Megabonk

Megabonk

Megabonk

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嘿,各位玩家! 不知为何,大家提名了《Megabonk》参与“轻松惬意”奖项,不过这太棒了,冲啊!谢谢大家!现在你们可以为它投票角逐Steam大奖了……我只是提一下。

只是个悠闲的家伙 如果Megabonk能赢得奖项,我会添加一个非常悠闲的家伙作为可玩角色,就像一个坐在沙发椅上,朝敌人扔披萨的人。这是我画的一些概念图,大家觉得怎么样? (我花了2小时画这个)

我真的很想要那个漂亮的Steam成就奖杯,请给Megabonk投票

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你想提名Megabonk吗? 我不太确定该选哪个类别,所以我们就选“你最不擅长的优秀游戏”吧。可能是他技术不行。

你也可以为Megabonk提名其他奖项,比如【Steam Deck最佳游戏】。谢谢大家!此外,新更新即将推出,我正在准备一些有趣的内容!

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Yoo thanks again for the amazing feedback! I've worked a bit on a quick patch to fix some common issues and feedback. Version 1.0.7 Game - Kevin no longer makes you invincible (rip kevin abusers) - Leaderboard reset - Working on making the leaderboards more stable, currently cheaters are bricking them a bit. Update coming next week to properly address this. Other - Fixed dice description and upgrade description - Optimized FPS late game when using the following: Bananas, Chunkers, Axe, Flamewalker, Bloodmagic, Poison Flask, Black Hole, Frostwalker, Katana, and a bunch of items. - Shield recharge is no longer interrupted by Kevin or Leeching Crystal - Added a volume slider for xp and gold sfx - Bush's passive has been buffed. Also fixed an issue where it gave crit chance instead of crit damage. Bugs - Enery Core isn't loud AF anymore - Leaving final stage through teleporter now gives Rank xp for the character you played - Anubis lasers are now rendering properly with lava and water - Space Noodle no longer stunlocks boss if he steals it - Pressing escape while hovering skin now hides the menu properly - Tried fixing a bug where Speedboi slowed down time forever. Idk if it's fixed but I hope so, wasn't able to reproduce the issue D: - You no longer take damage when using Aegis while having a Shield Powerup active - Other small bugs Version 1.0.4 (Previous patch) Pink Textures - Some people had issues with pink textures, that should be fixed now Final Boss Fight - For every phase, the boss gives back one of your weapons. You only need to do the first phase with your starter weapon now. - Pylon zones are bigger, and heal the boss less - Orbs deal less damage, and blue orbs freeze you for only 1s, instead of the previous 3s - Orbs have slightly longer cooldown, so he doesn't spawn as many - Weapon range has been increased during the fight Balancing - Weapon and Tome slots are unlocked earlier now (25 and 35 for 3rd slots, 45 and 55 for 4th slots) - All characters are about 10% faster, and accelerate faster and snappier, and the slower characters are much faster in general - Athena now gains +2 Thorns per level. Also increases her attack speed by 150% when no shields are active. Maybe Quin can actually deal some damage now idk? - Ogre - More jump height and also axe spawns with 2 projectiles - Dicehead - Passive is stronger early game, but once you get really late game (lvl 100+) it falls off, so hopefully he's not the only character on the leaderboards anymore - Calcium - Passive deals more damage with speed now - Bush - spawns more marks and also gains crit damage per level - Chunkers - Increased base damage and damage upgrades - Dice - Fixed a bug where the dice was increasing crit chance for all your weapons, instead of just the dice itself - Cactus projectiles can no longer pierce Aegis, and can be evaded as well. Also they shoot less cactus projectiles - Clover has been slightly buffed - Shotgun range has been increased - Microwaves are cheaper - Exploding spiders deal less damage and have less HP - Refresh, Skip & Banish are cheaper early game Bugs - Fixed a bug where you could die while teleporting and become invincible - Music doesn't spam theme songs anymore, only 25% chance to play. But if you really want to hear the theme song you can select it with the boombox - Music doesn't randomly stop anymore - Enemies don't spawn on top of trees or castles anymore - Leaderboards are temporarily broken because of cheaters. It kinda works right now, but I'll try to get a proper fix out soon. - Fixed some UI bugs and issues - Camera shouldn't clip into walls anymore (hopefully idk i tried to fix it) - Tornadoes shouldn't abduct you anymore Game - Game Setting to choose how many of your projectiles you want to be aimed at random, and how many at the targeting mode. First projectile will always use targeting mode. - You can see the chest of prices in the HUD now (next to the level at the top right) - Added silver pots, that give you silver. (No there's not fewer normal pots, dont worry) - Setting to lock the minimap instead of having them rotate - Sandstorms are shorter and less obstructive - You can't knock bosses out of the map anymore lol Leaderboards - Leaderboards are cooked because of cheaters, will try to get it fixed soon - I'll add an all time leaderboard and a weekly leaderboard, but it's not in yet :/ Other - Claiming quests is faster now - Crit damage Mult displays properly now - Fixed some typos - Fixed an issue where falling out of bounds didnt teleport you back up to map - Adding a setting under "Video Settings" to allow you to zoom out more by default - Can disable numbered keys selection in upgrade screen - Shop in Menu now unlocks earlier - New Item: Quin's Mask Thanks guys, I will keep fixing stuff and adjusting things based on your feedback! :) Once the game is a bit more stable I'll get to making more content, and probably get a little roadmap together. I definitely wanna try to add multiplayer down the line, but that is a very time consuming task.

