[Update Log: 2.26]

AI(20)bg_wta01

-New Trap: called ”Spike Pad”, it will eject spikes from the ground when a character steps on the pad that inflict physical damage with some randomized armor penetration bonus
-New Trap: that is simply a wall that fall apart when it receives damage. Monsters that are struck by the wall will take physical damage and might be stunned for a short period of time
-Traps are now configured by monster level and game difficulty setting (See Update Log 2.26>Balancing)

-Reduced the hitbox size for the Floater monster
-Champion packs will now form ”squads”, this allow them to alert eachother when the player is detected even though the other members might now be able to see the player
-Reduced the max allowed distance to move away from the player while searching for allies, in case the monster is escaping from the player
-Martyr monsters can no longer commit suicide if they are spawned as a miniboss or unique monster

-New monster attack added: Charge ( Monster will charge furiously toward the player, PC will be knocked back and take severe damage if hit )
-New monster attack added: Enhanced Skills ( Monster will buff certain skills while the attack is active, possability to add extra elemental damage on top of the monster’s default attack damage type )
-New miniboss modifier: ”Prober”, ( the miniboss will summon multiple probes that shoot elemental energy rays that deal damage every second you spend inside the ray’s area of effect, furthermore, the rays rotate in 360 deg )
-New miniboss modifier: ”Bloated”. When the monster receive damage there’s a chance that it drops a toxic cloud that deal damage every second the player spend inside it’s ring of influence. The buff will also improve the monster’s toxic resistance
-New miniboss modifier: ”Agitator”. The agitator will enhance nearby minion’s armor rating, damage and critical hit chance values until the minion either gets out of range or dies
-The ”Flamer” monster’s Slash-attack now deal pure Fire DMG
-The boss ”Commander”‘s projectiles now deal shock damage (C7Void Cargo Bay)
-Mines deployed by monsters will now auto-detonate if left untouched for 10 seconds
-Hypoxia Worker’s projectiles now inflict Shock damage
-The Incantation Guardian’s slash attack now inflict shock damage
-Navigator’s Bash attack now inflict shock damage
-Enforcer’s Bash attack now inflict fire damage
-Saboteur’s Bash attack now inflict shock damage

Audio(42)bg_wta01

-SFX, Trimmed: PulseRifle_Fire01
-SFX, Trimmed: VoidGun_Fire01
-SFX, Trimmed, Normalized & Increased bass: PulseRifle_Fire02
-SFX, Increased bass & Normalized: UI_Collect Log
-Rewrote behaviours that manage and play ambient tracks and sound fx
-Optimizations done to ambience track systems
-Changed SFX for when the player collects an item

-Changed SFX for when the player drops an item
-Changed SFX for when the player’s inventory is full
-Changed SFX for when the player opens a rare chest
-Added new SFX for all Evolver projectile impacts
-Added new SFX for when the player cast the ability ”Dark Matter” (Forsaken class)
-Added new SFX for when the player cast the ability ”Surge” (Forsaken class)
-Changed SFX for when the Interceptor turret is disabled (Tech class ability)
-Changed Attack SFX for the ”Shark MK IV” rifle
-Added new SFX for when the player equips a new item
-Added a new SFX that play when a mythical or exquisite item is dropped
-Trimmed and optimized 12 ability SFX files
-Optimized resurrection probe SFX clip
-Normalized audio track ”Dark Pulse” file
-Increased bass, normalized and trimmed sfx clip ”FlameBurst01” (Trap)
-Normalized and trimmed sfx clip ”FlameBurst04” (Trap)
-Increased bass and normalized sfx clip ”FloorSpikes07” (Trap)
-Increased bass for sfx clip ”FloorSpikes08” (Trap)
-Increased bass for sfx clip ”SpikesRelease” (Trap)
-Remixed and trimmed sfx clip ”BonePileNudge” (Loot)
-Remixed and normalized 8 UI sfx clips
-Trimmed the ”Swap Weapons” sfx clip
-Increased bass and trimmed sfx clip ”ExplodeHard03”
-Increased bass, trimmed and normalized sfx clip ”ExplodeMedium01”
-Increased bass and normalized sfx clip ”ExplodeMedium04”
-New SFX for UI Accept
-New SFX for UI Deny
-New SFX for Item Collect Log
-New SFX for Item Inventory Full

-Loot Toolbox Open01 clip is now compressed in ADPCM format
-Loot Stash Open01 clip is now compressed in ADPCM format
-Loot Drawers Open01 clip is now compressed in ADPCM format
-Item Collect Shards clip is now compressed in ADPCM format
-Item Inventory Full01 clip is now compressed in PCM format
-Door Locked01 Hightech Bleeps is now compressed in PCM format
-Increased attenuation for ambience SFX group

Balancing(37)bg_wta01

-Increased Cultist miniboss attributes, vitals and skills
-Environmental traps are now configured by max monster level of the loaded chapter and game difficulty setting, earlier they were configured by the player character’s level

-Weapons Armor Penetration rating is now modified during the procedural item generation procedure (Do note that Weapons from earlier versions will have their armor penetration ratings reset to 0 due to changes made in the weapon system)
-Item Modifiers of mythical or exquisite rated items will no longer add an item-tier multiplier to the ”Void Crystal” cost calculation.
-Reduced movement speed modifier applied to your character when buffed by the ”Vexed” alien Marker effect
-Reduced base Armor Piercing rating created for plasma-projectile weapons in the Item Generator
-One-handed melee weapons can no longer be generated with an ATK SPD less than 0.45
-One-handed ranged weapons can no longer be generated with an ATK SPD less than 0.12
-Two-handed melee weapons can no longer be generated with an ATK SPD less than 0.8
-Two-handed ranged weapons can no longer be generated with an ATK SPD less than 0.5
-Armors of the ”Light” class now provide some minor elemental resistance bonuses
-Reduced influence of ”Armor class” property during the item generation procedure
-Increased influence of ”Item Rarity” property during the item generation procedure
-Reduced base points for weapon’s ”Damage” property during the item generation procedure
-Reduced large ranged weapon property modifier during the item generation procedure
-Reduced base points for armor’s ”Defense” property during the item generation procedure
-Reduced the amount of durability points assigned to new armors during the item generation procedure
-Item tier of a generated item is now determined by the monster level, not the player level as it made it possible to go back to low-level locations and farm great gear from common monsters
-Reduced the rate at which item tiers are increased during the item generation procedure
-Reduced the drop chance of Tome of Skills, Tome of Ability and Blueprints
-Reduced mythical drop chance to 3.3 % (Earlier set to 5%)
-Reduced two-handed ranged weapon damage bonus to 12.5% (Earlier set to 13%)
-Reduced Critical-hit chance passive bonus while using large ranged weapons
-Slight increase to weapon tier modifier (during the item generation procedure)

