gearbox publishing ?
"J'aime la nuit, j'ai les idées plus claires dans le noir"
Early Access Patch (Build ID #3830295)
Spoiler Alert!
hey
Welcome to all the new players who have picked up RoR 2 in the last couple weeks, we are glad to have you join the community!
In this patch we are adding full localization support! We now have official translations for Portuguese, Korean, Russian, French, German, Simplified Chinese, Italian, Spanish, Turkish, and Japanese.
These can be enabled by Right-clicking on "Risk of Rain 2" in your Steam Library and going to the language tab at the top. Select from the dropdown what language you want to start the game in and hit close.
There are also bug fixes associated with this patch below:
==== Bug Fixes ====
Director no longer stops spawning monsters late in the game
Director logic in selecting/skipping monsters to spawn has been cleaned up
Reorganize fall damage code to try to fix issues with the server reporting false fall damage hits
Fix an issue where every item pickup saved immediately to disk, causing a stutter
Picking up new equipment with Gesture of the Drowned no longer fires every frame
Fix bosses and monsters sometimes spawning behind closed gates on Wetland Aspect
Game now launches with 60 fps cap on by default to help with certain GPUs. This can be turned off in the settings.
Fix pings occasionally having weird scaling issues
Pinging monsters is now more precise
Fix Imp Overlord's void spikes not having their proc coefficient properly assigned. This means that you will bleed and burn for a longer duration from that attack.
Losing max shields now properly removes extra shield
Fix networking of objective panel display for clients on the Gilded Coast
Dramatically improve performance for specific canvases (Character Select, Main Menu, etc)
Revise UI texts to support localization efforts
○ Fix alignment issue in Game End Panel's class
○ Fix wrapping issue in Objective panel for long objectives
○ Add lots of missing token strings into files to aid translations
○ Fix wrapping issue in title screen buttons
○ Fix wrong style for Prismatic Trial buttons
○ Fix wrapping issues in settings buttons
○ Fix truncation issue in logbook names
○ Fix various other wrapping and styling issues prevalent in different languages
As a reminder, we have also been hard at work internally on our Content Update this June - we hope to share news with you soon!
Thank you!
https://steamcommunity.com/games/632...61105582794818
Cool, je l'ai pas relancé depuis quelques temps, mais faut dire qu'on avait un peu abusé a la sortie avec le frangin
Enfin ! Merci de l'info.
"J'aime la nuit, j'ai les idées plus claires dans le noir"
La sortie sur consoles est bientôt là ! Et la maj de Septembre également
Development Thoughts #7
31 AOÛT À 0H21 - HUNTRESS
=== Risk of Rain 2 Console Launch ===
We’re very excited to work with both Gearbox Publishing and PlayEveryWare to bring Risk of Rain 2 to the Xbox One, PS4, and Switch, launching today! Thanks to their fantastic efforts, we’ve been able to turn around a console release very quickly.
A unique challenge that we’re facing is that Early Access games don’t really exist on all the consoles. To help smooth over that confusion, we are launching a console-specific roadmap, outlining the timeline of when the consoles will be updated to match the PC version of the game. Note- the PC roadmap remains the same and we will maintain two roadmaps (see below).
Outlined below is our intended development plan for Content Updates (CU) going forward:
-Hopoo Games begins and develops the CU
-Submit to Gearbox QA once the CU is content locked
-Launch the CU on PC
-Address any Week 1 feedback + bugs with a small patch
After the first week is over and we’ve gathered all the information and feedback we can, we then share everything with PlayEveryWare for the consoles.
-Submit our Content Update + Week 1 Patch to PlayEveryWare
-PlayEveryWare takes over to begin porting the CU for Switch, Xbox One, and PS4
-Submit console version to QA
-Pass certification on Switch, Xbox One, and PS4
-Release on all consoles simultaneously
Our intent is to turn around Content Updates as soon as we can for consoles. Not only that, but consoles will get some features specific to its hardware that will also be included in the roadmap as it grows - ad hoc multiplayer for the Switch as an example. We’re also keeping our ears to the ground to make sure that the console version of the game is of the same quality as the PC version - please let us know if you run into any issues!=== September Content Update ===
For our PC Risk of Rain 2 community, don’t worry! PlayEveryWare and Gearbox have done a fantastic job sandboxing the development of the consoles, meaning that internally we’ve spent all of our time working on our next Content Update, slated to come out in September. We’re very proud of the next update - including Skills 2.0 - that we will show off as soon as all the madness from console launch settles down. Our September update ended up a lot larger than we previously anticipated, and we hope you will enjoy playing it as much as we enjoyed making it.
"J'aime la nuit, j'ai les idées plus claires dans le noir"
Skills 2.0 sortie ! Et comme d'hab ils se foutent pas de notre gueule. J'essaye ça d'ici demain !
==== Major Content and Changes ====
Added Survivor: Loader
The Loader is a slow but powerful bruiser that can use her grappling hook to uniquely navigate the environment.
Added Stage: Siren’s Call
Added System: Loadouts
“Loadouts” are a new system that allows you to mix-and-match your selected Survivor’s abilities before entering a run.
