Nuclear Throne Ultra Mod Update 30 (from pre-release)
Nuclear Throne Ultra Mod » Devlog
This changelog highlights all changes since the latest pre-release update
New Weapons
- Ultra telepathor
- Ultra Kraken Grenade Launcher
- Ultra Rope Knife
- Electro Crossbow
Hypersomnia
- Now works on almost every boss!
- Now prevents contact damage from enemies while they are sleeping
- Partially reverted time increase on area start
Blood
- Removed ability to destroy squares,
- Instead it halts them.
- For melting's active the blood explosions still destroys squares and it now also blocks enemy lasers
- This kind of upgraded blood explosion now has a slightly different sprite. (Also used in Skeleton's secret ultra)
Horror
- Default beam now halts square bullets
Eyes
- Telekinesis now moves explosions
Viking
- Reduced damage of Serpent Armour strike at high levels.
Y.V.
- Thronebutt now checks for original active cost when firing. It still costs 4x ammo so you'll go into negative but it no longer prevents you from shooting.
Good O'l Humphry
- Once again has 8 health instead of 6
Elementor
- Active now prioritizes secondary ammo over primary (and will use any available when one of them is melee)
Angel
- Now prioritizes secondary ammo over primary (and will use any available when one of them is melee)
- Increased angel's deflect duration by one frame and reduced by 1 frame when stacking it
Business Hog
- The game now pauses while you have the shop menu open! Allowing you to use the active in the middle of all the action!
- When spawning a weaponmod and using it, it no longer closes other weapon mods
Robot
- Auto eat weapons left in an area is now part of the base passive. Auto eat now occurs at the end of the portal animation
Hands
- Now applies inversion buffs in survival arena. And now also heals when breaking the enemy inversion crown cause you then swap to an inverted area.
- Reduced ultra B inverted portal overheal from 5 to 4
- Ultra delicate hands, no longer lets you target rads, this was a bit awkward as there were so many. It will still collect rads though.
Weapon Smith
- Weapon modder ultra extra mods that spawn in each area no longer close other weapon mod stations
Good O'l Humphry
- Active is now called Halt,
- Halt duration of projectile stopping and stunning enemies increased by 1 frame
- When enemies are stunned they no longer deal contact damage to you
Doctor
- Ultra D sedatives increased sleep duration.
- Enemies that are sleeping no longer deal contact damage to you
IDPD Vans
- Are now acompanied by offscreen square bullets! They do have an indicator though but travel very fast. Amount invreases each loop up to loop 4
Crown description
- Hovering over a crown thats walking around will now display a description and the name of the crown
Crown of Sloth
- No longer decreases difficulty/weapon tier.
- Slows you slightly more
Puffy Cheeks
- Now has a small delay on automatic weapons that fire with a long reload time. This should give you a little more control over how many shots you want to unleash.
- Basicly it makes it so you dont empty all your energy ammo when you fire a fully pre-loaded lightning cannon
Boiling Veins
- Now makes it so explosions only deal damage to you once (similar to retail). Kind of halving the damage they deal
Armour balance
- Crown of protection and nerves of steel no longer increases your armour maximum, instead it will set it to 1 if you have 0 armour max.
- Taking crown of protection no longer gives you armour right away but the next weapon you find will always give you armour
Simplified Mutation descriptions
- Mutations now have a simplified description. You can toggle between detailed and simple description with Right mouse button. This is because you now a wider selection of mutations and those mutations have become more complicated. In order to keep some of the simplicity of OG throne this system should quickly give you an idea of what a mutation does without reading tons of texts. Then if you want to know the ins and outs you can but its a little more optional, and the game should communicate clearly that you do not need to know those details per see for you to get good use out of them. I've also used this system to add some more descriptions to mutations such as Y.V. so you can actually tell what the fuck BRRAP means. And I've gone through all the mutations and tried to provide the actual percentages where possible for the stat lovers.
Explosion hitbox (for the player) now lingers for much longer its now the same as in retail, so explosions will be much more deadly. Also increased the hitbox size by 1 pixel
Confirm action requests
- Added some confirm requests for drastic actions such as restarting or ending the game.
Big Machine
- Small rework:
- No longer swaps hitbox between exposed and non exposed state.
