We're thrilled to announce we have even more merch available on the Devolver Digital store! Plushes, pins and now bullet kin shirts in men and women's sizes!
We're thrilled to announce we have even more merch available on the Devolver Digital store! Plushes, pins and now bullet kin shirts in men and women's sizes!
We greased up the proverbial elbows and managed to knock off a long list of bugs in Broforce. And probably created a whole new list of bugs in the process...but, you know, out with the old…
CHANGELOG
▪ Death Match and Versus Mode actually work now ▪ Brodowns no longer immediately end if there's a draw in Deathmatch ▪ Load times taking progressively longer in some instances has been improved ▪ Main menu lag improved ▪ Menu highlight height is now 25% shorter to fix the bleed ▪ Selecting "BACK" from the versus menu no longer locks the game ▪ Published offline campaigns can now be played via the custom campaign menu ▪ Campaigns with no title don’t mess up the offline campaign browser anymore ▪ "AREA LIBERATED" end mission text mask no longer looks pinched ▪ Option to force hard mode in custom levels added ▪ Input system rebuilt from scratch - should fix all XBone controller related issues, better binding, rumble added (XBox controllers only) ▪ General cinematics polish and improvements ▪ Bug preventing you from picking up ammo in CR 666 boss stage is fixed ▪ Brolander and Broden have been added to the credits background pic ▪ New and improved fireballs ▪ Ellen Ripbro’s unlimited specials bug is fixed ▪ Scaffolding (6) no longer hangs the game if no ceiling in the level ▪ Helicopter boss level with the crash/die bug has been fixed ▪ Fixed the bug preventing the final achievement from being unlocked on Iron Bro/Hard Mode ▪ Ash’s double chainsaw bug (whilst using melee and special) is fixed ▪ Corner avatar no longer bugs out after you die as Broveheart while using his special ▪ Brobocop special targeting attack bug (sometimes interrupting targeting) now fixed ▪ World Map black mist ▪ Night level lights wrong graphic fixed ▪ Assmouth should load correctly now ▪ Boneworms explode better now ▪ Mook Launcher boss difficulty tweaked (he’s harder to kill now) ▪ Iron Bro floating crates bug fixed ▪ Fixed dog howl (no longer sounds like hell beast)
NEW STEAM ACHIEVEMENTS!
(We’ll leave it to you to explore them)
▪ "Front row ticket to the gun show, baby" ▪ “You’re fired” ▪ “I’ll be back” ▪ "I must be on Broadway" ▪ “No ticket” ▪ "I didn't want to resort to violence, but I didn't have a choice"
WHO'S THAT BRO?
We have another update coming at you in the next few weeks, and without giving too much away, there might just be a new bro (or three). Who’s That Bro???
ADOPT A MOOK!
Adorable plushie suicide mooks will be available for purchase off Devolver’s online store in the next few days!
BROFORCE WINS GOLDEN TRAILER AWARD!
The glorious Ballad of Rambro trailer won the “Most Innovative Advertising for a Video Game Award” at the Golden Trailer Awards 2016! Huge congratulations to our benevolent publisher overlords Devolver Digital, video game trailer sorcerer Kert Gartner, and the man behind the music, Deon Van Heerden! (And, of course, America, for the endless inspiration)
We greased up the proverbial elbows and managed to knock off a long list of bugs in Broforce. And probably created a whole new list of bugs in the process...but, you know, out with the old…
CHANGELOG
▪ Death Match and Versus Mode actually work now ▪ Brodowns no longer immediately end if there's a draw in Deathmatch ▪ Load times taking progressively longer in some instances has been improved ▪ Main menu lag improved ▪ Menu highlight height is now 25% shorter to fix the bleed ▪ Selecting "BACK" from the versus menu no longer locks the game ▪ Published offline campaigns can now be played via the custom campaign menu ▪ Campaigns with no title don’t mess up the offline campaign browser anymore ▪ "AREA LIBERATED" end mission text mask no longer looks pinched ▪ Option to force hard mode in custom levels added ▪ Input system rebuilt from scratch - should fix all XBone controller related issues, better binding, rumble added (XBox controllers only) ▪ General cinematics polish and improvements ▪ Bug preventing you from picking up ammo in CR 666 boss stage is fixed ▪ Brolander and Broden have been added to the credits background pic ▪ New and improved fireballs ▪ Ellen Ripbro’s unlimited specials bug is fixed ▪ Scaffolding (6) no longer hangs the game if no ceiling in the level ▪ Helicopter boss level with the crash/die bug has been fixed ▪ Fixed the bug preventing the final achievement from being unlocked on Iron Bro/Hard Mode ▪ Ash’s double chainsaw bug (whilst using melee and special) is fixed ▪ Corner avatar no longer bugs out after you die as Broveheart while using his special ▪ Brobocop special targeting attack bug (sometimes interrupting targeting) now fixed ▪ World Map black mist ▪ Night level lights wrong graphic fixed ▪ Assmouth should load correctly now ▪ Boneworms explode better now ▪ Mook Launcher boss difficulty tweaked (he’s harder to kill now) ▪ Iron Bro floating crates bug fixed ▪ Fixed dog howl (no longer sounds like hell beast)
NEW STEAM ACHIEVEMENTS!