Added System: Alternate Skins
Added 15 skill variants
New Skill Variant: Commando Secondary
New Skill Variant: Commando Special
New Skill Variant: Huntress Utility
New Skill Variant: Huntress Special
New Skill Variant: MUL-T Primary
New Skill Variant: MUL-T Primary
New Skill Variant: Engineer Secondary
New Skill Variant: Engineer Special
New Skill Variant: Artificer Primary
New Skill Variant: Artificer Secondary
New Skill Variant: Artificer Special
New Skill Variant: Mercenary Secondary
New Skill Variant: Mercenary Special
New Skill Variant: REX Secondary
New Skill Variant: Loader Secondary
Added 7 skins
New Skin: Commando
New Skin: Huntress
New Skin: MUL-T
New Skin: Artificer
New Skin: Mercenary
New Skin: REX
New Skin: Loader
Added Elite: Celestine
Celestine are new high-tier elites that only spawn late into the game, similarly to Malachite elites.
New unique visuals and SFX that signifies a Celestine elite has entered the stage
Added 2 bosses to the game:
New Boss: Solus Control Unit
New Boss: Alloy Worship Unit
Added 2 monsters to the game:
New Monsters: Alloy Vulture
New Monsters: Solus Probe
Added 6 Items and Equipment to the game
New Item: Focus Crystal
New Item: Lepton Daisy
New Item: Shattering Justice
New Equipment: Blast Shower
New Equipment: Volcanic Egg
New Lunar Item: Strides of Heresy
Added Interactable: Lunar Seer
Added 3 Challenges to the game
New Challenge: Warm For Life
New Challenge: Blockade Breaker
New Challenge: Guidance Offline
Added 22 unique Class Challenges to the game
New Class Challenge: Commando: Rolling Thunder
New Class Challenge: Commando: Incorruptible
New Class Challenge: Commando: Mastery
New Class Challenge: MUL-T: Pest Control
New Class Challenge: MUL-T: Gotcha!
New Class Challenge: MUL-T: Mastery
New Class Challenge: Mercenary: Demon of the Skies
New Class Challenge: Mercenary: Ethereal
New Class Challenge: Mercenary: Mastery
New Class Challenge: Huntress: Piercing Wind
New Class Challenge: Huntress: One Shot, One Kill
New Class Challenge: Huntress: Mastery
New Class Challenge: Engineer: Better With Friends
New Class Challenge: Engineer: 100% Calculated
New Class Challenge: REX: Bushwhacked
New Class Challenge: REX: Mastery
New Class Challenge: Artificer: Chunked!
New Class Challenge: Artificer: Orbital Bombardment
New Class Challenge: Artificer: Massacre
New Class Challenge: Artificer: Mastery
New Class Challenge: Loader: Swing By
New Class Challenge: Loader: Mastery
Added Environment Log: Siren’s Call
Added 7 Lore Entries to the game
New Monster Lore Entry: Jellyfish
New Monster Lore Entry: Beetle
New Monster Lore Entry: Beetle Guard
New Boss Lore Entry: Solus Control Unit
New Boss Lore Entry: Alloy Worship Unit
New Survivor Lore Entry: REX
New Item Lore Entry: Little Disciple
==== Gameplay Changes ====
General
Reduce the spawn frequency of the “aggressive” director
This should result in spawning behavior a bit more similar to Early Access Launch, where the Director will be able to save up a tiny bit more before spawning things. This doesn’t make the game easier or harder - there should just be slightly fewer small monsters, and more big monsters.
︎Fix health regeneration boost being applied outside of Drizzle
Drizzle difficulty is intended to have increased health regeneration of 250% for players. This was being accidentally applied to ALL difficulties since launch. Oops. We will be monitoring this closely to make sure the pacing of the game stays consistent.
Survivors
Commando
︎Update Suppressive Fire (R) to fire more bullets with more attack speed
Add 2 new skill variants
Add 1 new skin
Engineer
︎ Bubble Shield now flashes before it expires
︎ Update Pressure Mines:
︎ Now “arms” over time to 900% damage and an increased radius
Players (including us) were mostly just using Engineer's mines as somewhat underwhelming grenades as soon as they came off cooldown. This change puts more power in strategic placement and reduces how often the skill needs to be used for it to be effective.
︎ Now scales max available mines with max secondary stock
Max Stock 10 ⇒ 4
Add 2 new skill variants
MUL-T
︎ Show both primary and alternate fire descriptions in Character Select
Move “Multifunctional” passive into “Retool”
This change was made to make the UI for MUL-T’s skills easier to read. There is no functional difference.
Add 2 new skill variants
Add 1 new skin
Huntress
Add 2 new skill variants
Add 1 new skin
Mercenary
Add 2 new skill variants
Add 1 new skin
REX
Add 2 new skill variants
Add 1 new skin
Artificer
Add 2 new skill variants
Add 1 new skin
Items
Guillotine
︎Tier: 1 ⇒ 2
Update Logbook entry to properly reflect its stacking behavior
In the Logbook, it said it scaled the execute threshold by 20%(+5% per stack), but it ACTUALLY stacked by 20% (+20% per stack). Instead of reducing the threshold down to 5%, we decided to keep the current behavior and upgrade it to tier 2 instead.
