Nuclear Throne - Rami


Hi there! It's been a long time, and as you all probably noticed, Vlambeer has been in somewhat of a hybernation state. Nuclear Throne took a lot out of us, and when we finally released the current U98 over a year and a half ago, we were all entirely exhausted. Since then, we've slowly been finding our footing again, and now that we're feeling creative again, we decided to return to form with an long-long-long-awaited final major update to Nuclear Throne for PC, Mac, and Linux.

We've hired YellowAfterlife (the creator of the Nuclear Throne Together mod) and worked closely with community members and feedback to create an update 99 that is worthy of the wait. While we want to stress that you shouldn't expect new content for this update, it is nevertheless significant: the game performs significantly better, is easier to mod, and a lot of quality of life and balance fixes have been introduced.

We're excited to have one more update art by the phenomenal Justin Chan, we're excited to see the meta change once more, and we've genuinely missed seeing your responses to our silly development antics. We are eternally thankful for your patience, and your sense of enthusiasm and community for the game.

As such, we're announcing an AMA over on the official Nuclear Throne Reddit for November 6th, and Update 99 will release at some time near the end of the AMA.
Nuclear Throne - Rami


Hi there! It's been a long time, and as you all probably noticed, Vlambeer has been in somewhat of a hybernation state. Nuclear Throne took a lot out of us, and when we finally released the current U98 over a year and a half ago, we were all entirely exhausted. Since then, we've slowly been finding our footing again, and now that we're feeling creative again, we decided to return to form with an long-long-long-awaited final major update to Nuclear Throne for PC, Mac, and Linux.

We've hired YellowAfterlife (the creator of the Nuclear Throne Together mod) and worked closely with community members and feedback to create an update 99 that is worthy of the wait. While we want to stress that you shouldn't expect new content for this update, it is nevertheless significant: the game performs significantly better, is easier to mod, and a lot of quality of life and balance fixes have been introduced.

We're excited to have one more update art by the phenomenal Justin Chan, we're excited to see the meta change once more, and we've genuinely missed seeing your responses to our silly development antics. We are eternally thankful for your patience, and your sense of enthusiasm and community for the game.

As such, we're announcing an AMA over on the official Nuclear Throne Reddit for November 6th, and Update 99 will release at some time near the end of the AMA.
Nuclear Throne

"Videogame music is as much a part of the discography of our lives as any other LP, and indie game music has transcended the 16-bit throwback vibe so much lately," said Patrick McDermott of Californian record label Ghost Ramp while chatting to Andy earlier this year. According to McDermott, Ghost Ramp's raison d'être is to portray game composers as artists in their own right, and as such has set out to launch videogame soundtracks on vinyl—the company's first major game-to-vinyl release being Crypt of the Necrodancer.   

Now, Vlambeer's top-down shooter-meets-roguelike Nuclear Throne is in line for similar treatment, with composer Jukio "Kozilek" Kallia's work being transformed to record-form, boasting the following ultra-cool sleeve art: 

The artwork featured above comes courtesy of Justin Chan, with vinyls being sold in both Limited and Special Editions. Full details on what each package offers can be found via the Ghost Ramp store, however expect extra goodies such as stickers, enamel pins and digital download keys. 

Shipping in May of 2017, the Nuclear Throne vinyl costs either $40 or $50, depending on whether you vouch for its Limited or Special Edition. Preorders are available now if that's your thing. 

Nuclear Throne

Nuclear Throne is the rare game that I fail at over and over again, but keep coming back to. It s such a satisfying twitch shooter that I m constantly on edge and terrified for my life in the later levels our review very accurately describes it as a roguelike shooter of insidious grace and flexibility, with every single moving part a source of terrible fascination. When I saw an online multiplayer mod pop up last week, I was immediately compelled to play it what better way to alleviate the stress of an intense roguelike than to have a friend there to help? What an innocent though that was.