(We’ll leave it to you to explore them)
▪ "Front row ticket to the gun show, baby" ▪ “You’re fired” ▪ “I’ll be back” ▪ "I must be on Broadway" ▪ “No ticket” ▪ "I didn't want to resort to violence, but I didn't have a choice"
WHO'S THAT BRO?
We have another update coming at you in the next few weeks, and without giving too much away, there might just be a new bro (or three). Who’s That Bro???
ADOPT A MOOK!
Adorable plushie suicide mooks will be available for purchase off Devolver’s online store in the next few days!
BROFORCE WINS GOLDEN TRAILER AWARD!
The glorious Ballad of Rambro trailer won the “Most Innovative Advertising for a Video Game Award” at the Golden Trailer Awards 2016! Huge congratulations to our benevolent publisher overlords Devolver Digital, video game trailer sorcerer Kert Gartner, and the man behind the music, Deon Van Heerden! (And, of course, America, for the endless inspiration)
We have a fairly big update today that should address a number of the issues that have been reported to us through Steam, Reddit and our bug reporting tool. Our top priority right now is addressing the crash issues that have been reported, though the move to 64-bit on Windows and some of the memory related updates in this patch may help alleviate these issues for now.
If you encounter an error during dungeon generation (either a crash or an infinitely generating dungeon), please send us your logs as detailed in this post. This is extremely helpful to us for tracking down these issues!
Patch 1.0.9
- Added a new version for 64-bit Windows (should be automatically downloaded by Steam) - Fixed a bug which could cause level generation to hang indefinitely - Mimics no longer teleport when re-entering their room, and can now follow you out of reward rooms - Explosions can no longer hit players through walls - Fixed a bug which could cause you to get stuck in a conversation if the shopkeeper teleported away while you were talking to him - The Compass now works in Bullet Hell - Fixed input issues when using the left stick in the slow motion gun select mode - Added an option to allow unknown controllers, and to restrict XInput and non-XInput controllers (see this post for details) - Improved the feel of using the left stick to navigate menu options - Reduced memory usage of lights and the Ammonomicon (may help with memory related crashes) - Angering the main shopkeeper will no longer cause other shop types to have no inventory - The dog will no longer damage the portable turret on contact - Projectile traps are now affected by the Aged Bell - Fixed an issue where sharks from the Compressed Air Tank couldn't hit bosses that exist in pits (e.g. DraGun, <Redacted>) - Fixed an issue where Table Tech Sight (and similar items) combined poorly with shotguns and similar weapons - Fixed an issue where some players couldn't retry the tutorial - Fixed a bug caused by dying to flames while holding the Clone item - Changing characters in the Breach after purchasing a round of Blessed Gun mode no longer breaks the mode - Gatling Gull's melee attack no longer ignores the Ethereal state - Fixed a bug which caused some rooms to spawn with no enemies if the player is cursed - Young Beholsters spawned by the Eye of the Beholster will no longer attack <REDACTED> (secret character unlock) - Fixed an issue which could cause players to get stuck in a conversation with the Cop when he dies - Receiving the Gunsling King reward now immediately increments your number of wins (it's no longer necessary to speak directly to the King afterward) - Fixed a bug where some table tech effects would persist forever if you dropped the item while they were active - Homing bullets caught by the Red Wizard now behave correctly - Fixed a bug where the first attack of the DraGun's second phase could be skipped - Fixed an exploit where the DraGun fight could be cheesed with flight items - Damaging companions no longer restores the player's active item cooldowns - Fixed an exploit where players could hide in boss doors that spawned to the north of boss rooms - Shotgun Full of Love no longer takes 2 ammo per shot - Fixed a problem with the Gunknight Armor set when used by the Marine - Fixed the death animation for the Gunknight Armor set - Fixed a UI bug which could prevent ammo for displaying for Mahoguny - Fixed some Fast Scaling visual bugs (Jammed effect on projectiles now shows, fixed some issues with boss transitions) - Fixed some string issues in several translated lines of dialogue (heart symbols, wavy text for the Ledge Goblin) - Fixed some animation issues when <REDACTED> (secret character) has a flight item - Left click will now always work in menus, even if the default keyboard shoot button has been rebound - Fixed a bug caused by using an escape rope while riding in a mine cart - Added an option to turn off "look in movement direction" behavior (see this post for details) - Added a workaround for those who earned Lead God but did not unlock the Super Hot Watch (see this post for details)
We have a fairly big update today that should address a number of the issues that have been reported to us through Steam, Reddit and our bug reporting tool. Our top priority right now is addressing the crash issues that have been reported, though the move to 64-bit on Windows and some of the memory related updates in this patch may help alleviate these issues for now.
