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September Monthly Update Now Live – Patch Notes v0.7.2.132556

[p]We've just released our September update! As always, we’ll continue to keep you all in the loop of what future updates will be like, but for now, here's our patch notes for today's update. [/p][h2]Features and Gameplay Updates[/h2][p]Gameplay Updates[/p]
  • [p]Breakers can now join their friends who are mid-cycle![/p]
    • [p]If you're mid-cycle, friends can join your lobby without you having to reset your current cycle[/p]
      • [p]Whomever joins the in progress cycle will have to reset their own cycle before entering their friends lobby[/p]
      • [p]Players are only able to join in progress games when the host is in the hub, not out in the Overgrowth[/p]
      • [p]When joining a mid cycle game the new player will connect with some bright blood, a blade and a rail at the appropriate level relative to the host players world tier[/p]
[p]New Mods[/p]
  • [p]Flash Knuckle Blade Holobyte[/p]
    • [p]Flashstep strike adds 20% strike damage to next melee attack and resets on damage taken[/p]
  • [p]Burst Flash Blade Holobyte[/p]
    • [p]Flashsteps cause an explosion on impact dealing 50% strike damage to surrounding enemies[/p]
  • [p]Unstable Particle Amp Affix[/p]
    • [p]Enemies that take explosion damage will cause another explosion dealing additional blast damage[/p]
  • [p]Light Accelerator Rail Affix[/p]
    • [p]Fire rate is faster for 5 seconds after player reloads their weapon[/p]
  • [p]Ally Booster Amp Affix[/p]
    • [p]All allies (both summons and other players) receive a 3% damage buff[/p]
  • [p]Bursting Allies Amp Affix[/p]
    • [p]Ally projectiles have a 5% chance to explode[/p]
  • [p]High Pass Filter Amp Affix[/p]
    • [p]Increase Amp damage by 15% for 3 seconds after using a Blade Special[/p]
  • [p]Kinetic Flow Blade Affix[/p]
    • [p]Blade range and strike damage increases with every consecutive hit[/p]
[p]Polish Items, Updates and Improvements[/p]
  • [p]Mod Updates[/p]
  • [p]Holobytes turned into Affixes:[/p]
    • [p]Vendors:[/p]
      • [p]Critical Ring (Armor, Accessory)[/p]
      • [p]Clean Capacitor (Armor, Accessory)[/p]
      • [p]Dusty Scanner (Accessory)[/p]
      • [p]Neuro Shock (Rails)[/p]
      • [p]Devouring Bracers (Blades)[/p]
      • [p]Recursive Bind (Armor)[/p]
    [p]Affixes turned into Holobytes[/p]
    • [p]Unstable Particle[/p]
    • [p]Ally Synchronicity[/p]
    • [p]Ally Corpse Hazard[/p]
    • [p]Barrel Vents[/p]
    • [p]Burst Flash[/p]
    • [p]Concussive Weight[/p]
    • [p]Chaining Shot[/p]
    • [p]Dormant Hilt[/p]
    • [p]Exploding Shot[/p]
    • [p]Explosive Hilt[/p]
    • [p]Momentum Transference[/p]
    • [p]Syphon Amplifier[/p]
    • [p]Plasma Edge[/p]
  • [p]Made the Dormant Hilt blade special recharge UI more obvious for better readability[/p]
  • [p]Removed Ranger Flair from Scatter Weapons[/p][p][/p]
  • [p]Player Character Updates[/p]
    • [p]Established individual dash properties and ground speed curves per Breaker[/p]
      • [p]Unique dash ground speed curves per Breaker[/p]
      • [p]Introduced per Breaker race acceleration speeds[/p]
    • [p]Sycom’s now teleport out with the player instead of staying behind[/p]
    • [p]UI Updates[/p]
      • [p]Caves can now be discovered & show up on the map after approaching the entrance[/p]
      • [p]Added an icon for the Armor Obelisk buff[/p]
      • [p]All players can now cancel the “Ready Up” regardless of who initiated it[/p]
      • [p]Added an icon next to the host players name to better identify who’s the session host[/p]
    • [p]Weapon Updates[/p]
      • [p]Rebalanced charged attacks for all blades[/p]
        • [p]Increased charged attack speed significantly across the board[/p]
        • [p]Added a window of super armor during charge[/p]
    • [p]Enemy Updates[/p]
      • [p]Infiltrator tweaks in response to community feedback[/p]
      • [p]Inserted more pauses after attacks[/p]
      • [p]Increased cooldown on dash n' shotgun attack[/p]
      • [p]Added a default single zaliska shot at close range so there is an alternative to the diamond shot at close range[/p]
      • [p]Removed predictive aiming on slide tackle[/p]
    • [p]Grey Dirk Updates[/p]
      • [p]Removed Grey Dirks from the final extraction sequence entirely[/p]
      • [p]Removed their dodge state behavior and re-balanced them[/p]
  • [p]Animation Polish[/p]
