K.K.Z. version 1.1 release


Since I found out about the latest beta of NTT, I’ve started poking around with this mod again.
While nothing significant has changed yet (and I’m not sure anything major will come), here’s a changelog.

Bugfixes

  • fixed the player getting about 10× the intended amount of super meter when collecting rads
  • fixed the player being able to dash incredibly quickly out of a parry, which would give them a normal dash instead of a fully invincible dash, or which would go nowhere
  • fixed EX explosions moving along with the player character
  • fixed EX bazooka & EX nuke launcher speed being dependent on framerate
  • fixed being able to parry blood weapons when they’re supposed to hurt you

Gameplay changes

  • to improve performance, EX super flak cannon now shoots half the number of shots, but they are doubled in size and deal double damage to compensate
  • EX grenade launcher explosions now have a damage multiplier of their size minus 0.25.
  • EX hyper launcher now instantly spawns all explosions
  • EX grenade launcher explosions are now 1.25× in size
  • EX hyper launcher and heavy grenade launcher have 1.75× size explosions
  • EX ultra grenade launcher has 2.5× size explosoins

Misc. changes

  • added an afterimage effect to the normal dash during the small window of invincibility
  • added a new macro tapDash that changes whether or not you can dash by double-tapping a direction

Boring code changes

  • slight changes to how afterimages are drawn
  • (for NTT v9944/9940) afterimage code changed to be easier to read
  • (for NTT v100.006+) afterimages now use lightweight objects (mostly to be easier to read, lol)

Files

kkz-9940.zip 564 kB
Aug 04, 2022
kkz-9944.zip 564 kB
Aug 04, 2022
kkz-v100.zip 563 kB
Aug 04, 2022

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