The Test Server is currently only available for the EU server, early next week we will add the other regions. Thank you for understanding.
Thank you for testing Update 1.1! Please let us know how you feel about the changes.
UI Improvements – The UI gets some love with a few improvements such as the highly requested Stay-In-Lobby feature, new Roster Equipment list and more, improved filter options. Further details below.
New Equipment – A brand new consumable, the Choke Bomb, and a deadly weapon variant, the Bornheim No. 3 Match, has been added to the game.
New Legendary Content – 3 new Legendary weapons and 2 Legendary Hunters arrived with update 1.1!
UI Improvements
Stay-in-Lobby Feature
Persistent party option to remain grouped with your invited friends after the end of a mission.
Quality of life improvement to reduce the overhead of having to resend party invites between missions.
New Roster Equipment List
Replaced the previous grid system for displaying equipment.
Instead, all weapons, tools and consumables are now shown in an improved list format to provide easier management and better overall overview.
Variants, Legendaries, contraband and items of different levels of dirtiness are grouped under the respective main weapon in the list.
More Filter Options
The menu remembers active filters now.
Added new filter to only show Legendary or common equipment in the Roster.
Added new filter to only show currently owned equipment in the Store.
New Equipment
Choke Bomb
New throwable consumable item that produces a small cloud of gas choking out all sources of fire.
It explodes with a large initial blast followed with a smaller lingering area effect that lasts for 30 seconds.
Extinguishes burning downed players.
Any fire-based weapons and explosives will go out immediately when thrown into the active gas cloud.
Any flammable barrels, lanterns or oil spills will not ignite as long as the cloud remains around them.
It can be used to kill Immolators and put out burning weapons carried by other monsters.
Hunters will start coughing for a moment when inhaling the gas.
Developer Note: The Choke Bomb is a new piece of equipment that has been long sought after by our community. It provides a hard counter to enemies setting your downed team-mate on fire. However, to avoid reducing it to this specific situation only, we wanted it to be a full sandbox item, providing multiple use cases and opportunities for players to come up with unique tactics around it. This is the first iteration of this item and we have some plans to improve it further in future updates. The Choke Bomb is not meant as a silver bullet and its effectiveness is still heavily situation dependant. There will still be moments where even this powerful new item is not able to save your partner without you risking getting close to that shotgun or Bomb Lance hiding around the corner. We believe this is a step in the right direction and would like to hear what you think!
Bornheim No.3 Match
New variant of the Bornheim No.3 semi-automatic pistol, intended for sporting usage.
Features a stock and a longer barrel to provide better accuracy, range, and handling.
Takes a medium weapon slot in the inventory.
New Legendary Content
Sins of the Son
Legendary Romero 77 Hatchet
Cruelly blooded, patricide marked the first of many cursed rites carried out in no name by this Romero, in the hands of Glanton.
Southern Belle
Legendary Romero 77
Understated in elegance, this Romero 77 will stick by you through thick and thin.
Last Gust (DLC, cannot be purchased during the Test period)
Legendary Winfield M1873 Swift
A faithful companion throughout an illustrious career, Alison's Winfield was reliable to the end and a constant, comforting reminder of the home she left behind when she traveled to Louisiana.
Phantom (DLC, cannot be purchased during the Test period)
Gus Leroux: A former lawyer with a penchant for violence, this theatrical Hunter covers his scarred visage with a mask--not because he is ashamed of the injuries beneath, but because it terrifies his opponents.
Llorona’s Heir (DLC, cannot be purchased during the Test period)
Much like the legend whose name she uses, Llorana earned her fearsome reputation by drowning her victims and haunting her enemies. Like a shade, she is fast and subtle, with both gun and knife.
AI
Water Devil will no longer respawn at the same position, making farming them for XP less convenient.
Hellhounds now go to combat more effectively (they would often pause to howl again mid-charge).
Improvements to Hellhounds' perception.
Leeches wandering into static fireplaces no longer triggers the Meathead when they die. (fire spawned by players still does!)