Nuclear Throne Together works shockingly well, and is a ton of fun, but if anything, it makes the game more stressful and frenetic. My co-op partner Tom Marks can attest to that, as I spent most of the later levels in our sessions shouting oh god oh god oh god as everything on the screen exploded constantly. We exploded a lot of stuff, Tom and I. It was a good time, and co-op adds an interesting strategic twist you won t find in single-player. When your partner goes down, the game gives you a limited window to revive them and split your HP. If you leave them down, you start taking damage and die yourself. We ride together, we die together. Mutant freaks for life.

I m still a little amazed that this mod exists. Nuclear Throne shipped with local co-op for two players on the same PC. Nuclear Throne Together takes that mode and brings it online, with full Steam integration (friends list, invites, etc.). I m no programmer, but I m pretty sure writing solid netcode for someone else s game especially when the source code for that game isn t publicly available is a hell of a task. Modder Vadim wrote on his website: Should you have an impression that reverse-engineering an existing large game to poke few thousand new lines worth of code into it isn't a bad idea it very well is.

Oh, and that s not all it does. As Vadim wrote, Nuclear Throne never was a coop-centric game, and thus coop mode didn't receive enough attention, remaining ridden with various small bugs. This mod changes that, fixing pretty much every known issue, and giving coop some much-needed polish. He also fixed some other game bugs while he was at it.

From my hands-on time with the mod, it worked perfectly about 90% of the time. In a few moments of heavy action, with tons of explosions going off on-screen, Nuclear Throne lagged to the point of entirely freezing up. This happened about four or five times across three runs (we even made it to the Throne in one of them!) and usually lasted a handful of seconds before clearing up. I believe both of us were on stable connections, though Vadim notes that the mod requires somewhat-low-latency (100ms delay / 200ms ping) connection for comfortable play and Comcast could be to blame for our little lag spikes. Either way, they didn t get in the way of us having fun. For the majority of our time playing Together, it was smooth shootin .

I hope this mod is the sign of a co-op naming trend, by the way. Don t Starve Together, Nuclear Throne Together it s just such a nice way to say two-player. Grab the mod here.

Nuclear Throne - contact@rockpapershotgun.com (Alice O'Connor)

Online co-op multiplayer has arrived in Nuclear Throne [official site], Vlambeer’s John-pleasing rougelikelike shooter, thanks to an unofficial new mod. YellowAfterlife’s Nuclear Throne Together mod cleverly adds online multiplayer completely with Steam invitations and lobby lists, which is awfully impressive considering Vlambeer never shared source code – this is reverse-engineered. Now you and a pal can try to become kings of the nuclear wasteland together.

… [visit site to read more]

Nuclear Throne - Rami
It's been a while, but update 98 finally seems ready. While we've done lots of testing on this build over the last few weeks, do note that the changes to this build are 'deep' enough that we can't guarantee it's 100% stable. Over the next few weeks we'll work on update 99, which will fix any issues that come up as 98 rolls out.

Most of Update 98 is balancing and fixes to issues introduced in 97, but the biggest change is the re-introduction of the Thronebutt meta-leaderboards. Nuclear Throne now directly interfaces with the site, and that means you can keep track of your Daily and Weekly performance there.

Thanks for the patience, and let us know what you think!

    Features
  • Thronebutt.com integration!

    Balancing
  • Heavy Slugger Buff
  • Jungle flies now have a chance of dropping maggots
  • Lightning Crystals are now more aggressive
  • Ultra Bolt Damage Buff
  • Some minor Steroids changes (now starts with bullets, starting ammo increase)
  • Huge things can no longer be revived (bosses, etc.)

