30.16.02


30.16.01

New Mutation: Mood Swing:

  • Explosions Burn
  • Fire Spreads
  • Tentacles and Lightning stun
  • Frost breaks into icicles
  • (Weapon specific mutation, so iterates towards heavy heart and works with surgeon)
    • Doctor Surgeon:
    • All elements have all effects!

    Here is a quick sneakpeek:

New Weapons:

  • Ultra Orbiter (tier 21)
  • Frost Telepathor (tier 7)
  • Old Rifle (tier 1)
    • (A bad heavy revolver but thats really good early game)
  • Micro Grenade (tier 1)
    • (Like micro launcher but deals less damage and costs more ammo (very expensive early game weapon, but its strong))
  • Icicle Gun (tier 16)
  • Super ammo efficient stunlocking low damage
  • Frost Knife (tier 4)
  • Golden Frost Knife (starting weapon)

Horror:

  • Increased minimum damage and maximum damage of horror beam (+2 & +1 now 3 & 5)
  • Increased minimum damage of horror money +1 (now 2 (& 13))

Extra Feet:

  • Added:
  • Negate weapon recoil

Minor rework to frost:

  • Multiple frost hits will now increase the damage dealt to the enemy when the frost breaks
  • Freezing a target should now also delay their firing when they are mid fire. And any other actions
  • Is now more effective at halting enemy movement
  • Frost can be applied to enemies that are killed by the damage that applies the frost
  • Frozen enemies can no longer deal contact damage
  • Cracks a little faster meaning the damage will be applied quicker
  • Minor adjustments to frost visuals

Angel:

  • Tranquility:
    • Doubled amount of projectiles it fires
    • Increased projectile velocity
    • Projectiles now work with ultra mods

Atom:

  • Electron:
    • Added:
    • All weapons use energy ammo
    • Ammo drops prioritize energy

Sheep:

  • Passive now stops gold totems from doing their thing while you are hidden
  • Increased minimum damage of sheep's charge (2)
  • Increased overall damage of sheep's charge without any buffs (+10%)
  • You now keep full charge on the first projectile that hits your charge
  • Enemies you kill with charge no longer decrease charge (run over those maggots!)
  • Reduced how much damage of projectiles affect how quickly the charge breaks 50% of damage instead of 100%
  • Impenetrable now blocks enemy lasers (not throne beam)
  • Slightly increased charge damage in hard mode (+10%)

Rebel:

  • Allies have more health in hard mode

Plant:

  • Saplings now block projectiles (but they don't have health so it doesn't kill them)

Balance & Small changes:

  • Reduced visual size of ally bullets (this does not effect the actual hitbox, this is done because rebel has a lot of visual clutter and this should make it a little easier to see whats going on)
  • Signficantly reduced range on ultra disc guys (this could really mess you up if you had bad level generation with very little cover but did not actually provide much more of a challenge in any other situation, so it made the game a little too dependant on generation RNG)
  • Reduced range of other discguys aswel
  • Reduced aggresiveness of disc guys and ultra discguys
  • Ultra discguys now fire square discs that bounce of walls and cannot be deflected by melee
  • Pizza sewers in hard mode no longer spawns hard mode specific enemies other than utlra bandits.
  • Reduced dust particle on void style
  • Increased accuracy of plasma shotgun
  • Reduced rad cost of ultra laser pistol
  • Increased scale and thus damage of ultra laser pistol
  • Lowered initial first hit damage of sword and shank bullets -2
  • Lowered tier pop wall (now tier 11 was tier 12)
  • Lowered tier rocket glove (now tier 11 was tier 12)
  • Lowered tier blood wall (now tier 11 was tier 12)
  • Increased contact damage of flame cannon 3 (prev 2)
  • Lowered tier of all infinity weapons that are tier 14 now tier 13
  • Swap around the tiers for micro shotgun and micro smg (micro smg now tier 2 and shotgun tier 3)
  • Lowered tier of wazer rifle (now 12 down from 13)
  • Slightly improved regular plasma wall push
  • Slightly increased splash damage collision box (not visuals) (effects recycle gland and shotgun shoulders)
  • Elementor Ice Cold: Increased freeze time on nearby enemies
  • Added a frost weapon swapping sfx
  • Increased impact damage of frost bullet flak cannon, increased amount of bullets and they spread out more like a hand cannon in a consistent pattern, slightly increased projectile speed and made projectile speed consistent
  • Increased damage of heavy club (8 to 10)
  • Doctor Beekeeper swarm bolts released from rads no longer have their hits reduced, but instead have it increased
  • When idpd tanks spawn in they kind of stun any existing enemies causing them to stop acting for about 10 seconds
  • Reduced speed of big guardian bullets (the big throne bullets) and reduced friction, friction now kicks in later
  • Increased direct damage of O bullets from 10 to 11
  • Very slightly reduced rads you get from pickups when using absorbing pores, (previously 3 sometimes 2 now always 2)
  • Atom Neutron ultra: fiery explosion effect has been removed as the new mutation does it better, Increased explosion damage to compensate, also blood explosions no longer burn but also have more damage
  • Adjusted starting ammo amounts you now have 2.25 for your primary and 0.85 for all other ammo types. instead of 2 primary and 1 all other.
  • Ultra blade now swaps to ultra flugs when using shotgun <=> bolt
  • Increased damage missile cannon projectile (32 up from 30)
  • Captain of the kraken now adds one additional damage to swapped melee to kraken projectiles
  • Ultra shanks now swap to ultra blood bullets and ultra kraken when using the corresponding ultramod
  • Added ultramods for frog pistol (it uses the ones from the snake gun)
  • On loop humphry active will cost an additional 1% of total skill you have
  • Explosive slugs, Flugs, Ultra flugs & ultra slugs now work with ultramods (electro and lightning)
  • Fixed one pixel on the golden pop rifle in starting weapon art.
  • Spiked frog can now be unlocked by holding one bolt weapon and no secondary
  • Slightly improved stacking damage of lightning shotgun
  • Reduced rad drop from golden totems
  • Ultra Bandit Green explosions now disappear a little faster
  • Ultra Protectors can now spawn in any area on loop
  • Slightly reduced size of angel's deflect on protector ultra and it will deflect a little less often now
  • Crown of apocalypse is now disabled in daily gamemode
  • Splinter spear launcher is now properly a burst weapon
  • Tiny Kraken's have a little more health in hard mode
  • Slightly lowered gas amount from rads when using Frog's distance

