Vous êtes sur la page 1sur 18

Nuclear Throne Together' changelog (public releases marked with *):

: Game sometimes crashing upon exit is a known (and harmless) issue. No


workaround/fix found yet.

v9881:
+ Shadow-casting objects all now have spr_shadow, spr_shadow_x, spr_shadow_y.
+ Added instances_matching for faster filtering of instances.
Can be used like `with (instances_matching(CustomEnemy, "name", "some"))
{ ... }`
+ Added `/delay` command for messing with input delay settings mid-session.
+ You can now mess with `room_speed` variable (clamps to 5..72fps).
+ You can now Ctrl+Click mod icons on pause menu and gameover screen to reload
them.
~ Doing /loadmod while paused now waits until the game is resumed.
* "origin" argument is now optional in sprite_replace functions.

v9880:
+ Added view_shake_at(x, y, amount).
+ Player object now has a `canswap` variable that determines whether weapons
can be swapped.
+ Exposed sound_play_hit, sound_play_hit_big (used for projectile impact
sounds).
+ You can now prepend `/gml` parameter with "=" to show it (`/gml
=Player.wep`).
+ Added sleep(ms) (freeze-frames dependent waiting).
+ Added sprite_replace_image (akin to /loadimage)
~ `/gml` now does not display `Result: 0` if expression did not yield anything.
* The game now cleans up silently deleted instances instantly (without
Dispose).
* mod_script_call now accepts up to 16 arguments, and works faster.
* mod_script_call now preserves the original self-instance.
* Mod callbacks in general are now a little faster.
* Toxic, flame, and plasma projectiles should now have `creator` set correctly
(to best extent).
* Fixed sprite_replace not taking specified origin into account.

v9879:
+ /gmlapi now save more files and into `api` directory.
+ Global mods now have a "draw_pause" callback that works over pause menu.
Keep in mind, however, that basically none of game objects are active at this
time.
+ Added a few helper player_ and race_ functions.
* /loadlive now will alert you if the file does not even exist.
* Fixed laser cannon not firing if creator does not exist.
* Fixed blood cannon and blood grenade explosions not obeying creator's `team`.

v9878:
+ There is now a "compatible" native cursor option in case your cursor
disappears in fullscreen.
+ There are now more pixel scaling options (2x is probably what most people
actually want).
+ Added an auto-pause option to Game options menu.
+ Added attribution tooltips to community-made skins (shown in loadout).
+ Added a few small details to community-made skins.
+ Mod-loading commands will now load mods that have .txt appended at the end.
I thought people are better at changing file extensions on downloaded files.
+ Added a game_set_seed(seed:int) function.
+ Chat lines now fade based on position when chat is not open.
Should help with seeing anything if the screen is being flooded with mod
errors.
+ Added weapon_is_melee(wep) for checking whether a weapon is melee.
+ `/locate` command now shows indicators at enemy positions and says who
requested info.
+ Pause menu and "game over" screen now display the list of mods with clickable
"unload" buttons.
+ Added area_get_background_color, area_get_shadow_color.
+ Exposed BackCont.shadcol, BackCont.shadalpha (shadows' color/opacity).
~ The game now ensures mod' cleanup functions are called when it is not paused.
~ The "Stats" menu is now back and doesn't crash the game... as far as I'm
concerned.
~ Allies dying after portal opens should be a bit less laggy now.
* Player-spawned and boss-spawned toxic projectiles now have creator variable
set accordingly.
* Fixed the game not loading files via /loadtext if there's a folder of the
exact same name.
* You can no longer scroll the chat "out of bounds" between game sessions.
* Fixed Horror' beam not adding rads to objects like it should (after
projectile rewrites).
* Minimap now looks better with "native" pixel mode.
* Fixed an occasional crash in Lucky Shot code (easier triggered by mods).
* Fixed outlines not showing on 7-3 cutscene.

v9877*:
+ Added a "pixel mode" option to "visuals" menu. Had to move cursor/mouselock
to "game" menu.
* Fixed by-name search not working in bwep/cwep after last name.
* You can no longer crash the game by calling ds/sprite functions inside a
`/gml` command.

v9876:
+ Added a number of projectile_ helper functions.
+ Assigning script IDs into custom object' on_ fields now auto-converts them to
script_ref_'s.
~ The game now can only lock the cursor after the first click on it.
~ Native cursor DLL is now not called at all until you enable the option.
* Made laser crystals explicitly set laser' directions just to be sure.
* All sources of damage should now call on_hit on Custom* objects.
* Fixed sprite_add_weapon_base64 working oddly (after recent changes).
* Fixed a pretty conditional crash with cwep\bwep\etc. commands.
* You can no longer attempt to toggle mouselock/native cursor if the extensions
failed to load.

v9875:
: There has been an accident with GM wiping a few directories (including the
one with mod assets),
so I had to recover and regenerate a few files. Something could be strange.
+ Added a setting for native cursors (both in options and via /nativecursor).
When supported, this gets rid of mouse aiming lag once and for all.
For those making games, I've made the extension available:
https://yellowafterlife.itch.io/gamemaker-native-cursors
+ Added a setting for mouselock. Perfect mouselock, to be precise.
For those making games, the extension is similarly available:
https://yellowafterlife.itch.io/gamemaker-native-mouselock
+ The chat is now scrollable (via mousewheel\pageup\pagedown).
+ Added basic ds_grid functions.
+ Asset loading functions now specify file position on error
* Fixed Steroids starting only with one revolver (broken by recent no-weapon ID
change to 0).
* Fixed script "compiler" crashing if given a script header right before end of
file.
* Fixed sprite_add_weapon crashing the game (after recent changes).

