* Fixed broken custom shaders on Linux (and maybe MacOS too if MTG is a
thing there but unable to build MacOS specific asset bundles so can't
can't test that. I re-use Linux asset bundle for MacOS just in case. :P
)
* New music for Old West floor courtasy of C4ndy_cane.
* Adjustments made to combat loop trigger system for custom floors. Now
when player enters floor for first time, a combat music track loop will
not trigger until at least after one room of combat (two if on old west
since entrance is combat room). This is so main track has a chance to
play longer before a combat loop switchs it out.
* Sound bank moved to new asset bundle to avoid new crash that would
occur with on title screen. (possible resource limit for single item in
DLL file?)
* Added new music track for Phobos, Space tilesets. An unused vanilla
music track from pre-release version of th game.
* Fixed issue with compaions that might cause them to spawn in combat
room generated by PayDay Drill item.
Changed when code for updating AG&DReplacementTier lists so that floor 1
encountered via breach on first run can have hot shot enemies.
Custom music for Old West floor coming soon. Actual release pending
until the assets for that are finished.
* Fixed mistake in synergy namekey setup that broke localization of all
other synergies in the game. :P
* Lich Eye synergy notification now occurs correctly for Bullet Kin Gun.
* Fixed potentional lag issue involving custom logo if Frost and Gunfire
mod is installed.
* Mod will now display text above the main logo for the mod name/version
instead of the main graphic if Frost and Gunfire mod is installed since
Expand's logo texture would be overridden by that mod.
* Fixed issue preventing Skusketlink from being added to Ammonoicon. It
has now been added.
* All previous Ammonoicon entries now have unique EncounterGUIDs. You
may need to re-encounter them to see them again. ;)
* Cacti on Old West and Trees on Jungle should no longer cause issues
with AI pathfinding. (as long as they didn't spwan inside the object)
* Fixed code with skuskethead/chameleon ammonoicon addition that broke
level generation of Jungle/Belly. This unfortunately means skusket head
no longerh as an ammonoicon entry as I could not get it work without
breaking Belly level generation.
* Version string found on Mod Logo now a dfLabel UI element to make
updating it easier. No longer requires updating the logo texture itself.
* GungeonSewersExit reference for building lock prefab for Elevator door
used to access entrance to Old West moved to ExpandObjectDatabase to
help prevent exceptions with Alexandria API.
* Dopplegunner, Red/Blue Bootleg Shotgun Kin, and Bootleg Bandana Bullet
Kin now have unique Ammonomicon entries (courtasy of Lynceus).
* New Dopplegunner boss card and mirror sprite recolor (thanks to
Lynceus for this too)
* Missing Skuskethead and Chameleon entries added. They were also done
by Lynceus but my original attempt to add them didn't work appearently.
* New custom floors added to load_level's alias dictionary.
* Added Ammonomicon entries for most custom enemies and bosses. Sprite
work thanks to Lynceus!
* Added new Tree objects to ExpandFloorDecorator for Jungle floor.
Modified sprites courtasy of NeverNamed!
* Improved code in ExpandFloorDecorator for finding valid spawn
locations for objects.
* Bonus chest room on Jungle now has unique room design.
* Added new sprites for hotshot enemies. Thanks to Lynceus for the
spritework!
* Added new April Fools day thing. Code checks system date for this so
if you missed it, sorry gotta wait till next year! :P
* Removed switch object from floor 1 entrance room as it was causing
confusion. The default state for the music switch toggle for Rickroll
chests is now "off" and can only be changed in the settings file now.
Players who have already enabled it will not need to re-enable it.
* TheLeadKey can no longer teleport the player to an inaccessible area
in Winchester rooms and should be a playable winchester room.
* TheLeadKey will automatically remove enemies that overlap the area the
player will be teleported to which should cut down on players taking
unavoidable contact damage.
* One of the custom secret room layouts for the Witch NPC resulted in
guns spawning in a hard to reach area or glitching into the wall. The
layout has been adjusted to address this issue.
* Belly Monster chase sequence updated with fall back code incase player
some how manages to deal enough knockback to push the monster out of the
room.
* Tweak Alarm Mushroom placement code. Should help prevent instances of
mushrooms appearing too close to exits.
* Max Alarm Mushroom spawn count for smaller rooms reduced.
* Gunball machine in Casino now has chance to give a blank, armor, 50
casing, or rat key instead of just a key if it rolls for a consumable
item drop.
* Gunball machine has slightly reduced chance of giving the player the
consumable item drop.
* Jungle Boss HP lowered a bit more.
* Parrot replaced with knight bullet kin and Marine Past Imp removed
from minion spawn pool of Jungle Boss.
* Corrupted Secret Room's NPCs are now randomized.
* Exception handler added to ExpandParadropController to try and prevent
possible softlocks if modded items cause changes to enemies being
paradopped that cause exceptions.
* Jungle floor now has one extra chest room to add more reward to
visiting the floor due to the increased difficulty the floor has
compared to other secret floors.
* Jungle boss HP reduced a little bit to help make things easier.
* Jungle boss's minion spawn pool changed to make things easier.
Snake/Chameleon enemies replaced with arrowkin and rubber/tazie kin.
* Removed game language override feature as it seems the bug it fixes is
not present in BepInEx version of MTG.
* Rat Traps in Rat's Revenge Challenge Mode now trigger on room clear to
better indicate they are safe to walk over.
* All The King's Men Challenge Modifier now uses the new paradrop
system.
* All The King's Men Challenge MOdifier can now spawn angry clownkins.
* Companions no longer target cronenberg'ed enemies transformed via
Cronenberg bullets.
* Fixed Pirate Shotgun Kin and Pirate BulletKin corpse hat zDepth bug.
* Clownkin Companion no longer spawns second bugged/detached balloon on
new floor.
* Exception in ClownKin Friend Companion controller when encountering
new floor or first pickup fixed.
* Fixed mistake that made RickRoll chests too common. (for real this
time. :P )
* Added custom boss music for any boss encountered on floors reached via
Portable Elevator item.
* Dead Alarm mushroom sprites are now randomly flipped on X axis.
* Punchout Arcade Game now displays correct dialog if player finished
the game with less then 100 credits.
* Odds of RickRoll chests lowerd. Odds of encountering enemy trap chest
lowered.
* Crush door trap room redesigned to use less spike traps and has
different set of enemies.
* Pit Trap Trap Room has more floor area to make it less difficult. Det
enemy replaced with diagonal firing one as originally intended.
* Fix exceptions that may occur during custom dash behaviour used on hot
shot cultists.
* Fix exceptions that could occur in ResetConfig function of
PortableShip.
* Set sonic ring item to excluded to prevent ring from showing up in
ammonomicon.
* Dopplegunner boss no longer soft locks on intro if player is solo
Cultist.
* TheThirdEye should no longer generate exceptions during floor
generation.
* Updated mod to be compatible with Mod the Gungeon API v1.5.0. It will
now be the minimum version supported by the mod. Do not attempt manual
install with older versions. It will NOT work!
* Added custom Old West chest to Chest spawn command (only possible in
BepInEx version of MTG)
* Added RickRoll Chest and Surprise Chest to shrine spawn command. (they
technically aren't chests so have to use this instead)
* Lowered spawn odds of RickRoll Chests
* Merge BepInEx build into repo as it's own branch.
* Actually fix Wall Mimic spawn rates for TheLeadKey rooms and rooms
that Jungle Tree and Jungle Exit rooms teleport the player to.
* Missing rat jail door in secret chest puzzle room on Old West
restored.
* Rickroll chests and enemy surprise chests no longer drop items in
rainbow mode.
* Fixed bug with Hooks used by Casino Arcade version of Rat Punchout.
Should no longer cause the real punchout fight to spawn the same items
the arcade version did.
* Disabled shaders based on the custom VHS shader for Linux users due to
reports of the shader not working on that platform. May re-enable in the
future if it turns out to be a isolated problem.
* Alarm Mushrooms are now deactivated if room has no active combat or
room is cleared of all enemies.
* Alarm Mushrooms found in rooms generated by The Lead Key will now
correctly trigger all mushrooms in the room when one is triggered like
they do in normal rooms.
* Special chests found in fake chest rooms now have low odds of
replacing an existing chest on the floor instead of appearing in
seperate trap rooms.
* The trap rooms the special chests used to be found in have been
removed from the room pool.
* Corruption Bomb can now corrupt the challenge shrine.
* Companion Shrine now has a chance to give companion items from
ExpandTheGungeon.
* New item added: Clown Friend. A clown kin companion will follow you on
your journey into the Gungeon!
* New synergy added: Clown Friend and Clown Bullets. If both items are
obtained, player gains their own balloon that pops and does miniblank on
bullet hits.
* Some improvements to the appearence of the clown kin sprites.
* Removed Arrival Elevator from Rat floor to prevent new Elevator object
from showing up there. (odd they even put the DungeonPlacable for it
there).
* Fixed exceptions that could occur in PhysicsEngine.LateUpdate with
certain rooms genreated by "The Lead Key" item. (bullets freezing/player
movement freezing near walls was being caused by this bug)
* Music and Rain FX(if on Jungle Floor) now ends as intended when the
custom exit elevator is used on a floor that has one.
* Code for Dopplegunner boss optimized. During random movement phase
Dopplegunner will remain stationary less often.
* Camera zooms out during Dopplegunner boss fight to make it easier to
track where the boss is located in the room.
* Space tileset now a possible tileset for Portable Elevator.
* Portable Elevator has small chance to spawn glitched elevator. Same
odds as normal glitch elevator/glitch chest spawns.
* Lowered Wall mimic spawn rate for AddCustomRuntimeRoomWithTileSet
generated rooms. (Mainly effecting rooms generated via The Lead Key and
the special exit elevator room on Keep and special exit elevator room on
Jungle)
* Fixed mistake that prevented HotShot Cultists from appearing.
* AssetBundle moved back to being an embedded resource in mod DLL.
Should finally resolve issue with some users where ModWorkShop version
of the mod'z zip could cause crashes if using the ZIP file name given by
ModWorkShop.
* Jungle floor now has custom music. Thanks to C4ndy_cane for composing
the music track!
* Ladder added to special Jungle elevator room on floor 1 for quick
travel back to the tree room if needed.