Fish or Chicken from today. We are pleased to announce that we will support language switching Why not take this opportunity to play? A chicken and fishy world awaits you.
Introducing RoboSync gameplay. Open to questions and feedback.
RoboSync is an engaging puzzle game that challenges your logical thinking skills and accuracy.
Each level features robots moving in desynchronized patterns. Your mission is to release and block passages at the right time, coordinating the movements of your robots to unlock all the locks simultaneously.
It's crucial to carefully consider each movement, executing commands precisely to achieve perfect synchronization.
1. Character LV up will affect character attributes, which were not affected before. 2. Passive weapons begin to affect character attributes and active weapon attributes, which were not affected before. 3. The interface language can now be switched, which was not possible before. 4.Added 12 new Languages. but due to Art style font, some Languages may show Garbled characters. will be fixed on latter updates. 5. Added a new Building on the map. 6. BUG fix: After death, the resurrection health bar can be displayed normally. It would remain in the dead state before.
Today, we sit down with Vermintide 2 developers—Joakim, our Design Director, and Erik, our Product Owner—about our goals and design philosophy for the closed alpha test for Versus happening in the near future.
Editor’s Note: As of this dev blog, the test has been delayed; but it is still sure to happen, and quite soon. We’ll keep everyone posted on new dates once we iron out this last wrinkle!
What is Versus and how can players expect it to work?
We see Versus as a casual asymmetric 4v4 PvP+E game mode that pits the Ubersreik Five against our AI enemies and up to 4 player-controlled Skaven specials (known as the Pactsworn). The gameplay is based off of our adventure mode maps, but split into multiple sections. Heroes progress through a map section, completing objectives as they go. For each objective they get a certain amount of points.
The Pactsworn goal is to stop the Heroes from getting points by killing or disabling them. When the Hero team has either reached the end of the map section or have been fully disabled, the teams switch sides, competing for points over multiple sections and rounds.
The team with the most points after a match wins.
The Versus game mode is definitely something that players familiar with the genre will recognize. We want to honor our predecessor in this space while adding our own unique melee-oriented flair to it that most of our players recognize us for.
Why are we working on Versus?
Ideally, we want to create a player versus player plus enemy (PvP+E) game mode that can be played alongside our co-op modes to hit that sweet spot for players of all types. We want to provide a fun, casual team experience but still scratch that competitive itch.
This isn’t the first time we’ve announced Versus; and our first reveal happened way back in 2019. We had run some small external tests with a select group of players during that time and weren’t completely happy with how things were running, so we put it on the shelf to marinate for a bit while we focused on other content like new careers and co-op game modes. We had worked on it a bit here and there with some tweaks to tighten up the foundational PvP+E gameplay, but it wasn’t until last spring did we decide, “Let’s actually do this thing” with fresh eyes.
What are our goals for players in this closed alpha?
First and foremost, we want Versus to be fun for our players, both for those who are new to Vermintide as well as for our veterans. We tried to have a good mixture of both when selecting those for this test. We want players to go in, play, and tell us their unvarnished thoughts.
One of things we’ve learned through our years of development is that our players deeply love and care for this game, and we want to learn from them and their feedback during this testing period. We’re aiming to take a co-creation approach with our players by opening up a closed test for a large majority of those who signed up, observe them play, analyze their feedback, and take that into our development process as lessons learned.
But we also want players to know this is our first time testing Versus with a larger number of players, so things aren’t completely final, and some things may be a bit unstable. We want feedback on this, too! The good, the bad, the ugly; we want to look at all of it and come back with takeaways to discuss and iterate upon to create something our players will be happy with.
Will there be other testing opportunities in the future?
Absolutely. We don’t expect this test to be a one and done type of deal, so we’ll be testing more in the future and soliciting feedback during those periods too! The closed alpha test is just one step in a multi-stage process to get both the team and our players feeling good about the game mode and how it plays!
We hope you all enjoy Versus, and we hope to see you in Helmgart soon!
Commanders, servers will be undergoing maintenance for update.
