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 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.
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
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