[RAD Beta] Build Notes
CL 984973 - 20 June 2019
We had to update the options save file structure such that you’ll have to agree to the EULA again. This will also reset your options so be sure to change things back to the way you had them
Button remapping is in! Functionally it works but the visuals aren’t final. Give it a try!
There are official Bandai Namco arcade cabinets in the game along with official arcade sounds. One of them has a chance to spawn a special artifact
The default camera distance is a bit closer now
When aiming the camera should pan a bit in the direction of the aim
Updated end story cards!
The speed buff on the growth trail has been tuned
Exo mutation icons will change to reflect different mutation ability states
Endo mutation icons now wiggle when they affect a situation
Speed buff and acceleration on growth trail has been tuned
Fixed a bug that kept the Mender Bat from appearing on the weapon rack after loading into the Town
The spin attack takes longer to charge to prevent certain exploits
Dying in fire no longer reports death by a lapse in judgement
The player can now turn when using the Beast Mode charge ability
Reduced the time between when a Death Roe hatchling dies and when another can be made
Farm fruit will only spawn once per run now
Teenybopper with The Mandible will do damage now
Fixed a bug where Barkley's heart sometimes dropped inside its husk
Base level Exobrain will no longer possess enemies that have health bars (this was inconsistent before). Only upgraded Exobrain will possess them now
Performance optimizations
A whole lotta bug fixes
CL 983478 - 7 June 2019
New music has been added to every level!
Compendium and Equipped have been renamed to Tome of the Ancients and Notebook, respectively
Fixed issues with interior level generation that was kicking people back to the Main Menu
NPCs can be found in new places. They might appreciate some conversation
Home Slice can now be thrown in a particular direction if aiming when deploying the turret mode
Stink Eye should persist across levels and weather transitions now
Burrower thieves have been added to W2
Maxotaur variants have new names: Beefmaster and Longhorn
Ground pound timing has changed a bit. The character will now do a little flip before landing
Fixed a bug that caused the Elder to say “Loading!” twice on loading screens
Insulator added to pool of mutations the player can gain from mutation machines
Fixed the unfair damage radius of the alpha land louse spin attack
Hiding the UI on the Pause screen will also disable to CRT filter - great for screenshots!
Fixed the issue where sometimes low terrain caused the player to take fall damage
Feculord is now a boss for W1-2 and Dividulous is a boss for W2-2
Firestorm no longer has toxic pools, only lava pools
Toxic Dump has been tweaked so that it can no longer be stacked in a single spot
NPC text that requires interaction can be skipped by pressing the interact button a 2nd time
Daily Challenge will now show time elapsed on the results screen
One way teleporters will sometimes appear at dead ends in interiors to help reduce backtracking
Timed buffs will no longer run out when the player is mutating
Missiles from trapped chests have a lower arc so they hit the ground faster
Increased the range a NPC will see the player performing a trick to make it easier to complete the task
Fixed a bug where it was possible to exit a boss room before the doors finished closing, shutting the player out of the encounter
Fixed the bug where mutating while in fire resulted in the fire continuously damaging the player until death
Using Gnarly to trap a mutie and then setting the vines on fire will damage the mutie
Fixed some world generation issues in W3
Added clarification on the Assist Features screen to note that selecting a Quirk will override assist features
Bodacious and Heinous now affect Altar and Mutation Machine outcomes
Asset optimizations to increase overall performance
Many bugs were squashed in the creation of this build
CL 981577 - 24 May 2019
W2 respirators will now rise when going through the teleporter
Rumble has been tweaked in several areas
Button prompts are now bigger and outline width on text has been reduced
Added a larger text size toggle in Gameplay Options
The Elder now says “Daily Challenge” and “Exit when those options are chosen
Some turrets now shoot in bursts
Many, many bug fixes
CL 980887 - 21 May 2019
The save game version has been changed. Saves from a run currently in progress from a previous version WILL NO LONGER WORK. Persistent data and settings files from previous versions will work without issue.
“Equipped” menu added to Pause screen (final name TBD) - Due to popular demand we’ve added a first pass at a “loadout” screen. This will let you view all the mutations you currently have as well as the items you’re carrying. Right now the layout is similar to the Compendium. If you pause the game while a new mutation description is being displayed you’ll go straight to the Equipped page
Rumble pass! - We’ve gone through the game and added force feedback where it felt appropriate. Let us know what you think!
