These are changes made over the course of the public beta. For the initial DOUBLE ACTION changelog click here: Link
Please continue to give feedback and report issues. Just because I address something once doesn’t mean the question is closed.
1.51 FINAL : 14th November 2024
This is a mixed bag of nice-to-haves, last fixes, and a few things I just felt like doing.
- New Achievement
- Awarded on seeing the “final reward” screen at 100% completion rate
- Steam Deck Verified status
- This is mostly thanks to changes to the font, options screens and input system
- Note: please use the game’s built-in framerate limiter over the Deck’s functionality if required
- Special weapon adjustment
- Arc Caster
- Arc Caster has received a visual upgrade
- Arc Caster’s fire interval increased from 0.36s to 0.3s
- (XP-Mode) Volt Cable
- Volt Cable’s sticky projectile damage now ramps up damage over attached time
- (XP-Mode) Kinetic Orb
- Collisions now produce particles
- Arc Caster
- Boss adjustment
- ST2 midboss - reduced the intensity of a particular “spiral” attack
- ST5, FUSILLADE - added an initial invulnerability to the side shields
- ST5, FIANCHETTO - increased density of field pattern, adjusted damage resistance
- Optimizations
- Global cached bullet animations
- This should further improve stuttering / garbage collection during very bullet-dense sections like REVOLVER
- Global cached bullet animations
- Tweaks
- Bullet cancel events now force the larger score item sprite
- Bullet cancels now produce more score items for the first few bullets cancelled
- This should make all bullet cancels look and feel a bit “juicier” – it’s also a small score boost for all levels.
- ST5, REVOLVER - added a special case that allows players to use special and still get PERFECT
- Changed one of the secret completionist unlockables…?
- Small features
- Vertical orientations now have some info gadgets
- Slightly more utilitarian due to space constraints
- Steam player names are now embedded in replay files on download and shown on inspection
- Added an announcer volume slider
- Stage select now has lives/bombs settings
- Vertical orientations now have some info gadgets
- Fixes
- Fixed downloaded replay files failing to save first time
- Fixed incorrect Steam Cloud configuration
- Fixed an awkward visual during LUNA phase 4
- Fixed score item animations not updating during tutorials
- Fixed the Arc Caster being called the wrong thing in stage select
- Fixed a sound bug with paused sounds across runs
- Reset the state of all sounds on starting a new run
- Fixed a long-standing bug in sound management, which should address a long-session sound bug
- Launch options have been fixed on Linux
- Changed Steam distribution on Linux for compatibility with Steam Linux Runtime
- Gadgets are now disabled during gallery screen
- An assortment of last-minute memory usage fixes
1.50f : 30th October 2024
- Break Guide
- Re-added the video-based break guide, updated for BRDA
- Works more or less identically to before
- XP-Mode adjustment
- The first two shot levels now have a short-range element
- Still usable at long ranges, but the short-range shots help generate more ammo
- The first two shot levels feel a bit boring because you’re hamstrung by ammo generation.
- These new shot levels are risky to use at full potential, but should give more ammo if so harnessed.
- Increased per-bullet ammo generation, particularly at lower shot levels
- Spread Blast rework
- Enemies destroyed by Spread Blast produce more blast explosions
- Enemy bullets can now be cancelled by Spread Blast
- You’ll never guess what the bullets are cancelled into
- That’s right, more explosions
- Our weapon scientists have worked tirelessly to make these explosions even weaker and smaller than the standard ones
- That’s right, more explosions
- You’ll never guess what the bullets are cancelled into
- Spread Blast renamed to Cascade Blast
- Cascade Blast uses a different colour set
- All XP-Mode weapons are intended to have a weird/overpowered/unconventional feel in certain situations, but this weapon was a little too plain-feeling and weak.
- This improves consistency against groups and has potential for strange situations.
- Bullet pattern adjustment
- Stage 3 boss, pattern 3, WIZARD
- Increased spacing and bullet velocity of the aim-down sub-pattern, fewer bullets at max ramp-up
- Removed the bullet acceleration of the aim-down sub-pattern
- In short: it’s easier and feels less cramped
- There’s a funny interaction between breaks and this type of bullet pattern’s ramp-up… you have to loiter around a lot when the pattern is at max ramp-up.
- It’s kind of an interesting dynamic, but it’s way too much for a pattern in the middle of a stage 3 boss.
- Stage 3 boss, pattern 3, WIZARD
- Dynamic difficulty adjustment (Normal/Hyper)
- After the first death on a given stage, further deaths now decrease Rank Level by 1
- Note: first death decreases Rank Level by 2
- After 3 deaths, no rank level decrease on death
- Clearing bullet patterns now adds a small (but significant) fixed amount of rank
- This rank amount is considerably higher for PERFECT bonuses
- Hyper has access to a lot more lives, but deaths still caused a fairly forgiving rank fall-off.