v9874:
+ Added sprite_replace and sprite_restore that mirror the chat commands.
~ Further adjusted Throne to not remove enemies because there were duplicates.
* Fixed loading working oddly when using paths with forward slashes "/".
Related bug report: http://bugs.yoyogames.com/view.php?id=25705
* A handful of fixes for CustomHitme erroring and/or working oddly in edge
cases.
* Fixed $hex producing 64-bit values by default (which wouldn't be accepted to
some functions).
* Fixed draw_self() not being exposed (lost while moving some code around
recently).

v9873:
+ Commands executed from loadtext'ed files now will look in file's directory by
default.
+ CustomHitme now has spr_shadow and will draw itself if on_draw is undefined.
+ Added draw_dark, draw_dark_begin, draw_dark_end callbacks for global mods.
+ Added draw_shadows, draw_bloom callbacks for global mods.
+ If you specify a directory for "loadtext", the game will try to load a
"main.txt" file from it.
~ loadtext'ed commands are now executed all at once instead of 1 frame apart.
~ Throne no longer destroys non-guardian enemies every step (shouldn't cause
regressions?)
~ Default "silent" sound is now auto-generated instead of being distributed
with the mod.
* Fixed Fortress and Detachment affecting players of other races.

v9872:
! Fetched files are now embed into replays so you may want to disable them
if you play a lot of mods and value your disk space.
+ Added file_load, file_unload, file_loaded, file_exists - see wiki for
explanations.
+ Added string_load (requires file_load'ing the path prior), string_save.
+ Added sprite_add, sprite_add_weapon_base64; sprite_add_weapon takes a path
from now on.
Note: If you didn't preload the sprite, it'll be blank for a few frames until
synced up.
+ point_seen\point_seen_ext are now exposed to save you from some view checking
math.
+ Added array_push, array_find_index.
+ Added string_split, string_split_list, array_join, ds_list_join (string <->
sequence).
* Fixed `wait` inside init-functions actually waiting for 1 frame less than
asked.
* Fixed character selection bugging for custom races with filename matching
default race names.
* Tweaked Bloodlust and Lucky Shot code just to be safe (based on unverifiable
reports).
* Fixed first trace() argument not using the proper formatting when given an
array.

v9871:
+ Added sound_add and sound_delete.
Sounds are NOT transmitted over network and are cached per-mod.
If sound is not available, the game will not error but nothing will play.
Therefore you hear sounds both players will need to load up the mod at least
once.
* Fixed script_bind_ objects not supporting custom variables.
* Fixed @q displaying incorrectly in draw_text_nt (since introduction of custom
weapons?).
* Fixed /loadimg not working correctly on sprBigPortrait and a few other large
sprites.
Related bug report: http://bugs.yoyogames.com/view.php?id=25653
* Fixed crowns not displaying the description in loadout (since introduction of
custom crowns?).
* Fixed P2's ultra selection not showing up if both players play different
custom races.
* Fixed mouse_x\y not reflecting the gamepad aiming position correctly.

v9870:
+ Added player_fire which you can call on Player object to fire the current
weapon.
+ Added player_fire_ext which can be used to fire default and custom weapons
from... anything.
+ Weapon mods now have a step event with argument determining whether they are
primary.
+ Added d3d_set_fog for blending hacks.
+ Mods can now define a draw_gui script for drawing relative to view.
+ Mods can now define a draw_gui_end script for drawing over everything
(including sideart).
~ Potentially-breaking change:
Default weapon ids are now numeric again instead of "#id".
Assigning "#id" will still work.
* Fixed mod_ scripts crashing if given a valid mod type but nonexisting mod.

v9869:
+ /loadtxt will now automatically look for files in "mods" directory as well.
+ If you place a "startup.txt" file in main/"mods" directory, it'll be
/loadtxt'ed on start in SP.
* Fixed script reference creation sometimes pointing to a wrong mod after
`wait`.

v9868:
+ Enemies now have a `canfly` variable that prevents their death when outside
the level.
+ Added race_avail, race_skin_avail, race_skin_button.
* Fixed `wait` sometimes pausing for 1 frame longer than it should.
* Fixed `wait` sometimes not working for non-first-loaded mods.
* Fixed a crash related mods not being fully unloaded on session end.
* The game will no longer crash if a CustomEnemy' shadow sprite is suddenly
removed.
* draw_sprite_ functions now won't crash the game if sprite is amiss.

v9867:
+ Added skill_avail, which can return whether skill should appear in selection.
+ Player now has an exposed race_id variable for numeric race.
+ Exposed sound_get_name, sound_exists.
+ Added sound_play_music, sound_play_ambient.
+ Using wait-operator in script_bind scripts will now execute in same event
after pause.
~ Script-less code is now assumed to be init() instead of a mod-named script.
* RavenFly now has all of Raven's variables and should not cause field access
errors.
* Fixed Ultra Grenades, for real this time.
* Fixed race_swep not working.
* Fixed EmoteIndicators not showing up at the right spot when created with
keys.
* Fixed Heavy Slugger dealing 600 damage up close and 1 otherwise (editing
error).
* Fixed a bug with wait operator sometimes skipping frames.
* Fixed Skeleton' Ultra B not working (since 9865).

v9866:
+ Added instance_delete, added a "Dispose" object.
* Fixed mansion transition sometimes overriding other screens
* Fixed some explosions healing if under 4HP
* Fixed ultra grenades piercing enemies
* Fixed B-skins not being selected correctly

v9865:
+ Added ultra_ functions.
* Fixed /loadlive saying that the command doesn't exist despite working.
* Fixed /loadlive crashing the game if given an empty parameter.
* Fixed Wrench having wrong damage.
* Fixed lightning ignoring invincibility frames.
* Fixed draw_text_nt missing some colors (and made it a bit faster too).
* Fixed 7-3' carpet getting cut off if spritemodded.