Mouse Aim Mode added! In Gameplay Options you can select between 3 different mouse aim modes. When in the game pressing Tab will turn the aim mode on and off rather than cycle through the 3 options
Tweaks to Suck Face that helped correct some wonky edge cases
Navmesh pass on W2 to help prevent muties from getting stuck on environment pieces
Various W2 level generation tweaks
VFX pass on the alpha embersnoot volcano attack - it should be a little more obvious when the attack is going to happen
Changed the damage sweep on all smushrooms to be a ring instead of a sphere. This prevents situations where the player took damage while being well above the attack because of the size of the sphere
Maxotaur shouldn’t cause damage when you run behind him during a charge now
VFX added to the alpha smushroom projectile. It was always had grenade behavior so now the visuals reinforce that
Selecting a Quirk will override any Assist features that have been selected
Homing Warhead will no longer target projectiles
Snakes like eating chickens :)
Charging purchases with the bank card works again
Cobruh can no longer steal keys from shops
Smushroom attacks leave a mark on the ground temporarily to make the range of the attack easier to read
Juice Cleanse should provide proper cleansing now
Increased key drop weights on evolved mutants
Ribs and cooked ribs give the proper amount of health now (2 and 3 respectively)
Muties will now treat destroyed columns as destroyed
Tweaks to the rules of the Toxic Moon climate
Fire Dawn climate got an art pass to make it more fire dawn-y
Light bridges in W3 have been tweaked. The interact button will no longer activate them (must hit the post with the bat) and once activated there’s a cooldown period before a switch can deactivate them
Fixed a bug where depositing tapes into the ATM in Town and then quitting to the Main Menu would result in the tapes bring lost
Projectiles will now destroy themselves when they hit other projectiles
Button icons are a bit bigger now to help with readability
Graphics optimizations - the game should run better for just about everyone
A cornucopia of bug fixes
CL 979873 - 13 May 2019
We needed to update the settings file version which requires everyone to agree to the EULA again
VFX for teleport pads have been fixed to work throughout the entire teleport
AI has been updated to navigate small ledges better. Now they’re more likely to jump down after the player
Lightning damage radius has been reduced
Stealing floppy disks with Suck Face no longer results in the ghost floppy disk
Fixed some instances where Billy wouldn’t chatter
Turrets no longer have the Perception effect once they activate
Caves have been updated to have different layouts and different rewards
Caves are now locked by default and require a key in order to enter them
Colossus has gotten a VFX pass
Fixed an issue that caused the player to be trapped inside a W2 respirator as it was rising
Billy’s garden now has a chance to spawn special kinds of fruit (exclusive to the farm)
New item: Chrome Brew! Makes you invulnerable for a short time and automatically deflects projectiles
New Endo Mutation and Item: Insulator! This mutation will make you invulnerable against lighting and electric floors
Hitting a mutie with a Boom Berry used to heal the mutie. Now the mutie will get hurt
Fixed the issue that caused Warhead to bounce off of Wither clouds
Withering and Toxic Dump will now kill spiky vines
Gnarly Tumbleweed no longer blocks projectiles
Fixed some instances where tasks from NPCs wouldn’t register as being completed
Puzzle Cube and Memory Loss will now carry their effects across levels
When a reward is unlocked there’s text to make it more clear where that reward can be found
Death Roe babies now hatch a little faster and can take a few more hits
Cobruh has been adjusted so that the poison effect no longer stacks and it’s not as easy to stun lock enemies with bites
Score multipliers on annihilation, kill streak and variation bonuses have been adjusted
The effect of the Scuzzy Dongle artifacts should be easier to determine now. The number will be green to show the reduced number of keys needed. If the dongle can open the chest without additional keys then only the interaction icon will show
There should only be one Colossus in the final boss fight now
The Elder will now comment on your sweet tricks again
Increased the amount of time dialog stays up by default. It should feel a lot better for most players
Fixed an issue that caused the Beast Mode charge to stop seemingly at random
Swapped the positions of Accept and Cancel on all UI screens
Dividulous now has a spin attack to use when the player is at close range
The Divided (Dividulous, phase 2) now shoot larger direct shots instead of slow lobbing shots
Increased the odds of Vampiric Hits giving the player health
Fire Boost and Toxic Boost now last a little bit longer
Exploding plants in W2 were doing too much damage. They’ve been toned down
Fixed issues with the health UI when using Brittle, Glass Cannon or Deviated Fire Heart quirks
Fixed a number of AI issues with Muteens. They’re a lot more formidable now
Feculord now spawns fewer, larger babies that take more hits
Dank Maullusk toxic trails have been tweaked
The enemy layout of the arcade tile has been updated
Shark Style and Hurts So Good quirks have updated icons that reflect their current status
Tweaks to W1 to make the levels more performant
Loot crates have been hidden in Town. See if you can find them!
