Show/Hide Show/Hide

Cavern Kings

 
b27.5.1Oct 22, 2016 - Community Announcementsb27.5.1 is a hotfix for users experiencing silent startup crashes.b27.5.1Oct 22, 2016 - Community Announcementsb27.5.1 is a hotfix for users experiencing silent startup crashes.b27.5.0Apr 9, 2016 - Community Announcements- While on the ground, Thorax will no longer walk or jump while performing sustained fire with a ranged weapon, in exchange for cooldown reduction and burst fire. - Thorax no longer takes weapon recoil while on the ground. - Fixed Top Hat's maximum health sometimes being recalculated as higher than it should be. - Fixed Alium unlock condition only checking the powerups of the first active player. - Fixed Entite unlock condition only checking powerups of the first active player. - Fixed Mishka unlock condition only checking the powerups of the first active player. - Fixed Thorax unlock condition only checking the powerups of the first active player. - Fix Yoji unlocking under the wrong conditions. - Fixed Yoji's Katana backdash direction being calculated incorrectly. - Added experimental mechanic to Kinetic Fist. - Throwing a weapon now triggers a short cooldown period before weapons can be fired again. - Bomb, Key, and Egg are no longer considered melee weapons, and will no longer be affected by Double Melee, etc. - Fixed weapons sometimes being upside-down when dropped. - Fixed melee cooldown bonus from Djinn's Zephyrhorn not being applied. - Fixed Volcanic Bomb explosion sprite not matching its blast radius, which also made it initially too small to notice. - Missile Expansion missiles now detonate upon contact with any monster, rather than only the ones they've targetted. - Missile Expansion missiles now inflict splash damage. - Missile Expansion missiles now detonate closer to the target. - Missile Expansion missile knockback raised from 1 to 4. - Added smoke trail to Missile Expansion missiles. - Fixed issue preventing Burstfire from being unlocked. - Fixed Ankh unlock condition only checking the health of the first active player. - Fixed it being possible to miss the Bomb Squad Armor unlock until all unlock data was reset if more than one player died during the same tick. - Fixed it being possible for the Aces unlock condition to not be recognized if there was more than one harpoon at a time. - Eyeglobs can no longer inflict contact damage while fading in. - Fixed textboxes inserting unintended characters when backspace was pressed. - Fixed text on the health bar jittering in dynamic camera mode. - Fixed the cycle screen not being centered correctly when using dynamic camera mode. - Update explosion graphics for improved readability. - Fixed bug which could cause the creation of an explosion to alter the damage of other existing explosions. - Explosions now deal damage a few ticks after appearing, rather than on the same tick they become visible. - Added fuse particles to TNT. - Sticks of TNT now emit light. - Erasing save data now also erases the currently suspended run if one exists. - Fixed slowdown caused by meeting the conditions to unlock certain powerups. This may have affected the Nailgun + Scattershot combination and surviving beyond a certain point in Arena. b27.5.0Apr 9, 2016 - Community Announcements- While on the ground, Thorax will no longer walk or jump while performing sustained fire with a ranged weapon, in exchange for cooldown reduction and burst fire. - Thorax no longer takes weapon recoil while on the ground. - Fixed Top Hat's maximum health sometimes being recalculated as higher than it should be. - Fixed Alium unlock condition only checking the powerups of the first active player. - Fixed Entite unlock condition only checking powerups of the first active player. - Fixed Mishka unlock condition only checking the powerups of the first active player. - Fixed Thorax unlock condition only checking the powerups of the first active player. - Fix Yoji unlocking under the wrong conditions. - Fixed Yoji's Katana backdash direction being calculated incorrectly. - Added experimental mechanic to Kinetic Fist. - Throwing a weapon now triggers a short cooldown period before weapons can be fired again. - Bomb, Key, and Egg are no longer considered melee weapons, and will no longer be affected by Double Melee, etc. - Fixed weapons sometimes being upside-down when dropped. - Fixed melee cooldown bonus from Djinn's Zephyrhorn not being applied. - Fixed Volcanic Bomb explosion sprite not matching its blast radius, which also made it initially too small to notice. - Missile Expansion missiles now detonate upon contact with any monster, rather than only the ones they've targetted. - Missile Expansion missiles now inflict splash damage. - Missile Expansion missiles now detonate closer to the target. - Missile Expansion missile knockback raised from 1 to 4. - Added smoke trail to Missile Expansion missiles. - Fixed issue