v9864:
+ You can now name script arguments, e.g.
#define myscript(arg1, arg2)
trace(arg1 + arg2);
+ Enemy projectiles now support damage/force variables as well.
+ Added CustomEnemy, CustomProjectile.
+ Added /loadlive for having scripts live reload on change.
+ Added player_ functions to enable/disable HUD.
* Fixed EmoteIndicator and a few newly exposed objects not supporting custom
variables.
* Fixed api-fields GML displaying ":<undefined>" for objects with no parent.
* Fixed an occasional "???" tip... I think.
* Fixed pre-loop\post-loop crown pools being swapped (accidental meta huh?).
* Fixed some melee weapons having wrong damage.
* Fixed custom crowns working oddly (due to http://bugs.yoyogames.com/view.php?
id=25011).
* Fixed Eagle Eyes not working for a handful of weapons after recent changes.

v9863:
+ Custom crowns are now supported.
+ Custom mutations are now supported.
+ All projectiles now support `damage` and `force` (knockback) variables.
+ Added CustomObject, CustomProp, CustomHitme
+ Added variables canpick, canwalk, canspec to Player object.
+ Added variable sprite_angle to Player object for rolling without Fish-ing.
+ Added variable bskin to Player object (triggers style update).
+ Added a "race_skins" callback that can return number of supported skins for a
custom race.
+ Function calls and most variable assignments are now type-checked,
which means seeing script errors instead of having the game hard-crash.
+ Added and organized some API entries.
+ There are now script_bind functions to create mini-objects to execute
scripts.
+ Added a chat_command(command, parameter) callback that .mod type mods can
define.
+ Added an update checker.
+ Game now shows 2x sprites for weapons without loadout sprites (for the lack
of better).
+ Skeleton now has menu sounds, which are technically just recycled other
sounds.
~ A few more objects are now GameObject-based for convenience.
* Fixed the game hard-crashing when trying to replace select sprites.
* Fixed Rogue Strike audio continuing to loop if used while the level ends.
* Fixed /bwep not working for Steroids.
* Fixed "[GOLDEN WEAPON] STORED" popups in SP when starting with a golden
weapon.
* The game no longer crashes if your weapon-mod returns wrongly typed values
for callbacks.
* Fixed golden weapons sometimes not showing up in loadout.
* Fixed mods not receiving a game_start call on restart via menu.

v9862:
+ Added ds_list_remove (ds_list_find_index + ds_list_delete).
+ Burst-based projectiles now have `creator` variable set correctly as well.
+ Implemented automatic matchmaking (experimental).
+ WepPickups can now have multi-line names.
+ Added the Skeleton B-skin by BioOnPC.
+ Added draw_set_visible, draw_get_visible.
+ Added the `maxp` constant.
+ Added ref_player_set_show_marker, ref_player_get_show_marker (toggles off-
screen markers).
~ Skeleton' unlock condition is now just becoming Skeleton.
~ Oversized menus (i.e. replay list) now work faster.
~ GenCont is now dynamic and blame yourself if you break it.
* Fixed Esc sometimes exiting two menus at once.
* Fixed ds_list_insert having wrong definition.
* Fixed golden laser pistol not aiming at cursor.
* Fixed secondary weapon reloading even if not playing Steroids (since weapon
refactors).
* Fixed a crash when becoming Skeleton.

v9861:
+ Added game_start callbacks for "mod" and "race" mod types.
+ Added Player.candie variable in case you want to prevent player death.
+ Added view_shake[] to get/set screenshake per player.
+ Added weapon_gold callback that can return whether the weapon should occur in
gold chests.
+ Passing an array into a with() now loops through contents.
~ Function trace(...) now displays arrays and objects more nicely.
~ Chat message length limit is now higher for commands.
* Fixed melee energy weapons not "flipping" angle correctly.
* race_tb_take no longer executes twice if both players have the same race.
* Fixed golden car not working if the portal is already open.
* Fixed single-player sessions sometimes having effects from different
characters from picked.
(since 9859 the game would pick a random character for P2 even though they
are not in-game)
* Fixed autoaim; players can now have individual autoaim settings.
* Fixed ravens not flying anywhere (introduced in 9854).
* Fixed a crash on creating RavenFly.
* Fixed a crash on creating EmoteIndicator without setting up player variable.
* Fixed Big Dog' (character) missiles decreasing kill counter.
* Fixed Chicken being unable to die.
* Weapon pickups now display the .name
* Calling skill_set applies/unapplies stat bonuses correctly now.
* with() now gives error line position if argument is of wrong value.

v9860:
~ Big Dog can now be unlocked when enabled.
* Fixed IDPD grunts dashing instead of rolling.
* Fixed guns facing wrong directions.
* Fixed audio while clicking anywhere with a locked character selected.

v9859:
+ Lightweight objects are now supported (e.g. `q = { a: 1 }; trace(q.a);`) -
see wiki.
+ Constant expressions (e.g. `16 * 7`) are now evaluated compile-time, where
possible.
+ Custom race' names are now shown on character select screen.
+ Sentry gun now has separate idle/hurt/pickup sprites, just in case.
+ Majority of objects now support color/alpha tint.
+ background_color is now accessible.
+ Added race_set_active(race, active) for enabling/disabling built-in races.
~ Big Dog character (race id 13) should work now if you want to do that to
yourself.
* Fixed player_get_color.
* Fixed `$` hexadecimal notation (again).
* Fixed some object fields missing the needed checks/post-set actions (e.g.
WepPickup.wep).
* Fixed a crash if the player is killed by a player-created plasma projectile.
* Fixed race_ultra_button not working.

