1.0.7g
Hadal Calm » Devlog
New Stuff
- Added screen-shake effect.
- Occurs when taking damage, spectating a player that takes damage, and when bosses spawn or certain other events
- Screen-shake can be disabled in settings -> display -> screen shake
- Implemented status priority
- Previously, the statuses activate in the order that they are inflicted which could lead to unintuitive and broken combinations.
- For example, depending on which is equipped first, Cursed Cilice's fuel regeneration will either scale to received damage before or after accounting for the effect Anchor Amulet (or any damage reduction)
- Now, effects are processed in a set order depending on the status priority (this mostly only concerns on-damage-receive/inflict effects)
- Effects that activate upon receiving damage now consistently account for damage reduction effects and will no longer proc when incoming damage is reduced to 0 (through effects like invulnerability)
- Effects that scale to damage dealt/received (like lifesteal) now account for effects that amplify/reduce damage
- "Special" damage reduction from effects like Noctilucent Promise and Ancient Synapse no longer cancel effects that scale to damage received.
- The processing of a lot of hitboxes are now done independently by clients
- This doesn't solve prediction/lag issues, but should reduce the effects of packet loss
- Additionally, weapons like Maelstrom, Diamond Cutter and Wave Beam are more visually consistent between server and client
- Previously, the statuses activate in the order that they are inflicted which could lead to unintuitive and broken combinations.
- Bots now take into account their velocity when moving
- Hub events now save scroll position
- New Artifact
- Loss of Senses: (Cost 1) +25% -100% Max Hp (randomly chosen upon spawning) Player cannot see their own Hp
- Nutrilog-Plus Bar: (Cost 1) +100% Max Hp, +50% Knockback Resistance. Player's body is +80% Larger
- Vise of Shame: (Cost 2) Player's body is 60% Smaller
Muh Balance
- Battering Ram: Min damage increased (15 -> 20) Max damage increased (60 -> 70). Hitbox size slightly decreased
- Deplorable Apparatus: No longer reduces user's Max Hp. Slot cost increased (2 -> 3)
- Emaudeline's Prism: Triple shot spread increased (20 -> 30 degrees)
- Proximity Mine: Reworked. Mines are now revealed for 0.5 seconds when a character enters their proximity and gives an audio cue before detonating.
- To compensate, mine prime time is decreased (2 -> 1.5 seconds) and damage is increased (60 - 75 for Book of Burial Mines and 80 - 100 for Proximity Mine active item)
Fixes and Minor Changes
- Random Team Color should (finally) properly not choose teams with similar colors
- Fixed client ui occasionally not syncing
- Fixed screen shake activated after exiting spectator mode when previously spectated target receives damage
- Fixed screen being stuck slanted when game ends mid-screen shake
- Fixed sound entities being synced constantly needlessly
- Fixed certain projectiles leaving behind an invisible hitbox
- Fixed delayed enemy spawn particles not appearing for client
- Fixed bug causing fuel/hp pickups to sometimes disappear
- Fixed reticle strike explosion inconsistent spacing
- Fixed client processing dropthrough platforms incorrectly
- Fixed particle size for effects that apply particles to projectiles (Red Tide Talisman, Ice-9, Bucket of Batteries) as well as such effects not showing up properly on certain weapons (Vine Sower)
- Fix to Diamond Cutter and Battering Ram input buffering
- Fix to bots pathing to despawned flags
Files
hadal-calm-windows-image.zip 190 MB
Version 93 Dec 28, 2021
HadalCalm.jar 139 MB
Version 93 Dec 28, 2021
hadal-calm-linux-image.zip 194 MB
Version 93 Dec 28, 2021
Get Hadal Calm
Hadal Calm
Underwater PVP platformer-shooter with Co-op Boss fights
Status | In development |
Author | Donpommelo |
Genre | Action, Shooter |
Tags | Boss battle, Co-op, deathmatch, libGDX, Multiplayer, Physics, PvP, Team-Based, underwater |
Languages | English |
Accessibility | Configurable controls, Interactive tutorial |
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