-Decreased the cooldown for the ”Forsaken”-class’s Bile Spit ability
-The ”Barrage” Ability now has ”Physical DMG” as it’s primary damage
-Reduced the collider size of the Evolver Projectiles (Evolver ability)
-Reduced the overall damage power of the Tech character’s ”Interceptor” ability
-The player’s ”Armor Rating” skill no longer receive xp, it’s now only possible to modify through the use of gear or power-ups

-Increased the amount of rewarded marks and reputation for completing a ”Cutting Ranks” bounty contract
-Missions will now provide better xp rewards
-Bounty Contracts now provide some minor xp rewards
-Increased the amount of XP gained by killing monsters
-Reflecting damage modifier no longer reflect received critical hit damage ( ie. the bonus dmg points added to the dmg value if the attack rolled for crit )
-Increased the amount of Shards generated as mission rewards
-Increased reputation and mark rewards for the ”Bully” bounty contract
-Monsters receive an additional 15 character levels for each step up in game difficulty setting

Gameplay(73)bg_wta01

-Added instructions on how to scroll the content of an UI window in the tutorial map
-If the player has a greater level than the maximum monster level of the loaded map, monster levels are now either one less than max level or max level
-Achievment: Bounty Hunter now require you to complete 350 contracts, target marks reduced to 700 [World]
-Achievment: Totally off-topic now require you to complete 100 bounty contracts [World]
-Achievment: Exotic Butcher now require you to kill 75 champion mobs and 40 masters [Combat]
-New Achievment: Riddled Lore [World]
-New Achievment: Slayer of Epic Doom [Combat]
-New Achievment: Mega-streak [Combat]
-New Achievment: Metal Head [Character]
-Bounty Mark and reputation rewards are now increased if the player’s reputation is greater
-New Achievment: No point in running [Story]
-New Achievment: Randomizer I [World]
-New Achievment: Randomizer II [World]
-Changed alot of the content for the mission ”Hunter’s Heritage”
-Corrupted Vessel I now has a 5 % chance to drop the exquisite Brennur Aska rune
-Corrupted Vessel II now has a 15 % chance to drop a ”Tier Chip” consumable
-Corrupted Vessel III has a 10 % chance to drop the ”Verja Maer” rune
-Corrupted Vessel IV has a 3 % chance to drop the ”Brennur Herklaedi” rune
-Corrupted Vessel V has a 7 % chance to drop the ”Breyta Reidr” rune
-Corrupted Vessel VI Has a 10 % chance to drop Destroyer’s Axe, 20 % chance to drop a -Tome of Skills and 40 % chance to drop a Plasma Cartridge
-Monsters that spawn during the Corrupted Vessel events will no longer try to escape or get scared by the player
-Survey bounty contracts now target randomized world events
-Updated the Machinist, boss encounter sequence

-New Skill: Charisma, it will affect shop prices and shop keeper’s inventory
-New skill: Move Speed Modifier, helps determine how fast your character is allowed to move
-New skill: Block Multiplier, it’s a hidden statistic that can only be modified by armor pieces and marker / item modifiers. It help reduce incoming damage by a certain percent
-The Tech’s Spikes ability have now spread it’s projectile launch over multiple frames as pushing all projectiles in one single frame had a quite large impact on the frame rate

-New super modifier: Burst – Bonus projectiles are fired each shot [Exquisite]
-New super modifier: Chain Lightning – Your attacks may cast lightning through multiple nearby monsters [Exquisite]
-New super modifier: Crit Stack – Crit. Hit kills stack up to 10 times, when hitting 10 crit. kills or if the time since the last crit. kill occured is more than 15s your damage skill will be buffed (Buff: Wpn dmg * (40% * Stack Size) [Exquisite]
-New super modifier: Energyy Regeneration – Your energy vital regenerates over time [Exquisite]
-New super modifier: Exploder – Monsters might explode when killed, hurting nearby monsters [Exquisite]
-New super modifier: Health Regeneration – Your health regenerates over time [Exquisite]
-New super modifier: Pillar of Light – When you hit monsters they might become pillars of light, sending light bolts to nearby monsters for 5 seconds [Exquisite]
-New super modifier: Toxilogical – You’re surrounded by a toxic cloud that deal elemental damage each second a monster is within range [Exquisite]
-New super modifier: Shield – Your character’s protected by a plasma shield that blocks all damage received for as long as it’s intact, if the shield breaks it will recharge after some time [Exquisite]
-The Awakened Guardian no longer drops the ”Stone Key” trophy
-Increased the shard value of all items [Currency]
-Increased value modifier of all weapons [Currency]

-Implemented a new game mode called ”Badass”, (aka. Hardcore) A badass character’s death will be permanent.
-The oxygen drain zone in the Gardener encounter [Chapter 2] has been removed
-The oxygen dispenser in the Gardener encounter [Chapter 2] has been replaced by a decontamination capsule that will blow up after a few seconds, dealing massive damage to any monster within range
-Removed the ”Broken Piping” world event [Chapter 3]
-Removed all ”oxygen-drain” zones as they made no sense what so ever…
-Now all rare monsters in the current map are tracked instead of only minibosses, this includes main bosses and unique monsters