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Spooky Update!! yoo I've finally finished the update I was working on. was originally going to be a small halloween update, but I wanted to make it a bit bigger so it turned into a bit more work than i initially planned. anyway hope you like it! New Content New Map New Character New Weapon New Items New Enemies and Bosses New Achievements and challenges Game Made a lot of improvements to FPS late-game Bugs Fixed a bug where Giant Fork's Megacrit didn't work Fixed a bug where you could buy items you didnt have unlocked Fixed a bug where Frost Walker reset opacity when changing attack speed Fixed a bug where Holy Book was not affected by Particle Opacity Fixed weird text popup when trying to microwave an item that has already hit its max cap (for example Overpowered Lamp) Fixed a "bug" where you could just use the full map on the Blind Challenge Fixed a bug where you could reset as you teleported to the next stage to keep your progress and not move to the next stage Fixed a bug where you got an error if you banished every item except one in a specific rarity and then talked to a shady guy. Settings New Game Setting: Advanced Settings - Will enable certain settings that most players don't need to use. This is disabled by default to avoid making the settings cluttered for new players. New Game Setting: Shrine Counter -> Shows you how many of each shrine is available, and how many you have used [Advanced] New Game Setting: Show HUD -> Shwo or hide the HUD [Advanced] New Game Setting: Skip Chest Animation -> Skips the chest animation. Note: You won't be able to banish items from chests if you use this setting. [Advanced] New Game Setting: Skip Portal Animation -> Skips portal spawn animation (on stage 1) [Advanced] New Game Setting: Enable Silver Pots -> Enable / Disable silver pots (Ghost Item in shambles if you do this) [Advanced] New Game Setting: Show Item Feed -> Show what items you picked up in a feed at the left side of the screen. Balancing Tried to fix the "caveman" bug / exploit where you could hide in caves and enemies wouldn't be able to spawn close to you or reach you Increased Diceheads passive minimum reward potential (0.02 -> 0.04). Basically his late level up rewards will be twice as high, surely won't be OP Chunkers now start with one more projectile Amog Passive now increases in radius every level, from 4 to 12 over 220 levels. Previously it was always 4. Also gain 1% Posion Damage per level. Calcium's passive has been changed slightly. Instead of losing half of his momentum upon taking damage, he now looses about 25%, which decreases the higher you level up. At level 110 (max) you lose about 6.6% Cursed grabbies now has a proc per tick limit of 250. Similar items (Spicy Meatball, Ice Cube, etc) already have a limit like this (at 50). It's to improve FPS, but it is probably a slight nerf to Cursed Grabbies if you're veeeryy late game. Poison Flask starting projectile speed increased 12 -> 16 Dragon's Breath now has 200% faster rotation speed, and automatically targets enemies instead of following the player rotation. Damage buff 15 -> 16, duration buff 1s -> 1.5s and damage upgrade offer also buffed 3 -> 4 Noelle passive gives less size per level: 1% -> 0.75%, and the damage she gains per frozen enemy has also been reduced a bit: 2% -> 1.5% Max Silver Multiplier in Final Swarm has changed from 16x -> 8x. People seem to have way too much silver, so it doesn't make sense to have such a high multiplier anyway. At some point it would be nice to create some features that use silver, but im not sure what that would be yet To address some of the flying meta: Final swarm ghosts will start increasing their speed after 20 minutes have passed. Also, normally, an enemy can only be stunned or frozen 15 times (CC cap) before it becomes immune. After this update, starting at 20 minutes, the CC cap will slowly decrease until they can no longer be stunned or frozen. Console You can press f10 to open the console At the moment, this is only really used to set a specific seed for the dungeon if you wanna speedrun it or something Type "help" in the console to see all the commands and how to use them