preventing Burstfire from being unlocked. - Fixed Ankh unlock condition only checking the health of the first active player. - Fixed it being possible to miss the Bomb Squad Armor unlock until all unlock data was reset if more than one player died during the same tick. - Fixed it being possible for the Aces unlock condition to not be recognized if there was more than one harpoon at a time. - Eyeglobs can no longer inflict contact damage while fading in. - Fixed textboxes inserting unintended characters when backspace was pressed. - Fixed text on the health bar jittering in dynamic camera mode. - Fixed the cycle screen not being centered correctly when using dynamic camera mode. - Update explosion graphics for improved readability. - Fixed bug which could cause the creation of an explosion to alter the damage of other existing explosions. - Explosions now deal damage a few ticks after appearing, rather than on the same tick they become visible. - Added fuse particles to TNT. - Sticks of TNT now emit light. - Erasing save data now also erases the currently suspended run if one exists. - Fixed slowdown caused by meeting the conditions to unlock certain powerups. This may have affected the Nailgun + Scattershot combination and surviving beyond a certain point in Arena. b27.4.0Mar 19, 2016 - Community Announcements- Removed hidden cavern personalities. - Modified enemy spawner behavior. - Fixed dropped chests not carrying over to the next floor. - Shops no longer have a bonus chance of carrying the most recently acquired powerup. - Baby Worms, Worms, Titan Worms, and Eye Globs can no longer carry keys in key rooms. - Fixed key room exit continuing to consume keys after opening. - Fixed keys not being correctly aligned with the monsters that carry them. - Yoji's Katana has been updated with completely new behavior. - Reduced Kinetic Fist attack hitbox length by 50%. - Kinetic Fist attack hitbox now lasts multiple frames. - Kinetic Fist attack can now hit the same enemy up to two times. - Fixed irregular weapon switch timing when attempting to fire primary and secondary weapons at the same time. - Fixed Toxic elite variants of certain monsters not emitting toxic clouds. - Fixed some monsters not emitting bubbles when underwater. - Fixed Mishka's passive recoil force reduction being applied twice for melee weapons. - Fixed Burstfire having no effect on a weapon's rate of fire. - Repeater chests are no longer hidden as normal chests, and now have their own distinct graphics.b27.4.0Mar 19, 2016 - Community Announcements- Removed hidden cavern personalities. - Modified enemy spawner behavior. - Fixed dropped chests not carrying over to the next floor. - Shops no longer have a bonus chance of carrying the most recently acquired powerup. - Baby Worms, Worms, Titan Worms, and Eye Globs can no longer carry keys in key rooms. - Fixed key room exit continuing to consume keys after opening. - Fixed keys not being correctly aligned with the monsters that carry them. - Yoji's Katana has been updated with completely new behavior. - Reduced Kinetic Fist attack hitbox length by 50%. - Kinetic Fist attack hitbox now lasts multiple frames. - Kinetic Fist attack can now hit the same enemy up to two times. - Fixed irregular weapon switch timing when attempting to fire primary and secondary weapons at the same time. - Fixed Toxic elite variants of certain monsters not emitting toxic clouds. - Fixed some monsters not emitting bubbles when underwater. - Fixed Mishka's passive recoil force reduction being applied twice for melee weapons. - Fixed Burstfire having no effect on a weapon's rate of fire. - Repeater chests are no longer hidden as normal chests, and now have their own distinct graphics.b27.3.3Feb 25, 2016 - Community Announcements- Reverted knockback fix. Player once again only gets slightly bumped when hit instead of taking proper knockback. - Reverted the ability of the player to maintain speed faster than the walk speed by holding in the direction of motion. - Removed character "Android (Beta)". - Fixed Kickbeam Cannon missing the muzzle effect for the Battery powerup. - Fixed muzzle effect position for the Battery powerup being calculated incorrectly. - Fixed the stat system counting destroyed crates as kills. - Fixed explosions missing a large part of their knockback. - Fixed co-op HUD displaying players as dead when they've descended to the next floor. - Fixed issue with HUD's powerup display bar potentially showing the same powerup more than once if the game is loaded from a save. b27.3.3Feb 25, 2016 - Community Announcements- Reverted knockback fix. Player once again only gets slightly bumped when hit instead of taking proper knockback. - Reverted the ability of the player to maintain speed faster than the walk speed by holding in the direction of motion. - Removed character "Android (Beta)". - Fixed Kickbeam Cannon missing the