Gunplay
Bornheim No.3 logic improvements:
The weapon can now load an extra round into the chamber, increasing its total magazine capacity.
Animations and handling (i.e. for Bulletgrubber trait) have been adjusted respectively.
This affects all three variants of the Bornheim pistol (Basic, Extended and the new Match variants).
Increased throwing range for the Hive Bomb (now matching that of the Dynamite Stick and Fire Bomb).
Cleaned up a small number of weapon stats in the menu to provide better comparison between selected items.
Hunter
Added optional auto-move feature for Controller that can be enabled in the options:
Double-tapping sprint now keeps your Hunter walking forward until further movement of the controller stick.
Tapping sprint right after will keep on sprinting forward until further movement of the controller stick.
The icons of downed team-mates and dropped bounty tokens become more transparent the closer they are to the center of the screen so they are less distracting in combat.
Meta
Water Devil XP restored from 2 to 20 XP (now that the respawn exploit has been fixed)
Added Romero 77 Hatchet "Sins of the Son" - 300 Blood Bonds
New Special Legendary Weapon available as premium DLC:
Added Winfield M1873 Swift "Last Gust"
New Legendary Hunters available as premium DLC:
Added "The Phantom"
Added "Llorona's Heir”
Bounty Hunt
Increased mission extraction countdown timer from 20 to 30 seconds.
UI
The region (i.e. Europe) where the server is located is now displayed when connecting to it, to better indicate whenever a session uses a secondary region the player has selected.
Developer Note: Please note that choosing a secondary region is not mandatory and will work best for those players that have a good connection to both their primary and secondary regions! We advise observing your ping times to these regions in-game when connecting the first time to figure out the best constellation for you!
All Store items are now sorted in a standardized 3x3 grid across the weapons, legendary weapons, tools and consumables categories.
All item grids and lists can now be navigated fully via the DPAD when using a controller.
Cleaned up the details for selected equipment in the Roster and Store tabs.
World
Smaller tweaks and updates made to various parts of Stillwater Bayou and Lawson Delta maps to improve navigation and fix clipping issues.
Added additional ladders to Catfish Groove to allow access to the roof and the big stack of wood logs.
Added the option to enter through the top floor window of the small side barn on the north-west side of Darrow Livestock.
Closed a couple of easy-to-exploit gaps between wood planks on building walls.
Adjusted the height of several fences to allow players to better see and shoot through the gaps.
Store
New weapon added: Bornheim No.3 Match: $134 (variant unlock)
New consumable added: Choke Bomb: $25 (unlocks at Rank 11)
Localization
Reintroduced Polish language with improved quality.
Reintroduced Turkish language with improved quality.
General quality improvements across all languages.
Stability / Performance
General improvements of AI costs on the server.
Fixed an issue where letters were flickering for the simplified Chinese language in the Book of Weapons and Book of Monsters (like in a horror movie).
Fixed a bug that allowed players to prestige while matchmaking.
Fixed a bug where searching for 'Uppercut' in the Legendary Weapons section in the Store tab didn't show the 'Rancor'.
Fixed a bug where the price for Soul Survivors inconsistently sometimes showed 'free' or 0 Hunt dollars.
Fixed an issue where Bounty Token tally-mark icons sometimes remained visible (in red) on boss icons in the top-left corner, despite all Bounty having been extracted
Fixed a bug where scrolling in the 3D weapon viewer also performed scrolling in the store menu.
Fixed a bug where double-clicking on a Contraband item would unintentionally buy a new fresh version of the same item.
Fixed a bug where the small indicator for new unlocks disappeared after clicking on the item subtab and not on the actual item itself.
Fixed an occasional crash on the server that could happen during mission loading.
Fixed a bug where weapons couldn't be unequipped while a filter without the equipped weapon was active.
Fixed a minor display error when having less than six traits equipped.
Fixed an issue where sometimes there were no reward banner pop-ups for completed mastery unlocks or challenges.