Cautious Slug
Regen Rate: 250%(+250% per stack) ⇒ 300%(+300% per stack)
Sticky Bomb
︎Proc Chance: 5%(+2.5% per stack) ⇒ 5%(+5% per stack)
Tier 1 items are the most commonly stacked, and should therefore linearly stack without diminishing returns in most cases.
Crowbar
Damage Boost: 50%(+30% per stack) ⇒ 50%(+50% per stack)
Tier 1 items are the most commonly stacked, and should therefore linearly stack without diminishing returns in most cases
Topaz Brooch
︎Barrier Gain: 20(+20 per stack) ⇒ 15(+15 per stack)
Aegis
︎Has been reworked in functionality
Barrier gain from overheal is no longer capped
Now grants barrier for 50% (+50% per stack) of the amount you overheal
Halcyon Seed
︎ Friendly Aurelionite now has special AI to be more aggressive
Crowfunder
Proc Coefficient: 0.2 ⇒ 1
Stage
Bazaar Between Time
︎ Add Lunar Seers
Lunar Seers allow you to, at a price, determine the next upcoming stage. The intent for this is to allow us to continue adding content that is stage dependent (Timed Security Chest on Rallypoint Delta, Broken Robot in Abyssal Depths, etc) without it becoming frustrating in the future to actually land on those maps.
Abyssal Depths
︎ Brighten ambient lighting
︎ Ambient lighting is no longer extra dark inside the cave portions
Elites
Malachite
︎ Health Bonus Percentage: 2820% ⇒ 2350%
Drones
︎Drones can now be repurchased after they die, excluding TC-280
TC-280
Base Cost: $500 ⇒ $350
==== Music & SFX ====
Add new stage track
A bunch of other tweaks and updates to SFX
==== QOL ====
︎ Damage numbers can now support up to 998,000,000 damage (truncated as 10K, 100K, 1M, etc)
︎ Money values in the HUD now have commas
︎ Newt Shrines, Shrine of the Mountain, and Altar of Gold now become unavailable once the Teleporter starts charging
︎ Game now remembers your preferred difficulty until you close the game
︎ Update geysers on Scorched Acres to have shorter launch arcs so they don’t cause fall damage
︎ Add cost of purchasables to their chat message when pinged
︎ Add unique shrine icon for Altar of Gold
︎ Add new unique UI sprite for Lunar Coins. Update Lunar Coin model to have a hole in the center to match new icon.
︎ Add equipment cooldown to logbook
︎ Add stats for regen and armor to logbook entries for survivors and monsters
︎ Minion kills can now spawn Lunar Coins on your behalf
︎ Damage dealt by your minions is now reported in the post-game screen
︎ Minion healthbars are now nested below their leader’s
Dead players now remain in the allied healthbar area
Update level up effects
==== Bug Fixes====
︎Update skill icon not accounting for cooldown scale when calculating the display value for the cooldown progress indicator
︎Fix Flamethrower Drone creating two flamethrower effects
︎Fix floating trees in Gilded Shores
︎Fix trees in Scorched Acres and Rallypoint Delta not having collision
︎Fix stuck spawn location in Scorched Acres
︎Fix AI pathing in Wetland Aspect to reduce the chance of a boss spawning on the wrong side of a wall
Update Wandering Vagrant’s Nova attack to properly apply on-hits
Fix Aurelonite firing more projectiles for every connected player in the game
Fix water splashes being oriented 90 degrees in the wrong way
Update ambient sound in the Celestial Portal to not include insects
Canceling Artificer’s Nova Bomb early now properly stops the sound
Fix some spots in maps that could cause you to be stuck
︎Fix Asian characters being clipped in ally healthbar
︎MUL-T’s Transport Mode now properly applies crits
︎Replace instances of unknown deaths (pots, out-of-bounds, etc) having a white box and a blank entry with a generic “mystery” attacker
︎Update a bunch of typos for stacking behavior and skill damage that were inconsistent with in-game values
︎Fix friendly Aurelionites dropping Logbooks when they expire
︎Fix falling enemies never properly being removed, resulting in spawns stopping after shoving enough enemies off the map
︎Fix Follower-type items still remaining before and after entering a stage
Update Dio’s Best Friend on Huntress to no longer clip into her scarf
Remove word wrapping in a few instances
Fix enemy team level-up sound effect playing simultaneously for every instance of a monster in the map
Fix cropping issues on Warbanner and Tri-Tip Dagger icons
Vous conseillez de le prendre maintenant ou c'est encore trop peu avancé dans le développement ?
Franchement, je l'ai pris a sa sortie en EA (et je viens de le prendre sur switch ) et y'a largement de quoi faire je trouve !
Early Access Hidden Realms Content Update - December 17, 2019
==== Major Content====
• Added Tool: Dedicated Server Tool
○ We’ve been working hard to support the growing community we have for Risk of Rain 2. We’ve seen many players play together with rulesets they enjoy the most - this tool allows community servers to be hosted and connected to, similar to other games. Please note that this Tool is still in Alpha!A tutorial on how to use the tool is available below: https://steamcommunity.com/sharedfil...?id=1938378081
• Added Survivor: Acrid
○ Acrid is a melee-range hybrid who uses powerful poisons to melt tanky enemies.