Maintenance schedule: 2023/01/23, 3:00 - 6:00 UTC
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📝Patch note:
➡️Ship Blueprint Increased Blueprint Star for all ships to 21, which will be the same as the Dreadnought Blueprint Star of the last update. The Blueprint Star for Raynor Battle Cruiser, Royal Oak Dreadnought, Constitution Battle Cruiser, Constantine Dreadnought, Senator Battle Cruiser, and Caesar Dreadnought has been increased to 31. Increasing the Blueprint Star of the aforementioned ships will unlock a series of new skills. The Blueprint Skill needs to fit the formation's Van Row, Main Row, and Back Row. When the ship is assigned to the Master Positions in the corresponding Formation Row, the skills will then be activated. The effects of the blueprint skills will apply to all the ships in the current position. You will unlock 1 Master Position for your Admirals by default. You can upgrade the rest of the positions to Master ones with a certain amount of materials. The upgraded positions can be reset to regular ones, and the materials used will be refunded at a certain proportion.
➡️Optimization of Battle of Hydra Event Cargo Fleets will have force icons Crimson Pivot and Ascending Node during the protection period will now generate Crystal Cores normally Unable to attack enemy force Fortresses during the Engagement Stage, increased the Force Points earned by plundering enemy Force Fortresses during the Occupation Stage. Ally fleets with invisibility activated will be displayed in the event galaxy Increased the FTL speed of force Cargo Fleets Increased the strength of force Cargo Fleets Added an exchange shop for the event winning force, which will be exclusive for players from the winning force during the conclusion stage
➡️Flagship Removed the Admiral requirement for triggering Flagship special skills. Now, any Admirals can activate the Flagship special skills
Heli-Cats has rank. For players new to shoot'em ups, rank is an internal mechanism that adjusts an arcade game's difficulty based on how a player is doing. It became a well-known concept with Battle Garegga back in 1996.
Unlike that game, Heli-Cats is nowhere as punishing or insane with its rank. There are only three things that affect rank here.
Destroying an enemy - increases rank based on the enemy type
Getting hit - reduces a lot of rank
Using a bomb - reduces some rank
With these in mind, it is possible to control rank via several methods. For example:
It may be a better strategy to avoid some enemies altogether, letting them go to slow down the increase. A good example is the weak drone, which comes in large batches.
Since armor cannot go beyond 3 in arcade mode, it may be worth it to get hit at full armor before getting an extend every 400,000 score to reduce the rank instead of getting the 100,000 max armor extend bonus.
Similarly, it may be worth using a bomb before picking up a bomb refill at full bombs, forgoing the 20,000 max bomb bonus. Bomb planning is a strategy that is easiest to learn.
Also, every mission in Arcade mode has an increasing rank cap that is higher than the one before it. This makes rank control more useful for later missions.
Most players who are still learning the game will not feel the rank at all if they are using continues to beat it. Skilled players going for 1CC, however, will definitely feel it from mission 4 onwards. Enemy bullet patterns are more intense and bullet speeds are faster. Enemy health remains unchanged.
Before starting a run you can now select Quick-Mode Reduce the number of stage per zone from 16 to 10 Create a off-path to directly go to the boss stage at stage 5 when you are not at the last zone Increase monster spawn-rate by 20% Increase Experience gain by 20% There is only 1 altar to activate in boss stage
Migrating from 3D to 2D collision
Collision detection is now handled in 2D instead of 3D From benchmark, it's around X2 to X4 collision performances gain
Physics calculation now happen once per frame
instead of being on a fixed update step, which could snowball lag-spike in the past, leading to multiple physic step in a single frame.
New Difficulty on profile creation - Casual mode
New difficulty that allow for a casual experience without the challenge You cannot die (Not in red timer in Survivors mode) Damage Increase by 5% for each level-up Damage multiplied by 1.01 per minutes
Terrain generation
Terrain is no longer a very large flat plane with border This mean the terrain no longer have border For now it should be very similar to the previous terrain (flat with not special features) but allow for addition of more interesting terrain generation in the future Some module have some surprise for the players, so you are more encouraged to explore Additional alternative module will be added over time to add variety Not easily modable
All achievements are now on steam
Challenge Level
Some challenges can now be leveled-up , increasing the difficulty and the soul-coin reward from it Some challenge increase the world rank they are applied to This is aimed for veteran player that are ever-looking for harder challenges They don't and won't unlock anything. (Will add leaderboard related to them later-on)
Weapon Modifiers refactorization
Shouldn't change the current behavior (yet). so for now, modifiers are directly applied to the avatar data and apply to all weapons. It is only a refactorization on how the game handle weapon modifiers in preparation on 0.10 weapon modifiers mechanics This may lead to a few bug Soul-Cards affected so far: Fractal, Ice Spirit, Fire Spirit, Thunder Spirit, Divine Smite
Input system refactorization
Input system got reworked to be more modular and finally modable This will reset all previous bindings
Gun-Slinger rework
No longer limited to a single weapon but can only use one You can cycle through your weapons with scroll 3 weapons path are no longer mutually exclusives Increased Enemy Count from 35% to 65% Increase stage objective from 50% to 65%
Card pool rebalance
This change mainly target at card with heavy trade-off and give them a level requirements as they are usually card you want to obtain later in a run. The goal of this change is to remove the bloat of card in the early game as it filled with card that most player want to ignore this early This also help the player find and get the weapon he want early on The level requirement vary between level 5 to 50, so it mainly impact the early game.