Fixed an issue where the audio input device field cut long names too early, making it hard or impossible to identify the correct device in some cases.
Fixed a bug where selecting gear via D-Pad LEFT and D-Pad RIGHT in quick succession caused issues.
Fixed a bug where the confirmation prompt did not get displayed when accepting a Steam invitation during a mission.
Fixed an issue where players could temporarily get stuck on the 'invite in progress' screen.
Various fixes for edge cases that could result in bosses getting stuck mid-fight.
Stability / Performance
Players sometimes experience desyncs / rubberbanding issues during gameplay.
Client might crash when quitting the game.
Gameplay
For the improbable case when a player gets killed by the choke bomb’s damage (1), the death screen doesn't show the correct source just yet.
Stopping the burning of a downed hunter with a choke bomb makes looting impossible.
Sometimes weapons can drop on top of each other making it hard to loot the correct one.
If there's only one bullet left in the Bornheim, reloading with Bulletgrubber trait doesn't save it.
In rare cases weapons can get stuck in a reload loop for a few seconds.
Sometimes tools or consumables can float in the world.
UI
Teams of three opt in can sometimes be changed in random teams - this should not be possible.
It may happen that the underdog bonus is displayed when in a trio.
The region that is displayed in the "Match Found" banner takes a few seconds to update to the correct region name. (only valid after region was switched)
Visual / Audio
Coat for legendary hunter 'The phantom' clips inside the chest in the menu.
In rare cases players might encounter objects with wrong/purple shading.
In rare cases clients might experience render issues when other players extract from the map.
Just like the title says, I'm very glad to announce that the prerelease for Version 1.0 is now live on the Beta branch! The branch itself is open, so all you need to do is right-click the game on Steam, click "Properties", click the "Betas" tab, and finally on the drop down click "beta". That's all! Once you close the menu it should automatically start the download for the prerelase!
Note that there might be a path issue. If you attempt to launch the game but get an error that says "An error occurred while updating The Labyrinth (missing executable)", you'll have to change the game file locations.
To do this, right-click the game on Steam, click "Properties", click the "Local Files" tab, then click "Browse local files". Check the file directory up top and see if looks like the picture below:
If it does then all you have to do is go into the "TheLabyrinth" folder, copy the game files, and go back to the parent folder, and paste all the game files there. You can then delete the "TheLabyrinth" folder. After all this the directory should look like this:
If you encounter any issues with the game, don't hesitate to post on the game's discussion forum, I try my best to answer all questions as thoroughly as I can! I hope you all enjoy the beta, I'm going to be trying my hardest to get the final product out as soon as possible.
Here we go, our stream is now live and we warm-heartedly invite you to join our ridiculous battlegrounds. We used to have rules, but that's all in the past, this is anyone's game: Vikings against Bosses or Vikings against Bosses, it doesn't matter, Bossgard is just about bashing your friends.
Also, we've been hardy little workers and pushed a new update. Here's what's new!
We added pick-ups and map obstacles! Palisades and Pumpkins will now have a chance of randomly popping up on maps.
Palisades are obstacles that can block movement and damage, be it basic or Rage damage.
Pumpkins are destroyable obstacles that can Treat or Trick you, giving you Rage, Health and Berzerk Potions OR spawning various hostile Minions bent on dealing harm to any player on the battlefield! (this applies to Viking Versus Viking Modes only)
Miko and Edith have been balanced. Our two ladies have proven to be either to sickly or too strong, they're now a bit more balanced.
Fixed a bug where the game would freeze at the Map Vote countdown.
Added the Kill feed to Boss Vs Vikings gamemode
Various little bug fixes
We're hard at work for the Hel-O-Ween update, here's another teaser of the kind of content that'll be hitting Bossgard
5 new unique outfits one for each available Viking!
Again, join our online game and do honorable battle against us!