• Added 2 Stage Variants
○ ‘Stage Variants’ is a new system for CU3 that allows stages to have multiple layouts. We chose the first stages as a test ground for Stage Variants since they are the maps you see most often - our hope is that this system can help keep the game fresh, even when entering the same maps!
○ Titanic Plains Variant
○ Distant Roost Variant
• Added 2 Hidden Realms
○ New Hidden Realm: Void Fields
○ New Hidden Realm: Secret Hidden Realm
• Added 3 Skill Variants
○ New Skill Variant: REX Utility
○ New Skill Variant: Loader Utility
○ New Skill Variant: Acrid Utility
• Added New Skin: Acrid Skin
• Added New Monster: Void Reaver
• Added New Boss: Scavenger
• Added New Boss: Secret Boss
• Added 9 Items and 1 Equipment to the game
○ New Item: Razorwire
○ New Item: Fresh Meat
○ New Item: Ghor’s Tome
○ New Item: Resonance Disc
○ New Equipment: Jade Elephant
○ New Lunar Item: Visions of Heresy
○ New Lunar Item: Beads of Fealty
○ New Boss Item: Genesis Loop
○ New Boss Item: Pearl
○ New Boss Item: Irradiant Pearl
• Added Chest: Adaptive Chest
• Added Chest: Overgrown 3D Printer
• Added Shrine: Cleansing Pool
• Added Drone: Emergency Drone
• Added 3 Challenges to the game
○ New Challenge: ...To Be Left Alone
○ New Class Challenge: REX: Dunked
○ New Class Challenge: Loader: Earthshatter
• Added 2 Environment Logs to the game
○ New Environment Log: Void Fields
○ New Environment Log: Secret Stage
• Added 6 Lore Entries to the game
○ New Item Lore Entry: Sticky Bomb
○ New Item Lore Entry: Visions of Heresy
○ New Item Lore Entry: Strides of Heresy
○ New Item Lore Entry: Gasoline
○ New Item Lore Entry: Personal Shield Generator
○ New Item Lore Entry: Brainstalks
==== Gameplay Changes ====
• General
○ Update regens to not be multipliers, but scaling flat bonuses to decouple benefits of regen items from base regen
○ The result of this is that all characters regardless of their baseline regeneration all benefit the same from regen items. This will only affect melee characters WITH regen items - nobody else is affected.
○ Reduce Boss Encounter (Aurelionite, Alloy Worship Unit, etc) health scaling by ~20%
○ Reduce Boss Encounter (Aurelionite, Alloy Worship Unit, etc) damage scaling by ~75%
○ Change ‘One Shot Protection’ calculation to include barrier
○ Our intent in changing OSP in this manner is to make sure that it is a hidden mechanic, not a reliable one to build a strategy around. We know there’s still edge cases that are abusable - but as long as it’s not ALWAYS the best strategy, we don’t mind having some end-game builds that are extremely powerful.
○ If you have 100% Health and 100% Barrier and take a billion damage, previously you would remain at 100% Health and 10% Barrier. You will now be at 10% Health, as intended before the inclusion of barrier in Scorched Acres.
• Survivors:
• MUL-T
• Scrap Launcher
○ Cooldown: 3s ⇒ 1.5s.
○ Animation Duration: 0.4s ⇒ 0.3s.
○ Grenade Speed: 50m/s ⇒ 70m/s.
• REX
○ Update “Smoothie” skin to have fall colors and unique textures
• DIRECTIVE: Inject
○ Burst Duration: 0.3s ⇒ 0.2s
○ Animation Duration: 1s ⇒ 0.6s
○ Heal Percentage: 30% ⇒ 60%
• Seed Volley
○ Renamed DIRECTIVE: Drill
○ HP Cost: 30% ⇒ 0%
○ Tweak visuals and icons so its more mechanical and less flowery
• Loader
• Knuckleboom
○ Add small forward lunge
○ Extend size of hurtbox and effect
• Grapple/Spiked Fist
○ Minimum Length: 5m ⇒ 1m
○ This just means that the tether won’t break as easily from being really close to the grapple point
• Items
• Predatory Instincts
○ Remove proc effect growing in size for each stack.