Bugfixes:

  • Fixed fish can gun description not showing up
  • Potentially fixed a crash related to freeze frames explosions and low memory
  • Fixed some charge weapons not working with new Hunter Ultra Scan Line
  • Fixed Orbiter little damaging charge projectile scaling slower in 30fps
  • Fixed a bug where micro launcher worked with recycle gland
  • Fixed some weapon recoils (previously a lot of these recoils were limited by your own max speed)
  • Fixed a bug where portal could sometimes spawn outside of the play area say you took atom's teleport into walls ultra then lost it, it could spawn into one of those holes.
  • Fixed a bug where swarm bomb had the description of the disco gun
  • Potentially fixed a bug where a portal could not spawn if there are a million corpses
  • Potentially fixed some inconsistencies with daily gamemode being detected as do-able even though it was not
  • Fixed a bug where if fish rolled into a portals pull range the roll angle would be offset causing you to roll longer than intended and often go into a direction you did not want
  • Fixed a bug where dying without last wish after using last wish would allow you to use the base version of last wish again
  • Fixed a bug where ultra slashes did not change to ultra kraken when using ultramod
  • Fixed a bug where lightning slugs would spawn pellets instead of lightning when using the ultramod because the lightning would swap, this is not intended.
  • Fixed a bug where steroid's active did not check for weapon cost the same way regular fire did, there are some exceptions such as an angel ultra and crown of drowning that let you fire and go into negatives, this can now be done using steroids active
  • Lilhunter can now only drop down on big floor tiles prevents it from landing in some strange places
  • Fixed a bug where gold digger ultra did not reduce cost when loaded through a saved run
  • Fixed a bug where normal deflectable projectiles did not get destroyed by sheep's charge
  • Fixed a bug where deflected projectiles using sheeps charge would not deal damage to enemies
  • Fixed a bug where random mutant each area did not unlock (for those who have the unlock requirement currently it will unlock upon your next death)
  • Potentially fixed a bug where some weapons could get out of the play area
  • Fixed a bug where weapon smith C skin did not unlock if you got your fourth mod through combining weapons
  • Fixed a bug where weapon smith could get 4 mods without power craving

30.16.02

Balance

  • Reduced health of sandworm
  • Reduced amount of frost icicles from frost as it was quite a lot and could clear an area on its own.
  • Added a maximum frozen duration of 2 seconds

Bugfix:

  • Fixed a bug where elementors burning hot ultra would infinitely spawn flames when using the new mood swing mutation
  • Fixed a bug where chaining frost icicles was infinite

Files

NuclearThroneUltraMod_30.16.02.zip 212 MB
61 days ago

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