v9858:
+ Added view_object[] and view_pan_factor[] for making views follow non-player
objects.
+ Added player_get_show_cursor, player_set_show_cursor, and a few other player_
functions.
+ Walls can now be color-tinted.
~ player_color[index] is now player_get_color(index).
~ Mods no longer execute while the game is paused.
* Fixed player_find() not detecting as a function.
* Fixed GmlMod displaying fields that are not accessible.
* Fixed grenade rifle shooting bonus Rogue Rifle projectiles (this will be
missed).
* `ds_` functions used in `/gml` chat command no longer crash the game.
* "in" operator is now less "greedy" (`a in b && c in d` will not exec as `a in
(b && (c in d))`).
* All projectile types should now obey image_blend correctly if set.

v9857:
+ Added weapon_melee for overriding whether the weapon should "swing" or not.
* Fixed energy melee weapons not "swinging".
* Fixes for even more missing object fields.

v9856:
+ Added support for macros. Syntax is `#macro name value`.
Macros are replaced with their values on compile.
+ Added an "in" operator, which is a shorthand for variable_instance_exists.
For example, `if ("t" in self) t += 1;` or `if ("t" not in self) t = 0;`
+ Exposed draw_text_nt, draw_text_shadow, draw_rect_ext.
* Fixed a number of variables no longer being accessible (after big changes in
9854).
* Fixed race_soundbank not working.

v9855:
+ typ_ ammo variables are now accessible on Player object.
+ The rest of weapon_get_ scripts are now accessible.
~ Renamed weapon_sond to weapon_swap.
~ Changing WepPickup.wep now changes sprite and text automatically.
* Fixed a potential desync with weapon_set_area preserving state between runs.
* Fixed crashes on field access to several objects.
* Fixed some objects not having variables exposed correctly.

v9854:
+ Pretty much all objects now support custom variables and you can read/write
all game' variables.
+ `/loadmod test` can now guess `test.mod.gml` and there are separate loadrace
and loadwep commands.
+ Weapon commands (cwep, bwep, etc.) now accept custom weapons.
~ Sound functions are now sound_ and more or less closely resemble legacy GML
API.
* Large (>10KB) mods now load noticeably faster.
* Fixed errors not showing up during split/delayed execution via fork/wait.
* Chat history completion (up/down) is now a bit smarter.
* Fixed a few rare crashes related to searching for players.
(introduced in 9844 due to updating to a newer version of GameMaker)

v9853:
+ Custom race support!
+ Exposed a bunch more requested fields on objects.
+ ds_map and ds_lists are now supported in scripting, complete with accessors.
~ wep/bwep now auto-convert numeric ids to strings if needed.
~ Pressing "Menu" on "Game Over" screen now sends you to character select, not
main menu.
* Fixed some weapons firing projectiles of their own and the next-id weapon.
* Fixed a crash with sprite_add_base64.
* Fixed hexadecimal number notation "#FF" not working correctly.
* Fixed a number of crashes related to creating objects without initializing
their variables.
* Fixed the rest of untreated "seekAll" errors that pop up compile-time.
* Fixed saving in SP games not working consistently enough.

v9852:
+ Added functions to load sprites from base64 strings.
+ Added player_find.
+ Exposed the rest of the game's snd_ scripts.
+ Exposed several mp_ functions that the game uses.
~ Weapons are now addressed by name (.../{name}.wep.gml) instead of full path.
* Fixed field access error messages not showing context correctly.
* Fixed Player.gunangle pointing to a wrong variable.
* Fixed mod-created grenades being sticky by default.

v9851:
+ Added /gml
+ do-while, do-until, and switch statements are now supported.
+ Prefix/postfix operators (`++i`, `i++`) are now properly supported for most
situations.
+ Custom weapon support!
+ A couple more functions and fields exposed.
~ Some big changes to how weapons are handled - something may be broken.
~ Golden Frog Pistol is now ID 127 instead of ID 201 to get rid of that 70-
index "void" in lists.
* Pretty much all player projectiles should now have `creator` variable set.

v9850:
+ Added /unloadmod.
+ Added /gmlapi.
+ Exposed a handful more built-in and NT-specific functions.
* Fixed a crash related to displaying headless Chicken on the map.
* Maximum number of arguments for "native" function calls increased to 16.
* Fixed a crash with nested with-loops (for real this time?)
* Added "wait" instruction - pauses script execution (e.g. `wait 1`).
* Added a fork() function -
* Projectiles now should have variables set correctly even if custom-made.
* Fixed it being possible to open chat in main menu (where it does nothing).

v9849:
+ Most objects can now be created and managed.
+ Exposed a number of built-in functions.
+ team, my_health, maxhealth, hitid variables are now accessible on objects
that have them.
+ alarm events are now exposed as alarm0...alarm11 (no []).
+ You can press Up to restore your previous sent chat message (no log, though).
* Fixed a crash on nested with-loops.
* Fixed assignment-operators not working correctly for most things.
* Fixed a crash when doing array writes inside a with-loop.
* Fixed a crash on writing to mod-object.
* Fixed object_index not working.

v9848:
* Fixed ultra shell sprites getting stuck (introduced in 9844).
* Fixed duplicate portals on 0-1.
+ Experimental scripting, first draft.

v9847:
+ Added a Robot C-skin.
+ Separated a bunch more graphics.
See the updated list of modifiable sprites for more information.
Aside of that, Chicken' headless portrait art and map icon have a second
frame for B-skin.
~ When Chicken is dead, map icon no longer displays the "headless" sprite.
* Fixed half of uppercase Cyrillic characters not working in chat (workaround
for a GMS bug).

v9846:
+ Added "emoticon indicators" - press 1\2\3\4\5\6 when in-game.
+ Added /locate - for debug purposes - lists instance sprite and coordinates.
+ Added /stopaudio - in case the sounds just don't stop.
* Fixed ravens very rarely getting stuck in a landing loop.
* Made a small but surprisingly noticeable optimization to level generator.
* Potentially fixed an issue with portal not opening in coop sometimes.