○ Buff Duration: 2s ⇒ 3s
• Happiest Mask
○ Ghost Damage Boost: 300% ⇒ 1500%
○ Ghost Proc Chance: 10% ⇒ 7%
• Eccentric Vase
○ ?Thicken zipline visuals
○ ?Zipline Acceleration: 20 ⇒ 30
○ Cooldown: 100s ⇒ 45s
• Personal Shield Generator
○ Shield Health: 25(+25 per stack) ⇒ 8% (+8% per stack) maximum health
• Shaped Glass
○ ?Add special death message for dying while carrying Shaped Glass
• Brainstalks
○ Buff Duration: 3s (+2s per stack) ⇒ 4s (+4s per stack)
○ ?Add slick camera effect when buff is active
• Queen’s Gland
○ Spawns all possible guards at once when stacked, rather than one at a time
• The Backup
○ Increase size of Backup Drones
• Frost Relic
○ ?Add area sphere to to clarify that it does damage in a sphere, not a disk
• Red Whip
○ ?Getting hurt no longer disables the buff
○ ?Update whip model, texture, and icon
○ Move whip movespeed over to a buff so it shows up in the bar
• Brittle Crown
○ Remove flat gold reduction on Brittle Crown
• Warbanner
○ ?Remove ‘Damage’ tag so it no longer spawns in Damage Chests
• Rusted Key
○ Increase lockbox size by 50% and make slightly shinier
• Stages
• Abandoned Aqueduct
○ Reduce spawn cost of Clay Templars to match other maps with Clay Templars
○ Fix some collisions
• Scorched Acres
○ Add Alloy Vultures to the spawn list post-loop
○ ?Reduce spawn distance of Imp Overlord
• Bazaar Between Time
○ Update shop visuals
• Rallypoint Delta
○ Double frequency of Drones spawning in the map
○ ?Reduce spawn distance of Imp Overlord and Magma Worms
• Monsters
• ? Add Grovetender to Wisp Family Event
• Wisp
○ Spawn Cost: 9 ⇒ 10
○ Base Damage: 4 ⇒3.5
• Elites
• Malachite
• ?Add visual effect and overlay when affected by Malachite Debuff
• Drones
•? Make all Drones resistant to AOE attacks, reducing their incoming damage by ~70%
•? Purchased Gunner Turrets now persist between stages
==== QOL ====
• Update a ton of old particle effects to match new visual quality since release
• ?Prevent Golems from ever being chosen as a Teleporter boss
• ?Force Teleporter Boss to initially target the player who activated it
• ?Add ‘Are you sure you want to quit?’ confirmation dialogs
• ?Add selected difficulty to the stat sheet at the end of a run
• ?Prevent multishop terminals all having question marks
• ?Bypass ping cooldown for single player games
• ?Add option to enable/disable exp and money effects in the settings
• ?Add "Total Minion Kills’ on end of game report
• ?Add execution damage to Total Damage stat
• ?Update the visuals for items taken during 3D printing to be a bit clearer
• ?Add collider on Loader’s pylon to trigger pressure plates
• ?Raise wwise max memory pools from 32 to 64 to accommodate additional sound banks
• ?Force loadout button to always be visible even if you have no skills unlocked
• ?Update right edge of execution threshold bar not lining up with the actual value
• ?Shift Radar Tower/Scanner effect closer to green to make it not confusing with Vagrant Nova
• Fix inconsistent prices across maps for Missile Drones, Clay Templars, Beetle Guards, and Elder Lemurians
• Update Golem to match new visual quality since release
• Update a bunch of item displays that were too big or too small
• Add pickup droplet for Boss items
• Increase highlight threshold to increase outline clarity of items near walls
• Fix some items having incorrect outlines
==== Bug Fixes====
• Fix Teleporters not using the correct decal layer
• Reduce chance of camera clipping into walls
• Reduce particle count on Beetle Queen spit FX
• Fix vulture attacks creating particle systems that wouldn't clean up themselves
• Fix Crowbar sound not playing over the network
• Fix Medkit sound not playing over the network
• Fix Guillotine sound not playing over the network
• Fix Shattering Justice buildup sound not playing over the network
• Fix Predatory Instincts effects not playing over the network
• Fix Merc Blinding Assault sound not playing over the network
• Fix Greater Wisp Death transmitting explosion effect for each client in multiplayer
• Fix a bunch of items not fading when close to the camera
• Update Engineer Turret not destroying itself for clients
• Add check to make sure a monster spawn is valid before adding to weighted selection (could affect early game spawn frequencies to be higher)
• Ensure Nano-Bomb state stops charging animation if interrupted
• Add missing Korean characters that previously defaulted to ‘?’
• Add missing French characters that previously defaulted to ‘?’
• Add "IMMUNE" hitmarker for translation
• Add extra life "REVIVED!" text for translation
• Add scoreboard headers for translation
• Add "Lv:" HUD text for translation
• Add "BLOCKED!" damage hitmarker message for translation
"J'aime la nuit, j'ai les idées plus claires dans le noir"
Multi à 3 ou 4 bientôt? Who's in?
Early Access Artifacts Content Update - New Survivor Vote - March 31, 2020
Et un vote pour un nouveau perso ici, en bas de page : https://steamcommunity.com/games/632...55393562282872Added System: Artifacts
The hunt is on! Be the first to explore the planet and find the secret to unlock 16 powerful and mysterious Artifacts that will dramatically change the way you play. We expect Artifacts to be the biggest feature to date in terms of replayability to all players.
