Added setting: White rectangle cursor fix. When activated, fixes an issue on the steam deck platform, where the crosshair would be displayed with a white rectangle. Please make sure to deactivate the hardware cursor when using this setting.
Added setting: White rectangle cursor fix. When activated, fixes an issue on the steam deck platform, where the crosshair would be displayed with a white rectangle. Please make sure to deactivate the hardware cursor when using this setting.
- Dailies are online again - Removed archive level 3 cap for daily - Fixed bug where gamepad mode would hide cursor in online/offline mode selection when starting a community map - Fixed bug where entering realm of mediocrity could cause a game crash when using a level 2 archive
- Dailies are online again - Removed archive level 3 cap for daily - Fixed bug where gamepad mode would hide cursor in online/offline mode selection when starting a community map - Fixed bug where entering realm of mediocrity could cause a game crash when using a level 2 archive entry - Fixed bug where exfil would not work in gamepad mode with certain keybindings - More minor improvements
- fixed replay bug where replay would desync under rare circumstances - fixed replay bug where replay would desync when user has set non default screenshake value
- fixed replay bug where replay would desync under rare circumstances - fixed replay bug where replay would desync when user has set non default screenshake value
- Teleporters now available in map editor - Ambient zones now available in map editor - publish map dialog now allows to publish hidden initially - by default editor objects are no longer grouped (can be changed in settings) - added setting: replay sharing for leaderboards (defau
- Teleporters now available in map editor - Ambient zones now available in map editor - publish map dialog now allows to publish hidden initially - by default editor objects are no longer grouped (can be changed in settings) - added setting: replay sharing for leaderboards (default is off) => experimental feature. If enabled allows you to share your replay on leaderboards) - more minor improvements
- improved accelerator physics - made enemy type prisoner available in map editor - added default floor darkness as ambient setting of editor - missing preview image warning in editor now actually prevents saving
- improved accelerator physics - made enemy type prisoner available in map editor - added default floor darkness as ambient setting of editor - missing preview image warning in editor now actually prevents saving
When starting a community map, players can now choose between: - Online play: use the map creators robot and compete on the map leaderboard - Offline play: use your own robot/archive entry and play offline / without leaderboard
When starting a community map, players can now choose between: - Online play: use the map creators robot and compete on the map leaderboard - Offline play: use your own robot/archive entry and play offline / without leaderboard
- Implemented option to update existing steam workshop maps through map editor publish dialog - When creating a new map in map editor, the global default enemy hp setting is now 80%. It can be changed easily though through map editor => goals/rules. 80% is the new default valu
- Implemented option to update existing steam workshop maps through map editor publish dialog - When creating a new map in map editor, the global default enemy hp setting is now 80%. It can be changed easily though through map editor => goals/rules. 80% is the new default value, since most community maps are more fun if enemies go down more easily. - some gui / hud improvements
Improved community maps support + leaderboards Steam workshop integration improved Community maps now also show recent workshop items, not only subscribed ones Main menu now displays a box with options to start endgame modes + shows 3 newest community maps Implemented leaderboard
Improved community maps support + leaderboards
Steam workshop integration improved
Community maps now also show recent workshop items, not only subscribed ones
Main menu now displays a box with options to start endgame modes + shows 3 newest community maps
Implemented leaderboards for community maps
Selected archive of map creator is published together with map, so everyone can play with the original archive entry of the creator, making leadboards and best times more meaningful
Improved overall GUI of community maps, now also displaying the map name set in steam workshop
integrated steam workshop voting system
Other
Fixed bug where published community maps where hidden in the workshop by default
Warning in map editor when trying to save map without preview image
Fixed bug in editor where info text would overdraw other text
map editor now automatically assigns kill-all goal when adding first enemy and removes the goal once all enemies deleted.
Exploration mode is final and becomes RPG Mode Exploration mode is now called RPG mode RPG mode is now integrated in the main game loop. Added 2 new difficulties to select in order to play RPG mode. Removed "exploration" main menu button and replaced it with "Continue RPG mode",
Exploration [BETA] mode is final and becomes RPG Mode
Exploration mode is now called RPG mode
RPG mode is now integrated in the main game loop. Added 2 new difficulties to select in order to play RPG mode.
Removed "exploration" main menu button and replaced it with "Continue RPG mode", where you can select your saved characters to continue a run
RPG mode now also covers the main story of the game, including act 5 in case you have the DLC
Progression in RPG mode now also increases profile stats (not all, but some)
One time migration will be performed to get characters from old exploration mode to the new mode
Implemented unlimited character slots
Added button to support character deletion
2 new achievements for beating the game on RPG mode: Projected Anger and Projected Hatred
In RPG mode inventory items are now only lost after death. Manual exit and loading keeps inventory items. Equipped loadout will stay after death.
