Hi survivors,
It’s been about a week since our big 1.0 release, and we’ve received so many kind words, so much feedback and so many great suggestions. First of all: thank you!
This patch focuses on bug fixes and smaller improvements, including fixes for the crashes you reported most often.
Improvements
Stash management can now sort by type
Locked upgrades in Upgrades + Unlocks now show ??? and a dimmed icon
Run history now shows runs you quit as “Abandoned” instead of “Defeated”
The Teleporter is no longer used by the Auto Use Power Ups settings
The “The winning collection” achievement now reads “For every item, win a run with it in your backpack.”.
The base camp now has a usable toilet.
Bosses
Fixed: When a boss is picked at random, it is no longer the boss you just beat. Bosses you have never beaten come first, and bosses you haven’t beaten in a long time come back.
Fixed: Laz could take a very long time to appear on saves that had beaten the end boss before 1.0
Fixed: Quitting mid-run and continuing later could skip a boss in the boss order
Fixed: Scoop’s projectile impacts could deal no damage
Fixed: The Dumpling fight could never end when the boss had very high health
Fixed: The Surfboard did not damage bosses
Balancing
Hammer and Dice no longer trigger an extra time when you leave an event such as the merchant
Treasure Chest now gives its scrap at the end of the day instead of the start
Crossbow bounces now reduce damage, as they were meant to
Rerolling the bonus airdrop (every fifth crate) no longer raises its loot level again with each reroll
Fixes
Memos no longer appear in Endless or weekly challenges, and empty memo pickups no longer stay on the map
Single-handedly now counts all the hands your weapons use. Two one-handed weapons use two hands, so that run no longer qualifies.
Throwing Knives never triggered on-hit item effects
Throwing Knives broke right after being thrown on ship decks in harbor maps
Thrown items hit the overhead beams of bridges and the gates in the labyrinth
Merged projectiles triggered fewer on-hit item effects
Merged explosions dealt too little burn damage and triggered too few on-hit effects
Explosions could trigger on-hit item effects on things that are not enemies
Uranium explosions and Throwing Knives ignored the effect and projectile density settings
The Teleporter could drop you inside a house or into empty space
Reward crates could fly to the bus instead of landing near you
Upgrading a Robot Arm with the Hammer did not apply its new effect right away
Enemies freed from being stuck could end up inside the ground
Using the swing in the base could throw you out of the map
The base camp crowd shrank for the rest of your visit when a wanderer disappeared
Meta threat level dropped when you left the base for the main menu
Hands tutorial showing rotate action instead of continue
Inventory & UI
Selling or crafting away an item that gives extra hands could leave weapons equipped beyond your hand limit
The item you swapped out could stick to the cursor when the swap put you over the hand limit
A dragged item lost its selector markers when the inventory refreshed
Inventory selector tiles were drawn behind items and sat in the wrong place on rotated items
The reroll button disappeared on the next queued airdrop after you merged a reward
Rerolling a reward could leave health, armor or stamina above their maximum
Scrolling down in stash management could leave scrolling locked after you left it
The settings category reset stopped working after you closed and reopened settings
Some settings sliders could not reach their default value
The achievement popup was hidden during boss cutscenes, so you only heard it
The threat clock jumped around when your apple count was very high
The XP bar lagged behind when you picked up many orbs at once
The end-of-day screen showed your apple counter, which only belongs on the end-of-run screen
The intro was stretched on screens that are not 16:9
The Masterplan was cut off on screens narrower than 16:9
Tutorial bubbles on the bus inventory could stay stuck until you restarted
Co-op
Fixed the most common co-op crash, which mostly happened in long sessions
Player 2’s swapped-out item could duplicate into the stash
A mouse-dragged item was lost when a controller button was pressed
Player 2 lost health when a max-health item was removed for a moment
A dash could still carry you slightly outside the shared camera
Crashes
Crash during map travel when enemies dropped debris while being removed
Crash when releasing the mouse while holding to skip the intro or the ending
Crash from stopping a sound that had already ended
Crash from enemy hit effects during map travel
Rare crash in the base when a wanderer disappeared during a long stay
Rare crash when pressing B while dragging an item that freed a hand
Rare crash when a saved backpack contained an item from a newer game version
Performance
Missed projectiles from Dumpling, Laz and Scoop never despawned, which slowed the game down at high threat levels
Huge numbers of thrown items per second could freeze the game
Projectile visual effects are now capped per effect type
Leftover drones, attack warnings and cached weapons are now cleaned up properly
Thanks again for your support and feedback =)
<3 Your Pixelsplit team
