Patch 1.0.2 brings a load of fixes, and some fun tools for speedrunners!
New features
You can now restart a level from the pause menu, without having to go to the Hub. This is especially handy during speed challenges.
Added the Korean language!
In the Hub, the info UI for each level now shows the fastest time and least steps you’ve completed for that level
Bug fixes
In the Hub, can no longer fall through the floor from Green Theme to the Blue Theme.
Fixed a bug where after collecting a Relic and viewing the lore entry right away, sometimes the displayed lore entry would be incorrect
Fixed a bug where Bloom would not change, when changing graphics setting presets
After teleporting from a teleport square, cubes now share stickers with nearby cubes
Fixed a bug where, after changing the language, some texts in the Lore Entries window would not change language
When moving focus away from the game application (alt + tab), and coming back, dynamic music is no longer skipped to the next segment
Puzzle fixes and improvements
There is now more time to reach the second Relic in the Hub’s Blue Theme
In Bonus 1 last puzzle, the helper cube can no longer get stuck by walking onto the roof of the player cube
In Bonus 1 last puzzle, more time has been added to the timer button to reduce unnecessary hurry
In the secret underground puzzle of Green Level 2, the green sticker has been replaced with the blue sticker, to make it clear that the Green Power is not required for that puzzle
Other improvements
In the Hub, after completing the main levels, citizen cubes no longer walk near the player’s cube or the green cube. This means they will no longer steal your stickers. Note: stickers are still shared with them if you touch them yourself, including by walking, dashing with yellow power, or teleporting.
In the Hub, after completing the main levels, citizen cubes no longer get stuck when near level portals in the Blue Theme
In the Hub, can no longer teleport behind level portals in the Blue Theme
In the Hub, the lighting of non-completed level portals now looks more distinct from completed level portals
The non-English tutorial texts of Green Power now mention that the green cube cannot use sticker powers
Added more colliders for camera and lasers in various levels
Thanks for playing The Last Cube, and keep on rolling! Come post your best times in our Discord!
1、Adding new rare building skin, can be obtained through the Skyworks - synthesis function 2、Add a preview of the effective range when dragging the security buildings 3、Fix the problem of screen shaking after opening DLSS, you can open the DLSS function through [Settings]-[Screen] after the update 4、Fix the problem of building function failure after reading the save file 5、Fix the problem of abnormal display of skill value of advisors 6、Fix the problem of abnormal performance of migrating ancient tombs 7、Optimize art building resources to reduce client lag
Hello, everyone! I’ve worked very hard for the past couple of weeks to bring you four new levels to explore and engage with. This selection of levels is a bit odd as it strays from the main canon of the Backrooms Wikidot, but I’m happy with how these levels turned out and think players will enjoy these levels nonetheless. This time, I’ve included two of my favorite levels from the Liminal Archives to increase the number of Backrooms Wikis represented by Enter The Backrooms (LA Level 17 and LA Level 20 specifically).
Here’s the heaping helping of content included in this Beta:
Added Level 29: Artistic View - An art gallery with winding halls and spacious galleries. Added 3 Sub-Levels to Level 29 Level 29 Event: The walls will cycle through rainbow colors for several seconds. Added Level 30: Dining Area - A comforting restaurant devoid of food or kitchens. Added 3 Sub-Levels to Level 30 Level 30 Event: Your sugar supply will be replenished every few minutes. Added Level 31: Chromatic Gauntlet - A maze with neon tunnels that connect to roller rinks, dining areas, and atriums. Added 6 Sub-Levels to Level 31 - each sub-level has a different color of light that affects gameplay in different ways. Level 31 Event: All lights turn white, which applies all sub-level effects at once. Added Level 32: Lockdown - A claustrophobic labyrinth of unused lockers. Added 3 Sub-Levels to Level 32 Level 32 Event: Glitchy lockers will appear and disappear around the map. Chairs use a different, more detailed model now. Exits for levels 23 and up have been tweaked to be slightly unpredictable. Arcade minigames now have a screen that keeps the game from starting unless the space key is pressed. A button to quickly access the Filters menu has been added to the title screen. Title screen buttons without text are labeled on first-time startups of an update now.
I’m very proud of how these levels turned out and I think they strike a good balance between being visually interesting and fun to play. As of now, 10 new main levels have been added in Release Version V of Enter The Backrooms! The next Beta will include Level 33, which will be a very detailed level, and the last main level in Enter The Backrooms. It will also include a highly-requested entity: Hounds. From here on out, Betas should take less time, so I look forward to sharing new content with you again soon!
Wheelman: the supervillain that puny humans deserve! You'll find him somewhere on the later levels.
New Language
漢語: Traditional Chinese.
Balance Changes
Zombies can now only rise from human corpses
The Fighter class ability now lasts longer at levels 2 and 3: 5 sec./5 sec. -> 7 sec./9 sec.
The Thrower class ability now deals a little more damage: 30/100/170/250 -> 40/110/180/280
Watchers have had their numbers slightly reduced when they appear on levels.