- Instead blowing up the exposed part will blow up the middle attack leaving it in non exposed state forever and it will deal additional damage to the main body.
- While in protected state no longer has damage reduction, adjusted health to compensate.
- Turrets now explode when big machine dies
Controller Support
- Movement is now relative to how far you push the stick and now has a small deadzone on both ends
- LB / L / L1 is now mapped to swapping weapon by default, makes a little more sense as you do not have to let go of the aim stick to swap weapons (let me know if this is not a good idea)
- X (PS)/A (XBOX)/(B Nintendo) and RB / R / R1 now also picks up weapons
- Dpad now also controls movement
- Implemented aim smoothing
- Now works in mutation select screen (can also use keyboard)
Balance & other small changes
- Increased projectile speed and damage of rope knife
- Boiling veins now prevents all freezing effects on you
- Lowered chance to flexible elbows slap
- Lowered (re)-act rate of purple dragon
- Purple dragon is now a little more resistant to melee and other attacks that check for iframes while charging a close range dragon breath attack.
- Reduced cost super yoyo gun
- reduced cost super spiral yoyo gun
- Scorpions now regain a little bit of their range compared to retail on loop. on retail they have infinite detection range. but in Ultra mod there is less offscreen spam.
- More enemies appear on loop 1+ from 4 onwards its the same
- Significantl increased weapon droprate on snow tanks, and slightly lowered normal item droprate
- Lowered droprate on Cave spiders
- Increased amount of enemies in frozen city
- Slightly decreased amount of enemies in graveyard
- Increased amount of enemies in crown courtyard
- Ravens now try to keep a little distance from you when close
- When on loop ravens significantly reduce their minimum range to shoot so its a little more similar to retail.
- Palace guardians now fire significantly more often
- Cursed wallbots are now offsync with other cursed bots
- All cursed bots fire at longer interval
- Increased Throne 2 projectile speed
- Chicken Phoenix will now always assume maxlevel rad to levle up instead of lowering it each time you level down.
- Chicken Phoenix revive system now completly replaces bleed system
- Significantly reduced iframes you get from a phoenix revive as Chicken
- Significantly increased cost of ultra chests (now 60% previously 45%, open mind still reduces the cost by 5%)
- Increased auto fire reload time minimum by 1 frame
- Reduced base damage of weapon throws for panda from 11 to 10
- Increased teleport reduction on panda thronebutt
- Reduced doctor's rage bonus from 15% to 5%
- Increased droprate on walls being destroyed when having hammerhead but like the any walls breaking not the ones you walk through
- Significantly increased deteciton range of square bandits on loop
- Significantly reduced minimum range of firing for normal bandits on loop and slighlty reduced aggresiveness
- (Super) Heavy shotgun now fires one pellet that is 100% accurate always
- Increased main projectile pierce damage of all disperse guns (from 2 to 3)
- Increased range on elite inspectors (when they detect you are in range for a melee attack)
- Slightly reduced wall crawler's maximum movement and tackle speed
- Increased delay before wall crawler can act again upon re-entering a wall
- Orbiter's lasers now bounces once, increased reload time by 2 frames
- Chicken Slowmotion effect is now a vignet instead of a full screen darkness with some close enemies popping out
- Increased needly narrow shank damage by 1 and decreased it by 1 for the wider close range slash
- Looping with the rusty revolver (loop 1) will give you the ultra revolver and on loop 2 the ultra heavy revolver
- Ultra weapon chests now drop 2 ultra weapons instead of 1 (this is the chest in the ultra scrapyard)
- Added recently created ultra weapons to the ultra weapon chest pool
- Reduced overlapping attack capability of chesire cat
- Reduced health of lavaball enemies
- Added an effect that occurs when portaling to another area route. For example taking the big fish skull to oasis
- Made protomind a little bit more agressive, lowered drop rate during fight, gave it a new simple attack of a single precise square bullet, this attack takes place when sometimes it would not do any attack
- Reduced health of regular teapots
- Protomind now heals while rising up and starting
- Big assassin will now somewhat keep its distance from you and not sit on top of you. Also jitters around a little less.
- Proto mind now boots up a second faster
- Implemented some mid wave optimizations during ultimate challenge. It will kind of reset the room and the size if you like explode everything and it becomes laggy.