muzzle effect for the Battery powerup. - Fixed muzzle effect position for the Battery powerup being calculated incorrectly. - Fixed the stat system counting destroyed crates as kills. - Fixed explosions missing a large part of their knockback. - Fixed co-op HUD displaying players as dead when they've descended to the next floor. - Fixed issue with HUD's powerup display bar potentially showing the same powerup more than once if the game is loaded from a save. b27.3.0Feb 11, 2016 - Community Announcements- Added character "Android (Beta)". Uses a grappling hook instead of jumping. Flying Bracer will increase the maximum length. - Shelby's midair jump has been replaced with limited flight. Flying Bracer will increase the maximum duration of flight. - Upon taking damage, player characters now lose control of movement until hitting terrain or jumping. - When a player is hit by downward knockback while on the ground, that knockback will throw the player into the air instead. - Raised player knockback velocity cap from 4 units/tick to 7 units/tick. - Changed the way knockback velocity is capped on players. If the player takes knockback while already moving faster than the knockback cap, the direction will be influenced instead of slowing the player down. - If moving faster than the walk speed, attempting to walk in the direction of motion will no longer slow the player down to that speed. - Adjusted timing of player damage flash. - Fixed Moneyshot powerup using total cash accumulated by the individual player during a run being used instead of the current cash value. - Fixed Parasite Egg buddy just kinda sitting there doing its own thing. - Phantom Missile projectile damage is now locked in when it is spawned, and will no longer deal zero damage if the owning player isn't in the room when it deals damage. - Fixed an issue that prevented Arena Mode from changing the music. - Fixed issue that prevented chosen co-op input profiles from being used. - Fixed the sensitivity of gamepad right stick in menus. - Fixed Cube Golem being treated like a boss monster. - Fixed several monsters playing extra death sounds, which could add up quite loudly. - Fixed the TNT Sling using the Drill Cannon's unlock status. - Fixed the game failing to launch after a recent Steam update. - Game now saves automatically between floors during single-player Standard mode. Saved game can be loaded from the main menu screen with the "Continue" option. Loading a saved game will delete the file, and the game will not be saved again until the next floor. - Fixed spike traps not playing a sound when they activate. - Reduced friction on ice.b27.3.0Feb 11, 2016 - Community Announcements- Added character "Android (Beta)". Uses a grappling hook instead of jumping. Flying Bracer will increase the maximum length. - Shelby's midair jump has been replaced with limited flight. Flying Bracer will increase the maximum duration of flight. - Upon taking damage, player characters now lose control of movement until hitting terrain or jumping. - When a player is hit by downward knockback while on the ground, that knockback will throw the player into the air instead. - Raised player knockback velocity cap from 4 units/tick to 7 units/tick. - Changed the way knockback velocity is capped on players. If the player takes knockback while already moving faster than the knockback cap, the direction will be influenced instead of slowing the player down. - If moving faster than the walk speed, attempting to walk in the direction of motion will no longer slow the player down to that speed. - Adjusted timing of player damage flash. - Fixed Moneyshot powerup using total cash accumulated by the individual player during a run being used instead of the current cash value. - Fixed Parasite Egg buddy just kinda sitting there doing its own thing. - Phantom Missile projectile damage is now locked in when it is spawned, and will no longer deal zero damage if the owning player isn't in the room when it deals damage. - Fixed an issue that prevented Arena Mode from changing the music. - Fixed issue that prevented chosen co-op input profiles from being used. - Fixed the sensitivity of gamepad right stick in menus. - Fixed Cube Golem being treated like a boss monster. - Fixed several monsters playing extra death sounds, which could add up quite loudly. - Fixed the TNT Sling using the Drill Cannon's unlock status. - Fixed the game failing to launch after a recent Steam update. - Game now saves automatically between floors during single-player Standard mode. Saved game can be loaded from the main menu screen with the "Continue" option. Loading a saved game will delete the file, and the game will not be saved again until the next floor. - Fixed spike traps not playing a sound when they activate. - Reduced friction on ice.b27.2.0Dec 18, 2015 - Community Announcements- Added native Steam Controller support, which