v9845:
* Reverted to using a non-early-access version of GameMaker because "fast
collision system"
is still causing synchronization issues (introduced in 9844).

v9844:
+ Added /copysprite, /copyimage.
+ Separated a number of sprites previously shared between multiple objects.
This is to permit replacing only certain graphics without affecting unrelated
ones.
+ Added special sprites to permit altering background and shadow colors
(sprAreaBackCol, sprAreaShadCol, sprSecretBackCol, sprSecretShadCol)
~ Loaded graphics now assume pixel-perfect collision masks to be sure.
* Exiting single-player no longer exits right to main menu[ discarding loaded
graphics].

v9843*:
+ Added /savegame, /loadgame.
~ Everything is no longer unlocked automatically in SP (reset data to unlock
manually).
~ Can use /loadgame+/savegame to keep track of unlocks in MP.

v9842:
+ Added /loadtext.
+ A small "[spritemod]" overlay is shown if graphics have been modified (for
viewer's clarity).
* Fixed mishaps between /loadimage and /loadsprite.
* Fixed keybinds triggering mb1/mb2 actions even when chat is open.

v9841:
+ Added /loadimage, /saveimage.
+ Added even more checks to give more precise initialization error messages.
* Added more safeguarding to avoid double car exit bug (should help for real
this time).

v9840:
+ Weapons can now be switched during level generation.
+ Chosen ultra mutation mode is now preserved and sent on game start.
+ Can now paste multi-line snippets of text into chat - all but last line will
be auto-sent.
+ Implemented sprite sideloading - any sprite can be replaced via /loadsprite.
Changes are synchronized in online multiplayer sessions.
~ Players disconnecting will no longer cause trouble on the default revmode.
That said, some things will work oddly, thinking that the game is in coop
mode, but at least
you should be able to finish a run if a player leaves/times out.
* Fixed Eyes' passive not pulling weapons (introduced in 9838)
* Fixed it being possible to pick up invisible weapons.

v9839:
* Potentially fixed an issue with 1-3 boss music triggering when it shouldn't.
* In a particular location, other cars no longer explode when using one of
them.
* Multiple players can now enter the same portal.
* Fixed an occasional second portal at 0-1.
* Grenades no longer make continuous sounds if hit near walls (u99).
* Elite inspectors no longer pull non-moving projectiles (u99).
* 3-3 boss music now ends after it explodes (u99).
* Fixed a possibility of getting multiple 101-1 portals on loops (u99).
* Ultra bolts now behave like in u99 (slightly slower and pushing each other
away a little).
* Fixed proto statue shadows being misaligned (u99).
* Maggot spawns can no longer be duplicated on loops (u99).
* Fixed IDPD sirens playing when vans can't spawn anyway (u99).

v9838*:
+ Implemented a C-skin for Y.V. (guess which).
+ Startup error messages are now even a bit more clearer about what could be
wrong.
~ In online multiplayer, your HUD is now always the one in top-left corner.
* Fixed Frog having a different (legacy?) character title on P2 slot.
* Fixed lightning weapons not working correctly at 0-1 boss fight.
* Fixed 0-1 boss fight music not looping correctly.
* Fixed Skeleton (character) making an unnecessary appearance at 0-1. This was
not lore.

v9837:
+ The mod now supports spectating.
This uses similar approach to how replays work, and is compact (0.5KB/s
bandwidth per player).
+ Captions are now shown for the nearest weapon, not for all nearby weapons.
This is also warranted to be the weapon that you'll pick up on key press.
+ You can now use mouse while chat is open.
+ There is now an indicator above the player while they have chat open.
+ You can now cross the beams.
+ Having multiple robots with Refined Taste now slightly boosts weapon drop
chances.
+ Mutations can now be selected with WASD+Enter.
+ Mutations can now be selected with 1..6 in non-SP (or with replays on).
~ Golden weapons are now stored per-player and per-race (instead of just per-
player).
~ Crowns are now unlocked in UI by default (and you can still do /ccrown).
~ "Timer" option is no longer synced since it doesn't really have any effect on
sync.
~ Menus now use an uppercase font, for consistency with the actual game.
* Fixed players displaying as "0ms" slots when they did in fact leave the lobby
already.
* "Confiscate" now stacks correctly.
* "Meltdown" now stacks correctly.
* "Ambidextrous" now stacks correctly.
* "Determination" now works correctly.
* "Anomaly" now stacks (1.5x effect with 2P).
* "Distance" now stacks correctly.
* "Stalker" now stacks correctly.
* Fixed a potential rare crash with Big Bandit.

v9836:
* Fixed a crash on Lucky Shot proc (introduced in 9834).

v9835:
~ Melting' Ultra B now takes away less health with double Melting.
* Fixed ultra mutations for P2 playing P1's sound.
* Fixed it being possible to pick wrong crown/ultra by clicking a non-mouseover
one.
* Fixed 2nd vault' proto chests being half-way into a wall corner sometimes.
* Fixed slowly growing ammo bonus from Fish' passive (introduced in 9834).
* Potentially fixed a few more desync-on-start issues.

v9834:
+ Added optional individual ultra mutations (/ultras).
~ Rebel' allies now aim slightly ahead in the target's movement direction.
Likely only noticeable on fast-moving targets such as 0-1 boss.
* Picking Skeleton's Ultra A now resets mutations as it should.
* Fixed multiline mutation tips overflowing in coop.
* Fixed some race-specific global effects not applying when the character(s)
are fainted.
v9833:
+ Added /portalfx for toggling portal effects, optimized portal drawing a
little.
* Fixed rogue strike canisters being replaced by rad canisters if a big weapon
chest spawns.
* Fixed a player being stripped of Rhino Skin passive if they were fainted when
it was picked.
* Fixed the game desyncing outright if one of the players had "show tutorial"
setting enabled.

