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Crupt update for 22 March 2023

Update 54

Share · View all patches · Build 10832210 · Last edited 22 March 2023 – 21:09:19 UTC by Wendy

Patchnotes via Steam Community

The Colosseum DLC releases in just 5 days! This will (very likely) be the last major update prior to the DLC's release. A lot of these changes affect the DLC more than the main game, but the main game has definitely benefited as well :D

Tutorial:
-Made the second large jump easier
-Changed the area immediately following the second jump to encourage dashing
-Moved the wall arrows a bit

Armor/Health:
-Changed the sprite(s) of the health bar to be more stylized (and have notches at health thresholds)
-Changed how increasing/decreasing maximum health is displayed
-Increasing your armor now displays as increasing your "effective health"
-Armor now loses durability based on how much damage it protects (rather than just -1 durability every time damage was taken while wearing it)
-Armor durabilities and durability caps have been adjusted (generally armor should take longer to break against low and medium damage attacks, and less time to break against high damage attacks)
-Removed the concept of "armor-piercing" attacks (all armor-piercing attacks now solely ignore invulnerability)
-The initial damage from Spuranges is now resisted by armor and affects armor durability
-Burning damage is now resisted by armor and affects armor durability

Flumps:
-Removed innate armor
-Increased max health to 3 (from 2; this is more for consistency than anything, situations where it mattered that Flumps had armor were basically nonexistent)

Blurts:
-Changed the sprites/scaling of Blurt bullets (to avoid "Mixels")
-Adjusted the position where bullets spawn
-Fixed Blurts not randomly scaling
-Fixed the position where bullets spawn not adjusting properly based on the Blurt's scale

Rupts:
-Changed sprites/scaling of Rupt bullets (to avoid "Mixels")
-Adjusted the hitboxes of the bullets to correspond with the new sprites
-Adjusted the positions where bullets spawn
-Fixed bullets not scaling appropriately
-Fixed the positions where bullets spawn not adjusting properly based on the Rupt's scale

Teleporters:
-Fixed Player colliding with Teleporter Entrances/Exits while they are placing
-Fixed Teleporters not properly stopping when finished placing
-Minor optimizations

Tinting:
-Made tintable items easier to select
-Added a sound when locking in an item to be tinted
-Locking in an item to be tinted now adds a box-shaped outline around it

-Reduced file size and removed most things related to the upcoming Colosseum DLC from the main game build (some stuff like scripts for testing if the DLC is active are still present)
-Updated Save Format to 3 (to update old saves with new armor durability changes)
-Added an additional Chup gib sprite
-Adjusted positions of Save Slot icons
-Generalized setting the health of Creatures
-Added a generalized function for setting maximum points
-All instances of setting a Creature's max health now properly use the SetMaxHealth function (may fix some inconsistencies, may not)
-Slightly adjusted the shading of 3 and 5 Point Blops
-Slightly adjusted the sprite for the Point Blop particle
-Fixed scheduled tracks still playing even if the track was changed before the intro track completed
-Fixed "Killed by" count for an enemy not properly saving
-Fixed text particles rendering behind some elements
-Fixed pausing/unpausing assuming all gameobjects in the creatures and minions wrapper have a Creature script
-Changed how things like Minions and Teleporters check when they can be used/spawned
-Updating the Player's health bar now occurs whenever their health is updated (not just on damage/heal)
-Fixed Player projectiles (like Push Bombs and Slingshot Ammo) not destroying on EnemyWeakPoints
-Fixed the price display for Scarlet tints being improperly offset
-Fixed Scarlet and Indigo tints displaying updating the price display for Saffron tints rather than their own
-Changed several instances of checking for the total magnitude of a Creature's velocity rather than the absolute value of their x velocity (this fixes the occasional jittery legs of the Player when pressed up against corners at certain angles)

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