includes an experimental gyroscope-bindable action to control your aim by pointing directly at the screen. - Fixed a singleplayer issue in which alt-tabbing out and then returning to the game would block inputs from the gamepad until alt and tab were pressed and released again to reset their states. - Gamepads can now additionally control the menu cursor and click with right stick and right trigger, respectively. - Renamed the "Default Gamepad" profile to "Simple Gamepad". - The "Twinstick Gamepad" profile now uses right stick to jump. - Added video settings submenu to the options menu. - Renamed "Upscaling" option to "Supersampling". - Add audio settings submenu to the options menu. - Added option to pause the game when focus is lost. - Added description text to options in the Options menu. - Added description text to the bindable commands in the Profile Edit screen. - Added onscreen keyboard for the gamepad and mouse when the player is prompted to enter a new profile name. - Input prompts now cycle if multiple inputs can be used for the same command. - Actions in the pause screen which will end an active game now display a confirmation dialog. - Fixed health bar trails freezing in place when a player dies or descends to the next floor. - Fixed player damage numbers not appearing. - Fixed "Damage Taken" always displaying as 0 at the results screen. - Added slight spatial audio. - Master volume, music volume, and sound effect volume can now be set individually through the audio settings menu. - Homesick Shard now fires downward, and gives slight upward thrust when it strikes an enemy. - Fixed an issue where kill credits for monsters were awarded just for damaging them? b27.2.0Dec 18, 2015 - Community Announcements- Added native Steam Controller support, which includes an experimental gyroscope-bindable action to control your aim by pointing directly at the screen. - Fixed a singleplayer issue in which alt-tabbing out and then returning to the game would block inputs from the gamepad until alt and tab were pressed and released again to reset their states. - Gamepads can now additionally control the menu cursor and click with right stick and right trigger, respectively. - Renamed the "Default Gamepad" profile to "Simple Gamepad". - The "Twinstick Gamepad" profile now uses right stick to jump. - Added video settings submenu to the options menu. - Renamed "Upscaling" option to "Supersampling". - Add audio settings submenu to the options menu. - Added option to pause the game when focus is lost. - Added description text to options in the Options menu. - Added description text to the bindable commands in the Profile Edit screen. - Added onscreen keyboard for the gamepad and mouse when the player is prompted to enter a new profile name. - Input prompts now cycle if multiple inputs can be used for the same command. - Actions in the pause screen which will end an active game now display a confirmation dialog. - Fixed health bar trails freezing in place when a player dies or descends to the next floor. - Fixed player damage numbers not appearing. - Fixed "Damage Taken" always displaying as 0 at the results screen. - Added slight spatial audio. - Master volume, music volume, and sound effect volume can now be set individually through the audio settings menu. - Homesick Shard now fires downward, and gives slight upward thrust when it strikes an enemy. - Fixed an issue where kill credits for monsters were awarded just for damaging them? b27.1.0 Patch notesNov 6, 2015 - Community Announcements- Rewrote the way several objects handle motion, most notably player characters and all monsters. - Scaled back how much hidden cavern personalities are allowed to influence. - Slightly changed the effects of underwater rooms and icy rooms on player movement. - Hit detection for Sawdriver projectiles now better matches their appearance. - Fixed TNT sling damage not being correctly rescaled after fixing a bug that allowed explosions to hit twice. - All monsters should now respond to physical force, including bosses. - Hit detection for worm enemies now better matches their appearances. - Monsters are now slowed in underwater rooms. - Monsters now slide in icy rooms. - Fixed Spikerollers being unable to recover from stun.b27.1.0 Patch notesNov 6, 2015 - Community Announcements- Rewrote the way several objects handle motion, most notably player characters and all monsters. - Scaled back how much hidden cavern personalities are allowed to influence. - Slightly changed the effects of underwater rooms and icy rooms on player movement. - Hit detection for Sawdriver projectiles now better matches their appearance. - Fixed TNT sling damage not being correctly rescaled after fixing a bug that allowed explosions to hit twice. - All monsters should now respond to physical force, including bosses. - Hit detection for worm enemies now better matches their