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

From Shmups Wiki -- The Digital Library of Shooting Games
Jump to navigation Jump to search
(added all the upgrades, but needs much work by someone else, as I already have several unlocked and at different levels)
Line 42: Line 42:
 
* Melee attack slashes twice
 
* Melee attack slashes twice
 
* The melee special ability will neutralize enemy bullets
 
* The melee special ability will neutralize enemy bullets
* Increases the speed{{confirm}} and number of Fire Balls shot (at max. level 3 Samhill shoots 5 Fire Balls)
+
* Increases the speed{{unconfirmed}} and number of Fire Balls shot (at max. level 3 Samhill shoots 5 Fire Balls)
  
 
== Shin ==
 
== Shin ==

Revision as of 17:55, 10 November 2020

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.

General upgrades

These upgrades are shared between all four characters.

  • Energy charging speed increases (by 8% at level 1, by 14% at level 2, …)
  • Increases shooting damage (by 8% at level 1, by 16% at level 2, …)
  • Additional HP (+1 HP at level 1, +2 HP at level 2, …)
  • Additional bombs and bomb capacity (+1 at level 1, +2 at level 2, …)
  • The speed of energy recovery upon firing will increase by 10% (at level 1, …)
  • Whenever fatal damage would be taken, tries to deploy a shield for a while. This can be triggered just once. (6s at level 2, …)
  • 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, …)
  • 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, …)
  • Combo counter time extends by 0.75s (at level 1, …)
  • Enemies killed by a special ability drop extra energy
  • 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 – i.e. auto-bomber
  • When in slow-speed mode, sucks all the items towards you

Asimo

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

Echo

  • Energy point cost for the Shotgun decreases by 1, and damage drops to 60% after the first shot with the Shotgun
  • Deploys a shield that lasts for a short while after the Shotgun is fired (0.8s at level 1, 1.2s at level 2, …)
  • Mine’s speed increases (by 100% at level 1, by 100% at level 2, …)

Samhill

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

Shin

  • The Ancent Guardian slows down enemy bullets
  • 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, …)
  • The Ancient Guardian will take Shin’s place as the enemies’ target. Costs 1 extra energy point.