Adjusted the scoring system. Increased the weight of the bonus of closed destroying enemies and adjusted the system for more high-risk, high-return score earning.
Another day, another patch, and quite a few more bugs have been slain.
Please keep reporting on Sentry so we can focus on your most critical issues.
[h4]Stability[/h4]
Fixed a crash that could occur when the soulflayed character is destroyed while the player has not yet finished the soul flay pull animation.
Fixed a crash that could occur when the GameThread timed out waiting for RenderThread after 120 seconds.
A failsafe has been added to prevent an access violation crash in DirectX. The suspicion is that the RHI texture is deleted before FD3D12DynamicRHI::RHIAsyncCreateTexture2D returns.
A sneaky bug has been fixed where lower supported AMD cards could crash when using 32-bit wave operations in shaders instead of 64-bit.
We're now calling TerminateOnGPUCrash() when the GPU has actually crashed, not when it's unresponsive, to get better information on Sentry in case of crashing.
Fixed an issue where the wrong descriptor was passed to the d3d12 Resource constructor, resulting in asserts when getting resource allocation info for shared buffers.
Fixed a crash that could occur when an actor in the process of being soulflayed was destroyed before the player could finish the pull animation.
Fixed a very rare crash that occurred when continuously hitting walls. Occasionally, the wall would take revenge and crash your game.
[h4]Optimization[/h4]
The 4000 books on the shelves at Bramis Castle now lack collision to reduce memory usage.
It was gardening day on the Fief, and several trees have been optimized.
Certain UI textures have been optimized to load more quickly and reduce their VRAM usage.
[h4]Multiplayer[/h4]
Fixed an issue where the audio from the host could sometimes not be heard by the client when in spectator mode after dying.
[h4]Gameplay[/h4]
In some instances, when using the lamp to traverse certain platforms in Axiom, falling would trigger the fall animation twice. Now it only triggers once as intended.
[h4]AI[/h4]
Fixed enemies that could sometimes be spawned in a T-pose at the lower part of the manse.
Tweaked the navmesh on a small section of Lower Calrath to help AI navigate better in that complex environment setup.
Trapper's traps can now be destroyed with ranged options such as arrows, grenades, magic, and more.
[h4]Quests[/h4]
In one of the character's quests, there was a big door that would disappear. Now, when it disappears, it does so with style, as we've added moth particle systems to the disappearance.
[h4]Collision[/h4]
Collisions on some umbral platforms in the cistern have been fixed to improve the navigation of certain enemies.
On the Fief, during our gardening day, we've improved trees that needed better collision detection.
We've covered a ground hole in Pilgrim's Perch that was causing players to fall through it. It wasn't visible enough and felt unfair.
We've fixed the collision of a small wood platform in Lower Calrath that was causing Bringers of Stillness to fall through it instead of lurking from the shadows.
[h4]Audio[/h4]
We've added a new (slightly sexier) sound when pressing "continue" in the main menu.
The Exclusive Section of the Collector's Edition now has a specific song.
[h4]Steam Deck[/h4] We've identified the issue causing the game to crash on Steam Deck in the latest builds. We have a fix, and as soon as it passes QA, we'll publish it tomorrow. In the meantime, please ensure that you've updated your Steam Deck software to "Stable" (not "BETA" or "Preview"). Additionally, you can work around the issue by booting the game on your PC and resting at a vestige to get rid of the red eye.
In Light we Walk.
Virtual photography is courtesy of Murphys_Law_Vp - created with the in-game 3D Photo Mode
Fixed an issue where camera collision was not working as intended on the final wooden tower of the Xinari Grasslands area.
Removed an unintended useless elevator button near the Xatash Tropics checkpoint.
Additions and Changes:
Tweaked some level geometry around one of the shortcut elevator paths to prevent it from sometimes overlapping with the spinning desert platforms. It’s been moved slightly to avoid any unwanted collisions.
Made it easier to get up to the base of this shortcut to help if players forget to knock over the shortcut plank.
Slightly adjusted some geometry near the “Bow” hat to make it easier to recover if you fall between the planks.
