Update 1.45.1 (Harder Loyalty)
Doukutsu Randamu » Devlog
This patch fixes up an assortment of issues reported over few past months, while overhauling Little Man ally, buffing endgame enemies (including Ballos himself) and making Resonant difficulty more impactful.
Go to Randamu forums if you want to discuss things in new update!
Edit: Revision 1.45.1.2 has been uploaded, fixing few minor bugs and buffing Duckman's ducks to be more reliable.
Highlights:
- Reworked Little Man's AI:
- now uses Remote Controller's targeting code
- changed the movement pattern: instead of weaseling around, now chases enemies, jumps up walls and pogoes targets
- now gets distracted by less objects
- changed the base damage from 1 to 6
- removed mechanic with player interact state
- Reworked/nerfed empowered dashes:
- now has a cooldown, during which player can no longer dodge damage during dashing
- added a new visual and sound for empowered dash
- this also affects some other dash abilities, like Sacred Aegis
- Increased the difficulty/variety of Ballos fight:
- Phase 1:
- increased HP from 1000/1400 to 1600/2100
- increased his movement speed by 12.5%
- changed red projectile blast to be present in all difficulties
- added semi-homing projectile trail to Reinforced fight
- reworked lightning attack to instead summon giant plasma orbs, that are influenced by your movement
- Phase 2:
- increased HP from 800/900 to 1200/1000
- now does fire burst attacks, that can come from one of walls, instead of bone shockwaves after each jump
- now spawns very slow energy balls from ceiling after jumping in Reinforced
- reduced jump height and removed instant jumps in Reinforced
- increased horizontal velocity by 50%
- increased stomping damage from 16 to 24
- changed devil spawning rate from 0-40/0-140 to 0-50/0-100
- Phase 3:
- the amount of red blasts now scales with difficulty and switches between wide spread and big bursts depending on eye position
- now spawns plasma balls instead of lightnings in Reinforced, like phase 1
- increased eye health from 100/150/200 to 100/175
- Phase 4:
- increased HP from 1600/2300 to 1800/2750
- reduced amount of butes by 25% in Reinforced
- increased spike damage from 2 to 5
- Phase 1:
Balance changes:
- Buffed Snake:
- increased the lifespan by 3 frames on all levels
- increased damage from 4/5/6/6 to 4/6/8/8
- Buffed the damage of various endgame entities:
- teleporting frog: 5 -> 7
- gaudi shurikens: 4 -> 6
- dragon spheres: 10 -> 15
- semi-homing projectiles: 5 -> 8
- Changed item equip limit from 10(Hardened)/7(Reinforced)/5(Resonant) to 12(Hardened)/8(Reinforced/Resonant).
- Second bosses in first campaign now have 33% more health.
Misc:
- Boosterama and Little Man no longer attempt to reach targets, that are behind walls.
- Laser Gaudi no longer shoots, if the path is obstructed by walls.
- Updated readme's info on seeds (satisfies #140).
- Resonant now makes darkness effect even darker.
- Grass no longer heals in Resonant.
- Added chest mimics into Resonant:
- 50% of chests are mimics
- they appear as chests at first, but transform into critters and wake up when player comes close
- their stats scale with progression, gaining 1/2 damage and 8 health per depth
- defeating them grants normal chest loot
- Removed ability to jump from spikes for Alien Medal and its upgrades.
Bugfixes:
- Fixed cooldown deplete rendering being in reverse this whole time.
- Fixed Doctor and second campaign bosses not having increased health in Resonant.
- Added Remote Controller to legacy spritesheet (fixes #142).
- Fixed certain flag unset callbacks not applying properly (fixes #143).
- Fallback door space cleanup process now properly cleans up space for it and adds a platform for door to sit on (fixes #144, #163 and #164).
- Removed Sandy Chamber's leftover entities (fixes #145).
- Battery Pack is now properly configured as passive item (fixes #146).
- Fixed Energy Crystal multiplying the building ammo count further, than intended (fixes #147).
- Pseudo-solid NPCs no longer push you beyond top of the stage (fixes #148).
- Fixed damage multiplier trait not being present in the game due to typo in files (fixes #149).
- Made fragile gimmick only seek solid blocks to prevent some infinite recursion (fixes #151).
- Booster 2.0 gameplay now takes priority over Booster 0.8 (fixes #154).
- Fixed inventory manipulations causing equip data corruption (fixes #156).
- Fixed UNDERWATER_DASH trait not being able to dodge spikes, when dashing (fixes #161).
- Tweaked some niche interactions with acidic water effect and water gun (fixes #162).
- Time stop ability can no longer be activated when player is not in control (fixes #165).
Files
Game archive 6.5 MB
Version 1.45.1.2 2 days ago
Get Doukutsu Randamu
Doukutsu Randamu
Cave Story mod that turns the game into roguelite
Status | In development |
Author | TrashboxBobylev |
Genre | Platformer |
Tags | Exploration, Metroidvania, Pixel Art, Procedural Generation, Roguelite |
Languages | English, Japanese |
Accessibility | Configurable controls |
More posts
- Update 1.45 (Allied and Supported)Feb 13, 2025
- 1.45, beta 3Feb 12, 2025
- 1.45, beta 2Feb 10, 2025
- Beta-test of 1.45 has started!Feb 08, 2025
- 7000 downloads!Jan 23, 2025
- 3rd anniversary!Dec 26, 2024
- Update 1.44.2 (Fixes and Tweaxes TWO)Aug 14, 2024
- Update 1.44.1 (Fixes and Tweaxes)May 30, 2024
- Update 1.44 (Seconds & Moments With You)May 19, 2024
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