-Play time is now tracked per character
-Time since last map transition is now tracked
-Improved spawn point management (Landmark/Access Point)
-While it’s not supposed to be possible to fall outside the map I’ve noticed a few bugs that allow it to happen’ though, and unfortunately those bugs are real tricky to fix! I now force the player character to die if falling outside the map boundaries to ensure the player is given the choice to respawn at a resurrection probe instead of having to restart the game.
-Removed the map SX2 – Excavation Site 2
-Added resurrection probes near the start position on each of the Tram Network maps
-New achievment added: Into the Wild [Exploration]
-New achievment added: Subterranean Exploration [Exploration]
-New achievment added: Breaking the ice [Exploration]
-New achievment added: Searching the womb [Exploration]
-New Achievment: Tier 20 [Character]
-New Achievment: Tier 30 [Character]
-New Achievment: Badass T5 [Character][Hardcore only]
-New Achievment: Badass T10 [Character][Hardcore only]
-New Achievment: Badass T20 [Character][Hardcore only]
-New Achievment: One step into madness (Badass mode only)
-New Achievment: No need for second chances (Badass mode only)

-Multiple DPS effects can now be stacked on the same character
-The boss encountered in the mission ”Space Bird” will now attack the player as soon as it has spawned
-Reduced shard-loss penalty, both regarding base points and level modifier values
-New Achievment: Outage [Story]
-New Achievment: Foreign Patrol [Combat]
-New Achievment: Scarce Population [Combat]
-Removed achievment: The Forsaken’s Fate [6678]
-Achievment ”Myth of the IGCC” was now restricted to also include the ”Ascendant” and ”Doctroid” bosses [Combat]
-Achievment ”Myth of the IGCC” was renamed to ”Along the path” [Combat]
-Achievment ”Beneath cogs and wheels” has received another restriction [Exploration]

Graphics & Visuals(67)bg_wta01

-Added particle system for the plasma flow that the Cargo Guardian receive from her shield markers
-Optimized particle system used for Hypoxia and Desola Worker’s ”Power Shot” attack
-Optimized particle system attached to the Burner monster
-Optimized particle system attached to the Hypoxia monster’s casting-hand
-Optimized blood cloud particle system [Common FX]
-Optimized frost-elemental death FX [Common FX]
-Optimized fire-elemental DoT FX [Common FX]
-Optimized shock-elemental DoT FX [Common FX]
-The Rowdy’s armor pieces no longer drop as the monster dies due to major frame-drops as the pieces were detached
-Updated the item icon for the weapon ”Crowbar”

-Updated the textures for the monster ”Conjurer”
-Updated the textures for the monster ”Ranger”
-Updated the textures for the monster ”Rowdy”
-Updated the texture for monster ”Cultist”
-Updated the material for the monster ”Vol-Rant”
-New texture for monster ”Afterlife Guardian” (Unique monster)
-New texture for monster ”Incantation Guardian” (Unique monster)
-New texture for monster ”Awakened Guardian” (Unique monster)
-New texture for monster ”Saboteur” (Unique monster)
-Improved the gore base texture
-New loot-models: Root, Boulder, Sacrophagus, Spore pod
-Added several new monster-spawner models
-Cleaned texture from smudges and artifacts: uv_room01d (Armory main geometry)
-Reduced the amount of unique gib models, all characters now use the same gibs
-The water tiles in Tram Network – Crash Site are now using the proper water shader
-New texture: Added missing texture for the technology assets in Armory, Cargo and Highlands chapters
-New model for the rotating power pillar in the Armory boss room
-Created a new model for the boss ”Machinist”
-Added a splatmap property to the monster-corpse shader, with gore enabled every monster you kill will now have blood stains painted over it
-The shader used for most foliage/nature related objects now receive light

-Added spawn particle effects for the two bosses of the arena ”Confinement” (Lost City event)
-Added atmospherical FX to the map ”Excavation Site 2”
-Monsters that are summoned by the Corrupted Vessel arenas are now marked by a ring to help identify them
-Improved FX for the portal taking the player to challenge-maps

-Improved & Optimized Common FX: Explosion (Fire)
-Improved & Optimized Common FX: Explosion (Shock)
-Removed all references to obsolete shaders
-Optimized loads of particle systems used for the environment/world chunks in Oxygen Processing [Chapter 2]
-Optimized loads of particle systems used for the environment/world chunks in Maintenance [Chapter 3]

-Improved Common FX: Break (Large)
-Improved Common FX: Elemental Death (Frost)
-Improved & Optimized Projectile FX: Flak Shell
-Optimized Projectile FX: Shell (Buckshot/Shotgun)
-Improved & Optimized AI Attack FX: Bash (Navigator)
-Improved & Optimized AI Attack FX: Projectile (IGSF Commander)
-Improved & Optimized AI Attack FX: Projectile (Void/Conjurer)
-Improved & Optimized AI Attack FX: Projectile (Hypoxia Worker)
-Improved & Optimized AI Attack FX: Tunneler (Void/Ranger)
-Improved & Optimized Attack FX: Bleeder (Player>Forsaken)
-Improved & Optimized Projectile FX: Desecrator (Player>Forsaken)
-Optimized Projectile FX: Evolver (Player>Forsaken)
-Optimized Projectile FX: Shuriken (Player>Cryptic)
-Optimized Attack FX: Bash Shockwave (Player>Soldier)
-Optimized Attack FX: Ram Trail (Player>Soldier)
-Optimized & Improved Attack FX: Stomp (Player>Soldier)
-Modified most of the gore and blood related particle systems, now rigged in a more performance efficient way
-The Bloom image effect now generate anamorphic lens flares
-Updated the particle system played by projectiles of the Tech’s ”Spikes” ability

