Update to Unity 5.6
This patch was built with Unity 5.6 and comes with numerous graphics, VR, and performance optimizations. Additionally it lays the groundwork for supporting Linux due to Vulcan support, which we will be actively exploring in the near future.
Unfortunately, as with any engine update there is the chance of unexpected crashes/issues. A new file described below should help fix and crash issues, but please report any unintended graphical/gameplay side effects in the bug reporting forum!
Increased Update Size
The increased size (+120mb) of this update is largely due to the new .pdb file included in the download. This file will turn any crash logs into easily identifiable code-line information to quickly find the cause of crashes for faster fixing.
New Boss
The Arcane Golem now fights for the enemy hordes and has a random chance to spawn during the boss phase.
It has a permenant slowing orb that surrounds it, slowing any physics-affected objects, but not allied creatures. It is also immune to player-created slowing effects.
To create this new boss, a new immunity system was developed, allowing future enemies to be resistant or immune to various player abilities (fire, electricity, slows, explosions, etc). Expect more variety in the future!
New Command Line Options
4 new command-line options have been added for both Arcade and general use.
- +login XXX - Allows input of a Player Profile login name*
- +pin 0000 - Allows input of a Player Profile PIN*
- +mpjoin 1 - Changed: Now waits for an available game to join (will not host)
- +mphost 1 - Creates a public** multiplayer game once fully loaded
* Login and PIN being provided will attempt a login while loading, invalid login will simply fail silently
** Public relating to the current version, so a custom version number will still be unreachable by others.
Difficulty Curve Changes
Due to difficulty (particularly in multiplayer) increasing more quickly than intended during the course of a game, two changes have been made to reduce the speed at which difficulty will increase.
- Combo Difficulty boost caped at 25 after reaching difficulty 750
- Multiplayer Difficulty 'action-multiplier' reduced based on player number
The multiplayer action-multiplier change will simply reduce the speed at which difficulty increases in a multiplayer game to around the same speed as in a single player game.
The combo change will limit how fast combos can increase difficulty at the later stages of the game, where difficulty could go from 500 to 1000 in a matter of seconds by maintaining a high combo.
Other Changes and Fixes
- Armored Enemy hit-box size increased
- Player Profiles button should now work correctly
- Dissolving enemies no longer block arrows
- Target Practice globe disabled while in multiplayer
- Tutorial Button disabled while in multiplayer
- Gate collision type changed to prevent crash
- Gate pieces now dissolve away instead of scaling down over time
- Cerberus boss cannon should no longer break combo
- Various enemy navigation paths smoothed
- Disconnecting while in a game will now fail gracefully
- Continue Panel will auto-select "continue" after 60 seconds
- Bosses are guaranteed to spawn at 500 and 1000 if enemy req not met
- Gate Close volume reduced by 20%
- Armored Elite now correctly has Elite Aura effect
- Hitting "Armor" objects (ie. Shield) will no longer break combos
