Releases: Moffein/Pilot
0.1.0 - Model is in (but no anims)
0.0.8
This update is focused on bringing back some of the Airborne/Grounded kit differences from Returns.
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Secondaries
- Damage reduced from 200% -> 190%
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Rapid Deployment
- Now gains +40% forward velocity and -40% vertical velocity when started midair.
Matching the Returns behavior.
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Aerobatics
- Hitboxes are now disabled mid-dash.
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Air Strike (Full Rework)
- No longer aimable, always places the air strike on the ground directly below you.
- Now dashes when used on the ground.
- Hitboxes are disabled mid-dash.
- Increased damage from 500% -> 600% to account for the more restrictive targeting.
Being fully aimable ended up being weird due to how the mine interacted with flying enemies. Turns out that the ground dash that got scrapped early in development ended up feeling a lot better once it wasn't clashing with you trying to actually aim the skill. Plan is to leave the alt air-strike as-is to mirror how the alt air strike in Returns has a different targeting method/lack of mobility compared to the default.
0.0.7 - Vengeance AI
- Added AI for Vengeance and Goobo
0.0.6
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Rapidfire
- Removed reload.
- Reduced firerate from 0.08 -> 0.12 (same as Returns)
- Increased damage from 120% -> 140%
Reload seemed unpopular so I'm reverting it.
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Aerobatics
- Increased wallcling jump exit force from 5000 -> 7000
- Increased wallcling detection distance from 0.75m -> 2m
Wallcling exit jump is now a lot more useful for covering distance, like having an extra dash.
0.0.5 - Special Tweaks
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Air Strike
- Damage increased from 320% -> 500%
- Max triggers reduced from 6 -> 3
This would rarely actually trigger 6 times in normal gameplay unless you placed it directly on a boss, and you'd often end up with stray Air Strike markers sitting around unused by the time the cooldown refreshed.
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Aerial Support
- Damage increased from 5x300% -> 4x400%
Just tuning this so it hits the Band threshold to match the default Special. Should perform mostly the same.
0.0.4 - Primary number tweaks
- Clusterfire
- Increased combo shot AoE from 6m -> 7m
AoE being too small seems like a pretty common feedback. New AoE is on par with Scrap Launcher, except with no falloff.
- Rapidfire
- Reduced reload time from 1.4s -> 1.1s
Hoping this makes the reload feel a bit less awkward.
0.0.3
0.0.2 - Utility Tweaks
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Target Acquired
- Updated autoaim indicator color.
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Rapid Deployment
- Increased cooldown from 8s -> 12s
Downtime is now more similar to Returns, but you can still maintain flight by using your Secondary/Special skills.
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Aerobatics
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Increased wallcling distance from 0.65m -> 0.75m
Let me know if it's getting caught on things.
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Wavedash
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Can now be triggered even if the dash started on the ground.
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Initial jump input is now queued.
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Increased ground grace period from 0.15s -> 0.3s (time window for bhopping without losing speed)
Lowering the need to use a macro for optimal bhopping.
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Disabled passive additional air speed loss. (Still affected by Vanilla air deceleration)
This was redundant since Vanilla air speed loss is already a thing. Wavedash distance should be slightly longer now.
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Priority is to get Aerobatics and the Wavedash to feel good to use. UnlockMomentum mod allows it to infinitely bunnyhop, but how should it perform without it? Are the current settings fine? Should it maintain momentum for longer? Should autobhop be a thing like it is in Returns?
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0.0.1 - First public playtest
Currently using Henry assets and does not have unique VFX.