Releases: ApacheThunder/ExpandTheGungeon
Releases · ApacheThunder/ExpandTheGungeon
v2.9.17Bep (BepInEx Build)
- Revised music tracks used in Old West by request of C4ndy_cane. Calm track lengthened for Old West.
v2.9.16Bep (BepInEx Build)
- Fix mistake that would break custom shaders on anything except Linux. Forgot to remove test code when adding new Linux asset bundle. :P
v2.9.15Bep (BepInEx Build)
- Fixed broken custom shaders on Linux (and maybe MacOS too if MTG is a thing there but unable to build MacOS specific asset bundles so can't can't test that. I re-use Linux asset bundle for MacOS just in case. :P )
v2.9.14Bep (BepInEx Build)
- New music for Old West floor courtesy of C4ndy_cane.
- New track variation for secret rooms added to Belly floor (also by C4ndy_cane).
- Adjustments made to combat loop trigger system for custom floors. Now when player enters floor for first time, a combat music track loop will not trigger until at least after one room of combat (two if on old west since entrance is combat room). This is so main track has a chance to play longer before a combat loop switches it out.
- Sound bank moved to new asset bundle to avoid new crash that would occur with on title screen. (possible resource limit for single item in DLL file?)
v2.9.13Bep (BepInEx Build)
- Fixed mistake with Ammonoicon entry for Tuc who's description was accidently left as a duplicate of Angel (the Old West Bros boss fight on Old West floor)
- New item added to act as key to Old West floor's special elevator on Hollow. Now obtained from going to Belly instead of via rat related items.
- Old West's special elevator has new lock sprites courtasy of Lynceus. (The new key item sprite was done by Lynceus as well)
- Casino's GunBall machine will have chance to give player the new Old West key instead of the Rat Key it used to give.
- Glitch Chest Floor Dungeon flows modified to check for non null room table entry on boss node incase other mods want to add custom bosses/boss rooms.
- Changed when code for updating AG&DReplacementTier lists so that floor 1 encountered via breach on first run can have hot shot enemies.
- Added new music track for Phobos, Space tilesets. An unused vanilla music track from pre-release version of the game.
v2.9.12Bep (BepInEx Build)
- Fixed mistake in synergy namekey setup that broke localization of all other synergies in the game. :P
- Lich Eye synergy notification now occurs correctly for Bullet Kin Gun.
v2.9.11Bep (BepInEx Build)
- Fixed potential lag issue involving custom logo if Frost and Gunfire mod is installed.
- Mod will now display text above the main logo for the mod name/version instead of the main graphic if Frost and Gunfire mod is installed since Expand's logo texture would be overridden by that mod.
v2.9.10Bep (BepInEx Build)
- Fixed issue preventing Skusketlink from being added to Ammonoicon. It has now been added.
- All previous Ammonoicon entries now have unique EncounterGUIDs. You may need to re-encounter them to see them again. ;)
- Cacti on Old West and Trees on Jungle should no longer cause issues with AI pathfinding. (as long as they didn't spwan inside the object)
v2.9.9Bep (BepInEx Build)
- Fixed code with skuskethead/chameleon ammonoicon addition that broke level generation of Jungle/Belly. This unfortunately means skusket head no longer has an ammonoicon entry as I could not get it work without breaking Belly level generation.
v2.9.8Bep (BepInEx Build)
- Version string found on Mod Logo now a dfLabel UI element to make updating it easier. No longer requires updating the logo texture itself.
- GungeonSewersExit reference for building lock prefab for Elevator door used to access entrance to Old West moved to ExpandObjectDatabase to help prevent exceptions with Alexandria API.
- Dopplegunner, Red/Blue Bootleg Shotgun Kin, and Bootleg Bandana Bullet Kin now have unique Ammonomicon entries (courtasy of Lynceus).
- New Dopplegunner boss card and mirror sprite recolor (thanks to Lynceus for this too)
- Missing Skuskethead and Chameleon entries added. They were also done by Lynceus but my original attempt to add them didn't work appearently.
- New custom floors added to load_level's alias dictionary.