Added 16 Artifacts
New Artifact: Artifact of Honor
New Artifact: Artifact of Enigma
New Artifact: Artifact of Spite
New Artifact: Artifact of Soul
New Artifact: Artifact of Death
New Artifact: Artifact of Vengeance
New Artifact: Artifact of Metamorphosis
New Artifact: Artifact of Dissonance
New Artifact: Artifact of Chaos
New Artifact: Artifact of Frailty
New Artifact: Artifact of Kin
New Artifact: Artifact of Sacrifice
New Artifact: Artifact of Evolution
New Artifact: Artifact of Glass
New Artifact: Artifact of Command
New Artifact: Artifact of Swarms
Added System: UI Overhaul
This is something we have been looking forward to doing since the launch of Early Access. We primarily wanted to improve the visuals of the UI and finally get rid of the on-screen cursor for gamepad users. There are about a million changes with this change. Did anyone ask for this? No. Did it take a bunch of time? Yes. Was it worth it? No. Am I writing the patch notes? Yes. Is it at the top so you have to read it? Yes.
Updated System: Unity 2018.4.16f1
Update project to Unity 2018.4.16f1. This will help with a bunch of things, but the major reason for upgrading was to fix late game crashes. It may also be our imagination, but we’ve also noticed general performance improvements.
Added New Stage
New Stage: Sky Meadow
Added 2 New Music Tracks
New Stage Track: The Rain Previously Known as Purple
New Boss Track: Antarctic Oscillation
Added New Hidden Realm
New Hidden Realm: ???
Added 5 Skill Variants
New Skill Variant: Commando Utility
New Skill Variant: Huntress Primary
New Skill Variant: Acrid Utility
New Skill Variant: Acrid Passive
New Skill Variant: Engineer Utility
Added New Skin
New Skin: Engineer Skin
Added 2 New Monsters
New Monster: Mini Mushrum
New Monster: Parent
Added New Boss
New Boss: ???
Added 6 Items and 2 Equipment to the game
New Item: Repulsion Armor Plate
New Item: Squid Polyp
New Item: Death Mark
New Item: Interstellar Desk Plant
New Equipment: Sawmerang
New Equipment: Recycler
New Lunar Item: Focused Convergence
New Boss Item: ???
Added New Chest
New Chest: Equipment Triple Shop
Added 5 Character Challenges to the game
New Commando Challenge: Godspeed
New Huntress Challenge: Finishing Touch
New Engineer Challenge: Zero Sum
New Engineer Challenge: Engineer Mastery
New Acrid Challenge: Easy Prey
New Acrid Challenge: Bad Medicine
Added 3 Challenges to the game
New Challenge: Automation Activation
New Challenge: Cleanup Duty
New Challenge: Never Back Down
Added 3 New Environment Logs
New Environment Log: Sky Meadow
New Environment Log: A Moment, Fractured
New Environment Log: ???
Added 8 Lore Entries to the game
New Item Lore Entry: Repulsion Armor Plate
New Item Lore Entry: Squid Polyp
New Item Lore Entry: Death Mark
New Item Lore Entry: Interstellar Desk Plant
New Item Lore Entry: Sawmerang
New Item Lore Entry: Recycler
New Item Lore Entry: Focused Convergence
New Item Lore Entry: Ghor’s Tome
General
Initial Monster Spawns
? Allow initial monster spawns on the first stage
Update spawn logic so initial monsters spawns aren’t nearby players
Update spawn logic to allow elite monsters
? Update how AOE falloff is calculated to be more accurate
Developer Notes: This affects AOE attacks that did less damage at the edges, like Commando’s Grenade and MUL-T’s Scrap Launcher. They should now do full damage with a direct impact - however, this also affects enemies as well!
Characters with damage interrupt thresholds like Lesser Wisp and Lemurian now use total damage received instead of incoming damage with a crit modifier when determining whether or not they should be interrupted when hit. This makes these interrupts more likely when using items that modify damage like Crowbar and Focus Crystal.
Survivors
Huntress
Add 1 New Skill Variant
Improve Huntress tracker visuals to be a bit more clear
Arrow Rain / Ballista
? Cooldown: 17s ⇒ 12s
Strafe
Fire Rate: 0.6s ⇒ 0.5s
Travel Speed: 60m/s ⇒ 120m/s
Improve VFX
Commando
Add 1 New Skill Variant
Phase Round
? Damage: 200% ⇒ 300%
REX
Bramble Volley
Cooldown: 2.0s ⇒ 5.0s
Proc Coefficient: 0 ⇒ 0.5
Developer Notes: Cooldowns aren’t displayed anywhere in character select, and are generally a lame way to balance Skill Variants
Mercenary
Slicing Winds
Cooldown: 7.0s ⇒ 6.0s
Developer Notes: Cooldowns aren’t displayed anywhere in character select, and are generally a lame way to balance similar Skill Variants
Acrid
Add 2 New Skill Variants
Improve Acrid’s poison VFX
Caustic Leap
The damage from the acid pool is no longer non-lethal
Engineer
Add 1 new Skill Variant
Add 1 new Skin
? Update animations on falling, landing, sprinting, walking and jumping
Bubble Shield
Increase shield warning flash by 0.5 second and tweak visuals to be softer
Now displays selected mine and turret variants in the Character Select screen
Items
Infusion
Max Health per kill: 1 hp ⇒ 1 hp (+1 per stack)
Developer Notes: The cap remains unchanged, but it will fill up faster.
Medkit
Heal: 15 hp (+15 per stack) ⇒ 25 hp (+25 per stack)
Heal delay: 2.0s ⇒ 3.0s
Royal Capacitor
Lightning now strikes where the target was 0.3s before the strike lands, instead of where they currently are.
