- Linked [Special Event: The journey of the Moon Rabbit] to Tamiko. Now new player who hasn't played it can trigger this event after completing all 4 story chapters of Tamiko. - Players now can complete achievement [Expert Learning] (20 cooking recipes) with recipes in [The journey of the Moon Rabbit] event. - Players now can recruit multiple times characters by fragment. - Minor bugs fixed.
Catching the main branch of the game up with nightly. Finally got unreal engine automated builds going. Sorry about the massive downtime! life really caught up to the team and me, so we couldn't get anything done on lavender for a long while. I'm finally freed up again to work on lavender, so fingers crossed the updates start flowing again :)
- Controls: Right click is now a hold play situation instead of toggle - UI: Added Corp Branding to Clinic Services - UI: Added spaces between Stat Name words on Implants - UI: Clinic Services Label hidden when no Services Offered - UI: Clinic Token Counter animates whenever you spend at the Clinic - UI: Clinic will confirm if player tries to leave without adequate treatment - UI: Hides Trash/Recycle Icons when it's not Play Cards phase - UI: Hovering an enemy in battle shows a Right-Click context icon for Scouting - UI: Improved Trash/Recycle Icons - UI: Now shows card options for cards that choose to create a card, also updated all cards with those choices to have art more representing it - UI: Primary map node now large and you and the node have fixed placements between them - UI: Reworked Card Plays UI and End Turn UI - UI: Shows Card Plays Remaining and Original Player Card Plays on Deck - UI: Sped up and smoothed out ending of Combat Numbers - UI: Tuning wording for new tutorial battles - UI: Updated Clinic Patient View
Bug Fixes:
- Bug Fix: Fixed four enemies with missing Visual components - Bug Fix: Fixed run ender when cannot check for Card Affordability due to unknown resource type - Bug Fix: Misdirect now enters stealth correctly - Bug Fix: Removed Prepare Assassination from Player Card Pool - Bug Fix: RunId not initialized for Tutorial Adventure - Bug Fix: saving and loading the tutorial and the continue button being present after tutorial - UI: Fixed left-side Enemy HP Bar fill glitch
Project:
- Project: Updated Metric Tool - Project: Upversion for v0.0.42 Build 3 - Project: Upversion to v0.0.43
Miscellaneous:
- Rebalance: Breaking Into Metroplex Zero adventure giving too many MCs - Coding: Clinic Services can now potentially generate Rules Panels - Coding: Improved Enemy Content QA Flow - VFX: Sped up Charge completion timing
Challenges When completing a level with no damage taken, you will no longer be rewarded with gold text and gold coloring for the level. That now happens when you complete a level with every challenge activated.
Bug Fixes Fixed a bug that made The Rift level unplayable
Today's patch fixes a lot of known bugs and includes suggestions/requests from the Steam Forums, Twitter and Discord communities.
Highlights in patch 0.14 include projectiles no longer going through walls, a big difficulty re-balance, on-screen damage indicators, car surfing and much much more!
The full change-log can be found below:
Accessibility
Wallrunning has option to disable screen roll
Outline options added for enemies
Option to show outline around enemies when they are shot
Bug Fixes
Enemy projectiles no longer go through walls
Fixed bug where you got stuck in your car when entering near a shop
Fixed bug where Ascension jumppad shortcut wouldn't activate
Made audio fade in/out correctly between loading checkpoints/levels
Fixed consistentcy of Teratek Crates between saves
Fixed one of the Leapers not spawning after the green key arena in Battle Alley (post death)
Fixed a bug on Artifact-Zero where the Syn Mech would appear before the crate is lifted
You can no longer switch weapons while the game is paused
You can no longer activate your chainsaw in the car (or when you enter the car)
Fixed rendering bug where 3D UI elements would render incorrectly against particles and transparent objects
Cooldown added preventing micro-missile selection spam, thus locking all your other weapons
Fixed street server in Emergence not having collision
Chainsaw grace is no longer affected by explosive barrels
Fixed bug where when jumping on a ladder while tracers are animating, they will no longer get stuck midair
Fixed a bug where enemies would lose their target if the player enters a shop
Can no longer change weapons while in the shop
Fixed a bug where the Waster shotgun would get jammed sometimes
Fixed inconsistency in the Secret Level select menu
Fixed a bug where the flamethrower cone wouldn't always disappear
Fixed a bug where the Magnums alt-fire would get stuck on sometimes
Fixed bug where the car can drive through forcefields on Rooftops
Fixed collision on boats in Battle Alley so players don't get stuck under the lip
Fixed Magnum alt fire zoom bug
Rain settings are now maintained between loading levels
Fixed jumping off projectiles while using the Agile augment
Fixed UI so the selection range doesn't take up the entire screen
Can no longer click 'Return' or press escape while in the resolution confirmation window
Fixed a poorly placed teleport trigger on the map Syn
Fixed a trap door not saving correctly between checkpoint loads in Dead Plaza
Fixed pain screen effects not showing up after dying
Fixed a collision bug in Dead Plaza where the player would get stuck on a fan
Fixed a button in Ascension having no binding to the master audio mixer
The post-processing effect on rain is now disabled correctly via the settings
Zooming now works in Photomode
Quality of Life changes
Micro Missile load times are maintained between saves
Collision pass done on most maps to stop players getting caught on geometry while chainsawing
Added a platform on Dead Plaza to assist with wall running section
Added a platform to Battle Alley to assist on directions
Your current mod configuration is now shown when holding Tab (default keybinding)
You can now dash into jumppads
Flamethrower remembers configuration between switching and respawns
Uzi remembers configuration between switching and respawns
Gameplay geometry tweaks to the train level to help guide players more and provide cover
Fixed a lot of the settings descriptions in the menus
Onscreen damage direction rings now added
Improved UI on confirmation boxes significantly
Capped the Weapon FOV so its values don't go crazy high
Sold out message added to shops when all stock is taken
Objective markers added to chains in Rooftops
Visual/Audio
Ultra-wide Support now working correctly with UI elements
Weapon Wheel on certain resolutions is no longer massive
Low health breathing sound effect added
A screen effect is now applied when you are underwater
Objective Markers now have a pulsating effect to make them more apparent
Portraits added to skill screen
Pitch increased on big head mode enemies (Tech-Chip)
Cinematics have big heads if its turned on (Tech-Chip)
Another pass done on the fog in Ascension
Balance
You can now jump on the hood of your car and ride it around like a surfboard
Big tweaks to the difficulty settings, making the values a little more sane. Damage outputs increased, projectile speeds reduced
Much more consistency on Waster electro shot stunning enemies
Syn Mech's blast radius from the shield bash is now more obvious
Artifact-Zero boss: Reduced eyeball health to make the boss feel less like a bullet-sponge
Artifact-Zero boss: Made green-beam walls more obvious on where damage is applied and slightly reduced damage
Artifact-Zero boss: Delay at start before enemies spawn in, and reduced numbers of enemies spawning in
Artifact-Zero boss: More ammo added to the arena
Artifact-Zero boss: Final phase beams have a damage cooldown