    Fixes
  • Fixed some retroactive achievements
  • Removed Daily/Weekly from DRM-Free builds
  • Coop fixes
  • IDPD Van Depth fixes
  • Several No Portal Bugs fixed
  • Less freeze frames on Ally death
  • Skeleton now loses mutations properly
  • Lightning can now escape certain levels
  • Mom attacks with toxic again
  • YV purgatory bug fixed
  • Lots of crashes fixed
  • Van infinite loop fixed

    Misc
  • Collision optimalisations
  • Lightning optimalisations
  • Melting scorchmarks depth issues resolved
  • Loadout guns no longer sound like chicken sword and vice versa

As a fun side-note, community member lietu has been working on Throne2Speech, which sort of narrates your Nuclear Throne run using the new Thronebutt. It's still in beta, so it might not be perfect still. We're looking forward to what people create with the new stream key and Thronebutt integrations!
Nuclear Throne - Rami
It's been a while, but update 98 finally seems ready. While we've done lots of testing on this build over the last few weeks, do note that the changes to this build are 'deep' enough that we can't guarantee it's 100% stable. Over the next few weeks we'll work on update 99, which will fix any issues that come up as 98 rolls out.

Most of Update 98 is balancing and fixes to issues introduced in 97, but the biggest change is the re-introduction of the Thronebutt meta-leaderboards. Nuclear Throne now directly interfaces with the site, and that means you can keep track of your Daily and Weekly performance there.

Thanks for the patience, and let us know what you think!

    Features
  • Thronebutt.com integration!

    Balancing
  • Heavy Slugger Buff
  • Jungle flies now have a chance of dropping maggots
  • Lightning Crystals are now more aggressive
  • Ultra Bolt Damage Buff
  • Some minor Steroids changes (now starts with bullets, starting ammo increase)
  • Huge things can no longer be revived (bosses, etc.)

    Fixes
  • Fixed some retroactive achievements
  • Removed Daily/Weekly from DRM-Free builds
  • Coop fixes
  • IDPD Van Depth fixes
  • Several No Portal Bugs fixed
  • Less freeze frames on Ally death
  • Skeleton now loses mutations properly
  • Lightning can now escape certain levels
  • Mom attacks with toxic again
  • YV purgatory bug fixed
  • Lots of crashes fixed
  • Van infinite loop fixed

    Misc
  • Collision optimalisations
  • Lightning optimalisations
  • Melting scorchmarks depth issues resolved
  • Loadout guns no longer sound like chicken sword and vice versa

As a fun side-note, community member lietu has been working on Throne2Speech, which sort of narrates your Nuclear Throne run using the new Thronebutt. It's still in beta, so it might not be perfect still. We're looking forward to what people create with the new stream key and Thronebutt integrations!
Tomb Raider

Games confront us with failure all the time. It could be the famous YOU DIED message of Dark Souls, or the unfavourable scorecard at the end of a hard-fought round of Rocket League. In the heat of the moment calm Vulcan exteriors can crack. Curses are uttered. Innocent controllers are thrown out of windows. Things can get intense.

Some games induce rage more than others. A long game of Dota 2 squandered by one error will understandably leave some participants furious, but when we started writing about the games that made us quit in anger some surprises turned up. Even a serene adventure like The Vanishing of Ethan Carter or a strategy game like Civ can trigger a moment of total despair. Here is a collection of our ragequit stories. Share your own in the comments.

Rocket League and The Vanishing of Ethan Carter

Samuel Roberts

About ten years ago I used to break games, controllers and keyboards on a regular basis after losing at something (without going into it, losing my Ifrit card in Final Fantasy VIII s Triple Triad to the game s awful random rule ended up costing me 30). Then, in the last few years I thought I d mellowed out, sailing through much of my twenties with only a vanquished 360 controller (vanquished by my foot—I don t remember why) to show for it. Turns out, this was delusional and I m still furious all of the time. Usually when I m playing online.