v9832*:
+ Mutation bar no longer displays under mutation buttons in coop.
+ Added /revmode for setting revival modes.
+ NTT-Assemble can now also help you with doing mods on top of NTT.
~ Default connection timeout is now 30 seconds, just to be extra sure.
~ Game is now a little less picky about desyncs.
Should help with replays desyncing after dying at 3-1\0-1.
~ Players can no longer attempt revival of coop partners while at 0 health.
~ Only the last living player can now become Skeleton mid-run in coop now.
~ Health chests can now restore maximum health to both players at once if they
are Chicken.
~ Chicken now preserves the original maximum health upon revival.
~ Chicken no longer looses maximum health from reviving players on low health.
* Rogue' ammo is now preserved upon reviving.
* Hammerhead uses left are now preserved upon reviving.
* Fixed a potential desync in gameover screen when one player uses gamepad and
the other uses mouse.

v9831:
+ Mod should now work correctly if installed into a copy of NT's folder.
For Steam invitations to work, the mod will have to be running while
accepting, however.
+ "mutation bar" now displays the coop ultra mutations.
+ Added a /wscale command for changing window size.
+ The mod now plays a sound and toggles window caption when someone joins your
game.
+ You can now mouseover weapons in HUD to see their names.
+ If one of the players is YV, you now get the expected one-time effect on
level ultra.
+ Weapon names now display when mouseovering them in HUD.
+ Added adjustable delays for tooltips in HUD (/wtips, /mtips).
+ P2 can now skip credits as well.
~ Attempted to merge game's texture sheets together (four 2048x2048 PNGs -> one
4096x4096 PNG).
This will either make things better or worse for Wine users.
* Fixed a crash with 4-1 L1+ boss occurring after both player's deaths
sometimes.
* Fixed Steroids' secondary weapon missing an outline.
* Fixed player indicators displaying through the victory screen.
* Fixed gamepad controls not working for confirming picking a character.
* The mod should no longer crash if desyncing right on session start.
* Throne Butt mutation description is no longer duplicated if both players use
the same character.
* Fixed HP pickup drop chance being lower than intended if the average health
is above 50%.
* Fixed the game not noticing the window change timely (causes missing sideart)

v9830*:
+ "Assembler" program now makes a backup of the executable automatically.
+ Added a statistic overlay with FPS, latency, and latency graph (hold Tab).
~ Version notice now displays in a few more places (for the viewer's clarity).
~ Game messages now point towards the readme a bit more often.
* Fixed statues absorbing rads even before activation.
* Fixed some elements of the campfire scene not being depthsorted correctly.
* Fixed a 1-frame "flash" when going to single-player mode.
* Fixed the timer not appearing at the right spot on a few screens in coop.

v9829:
+ Added player outlines in coop mode (toggle with /outlines).
* Fixed a particular prop sometimes going amiss in 5-1 due to chest spawning.
* Fixed weapons sometimes rapidly flying off in a direction because of
appearing at the same spot.
* Fixed weapon pickup mask being slightly off-center.
* Made another attempt in reducing cases where weapons near walls don't get
sucked into portals.

v9828:
~ "bond" ultra mutations now apply to opening chests.
* Golden cars and statues now won't explode if a chest falls onto them during
generation.
* Fixed Esc exiting the game outright on char select after the other player
left the game.
* Fixed airhorn sound playing every frame while B is held.

v9827:
+ Added a /die command.
~ Sub-menus are now available for replays recorded for prior versions of the
mod.
~ Chat now has slightly lower opacity if it's not open.
* Fixed a few sync issues related to re-resuming (chaining) replays multiple
times.
* Fixed "resuming" message for replays not displaying correctly sometimes
(related to above).

v9826:
~ Golden weapons are now "stored" separately per-player.
~ Rebel' passive now applies for both players if you have "blood bond".
~ Horror' TB now heals both players if you have "blood bond".
~ Made a very slight adjustment to drop rate formula so that having a plenty of
ammo
(and/or melee weapon) with very low health would produce at least a few
drops.
~ Reworked Robot's passive Ultra to make more sense and work in coop
predictably.
* Weapons no longer get stuck in walls instead of being dragged into a portal.
* Fixed a crash on doing /ccrown -1.
* Fixed blood cannon' projectiles getting stuck in walls.
* Fixed Horror' passive having no effect on coop mutation choice with Crown of
Destiny.
* Fixed only one black sword spawning no matter how many times the condition
was fulfilled.

v9825:
+ Replays are now supported for coop as well.
You can also "stream" a replay and resume it from a point when each player
watches
the according replay player. Do keep in mind, however, that this is a very
experimental
feature, and will usually only work correctly when it's the first thing both
players do in game.
+ Replays are now sorted in reverse chronological order and have basic action
sub-menus.
+ Chat now supports Ctrl+C/Ctrl+V for copy/paste.
+ Copies of screenshots are now also saved into screenshots/ directory.
+ Added /bwep and /pwep commands.
+ "Invite friend" button now displays a more fitting (native) invitation dialog
popup.
+ Reworked coop HUD. More stylish, compact, and symmetric.
~ Mutation buttons now ignore input for a few seconds to avoid misclicking.
~ Item drops now consider both players in calculations.
~ Health pickups now attract towards the nearest player regardless of health if
the players
picked the "blood bond" ultra mutation.
~ Rogue' chests now work more fairly in coop.
~ Disabled "golden weapon stored" popups since they have no meaning in this
mod.
* Fixed a rare crash related to elite shielder.
* Enemy' slugs will no longer hit things while on last (almost gone) frames of
animation.
* Potentially fixed a rare desync after waiting for a while after player's
death on 3-3 boss.
* Fixed a rare bug where the game could only capture the first screenshot per
launch correctly.
* Fixed Crown of Death' effect wearing off upon revival.
* Fixed a crash on doing /cwep -1.
* IDPD chests no longer appear to be regular large chests with Steroids' Ultra
B.
* Fixed "Eagle Eyes" bonus wearing off upon revival.
* Fixed proto-chests not spawning in vaults sometimes (when they had to).
* Fixed 6-1' stationary enemies spawning under 6-1 L1+ boss sometimes.
* Fixed camera looking at nothing if your Chicken's (missing) head gets
exploded.
* Fixed Chicken' heads going missing when they should not and not going missing
when they should.