Over the last month we’ve got lots of news to share. Since September 20th we’ve been conducting a Closed Beta Test. Thanks to our testers, we’ve collected a lot of feedback and fixed many bugs. Therefore, this devlog is split in two parts: we’ll present weapons and weapon abilities for those, who haven’t seen beta version gameplay, and then we’ll get to our future plans for the game.
Overall there are 13 types of weaponry planned for the game: swords, axes, maces, daggers, greatswords, greataxes, greatmauls, spears, bows, crossbows, staffs and shields. In turn-based games the majority of weapons functions in a similar manner, so we tried our best to bring as much variety to stats, crit effects and abilities as possible. Specifics go as follows:
At the moment we’ve implemented 8 skill trees out of planned 12. Skill trees more or less share the same structure: one-handed weapons have 8 abilities – 4 actives and 4 passives. Two handed weapons have slightly more abilities, 10 of them overall. It’s been designed this way to compensate for more narrow build paths. While a player with an one-handed sword can also learn shields (or dual-wield with any other one-handed weapon), two-hander warrior has fewer options.
The same principle applies to daggers – they are more effective when dual wielded, so their skill tree also has 2 extra abilities. Other than that, we’ve combined bow and crossbow abilities into a single large skill tree. This will provide archers with an extensive and engaging leveling path and will allow them to use two weapon types.
Now let’s have a closer look at the abilities in question. We are striving for a reasonably realistic setting, so weapon skill trees are mechanically and conceptually more limited than magic. Though each skill tree is built around distinct mechanics and implies special skill rotations which you discover as you invest your skill points. Unfortunately, abilities are quite numerous and we wouldn’t want to stretch out this devlog, so we’ll skip passives and have a quick look at active abilities, supplementing it all with gifs, showing complete skill rotations for each skill tree. Please keep in mind that character is overpowered to make GIFs shorter and more entertaining to watch.
Swords
Swords are distinguished by their versatility and mobility.
Onrush – a swift dash towards the enemy. Keeping Distance – a defensive maneuver with an attack on retreat. Cleaving Strike – a mighty AoE attack, which increases you Counter Chance. Fencer’s Stance – a powerful buff to Block and Counter chances, which stacks on successful attacks.
Axes
Axes are focused around crippling enemies with injuries.
Mutilating Lunge lets you open a fight with an injury. Cut Through does bonus damage to armored and wounded enemies. Massacre increases Bleed Chance and Bodypart Damage with each strike. Execution deals tremendous damage to injured foes.
Maces
Maces are the best crowd weapon as most of their abilities are focused around Dazing and Stunning your opponents.
Onslaught allows you to burn enemy’s Energy, Knock them back, move one tile forward and then apply Daze. Armor Break does significant damage to Armor, especially if the target is Stunned or Dazed and also increases further damage taken by the enemy. Finish Off does bonus damage for each remaining turn of Stun or Daze affecting the enemy and also puts their abilities on cooldown. Hammer and Anvil does bonus Armor Damage with a chance to Daze – as with the rest of the weapon buffs, it’s stacked by delivering attacks.
Clarification: Stun forces enemies to skip their turn. Daze is comparable to “silence” effect, preventing enemies from using abilities.
Daggers
Dagger abilities were designed to rely on skillful execution to compensate for their low damage.
Double Lunge allows to deliver two strikes with high Bleed Chance. Deadly Trick switches places with an enemy, burns their Energy and grants you 100% Dodge Chance for the next turn. Gaping Wound applies an effect, which makes enemies bleed when they use their abilities. Coup De Grace deals bonus damage to wounded and bleeding enemies. And finally, Painful Stabs is a stacking buff to Bleed and Crit chances.
Greatswords
Greatsword is a powerful and self-reliant weapon. Inability to wield it with a secondary weapon or a shield is compensated by high damage output and a wide variety of abilities.
Feint Swing lets you trick an enemy with high Block or Dodge, delivering a guaranteed strike with slightly lower damage. Heroic Charge allows you to instantly close the distance to an enemy, dealing bonus damage for each tile traveled. Feast of Steel lowers you damage but increases your Crit Chance to 100%, granting AoE cleave for your attacks. Parry increases Block Chance and Block Power with each blocked attack. It also allows you to perform a guaranteed Counter on block. And finally, Arc Cleave strikes up to five adjacent enemies with high Bleed Chance – an indispensable skill for when you find yourself surrounded.