Rocket League came out last year. I must ve reinstalled that game about five or six times after having bad games and deleting it from my Steam library, and it s always for the same reason—losing when I feel I didn t deserve to, either because my teammate was rubbish or because I was (usually the latter). The worst time was when I turned my computer off at the wall after, probably, an own goal. I am a tit. I m staying away from competitive games from now on, going back to my precious little bubble of mowing down NPCs in a bid to see the closing credits of story-based games because I m too much of a baby to compete with other humans. Wah! In a similar vein, I also wasn t massively keen on the time we lost an amateur match of Dota to a surprise team of experienced players, and my measured response was to never play Dota again.

I tend to have more moments of indescribable disappointment than ragequitting these days. This happened to me with The Vanishing of Ethan Carter, the first-person adventure released in 2014. I was enjoying the feeling of being in that world a lot, and while I loved a few of the individual, weirder moments I encountered in that world, I didn t really like the story that much at all. I wandered into a mine, went down some stairs and a monster walked up to me and killed me without any explanation. I turned it off, uninstalled it and went to bed. It s a very mellow form of ragequitting.

Now, I ve been told there s a very easy way to get past this bit by PC Gamer s Tony Ellis, and I don t doubt it. But there was something so crushing about this seemingly random death in a game about walking through an environment and absorbing story that I just had to leave it. I didn t play games for an entire month after. I m sure it s not just Ethan Carter s fault, but I found that moment so oddly depressing that I needed a month off from the entire medium. Still, I very much enjoyed the trees and the tense atmosphere, and maybe one day I ll go back and activate the simple solution for getting past that monster. And then I ll take another month off playing games.

Nuclear Throne

Wes Fenlon

A lot of things explode in Nuclear Throne. Barrels. The grenades and rockets you fire out of very dangerous weapons. Worm things. Frog things. Cars. I ve died many times in Nuclear Throne, often due to one type of explosive or another. Usually that death comes swiftly and unexpectedly, and I sigh or go UGH and start up another round. But sometimes that death is annoying enough to make me mash the ESC key until I m back on my desktop to cool off. And man, nothing in Nuclear Throne has managed to piss me off more than a stupid exploding car.

The cars are just environmental hazards to avoid or use to your advantage. Shoot em and they can take out a good chunk of enemies. Stand near them when bullets are incoming, and you might be blown up yourself. Got it? Easy to understand. I never took damage from an exploding car. Until. UNTIL. Until I cleared out a level and the portal to the next level appeared near me with a boom, as it always does. Near me also happened to be near a car. And when a portal appears near a car with a boom, that car explodes. And when you re near a car and it explodes, even as you re being dragged helplessly into the portal that whisks you away to the next level, you take damage. And, in my case, die. And, also in my case, mash the ESC key so hard it will forever fear the touch of an index finger.

Fuck you, portal. Fuck you, car.

I relaunched Nuclear Throne three minutes later.

Tomb Raider

Angus Morrison

I ragequit a series. One of my favourite series, in fact, but despite knowing that I burn with the self-righteous anger of a fanboy, I won t go back to Tomb Raider. Each time I post about an impending Rise of the Tomb Raider release I secretly wish that Microsoft s exclusivity deal had been that little bit more exclusive. I retreat to a dark corner so as to escape the vile glow of other people s excitement.

I tolerated the new Tomb Raider, for a time. The blocky climbing frame formula of the previous games was ancient after all, and the series was due for a refresh, but Crystal Dynamics refreshed it so hard it became something else, namely an over-earnest story about a psychotic, angst-ridden gap year.

The open, choose-your-own-route environments had a dash of brilliance about them, but on every clifftop was a platoon to be mown down while teen Lara warbled about Bastards! in a comically bad British accent. And the actress is British! I got so sick of shooting things and failing QTEs that I left the main story in search of what I was led to believe would be a tomb to raid: The Tomb of the Lost Adventurer. It was in the name. What I got was a lone physics puzzle, but as I was willing to try anything to relive Lara s glory days at that point, I gave it a crack anyway.

The lone physics puzzle bugged. The body of a crashed plane I had to topple to make a bridge just hung in the air devoid of support. The sole remnant of Tomb Raider s heritage as a puzzler was inexplicably borked. I m done.