If you encounter an error during dungeon generation (either a crash or an infinitely generating dungeon), please send us your logs as detailed in this post. This is extremely helpful to us for tracking down these issues!
Patch 1.0.9
- Added a new version for 64-bit Windows (should be automatically downloaded by Steam) - Fixed a bug which could cause level generation to hang indefinitely - Mimics no longer teleport when re-entering their room, and can now follow you out of reward rooms - Explosions can no longer hit players through walls - Fixed a bug which could cause you to get stuck in a conversation if the shopkeeper teleported away while you were talking to him - The Compass now works in Bullet Hell - Fixed input issues when using the left stick in the slow motion gun select mode - Added an option to allow unknown controllers, and to restrict XInput and non-XInput controllers (see this post for details) - Improved the feel of using the left stick to navigate menu options - Reduced memory usage of lights and the Ammonomicon (may help with memory related crashes) - Angering the main shopkeeper will no longer cause other shop types to have no inventory - The dog will no longer damage the portable turret on contact - Projectile traps are now affected by the Aged Bell - Fixed an issue where sharks from the Compressed Air Tank couldn't hit bosses that exist in pits (e.g. DraGun, <Redacted>) - Fixed an issue where Table Tech Sight (and similar items) combined poorly with shotguns and similar weapons - Fixed an issue where some players couldn't retry the tutorial - Fixed a bug caused by dying to flames while holding the Clone item - Changing characters in the Breach after purchasing a round of Blessed Gun mode no longer breaks the mode - Gatling Gull's melee attack no longer ignores the Ethereal state - Fixed a bug which caused some rooms to spawn with no enemies if the player is cursed - Young Beholsters spawned by the Eye of the Beholster will no longer attack <REDACTED> (secret character unlock) - Fixed an issue which could cause players to get stuck in a conversation with the Cop when he dies - Receiving the Gunsling King reward now immediately increments your number of wins (it's no longer necessary to speak directly to the King afterward) - Fixed a bug where some table tech effects would persist forever if you dropped the item while they were active - Homing bullets caught by the Red Wizard now behave correctly - Fixed a bug where the first attack of the DraGun's second phase could be skipped - Fixed an exploit where the DraGun fight could be cheesed with flight items - Damaging companions no longer restores the player's active item cooldowns - Fixed an exploit where players could hide in boss doors that spawned to the north of boss rooms - Shotgun Full of Love no longer takes 2 ammo per shot - Fixed a problem with the Gunknight Armor set when used by the Marine - Fixed the death animation for the Gunknight Armor set - Fixed a UI bug which could prevent ammo for displaying for Mahoguny - Fixed some Fast Scaling visual bugs (Jammed effect on projectiles now shows, fixed some issues with boss transitions) - Fixed some string issues in several translated lines of dialogue (heart symbols, wavy text for the Ledge Goblin) - Fixed some animation issues when <REDACTED> (secret character) has a flight item - Left click will now always work in menus, even if the default keyboard shoot button has been rebound - Fixed a bug caused by using an escape rope while riding in a mine cart - Added an option to turn off "look in movement direction" behavior (see this post for details) - Added a workaround for those who earned Lead God but did not unlock the Super Hot Watch (see this post for details)
We're pushing an update today for the "public_beta" branch to test some input fixes we've been working on. All of these issues are difficult to reproduce with the hardware we have, so we're making this available in the hopes it can help some of the people affected and so we can get feedback from them on these fixes. If you're interested in joining the public_beta, you can opt in from Steam by going to Enter the Gungeon > Properties > Betas and selecting "beta_public" from the drop down).
