30.19.00


30.19.00

New mutation:

Adrenaline Fuel

  • While in combat slowly gain ammo and very slowly gain health.
    • Prioritizes secondary ammo (incentivising you to swap between weapons)
    • Healing will be queued up when you are at full health, meaning that if you are in combat at full health for the 9 seconds then take damage you will immediately heal and the 9 seconds delay for the next healing will go into effect again.
    • Green bars on the side of your health bar will slowly fill up to indicate when you get healed or if you have healing queued up.
    • When the green is darker you are 'out of combat' when its a light green you are 'in combat'
    • 0.20 ammo drop every 0.67 seconds
    • 1 health every 9 seconds
    • Doctor gets a 5% healing rate bonus. (heal 1 every 8.6 seconds)
    • Ammo gained does get buffed by fish's passive and thronebutt
      • Default | Fish Passive | Fish TB:
      • bullet: 6.6 | 8.2 | 9.8
      • shells: 1.6 | 2.0 | 2.4
      • bolt: 1.4 | 1.8 | 2.2
      • explosive: 1.2 | 1.6 | 2.0
      • energy: 2.0 | 2.6 | 3.0
    • 'In combat' means you are in line of sight with an enemy and within a decent range. Also when there are less than 30 enemies remaining for the last two seconds an enemy or the player must have their health total changed

New Weapon

  • WOMBO COMBO SUCKER PUNCHER (assault sucker puncher tier 15)

Panda:

  • Impact wrists now increases thrown weapon velocity. (not damage)

Rebel:

  • Passive heals for an additional 1 health at all times (outside of the remaining health healing) (This will be more noticeable on lower maxhealth rebel builds)
  • Increased hitbox of flying allies
  • Allies when near you will try to body block nearby enemy projectiles, when further away from you they will now actively try to dodge enemy projectiles
  • Allies will now stay in a fight with an enemy much longer before trying to move back to you, allowing them to have their own fights without you nearby.
  • Increased ally health by 1
  • Allies teleporting back to you will now go back into their tossing state (though without the velocity). The range for the teleport to occur has been reduced meaning they will teleport when a shorter distance away from you.
  • Increased ally accuracy

Enriched Metabolism

  • Moved hits required back to 4 instead of 3. But significantly increased ammo you get approximately + 200% (its now more than an ammo chest).
  • Now has a very small amount of iframes again

Tough Shell

  • Now starts reducing damage when damage taken is greater than 2 instead of greater than 1.
  • Now reduces damage taken during your normal i-frames. (Previously damage reduction would not apply to some instances of damage such as the second instance of explosion damage)
  • Now sets a maximum damage you can receive to 8. (This means that hypercrystal wont be able to instakill you, or idpd vans and several other massive damage instances. However explosions deal their damage twice so they will still deal a bunch of damage to you but that damage is then also reduced twice)

Mood Swing

  • Reduced amount of flames from normal and popo explosions from 3 to 1
  • Green and Rogue explosions now have 2 mood flames
  • and Purple 3
  • Increased window of escape for enemies from stun by another frame (now 2 frames)
  • Stun is no longer applied to enemies that were far off from acting anyway this was 25 frames from next action now its 20

Serene Dreams

  • Can now destroy toxic gas and enemy flames (but it does take a charge)
  • Increased deflect duration by 2 frame

Nerves of Steel:

  • Now gives 15% primary reload speed boost when full on armour
  • Increased armour drop rate from 3% to 4% (at 0 armour)

Alien intestines

  • Quick initial charge time has been sped up.
  • Increased minimum tentacle length
  • Increased maximum tentacle length
  • Charges even faster on loops
  • Increased maximum tentacles spawned around you

Hypersomnia

  • Increased sleep time at start of area by 3 seconds
  • Now prevents enemies from exploding while asleep, full list of effected enemies below
  • Several other minor buffs (also below)

Hammerhead

  • Now instantly digs when crystal shield is used (noticeable on juggernaut ultra)
  • Now instantly digs when fish rolls into a wall

Weaponsmith

  • Quick Swapper:
    • Increased weapon pickup range even further
    • Now reduces ammo cost of first shot fired after picking up a weapon by 50%
  • Enginuity
    • Now spawns a significantly increased amount of morph. (300% stronger lol)
    • Thronebutt increases this even further

Plant:

  • KILL KILL KILL
    • Added  HUD indicator to show you how many kill kill kills you have left