说说你的想法吧,希望你能喜欢。

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Version 1.0.12 Patch Notes Yo sorry about the leaderboards being broken the last few days, i took some time off over the weekend, and of course some mfers decided to break the leaderboard for everyone. But technically it's my fault for not securing the leaderboards enough, i just never expected this many people to play fucking Megabonk lol. Anyway should be fixed now! TLDR Leaderboards are fixed (i hope Shroud enjoyed his 2 day vacation) Final swarms now has some new stuff to prevent 5 hour long runs (Hopefully) fixed a bug where Alt-F4 or crashes corrupted save files Changelog Final Swarm The current meta required you to wear sunglasses and watch a slideshow / lightshow at 1.5fps for 5 hours to get a WR. This was never intended, and I don't think anyone actually enjoyed that, so I've stirred up some shit. The final swarm is harder to survive, and your executes and black holes won't really save you anymore… probably New ghosts appear in the Final Swarm Game Added Megachad's Theme Optimized FPS when using Dexecutioner and Black Hole Other Hopefully fixed an issue where players lost their save files if the game crashed Bugs Spaceman's passive now properly works and gives XP increase per level Fixed a bug where the Black Hole hitboxes were like 10x the size of the actual projectile, basically covering the entire map lol Fixed a bug where Spiky Shield didn't stack correctly Added max duration to weapons, so that they don't stop shooting once you hit the projectile limit. For example the sword projectile was being affected by duration, even though it's only ever active for 1 seconds. But too much duration made it active for much longer, which means the cap was being filled with empty projectiles. Basically: Weapons like Dexecutioner, Axe, Sword, etc are working properly and shooting their projectiles now, even with high duration. This is a buff for pretty much all weapons. Balancing Chaos Tome now gives 50% better rewards Rolly Bones enemies on Desert are now slower Black Hole default size increased by 20% Black Hole proc coefficient reduced (0.9 -> 0.7) to match similar weapons (sword, axe, aura, etc). Proc Coefficient is a multiplier used to proc stuff like Moldy Cheese or Spicy Meatball. Bush's passive Marksman now has its cooldown reduced by 0.4s per 10 levels. Starts at 5s cooldown, and caps at 1s cooldown at level 100. Joe's Dagger now has a max damage increase cap of 200 per minute. So if you have 10 daggers, that's a max of 2000% damage per minute. This means it's unchanged early and mid game, but very late game it's not gonna be the only viable option anymore. Before this change, you could get 20 000% damage in 10 seconds, which nothing else in the game could contest lol XP Tome nerf: 9% -> 7% . The majority wanted this nerf, but some people really don't like it. At least give it a try, and If everyone ends up hating it, I can just revert it back to 9% next week. please go easy on me Leaderboards Fixed some issues that allowed players to break the leaderboards for others Removed the All Leaderboards button until I actually implement more leaderboard stuff, like character specific boards, etc Set up a list of known cheaters that are banned globally and will never show up on the leaderboards again once caught. Cheaters you better watch your ass or im clapping your cheeks back to the shadow realm where you belong Future Updates There's a lot more stuff I'm working on that's coming soon probably: Opacity setting for particles and projectiles Full sized map with fog of war so you can see where you've been More information when hovering stuff, like weapon stats, etc Pinning / Tracking quests in-game when paused - And for more major stuff I wanna look at once most of the common feedback has been addressed: Multiplayer More maps, items, characters and weapons Anything else you would like to see? :)

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各位玩家,这是一个小型补丁,用于修复“幽灵更新”带来的部分问题。对此我们深表歉意! 更新内容: 1. 修复了最终 Boss 战中玩家卡住的 bug,该问题是由最终 Boss 场地内的升级机制导致的。 2. 修复了“极简主义”和“和平主义”挑战无法正常进行的问题。 3. 修正了 Amog 的被动技能描述。 4. 修正了“龙息”的技能描述。 5. 尝试修复击杀墓地 Boss 后灯光未恢复的 bug。 6. 对“罐子道具”相关成就进行了调整。现在不再需要在计时器归零时完成,你可以在史蒂夫最终攻击你之前多跑几秒。

