Enter the Gungeon - Rubel
Hey everyone,

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.
Enter the Gungeon - Rubel
Hey everyone,

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.
May 6, 2016
Enter the Gungeon - Haruspex
We just updated 1.0.8 with a small change to address three problems with Fast Scaling mode:

(1) Couldn't select by moving cursor to the right
(2) Wouldn't persist across floors
(3) Fast scaling could cause a problem with the death screen.

Thanks for understanding and the fast feedback!
May 6, 2016
Enter the Gungeon - Haruspex
We just updated 1.0.8 with a small change to address three problems with Fast Scaling mode:

(1) Couldn't select by moving cursor to the right
(2) Wouldn't persist across floors
(3) Fast scaling could cause a problem with the death screen.

Thanks for understanding and the fast feedback!
May 6, 2016
Enter the Gungeon - Rubel
Hey everyone,

Pretty big patch today! The biggest change included is a fix for a bug which was preventing ammo crates from spawning for players using the starting guns heavily (thanks /u/asymptotical, /u/Zatherz, and /u/RatchetHero for helping find this!). The problem was with how room clear rewards are calculated, which occurs the moment you kill the last enemy in a room; typically you get a chance at a normal room clear reward (which can be a chest, heart, armor, ammo, etc), and a second chance specifically for an ammo drop. Due to this bug, that separate ammo drop roll wasn't happening if the player was holding an infinite ammo gun... In other words, using starting guns decreased the chance for ammo crates to spawn considerably! Hopefully this fix addresses the issues some have been having with ammo, though we'll continue to watch drop rates over time.

In addition, we added a new scaling mode in the graphics settings called Fast Scaling. This mode is only slightly different from Uniform Scaling, but should perform substantially better on GPU-limited systems. If you've tried to play in Uniform Scaling mode but couldn't due to performance, try Fast Scaling out! Please report any issues with Fast Scaling mode to bugreports@dodgeroll.com.

Patch Notes
Fixed a bug where holding an infinite ammo gun when the last enemy in a room is killed prevented normal ammo crates from spawning
Water drums will now always spawn in the <REDACTED> room if you've used them before
Sticky crossbow bolts will no longer damage players when detonated
Enemies now immediately drop currency when transmogrified
Orbital items will no longer shoot <REDACTED> (secret character unlock)
Improved performance of the Pilot's past considerably
Fixed a dungeon generation bug where short hallways could intersect with other rooms
Fixed a bug where transitioning levels while in a conversation would break player movement (e.g. boss rush elevator)
Updated input code handling in an effort to resolve multiple controller bugs
Added the option to display an aim cursor while using a controller
Coolness's cooldown reduction is now capped at 50%
Fixed an exploit where some guns could be fired extremely quickly by switching weapons between shots (e.g. the sword Blashphemy)
Killing mimics in reward rooms no longer has a chance to spawn room clear rewards
The balloon can no longer attach to dogs or other companions
Improved one method of traversing the giant pit in the fourth Chamber
Improved bee performance
The end-of-floor elevator will now come even if the player is stealthed
Discount items will now work correctly when acquired by the coop player
Changing items while using the grappling hook no longer breaks player movement
The Dog item is no longer invisible when popping out of chests
Added a faster uniform scaling graphics option (Fast Scaling)
Fixed a visual bug with the Lost Adventurer's movement
Fixed a text issue which displayed "%META_CURRENCY" in some languages
Fixed a bug which could cause the pause menu to display incorrectly when returning to the Breach
Fixed multiple bugs caused by dying while inside a minecart
Fixed a visual bug which could cause the Bullet King to show up as two thrones
Fixed a problem with the Shopkeeper's dialogue when players enter/leave the shop
Fixed a typo in the Ammonomicon for the BSG
Fixed a bug where the Gunsling King could keep adding icons to your minimap
Glitch chests can no longer spawn in the tutorial
Players can no longer open the gun select menu while the full map is shown
Fixed an issue where specific combinations of guns could double all gun capacity
May 6, 2016
Enter the Gungeon - Rubel
Hey everyone,

