30.20.00
Nuclear Throne Ultra Mod » Devlog
30.20.00
New Weapons:
- Laser Flak Cannon
- Double laser minigun
- Suck Cannon (tier 7):
- Sucks in enemy projectiles (including green ones (not squares)) and fires them back at the enemies,
- Has a damaging cone in the front. Can be held to suck up more until released.
- Can suck pickups towards you
- Low damage but good utility and defense
- Here is a video of a W.I.P. version:
- Yoyo minigun (tier 11)
- Lightning Dragon (tier 16)
- A Dragon that fires lightning flames,
- The flames count and act like regular flames so, mood swing will work and it will ignite blob ink and toxic.
- When a flame hits it will spawn lightning.
- Flames deal the same amount of damage as lightning which is 6 (for comparison normal flames deal 2 damage)
- Ammo cost swaps between explosive and energy. (costs 1 ammo but bursts for a short time so its quite expensive)
- Super Blood Rocket Gun (tier 17)
- Morph-O-Minigun (tier 7)
- Super Coffee Cannon (tier 32)
- Speeds you up and feeds you rads
- Void Ripper (tier 25)
- Uses 3 explosive ammo
- A large forward void slash that breaks walls and destroys squares.
- Creates a small cut in spacetime that sucks in enemies chests and pickups.
- Afterwards two giant void slashes close the gap these slashes cut everything
- Including pickups! And friendly projectiles
- (Works with long arms and tail's end)
- Tail's end increases suckstrength and decreases slash duration also increases amount of mega void slashes (wich is a very significant damage increase)
- Here is a video of a slightly older version (that didn’t use ammo!?)
- Bolt Bomb (tier 11)
- Orbiting Yoyo Gun (tier 11)
- A spinner yoyo gun that sticks around for a long time, making it a pretty good secondary to a carrying primary.
- Double Morph-O-Laser (tier 10)
- Heavy Jackhammer (tier 10)
- Nail Gun (tier 1)
- Similar to splinter gun but nails deal 5 damage!
- Expensive ammo cost but quite high damage and decently quick reload
- Nail Machinegun (tier 1)
- Expensive and high damage (for early game)
- Triagon (tier 1)
- Fires an energy triangle
- Expensive, high damage and pierce, low range, very decent reload speed
- Plasma Laser Minigun (tier 16)
Serene Dreams
- Increased recharge rate of crescent moons (0.14 seconds)
- Decreased recharge cooldown when moos fully break (0.1 seconds)
Adrenaline Fuel
- Increased ammo gained from 20% to 25% (each 0.67 seconds in combat)
- Increased healing gain from 1 every 9 seconds to 1 every 6.5 seconds
- Now starts counting much sooner upon entering an area
- Made combat detection a little more lenient in situations where you left combat and thus enemies were not damage there was a sort of potential cooldown that would delay combat detection, this has been removed
- Moved ammo indicator to near the ammo icons in the top left of the HUD to distinguish what you get from this mutation compared to normal ammo drops
- Will now drop a single rad each time you get ammo when you're using a weapon that uses rads!
- Changed description to mention ‘prioritizes equipped ammo’ instead of secondary since that's not entirely accurate’.
Hypersomnia
- Ratking's now spawn sleepy rats
- Increased sleeping time on invading enemies
- Increased sleep duration on newly spawned popo by 5 frames (0.17 seconds)
Balance & other smaller changes
- (Super) Micro assault rifle increased reload time by 2 frames
- Increased lucky shot chance (+1%), (its still close to 20% so description remains the same)
- Now allowing ammo gain when using adrenaline fuel during throne windup
- Increased boss health scaling on loop.
- Boss health scaling now kicks in at loop 2 instead of loop 1
- Reduced tier blood glove increased damage +1
- Increased damage of lightning but damage decreases each consecutive hit (ultra lightning remains the same)
- Reduced amount of pellets and pellet damage when swapping ultra lightning to ultra shotgun
- Increased crown of greed rad gain to 150%, was 148% when picking up big rads its 160% was 148%
- Fixed a crash that occurred when using tough shell on Y.C.
- Rage drop rate increase now caps at 45% instead of 50%
- Increased swing rate metal pipe
- Gave cursed ammo a purple outline to help distinguish
- Gave super cursed ammo an even thicker outline and changed the colours a little to help distinguish it more from normal and cursed ammo
- Increased damage of ulta lollipop (+10)
- Increased damage of heavy blood hammer (+10)
- Chicken's harder to kill passive the bleed timer on that will not decrease when out of combat (that means when there are no enemies left so when you get the speed boost)
- Square bats now cycle between a giant hitbox and a small one. They will use the big one when on walls so you can more easily hit them. And they will use the smaller one when not on walls. Making them less likely to deal contact damage to you. (There is a system in place that checks for line of sight whenever an enemy tries to deal contact damage so they can not deal contact damage while on top of walls)
- Inverted palace enemies and bats now have a short timer that they must exist before they can explode
- Explosive slugger weapons now cost 1.5 ammo instead of 1
- Slightly increased ammo cost of all sword and shank guns
- Increased cost hyper blood launcher to 2.5
- Increased cost of stabinator from 8 to 10
- Increased reload time micro shotgun by 1 frame
- Increased projectile speed flame pop gun by 0.25
- All mutations gamemode now always set the scroll to the middle of all mutations instead of the left
- Increased cost of bouncer cannon by 2
- Robot changed B-skin requirement to eat a hyper weapon or a tier 18+ weapon
- Increased initial cost of bouncer charge laser from 1 to 2 and reduced power of laser
- Moved laser pistol down to tier 1 so its in line with retail
- moved wrench down to tier 1 so its in line with retail
- moved assault rifle down to tier 1 so its in line with retail
- Plasma laser rifle now costs 1.5 ammo instead of 1.25
- Ammo drops will now target your secondary more often than your primary encouraging you to swap weapons and making your secondary weapon more important
- Plasma impacts are now concidered projectiles, meaning some things can destroy them and some things can move them
Bugfixes
- Fixed description on absorbing pores
- Fixed a freeze that could occur when reaching loop 2 on any gamemode that disabled weapon drops such as one weapon only and fish's partner only.
- Fixed a bug where Blasphemia did not sacrifice your original melee weapon
- Potentially fixed a bug related to tons of ravens on screen
- Fixed missing hud mark as burst for toxic ion cannon
- Completely redid some of the throw weapon and weapon pickup going through portal logic, so hopefully now the weapons going out of the play area is fixed.
- Fixed a bug where adrenaline fuel could stop working in very specific situations
- Fixed a bug where micro bullets would collide with friendly npcs
- Fixed a bug where deflected heavy bullets could deal damage through normal iframes
- Fixed a bug where you could see -1 star on secondary and tertiary weapons
- Fixed a few more missing extra feet recoil instances
- Possibly fixed a bug where mutations could be wrong when send to daily
- Fixed a crash that occurred when rogue started a 1hp equality weekly
- Fixed a crash that occurred when firing a weapon using Hunter's Scanline ultra or pandas secret ultra
- Fixed a bug where (regular) necromancer revives would fail too often
Files
NuclearThroneUltraMod_30.20.00.zip 215 MB
Apr 14, 2024
NuclearThroneUltraMod_30.20.00_no_steam.zip 214 MB
Apr 14, 2024
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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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