

DrifterHyperLight
Exploring Petrichor looking for a cure. BETA RELEASEDetails
Changelog
0.1.15
- Added 33% chance for searching a Lost Wander to spawn enemies instead of an item.
0.1.14
- Dashing while airborne will dash in look direction. Should help deal with those damn pests
- Added skin descriptions for SkinFlavorText
- Added some Placeholder icons by Anartoast!
- Updated sprint animation
- Futureproofed body name
- Removed randomness from skate tricks so they'd work on clients
- Skate min trick delay from skate start: 0.5 > 1.25s
- Properly networked nearly all upgrades & ammo regain
- Sycom no longer unhighlights interactables if they start lit (eg, pinged by any means prior to being hovered near)
- Fixed blunderbuss not having it's proper hit conversion values
Overall a big W for non-hosts. Marks the near 1.0 state. Now it's polishing with fx & missing assets
0.1.13
- Added Blunderbuss model
- Sycom no longer highlights interactables you cannot afford
- Reduced sycom size
- Reduced trick min delay: 1.5s > 0.5s
0.1.12
- Added starting item Sycom: A handy companion, highlights nearest interactable
- Added Deflect sfx
- Forgot to update readme with Overload Shot & Blunderbuss
0.1.11
- New Gun Upgrade: Overload Shot - On kill, enemy explodes for 50% total damage in 12m
- Laser-Rifle overhaul;
- ^Increased damage: 650% > 750% damage
- ^Increased self knockback
- ^Bullet refund cost: 4 > 3
- ^Fixed weakpoint damage, now crits on weakpoint hit
- ^Reveals enemy weakpoints
- ^New model
- Added new Discoverable upgrade; Blunderbuss - Replaces shotgun for 6x150% damage and burns on hit - Currently no unique model
- Fixed shoot anim abruptly cutting off
- Fixed Deflected projectile not hitting it's original owner
- Adjusted deflect projectile damage to be more substantial
- Deflected projectiles get +50% speed
- Made board loop sound louder
- Skating no longer canceled by m2 if it has no stocks
- Added pt-BR translations by Snakeman!
0.1.10
- so- FUCK
- So unsure before its even heard
- never confident in a single word
- this bird, expert in the absurd
- Number one in life that has been deferred -It hurts this relentless introvert
0.1.9
- Added Shotgun model
- Added logbook by the amazing PlNK!
- added chain dash to dash vendor table; kills regain all utility stocks
- Fixed dash slash dealing self damage if you slam into the ground
- Gun shots can now be canceled with m1 or util. No more wasted shots
0.1.8
- Added Rest Emote. Bound to numpad 2 by default - This was added sometime earlier but undocumented
- Fixed air anim not transitioning back.
- Charge shot now increases self knockback as well - This was added last update but undocumented
- My child will post 5 updates in a day.
0.1.7
- Actually networked the ammo gain
- increased shotgun range significantly
0.1.6
- 
Added Skate tricks 
- 
Skate now auto exits if no move input is pressed for a short time 
- 
Reworked air m1 to no longer be one time use or rely on being grounded 
- 
Adjusted melee hitboxes 
- 
Clients can now properly gain ammo progress 
- 
Hopefully networked Vendor spawns 
- 
Hopefully networked corpse spawns 
0.1.5
- Fixed audio balancing & tied it to sfx slider
- New primary SFX
0.1.4
- Accidentally broke swing effect last update, whoops
0.1.3
New or changed
- Added crosshair behavior: Simple dot by default. when using gun show gun specific crosshairs (currently missing magnum and lasergun)
- Added config option: Spawn Lost Traveler. Spawn the lost traveler interactable without a drifter being present
- M1 dash now has diminishing returns on speed. Hate lunging past enemies on high speed
- M1 impact changed, swing effect soon to follow
- M2 no longer has minimum hold time. tap to your hearts content
- Updated util description to mention skating
- Skating update; Omnidirectional movement. To end skate use primary or secondary
- new icon - Thanks rob!
- Only Boss tier enemies will drop chips, no more horde of many or boss minions
Bug fixes
- Fixed corpse dropping the same item each use
- Fixed Vendors also dropping the same item each use
0.1.2
- 
Primary attack speed increased for all steps - Needed to be faster to make up for no speed scaling 
- 
Reduced primary attack final hit damage: 420% > 380% 
- 
Guns now have their minimum time to shoot affected by attack speed 
- 
Flashstep damage: 280% > 360% 
- 
Flashstep now applies weak on hit to make it more of an initiator. 
- 
increased Flashstep initial speed 
- 
Charge Slash Damage ramp: 400-900% > 600-1000%. Now dedicated melee band proc 
- 
Charge Slash now adds bullet progress. Major oversight 
- 
Quick step rework: Reckless Rider. After skating for 1 second, shock nearby enemies 
- 
Made Quick step's old effect base kit and removed auto transition when running 
- 
^Agreed that it was super annoying to be interrupted by it auto playing 
- 
Skating now allows melee attack out of it 
- 
Updated currency tokens, Data Bits > Gearbits. Hopefully this curbs confusion 
- 
Guns now have different recoil amounts. Highest is shotgun, lowest pistol 
- 
Added Magnum Pickup model 
Overall balance update following some feedback. If you couldn't tell I didn't spend months QA testing like I did with ghoul (and yet ghoul is still buggy )
0.1.1
- Fixed ammo conversion function not applying to lasergun properly. Now has default fallback and includes lasergun
0.1.0
- Initial beta release