Doukutsu Randamu (1.44.2)

Mar 10, 2022 at 1:31 AM
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Nice, lots of new content. With so many new tilesets, what's the procedure for which tilesets the player will encounter over the course of their playthrough? Is it possible that by random chance, someone might see only a few or maybe even one tileset in all 10 levels? Or will they always see just about all of the tilesets? And is the order random?

What's with the dark Quote and Curly? Is that referencing the Halloween sprites? Or is it referencing Excerpt and Interrobang from WTF Story? Or neither?

Given how much content you've added to this thing since I played it, I might consider playing it again at some point.
 
Mar 10, 2022 at 6:17 AM
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Mar 12, 2022 at 9:45 PM
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1.35.1 is released, fixing the issues with Nine Worlds update and adding QoL mechanics such as charged jump and advanced arms selection.
 
Mar 14, 2022 at 10:11 PM
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1.35.3 is released, fixing a heap of long-standing and recent bugs and implementing some weapon nerfs.
Also, participate in character survey! The 4 characters of my choice will be added in next updates.
 
Mar 31, 2022 at 10:59 PM
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May 3, 2022 at 10:43 PM
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1.37 is released, introducing important balance changes, more floors and bosses and difficulty options!
 
May 13, 2022 at 9:34 PM
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1.37.1 is released, implementing resource overrides, balance changes and bugfixes!
 
May 17, 2022 at 8:14 PM
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"the best defense is a decent offense" - Duckman
ok but seriously he is just absurdly overpowered, at least early game
 
May 18, 2022 at 12:22 AM
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Hey congrats TrashBox! Your mod gained enough notoriety for someone to write an article about it on PCGamer!


Nice to see good mods still garnering attention.
 
May 18, 2022 at 6:52 PM
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Thanks Hayden, I heard about it. My itch page's views are going crazy right now!

1652910918102.png
 
May 21, 2022 at 2:41 AM
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This update fixes few bugs and introduces full Japanese translation.
 
May 31, 2022 at 11:25 PM
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Mar 2, 2023 at 5:59 PM
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Wow, I guess I haven't posted here in a very long time, huh.
Well, I have some news to share. First, the game isn't dead, second, there is active beta testing of next update going on! In fact, there were 9 builds already released and the update is almost finished.

This update is 1.40, Retrospective and Perspective update. It aims to fix myriad of issues that were in the mod for a very long time and introduce a lot of new customizability options, such as variable size maps and ability to configure generation steps and enemy spawning!

Here is almost done changelog of it:
New content:
- Added its own music for Shadowbuilt Crags, instead of reusing Deepest Cave one.
- Replaced Doctor phase 2's BGM with "silent howling".
- Fighting with level bosses in Reinforced+ difficulty now plays new BGM "Enemy Hall".
- Added 6 new universal BGMs.
- Implemented "pitch_randomizer" configuration option to enable an option to tweak the pitch of any Organya song to make it sound less boring.
- Implemented "randomSizeMode" configuration option to allow procedural maps to use other sizes than 118x118.
- Implemented "superHotMode" configuration option to enable a game mode where holding any keys stops the flow of time.
- Implemented "oneDamage" configuration option to make every player's bullet deal 1 damage.
- Added Flaming Booster, Shield of Time, Little Man's Underwear, Nuclear Stomper, Omniquick Sneakers and Freeze Star as craftable items.
- Implemented the option to start from second campaign levels with 'config.json' 'secondCampaign' option.
- Reworked drowning: you don't just die instantly, but lose 1 hp every 60 frames once your air supply hits 0.

