- Gamma value is set at game start - Turrets respawn again after death by friendly fire - Vehicles no longer stop randomly at the outpost - Turrets destroyed during salvo now shoot at new targets again - ammunition hud be displayed in multiplayer on client in team color - when leaving the map the player is destroyed as a deserter after 10 seconds
New Feature: Encode/Decode Proćemon. You can encode and decode Proćemon to share them with friends! From the dex, you can find a window that encodes the Proćemon to a string. You can copy that string to the clipboard and place it somewhere else. Once a day, you can go the Decoder Room in Infinity Corporation to paste an encoded string. Doing so will decode the monster, add it to your dex, and add the Proćemon to your army.
Fixed: The dex includes an extra fourth Proćemon after the intro fight that sometimes doesn't match the one Prof. Tree had. Now, that fourth Proćemon has been removed from the dex.
Fixed: Cutscenes trigger one battle later than they should.
If you press `Print Screen`, in addition to saving a screenshot, the screenshot will be copied to the clipboard.
- Added a level select (Note if you have a previous save the level select might not find all the existing levels, you might need to reset the game if not all levels show up.) - Added a lever by each scoreboard that allows you to retry a level if you want to try and get a better score. - Updated lighting throughout the whole game and added hallways between all levels (except the special world) - Minor puzzle updates
Bug fixes: - Fixed the ball timer floating in air in the wrong place - Lots of optimizations done for the quest but they should make PC performance better as well.
Known Bugs: - Can break the game if you go to the next timeline at the same time as releasing the sling shot - Can lock the slingshot in strange positions - Bounce shield is hellllaaaa broken. (the thing used in the last 6 levels of the game)
Surprise! Another spotlight for your viewing pleasure.
We know you’ve been itching for more information about the Psyker, so today, we’ll delve deeper into the Psyker: Psykinetic. If you missed the other spotlights, you can find the Zealot: Preacher here, the Veteran: Sharpshooter here, and the Ogryn: Skullbreaker over here.
THE PSYKER
"It seems that no matter how low I set my expectations, it can always get worse... A lifetime spent in the mire, hiding from the witchseekers and the bigots in the most desolate places the Imperium of Man has to offer. Forced to sell my incomparable skills to smugglers, hive gangers, bounty hunters, and all their blockheaded ilk merely to survive.
Alas, such has always been the way for my kind. If we are not slain out of hand, dissected, drafted, or dragged aboard unmarked vessels, never to be seen again, we are forced to treat with our obvious inferiors as equals … or even as our betters, laughable though that sounds. But I mustn’t complain. After all, it can always get worse."
Psykers’ formidable mental powers channel the raw stuff of the Immaterium – the very essence of daemons and gods. Should their discipline waver for even a moment, they risk a grisly, explosive demise … or worse, possession by the unspeakable entities of the Immaterium.
As such, Psykers are hated and feared by the ordinary run of humanity. They are culled, controlled, and victimized at every level of society – despite the Imperium's inability to function without them. Psykers alone see the Imperium as it truly is: a mass of contradictions, bigotries, and horror fashioned in the name of survival.
Unsurprisingly, this makes Psykers insular and untrusting. They see danger in every shadow … assuming that they haven’t already been driven mad by the combination of mistrust, whispering voices, and the ever-present danger that their brains might melt out of their ears.
Pictured: Early concept art of the Psyker: Psykinetic
AN INCOMPARABLE MIND
A Psyker’s every waking hour brings fresh opportunities for victimization and betrayal. Accordingly, they don’t trust anyone – including other Psykers, who are surely either mad, unstable, or willing to offer up one of their own in the hopes of living a quiet life, right? Nevertheless, shared hardship does create a bond between all Psykers – a spiritual siblinghood that binds them even in the heat of battle.
As for the others? Psykers are most comfortable in the company of Ogryns, who lack the deviousness for betrayal, and whose malice is of a childish, uncomplicated sort. Veterans are tolerated for their skills and derided for their limited (by Psyker standards) mental capacity. And as for the Zealots? Zealots, who hound and harry all Psykers as abominations, witches, and freaks? Clearly, such individuals are not to be trusted or tolerated in the slightest …
Psykers’ abilities are tied to the disciplines they learn to stave off madness and control their otherworldly gifts. Such disciplines run the gamut from showstopping to subtle, depending on the Psyker’s personality and tutelage.
Psykinetics manipulate empyrean forces with the power of their mind, repurposing it to crush heads and inflict gnawing agony on their victims. They leave a trail of mangled bodies in their wake … most of whom never had a chance to react to their danger.
Pictured: Snapshot of the Psyker: Psykinetic's Progression Gear
PERILS OF THE WARP
The Psyker: Psykinetic draws upon its connection to the Warp in battle. This perilous and devastating force may bring any wielder of such powers to ruin if they do not exercise caution.
This incredible power and damage output come at a price, however. Lacking in brawn and toughness compared to other classes, the Psyker: Psykinetic must learn how to position themselves at a distance away from the hordes lest they become overwhelmed by the swarming masses.
As they use their psychic abilities in battle, Psykers slowly build their level of Peril. If you don’t manage Peril wisely – by taking a moment to meditate and thus Quell the roiling energies within – you are sure to explode in spectacular fashion.
A Psyker: Psykinetic gains Warp Charges by killing their enemies – growing more powerful but rapidly increasing their Peril. In place of the grenades carried by the other classes. The Psyker: Psykinetic’s power is Brain Burst … which does pretty much what it says. Stand well back.
- Killing an enemy with Brain Burst stores a Warp Charge. This bio-energy increases the damage of your smite ability while active. - Peril generation is reduced proportionally to the number of Warp Charges.
Class Ability
The Psyker discharges their accumulated Warp Charge, knocking enemies away.
Back on track! If change in daylight savings and a Sunday date had you skipping on the previous challenge, number #18 is back on a Satruday, December 3!
It's a global tournament, open to all players with less than 200 hours in game.
There is a $15/10/5 prize for the top 3 players and a DLC skin of your choice for the number 4.
Tournament communication will happen on the LLB Stadium discord server. This place also hosts several other tournaments that are open to all without playtime limits.
That's right! You can get the full soundtrack plus a bunch of secret songs that we couldn't put directly in the game because they were too good.
Even better, the Looting Spree bundle is also available. Get the game, get the soundtrack, get a discount! It's like a looting spree, except you have to pay money. So, not really.