v9824:
+ Implemented a replay system.
Currently resides under "Coop - Replays" in the menu.
Currently can only record and replay single-player runs.
+ Coop menus now spot a "back" button for mouse controls.
+ Coop menus now have sound effects akin to regular menus.
+ Added a /hardmode command.
~ Horror now drops just about half of the rads on death in coop.
~ Bloodlust/lucky shot now proc simultaneously for both players with the
according "bond" mutation.
~ Remote player' laser sights are now hidden in coop.
~ Robot' passive now works consistently in coop and stacks.
~ Disabled backing out of online coop via RMB alone.
* Fixed seed.txt successfully desyncing the game if seeds were not the same
between players.
* Fixed 7-3 and 0-1 bosses not dropping rads that were beamed into them.
* Fixed a rare softlock in 7-x enemy teleportation.
* Possibly fixed a bug with broken crown vaults.
* Fixed /ccrown having no effect in coop.
* Fixed "back to main menu" button being mispositioned for the second player in
coop.
* Fixed Strong Spirit recovering only for one player per level.
* Fixed Throne Butt' P2 text being slightly misaligned in coop.

v9823:
* Character selection animations now play individually per player, and arrow
key/dpad switching triggers animations too.
* Fixed pause menu code unfairly butchering the "exploded barrel" sprite on
game start.
* Fixed mouse clicking on character selection changing character for both
players if both used mouse (introduced in 9822).

v9822:
+ Character selection screen now works more similarly in SP/MP modes.
+ Frog is now a little easier to control (fixed not being possible to turn 180
degrees if going straight N/S/W/E).
+ Frog can now use Hammerhead mutation - use active ability when standing next
to a wall.
+ Health pickups are no longer attracted towards players that are already at
full health.
+ Players now will automatically pick up their weapons upon revival, provided
that they are still lying nearby.
~ "Low HP" / "Low ammo" notes are no longer shown for remote players.
* Fixed extra feet speed boost wearing off after a player dies.
* Fixed another rare desync related to different portal style carrying over
from previous sessions.
* Fixed remote player' weapons not always facing the right direction (visual
only).
* Fixed elite shielder's teleport not working correctly.
* Fixed a bug where portals would quite often spawn on top of a random
destroyed barrel in desert area.
* Fixed it being possible to pick wrong mutation in coop when both players are
actively mouseovering them.
* Fixed a bug with specific prop unintentionally exploding after hitting it
with an energy screwdriver and laser brain mutation.
* Fixed a potential (rare) softlock in raven flight algorithm.

v9821:
+ You can now select Skeleton and Frog via normal means.

v9820:
+ The game now displays a separate kind of HUD for fainted players.
* "Connecting..." text is now correctly center-aligned in menus.
* Fixed Melting sometimes getting 3/2 HP upon revival.
* Fixed a situation-specific crash when reviving a local player that uses a
gamepad.
* Fixed weapons drawing with stretching/artifacts in HUD.
* Potentially fixed an occasional desync on one secret character's death.

v9819:
* Fixed a 0-1 crash (introduced in v9818).

v9818:
In which I attempt to fix every coop logic bug.
Here, "biased towards one player in coop" implies player with lower index, be
that from being the longer-surviving player, or from going through the portal
first.

: General:
* Fixed discs starting to hurt one of the players in coop earlier than the
other.
* Fixed chests and crowns not always playing the touching player' sounds in
coop.
* Fixed wrong line 2 color in Throne Butt description in coop.
* Fixed proto chests closing only by proximity towards one of the players in
coop.
* Fixed player-race-specific alternate soundtracks not always triggering in
coop.
* Fixed area-specific player sounds playing only for one of the players in
coop.
* Fixed ammo pickups getting cursed only based on one player's actions.
* Fixed shovel/ultra shovel precision based on one player's stats in coop.
+ All of the players are now shown on loading screens.
+ There's no longer a delay on laser sight (and weapon-related visuals in
general).

: Character-specific:
* Fixed various skills and effects only displaying above one player in coop.
(Bloodlust, Horror TB, Laser Brain, Level up, Robot' active, Steroids TB,
Strong Spirit, weapon switch)
* Fixed Rogue' chests not always appearing in coop.
* Fixed Rogue not always causing the additional enemies to spawn.
* Fixed Melting' passive not always working in coop.
* Fixed weapons not always uncursing correctly in coop.
* Fixed gas TB effect not always working in coop.
* Fixed Rebel-specific sound on 1-3 victory not always playing in coop.
* Fixed Horror' passive not always working in coop.
* Fixed Y.V. specific loading screen text not always appearing.