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Megabonk v1.0.17 Patch Notes TLDR There is now a full map with fog of war, so you can see where you've explored You can change the opacity of your projectiles and particles. No more sunglasses needed for late-game. System Support for running the game in DX12. DX11 is recommended, but if you are experiencing crashes, running in DX12 *might* help. There should be a Steam popup that shows when you boot the game, allowing you to choose. If it's not showing yet, try restarting Steam. Also keep in mind, if you run your game in DX12, certain graphical features will be broken, like Ambient Occlusion and Color Grading. Game Particles and effects opacity slider added in Visuals settings. Auto opacity is enabled by default, and should be enough for most players. Do keep in mind that a lot of transparent projectiles is a bit harder for your PC to render, but that doesn't really matter until you have a fuckton of projectiles in late game. When you do have a fuckton of projectiles with ridiculous size covering the entire screen, you might wanna make them fully transparent, or set them to 0 transparency for absolute best FPS. But you can just experiment with this. Silver Tome can now be toggled Charge shrines are now a different color on the minimap than other shrines Fixed an issue with Hero Sword and Corrupted Sword, where if you got a lot of size, the speed of the sword projectile didn't scale with the size. Money particles move faster now during final swarm, so that you can still pick them up while running Balancing Fox passive buff: 1% -> 2% Luck per level Birdo Passive: Birdo now gains 1% Airborne Damage per level Bush Passive: 0.5% -> 1% Crit Damage per level. Bullseyes appear more often on enemies, and the explosion size now scales with size mutliplier. Megachad Passive - Gain 2.5% damage every time you flex Noelle now gains Size instead of Duration per level. She also gains a damage multiplier per frozen enemy (0.02x per frozen enemy, so 50 frozen = 2x damage) Robinette Passive: Buffed early and mid game, but starts to gain less damage per gold after 200k gold. This only really affects super late-game leaderboard runs, and I'm making this change so we can see other characters on the leaderboards. It would be nice to buff all other characters to become as strong as robinette, but that is not something I can do overnight, so a short term solution was to just nerf her passive late-game for now. I'd like to eventually get in per-character leaderboards too, which also kinda solves this problem. Dicehead Passive: Buffed a bit, the rewards don't fall off as fast anymore. Previously his rewards were halved by level 25, now they are halved by level 50. Calcium Passive: Buffed and simplified a bit. Now gains 0.75% damage per level and 0.5% per 1% Speed Multiplier. This damage is applied gradually as Calcium approaches his top speed. Ogre Passive - Buffed 1% -> 1.5% Scarf does more damage now 33% -> 50% Brass knuckles: Changed from Additive to Flat, which makes scaling stronger, and now increases size per amount stacked Spaceman no longer takes fall damage Cursed Doll can now curse more than 1 enemy (1 -> 5) every time it ticks (every 1s). Other Calcium's Theme is now extended and goes twice as hard Leaderboard reset time is scheduled 4 hours earlier every Sunday, just so I don't have to stay up until 2am to verify everything is working right I've signed up for Nvidia Geforce Now / Steam Cloud Play. I'm not sure how long it takes to get approved, but it should be available there soon! If gaining multiple levels instantly, you can now see the stats change on the right hand side as you pick upgrades. Previously the stats only updated after you completed all your level up offers. Bugs Fixed a bug where Shady Guy doesn't disappear after purchasing from him Fixed a bug where HP gained from leveling didn't show in the stats screen. Also it didn't work with stuff like Beefy Ring. (You gain +1 Max HP per level on all characters. Fixed a bug where Campfire didn't go away after microwaving it If you're standing next to a chest, and get enough money to buy it, the text will now change from red to white without having to move away from the chest and back into range Fixed an issue where Shattered Wisdom didn't deal any damage. It now works as intended (and might be very strong idk) Fixed a bug where items could damage enemies when game was paused (Hopefully) Fixed a bug where the music stops playing at the intro of a game Fixed a bug where banishing every Epic item would no longer grant any Legendary items Fixed a bug where Chaos Tome reward was multiplied by Luck Multiplier twice. Basically legendary upgrades grew exponentially. Tried to fix an issue where some players couldn't play the game at all because the menu was bugged. ok Yep that's it for now. thanks for playing and for all the feedback. i realize there's still a lot of balancing changes that people wanna see, but keep in mind im just a single person working on this, so I can only do so much every week. Next week I might try to do some new content for Halloween, if I can cook something up in time. peace

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