These fixes need to be enabled with launch parameters for now; you can set these by going to Enter the Gungeon > General > Set Launch Options... and adding the appropriate parameter below.
This update also includes a fix for the slow motion gun select menu when holding Triangle/Y; the last patch broke gun selection using the left stick in this mode, which should now be fixed.
Controller randomly dropping inputs (left stick may still function)
This problem is caused by a controller that is reporting as XInput AND DirectInput, and the game is trying to switch between the two on the fly which is causing dropped inputs. Try adding "-xinputonly" (without the quotes) to the launch options, which will force the game to only auto switch to XInput devices.
Alternatively, you can try "-noxinput" to default to the DirectInput version (however DirectX is usually preferable since it handles multiple controllers more gracefully and supports vibration).
Controller not recognized / Can't bind controls
Try adding "-allowUnknownControllers" (without the quotes) to the launch options, which should allow any device to be used in the Controller bind screen. This is still somewhat experimental, but works enough that I was playing Gungeon today with a traditional joystick (which I don't recommend!).
Some other minor control changes
There are two other small control tweaks included in this beta, but there aren't menu options available for them yet. If you'd like to try them, you can manually change the values in your options file. Options files are located in the same directory as save files:
Windows: %USERPROFILE%/AppData/LocalLow/Dodge Roll/Enter the Gungeon OSX: ~/Library/Application Support/Dodge Roll/Enter the Gungeon Linux: ~/.config/unity3d/Dodge Roll/Enter the Gungeon
And will be called something like "SlotA.options". You can open this file with a text editor and change the following values:
"mouseAimLook": true,
Set this to false if you'd like to disable the camera motion caused by mouse movement. This will make the view behavior just like it would when using a controller, but you can still use your mouse cursor to aim.
"autofaceMovementDirection": true,
The default player facing direction for controllers is to face the direction the player is walking if the right stick isn't being held in a direction. Set this to false to disable this behavior.
We're pushing an update today for the "public_beta" branch to test some input fixes we've been working on. All of these issues are difficult to reproduce with the hardware we have, so we're making this available in the hopes it can help some of the people affected and so we can get feedback from them on these fixes. If you're interested in joining the public_beta, you can opt in from Steam by going to Enter the Gungeon > Properties > Betas and selecting "beta_public" from the drop down).
These fixes need to be enabled with launch parameters for now; you can set these by going to Enter the Gungeon > General > Set Launch Options... and adding the appropriate parameter below.
This update also includes a fix for the slow motion gun select menu when holding Triangle/Y; the last patch broke gun selection using the left stick in this mode, which should now be fixed.
Controller randomly dropping inputs (left stick may still function)
This problem is caused by a controller that is reporting as XInput AND DirectInput, and the game is trying to switch between the two on the fly which is causing dropped inputs. Try adding "-xinputonly" (without the quotes) to the launch options, which will force the game to only auto switch to XInput devices.
Alternatively, you can try "-noxinput" to default to the DirectInput version (however DirectX is usually preferable since it handles multiple controllers more gracefully and supports vibration).
Controller not recognized / Can't bind controls
Try adding "-allowUnknownControllers" (without the quotes) to the launch options, which should allow any device to be used in the Controller bind screen. This is still somewhat experimental, but works enough that I was playing Gungeon today with a traditional joystick (which I don't recommend!).
Some other minor control changes
There are two other small control tweaks included in this beta, but there aren't menu options available for them yet. If you'd like to try them, you can manually change the values in your options file. Options files are located in the same directory as save files:
Windows: %USERPROFILE%/AppData/LocalLow/Dodge Roll/Enter the Gungeon OSX: ~/Library/Application Support/Dodge Roll/Enter the Gungeon Linux: ~/.config/unity3d/Dodge Roll/Enter the Gungeon
And will be called something like "SlotA.options". You can open this file with a text editor and change the following values:
"mouseAimLook": true,
Set this to false if you'd like to disable the camera motion caused by mouse movement. This will make the view behavior just like it would when using a controller, but you can still use your mouse cursor to aim.
"autofaceMovementDirection": true,
The default player facing direction for controllers is to face the direction the player is walking if the right stick isn't being held in a direction. Set this to false to disable this behavior.