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Technical Update 2 (Version 1.3.6165)

Like all our technical updates, this update is a mix of features, fixes, and other work needed to prepare for upcoming content updates.

The biggest internal change is that the entirety of the input handling system has been rewritten and all of our input libraries have been updated to their latest versions. This was a necessary step towards supporting in-game rebinding for both controllers and keyboard/mouse. It's also given us much of the infrastructure we need to eventually show context sensitive button prompts. If you notice any changes in behavior regarding input/controls please let us know in the bug report forums! (And if you've already been customizing your keyboard controls please note the file has changed, you now need to be editing keyboard_controls.xml in your save data folder.)

Another change that won't be visible but I'm excited about is that all weapons now belong to one of six classes - going forward we'll be using those classes for different types of buffs/penalties so they can refer to an entire group of weapons instead of just an individual weapons. It sounds like a small change but it opens up what we can do with relics and items quite a bit! Weapon classes will be made visible in the upcoming content update.

With this update finished I'll be moving on to full time work on Content Update 2 (Craig has already been working on the art for it). We'll be posting more news about that as it gets closer to completion.

Finally - Sony has graciously invited us to demo at Playstation Experience in Anaheim! If you're going to be there, please find us and say hello.

Cheers,
Ryan

What's New:

  • Active items are now visible in player hud
  • Transitioning between floors now requires an explicit button press
  • Game should now remember last selected relic set from a single player game for subsequent games
  • Added the ability in local multiplayer for a player to drop out of the game from the pause menu
  • Added Shoppe music
  • Added custom weapon sfx for several weapons, and several reworked sfx

Fixes:

  • Game should no longer crash if paused for an extended period of time
  • Reworked zombeast attack sequence to ensure full damage from attacks go through
  • Reworked zombeast to be immune to knockback

Misc Tech Stuff:

  • Input Libraries updated to latest version
  • Completely reworked input handling and input binding serialization
  • Weapons have been grouped into classes in preparation for upcoming content changes
  • Reworked relic internals to share an implementation with the item system
  • Added additional local stat tracking to know when players have seen a given gun/item/relic, and how many times they have picked it up during play. Data will be used in a future content update