Add new visuals warning before lightning strikes
Add glow and improve visuals so it’s more noticeable (hmm…)
Spectral Circlet
? Is no longer invisible and missing an icon
Stun Grenade
Chance to trigger now scales by proc coefficient
Gasoline
Now checks against hurtboxes in a sphere instead of against root-level character positions, resulting in it hitting more often
Stages
Scorched Acres
?’Radar Towers’ will now properly appear
Can now spawn ‘Equipment Triple Shop’
Siren’s Call
?’Radar Towers’ will now properly appear
Improve overall stage performance
Update rock formations in certain caves
Stage Variant: Distant Roost
Improve overall stage performance and monster pathfinding
Stage Variant: Titanic Plains
Improve overall stage performance and monster pathfinding
Hidden Realm: Void Fields
? Time is now stopped in ‘Void Fields’
? Update ‘Cell Vents’ to only charge while the player remains inside the bubble
? Fix health degeneration not running on the final round of Cells
Enemy item indicator on the HUD now displays the number of item stacks
Abandoned Aqueduct
? Disable Ice & Fire Elder Lemurians from spawning if the gate isn’t legitimately opened. We see you, Mr Streamer.
Monsters & Bosses
Lesser Wisp
Improve performance
Increase size of fire effect so they look fuller
Lemurian
Update mesh and textures
Imp Overlord
Improve performance
Greater Wisp
?Base Armor: 1 ⇒ 0
Bighorn Bison
Max Health: 600 (+180 per level) ⇒ 480 (+144 per level)
Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers
Beetle Guard
Max Health: 600 (+180 per level) ⇒ 480 (+144 per level
Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers.
Imp
Max Health: 200 (+60 per level) ⇒ 140 (+42 per level)
Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers.
Alloy Vulture
Max Health: 200 (+60 per level) ⇒ 140 (+42 per level)
Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers.
Beetle
?Change bullseye hurtbox from the chest to the head so Huntress can attack earlier during the spawn animation
Void Reaver
Nullifier Bomb
?Proc Coefficient: 0 ⇒ 1
Delay Time: 2s ⇒ 1s
Add missing animations and elite displays
Change AI movement behavior
Grovetender
? Improve accuracy of hurtboxes
? Fix corpse continuing to play idle sound loop after death
Clay Dunestrider
?Improve accuracy of hurtboxes
Scavenger
? Can no longer spawn with Ceremonial Daggers
Developer Notes: We’re comfortable with Scavengers being a bit BS at times - as long as it’s fun. Preon Accumulator, Capacitor, Disposable Missile Launchers, etc are crazy strong but still fun and have moments of cooldown. Ceremonial Daggers had no downtime, had infinite range, and had no cooldown.
Twisted Scavenger
Max Health: 3800 (+1140 per level) ⇒ 3230 (+969 per level)
Now properly spawns with unique boss health and damage scaling (Aurelionite, Alloy Worship Unit)
Developer Notes: This is an enormous change, but was always intended. Expect the Twisted Scavengers to be SIGNIFICANTLY more challenging - Beads of Fealty should now be a significant risk vs reward. They should be treated as a powerful optional boss.
Twiptwip the Devotee
Remove 3 ‘Tougher Times’
Remove 3 ‘Personal Shield Generators’
Add 2 ‘Gasoline’
Add 3 ‘Chronobauble’
Add 3 ‘Lens-maker’s Glasses’
Prismatic Trials
? Now spawns with a random selection of Artifacts!
? Fix stage object rotation randomization not being seeded
Achievements
Huntress: Piercing Wind can now also be achieved on Scorched Acres
FIX
Fix Foreign Fruit not playing its activation SFX correctly over the network
Fix The Back-up equipment not playing activation SFX correctly over the network
Fix Engineer Bouncing Grenades firing SFX and effects not playing for anyone but the client playing as the Engineer
Fix Mercenary Whirlwind not playing SFX for anyone but the client playing as Mercenary and not applying forward self-force when playing as a non-host client
Clean up explosion sound setups for several projectiles allowing them to play their explosion SFX correctly over the network
Update SFX setup for several effects that could fail to play if the VFX budget is exceeded
? Update AI so they don’t strafe off cliffs as much
Update AI pathfinding so they are less likely to backtrack to positions along their path that they overshot
? Move ‘Unlimited’ option to far right of FPS limit in settings
Add optional MSAA (Default to 2x) in Options menu for UI ‘jaggies’
Add a new death visual effect for players so it’s clearer when they die
Update Quickplay icon
Update Ally Indicator to make it more useful when trying to find allies
Update Boss position indicators to show a fading marker when reentering the center of the screen to help locate bosses behind objects
? Update ‘Time Crystals’ and ‘Explosive Pots’ to have proper character model setup and proper strings so they are highlighted and named when pinged
? Update ‘Cell Vent’ safe icon to a shield so it's not the same as the Void Reaver’s debuff
? Add new glyphs for DualShock controller from PEW's PS4 Port (woo!)
