spread
    • All weapons have spreadMultiplierMovePenaltyMaxSpeed of 8
  • Added gun property "spreadMultiplierMidairPenalty," which, if the entity is not grounded, adds to the gun's spread
    • All pistols have spreadMultiplierMidairPenalty of 2
    • All assault rifles have spreadMultiplierMidairPenalty of 4
    • All submachine guns have spreadMultiplierMidairPenalty of 0.5
    • All shotguns have spreadMultiplierMidairPenalty of 0.32
    • All sniper rifles have spreadMultiplierMidairPenalty of 1.25
    • All other weapons have spreadMultiplierMidairPenalty of 4
  • Added flashing text that typically appears when the player attempts to pick up an item and fails, tries to reload with no reserve ammunition, et cetera
  • Added Item HUD
  • Added "qubia" font


Changes to Assault Rifle

  • Decreased Assault Rifle's projectile mass to 0.018 (was 0.036) [Nerf]

Changes to Auto Shotgun

  • Updated Auto Shotgun's model to be more consistent with aiming down sights

Changes to Auto Sniper Rifle

  • Replaced (old) Auto Sniper Rifle's model
  • Increased Auto Sniper Rifle's scope aiming multiplier to 0.533 (was 0.3)
  • Increased Auto Sniper Rifle's scope FOV to 30 (was 18)

Changes to Rocket Launcher (was Bazooka) 

  • Renamed Bazooka to Rocket Launcher
  • Renamed Rocket Launcher's internal name to "rocket_launcher"
  • Updated Rocket Launcher's model to be more consistent with doing literally anything
  • Increased Rocket Launcher's reload duration to 2.5 (was 1.68) [Nerf]
  • Increased Rocket Launcher's projectile damage to 362 (was 100) [Buff]
  • Increased Rocket Launcher's projectile construction damage to 4519 (was 100) [Buff]
  • Decreased Rocket Launcher's spread aiming multiplier to 0.075 (was 0.1) [Buff]
  • Changed Rocket Launcher's crosshair to launcher crosshair

Changes to Burst Assault Rifle

  • Decreased Burst Assault Rifle's projectile mass to 0.018 (was 0.036) [Nerf]

Changes to Compact Submachine Gun

  • Increased Compact Submachine Gun's projectile damage to 13.25 (was 12.5) [Buff]
  • Increased Compact Submachine Gun's projectile construction damage to 25.6 (was 24.2) [Buff]
  • Decreased Compact Submachine Gun's projectile damage crit multiplier to 1.5 (was 2) [Nerf]
  • Decreased Compact Submachine Gun's spread aiming multiplier to 0.072 (was 0.09) [Buff]

Changes to Heavy Pistol

  • Increased Heavy Pistol's projectile damage to 21.3 (was 18) [Buff]
  • Decreases Heavy Pistol's projectile damage crit multiplier to 2.5 (was 2.56) [Nerf]
  • Increased Heavy Pistol's projectile construction damage to 44.5 (was 37.5) [Buff]

Changes to Heavy Submachine Gun

  • Decreased Heavy Submachine Gun's projectile damage crit multiplier to 1.5 (was 2) [Nerf]
  • Decreased Heavy Submachine Gun's frequency to 10.56 (was 11.4) [Nerf]
  • Decreased Heavy Submachine Gun's projectile mass to 0.085 (was 0.14) [Nerf]
  • Decreased Heavy Submachine Gun's spread aiming multiplier to 0.05 (was 0.085) [Buff]

Changes to Hunting Rifle

  • Decreased Hunting Rifle's spread to 3.27 (was 8) [Buff]
  • Hunting Rifle can no longer be aimed mid-air [Nerf]

Changes to Light Machine Gun

  • Increased Light Machine Gun's frequency to 9.5 (was 7.81) [Buff]
  • Decreased Light Machine Gun's projectile damage 18.46 (was 22.45) [Nerf]
  • Decreased Light Machine Gun's projectile construction damage 34.94 (was 42.5) [Nerf]

Changes to Machine Pistol

  • Decreased Machine Pistol's spread to 2.06 (was 3) [Buff]