Increased the chances of Lore items appearing in W1
Various and sundry bug fixes
CL 978345 - 5 May 2019
New Double Fine logo screen(s)!
There were two instances of the Colossus which was one too many and the lighting was busted. All that’s been fixed
The Vestigial were sharing a generic name. They are now distinct individuals
Fixed some instances in W3 where a Flinger wouldn’t get you where you needed to go
The Compendium is no longer available from the Pause screen in Daily Challenge. The Daily Challenge will no longer unlock Compendium entries
The Town cutscene (when starting from an empty save slot) now highlights how the player can get to the Fallow
All Slamphibians have had an art pass to pretty them up a bit more
Cathode Raider outfits have been revamped
Fixed a bug where in some cases previously unlocked End Cards would become locked again
There was a Vestigial task that asked for a trick that was a bit ridiculous. Now the task is for a trick that’s more achievable
Refined collision on a number of mutants
The time bonus in the Daily Challenge has been tuned
Teenybopper talks a lot less now
Dropping an item in a W3 interior should now place the item next to the player character
Adjusted the chance of a Leveler or Swapper to appear in W1-2 and all of W2
Adjusted the chance of trapped chests to appear
Secret rooms will now always have a chest
New tiles have been added to the interior generation set to allow for more variation when generating the interiors
Electric floor VFX have been updated to make the hazard a bit more obvious. The likelihood of an extended electric floor has been reduced
The “Face Split” room now has a more interesting fight and more goodies as a reward
Fixed the bug that kept a bat from being visible in the Armory after it was unlocked
Teenybopper was a bit OP. It’s been tuned down a bit
Fixed issues with Dividulous turning into The Divided
Various optimizations to help overall performance
Some mutation descriptions have been updated to better explain how to use the mutation
There is a new graphics option for Max FPS
V-sync is fixed
A multitude of bug fixes
CL 976797 - 29 April 2019
New splash screen!
Fixed a bug that prevented Firearm from branching
Assist features added to Gameplay Options. They only take effect at the start of a new run and they do not apply to Daily Challenges
No damage from cliff falls
Increased attack power
Start with a Bank Pack
Extra starting health
Start with a ranged Exo Mutation
All character portraits have been updated
Tuned RADs needed to mutate
Tuned XP needed to unlock items
Fixed some bugs related to unlocking achievements
Fixed bug with damage over time effect on Alpha Embersnoot volcano attack
Quirks now have icons associated with them. They appear where Endo Mutation icons do
Fixed UI issue with health hearts when using the Brittle quirk
Daily Challenge is now based on UTC time instead of a player’s local time. This means that the challenge will roll over for everyone at the same time globally.
A multitude of under the hood fixes
CL 976111 - 23 April 2019
The save game version has been changed. Saves from a run currently in progress from a previous version WILL NO LONGER WORK. Persistent data and settings files from previous versions will work fine.
Cliff damage has changed
Cliffs no longer instantly kill the player when not using the Mender Bat
Each bat can affect the amount of damage the player will take from a cliff fall
Added Death Abater and Turbo Death Abater artifacts. These will further reduce the damage done from falling off cliffs
Daily Challenge scoring has been changed. Scores will be much higher now.
Quirks are now in the Compendium
Item unlock requirements have been tuned to unlock a little faster in single player.
