I hope that all of you who have played the latest content have enjoyed it. I’ve addressed the few issues that have been brought to my attention so far. Thankfully nothing major, which is always a load off my mind! This week I took it easy, catching up on my gaming backlog which has been fairly neglected this year! Yesterday, I started updating the walkthrough. If any of you have had difficulty discovering some of the hidden content in this update, I hope you’ll peer through the guide to check out what you’ve missed. It will be released alongside version 5.3.1, next Sunday at the usual update time (8 PM EST)
To anyone considering becoming an NPC for version 5.3.1, please be sure to become a Tier 4 Patron by Friday, Nov. 3 as that is when I plan to finalize any changes to the public release.
Also, we are right on the cusp of Halloween! And since we are so close, I have a special bonus for patrons right now! The previously announced mini doujin by Jun Harvel is complete and can be viewed early by patrons of any tier!
This is a 9-page comic that the two of us collaborated on over the past few months and I think it came out great! There is an English version, adapted by me, as well as a Japanese version. Please go give him a follow @rg_18vhit if you like his work and let me know what you think of it! Would you like to see other comic adaptations of the game’s scenes in the future? Perhaps I can set a crowdfunding goal for one if there is enough interest.
That’s all I have for you this week! Until next time!
Patch 1.1 has arrived! Featuring a ton of new features and QOL improvements.
Arcade Mode
Arcade Mode is a new way to replay existing levels. We've extended the Endless mode's medal and score system into the campaign! Along with this, global leaderboards have been added.
Play something new with the Custom Maps overhaul!
Check out the new map browser with vastly improved navigation and visual flair. Want to create your own arena of destruction? Take a look at the all new Voxel Level Editor. Easily carve out your arena in seconds and publish for all to play!
Full changelog
Arcade Mode added
Massive level editor overhaul
Dualshock controller support
Episode 3 monsters added to Endless
Graphics settings expanded, added Shader Quality and Lighting Quality
Games file size reduced by half
Made world triggers far more reliable
Photomode now available for all languages
You can now remix some audio channels in the audio menu
Riding car hood no longer bugs out when respawning
Fixed respawn issues on Pressure Point
Reduced potential softlocks
Endless: Chainsaw Arms added to the shop for 50,000
Endless: Most augments from Episode 3 now available
Fixed potential softlock on Rooftops tower encounter
Fixed buggy augment descriptions in the shop
Fixed inverted gamepad option for vehicles
Fixed Ascension teleport trigger issues
Fixed Magnum spin animation
Fixed Sloth's firing upon death
Fixed Heavy Duty on Maw Abberations
Telefrag medal now gives 200 points instead of 150
Instagib medal now gives 250 points per kill instead of 750
Fixed geo disappearing in Sunset Synthetica
Fixed Teratek Factory checkpoint bug on final arena
Episode 3 enemies added to Endless
Fixed Triple Kill medals
Added missile description to car tutorial
Splash damage no longer clips through walls
Microwave Beam damage on Plasma Gun resets between deaths
Fixed a hole in Vector-4
Teddy slam no longer damages players multiple times per single impact
Fixed Telefragger typo in Open Season
Fixed fog in Ascension on rooftop
Fixed Space bar bug making secret levels reset multiple times
Shells/Rockets will no longer pickup if you are charging the Waster or Rocket Launcher (fixes issue where ammo would go missing)
Fixed Run the Gauntlet achievement not working as intended
Fixed Pressure Point killcount in regards to boss arena monsters
Fixed Toxin Refinery killcount in regards to Slimers
Fixed several menu typos
Fixed bug where holding the gamepad jump button would not ascend vehicles
Fixed Micro-Missile launcher getting stuck when using toggle mode and running into Corruption Zones
Jacked Junkies and Belchers now only need 2 charges from the Waster shotgun to get electrocuted
Hello everyone! This update is a tad overdue - last week was the goal - but Unity threw a curveball my way, necessitating a version upgrade and a bit of a scramble on my end. Nonetheless, I'm back on track and excited to share the latest on room upgrades.