? Update Game End Report to use special strings and icon if no killer is found
? Update Fusion Cells and Explosive Pots so they can detonate each other
Add portrait icon for Newt
? Change mouse sensitivity from 1-10 instead of 0.01-1
Change 'Steam Build ID' string to 'ver' string so its smaller
Change "Killed by" text to be right-aligned so it can fit longer names
Change 'Exit' in Title Menu to 'Quit to Desktop'
Update ping functionality to use the same method of raycast modification used for object interaction to make it more likely to hit what you’re looking at
? Fix for "black screen" issue by preventing a host player from trying to connect to itself when lobby ownership is somehow lost
? Fix ‘Alloy Worship Unit’ boss event not beginning if multiple eggs are destroyed in 1 frame
? Fix 1-frame flash when changing loadout panels from different survivors
? Fix inverted checkmark/no checkmark on Fullscreen setting in SettingsPanel
? Fix issue which caused blast attacks to calculate hit distance based on the center of the hit hurtbox instead of the closest point. The overall effect of this is that blast attacks with falloff will do more damage since objects will now be considered closer than they were, especially against monsters with large hurtboxes like the Stone Titan.
? Fix ‘Cosmic Explorer’ not counting the portal to the Void Fields
? Fix ‘Old Guillotine’ item not checking if the victim body is immune to executes (no more instantly killing yourself with Old Guillotine, Wake of Vultures, and Glowing Meteorite/Helfire Tincture)
? Remove stray backslash from Lunar Dagger description English string
Fix issue where running up against walls would cause the camerato get extremely close
Fix some sprites being on the wrong z-plane in the Game End Report causing weird distortions
Fix ‘Disable HUD’ setting not saving when closing the game
? Fix Scavenger gaining a permanent armor buff if interrupted while searching its bag for an item, like when activating Volcanic Egg
Unhook window flashing on dedicated servers, which causes a weird window to be created
? Fix spectators earning achievements
? Fix MUL-T’s dash impact with heavy enemies not stunning and dealing bonus damage for clients
Fix MUL-T’s dash impact with heavy enemies not triggering on-hit effects
? Fix Scavenger Backpack not dropping items if it’s activated too quickly
Fix Loadouts being lost when reconnecting to an online game
Fix missing borders on some Commando skill icons
? Fix REX: Mastery achievement icon using old Smoothie skin colors
? Clarify description of Suppressive Fire to be a bit more accurate
? Clarify REX’s passive description to be a bit more accurate
Fix dithering on a variety of materials so it fades if the camera gets very close
Fix wrong death sound on Acrid
? Fix a variety of effects still showing when using Volcanic Egg and Strides of Heresy
? Fix Chunked! challenge granting on non-teleporter boss kills
Fix Teleporters not using the correct decal layer
? Fix Magma Worms and similar monsters from spawning as an elite version in Prismatic Trials. Goodbye Overloading Overloading Worm.
? Fix a variety of typos in logbook descriptions
Fix Genesis Loop area indicator being half the actual size of the blast
Ghosts with curse no longer have shortened lifespans
Fix monsters always spawning facing the same direction
Interactables that spawn outside the Teleporter radius after it begins charging (like destroyed drones) now become locked until the end of the Teleporter event
Fix Stun Grenade being able to stun certain characters with stun immunity (mainly survivors)
Fix non-Teleporter boss encounters counting toward the Keyed Up achievement
Fix characters hidden by Spectral Circlet still being visible to AI
Fix being able to ping the sky
Fix description of Spinel Tonic incorrectly providing the effect duration as 15 seconds instead of the 20 seconds it is in-game
Fix a variety of other bugs we probably forgot…
Votes on difficulty and artifacts are reset for non-host players when returning from a run to the character select screen
'MUL-T: Pest Control' doesn’t grant the achievement despite completing the requirements
The first monster chosen for Void Fields will not be shown on the HUD until starting the second cell
Artifact of Vengeance may not work if too many monsters are on the map
If you made it this far into the patch notes... congratulations! This update was our most challenging yet, for so many reasons. We truly hope you all enjoy the update - and good luck!
"J'aime la nuit, j'ai les idées plus claires dans le noir"
Très bon roquelike coop à 4 (très bien en solo également), assez intense, des build/persos qui varient bien les runs.
Je recommande à tous les canards confinés ce samedi
Dernière modification par Anark ; 04/04/2020 à 13h19.
J'y avais joué en coop avec le frangin une 30 ene d'heures a la sortie et j'avais bien aimé !
Mais jamais relancé depuis, sauf que je l'ai acheté également sur switch car dans le train ca passe bien
Faudrait que je retest sur pc, pas relancer depuis des mois !
J'ai passé un peu plus de quatre heures dessus, excellent moment, je ne suis pas sûr d'y revenir car je pense qu'une grosse partie du fun réside dans le multijoueur et je n'ai pas d'amis, mais j'ai quand-même lâché les 14€, ça les mérite bien
J'ai créé un groupe CPC du coup: https://steamcommunity.com/groups/ri...nardsmouilles2
J'ai fait une demande pour y accéder, ça fait longtemps que j'ai pas fait de session sur le jeu
J’y suis. S’il y a des motivés pour une session avec des pas doués (enfin surtout moi) vers 21h, vous pouvez toquer à ma porte.