Changes to Minigun

  • Decreased Minigun's initial ammunition to 250 (was 500) [Nerf]
  • Decreased Minigun's reload duration to 1 (was 6) [Buff]
  • Set Minigun's ammunition per reload to 10
  • Decreased Minigun's frequency to 24 (was 36) [Nerf]
  • Increased Minigun's overheat time change upon fire to 0.08333334 (was 0.05555556) [Nerf]
  • Increased Minigun's spread multiplier change upon fire to 0.6666666 (was 0.4444444) [Nerf]

Changes to Pistol

  • Increased Pistol's projectile damage crit multiplier to 2.25 (was 2) [Buff]

Changes to Revolver

  • Increased Revolver's projectile damage crit multiplier to 2.5 (was 2.333333) [Buff]

Changes to Sentry Gun

  • Decreased Sentry Gun's frequency to 6 (was 8) [Nerf]
  • Increased Sentry Gun's projectile damage to 16 (was 14.2) [Buff]
  • Increased Sentry Gun's projectile construction damage to 30.76 (was 27.3) [Buff]
  • Decreased Sentry Gun's projectile speed to 255.5 (was 651.5) [Nerf]

Changes to Singularity Cannon

  • Singularity Cannon now uses launcher crosshair

Changes to Sniper Rifle

  • Decreased Sniper Rifle's face recoil push to 4.2 (was 9.6) [Buff]

Changes to Submachine Gun

  • Decreased Submachine Gun's projectile damage crit multiplier to 1.5 (was 2) [Nerf]
  • Decreased Submachine Gun's spread aiming multiplier to 0.05 (was 0.085) [Buff]

Changes to Turbo Submachine Gun

  • Decreased Turbo Submachine Gun's projectile damage crit multiplier to 1.5 (was 2) [Nerf]

Miscellaneous Changes

  • Improved first-person view
  • Updated victory screen in Battle Royale Test
  • Rewrote Explosion script1
  • Rewrote Projectile physics2
  • Certain projectile types can now pierce3
  • Explosions can now displace static breakables
  • Explosions can no longer fatally damage the shooter
  • House1 now only has 1 TNT
  • LogHouse1 now only has 1 TNT
  • Decreased TNT's projectile resistance to 0.2
  • Position information has been moved into the top left of the screen
  • Updated critical hit sound effect
  • Grenades now last 2 seconds before exploding (was 4)

Removals

  • Replaced gun properties "projectileDamageFade", "projectileDamageFadeStart" and "projectileDamageFadeMinimum" with "projectileDamageFadePercentLoss", "projectileDamageFadeStartDist" and "projectileDamageFadeEndDist" respectively4

Bugfixes

  • Fixed bug where a delay doesn't occur whenever the entity switches weapon in some occassions
  • Fixed bug where a random item would spawn at the level's origin whenever certain non-player entities spawn
  • Fixed bug where a consumable item could be eaten without being selected

1 Instead of blasting raycasts everywhere, it now detects all objects within range and blasts raycasts towards each affected object. Explosion damages and forces are both multiplied by exposure and inverse square of distance. Explosions no longer burn.

2 Due to aforementioned change, all guns' projectile mass have been multiplied by 40 to avoid unintentional changes

3 Medium projectiles can only pierce through breakables 4 times. Medium projectiles can pierce if the thickness is less than 0.75. Medium projectiles lose 25% of their potential damage and 50% of their speed upon piercing. Heavy projectiles can pierce through breakables and entities (only if the entity dies upon contact) 8 times. Heavy projectiles lose 15% of their potential damage upon piercing. Heavy projectiles can pierce if the thickness is less than 2. All other types cannot pierce.

4 All assault rifles' damage fade percent loss is 50%, start distance is 128, and end distance is 384. All submachine guns' damage fade percent loss is 75%, start distance is 64, and end distance is 128. All pistols' damage fade percent loss is 75%, start distance is 128, and end distance is 256. All shotguns' damage fade percent loss is 96%, start distance is 4, and end distance is 64. All other guns, including sniper rifles, do not have this effect.

Files

cubenryalpha37.zip 119 MB
Mar 22, 2023

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