Mutations Tree:
All mutations in the second row of the Mutations Tree now affect not only humans on your team, but also on all of your units, including those you summon during a fight
Magic resistance in the Mutations Tree is now more expensive at mutation levels 3 and 4: 50/80 -> 60/100
Increased chance for abilities to trigger is now more expensive at mutation levels 2 and 3: 40/60 -> 50/80
Chance to avoid a negative status effect updated: at level 3, chance reduced 45% -> 40%. Now more expensive at mutation levels 2 and 3: 50/100 -> 60/120.
Other Mutations:
“Damage Link": damage 250 -> 300
“Most Dexterous”: 10% -> 8% per Trickster ability level
“Last Word”: 30 -> 40 armor.
Fixes
Negative effects of hunger in King of the Hill are now the same as in the main game
Updated the amount of experience granted for enemies.
It's time to wrap up the twelfth King of the Hill season
WINNERS:
🥇 Lectrice
🥈 Falke
🥉 DrunkMantis
Congratulations! Especially to Lectrice, who is already multiple King of the Hill champion. All three winners will receive Despotism 3k Steam keys and the Despot’s Game soundtrack. To claim your prizes, please contact Antishyr via Steam.
The 13th season starts now and ends on July 6 at 18:00 CET.
Join the d'Spot's community to share your feedback with the devs and chat with other puny humans like you:
During this event, which usually lasts 6-7 days, with daily replenishment, you will accumulate stars, for these stars in the Star Pack column you can receive bonus rewards.
Don't miss your chance to get one of the strongest units for 26 stars. also, bonus rewards will be for 4 | 8 | 16 stars and for 26
This event is a bonus continuation of the already launched Top Trade-in event.
There are 6 types of refresh available assortment items in event , these upgrades give you the ability to get the resources you need at a very low cost.
Every 3 hours - one free refresh assortment items in event
Depending on the level, you can refresh the assortment of the event for a certain amount of silver / EXP.
Polish your boots, load your musket and get ready to march to Battle on the 22nd of June when Battle Cry of Freedoms' newest update will release to the public!
The new update will include a number of new additions to the game, one of them being these fine gentlement below. Does anyone recognize who they are?
Large Scale Linebattle Event - June 26th 9:00PM CET
We will be hosting another large-scale Linebattle Event. The Event will take place on the 26th June at 9:00 PM CET (3:00 PM EST).
This will be the perfect opportunity to stress-test our Server again- We managed to reach 500 players last time. Our Server can now theoretically hold up to 750 players, however, we do not know where the current practical limit is, so we urge everyone to attend the event! Let's find out how many players we can get on the Server before it starts to be noticeable!
Popular Event Host GameHost will take over the organization and Administration of the Official Wednesday event. Here is what they have to say about what they want to do with the event:
“When GameHost was asked to take over the Official FSE Wednesday Event, we were of course happy to help. During our time in the GGA, hosting events on the Napoleonic Wars DLC for Mount & Blade: Warband is what we did and we are striving to continue this on another game.
When we host events, we seek to make them the smoothest-running, yet interactive events that are available to players at that time. We aim to bring our A-game in hosting this event, this time, with greater server capacity.
Sign-ups for our event can be done in three separate ways:- First of all, there’s the traditional sign-up on our FSE forum post, we would like the regiments who are aiming to become regular attendees would sign up over this platform.
- The second way of signing up is done over the official FSE Discord or GameHost Discord, we would like the regiments that want to try out our event to sign up using the dedicated sign-up channels on these two servers.
- The last way you can sign up for the event is through our own respective Steam profiles.
We would also like to inform everyone that this event will be available to all players. Aside from traditional regimental play, we aim to host an event all players can enjoy.
We hope to see you on the battlefield!
Regards, The GameHost Event Team"
Are you interested in attending huge organized Linebattles with hundreds of players? Then join our Discord and enlist with one of the Regiments (Clans) hosting organized events!
Hi everyone, just a quick update on the new patch we've released today. The patch includes:
NEW FEATURES
Added screen-mode option to graphics settings menu. Allows full-screen exclusive or full-screen windowed modes.
BUG FIX
Fixed a bug where the diver taking damage at the same moment they exit a level could cause the game to hang.
Fixed a bug that caused unexpected behaviour when the diver died while holding the possession button.
SPOILER FIXES
Gameplay & Balancing Improvements
Removed one of the three bobbit worms in Chapter 4, Scene 2 (Bobbit Tunnels 1). This makes the puzzle solution more straightforward to execute once the player has figured it out, giving the player more room to safely manoeuvre creatures through that area.
Removed and repositioned some of the jellyfish mines in Chapter 4, Scene 4 (Chasm). This makes the traversal of this room slightly more forgiving and less frustrating.
Prevented a soft-lock that could occur in Chapter 4, Scene 7 (Nursery 2) where the player could be trapped in the bottom area of the plant nursery when the light tentacle is damaged.
Quality-of-life
Tweaked possession behaviour so that it never targets the creature the player is currently in control of. This helps in situations where the player is trying to possess in a tight space, such as the elevator switches in chapter 3, and should reduce frustrating “mis-possessions”.