- Slightly reduced max speed of proto mind so its easier to keep up on characters with lower speed (plant still OP here)
- Proto mind now gives you many more rads, so ultra weapons are much more effective
- Reduced cost and reload time of super heavy shotgun
- Increase reload time disperse bazooka and reduced cost
- Glass arm cannon is now set at 25% instead of 26%
- Scarier face, increased percentage of excess damage to 55% instead of 50%. Added doctor bonus of 3%
- Lowered droprate on tiny krakens
- Square bats now rotate slower when above floors and faster when not
- Junglebandit telltime is no longer super fast and random now there is a consistent delay when noticing and starting to fire
- Increased hitbox of jungle gorillas
- 60FPS is out of beta!
- Super Cluster grenade launcher increased by 1 tier and cost 0.5 more ammo|
- Lowered max speed of inverted hyenas and all types of hyenas on loop
- Increased cost mini rocket gun and mini rocket shotgun by 0.25
- Serpent Armour strike no longer destroys lasers and now halts squares instead of destroying them
- Autofire will now always be 2 frames slower than clicking regardless of your reload speed.
- Increased projectile speed of ultra revolver
- Drops (rads, ammo health etc.) now fade faster on loop similar to retail fade speed increases up until loop 3
- Very slightly increased time before drops fade on atom
- Increased crown of guns weapon droprate
- Destroying a radchest will now trigger open mind reload
- Explosions now spread out much more and fixed extreme cases where they become a big horizontal line
- Slightly reduced how much ammo you get at the end of each area using crown of drowning (might be a buff might be a nerf I don't know)
- Reduced respawn immunity and power time
- Adjusted Doctor B skin and Atom C skin
- Slightly increased speed of spiders pre-loop and decreased on loop
- Slightly reduced Steroids Ultra B knockback
- Doctor sedatives: Increased sleep duration and speed reduction
- Reduced droprate bonefish and increased on jellyfish
- Changed bskin unlock for viking to require 4 armour instead of 5
- Obsidian throwing knife now deals 80 damage instead of 60
- minor naming and description tweaks to panda thronebutt and humphry active
- Removed the inverted throne 2 reward of one less van spawning that loop
- Increased droprate and lowered health of jungle gorillas
- Slightly lowered agressiveness of buff mushrooms
- Vultures now have a minimum wait time before they fire whenever you break LOS, this could be a bit random before where they imediatly went for you if you timed it with their decision making. This shouldnt decrease the difficulty of this area too much but it will make it a little less randomness dependant.
- Very slightly reduced aggresiveness of fire worms
- Ghost guardians now gain significantly less speed on loops
- Decreased reload time safrooden
- Increased guardian dog jump speed
- Increased reload speed of morph-o-revolver by 1 frame
- Increased damage of drom and increased reload time
- Reduced ammo triple heavy assault rifle
- Slightly increased maximum movement speed while moving and as a shield using crystals B ultra
- Super bazooka now costs 5 ammo isntead of 4 (same as retail)
- super eraser now costs 9 ammo (instead of 10) and super flamer eraser now costs 10 ammo (instead of 8)
- Super Nuke launcher now costs 9 ammo instead of 12
- Super heavy auto crossbow now costs 9 instead of 10
- Super split blade gun now cossts 4.5 instead of 5
- Super yoyo gun now costs 4 instead of 5
- Super energy shank gun now costs 12 instead of 14
- Super toxic cannon now costs 7 instead of 8
- Super spinner yoyo now costs 4.5 instead of 5
- Super spiral yoyo now costs 4 instead of 7
- Super penetrator now costs 7 instead of 8
- Super seeker cannon now costs 21 instead of 22
- Super blood cannon now costs 21 instead of 23
- Super missile cannon now costs 24 instead of 26 and increased reload speed by 20 frames
- Super kraken cannon now costs 24 instead of 25 and increased reload speed by 10 frames
- Super heavy grenade launcher now costs 9 instead of 10
- Super flame cannon now costs 16 instead of 17
- Super lightning cannon now costs 22 instead of 24
- Super laser cannon now costs 22 instead of 25 and increased reload time by 2
- Super energy sword gun now costs 13 instead of 14
- Increased cost super lightning crossbow by 0.5
- Decreased cost by 0.5 and reload time by 5 for super wrong direction
- Increased reload speed electro cannon
- Slightly reduced projectile amount in a burst of ultra beam shotgun, reducing its overall damage a little.