-The camera showing the player character inside the inventory window is now placed closer to the PC mesh
-Added a light that follows the player character in the gear window to make sure that the PC mesh is always fully visible
-The water patches in ”Forsaken Nest – Chamber of the Damned” are now culled properly
-The water patches in ”Cargo Bay (III) – Forsaken Rift” are now culled properly
-Improved object culling for batched renderers that hold more than a single material
-Added more environment meshes / world detail to the map ”Forsaken Nest (II) – Chamber of the Damned”
-Reduced camera draw distance as it set to an unnecessary large value
-Updated the attack animations for the player characters one-handed melee attack
-Improved visual effects related to the ”Necromancing” mission

User Interface(67)bg_wta01

-Achievment unlock hints now display an icon of what category the achievment is sorted in
-Added a button for teleporting to the Secure Command in the in-game mini-menu (Folded at the lower right of your screen)
-Updated the game’s loading-screen
-Reduced the opacity of all UI windows of the Main Menu
-An icon now appear on screen when the game was saved
-Item/Comparison tooltips now render the target item’s rarity rating
-Consuming a Tome of Skills will now enable the attribute point hint
-Consuming a Tome of Ability will now enable the ability point hint
-An icon will appear inside the mouse cursor to indicate if you have a repair kit selected while browsing your inventory
-An icon will appear inside the mouse cursor to indicate if you have an item upgrade pack selected while browsing your inventory
-The GameJolt login panel now start minimized, hopefully it will reduce the amount of confusion for those who haven’t got a clue what GameJolt is

-Removed the XP meter placed at the center of the screen and replaced it with a circle in the lower left corner
-Replaced the old quickbar located at the lower right of your screen with a minimize/maximize button, the button controls a list of menues that can be opened
-Badass history scoreboard is now available in the main menu (Only deceased characters appear in the list)
-Map and section names have been removed from the uper left corner on screen and replaced by an animated text that appear each time you enter a new map
-When discovering a secret room the name or id of that room will appear on screen for a few seconds
-The help/tip fields in the in-game Options menu are now sharing the same background image as all other help/tip fields in the game
-Changed background for the Options panel (in-game op menu)
-Reduced the opacity of the achievment window’s background image
-Improved the console, which now also contain a history log
-Rearranged the achievment UI window, achievment progress is now displayed in the right-hand panel
-Re-shaped the main UI window of the travel station in order to have it look good in all resolutions
-The background image of the travel station is now less transparent in order to make it more readable
-Changed the appearance of the Death Screen if the loaded player character was created in badass mode (see Gameplay)
-Changed the background image of the (default) Death Screen panel
-Unread logs are now flagged as ”Unread” when browsing your journal window
-The type of log can now be seen before collecting the log by browsing nearby items in the world (holding down the V key)
-Redesigned the layout of the main log window
-Added tooltips to the ”Mission Updates” and ”Local Updates” panels
-Changed the icon displayed on the ”Tutorials” button in the Log window
-Changed the icon displayed on the ”Mails” button in the Log window
-Changed the icon displayed on the ”Com. Signals” button in the Log window
-Increased the font size of the Log Content element labels
-Grammar-corrections made to the Enforcer beastiery entry
-Added a ”Common Locations” tab to all beastiery entries
-Added a ”Combat Notes” tab to all beastiery entries
-Minor layout modifications done
-Rewrote the tooltips of all player abilities
-Player ability tooltips now use rich text elements, to mark down key parts of the tooltip
-The current amount of free ability points that may be spent on new ability tiers is now visible in the ability list window
-Added help text to the ”Increase Tier” and ”Equip Ability” buttons in the ability list window
-Changed background image of the Ability Overview- Current Tier- and Next Tier-panels
-Reduced the opacity of the main window’s background image
-The item tooltip/comparison windows are now more opaque to make the inventory window bleed through less
-Weapon tooltips now reveal the selected item’s armor penetration rating
-Mission item tooltips now display ”Mission Item” instead of ”Quest Item” as it did before
-Updated item tooltip graphics and layout.
-Rearranged the ”Selected Item” panel in the inventory window
-Added the elemental type to the tooltip of item’s holding the ”Blaster” item modifier (additional blast damage mod)
-Reduced the transparency of the Item tooltip window’s Header element
-Changed background image for the UI panels of both the inventory window and the gear window
-Changed background image for all UI panels in the Bounty Keeper’s shop (UI window)
-Added hotkey tooltips for the shop UI panels
-Added two buttons to allow you to rotate the character preview camera around the player character
-You can now swap comparison between your equiped weapon and holstered weapons, if you are looting weapons
-Two handed melee passive skill modifier is now printed into the item’s tooltip ( Critical hit DMG bonus )
-Light class armor’s passive skill modifier is now printed into the item’s tooltip ( Elemental resistance bonus )
-Consumable items now show it’s tier as a roman numeral value in the item icons
-Fixed a scaling-issue for some elements on the item quick bar
-Changed background image for the item slots in the item quick bar

-Dialogue pop-ups are now larger than before
-Interaction hint style was changed
-Interaction hints are now animated as they appear on screen
-A speech bubble is now displayed in the interaction hint when approaching NPC’s
-Completely new layout and look of the profile window
-Added a small field in the lower right corner that show the current Badass Ranking of the loaded player character while playing in badass mode (see Gameplay)
-Added tooltips to all fields in the profile/stats window
-Removed the UI message that was printed when a world item was collected
-The Experience/Level meters now play an animation as your character gain a new level
-New look for the arena encounter hint (More fitting the new UI style)
-A text now appear on screen when your character increase in level, to notify you of it

-Changed background image of several panels
-Reduced the transparency of the bounty overview (pop-up) window
-Added tooltips for the Bounty Reputation and Bounty Mark fields in the bounty window
-Reduced the transparency of the mission list and mission overview windows
-Button labels on the main menu has been re-aligned to the center of the button(s)
-In-game menu now says ”Rare monster kills” instead of ”Minibosses killed”, as all rare/unique monsters are now tracked, including main bosses and uniques
-Realigned all buttons in the in-game menu to the center
-Added debuff notice for bleed-effects (Damage per second that is inflicted with physical damage)
-Added tooltips to some fields of the Bounty Keeper UI

