• Pink pills: More obvious • Enemy Spawn Radius: "Circle spawn" around the player increased by 50%. • Magnet Functionality: o Any XP appearing while magnet is active (10s) will also be collected. o Any XP that was active when pickup was first collected will still be grabbed after effect is finished (unlikely due to XP travel speed and map size). • Dash Buffs: o Duration increased from 0.3s to 0.4s. o Cooldown increased from 1s to 1.35s. o Invulnerability time increased from 0.3s to 0.5s. o Speed increased from 0.2 to 0.25. o Dashing into an enemy that doesn’t die knocks them down/back. • Kill All: Now removes half of a Boss’s health, regardless of max health. • Enemy Balancing: o Lowered all enemy health by up to 50%. o Increased Boss health by 400%. ________________________________________
Audio Changes
• Pill pickup, achievement, dash impact, and jackpot sounds are now assigned to an audio track and can be adjusted in options. • Mortar Select sound volume increased.
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QoL Changes
• In an effort to make the game ‘woke’ enemies can now spawn in the shape of a nob and balls. • Tab Key under the map. • Default audio level set to 50%. • Minimap arrows added for regular crates, magnets, stun, and health pickups. • Arrows added to all pickups (except pills and credits); arrows visible behind objects.
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Visual Changes
• Office Chair Sprite: New 6-directional sprite. • Upgrade UI Confirmation Button changed to a sign instead of a pill. • Crate Effects: All crates now have effects upon opening/destroying. • Bullet ImpactFX: Bullets now have environmental impact effects. • Jackpot: Now has colour and PIZZAZ.
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Optimization Changes
• Magnet Optimization: o Object pools now inherit from a base XP Pool class. o Single player reference instead of 900+ "find player" calls. o When a magnet is collected: ZERO "find player" calls instead of X = active XP pickups. Big win.
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Bugs Fixed
• Fixed Kill All icon staying on the map after pickup. • Locked levels button text now consistent. • Pause menu fix: Closing the pause menu while options is open no longer causes options to stay open upon re-pausing. • Pause menu UI now correctly appears over the selected mood pop-up. • Floating black square removed from options menu. • Player collisions against chain-link fencing fixed. • Fixed enemies getting stuck running in place after slipping in water/poop or being knocked over. • Poop button in weapon select now fully clickable. • Priority Shipping Augment button in the shop now works. • XP bar visual bug fixed: No longer appears full when not leveling up (gameplay unaffected). • Shop refund system fixed: Now properly refunds and re-locks weapons and augments when refunded. • Shop scrolling fix: Now always opens scrolled to the top (pending further testing, as issue was inconsistent). • Jackpot UI fix: Text now appears only after spins are complete. • Audio/Visual options now properly save. • Re-roll system fixed: Now correctly counts and functions as intended.
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Development Changes
• Pool base class implemented • Base speed getter for enemies to address stuck enemy bugs. • Removed 99% of hardcoded strings: o Some converted to ENUMS. o Some replaced with direct function calls for coroutines. o More efficient, easier development, possible performance boost. • Added tester info for known bugs and upcoming features.
The next update (Round 14 / v1.14) is now 90% complete. All the renders and animations are finished. We are now working on coding all the content while the final few scenes' text is being written.
Once that’s complete, we’ll move on to testing the game and fixing all the bugs. We will share the full changelog and announce the release date as soon as the update is ready.
Knights and mercs, we've got Update #228 (no joke!) landing here on the New Boston streets. We've improved the logging flow around BioScan Fields and fixed a number of edge case bugs for them, added 2 new eyewear lenses for the circular glasses, improved photo mode with even more options, fixed reported map F10s and fixed some issues with Matrix turn ending and dumpshock. This is a big quality bucket of features and F10 fixes - so thanks to everyone helping us polish and improve the game until it shines!
If you are enjoying the relentless pace of updates that our small team of 3 game devs is producing, please take a minute to post a review!
BioScan Field Improvements
With Update #228, we've improved the logging flow for the BioScan Field and also fixed a few issues around how the Field reacts when it is disabled or if a Scourge uses Biomimic inside the field.
BioScan Field now adds a more clear log when 2+ mercs enter it, noting that it has added exactly +6 Tally.
If the BioScan Field is disabled before the end of the Turn (Line Crawler, Hacking, etc) the 6 Tally are removed from the Sec Tally correctly (this was bugged) and a new combat log is added that makes it clear that the Biosignatures have been lost and that Tally got -6.
Finally, there was a bug around a Scourge using Biomimic inside a BioScan Field if there was already another merc in the field. This wasn't correctly reducing the Tally, it only worked once someone left the field (not immediately upon Talent use). This is now fixed!