- Increased damage and swing speed burning dark sword
- Laser crystals now have a laser sight indicator for where they are going to fire
- Increased early charge rate for alien intestines
- Big Rebel:
- Increased big rebel health by 5
- Reduced ammo cost of allies (instead of 150% of normal ammo drop value to 100%)
- Now prioritizes secondary ammo over primary (if your secondary is melee it will use your primary)
- Doubled extra health rebel allies get each loop (from 1 each loop to 2 cap still at 10)
- Increased reload speed of split seeker pistol by 2 frames and increased damage by another 2 (previously increased by 1)
- Increased damage of spike staff and reduced cost by 0.25
- Box Gun now fires 16 pellets instead of 9 and is denser and very slightly increased projectile speed
- Lowered reload time director box gun 1 frame
- Increased ammo cost box slugger by 1 and increased reload speed by 2 frames
- Increased humphry halt duration by 1 frame
- Significantly Increased reload speed golden and normal hand cannon
- Increased reload speed morph-o-laser and double laser pistol
- Radiation generator now gives slightly more rads and even more when using energy brain
- Renamed all bow type weapons to charge bow, in order to avoid some confusion
- Laser sights now disappear in portal
- Lowered health of big fish, big vulture and graveyard skull pre-loop
- Increased reload speed for the penetrator
- Bolt marrow now significantly increases pierce of spears
- Increased scarier face excess damage by another 5%
- Scythe and Super Scythe now move more towards your aim
- Increased scaling when using long arms on scythes
- Slightly increased sharp stress, stress reload speed boost
- Increased health of inverted throne
- Even more enemies in frozen city to match retail
- Fixed a gamepad bug where pressing pause instantly unpaused
- Slightly increased knockback on bullets
- Increased weapon droprate on maggot spawn and big maggots
- Slightly increased range of salamanders
- Very slightly increased projectile speed flame pop gun
- Slightly increased droprate on guardian dogs
- Bosses will now appear a little earlier especially big bad bat
- Bats spawned by big bad bat during the fight no longer count as kills and dont drop rads
- Increased odds for a guardian dog to jump you
- Increased resource gain from breaking any wall when having hammerhead
- Increased swarm mod minimum hits each swarm bolt does
- Shotgun <=> Electro now swaps slugs to electro cannons
- Shotgun <=> Now swaps electro to heavy pellets with slightly reduced damage and more projectile speed
- Increased damage on main super plasma cannon plasma projectile by 2
- Excluded golden toxic revolver on friends, except for when you play as frog
- Increased health scaling each loop on throne 2 a little bit
Bugfixes
- Fixed a bug where elementor's active did not work when using crown of freedom.
- Removed an outdated tips related to lasers and elementor's walls
- Fixed a bug where boiling veins did not correctly protect again lava and frostlava
- Fixed a bug where golden shovel did not have the middle slash deam more damage than the side slashes
- Fixed a bug where crystal's shield lasted shorter in 60fps
- Fixed a bug where hitting an enemy with the horror beam would also disable existing beams to drop rads when missing an enemy using thronebutt
- Fixed a bug where explosions pushed each other twice as fast and resulting in a faster expanding explosion in 60fps
- Fixed a bug where the new volcano trap span a little too fast
- Fixed a bug where eating a cursed weapon or throwing a cursed obsidian throwing knife while having armour still took health instead of armour
- Fixed a bug where Elementor's Air Lord secret ultra icon did not display if you got it through one of the specific methods.