Game World(97)bg_wta01

-Replaced the boss in the mission ”Break a Leg” with the Feedzilla monster
-Optimized particle systems used for the environment/world chunks in Armory [Chapter 3(b)]
-Optimized world collision data for all chunks of the Armory [Chapter 3(b)]
-Optimized world collision data for all chunks of the Medical Labs [Chapter 1]
-Optimized world collision data for the map Cargo [Void Rift]
-Added missing stair rails to a world chunk in Cargo maps [Void Rift]
-Implemented a new (equipable) item type called ”Runes”. The runes provide passive bonuses when equiped, ( some of the less common runes also provide active bonuses )

-Some runes provide some positive effects while some effects are penalties and reduces your abilities
-Some runes may be corrupted and have it’s positive/negative effects reversed and modified
-Some runes may reveal themselves to be ancient, ancient runes give more powerful bonuses but require some sacrifice to be used, ie. reduced health, inflicting damage on the user, increasing the damage inflicted on the user, etc.
-Added 20 new common Runes
-Added 6 new exquisite rated Runes
-New Consumable item: ”Tier Chip”, it will increase the tier of an item in your inventory
-New Consumable item: ”Property Modifier”, it will modify a random property of an item in your inventory
-New Blueprint item: ”Property Modifier Blueprint”
-New Armor piece: ”Elite Mask” (Helmet)
-New Armor piece: ”Bone Guard” (Shoulder guard)
-New Armor piece: ”Topper” (Helmet, Bounty item)
-New Armor piece: ”Old-School Wizard hat” (Helmet, Bounty item)
-New Weapon: ”Club-hammer” (Melee, blunt)
-New Weapon: ”Atferd Cannon” (Ranged, heavy plasma shells)
-New Weapon: ”Red Rang” (Ranged, kinetic projectiles)
-New exquisite weapon: ”The Needler”, with Pillar of Light damage effect (see Gameplay>Items)
-New exquisite weapon: ”Splinter gun, the Twin Destroyer”, with Mob Exploder damage effect (see Gameplay>Items)
-New exquisite armor: ”Radiant Gauntlets of Purple skin”, with Shield defensive effect (see Gameplay>Items)
-New exquisite armor: ”Nan-Lagash’s Crown”, with Toxic Dispenser defensive effect (see Gameplay>Items)
-New exquisite armor: ”Santa’s Oxygear”, with Health-Reg defensive effect (see Gameplay>Items)
-Exquisite weapon ”Scribe’s Pencil” now has Chain Lightning damage effect (see Gameplay>Items)
-Exquisite weapon ”Destroyer’s Axe” now has Crit-Stacking damage effect (see Gameplay>Items)
-Exquisite armor ”Lin Toxh” now has ”Health Regeneration” effect (see Gameplay>Items)
-New Artifact: ”Heart of Nan-Ma’altzunk”
-New Artifact: ”The first key”
-Renamed item modifier ”Claimer’s” to ”Claiming”
-New mission: Reassembly
-New mission: Unexpected Pinacle
-New mission: Signal Lost
-New mission The Last Outpost
-New mission: Herbicide
-New mission: Doc’s Errand
-New mission: Movement
-New bounty target: ”Afterlife Guardian”
-New bounty target: ”Doctroid”
-New arena: ”Dweller’s Surprise” (Mute/Hidden)
-New arena: ”Flood”
-New arena: ”Rising Sun”
-New arena: ”Failed Escape”
-New arena: ”The Sequence”
-New arena: ”Broken Drains”
-New arena: ”Exquisite Jam”
-New arena: ”Unauthorized Transmission”
-New arena: ”Last Man Standing”
-New arena: ”Spawn of Irkalla”
-New arena: ”Sinister Pulse”
-New arena: ”Morphology”
-New Unique-ranked monster: ”Dweller”
-New Unique-ranked monster: ”Nuk’Thal”
-New Unique-ranked monster: ”Forlorn Signalist”
-New Unique-ranked monster: ”Dahl’Kuztak the Trapped”
-New Unique-ranked monster: ”Levatio”
-New Unique-ranked monster: ”Ganglati, the Deprived”
-New Unique-ranked monster: ”Spawn of Irkalla”
-New Unique-ranked monster: ”Necroject”

-New boss monster: ”Doctroid”
-New boss monster: ”Awakened Guardian”
-New monster added: Masher, first encountered in Caverns
-New monster added: Arctic Grunt, first encountered in the Highlands
-New monster added: Excavator, first encountered in the Highlands
-New monster added: Brawler ( Inherits from Brute ) (Was formerly a boss of the secret map ”Excavation Site2”)
-New monster added: Desola Worker ( Inherits from Hypoxia Worker )
-New monster added: Tentacloid (it will spawn if an arctic grunt is split in half)
-Renamed the ”Jailer” monster to ”Nailer”
-Renamed the monster ”Hypoxia Worker” to ”Hypoxia”