Super Hexagon

James Davenport

Sometimes I wonder what it would take for a video game to kill a person. During my senior year of college, I found Super Hexagon. I dabbled with the mobile version between classes, but didn t get serious until I could sit across from 50 inches of warping, pulsing, spiraling shapes on an obscene TV via my PC. Games rarely hold my attention for more than their running length or the first few times I hit a difficulty wall. There are just too many other interesting games to try out, and I get anxious about missing something special.

Super Hexagon consumed me. I spent hours and hours trying to beat my friends high scores on every level, and eventually unlocked the final stage, Superhexagonest. At first, it seemed impossible to survive for 60 seconds, the requirement to win a given stage. During a weekend visit back home, I ignored my family for a day, working to hit that sweet 60. Hours of attempts didn t even net a close run. Sleep was difficult that night.

Immediately after waking up, I booted up the game, still not entirely conscious. It was magic. Like some kind of sleepyboy superhuman, I hit 45 seconds with ease and kept going. Suddenly aware of my nearly perfect run, I started to wake up. 55 seconds, still going. My hands start shaking. 57 seconds and the sweat rolls in. 58 and I nearly cry out. 59 and I fuck it. Without a word, I got dressed, packed up the dogs into the pickup and drove up Elk Ridge, a mountainous forested area ten miles out of town. I brought headphones and set Boards of Canada on shuffle. My dogs were excited for the impromptu walk, and started peeing on every tree and bush they could. This was something I could control, something I could win. So I peed on their pee until my place in our little hierarchy was made clear. We walked for a while, spooked a black bear, sat on a log, and then went home. I didn t touch Super Hexagon for months.

Spelunky

Chris Livingston

Not only is Spelunky the rare game that makes me ragequit, it s the only game that always makes me ragequit. I never finish on a high note: if I have a good run but die, I always play again to try to best it. If I have a terrible run, I keep playing until I have a better one, but then after that better run, as I said, I keep pushing until I have another terrible one. It doesn t help that I ve never once successfully beat the game, which means every single session has ended in disappointment or frustration. And we re talking about over a thousand sessions.

What s more frustrating is that the rage is directed at myself rather than the game, as my deaths are pretty much always caused by a mistake, a stupid risk, or an error brought on by trying to be overly cautious due to a previous mistake or stupid risk. Spelunky is harsh but generally fair: I ve learned how everything works so there are no real surprises. I love it, but stink at it, and the only way I see not ragequitting it is to beat it, which I just can t seem to do. I hate you, Spelunky. Never change.

Civilization V

Tyler Wilde

When I was a kid, a friend mercilessly pummeled me at Street Fighter 2 and then said I was a gaylord, so I threw the controller at him and power-walked out of his house. They called me sensitive back then. I don t really get too mad in competitive games anymore, though. I ve spit angry half-words at Rocket League teammates here and there, because what are they even doing, but I do it with my mic off, because I m not a jerk. I ve never left in the middle of a match, except once when my roommate started uploading a YouTube video and my ping went to hell and so I had to go throw the controller at him.

What really gets to me is Civilization V. When I ve got a sweet little empire going, and I m just about to realize my master blueprint of roads and port towns and cozy, defensible foothill settlements, some bastard like Alexander the Great rolls up to my capital with a bunch of siege engines. I ve been tinkering with trade routes and figuring a military can come later, trying to make a pretty civilization before a toothy one, and Alexander just has to pop in and kick over my sandcastle. I play this way almost every time, even though I know better. I probably Alt-F4 half the time I play Civ these days. I wonder if I wouldn t prefer to play without any other civilizations. Just me, alone, slowly covering the world with little buildings.

Dark Souls

Tom Senior

Ragequit moments are deliberately built into Dark Souls. As you push into a new location you steal souls from hollowed corpses that Alt-F4 d out of existence long ago. With each new difficulty spike Dark Souls dares you join them. It's clever, but it doesn't make me feel any better when things go wrong.

