New Features
- Added new enemy: Chrono Crawler
- Introduced Steam Powered Treant (Note: Currently buggy)
- Added Steam Cannon and its first upgrade
- Added Sprocket Mosquito and its upgrade (Note: Currently buggy)
- Implemented a basic system for probability-based sound effects
- Introduced Location State Machine
- Added new sprites for various weapons and enemies
- Added the Replicating Wisp
- Added new enemy, Corrupt Glowing Wisp
- Added simple upgrade shop in the lab for weapons
- Introduced global Damage Mod and extra guards
Improvements
- Visual improvements to status effects
- Added object pooling basics to weapons
- Created master controls for SFX and Music in FMOD project
- Updated metaProgression and added some progression logic to the LocationManager
- Added special, added cooldown ticker to equipment display
- Finished special implementation for RustedCogBlade, added knockback
- Major refactor of turnManager and Entity movement
- LocationManager State Machine working and improved game state flow
- Visual improvements to the special tracker
- Made small changes to the typewriter timing
- Update Radiant Forest and work on game balance
- Visual improvements to weapon unlock system
- Various balance changes
- QoL improvements and balance changes
- Added some dev keys for QoL and built 0.4.10
- Added rules for how chests are created or destroyed in-game
- Updated enemies to use object pools
- Added Meta Cog Progression
Optimizations
- Performed optimization testing
- Initiated work on grid system for further optimization
- Added EnemyCounterPoolManager and optimized Counter function
Bug Fixes
- Fixed some bugs in weapons
- Addressed issues with Treants and Steam-powered Treants
- Debugged issues with Steam Cannon and its first upgrade
- Fixed bugs for weapon and equipment managers where duplicate weapons were an issue
- Fixed error when counters were not updated if entity died under certain conditions
- Fixed bug with obstacle dictionary that prevented game from reloading
- Fixed bug with Cog Door
Code Refactor & Audits
- Refactored Electro Axe and its upgrade
- Refactored CopperCogRecurveWithRapidReleaseGear
- Finished refactoring Rusted Cog blade and Copper Cog Recurve
- Began weapon refactor to use object pools
- Added interface for game rules and refactored/audited a few more classes
- Added Custom Debugger and audited TurnManager
Miscellaneous
- Set up initial methods for handling game over
- Shore up endgame logic
- Cleaned up actions for restarting and endgame
- Added Status Effect Manager
- Added some test frameworks
- Adjusted walls and added more improvements for doodads
- Created a loading screen, fixed various movement bugs