DUMPLing

DUMPLing 2.1.0

Version
2.1.0
Version Date
Sept. 6, 2026
Links

Patch Notes

v2.1.0-260906 Update

[p]Changes:[/p][p][/p][p]ENEMIES:[/p][p]Added 3 new enemy types:[/p][p]Dasher periodically winds up, displays a red warning line, then rapidly dashes toward the player.[/p][p]Exploder chases the player, stops within range, grows/pulses during a wind-up, then explodes and damages the player and nearby enemies.[/p][p]Lurker hides and becomes untargetable, moves closer while invisible, then fades in, fires a projectile, and disappears again.[/p][p]Added unique behaviour/state machines for each new enemy type.[/p][p]Added enemy-specific visual and audio feedback, including dash warnings, explosion effects, lurker fade effects, hit sounds, death sounds, and attack cues.[/p][p]Changed the enemy system to support multiple specialized enemy behaviours while retaining shared health, damage, knockback, drops, audio, and death systems.[/p][p]Dynamic Enemy Spawner[/p][p]Added a completely new Dynamic Enemy Spawner system.[/p][p]Added phase-based enemy spawning, allowing the game to progressively introduce different enemy combinations as gameplay time increases.[/p][p]Added 3 enemy slots per phase, with each slot containing a Variant A and Variant B prefab.[/p][p]Added seeded enemy selection so each run generates a fixed A/B combination for every phase.[/p][p]Added run seed display showing the generated seed and phase combinations, such as P1:ABB P2:BAA P3:AAB.[/p][p]Added support for unlimited, Inspector-defined phases.[/p][p]Added gameplay-time-based phase progression, meaning phase timers pause during boss fights.[/p][p]Added configurable enemy spawn intervals with randomized timing jitter to make spawning less predictable.[/p][p]Added configurable enemies-per-spawn settings.[/p][p]Added a global enemy limit and individual per-phase active-enemy limits.[/p][p]Added two spawn shapes:[/p][p]Random enemies spawn at a randomized direction around the player.[/p][p]Ring enemies spawn evenly around the player in a circular formation.[/p][p]Added round-robin enemy selection so the spawner cycles through the phase's three resolved enemy types instead of repeatedly choosing the same type.[/p][p]Added automatic skipping of enemy slots with missing/invalid prefabs.[/p][p]Added automatic enemy clearing when a boss encounter begins.[/p][p]Added boss scheduling based on gameplay time.[/p][p]Added support for multiple bosses, with only one boss active at a time.[/p][p]Added automatic boss audio transitions, fading the normal music out and boss music in, then restoring the main music after the boss is defeated.[/p][p]Added boss intro camera support through CameraFollow.[/p][p]Changed enemy spawning from a traditional/static approach to a dynamic, phase-driven system that controls enemy composition, spawn rate, positioning, limits, and boss progression.[/p][p]Changed boss timing to use gameplay time, preventing the phase/boss clock from progressing while a boss is active.[/p][p][/p][p]Bug Fixes:[/p][p][/p][p]Fixed a bug where a debug log text element was not hidden[/p][p]Fixed a bug where System Software Cursor sware.cs would hide cursor and not show again after a round with controller[/p][p]Fixed a bug where the quit button was not working in new update menu[/p]