Upgrade Updates
Navigating the intricacies of lighting for each individual room in Artificer's Tower has been a journey of discovery (and a few facepalm moments!). The idea was simple: bake the lighting for each room with all assets in place to achieve that perfect ambiance. Easy, right? Well, yes... until you start tweaking and removing elements to enhance the impact of the upgrades.
After some creative problem-solving and careful selection of assets, I'm pleased to say I've struck the right balance. Upgrades now feel meaningful, with rooms filling up and evolving as you progress. Some transformations are more subtle, especially in rooms that were already quite sparse, but overall, the impact is there.
Survival Mode: A New Challenge
The spotlight now shifts to our next big feature: Survival Mode. It's a mode designed to test your limits, and I'm eager to integrate it into both the demo and the full release of the game. The catch? It's brutally challenging – an impossible mode to see how far you can push your skills. For demo players, be warned: your journey will be cut short as access to all items is restricted. The focus here is less on management and more on combat, providing a fresh and intense gameplay experience. Testing is underway, and achieving the "just right" feel requires numerous playthroughs. So, fingers crossed, and wish me luck!
Playtest Opportunity: Join the Fray!
Looking ahead, there's a playtest on the horizon, covering content up to the end of the second boss. If you're itching to dive in and lend a hand (or just curious to see what's in store), head to my Discord and hit me up! I'd love to have you on board.
Bug Hunt: The Never-Ending Struggle
On the bug front, progress is steady. Most have been squashed, but there's one persistent little critter that keeps coming back for more despite my best efforts. It's almost comical at this point – a game of whack-a-mole that keeps me on my toes. Here's a sneak peek at my nemesis:
This update is a companion to the Event update from a month ago. For that update, I added events and rule-driven rewards. I promised titles and badges to participants in the event, and now the UI for that has arrived.
Titles and Badges
In the cosmetics menu, choose an active badge and an active title, or choose not to use them
See everyone's badge and titles if they have one equipped on the individual pack leaderboards, overall leaderboards, and in their profiles
Enhancements
Added a monospace font for use in time display, such as the split timer or times on the leaderboards
Added a fallback font for extended ASCII characters, improving the number of letters that can be shown with the big blocky font
Use better colors in the individual pack leaderboard entries, instead of the harsh previous colors
Small improvements to the UI of profiles, making the display of a player's name better
Performance
Rewrote the starry background from the ground up, improving framerate in the game and menus by 25-40%
Made player movement feel smoother by using better physics prediction to determine where the player would be under low framerate
Drastically reduced player jitter when using camera smoothing
Bug Fixes
Fixed camera smoothness not updating while changing settings mid-game. It previously only updated if you used escape to close the pause menu instead of the close button.
Fixed difficulty achievements not unlocking
Fixed buggy hover effect on a player's name in their profile
Starry background will no longer become laggier the longer you leave the game open in the menus
For everybody who doesn't like the changes made in the Halloween patch, you can choose "version20" in the "Betas / DLC" tab to go to a pre Halloween-Patch state of the game ^^
Changes
Added legacy version 1.20 tot he "Betas / DLC" branches
Hoverboards: Physics, VFX, and SFX updates have been made, making it feel much better. Hoverboards: The finishing rank list is now visible to everyone. Hoverboards: Some additional SFX have been added. GGParty Mode: Females can now accept and transport quests. GGParty Mode: Quest characters are now marked as completed in multiplayer as well. Tournament-Lobby: Bugfix for Money Cases. GameModeOverall: Code cleanup GameModeOverall: Prepared for the integration of Race and Hoverboards. GameModeOverall: Overall improvements and integration of the Hoverboards Race system.
Lightning element has been replaced by the tesla coil. This is probably one of the best invocation ever made in this game, and perfectly in shape with the lightning element. Thank you Red Alert.