Balance changes:
- Buffed Water Gun from having 6 ammo to 25 ammo.
- Reworked Bubbler lv3/lv4: now only deals 1 damage to destroy projectiles, inflicts infinity immunity frames on enemies to only hit once and no longer pops after set amount of time.
- Bubbler thorns now only deal 3 damage instead of 4 and last 3 frames lower.
- Nerfed Bubbler lv2's damage from 4 to 3.
- Every level of Boomerang Blade now does 20 static immunity frames.
- Every level of Boomerang Blade now does much more damage on returning.
- Every level of Energy Whip now does 25 static immunity frames.
- Increased Energy Whip's damage from 4/6/9 to 10/13/15.
- Reduced Electrum Shotgun's recharge rate from 100 ticks to 60 ticks.
- Reduced Electrum Shotgun's ammo from 30/60 to 20/40.
- Reduced Electrum Shotgun's damage to 2.
- Increased Electrum Shotgun's amount of bullets from 2-4/3-6/4-8/12-20 to 6-14/8-20/13-26/20-42.
- Increased Electrum Shotgun's spread from 12/16/20/14 to 15/20/26/18.
- Electrum Shotgun's bullets no longer pierce and use static immunity frames.
- Increased Electrum Shotgun's range by 50%.
- Nerfed Machine Gun's damage from 3/4/5/9 to 2/3/4/6.
- Nerfed Rifle's damage from 11/18/30 to 10/14/22.
- Floodtide lv3's whirlpool travels 33% faster and releases 2x more droplet projectiles.
- Reworked Floodtide's immunity frames to use new static iframes system.
- Nerfed Curly's Machine Gun's damage from 4-5/6-7/8-9/10-12 to 3/4-5/5-7/6-8.
- Nerfed Spur: its damage is reduced to vanilla values and each bullet type hits only every 4 frames, putting emphasis on its piercing capabilities, but increased the duration of time Spur's beams last on the screen.
- Significantly buffed Mining Laser as a weapon: now does 9 damage instead of 2 but only pierces every 8 frames.
- Reworked Mining Laser's charging: now restores 1 ammo every 5 frames instead of 35, but reduced max ammo from 150 to 70 and recharging consumes experience; Mining Laser can store up to 100 experience.
- Mining Laser's mode 5 (death beam) was tweaked to consume less energy due to static iframes on it.
- Whimsical Star now uses static iframes and pierces every 8 frames.

Visual changes:
- Implemented decorative sword slash from Temperature Beyond Zero Cold mod.
- Improved the visuals for Fireball and Snake trails.
- Improved the visuals of small star, chaos and boosting particles.
- Improved the visuals for Boomerang Blade lv2 and Magician flames.
- Improved the visuals for first half of on-character item sprites. (AsperDev)

Quality of Life features:
- Rebound all dashing-related items to their own Dash keybind, which is Left Shift.
- Ability key's default value is now C.
- Using refill stations now restores air supply.
- Added F3 quick music reset hotkey.
- Getting an item now plays a sound effect if said item can be combined with other item using Miracle Matter.
- If you select any item in inventory and you can combine it with other item with crafting, there will be the Miracle Matter icon shown under both of them, like equip icon.
- Added ability to call normal Map System while having Improved Map System with holding Ability key while using map.
- Tweaked Ame's dash to use Dash button instead of double tapping the direction.
- Added the clause about permadeath in save point's TSC.
- Crafting menu organizes item recipes in rows of 6 if there is more than 6 items.
- Added a note about Turbocharge affecting Spur.
- Made boosting take priority over swimming.
- Improved the Improved Map System's visuals to have less clutter and be more contrasted in terms of color.
- Rephrased Cool Sunglasses TSC to be more clear.
- Whimsical Star can be disconnected and reconnected from mouse cursor by clicking; in this disconnected state it moves 1.5x faster and randomly orbits player's position.
- Used refill stations no longer show up on both Map Systems.

Difficulty changes:
- Mesa boss jumps higher, attacks faster and his bricks travel faster but spawn butes only with 50% chance.
- Reduced amount of red balls in Doctor phase 1's circle attack, they also travel slower.
- Red Crystal's fish missiles travel faster and give 1 less XP.
- Removed the mechanic of cutting off certain enemy spawns with increasing depth.
- Reduced mob health boost in each difficulty.
- Increased the max HP of level bosses by 25.
- Nerfed air reduction from taking damage in Resonant.
- Second campaign's dragons now give more time to damage them.
- Second campaign's armored gaudis spawn 1.5x less frequently and have 1.5x less HP.
- Significantly reduced the chance of pot ambush and XP reduction in Resonant.
- Removed additional life capsules from Resonant difficulty.
- Added mentions about experience and water features of Resonant difficulty.
- Removed damage increase part of Resonant difficulty.
- Significantly reduced vertical acceleration and max speed of Reinforced's power critters.
- Reworked Reinforced's crows: no longer have increased acceleration, instead they have a chance to teleport with resetting acceleration and healing 1 HP, when damaged.
- Reworked Reinforced's skullheads: no longer shoot energy blasts into player, instead they blast inaccurate barrage of arrows when opening their mouth, the attack detection range was also increased.
- Skullheads now jump slightly higher.
- Reinforced's arrow projectiles disappear significantly faster.
- Reduced max speed and bounce speed of crows by 25%.
- Tweaked Reinforced's critters: their bullets travel slower, but they shoot double amount of them per attack but with higher inaccuracy.
- Reworked Reinforced's Igor: removed shooting time boost, but tweaked projectile speed from 3-7x to 2x-5x and added a chance to shoot Doctor's red bouncing projectiles instead of regular energy blasts; also increased his movement speed by 50%.
- Reduced Igor's energy blast base speed from 6x to 5x.
- Tweaked Reinforced's Colonball: removed additional energy blasts and adjusted boost to attack rate from 2-3 to 3-6, but made small colons shoot turret's missiles instead of bouncy balls.
- Tweaked Reinforced's Red Demon: now only throws one projectile, but it bounces of walls one additional time and has more initial speed.
- Reworked Reinforced's Possessed Sue: replaced energy blasts from phase 1 with lightning attacks, added red bats summons in phase 2, removed attack number increase from additional difficulty.
- Removed the "homing" movement from falling Reinforced's power critter, but increased his detect range and jumping speed.
- Increased the size of Reinforced's boss arenas from 22x7 to 24x8.
- Nerfed Reinforced's dragon buyobuyos: reduced amount of fireballs from 3-6 to 1-2, reduced inaccuracy from 60 degrees to 40 degrees.