-Renamed the ”Chief Guardian, Ba’andok” to ”Ba’andok, the Incantation Guardian”
-Renamed the boss ”Grunt of the void” to ”Vol-Rant”, also he’s now a unique monster and not a boss
-New wandering merchant added: ”Baal’no Tanuk”
-The Commander now has a chance to drop the Splinter Gun the Twin Destroyer exquisite gear
-New beastiery entry: ”Nailer”
-New beastiery entry: ”Masher”
-New beastiery entry: ”Tentacloid”
-New log entry: ”Digger’s Journal”
-New log entry: ”Soldier’s Journal”
-New log entry: ”TACOP Report I”
-New log entry: ”TACOP Report II”
-New log entry: ”Dusty TACOP Report”
-New log entry: ”z184 vivisection”
-New log entry: ”Attention D18-02”
-Renamed all Com-Signal entries for easier navigation in the journal window
-Added a missing rail object in Forsaken Nest – Chamber of Suffering, near the small cliff/island in the middle of the map
-New world chunks: Wildlands (50)
-New world chunks: Caves (31)
-New world chunks: Highlands (60)
-New world chunks: The Hive (29)
-Changed model for the rotating power pillar in tile ca_endQ15 [CH3; Armory]
-Changed model for the rotating power pillar in tile mt_triway08 [CH3; Maintenance]
-Optimized world colliders in multiple world chunks of Maintenance [Chapter 3]
-Optimized world colliders in multiple world chunks of Crew Quarters [Chapter 4]
-Added more detail to the environment in tile re02_triQ11 [Chapter 4]
-Updated the world chunk used for the Machinist boss encounter
-Renamed the world event ”Environmental Damage” to ”Environmental Hazard”
-Modified the sequence of the Environmental Hazard arena event
-Swapped models for the NPC’s Archeologist and Merchant
-Added a new model for the NPC ”Operator”
-Optimized world collision data for some chunks of the Oxygen Processing [Chapter 2]
-Optimized world collision data for some chunks of the Maintenance [Chapter 3]
-Added more world details to tile ox01_turQ04 [Chapter 2]
-Changed model for the Obscure Machine located in Oxygen Processing
-The obscure machine in Oxygen Processing is now emitting particles

Unsorted(46)bg_wta01

-Added a new splash image for the application config dialogue
-New splash screen when starting the application
-Optimized UI behaviour initilization
-Optimized the pulse projectile fx systems used for some two handed ranged weapons

-Optimized Void-projectiles
-Optimized the naming-procedure members in the procedural item generator
-Optimized meshes created by some projectile particle systems
-Implemented object pooling for items that are not collected and later removed from the active map.
-Removed a large amount of unused audio assets
-Removed deprecated UI assets
-Removed deprecated and/or obsolete code assets
-Reduced amount of memory allocations made during mob zone setup
-Deprecated material removed [mat_residential01]
-Optimized trigger event behaviours

-Optimized dynamic lights behaviour
-More efficient item tooltip generation and management
-Minor optimizations done to UI hint management
-Removed unnecessary properties and members of the Door classes
-Removed unnecessary properties and members of the Button classes
-Optimizations done to the Button classes
-Optimizations done to the Door classes
-Minor optimizations done to the Loot classes
-Minor optimizations done to the Landmark/Access Point class
-Removed unnecessary properties and members of the Landmark/Access Point class
-Optimized world collision data for the map ”Temple of Incantation”
-Optimized world collision data for the map ”Forsaken Nest – Temple of the Damned”
-Optimized Item Modifier classes, also made some changes to the code architecture so that they will be alot easier to work with for future modifiers
-Optimized all item classes
-Optimized all bounty classes
-Optimized the Mission Indicator
-Optimized all Player Ability classes
-Optimized some particle systems used in the Maintenance chapter
-Optimized environmental trap behaviours

-Renamed some of the input descriptions (Seen from the start-configuration window)
-Added a new input; ”Tooltip Swap”, it will change the item currently compared to another equiped item of the same type. (Currently, used specificly for the Rune items)
-Rewrote the description of the ”Environmental Hazard” achievment
-Rewrote all ability tooltips, in hope of having a less confusing wall of text to read
-Repaired broken data and identifiers in the item database that could sometimes return an invalid item
-Rewrote all beastiery log entries
-When taking a screenshot with the ”Capture Screenshot” key (Home), the destination folder will now only be displayed if the screenshots folder is empty
-New statistic added: ”Exquisite Gear Uncovered”. It tracks the amount of exquisite gear that you reveal by opening chests, killing bosses or completing missions or challenge maps
-Removed unused and deprecated assets from the maps in chapter 1 through 5
-Updated content and behaviours for objects related to the mission ”Necromancing” (Chapter01)
-New console command: ”/stuck” – it will move your character to either map entry or exit points or an activated resurrection probe
-Optimized the monster spawner classes
-Due to the new chapters implemented to the game, the method used to load maps has been changed in order to give me (dev) a better overview while working with the related code, the player should not be affected by the changes but please report any bugs on this issue if you do notice any anomalies

Fixesbg_wta01

AI Fixes(19)
-Fixed a bug that prevented enemy frost pits particle systems to stop emitting particles after the attack has stopped
-Fixed an issue with some AI continuously escaping when their health is low, they will now only try to escape once.
-Fixed an issue with monsters not beeing aware of scare-damage effects.
-Fixed an issue with enemy mines not beeing activated when deployed by a monster (Proximity Mine attack)
-The Jailer’s elemental pit attack now deal frost damage as it is supposed to, instead of toxic damage
-Grenadier (Miniboss Modifier) can no longer fire if the miniboss is occupied by performing pre-scripted events or animations
-Fixed issue with AI occassionaly beeing able to take damage before it’s skills and stats has been assigned (post map-transition), the AI would then get stuck at world space origin and flood error messages to the console, leaving massive fps drops
-Fixed issue with AI sometimes getting stuck in one instance of the Maintenance chapter maps
-Repaired broken pathfinding grid system in one instance of the Armory maps
-Fixed issue with the miniboss modifier ”Tormentor” not damaging the player if both the miniboss and the player character are standing still
-Fixed issue with the miniboss modifier ”Tormentor” sometimes only damaging the player if the player was standing behind the monster
-Fixed issue with AI sometimes alerting nearby non-spawned monsters of the player, resulting in the non spawned monsters floating around while playing their spawn animation.
-Fixed collision testing for some of the monster AoE attacks
-Fixed issue with the AI’s ”Slash” attack, sometimes not beeing able to play the assigned audio effect
-Fixed issue with monsters breaking out of the execution-mode if they get affected by a scare-effect
-Fixed issue with monsters breaking out of the execution-mode if they get stunned while beeing affected by the execution stagger mode
-Fixed issue with monsters breaking out of the execution-mode if they get frozen solid while beeing affected by the execution stagger mode
-Fixed issue with monsters breaking out of the execution-mode if they are staggered in the first attack that hits them
-Fixed issue with the Tormentor attack’s damage zone not beeing enabled if the monster was spawned as a boss in a world event arena.
Unsorted Fixes(11)
-Fixed an issue with the game sometimes freezing if the player tries to cast an ability before the game has fully loaded
-The character overview in the main menu (play sub-menu) now show the correct chapter name that the character is currently located at
-Removed a missing reference to a deprecated asset in the UI manager object
-Fixed a bug in the Achievment system that prevented it from removing obsolete achievments from the list
-Repaired invalid meshes that were found in the map ”Temple of Incantation”, the meshes broke the batching process
-Fixed issue with some player abilities registering to certain events multiple times
-Fixed issue with ”Beastiery” logs registering to the ”Logs Collected” game tracker
-Repaired broken pathfinding grid system in one instance of the Armory maps
-Repaired broken pathfinding grid system in one instance of the Med Labs maps
-Fixed issue with the Wooden Crate loot playing wrong sound clip when destroyed
-Fixed issue with the Statistics Counter sometimes not beeing reset to it’s default values when a new character profile is created
User Interface Fixes(10)
-Fixed issue with some area names not fitting into the section name label of the Travel Station UI
-Placed the bounty window below the main mission window as it was partially off-screen when running the game in a screen ratio of 5:4 or 4:3