Weapon Refactorization
Major refactorization to how weapon stats are handled to allow dynamic modification of stats for specifics weapons
Major QoL
Card tree
When viewing a card details, you can now check it's card tree, which allow to easily see the requirements or the evolution of a card
Zone Selection screen You'll now have a zone selection screen between each zone, This mean the first zone in D+ rank is no longer random between boreal pinewood and dream forest
Stacked Damage number In option you can now enable stacked damage number, so it display the recently cumulated damages per enemies
Stage Information when hovering/selecting a stage
Option to enable health-bar over all non-elites enemies (without performance hit) This also allow health-bar over summons
Weapon tab added in the pause menu. You can see each weapon damages stats You can also see weapon modifiers
Added damage graph over time (and kill count) You can click the damage on the left to check damage stats for each damage source You can change in option the time precision of the graph (default is 30 sec) from 5sec to 120s
Weapon with auto-aiming will now predict the enemy position based on their actual velocity
QoL
New fight music for Crystal depths (cave zone)
Music for Scroshed Plateau boss stage
Improved Visibility in Crystal depths
Added a Default camera zoom option, where you can slightly unzoom the camera when there is nothing overriding the camera zoom
Added support for DX 12 and Vulkan (can be changed by using "-force-vulkan" or "-force-d3d12" launch command in Steam)
New Sound-track for Boreal Pinewood combat stages (snow forest zone)
Added a title text when you enter a new zone in Rog's mode (this also mean all zone now have proper names)
Improved stage selection of Boreal Pinewood
Added error message when trying to create a profile with unvalid name
Slightly changed light model used for enemy and foliage sprites They should slightly be affected by back-lighting, most noticeable in Crystal depths
Damage number color is now slightly affected by environement to not be too distracting (especially in cave zone)
Reworked a few sounds in the game
Improved sound mixing during anachronistic
Reworked the pause menu
Blur the background when the game is paused
Slightly reworked the visual option menu Give better visibility to what you can see
Added Wide Rog skin
Damage number now support Q and Qt OoM
Removed collision between player and summon
Updated Soul-shop UI to fit the rest of the updated UI
Soul-Shop tier text color is changed when a tier is maxed
Sound Setting now has a Master slider
Sounds Option UI improvement Added an input field on the value, so it can precisely be edited Also slightly updated the UI to the new style
Next stage button text in event will be replaced with "Fight" in the right situation
Added an FX feedback for volt-strike to easily track active charges or if the effect is active
Future damage from poison debuff is also displayed on the healthbar
Fire spirit damage is also displayed on the enemies Healthbar
Improved Scorched plateau stage selection visuals
Biome only card now have a small text so you know it only appear in this biome (and not only in the card details)
Music no longer restart from 0sec when entering a stage
Slightly changed Scorched plateau ground color to help with enemy readability.
When creating a profile, the game will pull out Steam virtual keyboard for steamdeck user (or big picture users)
Added a Damage line in the stat menu, that will display a breakdown of damage source
Pressing F11 now hide all UI
Weapon stats are now breakdown when there is modifiers affecting them
Damage source in End of game damage summary can now be hovered and a tooltip of the source card will be displayed
Stats category can now be expanded/collapsed
Added a small loading screen when starting the game
New Artifact
Ranked Dice Give one free rarity reroll on card selection, refreshed every 2 card selection Unlocked by "Getting Scammed"
Light Arrow Each Purification points increase base critical damage by 3% Unlocked by having Light spirit level 4
Golden Goblin Hand Only obtainable in Notice board (forest - Goblin quest) Picking gold inflict 5% (+0.5% per player level) damage to enemies in a 15m area (scale with area size) Damage scale with Damage multiplier Can crit Ignore enemy defense (and defence shredding)
Mushroom Gel Only obtainable in Notice board (forest - Mushroom quest) 75% of damages taken are slowly applied over 10 seconds This is post-defence damage Damage inflicted by mushroom gel ignore your defence
Silkskin Wings Only obtainable in Notice board (forest - Flying eyes quest) Increase final dash duration by 1.5s Increase final dash cooldown by 1.5s Increase final dash delay by 0.5s Reduce dash speed by 80% Increase Dash Charge by 1
New Weapon
Ice Nova - Heroic Launch a slow-moving nova of ice spawning icicles around itself related talent is just a placeholder for now
Arcane Beam - Epic Charge and shoot a powerful beam in the aimed direction Cannot charge another beam while one is already being shoot Deal continuous damage overtime Width of the beam scale with area size
New Weapon Evolution
Ballista Evolution of Throwing knife and Crossbow Automatically Attack healthier enemy Also attack in the aimed direction upon dashing Throw multiple parallel bolt Simultaneous bolt only work when in Siege-mode or during dashes When not moving, Enable "SiegeMode", the weapon gain double it's damage, halve it's attack delay, and greatly increase it's bolt penetration, but reduce the player's movespeed by 30% for 3 sec after quiting siegemode
Singularity Gland - Evolution of Worm gland and Void Spirit Create massive blackhole that slowly attract nearby enemies Deal less damage as the enemy is farther to the center Deal damage more often as the enemy is closer (up to 10 tick per seconds) Size/attraction speed depend on the "Mass" stat Slowly grow in size to it's maximum size Gain 50% chance to shot a second black-hole at level 5 (100% at level 7) Blackhole that get close enough will merge Blackhole that just spawned cannot be merged immediatly Enemies hit gain a permanent time-slowness effect (depending on how close they are to the center)
Explosive Bow Evolution of Bow and Explosive Vials Arrow that target the closest enemies and explode when the projectile hit an enemy Maximum piercing capped at 5
Arcanic Pike Evolution of Pike, Light spirit and Arcane Beam Slowly charge a powerful arcanic laser that decimate non-elite ennemies on it's path
Angelic Prism Evolution of Ice Nova, Explosive Vial and Arcane Beam Summon an Angelic prism that quickly cast beam toward the nearest enemies Each enemy hit cause an explosion dealing 50% of it's damage in AoE
3 New Gun-Slinger's weapon
Weapons don't have they own sprites for now
Dual Gatling Require Perfection Upgrade of HMG Start shooting slowly and scale up to 50 time per seconds Shot 2 time[
Rail Gun Require Thunder Spirit Shot a infinitely piercing rail Each enemy touched cause 3 sub-trace to be shot randomly Very high damage Very slow attack speed
Flame Thrower Require Fire Spirit Quickly shot wide weak projectile that can quickly cumulate damage on enemy May need balancing
New Soulcards
Health potion - Rare Increase Health regen by 35%
Vengeful shield - Synergy Synergy between Stalwart shield and Health Potion Every damage receive (post-defence) increase your damage (60-80-100)% of this amount for (6-8-10) seconds Increase Wild tagged card drop chance by 10%
Holy Skin - Ascended Card Reduce Bonus damage receive from negative defence. Reduce Defence by 20% per level
Unwavering Faith - Synergy Card Synergy of Zealot and Blood Candle Remove all Positive defence card you own Ban All positive Defence card Increase Zealot conversion ratio based on your purification Reduce Defence by 10%
Decaying Armor - Epic Overtime, Decrease your defence and increase your defence penetration Reset upon taking damage or entering a stage Require Zealot
Faith - Tainted Reduce Base Defence by 0.25 Increase Faith by 1 Only available after you obtain Zealot
Discipline - Tainted Reduce Defence Multiplier by 1% (compound) Reduce Health Multiplier by 1% (compound) Multiply Faith by 1.025 (compound) Only available after you obtain Holy skin
Humility - Epic Increase damage dealt to elites and boss enemies based on your faith
Divine Shield - Epic Grant you shield charge based on your faith Each charge protect you from 1 hit are restored when a stage start Only available in Rog's mode
New Soul-Shop Upgrade
Soul-card selection choice Increase Soul-Card choice during selection by 1 (stack with cheater's hand)
New Event
Notice Board (Forest variant) Choose between 4 missions to complete and get the reward Can only appear once
Golden Altar
New Elite Abilities
Only appear in C rank and higher
Ethereal Cannot be affected by debuffs (like fire spirit)
Fast +30% move speed
Giant + 50% size +150% health +50% Damage -15% speed + 30% drop reward (gold and exp)
Maiden has 10 charge, each blocking damage, Recharge 1 charge every 2 second, Cannot regen more than 30 charge
Priest Heal other nearby non-boss enemy by 5% of their max health each second Cannot be healed by another Priest elite
Stalward Reduce knockback received by 90%
Tiny Reduce Size by 35% -50% Health -35% Damage +50% speed
Undying Have 3 Extra life After each death, increase it's size by 10%, Damage by 10%, Health by 25% + 300% drop reward
Changes
Renamed "Damage" stats into "Power" stats to reduce confusion ( especially with lunar inferno)
Wrath now require area tag
Temporarely removed Spirit's water from artifact pool until it get a rework
Old Coin buff Increased Experience bonus from +100% to +300%
Player's health regen and weapon attack speed depend on players timescale (as of now, nothing in the vanilla game affect player's timescale)
Pike reworked New Visual FX (so it's doesn't look horribly ugly like before) No longer has delay between multiple pike projectiles Hitting an enemy with the tip of the pike will deal guarantee critical hit with a 100% damage boost Slightly follow the aimed direction after it's spawned
SwordRang Tweak If a projectile get too far away from the players, it'll get removed if the projectile is alive for too long ( > 10 sec) it'll also get removed to avoid lags In Addition, if there is more than 1000 Sword-rang alive, returning sword-rang life-time get depleted 5 time faster (again to avoid huge lag-spike from getting out of control)
Similarly to Swordrang, Wisp projectile will see their lifetime greatly reduced when their number is greater than 1000 to save performances
Soul-Coin gained from gold is now soft-capped over 1 Million gold
BonFire event change Merged rest and meditation, so you always improve one of your card when you rest Card limit break option no longer has requirements (ouside of having a maxed out card)
Fairy in a bottle tweak Increase health regen multiplier from +20% to +50%
Throwing Knife nerf Increased base attack delay from 0.33s to 1.5s
Kunai buff new effect: Remove all positive defenses from enemies hits by the kunai
Arcane beam, Void Wisp and Magic wisp buff Ignore positive enemy defenses Still benefit from damage shredding bonus damage (similarly to critical hit)
Magic wand buff Increase damage of all Magic tagged weapon by 20%
Arcanist staff buff Increase damage of all Magic tagged weapon by 50%
Removed some artifact form the boss poll list Glass Sword Jaald's potion Sacred Sword Troll blood Pork Statuette Void Statuette
new artifacts added to the boss poll Holy cross Shop-Keeper's Plate Adventurer's License
Thunder staff now deal a little bit of knockback
Damage in statistic now directly track the damage dealt without being clamped by the monster health
Evolutions unlocked via achievements are now added to the pool of the current run Need to be tested
Fuuma Shuriken, Storm Staff, Void wisp and Arcanist staff no longer requires any achievements to be unlocked (they are unlocked by default) These two change should help new players to access evolutions without spending too much time into the game, especially since I've noticed a lot of player think that the game don't have evolutions
Save Villager Event Fighting the monster is now a real fighting stage instead of being an auto-damage for reward one
FireSpirit tweak Fire damage duration no longer increase when applied but is reset instead Increased damage percentage from 10% + 5% per level to 20% + 10% per level Reduced duration from 5sec to 3sec
Fight & Flight change No longer increase Power by 100% + 20% per level Increase Attack speed by 50% + 10% per level instead
Berserker card renamed Bloodthirst
Glass sword now multiply the final damage by 2 instead of just multiplying the power multiplier by 2 this mean it affect both lunar inferno and all transmutation builds
Change to Zealot Add a new Stat called "Faith" that increase Damages Zealot now increase Faith instead of Power
Increased Thunder Staff talent charge cost From 200 to 500/466/433/400 charges
Fire Aura tweak DoT duration no longer increase as you apply it (it get reset instead) Greatly increase DoT damages
Boss Changing Phase only remove 75% of it's defence shredding instead of 100%
Changed Tainted drop-chance based on player level Tainted drop chance should slowly increase at the player level-up
Shrine are no longer save-scummable the game will automatically save after your card has been changed quit and saving at this point will load the stage selection as if you pressed continue
Fresh Bullet rework Effect only apply if you reload with less than half of your ammo left. duration no longer increase infinitely but is reset when reloading if still active Increased effect from 30% + 10% per level to 50% + 15% per level
Scavenger rework When you kill enemy, you have a chance to regen 10% (+5% per level) of your max ammo on your selected weapon Have a cooldown of 5sec Max level increased to 4
Reworked how connection between stage is generated Should no longer be Left-centered Now allow connections to cross each other
Increased OS-Protection duration when taking fatal damage from 0.15sec to 0.35sec
Reduced "Critical ontop of critical" requirement from 101% to 100.1%
Removed consecutive death bonus from Hero mode
Corruption slider now also Increase Talent mastery gain
Corruption slider is now available after you completed D-rank Instead of being available after completing last available difficulty
Increased Budget cost of zone 3 enemies this should reduce their number overall and improve performances
Elite monster count as 10 monsters killed for kill count objectives
Achievements
Added a new secret and stupid achievement. that unlock a new skin Good luck
Getting Scammed - Rarity reroll an Heroic or higher rarity card into a lower rarity
Pour directly on your wounds Reach 10 health regen Unlock Health potion
Time for Payback Receive 1M damage in total Unlock Vengeful shield
Increased Small slime and Medium slime size to make them easier to see
Boreal pinewood can appear in F and E rank rogs mode after you completed E-rank rogs mode
Throwing knife nerf Dash regen delay is capped at twice the dash delay to prevent infinite dashing
Gold collect and enemy kill objective are now mutually exclusive
Summon now inherit Damage mitigation stat from the player
Fixes
Worm boss having invincibility when dealing too much damage
A major bug with how the game select which card to pick for card selection
for those who want details: Game pick a card to take based on the final weight of a card (it's weight (either level-up weight or drop weight) + all the modifiers that is applied to it) It then add the final weight of all card together, generate a random number between 0 and this maximum weight as the "card to be picked" and then go through the whole list of card and add the weight of card together in a "cumulated weight" variable, it then check which card has the right cumulated weight value and stop at it's index Once it found the card, it remove it from the list and remove it's weight value from the total weight However, the bug was that it didn't removed the final weight of the card, but it's base weight, so it ended up with some card not being pickable at all as they would fall out of the range
Weapon's custom Critical multiplied not being applied in case of Hyper crit it was keeping the player's default critical damage in those case
Sniper's Effect not working
Bug when synergizing Cold touch and spike boots making anachronistic not consume dash charges
Some summon not getting close enough to boss to touch them
Throwing Knifes talent not giving dashes charges
Throwing knife talent description displaying 2 more dashes than it should
Training dummy charge being reset when loading a run
Card Details - Requirements level now display the right required values
Necro Decay debuff not being removed properly
Throwing knife Addition dash is now part of the activation buff
Shop - Scroll bar not handling the entire shop properly
Saint's Shinbone being removed from a run when saving and loading a run
Stats calculation issues with "Health Every 5 Level" Soul-shop upgrade and negative health modifier upon loading a save leading to major health mismatch until you open the stats screen or level-up
Chicken statue being noted as Pork statue in the stats screen breakdown
Artifact sometime not displaying the right value in certain places
Fight&Flight no longer give +1 defence when inactive
Corrupted avatar corruption not being displayed in the stats breakdown
Corrupted rog able to obtain negative Damage
Some damage number displayed a slightly off value
Boiling blood not stating it's Max health increase
Some stats displaying " X > Y base stat" but was displaying the actual value instead of the base stats value
Crystal sword not properly applying it's critical effect (crit damage were applied, but not the crit information)
Magic and physical tag not being displayed
Damage number spacing being wrong when the camera was unzoomed
Challenge list in survivors mode not displaying rank button when having selected hardmode in rogs mode
C-rank survivors mode making the challenge button clickable even though there is no challenges available for it
Gunslinger weapon starting at 0 ammo
Purification lower than 1 doing... weird things
Tree, rock, shrine or any procedurally placed object will spawn and block altars (same for the shop-keeper)
In stats pannel, negative stats get multiplier by the multiplier instead of being divided
Fire Spirit not being able to kill an enemy by itself
Wind Feather name fix, also increased summon attack range so they are a bit more aggressive
Profiles button not being accessible with Gamepad
Enemies Innate knockback multiplier not being applied
Sometime damage from the previous run would leak into the current run