Added an extra plank before the 3 big wheels at the end of the jungle biome to make it more clear where the best “mounting location” is.
Increased the radius of the visibility circle when behind objects like leaves or waterfalls. It was a bit too small before.
Hey everyone! It has now been a year since Disc Golf Online launched. It has been awesome to see so many players picking up the game and enjoying it.
To celebrate the year, and to thank all of you, I have organized a tournament. The information about the tournament can be found below, or in the Disc Golf Online Official Discord: https://discord.gg/2YubyzYdEB
Information
The tournament will be held on 22 October, with the first game starting at 19:00 CEST / 1:00 pm EDT / 10:00 am PDT.
It will be played over three different 18-hole courses, which takes approximately three hours. Players will be split into groups of four, based on their score (lead card, chase card etc.). All three maps have already been decided, and here are the seeds: Map 1 - nice_seed_bro Map 2 - Tournament_2222 Map 3 - 4th2jghjx You are welcome to practice these maps before the tournament.
Before each round, all players will be split into groups of four, based on their score (lead card, chase card etc.). The player with the best (lowest) score in each group becomes the group leader. The group leader is responsible for adding the other players in their group on steam, and inviting them to a lobby.
After each round, the group leader reports the score of the entire group. This is done by taking a screenshot of the final scorecard and sending it in discord, in the channel tournament-score-reporting. All players are recommended to take note of the final score, in case the group leader reports the wrong score for some reason. A penalty may be applied if a player cannot report their score or tries to fabricate the scores.
The first round starts at 19:00 CEST / 1:00 pm EDT / 10:00 am PDT. The groups for the first round will be announced 15 minutes before that, so all players should be ready to play by then. These 15 minutes will give you time to find the players in the same group as you, and get in a lobby together.
When all groups have finished a round and all scores have been reported, the groups for the next round are announced in discord. When this announcement is made, the next round will start in 15 minutes.
The top 3 players will receive the following unique in-game items: 3rd place: Tournament shirt, tournament disc skin 2nd place: Tournament shirt, tournament disc skin 1st place: Tournament shirt, tournament crown, tournament disc skin
Top 3 finishers get to choose which disc they want their tournament disc skin for.
In case that two players are tied for a spot in the top 3, the tied players will continue playing the last map until one player gets a better score on any hole.
Ponk's Jam: The Tulip Thief is finally around the corner, after a year in development by me :) I've poured my heart out into this game and I kinda need you to play it. Why should you play it? Because it's probably the best game to ever be developed!
But really, it's actually so funny and dumb, if you play it you will love it I promise. It just emits my personality throughout this stupid and lovable world.
The Skullgirl herself is finally here - Marie is now playable in her Alpha state for Season Pass holders!
NOTE: The Linux version of Marie's Alpha is not available just yet due to some final bug fixing and polishing that is needed for that build. As soon as that build is ready, Marie will be available on Linux too. Thanks for your patience.
In classic Skullgirls tradition, Marie will arrive in an unfinished state with a few work-in-progress "sketchy" frames. As mentioned in our "State of the Game" post shared earlier, Marie is much further along compared to previous characters due to her fully releasing on Skullgirls Mobile first before the Steam alpha.
Read more details about her release and other changes below!
HOW COMPLETE IS MARIE?
Marie has all of her moves, voice acting, and sound effects in this build. Some of her moves still don't have fully cleaned up frames, but everything should be pretty functional. We expect she will need additional tuning, bug fixing, and balancing just like every other character during their Alpha period.
You can report bugs in our official Discord, or our official forum in the Marie section.
Characters in their Alpha phase are currently only available to Season 1 Pass holders. If you don't own the Season 1 Pass DLC, you won't be able to use Marie yet. You can pick up the Season 1 Pass here:
Once you have the Season 1 Pass DLC, launch the game in BETA mode by pressing the green PLAY button on Skullgirls 2nd Encore from your Steam library page, then selecting "Skullgirls Beta (Marie Alpha)". You can also launch the game in BETA mode by navigating to the in-game Options menu, and pressing "Switch To Beta".
