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Revivable Enemy Mutants: Revived

You're not the only one after the throne · By Squiddy

Changelog for Minor Versions Sticky Locked

A topic by Squiddy created Aug 07, 2022 Views: 141
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Developer (4 edits)

I decided I didn't want to do community posts for all the minor versions that are just tiny bugfixes, so I'm experimenting with an alternative.

1.0.4 - November 6th, 2022

  • Fixed a compatibility issue with NTTE where the mutants would stop functioning after entering the coast's water
  • Added a `no_ai` variable intended to be used instead of checking visibility (related to the above fix)
  • Slightly altered the targeting script to check `no_ai` instead of `visible`
  • Prevented an uncommon situation where mutants would stop being pulled in by portals
  • Minor formatting changes that ultimately shouldn't affect anything

1.0.3 - August 12th, 2022

  • Fixed an inaccuracy with Rogue's heat passive that could prevent portals from appearing when other mods are loaded (NTTE's Seal King fight, for example)

1.0.2 - August 7th, 2022

  • Located and fixed a bug where mutants could permanently vanish after being hurt while unarmed
  • Fixed Eyes being able to use telekinesis while dead
  • Corrected a typo that removed Eyes' step event
  • Steroids can no longer theoretically dual wield while dead
  • Horror won't try to shoot while using his beam now
  • Horror's beam with throne butt wasn't supposed to heal him every frame; it now heals once per second
  • Horror's beam with throne butt shouldn't create popup texts anymore (+1 HP)
  • Slightly optimized Big Dog missile collisions

1.0.1 - August 6th, 2022

  • Potentially fixed a bug where a mutant and a player could revive the same dead player and clone them
  • Mutants now delete their prompt for commands when they despawn, instead of making the prompt delete itself