appearances. - Monsters are now slowed in underwater rooms. - Monsters now slide in icy rooms. - Fixed Spikerollers being unable to recover from stun.Halloween update! b27.0.0 Patch notesOct 24, 2015 - Community Announcementsːsummerghostː - Added Halloween mode with lots of decoration! - A plethora of masks to choose from! - Game is now compiled with YYC, which should improve performance for many machines which are restricted by a low-end CPU. - Texture pages have been better assigned, which should improve performance for many machines which are restricted by a low-end GPU. - The game now skips drawing frames when it detects that it's having trouble running at 60 frames per second. This should allow many more machines that are restricted by a low-end GPU to run the game at full speed. - Replaced several object-based effects with particle-based effects. This should hopefully help with some users who encounter crashes due to vertex buffer overflow. - Removed freezeframes triggered by various actions which were being mistaken for actual application slowdown. - Rewrote all sound-related code to use Game Maker's newer audio engine. This has made fixes for a number of sound-related issues possible. - Fixed issues with master volume adjustment not always applying immediately or with the correct value for sounds which were already playing. - Fixed issue with some users being unable to start the game without first manually editing their preferences file to disable music. - Fixed all playing instances of a sound sometimes stopping simultaneously when only one specific instance of that sound should have been stopped. - Added new monster. - Bat animation now slows instead of stops when stunned. - Fixed the fire trails of flame walker elites not emitting light. - Most types of elite monsters now emit light. - Eye Saw now responds to impact force. - Eye Saws can now be stunned. - Titan Worm health no longer scales directly with the number of living players when it spawns. - Lightning Elites no longer create hovering electric beams that do contact damage to players, and now instead will instantly strike the closest player in range at a fixed interval. - Fixed several inconsistencies between the way monsters would handle visual effects. - Changed the monster damage flash effect. - Flamewalker elites, lightning elites, and agile elites have been given new visual effects. - Fixed bug which caused flamewalker elites to not receive stat bonuses. - Monsters are now launched into the air if they receive impact force while on the ground. - Reduced golem mass from 9 to 2. - Added Chainsaw. The chainsaw is the first of the special weapons, which are found and equipped in the caverns and not equipped from the loadout screen. - Added weapon pocket. When the player is not touching an interactive object, the Use button will put the currently equipped special weapon into the pocket; pressing Use again will take it back out of the pocket. - Improved the way impact force is handled. Most weapons and attacks should now physically force hit enemies in an intuitive direction. - Improved hitbox precision for melee weapons, which should now better match their visual effects. - Reduced the nailgun projec...Halloween update! b27.0.0 Patch notesOct 24, 2015 - Community Announcements:summerghost: - Added Halloween mode with lots of decoration! - A plethora of masks to choose from! - Game is now compiled with YYC, which should improve performance for many machines which are restricted by a low-end CPU. - Texture pages have been better assigned, which should improve performance for many machines which are restricted by a low-end GPU. - The game now skips drawing frames when it detects that it's having trouble running at 60 frames per second. This should allow many more machines that are restricted by a low-end GPU to run the game at full speed. - Replaced several object-based effects with particle-based effects. This should hopefully help with some users who encounter crashes due to vertex buffer overflow. - Removed freezeframes triggered by various actions which were being mistaken for actual application slowdown. - Rewrote all sound-related code to use Game Maker's newer audio engine. This has made fixes for a number of sound-related issues possible. - Fixed issues with master volume adjustment not always applying immediately or with the correct value for sounds which were already playing. - Fixed issue with some users being unable to start the game without first manually editing their preferences file to disable music. - Fixed all playing instances of a sound sometimes stopping simultaneously when only one specific instance of that sound should have been stopped. - Added new monster. - Bat animation now slows instead of stops when stunned. - Fixed the fire trails of flame walker elites not emitting light. - Most types of elite monsters now emit light. - Eye Saw now