In BETA mode, you can pick Marie on the character select screen as normal!
HOW CAN I BUY HER DLC SEPARATELY?
Once Marie's Alpha phase is over, her individual character DLC will go live in Early Access on the Steam store. This will allow you to play Marie during her Early Access Beta phase without owning the Season 1 Pass.
For Marie, we expect her Alpha phase to end and her Early Access (Steam only) phase to start once all of her animations are fully complete and colored. We're currently targeting December 2023 for this date.
WHEN WILL MARIE BE FULLY RELEASED ON ALL PLATFORMS?
While we were originally targeting December 2023 for Marie's full release on all platforms including consoles, it is likely that her release will be pushed back to sometime early in the new year of 2024.
The finalized version of Marie with all her bells and whistles needs to be submitted to all console platforms much earlier than December 1st in order to have a chance at releasing before the holidays, since most platform support teams will be unavailable. It's very unlikely that all of her art will be fully finalized by that date, so Q1 2024 is our anticipated release date at this time.
WHEN WILL BALANCE PATCH CHANGES START?
You may have noticed a lot of buzz about balance changes on our official forums or in various online communities. The balance patch discussion is humming along and we're making changes as we speak to prepare the first build that will contain them.
We don't have enough of these changes ready at this time for a substantial first balance patch build, so we're going to wait a little bit longer until we have more changes to release all at once. You can expect to see changes start to arrive before the end of the month.
Full Update Notes
Marie
Added Marie as a playable character.
Added 19 color palettes for Marie, with many more to arrive in future updates. (... Note that since palette 7 is unlocked by completing her story mode, it cannot be obtained at this time, and is just a duplicate of her original palette for now.)
Added Marie's stage, Hilgard's Castle.
Added Marie's stage music, "All That Remains" composed by Darren Malley.
Other
[BETA ONLY] Adjusted visual effects and lighting when characters are impacted by palette adjusting VFX, such as Parasoul's fire effect, Annie's galaxy space dust effect, Robo-Fortune's electrification effect, Black Dahlia's freeze effect, etc. Flickering lights involved with these effects should be less distracting, and character's themselves are no longer impacted by stage lighting conditions.
When declining a match in Quick Match, or recently finishing a match with a player, you will no longer match with that player again for a few minutes.
When kicking a player from a lobby, kicked players can no longer join the lobby again immediately after.
[BETA ONLY] Integrated some previously unused voice lines for older characters when fighting against Marie. Some are used for boss Marie, playable Marie, or both.
[BETA ONLY] Fixed a bug where Black Dahlia would not flinch when getting punched in the face by Cerebella during pummel horse. She's tough, but not THAT tough.
Adjusted the position of the timer on character select when playing online.
Thank you to all our fans who purchased and fell in love with Duet over the last 10 years.
To celebrate, we've created a new “Soliloquy” story available now!
“Soliloquy” includes: - A completely new mechanic that will test your mind. - 30 new incredible stages & new narrative. - All-new music from composer Tim Shiel. - Jojo Petrina returns to voice this new narrative.
There's also a new "Endless Soliloquy" challenge mode too.
Hey Devs, The new map is here and it's a wild ride! You can launch the game now and check it out directly by using the new level selection tool in the main menu! There are a lot of other QoL changes so be sure to read the full patch notes and experience it in game for yourself. Also at the end of the new level, there is a QR code to scan so that you can have YOUR Dev NFT in a future level. more details on twitter. Major Updates:
Level selection added to the main menu
New map added called Collapse
Minor Updates:
Changed the default movement on dev island to run and the alt movement has been changed to walk.
Bug Fixes and QoL Updates:
Fixed shadow renderings in multiple parts of the game
Improved rendering times to increase user fps in multiple areas
Adjusted broken textures on dev island and the blockchain level
Flickering lights have been fixed in the bar level
Adjusted audio timings so the dev is not speaking over-top of himself as much
Adjusted trigger boxes to be more responsive
Audio balanced certain voice lines to be more in tune with others
Increased mouse hitbox platforms on the blockchain level to make them more forgiving
Adjusted foliage on Dev Island for better optimization