In fact, knowing this only makes me angry about my own anger. I'm playing right into their hands. When the Four Kings' homing purple missiles of hot bullshit one-shot me, a noise like a strangled moped emerges from my throat. I throttle my pad and grimace like a Sith lord on the bog. Sometimes I say "whyyyyyy" out loud. It is very undignified.

The burning fury in my soul can only be resolved by blaming things. I blame my ageing Xbox 360 controller, with its stunted insensitive shoulder bumpers. I blame FromSoft, for everything. I blame the laws of chance, for some reason, even though damage in Dark Souls is metered out through blows and counter-blows without need for dice rolls. I blame the bus-wide butt-cheeks of the Demon Firesage for blocking the camera during a deadly area-of-effect attack. Screw it all. Turn it off.

I ve had a stuttering relationship with Dark Souls, then. I was left so exhausted by the descent through Blight Town that I stopped playing for a few months. I put it down after attempting the opening section of Anor Londo, which has you running up and down buttresses under heavy arrow fire that knocks you to your death. But looking back, it was a broadly positive experience. Dark Souls infuriating moments are matched by euphoric highs. Even in the throes of agonising frustration, at least Dark Souls made me feel something. Few games put me through the emotional wringer in such a way.

Fuck the Bed of Chaos forever, though.

Nuclear Throne - Rami
First of all, thank you so, so much for your support during the launch of Nuclear Throne. We know things were unexpected, and we wish we would've been capable of communicating a bit more - but such is the nature of surprise announcements.

While we're not allowed to go into specifics due to legalities and the like, we can easily say that this was by far the most successful launch in the history of Vlambeer, and such an enormous part of that was all of you on social media.

It was also by far the biggest launch we ever did, and that does mean that we're learning as we go. We're super thankful for your patience, and we're going to continue updating the game to address some issues in terms of balance, fix some things that came up before the launch and some new things that came up after it, restore Daily/Weekly functionality, and polish just a tiny bit more.

We're going to switch things up a bit now that we've reached home from PSX, release status on the game, and update 97 in our long history of updates. We'll be lowering the frequency of updates and livestreams permanently, although we'll have more information on what happens on our Twitch channel in the future. For this update, we're introducing some balancing tweaks, a lot of crash and hang fixes and introducing Steam Cloud.

Update 97 should also address problems with OSX and Linux builds on certain configurations, and if everything went OK, nobody should ever have to touch options.ini again. We also learned to never make the default pause menu option 'Quit to Menu'. Sorry!

For next update, we're going to transition the Dailies and Weeklies over to new servers, hopefully restoring those to full function for the first time after the launch. Let us know if you run into any new bugs or problems.

    Balancing
  • A lot of tweaking to the enemies spawning on loop. Difficulty should increase throughout the areas a bit more and desert has been made slightly less ridiculous.
  • Enemy HP now increases less with loops.
  • Lil Hunter now spawns a second later, and looping decreases the spawn time less than it used to.
  • Lil Hunter's weaponry now gets more powerful with loops.
  • Hard mode now starts you out with slightly better weapons.
  • Tiny Gamma Guts nerf, prepared to change it back if this ruins it.
  • Energy Hammer now uses more ammo, spawns later, and deals more damage.
  • Guitar rate of fire has been slowed down a bit.
  • Energy Sword rate of fire has been slowed down a tiny bit.
  • Freak IDPD now has better guns with more spread.

    Fixes
  • Fixed bug that started game from loadout screen with gamepads.
  • Fixed crash on Daily/Weekly load.
  • Disabled 'G'-key that made gamepads unpredictable.
  • Fixed Guardian point_distance bug on death in palace.
  • Wrote better save corruption handling, should stop game from crashing on load.
  • Fixed additional VertexBufferHandler errors resulting in corrupted graphics.
  • Fixed Plant B skin unlock achievement not appearing when not looping.
  • Crown of Risk and Crown of Luck icons are no longer swapped in the loadout screen.
  • Fixed OSX game open crash on certain configurations.
  • Fixed Linux game open crash on certain configurations.
  • Fixed achievement bug with Plant's B-skin.