responds to impact force. - Eye Saws can now be stunned. - Titan Worm health no longer scales directly with the number of living players when it spawns. - Lightning Elites no longer create hovering electric beams that do contact damage to players, and now instead will instantly strike the closest player in range at a fixed interval. - Fixed several inconsistencies between the way monsters would handle visual effects. - Changed the monster damage flash effect. - Flamewalker elites, lightning elites, and agile elites have been given new visual effects. - Fixed bug which caused flamewalker elites to not receive stat bonuses. - Monsters are now launched into the air if they receive impact force while on the ground. - Reduced golem mass from 9 to 2. - Added Chainsaw. The chainsaw is the first of the special weapons, which are found and equipped in the caverns and not equipped from the loadout screen. - Added weapon pocket. When the player is not touching an interactive object, the Use button will put the currently equipped special weapon into the pocket; pressing Use again will take it back out of the pocket. - Improved the way impact force is handled. Most weapons and attacks should now physically force hit enemies in an intuitive direction. - Improved hitbox precision for melee weapons, which should now better match their visual effects. - Reduced the nailgun projec...b26.0.6 ChangelogJun 5, 2015 - Community Announcements- Jack now starts with 1000 gems. - Rex's life drain has been changed from the minimum between 2% of inflicted damage and 5% of victim max health to 10% of inflicted damage multiplied by the inverse of the victim's current health percentage. - Optimized the flashes created by the activation of Siren's Harp. - Added new weapon "Kickbeam Cannon". - Increased weapon projectile spawn distance from 4 to 24. - Fixed nail impact effects not matching the scale of the nails that created them. - Added Bat monster. - Updated appearance of enemy projectiles for improved readability. - Raised elite base health multiplier from 5x to 6x. - Golem base damage is now fixed at 20, rather than ranging from 18 to 36 based on variant. - Cube Golem base damage is now fixed at 60, rather than ranging from 52 to 60 based on variant. - Squid school size has been lowered from 25 to 10 and now spawns at an interval of 0.333 seconds rather than 0.166 seconds. - Bloodworms now have cycle-exclusive behavior. - Fixed Eye Saws not being removed if they exit the room. - Eye Saws no longer cause intentional freezeframes. - Shadow Balls no longer cause intentional freezeframes. - Raised boss death freezeframe duration from 0.4 seconds to 1 second. - Boss-awarded gems are now emitted at an interval of 0.333 seconds instead of 0.066 seconds. - Fixed Observer projectiles not displaying impact sprites of matching scale. - Fixed weird behavior of nail impact effects on Artifact Engine during its death sequence. - Fixed Artifact Engine participating in collisions during its death sequence. - Lowered base cost of tier 1 chests from $1000 to $750. - Lowered base cost of tier 2 chests from $2500 to $2000. - Lowered base cost of tier 3 chests from $5000 to $3500. - Chests now have a 33% chance of awarding a copy of your most recently acquired powerup. - Raised base cost of tier 1 shop items from $500 to $750. - Raised base cost of tier 2 shop items from $1250 to $2000. - Raised base cost of tier 3 shop items from $2500 to $3500. - Shop prices now increases by 2.5% globally upon purchase, rather than 10% compounding for that individual item. - Added survival rooms, which lock for a specified duration and have monster spawners which are more powerful. - Shadow Balls now spawn earlier. - Fixed accessory being lost upon starting a new cycle. - Added a ceiling to the Arena room. - Fixed enemy spawners in the Arena room destroying the walls that prevented the player from leaving. - Converted some blocks in the Arena room to vegetation. - Arena difficulty now scales up by 5% every minute instead of 2.5%. - Arena crate/chest spawn interval has been lowered from 20-30 seconds to 10-15 seconds. - Fixed bug which prevented Arena mode from spawning explosives more than once in a run. - Lowered bonus chance of elite monsters dropping powerups from 5% to 1% in Arena mode. - Added prototype of hidden cavern personalities, which influence procedural generation and various other gameplay values. - Block base...b26.0.6 ChangelogJun 5, 2015 - Community Announcements- Jack now starts with 1000 gems. - Rex's life drain has been changed from the minimum between 2% of inflicted damage and 5% of victim max health to 10% of inflicted damage multiplied by the inverse of the victim's current health percentage. - Optimized the flashes created by the activation of Siren's Harp. - Added new weapon "Kickbeam Cannon". - Increased weapon projectile spawn distance from 4 to 24. - Fixed