This was a scary week of development. In order to fix co-op, we had to break a very essential part of the game, and piece it back together bit by bit, making sure no random errors popped up at essential moments. Long story short: we think we've succeeded, and co-op is back!
We've also done some proper balancing, fixed some nasty bugs, tweaked last week's new looping system, and generally cleaned up the code a bit. We've got about one big thing left to implement before we can move on to very focussed balancing of the game! Either way, all the big fixes and code reworks might cause some error messages. Please keep an eye out and let us know when things go wrong!
Features
Co-op is back! We still need to finish the character select for it, right now you'll play as the selected character + one random, but everything else seems to be working.
Co-op now has a new revive mechanic. Killed players need to be reached within 10 seconds or you start taking damage. Reviving them costs you half your HP. Oh, and co-op also has specific Ultras now that are unique to it!
Some mysterious Crystal Caves tweaks for loops.
Balancing
Big one: You can no longer start dailies (and co-op) with a crown.
Chicken now loses 2 max HP when decapitated.
Slightly less random enemies on loops.
Tweaked the spawn sets for loops.
Less statues on 7-3.
Guardians behave a bit less chaotic on 7-3.
[CLASSIFIED] with Chicken deals less damage when [CLASSIFIED].
Super Fireballers wait longer before attacking.
Flies drop slightly fewer weapons.
Less HP for the Elite Inspectors.
Ultra Revolver costs more ammo but less rads.
Super Flak Cannon deals more impact damage.
Van deals less damage to enemies.
Fixes
So, uh, we're going to have to apologize for this one: the drop system wasn't working the way we thought it was. It's now been fixed and you should have a bigger chance of getting your empty weapon's ammo type when carrying one full weapon. Sorry!
Big Portal only attracts you when there is line of sight now.
Health values under 0 are no longer shown.
A few fixes to daily starting weapons.
Elite Shielders no longer benefit from Laser Brain. Whoops.
A lot of tiny mutation related things have been fixed by the new code structure. Example: Allies now keep Throne Butt after your death.
Weapons thrown into a portal no longer return to you with Chicken's B Ultra.
Fixed a bug related to Fish and Golden Chests.
Misc
Map now shows both players in co-op.
Co-op is no longer spelled as coop.
Throne Butt gives info on both characters in co-op.
Chicken's bleed time is now shown in the HUD.
A few new tips.
Labs song now has a shorter intro and has been tweaked a bit.
Updated, more excited unlock jingle!
If you come across any bugs or error messages, please let us know. Also let us know if you still come across problems on the Linux build of the game. We've been trying to trace down a number of bugs related to the Steam integration, and thanks to the many, many bug reports we've received, we think we're homing in on the problem. We should be able to get things fixed pretty quickly after we lock in on the issue.
Nuclear Throne is a post-apocalyptic roguelike-like top-down shooter. Not 'the final hope of humanity' post-apocalyptic, but 'humanity is extinct and mutants and monsters now roam the world' post-apocalyptic. Fight your way through the wastelands with powerful weaponry, collecting radiation to mutate some new limbs and abilities. All these things and more you could do if only you were good at this game. Can you reach the Nuclear Throne?