Staffs
Staffs mostly serve as a support weapon. This idea is reflected in their skill tree, mostly built around mobility and crowd control.
Hail of Blows delivers three blows with special properties: Energy Drain, Daze Chance and Knockback Chance. Step Aside! charges towards a target with a chance to Knock all adjacent enemies back on arrival. Unwavering Stance decrease Damage Taken and increases Fortitude and Block Chance. And Peacemaker Dazes all adjacent enemies and lets you retreat a tile back without triggering Attacks of Opportunity.
Ranged Weapons
A fairly extensive skill tree which consists of 14 abilities – just like skill trees for magic.
First ability, Taking Aim, increases damage and Accuracy, compensating for the inherently low Accuracy of ranged weapons. Distracting Shot is essential for archer’s survival, allowing you to retreat two tiles while shooting a parting arrow at an enemy with lower damage and Accuracy. Long-Range Shot increases firing distance and grants bonus damage for each tile between you and your target. Piercing Shot deals damage to all targets standing in the way of an arrow and causes Bleeding. Headshot always targets the head (unexpected, isn’t it?) and has bonus Bodypart Damage. Suppression is a stacking buff which adds Knockback Chance to your arrows. Hunter’s Mark is well suited for lonely, resilient targets as it increases damage to them with every subsequent shot.
Shields
Yep, double shields are an option. Though probably not very viable.
Not a weapon per se, but they sure deserve a mention.
Raise Shield provides high Block Chance against incoming blows and arrows for a few turns. Shield Bash deals small damage with a chance to Daze. Breakthrough strikes three adjacent enemies with a shield, dealing damage and Knocking them back. And finally, Defensive Stance will decrease Damage Taken and raise Counter Chance when your character is hit.
CURRENT PLANS
At the moment we've released the final (or semifinal) patch for the Closed Beta, so now we're giving the Prologue a makeover. Don’t expect radical changes, but some things will actually be very different – and we are not talking about all these new mechanics which appeared in the game over the last year and a half.
We plan to complete it in a few weeks. At the same time, we also plan to update some of the existing mechanics... But it’s a story for another time. For now, here’s a teaser for the updated main menu:
We've added a couple new missions for you to conquer. Are you able to outwit the Bridge Troll - Wing-nut or outgun the Spider King? Complete the missions and their brand new blocks will be yours!
Shield and repair bubbles have had a slight balance tweak and we've fixed a few bugs too.
Enjoy, Matt
New Missions:
Added new GeoCorp Grade 3 mission - Rook Creek Bridge.
Added new Hawkeye Grade 3 mission - Crown Top Hill Fort.
New Blocks:
GeoCorp Wing-nut Column
GeoCorp Wing-nut Face
GeoCorp Wing-nut Arm
Hawkeye Spider Eye
Hawkeye Spider Mandibles
Hawkeye Left Groundhog Armour
Hawkeye Right Groundhog Armour
Hawkeye Middle Groundhog Armour
Design Tweaks:
Balanced Shield/Repair bubble prices and recipes:
GSO Shield Bubble BB4059 changed to 6156
New Recipe: Fibre Plating, Rodius, Hard Light Drive
Venture Shield Bubble BB19533 changed to 3207
New Recipe: Celestian x2, Ion Pulse Cell, Hard Light Drive
GSO Repair Bubble BB1071 changed to 5994
New Recipe: Fibre Plating, Acid Electrode x2, Ion Pulse Cell x2
GeoCorp Repair Bubble BB8472 changed to 18591
New Recipe: Titanic Alloy x2, Cyclone Jet x2, Gluon Beam
Venture Repair Bubble BB8046 changed to 2802
New Recipe: Fibre Plating, Ion Pulse Cell, Titanic Alloy
Hawkeye Repair Bubble BB7674 changed to 13113
New Recipe: Hardened Titanic, Fuel Injector x2, Ion Pulse
Better Future Repair Bubble BB7485 changed to 8655
New Recipe: Fibre Plating x3, Ion Pulse Cell x2, Zero Point Splitter
Bug Fixes:
Fixed keyboard shortcut to access Tech Manager HUD in all modes that support it.