Bugfixes:
- Stars can no longer spawn on places with any NPCs on them, which should remove the issue with stars being blocked by platforms on the map.
- Removing Improved Map System from inventory now properly makes it not appear on pressing Map key.
- Tweaked the behavior of Water Gun to not cause any acid poisoning while being inside it on levels with acidic water.
- Tweaked generation of exit door in a way to make next level be 100% consistent.
- Whimsical Star and Red Crystal in Ballos's fight no longer target NPCs listed in "etherealEntities" tag.
- Removing items from inventory now also properly removes crafting recipes, associated with them.
- Fixed second campaign's red plants having the wrong sprites.
- Fixed the bug which caused left-side Speed Shoes effect apply to player without them.
- Fixed the bug which caused right-side Speed Shoes effect to not appear at all.
- Fixed the issue of Floodtide ignoring knockback immunity tag data.
- Fixed the typo in Bubbler's chest's TSC.
- Fixed "20 Stars instead of 10" configuration's exit door not getting opened when used for its purpose.

Resource packs and tags functionality:
- Added 'generatedStageID' optional field to resource pack's 'info.json' to tell the game what stage should be generated as random level.
- Added 'resolution' optional field to resource pack's 'info.json' to tell the game at what resolution sprites should be loaded.
- Added 'windowTitle' optional field to resource pack's 'info.json' to tell the game the window title.
- Fixed OGG music loading.
- Pregenerated stages can use chests without events on them to generate event numbers used by random levels.
- Externalized the spawning of most enemies into its own tag. Some aspects could be changed due to it not 100%-accurate representation of old mechanics.
- Externalized level generation code into its own tags: "generationOrder" and "generationMetadata".
- Implemented support for JSON overrides. If necessary json files in resource pack contain "override" field, then values from it will be applied to base json, otherwise base json will be fully replaced.
- Added 'gimmick' variable to lock gimmick.
- Attempted to fix the issue with English text clipping due to fix code for Japanese text.

Refactoring/misc:
- JSON code will attempt to output errors into game log.
- Changed the size change of Carved and Spacious gimmicks from 2x to 1.5x.
- Reduced max amount of NPCs from 16384 to 8192.
- Added bullet's hitboxes into "hitboxes" config option's visuals.
- Added release dates to each update in readme.txt.
- Added line breaks between major/important updates in readme.txt.
- Removed the compatibility with version 1 save files.
- Refactored the way player's map modifications work to use less memory and be compatible with variable-sized maps.
- Switched save file's version to 3.

To download the unfinished build for 1.40, click on this link: https://drive.google.com/file/d/13i8UTz_MXqQ-kxSHoLMKcT5rUTrGOU57/view?usp=sharing
 
Mar 3, 2023 at 6:27 PM
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Join Date: Nov 13, 2018
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This update fixes a huge amount of issues in the game, adds more Miracle Matter crafts and additional gameplay configurations.
 
Mar 4, 2023 at 1:09 AM
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Wow, that's a pretty hefty update, you've been busy. I must say I have to admire your ongoing efforts in maintaining this project.
 
Mar 5, 2023 at 5:42 PM
Mrs. Policewoman
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Hey, this seems really cool!
If it's based on CSe2, is there any chance I could get a Linux build? I can't seem to get it working through wine.
 
Mar 5, 2023 at 6:57 PM
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Unfortunately, I have no idea how to build something for Linux system, while being on Windows. If you have any ideas, please tell me.
 
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