Some endo mutation descriptions have been updated to better call out which exo mutations they effect
W1-1 is now smaller in general. There is also a chance for evolved mutants to be in W1-1
W1 has more mutants overall
Vombats are now bigger so that they’re easier to see. And hit with a bat
Embershrooms are bigger now as well. They also have a bigger attack
There is a new Camera Distance slider in Gameplay options. The default camera is now closer as well
If you have previous save data, setting the slider to 50 will give you the new default camera
There are more potions that grant internal mutations. They have a chance of spawning at Eli’s shop
The progress bar has been removed for Loading screens
New visuals for the upgraded versions of Wind Bag, Teenybopper, and Beast Mode
Common chests only spawn items now
Home Slice shoots a little faster, can take more hits while in turret mode, and turns faster now.
Projectiles now have a drop shadow to help make them easier to see
Herbivore endo mutation will prevent the player from picking up meat
Boss compendium entries now unlock when you get to the boss, rather than when you defeated it
Chest and key spawning has been rebalanced
Bankpacks only show up at shops now
W3 has a chance to have Respirators that don’t activate a shield
Flux Escapatron item has been added. It will let you warp to the boss doors and instantly open them (does not work in a boss fight or in Town). Handy for speed runs!
Dank Maullusk mutant has been added to caves. Like a regular Maullusk, except this one leaves a trail of toxic goo during its charge
Exobrain effect lasts longer and will give the possessed mutant a speed boost
It’s a little bit easier to pull of tricks
Shops in W2 and W3 now charge more for items so save up for the good stuff!
Fire starts to hurt you (and enemies) a lot quicker
Thief Land Louse has a new look. It’s better at blending in while it’s burrowed
Removed progress bar from loading screens
The bug where entering a cave would sometimes cause a black screen has been fixed
Many, many bug fixes
CL 974568 - 13 April 2019
Modified the likelihood of certain mutations showing up
Night climates are all brighter now. Still dark, but more reasonable
Tuned the size of the drop shadow on flying mutants to make their height more clear
Tweaked the amount of Rads needed to mutate early on
Meat is now more emissive and easier to see in dark environments
Drupes will sometimes spawn in W2 and W3
Boom Berries will sometimes spawn in W3
Grenade projectiles have been tuned to have AoE knockback and damage
A veritable butt-load of bug fixes
CL 974535 - 13 April 2019
Warhead no longer does double damage.
Eyeball bombs now do a lot of knockback.
Most objects have an inactive state icon on the mini map
Temporary Battle Hearts can now absorb damage from falling off a cliff
Mutation branches have more distinct visuals for
Suck Face
Armarang
Homeslice
Flappy
Death Roe
Warhead
Tape Worm endo-mutation now working properly
Fixed collision on Dividulous so now it’s easier to land hits
Scuzzy Dongle works as described now, and will update the number of required keys shown on a chest to make its effect more clear. Additional visual tweaks to the lock display are pending
Armory visual upgrades in Town were happening WAY too soon. This has been fixed
The fountain statue in town wasn't behaving as intended. Now it is
Button icons have been updated globally
Instances of “the Fallow” have been updated to be consistent
More shops added to W2
ATMs can now appear in W2 and W3
The Waterproof potion will no longer spawn from chests. Only shops will have it. It’s also more expensive to reflect its usefulness
Death Roe tweaks
Can only have 2 babies instead of 3. 3 babies was OP
Melee babies have a slight delay in their attacks so they don’t just chew through muties
Evolved melee hatchlings deal slightly less damage
Evolved flying hatchling shoots faster and fires 2 shots at a time to increase its effectiveness
Evolved flying hatchlings die after landing 10 attacks (assuming they take no damage directly from muties)
Muties will now try to attack hatchlings
Graphics settings default to Medium quality instead of High. This should give more people a better framerate without needing to go into the settings
More variety in fire related mutant types added to the Fire Storm climate
ATMs directly deposit currency into the player’s wallet to avoid an exploit with the Tape Doubler artifacts
“Mutation combo” line will only be said once per run
Fire pits will now damage the player and muties
Some art polish in W2
Boss gate in W3-2 has been updated to be more awesome
Steam achievement icons have been updated to be 100% more RAD!