Balance

  • Reduced effectiveness of reload speed weapon mod
  • Slightly increased weapon mod delay (those that trigger upon hitting an enemy)
  • Slightly increased effectiveness of power craving on that delay
  • Further reduced armour iframes ( - 2)
  • Reduced damage of ghost melee weapons by 1 and increased reload time by 1 frame
  • Lilhunter now spins in place a little longer and smokes before exploding.
  • Increased damage of lollipop from 26 to 32 and moved it down 1 tier (tier 15 now)
  • Increased tier of red scythe +1 (now tier 14)
  • Increased tier roll out the boom (+1 now 15)
  • Moved bouncer cannon up one tier (now tier 13)
  • Moved hyper gatling bazooka up one tier now tier 13)
  • Moved super heavy grenade launcher up one tier (now tier 13)
  • Significantly reduced fire rate of tiny krakens pre-loop and slightly decreased it post loop
  • New tough shell damage cap is not applied to you boss
  • New tough shell effects are applied to Y.C. Duplicates
  • Lowered tier of the penetrator (-1 now tier 5)
  • Frog Potency increased healing rate every 65 gas consumed instead of 80
  • Flame from flame bullets now always move forwards at a consistent speed instead of having a small randomization, this could cause the flame to sometimes miss smaller targets
  • Slightly reduced iframes on last wish death prevention and bouncy fat
  • Very slightly reduced health of big bad bat pre-loop
  • Very slightly reduced health of big fish pre-loop
  • Enemy missiles will now stop almost one second before they explode

Hypersomnia

  • Now works on bats spawned by big bad bat
  • Now works on lilhunter, when lilhunter lands for the first time they will be asleep and won't spawn fire/bullets!
  • Sleep effect is now drawn on top enemies and walls
  • Prevent additional gas from spawning whenever a super frog gets created and the super frog that is created will be sleepy
  • Almost a second more effective on traps
  • Now applies to zombies in zombies gamemode
  • Now prevents flies and sandworms from firing out charging maggots and instead fires out sleepy maggots that barely move.
  • Now doubles business hog's time to steal in Y.V.s mansion before Y.V. shows up. (That's a significant amount of time, like an additional minute)
  • Sleeping snipers no longer explode
  • Sleeping snow tanks no longer explode
  • Ultra bandits and ultra snipers no longer explode when sleeping
  • Disc guys and ultra discs guys no longer fire a disc when dying while sleeping
  • Bats no longer explode when dying while sleeping
  • Jellyfish no longer spawn lightning/toxic when dying while sleeping
  • Frogs are now stationary while sleeping and no longer explode into gas and bullets when dying while sleeping. Super frogs will also no longer fire randomly while sleeping
  • Inverted buff mushrooms no longer explode when sleeping
  • All Inverted palace guardians no longer explode when sleeping
  • Teapots no longer explode while sleeping
  • Factory robots no longer explode while sleeping
  • Segway popo no longer explode when sleeping
  • Exploder popo and idpd freaks no longer drop a grenade when dying while asleep
  • Idpd freaks can no longer revive when dying while asleep
  • Exploder freaks no longer explode while asleep
  • Is now much more effective on assassins that are waking up their wake up state will sleep for an additional second
  • Toxic mushrooms and lightning mushrooms(inverted) no longer explode while asleep
  • Toxic (inverted) bone fish no longer explode in toxic gas when dying while asleep
  • Fire worms don't explode in flames when dying while asleep

Bugfixes

  • Fixed a bug where maximum overheal was not applied when overhealing through big healthchests
  • Reduced buff to reload speed weapon mod when using power craving, it was quite ridiculous
  • Reduced reload speed buff from weapon mod in its default power
  • Fixed a bug where one hit wonder did not instakill if you had more than 1 armour
  • Fixed a bug where seeding for weapon mods did not vary enough
  • Fixed a bug where big bad bat and throne 2 when stunned would jitter movement when becoming unstunned in 60fps
  • Fixed a bug where crystal juggernaut can walk through invisible walls
  • Fixed some descriptions for absorbing pores and second stomach
  • Fixed (cursed) ammo drops being able to move out of bounds when using crown of freedom
  • Fixed a bug where auto eaten weapons spawned rads on top of the weapon instead of on top of robot
  • Fixed a bug where weapon drops could go out of bounds when using crown of freedom
  • Fixed a bug where rerolling nerves of steel took armour away from viking when it shouldn't
  • Fixed a bug where atom's ultra that rerolled pickups would still reroll a pickup when you picked it  up before it could reroll, causing you to get multiple pickups
  • Fixed a bug where the normal ultras were always visible in the ultra menu
  • Some of the always moving enemies will now only stop moving when asleep, things like freaks, maggots and crystals
  • Fixed a bug where one of the maggot attacks from inverted sand worm fired normal maggots instead of inverted maggots
  • Fixed a bug where weapons thrown outside of the playarea would not teleport back inside the play area
  • Fixed a bug where hypersomnia time applied after sheep's passive did not receive recent buffs
  • Fixed a bug where absorbing pores rads did not scale with certain ammo collections such as metabolism, and ammo chests
  • Fixed a bug where auto fire system in some cases did not correctly apply the consistent reload time and instead applied a max time that caused it to not work correctly on low reload speed weapons. Now those weapons will fire as fast as if they were fully auto
  • Possibly fixed a bug where portal did not spawn due to ballmom?
  • Possibly fixed a bug where a portal did not spawn if you killed a million enemies in like a second
  • Fixed a crash that could occur when ultra lightning dealt damage when you died
  • Fixed a bug where melee immunity was the same duration pre-loop and post-loop

Files

NuclearThroneUltraMod_30.19.00.zip 214 MB
25 days ago
NuclearThroneUltraMod_30.19.00_no_steam.zip 213 MB
25 days ago

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