- Fixed a bug where Weapon mods could spawn on top of protostatues should now move them to one of the corners near the statue
- Fixed a bug where missiles did not explode when using seeker => missile ultramod
- Fixed phoenix description where it still mentioned you were set to full health upon revive but thats not true
- Fixed a bug where weapon mod HUD description did not display upon hovering over one of the mods
- Fixed a bug where your own toxic would be dodgeable using extra feet
- Fixed a bug where Business Hog's secret ultra did not work correctly
- Fixed a bug where moving weapons could get inside proto chests
- Optimized and simplified electro balls
- Fixed a bug where Big Fish sucked twice as hard in 60fps
- Fixed a bug where atom's proton ultra close range contact damage dealt double damage in 60fps
- Fixed a bug where weaponsmith did not correctly combine weapon mods onto one weapon
- Fixed a bug where it was possible to gain infinite health when using Rogue's secret ultra and crown of purity
- Fixed a crash in ultra mutation start and crown select
- Fixed a bug where guardian dogs and some other enemies could jump through elementor's walls when using ulta A
- Fixed a bug where some chests opened by portals and having crown of hatred would not give rads, and when they did they damaged you (they will no longer damage you in this case)
- Fixed a crash related to tail's end and love explosion
- Fixed a bug where additional rogue explosions using crown of death caused by blast armour damaged rogue if you ran into them
- Fixed a few unlock conditions mentioning levels instead of areas.
- Fixed a long lasting bug where elite shielders only fired at you when you're far away
- Fixed a bug where cube guardians rotating squares rotated faster in 60fps
- Fixed a bug where viking's secret skin no longer displayed correctly in the skin select menu
- Fixed a long lasting bug where the bskin death sprites for doctor were unused
- Fixed a bug where weapon mods could trigger on props when using explosions or plasma explosions
- Fixed some crashes in alt-spawns (it is now out of beta, though I will continue working on this as more enemies are added and more feedback on balance comes in)
- Fix typo in ecstatic fists
- Fixed a bug where crown of bounty and mercenary were still changing 2 armour instead of 1 when living armour now affects 50% of health
- Fixed a bug where rerolling nerves of steel did not take away your armour
- Fixed oasis car hitbox causing it often to spawn very close to walls
- Fixed bouncer lasers traveling too far in some cases and traveling through walls in very specific cases
- Fixed a bug where ultra slug did not work when swapping to ultra bolt
- Fixed a bug where big rebel description could appear even if you did not have it when hovering over the ultra in HUD
- Fixed a bug where Sheep's HyperDash did not go as far in 60fps
- Fixed a bug where wall crawler did not use the proper death sprites
- Fixed chaingun's collision jank for real this time
- Fixed a bug where hand's negative enviroment was enabled when using alt ultras
- Fixed a bug where in one of the secret skins for rebel the allies would get stuck in spawn animation
- Fixed a bug where crown of drowning stopped taking double ammo when reviving
- Fixed ultra swarm crashing the game
- Fixed a bug where the remove all crowns option when using multi-crown would not properly remove some crowns such as crown of protection
- Fixed a bug where big rebel ultra would use HP to spawn allies when using melee
- Fixed a bug where sheep could maintain her speed when charging into a portal and keeping charge held until exiting the portal again
- Fixed a very long lasting bug where you could not see the playscreen when pausing in dark areas
- Fixed a bug where some weapon drops item drops and rads can spawn inside walls
- Fixed a bug where robot's auto eat sometimes ate weapons that went through portals
- Minor improvement to splinter trail when hitting big targets
- Fixed a bug where recent pixel perfect bullet collision would cause hand cannon bullets to spawn inside walls
- Fixed a bug where stress reload speed boost was worse on doctor instead of better
- Fixed transitional animations being interupted on big machine when damaging it
- Crosshair distance to character is now consistent on different screensizes when using gamepad
- Fixed a bug where rebel could use her hoody on A skin
- Fixed a bug where you could collect a single scrimblo multiple times
- Fixed some missing types of damage for killed by indicator
- Fixed a bug where controller's aim did not work when having mouse capture on
- Fixed a bug where the last enemy indicator spoiled the throne as an enemy
- Fixed a bug where traps were turned of my dormant portals
- Fixed a bug where hand's inversion portal overheal was 3 instead of 2
- Fixed a rare bug where weapon leniency when rerolling multiple times would roll upwards in tier instead of downwards. This could cause you to roll a very high tier weapon on something which should drop a high quality weapon such as Big fish or Big vulture or elite chests.
- Fixed a bug where friendly elementor in throne 2 fight did not have the correct colours on the mushroomhead
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Nuclear Throne Ultra Mod
This is a mod for vlambeer's game Nuclear Throne.
Status | In development |
Category | Game mod |
Author | Erdeppol |
Tags | 2D, Arcade, mod, Nuclear Throne, Pixel Art, Roguelike, Roguelite, Top down shooter, ultra, vlambeer |
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