![]() ![]() ![]() Fixed a crash during the last boss fight.Update escape portals from the final boss arena to be more portal-looking.Update the rescue ship’s charging zone to be infinitely tall, i.e you can charge it while floating above.****SPOILER ALERT=FINAL STAGE SPOILERS!=SPOILER ALERT**** Players should be motivated to leave Power Mode every now and then, and this is a safe way to make it less powerful while still keeping it fun. Developer Notes: Power Mode is gated behind a difficult challenge, but its current iteration is a bit too insane.Armor Buff: 200 armor (66% damage reduction) ⇒ 100 armor (50% damage reduction).Updated Logbook description for more detailed explanation.Can no longer be pinged to reveal its contents.Risk of Rain Update 1.1.1.2 Patch Notes Quality of Life You can check out the patch notes down below, but be aware that some of them include SPOILERS. Today, a new patch has been deployed for the game which simply improves the overall experience of the gameplay by fixing bugs, tweaking some features, and applying a few changes on the final stage. MORE FROM RISK OF RAIN 2: How to Summon the Grandparent Boss. ![]() They're basically admitting that they're incompetent because version control is such a basic thing that there really isn't any excuse not to do it. A simple trello board listing out the things to be tested and then having the tester outline any problems they encountered while doing so should be the norm, and that alone would tell you if you've done something or not. The idea testers wouldn't remember everything is an indictment not on the difficulty of testing but on the lack of a proper workflow. Proper versioning is designed to help with this. It's human to miss things out but missing something is not avoiding it entirely. Documentation isn't important just for the end-user, it's important so when you inevitably have to go back and fix something you know what the fuck you did. That means either your version control is worthless or you're too cheap to hire someone to go through and list out all the changes, compare, and then write up proper documentation.Ī good workflow means that every time code is committed there should be a short description of what, exactly, that does. I have no problem with them tuning it if they think it's "free," or whatever but, removing it from the decision tree is a bad decision, and I feel like that's what they did here.Īny developer who claims there's "too many" changes is full of shit. Now there just isn't really any reason to ever do it unless you need to unlock Acrid or Mul-T ability (in which case, my apologies to the new players!) "Should I gamble for an easy void field and burn twenty minutes, or should I just keep going while being not quite as strong?" is an actual decision point that you could arrive at. I'm sure we've all hopped into an early void fields only to get popped by rough monster/item combos.) Even if you enter the void fields on the first stage and got there at 3 minutes, it still takes forever and was a choice the player could make. I think the problem the devs had here was that they got caught up in thinking that "easy" means "no opportunity cost" (and the word "easy" is still carrying a lot of weight here. Yeah, I guess they had an issue with Void Fields being a reasonably easy free item generator ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |