Players can now reroll pack selections if they have reroll tokens.
When a team loses a round, each player on that team is granted 1 reroll token which can be used on the next round’s pack selection or saved for a future round.
Fixed a bug causing the HMG to queue its bursts prematurely while aiming down sights.
Fixed a bug where the Holy Sphere was not healing teammates when directly hitting them.
Fixed the Bolt ability upgrade showing up before players had unlocked the node in the progression tree (made available in a hotfix before this patch).
Interface
Fixed a bug causing the victory/defeat announcement to be played twice.
Fixed some smoke particles obscuring HUD elements.
Improved the progression tree loading to fix the nodes not being visible sometimes.
Maps
Wellspring changes:
Fixed a potential stuck spot in the wall when using teleport abilities.
It's a wet hot Clockwork summer for us here at Realmsoft (no, I don't know what that means either), and alongside new trailers and showcases, we are also here to deliver piping hot demo updates, right off the grill.
As always, leave us a note on Discord if you run into any other issues or have any more suggestions!
Major Changes
Missile Launcher Alt Fire: Primed Shots
The missile launcher has been updated with an armor-busting alternate fire. We felt the missile launcher needed a little bit of extra oomph and value-add, so we came up with the idea of an alternate fire mode. Try it for yourself and let us know what you think!
Map Improvements
Save points are now recorded on the map. We're a big fan of the old-school save point system, but we did agree with folks that not tracking where those precious save points were on the map could be a bit stressful. So now they are! The map will see many more updates in the future.
Movement Key Rebinds
Keyboard players can now rebind movement controls. This was honestly just something we ran out of time for with the original key rebinds patch. Rebindable keys is just a great feature for PC gaming, and we didn't want that to stop at movement keys. So now it doesn't!
Now, read on for the full list of changes!
New Features
Missile Launcher Alt Fire: Primed Shots
Alternate fire shoots a Primed Shot
Primed Shots deal extra damage and break enemy armor
Primed Shots cost extra ammo to fire
Normal missiles no longer break enemy armor
Missile launcher base ammo is now 3, up from 2
Map Improvements
Save points are now recorded on the map
The Map Kit item is now required to use the map
Expanded Options
Keyboard players can now rebind movement controls
New Graphics Mode: Lock to 60 FPS - Players experiencing improper runtime speeds can turn this on. It will also turn on automatically if Vsync fails.
General
The Window Scale Factor option is now applied every time the game runs
Combat
Mines boss armor reduced
Mines enemies' HP and armor adjusted to account for Primed Shots
Equipment
Twinfire Barrel mod now reloads two missiles at once rather than firing two missiles at once
Levels
Forest stages received some minor path changes. The entrance to the Mines has moved!
UI
Improved UI for Iris' armor gauge
Additional visual effects to communicate "missile stage" effects
Bug Fixes
General
AMD players should no longer encounter errors or crashes when entering the boss rooms in the Mines.
Autosaves now preserve the player's Health, Armor, and Repair Energy
Fixed an issue that was causing buttons to act held down when a controller wasn't plugged in
Fixed an issue where the player's gun sprite would sometimes not render near the edge of a screen
Combat
Fixed issue where enemies killed by a player would stay dead even if the player reloaded the autosave at the start of a room
Nimbot (Forest Boss) should no longer deal collision damage while dying
Fixed an issue that could cause Drillbot's routine to halt indefinitely
Fixed issue where dealing damage to the Mine Boss' weak point could sometimes result in the damage being multiplied too much!
Levels
Fixed issue where bullets could "miss" small objects if the player was too close to them
The player should no longer enter a glitched state if damaged while opening a chest. Additionally, the player should no longer be able to take damage while opening a chest in the first place!
Fixed issue where Revolver bullets could fail to activate Flipper Switches
Equipment
Players can no longer initiate a false "Power Dash" if they have no Power Dash equipment
UI
DualShock 4 controllers now correctly show appropriate button icons, including the touchpad
Should you encounter any issues with this update, kindly submit a ticket through our support portal on our website www.nofio.co. If possible, please attach a Diagnostic & Steam Report.
We recently revealed a new trailer at the Media Indie Exchange (MIX) online stream event, 'Guerilla Collective 2024, featuring new scenes and characters! Take a look! 👁️
To celebrate the day of boat racing, the Dragon Boat Festival holiday week is now live!
During this week complete as many tasks as you can to unlock various rewards, among them the gallant Dragon Mask! (Not all tasks can be completed by all players)
Look at a goat, now back to William. Now back at a goat, now back to William. Look down, look back up, now William’s in a kimono. What’s in your hand? Daily Tokens you collected by logging into Blush Blush every day.
Anything’s possible if you complete the Limited Time Event and unlock William’s Kimono Outfit.
Hello cones, firstly: happy pride month! And secondly, we have a new epic update prepared for you! Peep the full list here:
-fixed z collision crashing yet again -fixed workbench gui not still being 4:3 -fixed not being able to jump off machines and light blocks -added dust particle -fixed cursor blocking ui elements -fixed stray pixels on cursor when changing aspect ratio -fixed fov crashing the game after loading -added a new enemy, The Titan: -drops expensive raw materials like steel -has very high health -spawns on Hellania -is the first enemy in cones in space to have a 3d model!
Hello Champions! We have pushed out our final beta patch on Steam, iOS, and Android. Thank you for your engagement and the great feedback to date:
Major changes:
Addition of all ACT ONE Single Player Opponents. We now have 34 total single player levels!
Addition of 100 new quick play AIs and rescaling of all AI opponents. There is now a finer grain to difficulty increases from 0-3000 fans and substantially more AI play styles for you to compete against.
Win streaks in quick play will now earn ramping fans up to 250 fans per win
Substantial re-write of game tutorial (Get that duck!)
Rebalanced move set damage
Single player victory rewards! Earn the avatars of your dojo opponents.
Improvements on UI/UX for profile and hero archive
Forge improvements + Forge Tutorial
Addition of Life Steal as move effect
LOOT BOXES NOW OPEN FASTER 🎈
Addition of a dozen more music tracks
Graphical updates to in-game screen
Added slooooooooooow mode for single player
Added crash tracking telemetry
We are looking forward to our launch in July and hope you all enjoy playing!
Added a setting in the options to disable/enable the center dot.
Proper multi-monitor support.
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Game can now enter full-screen on monitors other than the main display.
Game can now restore its window position between launches across monitors other than the main display.
Added option in the controls menu to reset to the default controls.
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Added a setting in the options to switch to old legacy graphics.
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Added a confirmation prompt when exiting to main menu from the play screen.
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Added very experimental multiplayer support.
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Must be enabled by editing the SAVES/options.cfg file and setting the value of DEBUG to 1.
Once enabled, a MULTIPLAYER option will be available on the main menu.
Once you enter the MULTIPLAYER screen, you can enter an IP address and port to connect to.
The server software can be ran via command-line with the Multris_Dedicated_Server program found within the game files. A port to open the server on can be given via a command-line argument, otherwise the server will open on a random available port.
Currently, only the "play area" is shared between players. Players cannot see each others current piece, score, or anything else.
There are many known bugs, such as not being able to leave the multiplayer mode without restarting the game, the server crashing if a player disconnects, the client often crashing when trying to connect to incorrect IP/Port combinations, the opponents play area not updating correctly when they clear a line, and a lot more.
Gameplay Changes
Lowered the rate at which the number of line clears required to level up increases from 5 to 3.
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Bug Fixes
Fixed a crash when a score loaded from the save files had a non-numeric value.
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Now, score will be reset to 0 if loaded value is non-numeric.
Fixed a bug causing pieces to phase downward into adjacent walls/blocks for a single frame when falling.