GamePatchNote Digest
Music Killer Patch Notes — November 5, 2019
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
- Temporarily made it easier for players to catch rhythm beats to make the overall gameplay less stressing for now, but later, when we add difficulty modes that setup will be different for each mode.
- Reworked score system a little to fit the new rhythm system changes.
- Changed rhythm beats visuals (we'll keep experimenting with this one).
- Added collected beats percentage affecting the final score.
- Moved pop-up messages panel, so it wouldn't block the new rhythm system bar (oops).
- Fixed tracks titles language detection and according fonts changing.
- Fixed music importer freezing on the loading screen if chosen track is short.
- Fixed increasing combo multiple times within the same beat.
- Fixed automatic rifle not counting rhythm beats, but increasing combo when fire key is held.
- Fixed each of the shotgun projectiles increasing player's combo instead of all projectiles counting as a single hit.
- Fixed bonuses following player even if it's not possible to collect certain bonus at the moment (e.g. if player is trying to pick up 5 health crystals at once in the same place then other 4 crystals will keep following player until collected when player gets hurt).
- Fixed enemies movement being fps dependent (e.g. Spider crawling insanely fast or flying above the ground when frames per second value is very high, especially when slow motion effect is turned on).
- Made Spider's acid spit puddle bigger and stay on the ground for a longer time period, also made it hurt player every second instead of dealing damage once when player steps on it.
- Fixed Neurobot's (the "metal flying spherical chair" as one of the players called it) enemy laser's origin point being visually detached from the "eye" sometimes.
- Fixed Neurobot's laser collision particles being not visible during slow motion.
- Fixed Neurobot looking down at the ground when reaching its random travel position in the calm state.
- Fixed Neurobot's receiving damage sound being heard too often by decreasing the distance from where it might be heard.
- Checked all enemies to make sure each one of them is using their own rhythm method, either overall rhythm or beats.