nail impact effects not matching the scale of the nails that created them. - Added Bat monster. - Updated appearance of enemy projectiles for improved readability. - Raised elite base health multiplier from 5x to 6x. - Golem base damage is now fixed at 20, rather than ranging from 18 to 36 based on variant. - Cube Golem base damage is now fixed at 60, rather than ranging from 52 to 60 based on variant. - Squid school size has been lowered from 25 to 10 and now spawns at an interval of 0.333 seconds rather than 0.166 seconds. - Bloodworms now have cycle-exclusive behavior. - Fixed Eye Saws not being removed if they exit the room. - Eye Saws no longer cause intentional freezeframes. - Shadow Balls no longer cause intentional freezeframes. - Raised boss death freezeframe duration from 0.4 seconds to 1 second. - Boss-awarded gems are now emitted at an interval of 0.333 seconds instead of 0.066 seconds. - Fixed Observer projectiles not displaying impact sprites of matching scale. - Fixed weird behavior of nail impact effects on Artifact Engine during its death sequence. - Fixed Artifact Engine participating in collisions during its death sequence. - Lowered base cost of tier 1 chests from $1000 to $750. - Lowered base cost of tier 2 chests from $2500 to $2000. - Lowered base cost of tier 3 chests from $5000 to $3500. - Chests now have a 33% chance of awarding a copy of your most recently acquired powerup. - Raised base cost of tier 1 shop items from $500 to $750. - Raised base cost of tier 2 shop items from $1250 to $2000. - Raised base cost of tier 3 shop items from $2500 to $3500. - Shop prices now increases by 2.5% globally upon purchase, rather than 10% compounding for that individual item. - Added survival rooms, which lock for a specified duration and have monster spawners which are more powerful. - Shadow Balls now spawn earlier. - Fixed accessory being lost upon starting a new cycle. - Added a ceiling to the Arena room. - Fixed enemy spawners in the Arena room destroying the walls that prevented the player from leaving. - Converted some blocks in the Arena room to vegetation. - Arena difficulty now scales up by 5% every minute instead of 2.5%. - Arena crate/chest spawn interval has been lowered from 20-30 seconds to 10-15 seconds. - Fixed bug which prevented Arena mode from spawning explosives more than once in a run. - Lowered bonus chance of elite monsters dropping powerups from 5% to 1% in Arena mode. - Added prototype of hidden cavern personalities, which influence procedural generation and various other gameplay values. - Block base...b26 ChangelogMay 13, 2015 - Community Announcementsb26 marks the largest patch notes in the history of the game! There’s like a million (and a billion behind-the-scenes ones) so I’ll start summarize it before getting into detail. - Brand new lighting system. Game runs and looks much better! - Two new enemies and a brand new boss! - Enemy spawner reprogrammed from scratch, enemy variation and spawning is much more interesting now. -Many powerups were rebalanced. Previously gun-only powerups now work on melee weapons as well. - Weapons can now be selected in the character select screen! - Players can now wear hats and choose alternate skins. - Arena completely revamped (though still under construction) - Added shops where you can purchase powerups more than once! - New block types, including a regenerating vegetation block! - Rebalanced enemies and gem drop rates. Bosses put up a much bigger fight! - Two brand new music tracks! - …and about a million other things: There were so many things we changed that we can't actually fit it all in this post! Check the full list here: ːckjackːːss13okː http://cavernkings.com/post/118895382161/b26-patch-notesb26 ChangelogMay 13, 2015 - Community Announcementsb26 marks the largest patch notes in the history of the game! There’s like a million (and a billion behind-the-scenes ones) so I’ll start summarize it before getting into detail. - Brand new lighting system. Game runs and looks much better! - Two new enemies and a brand new boss! - Enemy spawner reprogrammed from scratch, enemy variation and spawning is much more interesting now. -Many powerups were rebalanced. Previously gun-only powerups now work on melee weapons as well. - Weapons can now be selected in the character select screen! - Players can now wear hats and choose alternate skins. - Arena completely revamped (though still under construction) - Added shops where you can purchase powerups more than once! - New block types, including a regenerating vegetation block! - Rebalanced enemies and gem drop rates. Bosses put up a much bigger fight! - Two brand new music tracks! - …and about a million other things: There were so many things we changed that we can't actually fit it all in this post! Check the full list here: :ckjack::ss13ok: http://cavernkings.com/post/118895382161/b26-patch-notes