Pretty big patch today! The biggest change included is a fix for a bug which was preventing ammo crates from spawning for players using the starting guns heavily (thanks /u/asymptotical, /u/Zatherz, and /u/RatchetHero for helping find this!). The problem was with how room clear rewards are calculated, which occurs the moment you kill the last enemy in a room; typically you get a chance at a normal room clear reward (which can be a chest, heart, armor, ammo, etc), and a second chance specifically for an ammo drop. Due to this bug, that separate ammo drop roll wasn't happening if the player was holding an infinite ammo gun... In other words, using starting guns decreased the chance for ammo crates to spawn considerably! Hopefully this fix addresses the issues some have been having with ammo, though we'll continue to watch drop rates over time.

In addition, we added a new scaling mode in the graphics settings called Fast Scaling. This mode is only slightly different from Uniform Scaling, but should perform substantially better on GPU-limited systems. If you've tried to play in Uniform Scaling mode but couldn't due to performance, try Fast Scaling out! Please report any issues with Fast Scaling mode to bugreports@dodgeroll.com.

Patch Notes
Fixed a bug where holding an infinite ammo gun when the last enemy in a room is killed prevented normal ammo crates from spawning
Water drums will now always spawn in the <REDACTED> room if you've used them before
Sticky crossbow bolts will no longer damage players when detonated
Enemies now immediately drop currency when transmogrified
Orbital items will no longer shoot <REDACTED> (secret character unlock)
Improved performance of the Pilot's past considerably
Fixed a dungeon generation bug where short hallways could intersect with other rooms
Fixed a bug where transitioning levels while in a conversation would break player movement (e.g. boss rush elevator)
Updated input code handling in an effort to resolve multiple controller bugs
Added the option to display an aim cursor while using a controller
Coolness's cooldown reduction is now capped at 50%
Fixed an exploit where some guns could be fired extremely quickly by switching weapons between shots (e.g. the sword Blashphemy)
Killing mimics in reward rooms no longer has a chance to spawn room clear rewards
The balloon can no longer attach to dogs or other companions
Improved one method of traversing the giant pit in the fourth Chamber
Improved bee performance
The end-of-floor elevator will now come even if the player is stealthed
Discount items will now work correctly when acquired by the coop player
Changing items while using the grappling hook no longer breaks player movement
The Dog item is no longer invisible when popping out of chests
Added a faster uniform scaling graphics option (Fast Scaling)
Fixed a visual bug with the Lost Adventurer's movement
Fixed a text issue which displayed "%META_CURRENCY" in some languages
Fixed a bug which could cause the pause menu to display incorrectly when returning to the Breach
Fixed multiple bugs caused by dying while inside a minecart
Fixed a visual bug which could cause the Bullet King to show up as two thrones
Fixed a problem with the Shopkeeper's dialogue when players enter/leave the shop
Fixed a typo in the Ammonomicon for the BSG
Fixed a bug where the Gunsling King could keep adding icons to your minimap
Glitch chests can no longer spawn in the tutorial
Players can no longer open the gun select menu while the full map is shown
Fixed an issue where specific combinations of guns could double all gun capacity
Apr 27, 2016
Enter the Gungeon - Rubel
Added a new gun inspired by our trip to PAX East, the Poxcannon
Collecting Master Rounds with the <REDACTED> (secret character) now gives 1 armor instead of nothing
Fixed an issue which could cause hangs during dungeon generation
The High Priest's wall bullets will no longer spawn on top of players
Companions will no longer shoot <REDACTED> (secret character unlock)
Players can no longer take contact damage while using the Ring of Ethereal Form and Potion of Lead Skin
Fixed an issue which could prevent the Gun Soul from dropping
Transmogrified enemies will now correctly drop currency
Fixed an issue where some summoned enemies were dropping currency
Fixed an issue where players could get stuck in the door when skipping the Door Lord intro
Dying in the Pilot's past now properly unlocks the Time Paradox achievement
Keyboard bindings are now use for Player 2 as well
Mimics can no longer be transmogrified
Added a fourth save slot (Slot D)