Fixed bug allowing the Better Future license to be bought multiple times.
Fixed bug where splitting a large Tech using explosive bolts would incorrectly offset parts that would then fuse or fall apart.
Corrected non-English translation errors in the Steam achievements text.
Localisation:
Updated French translations - many thanks to DrShadox.
Updated German, Italian, Spanish translations
Updated Russian translations - many thanks to Hlebuw3k.
Updated Chinese translations - many thanks to 光轲.
Updated Japanese translations - many thanks to Teraman.
Updated Korean translations - many thanks to Realm.
Known Major Issues:
Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Translations for non-English language support is work-in-progress for most languages.
2v2 enabled (also temporarily disabled 1v1 mode to have as many players test 2v2 as possible)
Removed power and health from unit token holograms to avoid confusion when playing units with effects that give them stats
Slayer renamed to Monster Slayer and got new tag
Hovering over your avatar now displays maximum value of health
You can now reconnect to the game if you disconnect or close it (If the game freezes, closing it and opening again will bring you back to a match)
Disabled end turn button for 3 seconds after you select the attribute
Enabled some of the social features (adding friends, inviting friends to play with)
Added a notification if you hide your attribute selection and then attempt to do anything telling you that you have to select your attribute first
If a player becomes inactive it’s turn timer changes to 20 seconds instead of full turn time
Info about special rules that apply to 2v2
Only player that scores a killing blow on the enemy avatar draws extra card (enemy core still loses 5 life normally)
Acid deals damage at the end of turn of a player that has turn last in the team
Players that are in team have turn one after other (If players A and B are in the team1 and players C and D are in team2, turn order is ACDB - ACDB….)
Regenerate activates at the end of turn of a player that has turn last in the team
Using ALT shows hand and attributes of your ally and of another enemy
When an effect places a curse in the enemy hand it always chooses one that has lower number of curses in hand, if both players have same number it is decided at random
If a player wants to surrender a game, it must send surrender request to a teammate, and game is surrendered only of both accept
Bug fixes
Fixed a bug where energy indicator was highlighted all the time if you selected energy during attribute selection
Fixed some visual bugs on the avatar capes
Fixed a bug where “Clear” button in deck builder didn’t become disabled when you had no cards in deck
Fixed a bug where you could click on find match as soon as you clicked on cancel that caused some problems with new match
Fixed a bug where reap did not work if you forced enemy unit to attack your (for example with Challenge!) unit and kill itself on it.
Fixed a bug with Khalai Stinger copies made with primordial shaping that didn’t deal extra damage to avatars
Fixed a bug where Rewind time activated and reversed damage dealt to you during your own turn
Fixed a bug where vulnerability effect did not display correctly on the core Added character limit in search box in deck builder and collection
Fixed a bug where cards in deck list were different sizes
Fixed a bug with missing tooltip for Quickstrike mod
Fixed a bug where footer moved up when you reached a last page in deck builder or card collection
Fixed a bug where Deny did not return a card to the enemy hand
Fixed visual bug with social and settings buttons
Fixed “blind spots” in action history that made it flicker when you hovered over multiple icons
Fixed a bug where you were able to use strange characters for deck name that causes some other problems
Fixed a bug where highlight stayed behind avatar during attack animation
Fixed a bug where exhausted units weren’t lined up with other units
Fixed a bug where unintended visual effect appeared on cores at the start of match
Fixed a bug where cost of card didn’t change color if the cost was altered
Fixed a bug where delay for hovering over legendary cards in hand wasn’t the same as hover over non-legendary cards