Champion tracker not disapearing after their death when their death position is going out of screen Icicle level 2 and higher giving much more higher procc chance that it was supposed to
Blood thirst buff using the wrong icon
Blood thirst buff not having description
Blood thirst cap not being correctly updated unless you lost and regained the buff effect
Some Dynamic modifier having a broken name in stats breakdown That also mean you can hover some of them to see their card source
Artifact description not handling smart text in artifact selection
Thunderstaff's projectile lifetime starting at 1sec instead of 2.5sec
Game count achievements displaying 1/1 count
Corrupted Avatar having a very outdated stats update function this mean stat modifier weren't properly replicated when stats were caculated, or that casual difficulty stats modifier wasn't applied
Music transition bug
Boss shown as appearing in one side in intro, but when the intro finish, they ended up in the opposite direction
Mute In Background reseting master volume to 1 instead of the default value when alt-tabing
Clicking on the tag section of a card during card selection did not select the card
Immortality shard not having Sprite
Ammo Cost stat name being displayed as "AmmoCostMultiplier"
Projectiles not inheriting original projectile Defence piercing and shredding when split from fractal
Duelist & Summoner Death and Victory sprites
Menu overlap card selection (when going to encyclopedia and going back by pressing escape)
Lunard Inferno lvl 0 not telling about the damage scaling from power
Mods not loading on the first game load
Worm gland acid bubble not being affected by projectiles transparency (the edge are still not affected for now, as it's a bit more tricky and a lesser priority as of now)
Error spam with cactus's summon in certain situations
Enemy rarely spawning during the Lava titan fight
Tacticool reloading not working on Gatling
Corruption slider only going up to +400 instead of +500
Level-up sound stacking multiple time in a single frame
Profile Directory button not working
Differents profile difficulties should properly display a description tooltip
Commands
Added a game console (open console key is ` (or ² for azerty keyboard))
Commands can be modded in
New Command - help DIspaly the list of all comand, can also be used as help NameOfTheCommand to check details about it
New Command - cheatMode (cheatState (0 or 1)) Change cheatmode to true or false Using the command without parameter simply tell you if cheatmode is activated Enabling cheatmode disable achievements, talents mastery and soulcoin gain
New Command - listCard List all the card in the game, with both their internal name and their displayed name
New Command - listArtifact List all the artifact in the game, with both their internal name and their displayed name
New Command - listZone List all the zone available in your run, with both their internal name and their displayed name
New Cheat Command - giveArtifact [artifactName] Give the artefact to the player
New Cheat Command - giveCard [cardName] (cardLevel) Give the card to the player a set number of time
New Cheat Command - gotoZone [ZoneName] Instantly start at the begining of zone
New Cheat Command - selectZone [ZoneNumber] Load the zone selection screen to select the ZoneNumberth zone
New Cheat Command - gotoStage [Y position] [Xth stage] Move Rog to the Xth stage at floor Y
Modding
TimeScale refactorisation There is now a global timescale for all entities in the game set in GameManagerFight Summon, projectiles and Monsters still has their own global timescale that is also affected by the GameManagerFight timescale Monsters timescale is now a statistic, which mean it can support multiple modifiers Player is now affected by GameManagerFight timescale the timescale for the players is saved as a statistic in the player entity (since we don't want to keep the timescale on the avatar data)
New Event - OnCardsReroll(List<SoulCardScriptableObject>, List<SoulCardScriptableObject>) Called when rerolling cards Provide the previous and the new set of cards
New Event - OnCardRarityRerolled(SoulCardScriptableObject, SoulCardScriptableObject) Called when rarity rerolling a card Provide the previous and new card
New Event - OnPlayerTakeDamage_CalculateDefence(PlayerEntity, DamageInformationRef, FloatValue);
Modified Event - OnCardBanished(SoulCardScriptableObject) > OnCardBanished(SoulCardScriptableObject, SoulCardScriptableObject) The new event now also provide the new card replacing the old one
All game events are automatically cleaned up when reloading mods
Projectiles modifier variable no longer exist Since this is now a legacy system that is completely replaced by the new weapon system
Player's Modifier are also removed this is also legacy system that got replaced by custom card linked to events
Damage stats internal name renamled to Power, remember to change it
New Function in Card - OnGameInit() Called when the game is launched, this can be used for example to have complexe banishement rules
Fixed some projectile class name being "Projectil" instead of "Projectile" (Yeah, this one was annoying me for a long time)