- This should make it a little harder to just pump lives into a boss and instantly cripple their difficulty.
- Also added another means for the rank to self-correct, particularly during boss battles.
- But, at the end of the day, Hyper is still meant to be not too challenging…
- After the first death on a given stage, further deaths now decrease Rank Level by 1
- Bomb ammo generation
- The first few bullets cancelled by bombs produce extra ammo
- To be specific, the first 6 bullets produce 5 ammo each
- In Parallel, you have to rely more on bombs than self-destructs for ammo. But not all enemies fire a huge amount of shots.
- This aims to provide a bit more of a “minimum” ammo generation in all situations.
- The first few bullets cancelled by bombs produce extra ammo
- Fixes
- Fixed an oversight where special weapon disqualified perfect bonuses on XP-Mode
- Fixed the game intro for XP-Mode showing the wrong extend schema
- Sound/music now correctly resume when using the pause menu to resume
- Fixed an issue with the now playing gadget, particularly over long play sessions
- Fixed the mission menu using an incorrect string on the input prompt
- Small things
- Added a message to the framerate menu stating leaderboards are only available for 60Hz and 120Hz mode
- Added a 90Hz option to the framerate menu (for fancy-lad steam decks, primarily)
- Added a warning message when viewing a high-framerate replay
- Added a confirmation dialog to replay file deletion
- README file is now properly distributed
1.50e : 16th October 2024
- Added a small animation to intermission screen
- Fixes
- Fixed sounds not pausing/unpausing correctly, including looping sounds
- Fixed an issue with XP-Mode medals not working
- Fixed an issue with XP-Mode PBs not being saved
- Fixed a nasty entity leak in stage 5, should improve performance
- Optimized some enemy bullet spawn/draw logic
- Trying to improve hitching / performance in extremely bullet-dense areas like REVOLVER. There’s one last thing to do, but it’s not in this patch.
- Disabled some canvas effects during ship select, should fix the “invisible val-stasis in ship select” problem
- Fixed an issue where viewing endings goes through the highscore/replaysave flow
- Fixed stage 5 best value not being correctly updated in Parallel mode
- Fixed resource gadgets displaying incorrect values during intermission screen
- Changed layout of soundtrack menu
- Now displays a credits message for the original and double action OST options
- Fixed effect persisting after boss 4 in boss rush mode
- Stage 5 practice should now proceed to TLB in Parallel mode at all times
- Fixed an animation issue in the mission menu
- Hi-score initials should now be embedded in uploaded replays
- Fixed an incorrect glyph in tutorials for Deck/PS controllers
- Embedding RNG debug information in new replays in case of desyncs
- Improved screen flow for most extras (ie. finish a tutorial, back to the tutorials menu instead of the title screen)
- Added a link to the DOUBLE ACTION OST Bandcamp page in Extras
1.50d : 8th October 2024
- Online replays have been enabled
- This functionality works like 1.11 did. You can download replays from the leaderboards, and play them back on your own device
- Known issue: Replay saving seems to not work the first time, but saving it twice works
- As a small improvement, you can now submit to leaderboards without saving a replay first
- Note: This should now work cross-platform. Replays made on other framerates will “force” that framerate during playback
- Known issue: Watching a 120Hz replay on some 60Hz devices will result in lowered game speed, particularly with VSync on
- Note: I will endeavour to fix bugs to do with this feature, but I won’t be further improving on this in terms of experience or functionality.
- This functionality works like 1.11 did. You can download replays from the leaderboards, and play them back on your own device
- Added a simple telegraph to the punch in OVERTIME
- The player has enough to keep track of during this pattern, so helping them a little here is probably sensible.
- I suppose it looks weird that nothing else is telegraphed like this, but then again, not many enemies are trying to punch you in the mouth.
- Altered MARTINET, last boss pattern 5
- After pattern is active for 25s, the giant bullets start taking damage and relaying it to the boss
- This pattern is intended to have an element of frustration and attrition, but this makes it a bit more consistent in length across shot types.
- Hold on for as long as it takes to get it done.
- Increased ammo consumption of Fractal Salvo to 12 (was 10)
- Salvo’s “free refills” perk was changed last-minute before 1.50a, and the original balance didn’t really account for all that free ammo.
- Adjusted extend scheme
- Hyper: 5,000,000 and every 15,000,000 (was 5,000,000 and every 20,000,000)
- Parallel: 40m, 80m, 120m (was 50m, 100m, 150m)
- Every 20,000,000 was a little too demanding for Hyper, and took a stage 5 high-scoring pace somewhat for granted.