-Aligned the game menu more to the center of screen to prevent it’s side-bar to go off-screen when running the game in resolution 1024×768
-Fixed the position of the map-connection dashes in the Travel Station UI window, they were not aligned in 4:3 ratio resolutions earlier
-Re-aligned some UI elements in the Tutorial map to prevent them going off-screen in some resolutions
-Fixed issue with the mission tracker not loading the last tracked mission after a map transition has been made
-Fixed issue with the mission target indicator sometimes not beeing enabled or points toward the wrong position when a new map was loaded
-Fixed an issue with the Alien Marker tooltip for the Vexed marker modifier printing an impossible buff value
-Fixed an UI scale-related issue with the in-game menu
-Fixed issue with the tooltip of an item modifier not always fit into the tooltip UI rect
Graphics/Visuals Fixes(25)
-Fixed issue with weapons using the mesh ”SmallAxe” beeing spawned in the player’s hands with wrong rotation applied
-Fixed issue with armor ”Vodun Doll” loading wrong FX

-All equipable item (models) will now render an outline
-Fixed wrong mesh beeing loaded for the armor ”Cap”
-Fixed an issue that made the weapon ”HVPP Ray Cannon” sometimes load wrong mesh
-Fixed wrong mesh beeing loaded for the weapon ”Shark MK IV”
-Weapons using the Stick-projectile gun model are now visible in the inventory preview camera
-The weapon ”Scribe’s Pencil” is now visible in the inventory preview camera
-Fixed issue with no gib models spawning if the unique monster ”Electrician” is fully gibbed
-Fixed issue with no gib models spawning if the monster ”Fatboy” is fully gibbed
-Fixed issue with the FX of the final access point in maintenance not emitting particles when the Machinist has been killed
-Fixed an issue with multiple loot objects not beeing highlit when approached by the player character
-Fixed issue with the hollow/forsaken force fields textures beeing animated with a far to fast speed inside the Creator’s Chamber
-The boss monster ”Machinist” now transition between animations properly
-Fixed issue with the guards encountered during the ”Lock n Load” arena event not beeing highlit when approached
-Fixed issue with some world chunks in the chapters 1 through 5 not beeing properly culled
-Fixed issue with no world chunks in the Tram Network maps beeing culled when off-screen
-Fixed issue in one instance of the Chapter 1 maps where the player could see outside the map boundaries at some locations
-Fixed issue in some of the Chapter 1 map instances where the player could see outside the map boundaries at some locations
-Fixed issue with the Saboteur monster’s ragdoll not copying the bone positions of it’s parent
-Fixed a minor issue in the shader used for corpse models, lightning would not be calculated the same way as in the default monster shader, on occasion making a monster’s corpse emit more light than the monster did before death
-Fixed issue with some interactible objects not beeing highlit when approached
-Fixed issue with proximity mine explosion FX beeing emitted inside the floor geometry
-Reset the outline of the Enforcer monster’s material so it will be more uniform with other monsters
-Fixed issue with blood splattering on non-gore-valid surfaces in some world chunks of Maintenance [Chapter 3]
Game World Fixes(34)
-Fixed issue with blood splattering on an invisible surface in world chunk mt_straight07_hr [Chapter 3]
-Fixed issue with the Armory maps having portals leading to the Research Lab chapter [Chapter 3(b)]
-Repositioned some objects in the Cargo-maps [Void Rift] that were deployed with incorrect positions/rotations
-Repaired broken pathfinding grid in the Cargo-maps [Void Rift]
-Repaired missing object reference in the ”Corrupted Vessel II” arena, located in Oxygen Processing

