![]() ![]() As a result, Mayhem is fast and more hardcore again, but the very early waves are a little less overwhelming Danger Zone now affects wave speed by a factor of 0.65 again, down from 0.70. The first 20 waves grant additional, but decrementing, bonus time per wave instead of only the first 10 waves. Mayhem and Danger Zone have been adjusted, along with small aspects of the difficulty curve. Blades not produced by the player no longer screen-wrap Firefly + Rampage now combos as you'd expect Architect now detonates all constructs if there are more than one when you switch to it Mines check their proximity detonation more often Mines now have a shorter fuse, which no longer resets when you upgrade Retribution now has a 0.5-second internal cooldown The charge level gained is ~5x greater than before ![]() Instead of the increased charge level gained being permanent, it now falls off over time. Power Reserves now reduces the malus from turn rate penalties (presently only Thermal Lance while firing) Vortex charge rate now additionally scales with weapon blast radius mods Vortex uses new, more sensible logic to calculate its damage and charge rate Mines that can fire your weapon can now utilize innately charging weapons (Vortex and Thermal Lance) while deployed Allies that can fire your weapon can now utilize innately charging weapons (Vortex and Thermal Lance) This feature will be further iterated on in the future as enemies 2.0 progresses Large or dangerous enemies are now announced with a HUD warning, similar to what comets use. Two new BGM tracks have been added to the game: Superlumen (and its Wild Metamorphosis remix, Superlumen (Warped)), and Infinitum Loaded Mines and Retribution have switched places Auto Mines has been replaced by a new mod: Minefield The mine tree has been reworked and mines have been adjusted The major reason is that Nova Drift has a slower, fixed rotation speed (which was a very deliberate design choice) There is support for this coming in the next patch, which I estimate will be out within a week, but I think its a very different thing to say that this is a "shoe-in" for a game like this in the way that it is for Binding of Isaac, or other games with actual twin-stick controls.Changelog for GENESIS UPDATE (24 March 2020): I'll share my previous reasoning with you guys: ".I get this one often, and it's an understandable perspective, especially with the current popularity of twin-stick shooters. But their ubiquity is a big part of why I wanted to do something different. ![]() Nova Drift is a "retro-evolution" of an arcade mechanic I felt deserved more exploration.įorgoing twin-stick controls is core to the design and the titular "Drift" mechanic. Players must learn to set themselves in motion in anticipation of enemy actions, retaliating while drifting in low friction. The result is sort of a graceful fluidity which provides something very different than most twin-sticks and bullet hells, which lean more toward lightning-fast twitch reactions. ![]() It also means that positioning and facing matter, which allows for unique abilities that the game leverages, like ramming enemies head-on, burning enemies with your thrusters, or designing around a front-facing shield barrier. ![]()
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