- Lower extend threshold for Parallel should better free up that life to be used for scoring resources in stage 5, for the high rollers.
- SCRAP ATTACK mission
- Enemies draw on a higher layer, no longer occluded by scoring items
- Enemies turn red as the “heat” level increases
- Death pattern aims at the player more
- Changed the balance of the “heat” variable, increases faster, decreases faster
- Special weapon lowers heat generation
- Increased health of blue junk
- Increased sealing distance
- This mission is intended to have a bit of a puzzle gimmick, but once you figure out how it works, it still felt like getting lucky.
- It wasn’t actually meant to be super-hard, just an experiment.
- X-WEAPON 1 mission
- The special weapon now counts as a special weapon for scoring
- Focusing increases the recharge speed
- Removed FRDB on the special weapon
- Increased special weapon damage
- Increased par score to 10,000,000
- With the way the weapon works, this mission can become a bit of an introduction to the “zero flourish” trick…
- SQUIB BATTLE mission
- Now generates score for bombing (less than ZANGYOU)
- Destroying the orb generates some special ammo
- This amount is decreased every time the orb is destroyed
- This amount is increased every time a phase is cleared
- Increased par score to 22,000,000
- Scoring strategy…? pick a phase and milk it for points with bombs. Avoid using bombs on other phases for pattern bonuses.
- Special weapon is great at keeping the orb under control but it will disqualify pattern bonuses. As above, pick when to use it.
- Classic ruleset changes
- Removed the extra 2 bombs and full ammo refill on Parallel death in classic ruleset
- Increased score item collection radius to 0-240 (Double Action: constant 120)
- Score item attract speed constantly increases (Double Action: only increases once attraction starts)
- VRAM usage improvements
- Improved VRAM usage of certain filters when not in use
- Small fixes
- Fixed filters on proportionate/insane scaling
- Fixed filters on Mac OS devices
- Fixed filter thumbnails on unlock screen
- Fixed FLOURISH achievement
- Fixed incorrect character portrait in Lightning Round 2
- Basics tutorial now has inline controller icons for tutorial messages
- Steam Deck input icons
- Initial setup on Steam Deck disables gadgets
- Can be enabled again, this is just a default value
- Basically, we’re chasing the Steam Deck Verified checkmark. Wish us luck!
- Added a warning message that this feature is intended for large displays
1.50c : 2nd October 2024
- Japanese localization has been updated!
- Not 100% yet
- This will receive tweaks over the rest of the beta
- Classic ruleset option
- This option tweaks some balance factors to be more like 1.11
- Classic ruleset will not change the new stage/bullet pattern stuff
- Note: This will never play exactly like v1.11. I did not plan ahead for a feature like this. If you want that old version in its exact form, it will be available as a beta branch on Steam (similar on itch.io and humble, if possible) when we finish the BRDA beta.
- Classic ruleset has its own leaderboards, and is saved in replay files
- Classic ruleset has no effect in XP-Mode or missions
- Check the bottom of this changelog for exactly what classic ruleset changes
- Balance/difficulty/sound pass on new missions
- BREAKTHROUGH
- Mission time reduced to 60s
- Enemy health/spawn rate ramps up faster, with a slightly lower maximum
- Lowered par score to 500,000
- ZANGYOU
- Added missing sound effects
- Tuned down difficulty in a few places, particularly BRUXISM
- Adjusted damage resistance on RUPTURE
- JUNK ATTACK
- “Heat” value that determines death pattern intensity drops faster and slightly self-regulates
- SQUIB BATTLE
- Added missing sound effects
- Toned down difficulty in some patterns
- BREAKTHROUGH
- Added an early-game extend on Normal and Hyper
- Achieved at 5,000,000 points
- This was in 1.11 as an early-game scoring target. I hadn’t considered that rookie players probably rely on this.
- I may make further changes to the extend scheme, which currently is particularly score-demanding on Hyper.
- XP-Mode now has a unique ending
- A fairly simple sequence with not much lore or story (or text to translate!)
- XP-Mode changes
- Spread Blast now has improved coverage and damage output
- Clearing patterns gives some bomb energy
- In this mode it’s easy to feel helpless early in a boss with no bomb.
- A partial guaranteed bomb top-up should help players keep going.
- Damage flash frequency option
- Options are: 1/2 (Default), 1/3, 1/4 and 0
- This feature is intended for video creators having trouble with the damage strobing
- Note: This is a quick hack and does not apply to all flashing effects or instances of damage flashing
- Leaderboard screen now has a sub-menu for leaderboards
- This type of thing is likely to continue changing. I don’t like this but it’s basically functional for now.