-Added missing logic in one instance of the Bridge chapter that prevented some world chunks from beeing culled properly (C5M1c)
-Fixed issue with the three pedestals in Forsaken Nest – Chamber of Suffering, getting wrong dialogue when interacted with
-Fixed issue with the final access point in Maintenance chapter not emitting particles
-Fixed an issue that prevented Tram Network to appear in the Travel Station when discovered
-Fixed a null-reference issue in the final portal tile of Maintenance (Machinist boss room)
-Fixed issue with destructible world objects not beeing spawned in some layouts of the ”Bridge” chapter
-Aligned the rotation of a rare loot chest that was off, in re_deadEnd01 (Crew Quarters tile)
-Added missing moving-platform SFX to world chunk mt_turn08_hr [CH3; Maintenance]
-Repaired corrupted coordinates and rotation of some loot in ox_straight08[CH2; Oxygen Processing]
-Fixed weird physics behaviour in tile ca_straight01 [CH3; Armory]
-Fixed camera clip issue for some tiles in the Maintenance chapter
-Fixed an issue with some monster spawner meshes beeing disabled from start in tile mt01_turQ06A, appearing on screen again as a button in the world space is pressed
-Fixed issue with missing world colliders in med01_triQ01 tile, making it possible to fall outside the game world [Chapter 1]
-Added missing floor collider in tile med_triway04 [Chapter 1]
-A rail in tile mt_turn09 [Maintenance] has been moved as it’s rotation weren’t aligned with nearby geometry
-Fixed issue with some parts of the re_turn07 chunk not beeing culled properly [Chapter 4]
-Added missing floor collider in tile re_crossing03_hr
-Fixed positional offset issue for all doors in corner world chunks of Crew Quarters [Chapter 4]
-Added missing doors in some Crew Quarters map instances [Chapter 4]
-Repaired broken pathfinding grid system in some instances of the Maintenance maps
-Repaired broken pathfinding grid in some world chunks of Oxygen Processing [Chapter 2]
-Fixed border geometry clipping issue in tile ox_triway10_ar [Chapter 2]
-Fixed border geometry clipping issue in tile ox01_turQ04 [Chapter 2]
-Fixed border geometry clipping issue in tile mt_straight02 [Chapter 3]
-Repaired broken floor collision data for chunk mt_triway09 [Chapter 3]
-Removed a decal that was floating around in mid air in the world chunk mt_turn05 [Chapter 3]
-Added missing wall collider in chunk mt_triway05 [Chapter 3]
-Removed duplicate landmark in one instance of the Crew Quarters maps [Chapter 4]
-Rewrote the description for the first objective of the ”Storage” world event, mentioning ”Toxic Dispenser” which is a deprecated name for the Spore Sentry AI. It now says ”Kill the spore sentries” as it’s supposed to.
Gameplay Fixes(39)
-Fixed issue with Plasma rounds not inflicting splash damage to nearby objects/monsters if the projectile hit anything except a hitbox
-The Signal Receiver for the elevator leading to the Crew Quarters can no longer be collected before the mission objective to call the elevator has been completed, as this broke the mission logic [Chapter 3]
-The Jazzbot’s audio source now follow the bot’s motions in world space [Tech Ability]
-Fixed issue with the Tech’s Stinger ability, sometimes throwing the grenade in the wrong direction and at invalid distances
-Consumable item (Repair Kits in particular) no longer remain as active selection in the inventory window if it is closed
-Fixed issue with the player beeing able to reach Secure Command from the tutorial/intro level if the PC gets killed

-Fixed issue with the player sometimes spawning at the wrong map transition location/Access Point when entering a new map
-Fixed issue with some Loot managers not properly deploying their assigned loot in world space
-Fixed issue with survey probe logics breaking when activated by the player, in case a miniboss was not spawned properly by the survey probe. This primarily occured if the probe remained active even though there were no survey bounty contracts active.
-Repaired broken AI Pathfinding logics in one instance of the Bridge chapter (C5M1c)
-Fixed issue with some Arenas that contained a miniboss, generating a champion monster instead of a Master. (Master should be mandatory as Arenas can’t handle champion clone generation properly)
-Fixed issue with ”trophy/mystery” items not loading their tooltips if placed in the personal stash in Secure Command before identifying it at the Archeologist NPC
-Fixed a bug that broke the ”Blaster” Item modifier if the player’s equiped weapon broke just as an attack was cast with the weapon
-A bug that temporarily debuffed the player character’s stats if an item was sold even though it wasn’t equiped, has been fixed
-The price info text that can be seen in item shops is now properly updated after repairing an item or your gear
-Fixed an issue with Attribute Respec Points purchased from the NPC ”Lily” not beeing generated properly
-Fixed an issue with Void Ritual items purchased from the NPC ”Archeologist” sometimes not generating a valid tooltip
-Decreased gravity pull for the player character(s) as it occassionally seem to have pulled the PC through the world floor
-Fixed issue with the Forsaken class ”Bile Spit” ability not rolling crit chance for all monsters that were hit
-Cleansing bounties can no longer target Guardians and Void Walker monsters
-Fixed Indicator targetting issues for multiple mission objectives ( Indicator not able to locate a valid target )
-Fixed issue with mission objectives that require the player to collect an item, sometimes not beeing able to properly identify when the target item has been collected.
-Fixed some Marker modifier tooltips that displayed the buff by percentage instead of points
-Fixed issue with monster zones not deploying mob crowds in Ch7Void; Forsaken Nest
-(Non-sliding) door colliders are now properly disabled if the door starts in open state or when monsters use the door
-Gear is now unequiped properly when broken
-Fixed issue with damage tracking not beeing able to track the active damage/weapon type if the equiped weapon break at the same time as the attack is cast
-The player now dies instantaneously if falling from the ledge of the escalator in the Cargo Guardian boss room [CH3:1M1 – Armory]
-Fixed issue with some world chunks in multiple Armory map instances not having reference to the most recent world chunk version
-Fixed issue with the Mission Indicator sometimes calculating impossible directions
-Fixed issue with the achievment database not updating each achievment restriction properly
-The guards encountered during the ”Lock n Load” arena event now print the correct dialogues when spoken to
-Fixed an issue with Health Vials sometimes beeing stacked in impossible stack architectures (ie. 318/1, 5/0 etc.)
-Fixed issue with continuous projectiles like the laser beam not inflicting it’s full damage when a monster was hit
-Fixed a bug that made it possible for the player to get a negative value of shards (currency) if dying repeatedly
-Fixed a bug that caused the holstered item to duplicate if the player swapped equiped/holstered weapon while the inventory window was open
-Fixed an issue with consumable items value not beeing refreshed if one item was consumed, sold or otherwise removed from the stack
-Removed a landmark in one of the Crew Quarters maps (landmark) that broke spawn routine (see 2.26>Fixes>Game World)
-Fixed issue with ranged weapons not beeing able to find it’s projectiles for the first few shots after each map transition

 

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