Crafting is now only possible after finishing at least one act in the current session. When loading existing characters, initially crafting will be unavailable
Crafting items will no longer be predetermined per char, but are randomized after each act, even if the same act is finished multiple times
Other stuff
new setting for mouse speed override / mouse sensitivity
Improved GUI text and tool tips in several places
Warning is now shown when trying to launch WarSphere without steam client running instead of just exiting silently
Steam inventory service is now finally working. Unique names can now be provided to contest winners as steam inventory items
Fixed rare random generation bug in act 4 where a normal dungeon entrance could have blocked the boss dungeon entrance
Achievements in profile stats: Now displays achievement count (unlocked/total) instead of achievements points, which was a more obscure figure
Fixed favorite word combination bug where new run setup showed different combinations than AI Core item
Fixed bug where crafting item stats window would still be displayed after craft operation was completed
Winners have received a unique account bound name of their choice! Most upvoted death GIF ("deep-fried" by Fluffy) My personal favorite ("final moment jumpscare" by Revenge) All winners ">:D" by Pixelandchill "Let's get ready to rumbleeeee" by DiabloFanatic "WAIT NO STO-" by j
Winners have received a unique account bound name of their choice!
Most upvoted death GIF ("deep-fried" by Fluffy)
My personal favorite ("final moment jumpscare" by Revenge)
All winners
">:D" by Pixelandchill
"Let's get ready to rumbleeeee" by DiabloFanatic
"WAIT NO STO-" by jace
"WTF xD" by AmigaLink
"I got stuck, step-robot" by Alzand
"Death of my favourite" (RIP Kaleb the likable) by Fid
- 2 new settings to support less powerful GPUs: - Setting: "ECO resource loading" => textures will only be loaded on demand. VRAM will be cleared when reasonable. - Setting: "gentle loading" => Will increase resource loading time, reducing the workload on the GPU. - ECO res
- 2 new settings to support less powerful GPUs: - Setting: "ECO resource loading" => textures will only be loaded on demand. VRAM will be cleared when reasonable. - Setting: "gentle loading" => Will increase resource loading time, reducing the workload on the GPU. - ECO resource loading and gentle loading settings will be automatically activated after a GPU error and will take effect when restarting the game. - If you had the 'lazy load' setting active before, this setting will be migrated and activate ECO resource loading when launching the latest version. - On first startup the game will instruct windows to assign the high performance GPU in case of switchable graphics - Improved prologue texts and settings tool tips - fixed minor music switch bug in act2 ending scene - fixed memory leak when saving GIFs + improved GIF saving performance
Improved resource loading + deactivated compression completely, which caused high CPU, GPU and RAM load on startup, sometimes leading to game crashes on certain machines.
Improved resource loading + deactivated compression completely, which caused high CPU, GPU and RAM load on startup, sometimes leading to game crashes on certain machines.
Patch notes: - fixed bug that prevented gamepad users with certain settings to dash in prologue - implemented unique name management through steam inventory in preparation of first death gif contest conclusion - invite friend button in main menu - setting for DPAD and thumb curso
Patch notes: - fixed bug that prevented gamepad users with certain settings to dash in prologue - implemented unique name management through steam inventory in preparation of first death gif contest conclusion - invite friend button in main menu - setting for DPAD and thumb cursor speed
Gamepad Support Many players asked for it, so here it is. Gamepad support is implemented in V12! Adaptive Bilateral Aim You can now switch between firing your primary weapon in a straight line or with an adjusted angle, so projectiles from the left and right weapon will connect a
Gamepad Support
Many players asked for it, so here it is. Gamepad support is implemented in V12!
Adaptive Bilateral Aim
You can now switch between firing your primary weapon in a straight line or with an adjusted angle, so projectiles from the left and right weapon will connect at the crosshair position.
Exploration Mode
Introduced in V11, exploration mode was now improved in V12. Exploration mode is an alternative gameplay mode that offers a more forgiving experience. You don't lose your equipped items upon death and progress is saved, though you loose non-equipped items and scrap. Exploration mode does not unlock archive entries and the story is deactivated. You can find log files though. If you find the learning curve of the original roguelike mode a little too steep, or if you want a less hardcore experience, this mode is for you. Having an option for a lower difficulty mode was the most requested feature before and after launch, so here it is. This new mode will lower the entry barrier for the game while not touching the core experience.
Other stuff
New keybinding to fire ACM instantly (instead of holding key to toggle)
Fixed bug where exploration mode would have shown a end-of-content dialog after finishing act 1
- fixed rare direct x audio thread race bug - if the GPU cannot handle the resource load on startup, the game will now try to instruct windows automatically to use the high performance GPU in case of switchable graphics. Additionally lazy loading setting will be activated. This s
- fixed rare direct x audio thread race bug - if the GPU cannot handle the resource load on startup, the game will now try to instruct windows automatically to use the high performance GPU in case of switchable graphics. Additionally lazy loading setting will be activated. This should resolve the problem in most cases without the user having to adjust settings by themselves.
Exploration mode is an alternative gameplay mode that offers a more forgiving experience. You don't lose your equipped items upon death and progress is saved, though you loose non-equipped items and scrap. Exploration mode does not unlock archive entries and the story is deactiva
Exploration mode is an alternative gameplay mode that offers a more forgiving experience. You don't lose your equipped items upon death and progress is saved, though you loose non-equipped items and scrap. Exploration mode does not unlock archive entries and the story is deactivated. You can find log files though. If you find the learning curve of the original roguelike mode a little too steep, or if you want a less hardcore experience, this mode is for you. Having an option for a lower difficulty mode was the most requested feature before and after launch, so here it is. This new mode will lower the entry barrier for the game while not touching the core experience.