Photo Mode Improvements
For photo mode, we've added a new speed slider which controls the final speed of all camera movement in photo mode. This can be helpful to tweak if you're trying to capture some movement or transition for a GIF or video. Or if you just want to rip around the place, crank it up!
Also, sometimes you want hovers in photo mode and sometimes you don't! We now have added a checkbox for just that purpose.
New Eyewear Lenses
The new circular glasses were practically screaming (can you hear them?) for new cool lens options, so we've added 2 new lens types with Update #228 - a fully filled glowing lens and a stylish low-bar slatted lens option. We may add a few more lenses here but for the moment, the 3 we've got provide some cool options, fades and looks.
Map Fixes and Balance
With so many new maps coming online in a steady stream, we have a steady stream of follow-up F10s to fix. We fixed a few more floating props, some light poles that were not attached to the ground, some props that didn't have great colliders, and also pushed the new Cybernetics Research Site to only appear at Team Power Level 4+ as this harder level started making appearances for PL 1 teams - a bit much!
Matrix Bugs and Locks
We fixed an issue where after getting Dumpshocked there was a short window of time vulnerable to locking up the if you clicked rapidly on the Terminal again. This wasn't a long window but it isn't an uncommon immediately reaction to just try to "go again". Thanks to the players who put in F10s about this one!
We also found an interesting bug while fixing the primary issue. Hackers who were connected to the Matrix were running Take Cover Talent automatically at the end of their hacking turns. This is now fixed - that was not intentional.
v1.9.173 - #227: Shattered Streets - 3/23/2025
- Important Mission icon from timeline event now also shown in the mission planning list - Add speed slider to Photo Mode to control speed of camera movement for better GIF/video control - Added checkbox to Photo Mode to block all hovers - disable it if you want a specific hover shown - Added 2 new eyewear variations of the round glasses - Improved BioScan Field - better logging about +6 Tally and new log when 6 Tally removed - Fixed BioScan Field issue when disabled by Line Crawler, Leverage or Hacking where it did not reduce 6 Tally - Fixed BioScan Filed issue when Scourge used Biomimic inside the field where it did not reduce 6 Tally - Restricted new Cyber Research Site map to Power Level 4+, added missing mission art board - Fixed bug where weapon noise and range icons over enemies heads might disappear after opening pause menu - Removed incorrect Level 0 and Common Rarity from the File Set grid display - Fixed bug where a Hacker ending turn in Matrix would also execute Take Cover Talent - Fixed bug where a Hacker knocked out of matrix on Dumpshock who tried to reconnect could lock game
NOTE: The next major update will be most likely the final update, the out of early access full release update. Bugfixes and small changes will still be coming out after that when needed.
Bugfixes
fix - Komsodrinks Woodworks wrong delivery destination labeling fix - Rus cab extension bugs out when painted on vehicle fix - Crude oil delivery job not displaying delivery location fix - Some canisters can be overfilled fix - Some canisters cannot be filled fix - Diesel and gasoline canisters refilling themselves after load game fix - Missing explosion script on some gas canisters and barrels fix - Buckhshot ammo box amount incorrect in shop fix - Rally and drag race trigger not recognising player vehicle fix - Tars cabin paint not saving
New
added - Dakar style off-road endurance navigation rally (car/truck), starts in Gonsk added - New drivable car Stuttgarter M213 (Model made by Killerpluschek) added - New drivable van ZUA-542 (Model and texture made by Nevermind) added - 3 new vehicle paint (grey, black, white) added - 2 new rally trophy added - Text to animal carcasses how to butcher them added - New Stuttgarter car wheels added - New 2.7L gasoline car engine added - New splitters, spoiler, side skirt, sport exhaust added - Visible exhaust attach point
Changed
changed - Removed Poloska car duplicate changed - Mouse sensitivity setting is more precise
These were in previous hotfixes:
HOTFIX fix - Missing deformation effect on UVE and TaRS fix - Removed Fryburgers doppelganger fix - Items disappearing from backpack when used too quickly fix - Trailer suspension bump sounds constantly playing added - Missing Tars suspensions to buy in Komsodrinsk added - Ability to lower Player Radiation by drinking alcohol fix - Torch always turns off when used fix - Items using the same backpack lot when put into backpack at low FPS fix - Some items and animal carcasses disappearing from backpack fix - Can't start or interact with Exterminator fix - Radiation saved when starting a new game fix - Methhead hitboxes changed - Strengthen Exterminator suspension added - Debug button to respawn items lost in backpack fix - Items disappearing from backpack
What's up guys! Just wanted to share some news with you regarding We Are Lost II
I started development today with some light work. I reworked some of the menu images and things like that. I decided to keep the old GUI as I quite like it and I also wanted to keep the vibe of the first game. What do you guys think? I'll be sharing more info with you guys in the coming days as I keep working on We Are Lost II!