Episode 1 WIDE Update


Big update to look and feel of entire episode 1!

  • Campaign mode: tweak pacing and level design, shotgun may now be obtained on level 3
  • Arcade mode: shotgun may now be given by rng god earlier than level 4
  • Special Rooms
    • Special Room's voxel map may now spawn rotated making level  more random
    • Add new special rooms
    • Remaster old rooms
  • Remaster room links:
    • Room links / connections / doorways (however you want to call it) now have procedural size and offset, making levels more open
    • Links in outdoor maps now don't have silly link ceiling
    • Add more variations of locked doors (size)
  • Outdoor map rooms now have correct wall size in relation to neighbors
  • Add, procedural 'doors' to doorways to hide ugly room loading (and somehow help indicate maze direction?)
  • Tweak AI processing

  • Minor bugfixes / tweaks
    • Fix dialog to pickup powerup not appearing when player opens treasure chest by hand
    • Enemies spawned dynamically (during boss) autonomically free their slots, allowing boss to spawn more enemies again
    • Enemies: fix walking animation not triggering when loosing line-of-sight to player
    • Rename option "Legacy Campaign Generation" -> "Do not randomize campaign seed" to avoid confusion
    • Update some wording in manual
  • Difficulty tweaks:
    •  "Arena" rooms have 1.5x base difficulty because they're more open by nature
    • Enemy projectiles have more lifetime before de-spawning
    • "Chaser" moves a little faster
    • "Big B." will not attempt to shoot hurting and spawner projectile at same time (so less friendly fire)

Files

Guide Handbook (manual) 3 MB
Version 16 Apr 10, 2022
Download for Windows 64bit 321 MB
Version 18 Apr 10, 2022
Download for Linux 64bit 322 MB
Version 13 Apr 10, 2022

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