Fixed an issue where the Super Hot Watch and the Bloody Scarf interacted to pause the game for long periods of time
The Clone item will now work properly in Boss Rush mode
Fixed an issue involving turrets and the Rolling Eye
Fixed a rare issue where angering the shopkeeper in coop could result in both players being locked out of an active room
Apr 27, 2016
Enter the Gungeon - Rubel
Added a new gun inspired by our trip to PAX East, the Poxcannon
Collecting Master Rounds with the <REDACTED> (secret character) now gives 1 armor instead of nothing
Fixed an issue which could cause hangs during dungeon generation
The High Priest's wall bullets will no longer spawn on top of players
Companions will no longer shoot <REDACTED> (secret character unlock)
Players can no longer take contact damage while using the Ring of Ethereal Form and Potion of Lead Skin
Fixed an issue which could prevent the Gun Soul from dropping
Transmogrified enemies will now correctly drop currency
Fixed an issue where some summoned enemies were dropping currency
Fixed an issue where players could get stuck in the door when skipping the Door Lord intro
Dying in the Pilot's past now properly unlocks the Time Paradox achievement
Keyboard bindings are now use for Player 2 as well
Mimics can no longer be transmogrified
Added a fourth save slot (Slot D)
Fixed an issue where the Super Hot Watch and the Bloody Scarf interacted to pause the game for long periods of time
The Clone item will now work properly in Boss Rush mode
Fixed an issue involving turrets and the Rolling Eye
Fixed a rare issue where angering the shopkeeper in coop could result in both players being locked out of an active room
Apr 19, 2016
Enter the Gungeon - Rubel
Teleporters will no longer spawn in the way of traps (rolling logs or projectile traps)
Performance improvements for the Forge
The Lead God acheivement now correctly unlocks the Super Hot Watch
Map zoom level will no longer reset each floor
Fixed an issue where enemies could spawn inside of sarcophagi
Fixed a problem where homing modifiers would cause genade launcher rounds to angle away from targets
Chests and health pickups now have more descriptive icons on the map
Decreased the quality of the Chaos Ammolet (will spawn more often in lower level chests and less often in black chests)
Pushing a table into another room will no longer cause it to become invisible
Fixed an issue with reflected bullet directions for some enemy projectiles
Fixed an issue where the Kill Pillars could be injured from blanks fired in adjacent rooms
Fixed an issue where the electric guitar would fire extremely quickly if you left an amp on the previous floor
Blizzbulons that die in pits will no longer reappear when you reenter the room
Homing modifiers will no longer allow the Black Hole Gun projectiles to live forever
Fixed a visual bug that occurs when completing <REDACTED> (final secret floor)
Players can no longer get stuck on Trorc's (truck merchant's) display in the Breach
The cop will no longer immediately die if acquired in the Forge
Gun selection hotkeys on the keyboard now only affect the player using the keyboard (in coop)
Apr 19, 2016
Enter the Gungeon - Rubel
Teleporters will no longer spawn in the way of traps (rolling logs or projectile traps)
Performance improvements for the Forge
The Lead God acheivement now correctly unlocks the Super Hot Watch
Map zoom level will no longer reset each floor
Fixed an issue where enemies could spawn inside of sarcophagi
Fixed a problem where homing modifiers would cause genade launcher rounds to angle away from targets
Chests and health pickups now have more descriptive icons on the map
Decreased the quality of the Chaos Ammolet (will spawn more often in lower level chests and less often in black chests)
Pushing a table into another room will no longer cause it to become invisible
Fixed an issue with reflected bullet directions for some enemy projectiles
Fixed an issue where the Kill Pillars could be injured from blanks fired in adjacent rooms
Fixed an issue where the electric guitar would fire extremely quickly if you left an amp on the previous floor
Blizzbulons that die in pits will no longer reappear when you reenter the room
Homing modifiers will no longer allow the Black Hole Gun projectiles to live forever
Fixed a visual bug that occurs when completing <REDACTED> (final secret floor)
Players can no longer get stuck on Trorc's (truck merchant's) display in the Breach
The cop will no longer immediately die if acquired in the Forge
Gun selection hotkeys on the keyboard now only affect the player using the keyboard (in coop)
...