- More VRAM improvements
- Fixed a few duplicate asset loads
- Removed an inordinately large explosion sprite
- Optimized gallery thumbnails
- Will continue to look at this
- Please continue to report all random “could not decode PNG image” crashes with the VRAM usage given
- Fixed odd fire formation on Fractal Salvo
- Note: This weapon has a slightly odd, janky way to do the “zero flourish” trick.
- Basically, you want to have fired all your rockets before they destroy anything, so you actually want to use this weapon at range for that purpose.
- I enjoy the push-and-pull of this, so I’m not going to change it.
- Fixed FRDB ammo consumption on Stasis Field
- Resized all gallery thumbnails, making them look better while improving VRAM usage
- Fixed music room menu layout
- Removed the ability to get the score milestone achievements in XP-Mode
- Fixed some small bugs, crashes, oddities and oversights
- Input prompt icons don’t appear when bound to gamepad axes
- Fixed crash in stage select menu under certain circumstances
- Fixed crash-out when dying in scoring tutorial
- Fixed wrong music on leaving the music room
- Fixed break bonus popup not appearing in scoring tutorial
- Fixed scoring tutorial ending before an extend is acquired
- Fixed the mysterious disappearance of the music gadget
- Renamed “difficulty” to “mode” in stage select
- All classic ruleset changes:
- 6s bomb invulnerability
- Shot types do significantly more damage
- Weapon perks disabled
- 1.11 extend schema
- 1.11 flourish mechanics, layman’s summary of differences:
- Flourish extension is always 0.084s (DA ruleset: 0.1s - 0.02s)
- Starting flourish sets chain timer to 4s (DA: 3s)
- Destroying an enemy in flourish mode sets max chain timer to 2s for that flourish (DA: this doesn’t happen)
1.50b : 27th September 2024
- Changed time dilation system (slowdown)
- Now only triggers on boss / mid-boss bullet cancel events
- Effect has a consistent length
- Amount of bullets cancelled affects intensity of effect
- Messing with the player speed during intense moments was very strange.
- Therefore, only triggering on bullet cancels gives those moments a bit more “wow” during moments where consistent player control isn’t super-important.
- I’m going to tweak this (and bullet cancels in general) further to have a better impact, but hopefully now it doesn’t get in the way.
- Small enemy pattern adjustment
- Stage 5 “big bomber” enemy, lowered bullet density at high rank
- This particular enemy was balanced around the time dilation effect, and has therefore been changed.
- Note: Some of the new mission content is also balanced around this system, and will receive adjustment soon.
- Mae-Cluster tweaks
- Slightly improved ammo efficiency, experimenting with a scoring utility perk.
- Mae-Cluster :- Reduced ammo cost (was 5, now 4)
- Mae-Cluster perk :- Longer flourish extension (always 0.12s, no falloff)
- Score items are auto-collected after a boss is destroyed
- Increased time between boss destroy and stage clear on stage 2 to give more time for collecting items
- Bomb damage fix
- Bombs did 5x the damage they did in 1.11
- This was unintentional. :(
- Changed to a more rational 2x which is what was intended
- Also removed damage reduction on bosses
- Taking a hit in XP-Mode now refills bomb energy
- Deployed 64-bit build of the game on Windows
- Improvements to VRAM usage
- Unlock screen
- Stage 4
- Forced garbage collection on scene switch
- Added a custom error handler with VRAM output
- Fixed midboss 3 checkpoint putting the player in a no-enemy chillout zone
- Also, added “Descent” checkpoint for practicing the reversed-scrolling section
- Fixed Mae-Laser ammo consumption FRDB
- FRDB is “framerate dependent behaviour” – get ready to see this acronym a lot! I certainly have!
- Removed “seen tlb” requirement for practicing the TLB
- Fixed weapon sound effects playing during device select
- Fixed music glitches re: pause/unpause and mission menu transition
- Fixed crash during HIGH EXPLOSIVE mission
- Sound pass for ST5/lastboss, added some missing sounds
- Fixed Parallel game intro showing the wrong extend schema
- Fixed the incorrect input prompt on the mission select screen
- Fixed the strange flickering background when using custom bullet colors
- Fixed 1-up item not displaying the correct sprite for Val and Dee
- Extend gadget now shows the correct icon for Val and Dee
- The player animation now better represents the hitbox, particularly when moving left and right
- This has been a problem since like v0.1 demo… wow.
- Changed the way debug hitboxes are drawn to be less ambiguous
- Note: because of sub-pixel ambiguity, these are only rough guides and are not pinpoint accurate.
Known issues
This particular list is mostly technical / bug-oriented. I will fix as many of these as I can. Design/tuning questions are a bit more open.
- FR/RU localizations are not updated yet
- Val’s options may be wiggled by the player in device select screen (won’t fix)