Difference between revisions of "AngerForce: Reloaded/Campaign Upgrades"

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(→‎General upgrades: re-organised)
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These upgrades are shared between all four characters.
 
These upgrades are shared between all four characters.
  
* Energy charging speed increases (by 8% at level 1, by 14% at level 2, )
+
* Bombs and bomb capacity
* Increases shooting damage (by 8% at level 1, by 16% at level 2, )
+
# +0 bombs & +1 bomb capacity
* Additional HP (+1 HP at level 1, +2 HP at level 2, +3 HP at level 3) – max. level: 3
+
# …
* Additional bombs and bomb capacity (+1 at level 1, +2 at level 2, )
+
* Energy charging speed
* The speed of energy recovery upon firing will increase (by 10% at level 1, 20% at level 2, …)
+
# +8% faster energy charging
* Whenever fatal damage would be taken, tries to deploy a shield for a while. This can be triggered just once. (6s at level 2, )
+
# +14% faster energy charging
* Colliding into enemies will not cause you to lose health (at level 1) or even energy (at level 2)
+
#
* Bomb charing speed increases (by 8% at level 1, by 17% at level 2, )
+
* Shot damage
 +
# +8% damage increase
 +
# +16% damage increase
 +
#
 +
* Additional HP
 +
# +1 HP
 +
# +2 HP
 +
# +3 HP (max. level)
 +
* Auto-shield – triggers only once ({{unconfirmed}} per stage? per run?)
 +
# 3s lasting shield
 +
# 6s lasting shield
 +
#
 +
* Energy (“mana”) recovery speed when holding the shot button
 +
# +10% faster energy recovery
 +
# +20% faster energy recovery
 +
#
 +
* Colliding into enemies is made safer
 +
# you will not lose health
 +
# you will not lose energy either (max. level)
 +
* Bomb charging speed
 +
# +8% faster bomb charging
 +
# +17% faster bomb charging
 +
# …
 +
* Special attack kills: magical bullet
 +
# killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)
 +
# and the damage it causes will count towards the combo
 +
# …
 +
* When in slow-speed mode, sucks all the items towards you
 +
# enables it (max. level)
 +
* The amount of energy recharged increased {{unconfirmed}}
 +
# +10% more energy in each energy charge picked up
 +
#
 
* Picking up energy units will cause a magical bullet to shoot out
 
* Picking up energy units will cause a magical bullet to shoot out
* The amount of energy recharged increases by 10% (at level 1, )
+
# …  
* Enemies killed by a special ability will shoot out a magical bullet and the damage it causes will count towards a combo kill (at level 2, …)
+
* Special attack kills extra: energy charges
* Combo counter time extends by 0.75s (at level 1, )
+
#
* Enemies killed by a special ability drop extra energy
+
* Auto-bomber
* When a boms is activated all enemy bullets are turned into bonus score items
+
# Whenever fatal damage would be taken, try to activate a bomb to prevent it
* Whenever fatal damage would be taken, try to activate a bomb to prevent it – i.e. auto-bomber
+
# …
* When in slow-speed mode, sucks all the items towards you – max. level: 1
+
* Bombing turns all enemy bullets into bonus score items
 +
# …
 +
* Combo counter time extends
 +
# +0.75s longer time
 +
# …
  
 
== Asimo ==
 
== Asimo ==

Revision as of 13:51, 19 March 2024

In the Campaign mode after the end of your run, you can spend any remaining collected orbs for permanent upgrades. Do note that these cannot be disabled later on, so whatever you enable will peramently modify your Campaign and Practice runs.

Each character has a few upgrades specific just to them, but the vast majority is shared between all four.

Some upgrades can be upgraded several levels.

NOTE: The upgrades that have several levels need a revisit, as not all levels for all upgrades have been documented yet

General upgrades

These upgrades are shared between all four characters.

  • Bombs and bomb capacity
  1. +0 bombs & +1 bomb capacity
  • Energy charging speed
  1. +8% faster energy charging
  2. +14% faster energy charging
  • Shot damage
  1. +8% damage increase
  2. +16% damage increase
  • Additional HP
  1. +1 HP
  2. +2 HP
  3. +3 HP (max. level)
  • Auto-shield – triggers only once (? per stage? per run?)
  1. 3s lasting shield
  2. 6s lasting shield
  • Energy (“mana”) recovery speed when holding the shot button
  1. +10% faster energy recovery
  2. +20% faster energy recovery
  • Colliding into enemies is made safer
  1. you will not lose health
  2. you will not lose energy either (max. level)
  • Bomb charging speed
  1. +8% faster bomb charging
  2. +17% faster bomb charging
  • Special attack kills: magical bullet
  1. killing an enemy will cause a magical bullet to shoot out (reverse-suicide bullet)
  2. and the damage it causes will count towards the combo
  • When in slow-speed mode, sucks all the items towards you
  1. enables it (max. level)
  • The amount of energy recharged increased?
  1. +10% more energy in each energy charge picked up
  • Picking up energy units will cause a magical bullet to shoot out
  • Special attack kills extra: energy charges
  • Auto-bomber
  1. Whenever fatal damage would be taken, try to activate a bomb to prevent it
  • Bombing turns all enemy bullets into bonus score items
  • Combo counter time extends
  1. +0.75s longer time

Asimo

  • The Chain Lightning will move slower after coliding with enemies to deal more damage – max. level: 1
  • The Laser Gun will launch its remains after shooting, dealing colision damage to enemies in its path – max. level: 1
  • Adds a bomb to your stock whenever you lose 2 HP – max. level: 1

Echo

  • Energy point cost for the Shotgun decreases by 1, and damage drops to 60% after the first shot with the Shotgun (? someone confirm, there are conflicting reports online how this actually works) – max. level: 1
  • Deploys a shield that lasts for a short while after the Shotgun is fired (0.8s at level 2, 1.2s at level 3) – max. level: 3
  • Mine’s speed increases (by … at level 1, by 100% at level 2, by 100% and costs 1 energy less at level 3) – max. level: 3

Samhill

  • Melee attack slashes twice – max. level: 1
  • The melee special ability will neutralize enemy bullets – max. level: 1
  • Increases the speed? and number of Fire Balls shot (at level 3 Samhill shoots 5 Fire Balls) – max. level: 3

Shin

  • The Ancent Guardian slows down enemy bullets – max. level: 1
  • The Leaf Shield shoots out a magic tracking bullet whenever it neutralises a number of enemy bullets – upgradable several times, lowering the amount of bullets required (level 1: 4 enemy bullets, level 2: 3 enemy bullets, level 3: 2 enemy bullets …)
  • The Ancient Guardian will take Shin’s place as the enemies’ target. Costs 1 extra energy point. – max. level: 1