: Enemies:
* Fixed maggot canisters not checking appearance condition correctly in coop.
* Fixed big maggots only attempting to ambush one of the players in coop.
* Fixed 2-1 exploding enemies not always making the "approaching" sound in
coop.
* Fixed 2-1 L1+ boss item drop condition not always working in coop.
* Fixed 4-1 entrance condition not always working in coop (now requires any
player to meet the condition)
* Fixed 5-3 boss being biased towards terrorizing one of the players in coop.
* Fixed 6-1 exploding enemies only desiring to explode near one of the players
in coop.
* Fixed 6-1 stationary enemies only being triggered by one of the players in
coop.
* Fixed 6-1 L1+ boss not necessarily tracking the right player.
* Fixed 7-3 boss being only activateable by one of the players in coop.
* Fixed 7-3 boss only being interested in walking towards one of the players.
If you had situations where one of the players was randomly ran over by the
boss, that's what it was.
* Fixed vans being biased towards running over one player in coop.

v9817:
* Fixed hyper launcher and hyper slugger hitting allies.
* Fixed a lonely bandit spawning in 0-1.

v9816:
* Fixed timer going faster than usual in coop.
~ Timer now displays in bottom-left corner of the screen in coop.
* Fixed desyncs on last portal type not matching up between players.
* Fixed a crash when specifying non-existing names for /ccrown command.
* Fixed snare not working correctly with two Plant characters.
* Fixed crystal shield not displaying b-skin correctly with two Crystal
characters.
* Fixed a crash in HQ boss intro.
~ Tweaked campfire area generation for appropriateness.

v9815:
+ Added commands for setting starting weapon and crown.
+ If a portal is off-screen, an indicator is now displayed to guide towards it.
* Fixed a whole bunch of sync issues when one of the players uses a gamepad.
* Fixed proto chest containing weapon 0 by default.
* Fixed a very rare bug with portals spawning off-level.
* Fixed another case of "MAX MELEE" popup texts instead of actual ammo type
granted.
~ Disabled the "stats" button because this mod does not store persistent stats
anyway.

v9814:
+ Menu can now be operated with mouse as well.
+ Fainted players now carry over to the next level as you could expect them to.
+ Fainted players now emit a small amount of light in dark levels.
* Fixed wasting health on reviving characters with less maximum health.
* Fixed "lucky shot" popups displaying incorrect data.
* Fixed portals spawning at an unnecessary offset from the last killed enemy.
* Player indicators are no longer displayed during loading.
* Fixed Eyes' passive applying to wrong player' cameras or not working at all.

v9813:
+ Mutation bar is now displayed in multiplayer and also in the pause menu.
+ There's now no latency on mouse aiming and associated view movement.
+ You can now enable/disable separated views with /sepview command.
* Fixed Hyper Crystal spawning unrelated objects instead of crystals.

v9812:
* Fixed a bug with vanishing projectiles during 0-1 fight.
* Fixed local color 2 being applied instead of LC1 if you are P2 in online
mode.
* Fixed "Bloodlust" proc not working correctly in coop.
+ Player indicators now double as pointers to their off-screen positions.

v9811:
* Fixed desync on Lil' Hunter fight
* Fixed crash on ammo being sucked up by portal (as opposed to players).

v9810:
+ Rewrote an impressing chunk of the game code to permit players to have
separate cameras in online multiplayer.
* "toaster" popups no longer show for things related to remote players.
* Fixed "Recycle Gland" resetting P2's bullet ammo.

v9809:
* Fixed slowdown on extensive use of explosives.
* Fixed Fish' passive working only at P1 slot.
* Fixed error in "/help" command.
* Fixed crash on dying to CrownGuardian.

v9808:
+ The mod now includes this changelog.
+ Updated the latency display display in lobby to make more sense.
- Reverted changes made in v9807 by moving to Early Access version of GMS
because that broke more things than it fixed.

v9807:
+ Added a "/stat" command that displays current FPS and instance count.
* Fixed a crash when dying during Lil' Hunter fight.
* Fixed the game disabling coop if exiting to character select via "Menu"
button in pause menu.

v9806:
+ You can now customize colors via /color command. Affects healthbar, cursor,
and player indicator.
+ Single-player mode now works akin to multiplayer and thus has chat.
+ You can now switch to B-skin in coop by using "swap" key on character select
screen.
+ Both players can now play the same character without making use of any bugs.
* Fixed deadzones on gamepad controls being larger than needed.
* Fixed "Trigger Fingers" mutation' effect in coop.
* There's now one guitar dropping per each each Fish character in play.
* Fixed "Rhino Skin" mutation' effect wearing off after respawn.

v9805:
* Invitations can now be accepted from main menu or SP mode as well, rather
than just the MP menu.
* Fixed version number (on top of the menus) displaying at the wrong spot.

v9804:
* "Menu" button in pause menu now takes to character select rather than main
menu in online mode.
+ The game now produces 3 debug files per desync to aid solution seeking.
* Fixed exiting from multiplayer via "back" arrow in loadout disabling chat for
the player left in the game.
* Fixed keyboard controls still being accepted while chat is open.
* Timeout time is increased to 15 seconds to deal better with 7-3 loading times
on slower computers.
* Fixed "Escape" button not working for leaving online-related menus.

v9803:
* Seemingly fixed the desync caused by the "splash" enemy type in 7-x.
* You can no longer randomly roll the secret characters, resulting in errors.
* Fixed chat displaying at a wrong position.

v9802:
+ The mod now will inform you if the Steam API Networking DLL could not be
loaded
(which strips this particular mod of any ability to function).
* Fixed inputs being delayed by one more frame than needed.
* All characters are now unlocked by default in online multiplayer mode.
* Fixed other player being robbed of joy of hearing you use the airhorn.
* Pausing now works in online multiplayer mode.

v9801:
~ The mod now uses a separate savegame from regular Nuclear Throne to avoid any
potential damage.
* "Start" button in lobby is no longer shown until someone joins the game.
* Local mouse cursors are now displayed at real positions regardless of delay.

v9800:
+ Initial release. The adventure begins.

Vous aimerez peut-être aussi