    Misc
  • Tutorial tweaks for gamepad support.
  • Default menu selection with gamepad is now 'continue' rather than 'menu'.
  • Improved Steam Cloud support.
  • Allow for D-Pad control on gamepads.
  • Smaller Save Icon.
  • Retroactive Steam Achievements for a number of achievements.
  • Certain secret weapons now adjust legacy values in old save files to prevent crashes.
Nuclear Throne - Rami
First of all, thank you so, so much for your support during the launch of Nuclear Throne. We know things were unexpected, and we wish we would've been capable of communicating a bit more - but such is the nature of surprise announcements.

While we're not allowed to go into specifics due to legalities and the like, we can easily say that this was by far the most successful launch in the history of Vlambeer, and such an enormous part of that was all of you on social media.

It was also by far the biggest launch we ever did, and that does mean that we're learning as we go. We're super thankful for your patience, and we're going to continue updating the game to address some issues in terms of balance, fix some things that came up before the launch and some new things that came up after it, restore Daily/Weekly functionality, and polish just a tiny bit more.

We're going to switch things up a bit now that we've reached home from PSX, release status on the game, and update 97 in our long history of updates. We'll be lowering the frequency of updates and livestreams permanently, although we'll have more information on what happens on our Twitch channel in the future. For this update, we're introducing some balancing tweaks, a lot of crash and hang fixes and introducing Steam Cloud.

Update 97 should also address problems with OSX and Linux builds on certain configurations, and if everything went OK, nobody should ever have to touch options.ini again. We also learned to never make the default pause menu option 'Quit to Menu'. Sorry!

For next update, we're going to transition the Dailies and Weeklies over to new servers, hopefully restoring those to full function for the first time after the launch. Let us know if you run into any new bugs or problems.

    Balancing
  • A lot of tweaking to the enemies spawning on loop. Difficulty should increase throughout the areas a bit more and desert has been made slightly less ridiculous.
  • Enemy HP now increases less with loops.
  • Lil Hunter now spawns a second later, and looping decreases the spawn time less than it used to.
  • Lil Hunter's weaponry now gets more powerful with loops.
  • Hard mode now starts you out with slightly better weapons.
  • Tiny Gamma Guts nerf, prepared to change it back if this ruins it.
  • Energy Hammer now uses more ammo, spawns later, and deals more damage.
  • Guitar rate of fire has been slowed down a bit.
  • Energy Sword rate of fire has been slowed down a tiny bit.
  • Freak IDPD now has better guns with more spread.

    Fixes
  • Fixed bug that started game from loadout screen with gamepads.
  • Fixed crash on Daily/Weekly load.
  • Disabled 'G'-key that made gamepads unpredictable.
  • Fixed Guardian point_distance bug on death in palace.
  • Wrote better save corruption handling, should stop game from crashing on load.
  • Fixed additional VertexBufferHandler errors resulting in corrupted graphics.
  • Fixed Plant B skin unlock achievement not appearing when not looping.
  • Crown of Risk and Crown of Luck icons are no longer swapped in the loadout screen.
  • Fixed OSX game open crash on certain configurations.
  • Fixed Linux game open crash on certain configurations.
  • Fixed achievement bug with Plant's B-skin.

    Misc
  • Tutorial tweaks for gamepad support.
  • Default menu selection with gamepad is now 'continue' rather than 'menu'.
  • Improved Steam Cloud support.
  • Allow for D-Pad control on gamepads.
  • Smaller Save Icon.
  • Retroactive Steam Achievements for a number of achievements.
  • Certain secret weapons now adjust legacy values in old save files to prevent crashes.
...