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2nd Gunning DLC Hotfix v.1.51d

Some final cleanup, and one elusive bug. I don't expect too many patches in the near future unless something utterly game breaking turns up. With everyone's feedback, screenshots, video, I've been able to locate and squash remaining bugs relatively quickly. Honestly, certain comments and media here and on discord have helped me solve problems faster than I might have alone.

Notes
  • Small changes to loot generation have been implemented for owners of the DLC. While not a major overhaul, expect to find fewer utilities in general, and fewer random upgrades (the highest randomization still occurs at level 1).
  • Beta Backup should now always properly update to the most recently collected powerup
  • Gravity Wave/Rupture Wave should FINALLY stop disappearing in the inventory menu
  • The Arc Tech utility will now be more apt to show up in electric builds
  • Tyrantulord Boss should no longer be sometimes destroyed during a dash attack
  • The achievement High Voltage should now properly count the new electric weapons (it was counting the utilities already).

2nd Gunning DLC Hotfix v.1.51c

Few more fixes, mostly text/info related, but a couple of achievement issues for some players should also be cleared up.

IMPORTANT: Achievement related fixes usually require you to play a new game to trigger an achievement check and update your achievement data.

  • The achievement "Tech Wiz" should (hopefully) no longer get stuck locked. This didn't affect all players (or me) so let me know if you're still having issues.
  • The achievement Bombs Away will now properly unlock in the in-game achievement viewer. It was already correctly unlocking on Steam.
  • Numerous visuals from new upgrades should no longer get stuck on screen during a victory
  • Electroline's level 2 and 3 texts are no longer reversed
  • Corrupted Data 1 and 2 now have inventory Icons and text (silly text) to go with them
  • Corrected or added various synergies to inventory listings for a number of new augments

2nd Gunning DLC Hotfix v.1.51b

Just a couple small things

  • Fixed an issue that would cause victories on individual pilots to not be tracked. This won't fix the missing trophies, but will allow them to be unlocked.

    For those curious, this was a peculiar issue where once the Flying Aces achievement had been unlocked, the game would stop tracking more victories. Tracking worked for all pilots, but stopped once you had a victory on any 7 unique pilots. Because I regularly reset my own progress during testing, I was able to pick any pilot and unlock a trophy, so I couldn't replicate the problem many of you faced.

  • Fixed a typo with the level 2 upgrade of Fireside
  • Thunder Drone and Imploder should now trigger Blitz Blast properly.

2nd Gunning DLC Hotfix v.1.51a

Another edge case issue fixed up, a couple more weird things that didn't happen in the debug testing, and a couple more "oops" moments in my sleep deprived brain

  • Omega Cannon should no longer break if Overclock ends at just the right moment (similar to how it affected Dronerang)
  • The wrong locked icon for the "Transformer" augment has been replaced
  • Bug Catcher's achievement progress will now properly update. It was properly tracking and unlocking, so this is just a visual issue. You'll need to play one game and die/win/quit to update the stat tracking.
  • Improb Drive augment will now only unlock if you have all other augments unlocked. If you already unlocked Improb Drive it will stay unlocked to prevent any weird issues where it will become stuck equipped on a pilot.
  • The research for Transformer will now properly complete/unlock the augment.

2nd Gunning DLC Patch v.1.51

It's amazing what people can find, and what I can miss in testing. I'd like to say "Stop breaking my game!", and "Get off my lawn!" but in truth, as a solo dev with only a couple part time helpers to test, there's just no way to catch everything, even if I quadrupled testing times.

So I am grateful for this awesome community, and those active discord members that find every weird edge case (and some things where apparently I was just an idiot), and have the patience as I do my best to stomp turts (I mean squash bugs).

Anyway, with this update being a bit bigger than the other hotfixes, and INCLUDING the numberous (*numerous, but "numberous" should be a word) hotfixes, I figured I'd combine everything here, and move to version 1.51.

Oh, and anything that applies to stuff in the base game is obviously fixed for those players too.

[h2]Here's what's new in the world of bugs (v.1.51):[/h2]

  • Fixed a bug with Drone Cloner that could trigger an inactive drone weapon while playing as Ace
  • When Drone Cloner copies Bullet Buddies and Thunder Drone, the cuplicate icon will now be green like other Cloned icons.
  • Fixed an issue that could break Dronerang/Clonerang if an Overclock powerup ended at just the right time
  • Omega Cannon's basic attack should no longer stop permanently at any point
  • Fixed an issue where Omega Cannon would get extra powerup duration from the Power Cell augment, but would not fire for the extra duration
  • Fixed an issue where Beta Backup would store an EMP state instead of a powerup (EMP shares part of the powerup system which is why its timer looks like a powerup timer)
  • Fixed a long standing bug (I didnt know was in the game) where Static Surge would remove Kinetoshield AND not prevent the EMP at the end. It will still remove Kinetoshield if active, but Kinetoshield will now protect you from Surge's EMP effect so it's not totally wasted.
  • Also fixed an issue that could trigger an extra Static Surge when Kinetoshield was also equipped
  • Added some code to prevent where interactions between Junk collectibles and the aftermod Dirty Bomb
  • Certain aftermods had overlapping codex indexes that would cause some to unlock when they shouldnt, and some to not unlock at all.


[h2]1.50a-1.50f Recap[/h2]
  • Fixed an indexing issue with Symbionics. The correct symbionic upgrades should unlock for Time Suck and Sunbuster now
  • Put in a protection for creating too many Big Shot projectiles. This is a first step because I can't replicate the issue myself, but I've seen screenshots. I identified an area that could be problematic, but keep the feedback coming and if any more changes are required I'll add them to the next patch


  • Fixed an issue with certain symbionics unlocking the wrong codex entries
  • Fixed an issue with Moon Moth creating lasers upon dying and the lasers remaining on screen
  • Fixed an issue where the Moon Moth could trigger projectile attacks for a few seconds after dying
  • Added additional shields to the Moon Moth 2 and 3 fights (more adjustments may be necessary)


  • Achievements should be active now! Seems I left a debug command on that locked them. Will check back in the morning. The proper morning.


  • Fixed an issue that gave Echo Lock an extra level that did nothing
  • Fixed an issue that caused Circuit Maker to break if you equipped or upgraded Radar Array right after creating new targeters (but before they found targets and activated)
  • Achievement "Infinite Improbability" should now correctly unlock with 30+ trial level (and the other conditions met)
  • Abzorber's powerup icon is no longer blank when active (in the bottom right corner). This will apply to people on version 1.25 as well.


  • Fixed some issues with elemental rounds, and fireside that could cause issues with scope. The game could get confused and think every enemy at once was being hit by a single projectile.
  • Fixed an issue with choosing the Aimbot augment on Ace that would instead grant no augment
  • Removed the text that indicated Beta Backup had a recharge timer


  • Fixed an issue that would prevent trophies from appearing on the pilots that you've beaten a zone with. This fix will retroactively make some trophies appear, but not others. You may need to beat a zone with certain pilots again (Sorry!).
  • Fixed an issue with bosses unlocking the wrong codex entry (this will not change entries already unlocked, but prevent the issue in the future)
  • Fixed an issue that made Symbionic descriptions appear for the wrong entries in the codex
  • Updates to the options menu: Particle FX changed to Visual FX and "on/off" for that category changed to "low/high." A handful of newer effects were also tied into this option.
  • Various small typos fixed