    • [p]Polished the Twins Intro Cinematic[/p]
      • [p]Polished Twins single swipe melee attack[/p]
      • [p]Polished the Twins mid-fight transition[/p]
      • [p]Soup Master now has idle animations[/p]
      • [p]The Machinist vendor now has more idle fidgets[/p]
      • [p]Polished Adept’s death animation, previously it looked too similar to his stun animation[/p]
  • [p]Audio Polish[/p]
    • [p]Added new SFX for player gaining and losing armor[/p]
    • [p]Added new SFX for Shatter Armor holobyte[/p]
    • [p]Added SFX for battery gain[/p]
    • [p]Added new SFX for teleporting to and from Skylabs[/p]
  • [p]Enviro Polish[/p]
    • [p]Made improvements to some terrains that had long stretches of cliff sides with no way to scale them[/p]
    • [p]Updated art on the Skylabs to better reflect their origins[/p]
    • [p]White capsules and material chests now have an “opened state” for better readability[/p]
    • [p]Obelisks and Upgrade Machines can now be found inside POI’s rather than out in the Overgrowth[/p]
  • [p]Other Polish and Improvements[/p]
    • [p]Added option to adjust camera following behavior during combat. Will aggressively correct during attacks or not correct at all based on settings[/p]
    • [p]Added option to disable target magnetism. With this toggled Off attacks and Flash Steps should go where the camera is aimed instead of to the nearest target[/p]
    • [p]Disabled Explosive Barrels bounty because explosive barrels don't spawn in all biomes[/p]
    • [p]Boss Arena doors now lower more quickly upon successful defeat of a Crown. Players can now jump over the pink barrier when it’s low enough and the timer does not start counting down until the door is fully open[/p]
    • [p]Fixed up the gold bat slow projectile to initialize the damage area correctly on detonate[/p]
    • [p]Reduced the interaction charge time on loot corpses[/p]
Bug Fixes
  • [p]Fixed more foliage popping in the hub[/p]
  • [p]Fixed issue with the World Tier 20 progress bar not filling all the way[/p]
  • [p]Fixed some collision issues with foliage in certain Arid Wastes wrecked vehicle POI’s[/p]
  • [p]Fixed misplaced negative water volumes in some caves[/p]
  • [p]Fixed issue with interact VFX being placed on items that are not interactable[/p]
  • [p]Fixed issue where formatting tags would display in Glitch Bar strings when viewed by Clients during a run[/p]
  • [p]Fixed an issue where grass could intersect with the crystal ground hazards[/p]
  • [p]Fixed an issue where an in a certain instances, the starting bunker would be lacking a loot corpse[/p]
  • [p]Fixed an issue where the Glitch Bar menu on Steam Deck was formatted incorrectly in the mission menu at the telepad[/p]
  • [p]Fixed issue with a loot corpse pushed underground on a Shattered Fortress broken fortress piece POI[/p]
  • [p]Fixed issue with a missing jump pad in the Shattered Fortress Fallen Tree POI which prevented players from reaching the top level[/p]
  • [p]Fixed a bug where the Explosive Hilt Holobyte didn't inflict any damage to enemies[/p]
  • [p]Fixed issue where the Soup Vender, Mylus, was off center in the Affinity menu[/p]
  • [p]Fixed an issue where if a host or single player user activates the Sky Lab teleporter, instead of going to the Sky Lab the user is brought back to the hub. Which was then followed by a black screen[/p]
  • [p]Fixed an issue where in some instances Map Revealers were decking into crystal structures[/p]
  • [p]Fixed an issue where in some instances Shrines would be pushed down into the ground[/p]
  • [p]Fixed issues with cave entrances being misaligned with the terrain[/p]
  • [p]Fixed an issue where the Crystal Leaper attack failed to produce any crystals on POI surfaces[/p]
  • [p]Fixed an issue with the Wolf Mother’s flame attack not applying lasting damage to players[/p]
  • [p]Fixed various issues with POI’s and environmental assets decking into each other[/p]
  • [p]Fixed an issue with a placeholder cube being present in some caves[/p]
  • [p]Fixed an issue where sometimes the starting bunker elevator shaft could be tilted inside the terrain[/p]
  • [p]Fixed a bug where the Perfect Cleave Affix wasn't working with the Zero Edge Blade[/p]
  • [p]Fixed an issue where the cave darkening volume extended onto beach and other terrain outside the cave[/p]
  • [p]Fixed an issue with the Elite Slime’s elemental attacks not hurting players[/p]
  • [p]Fixed an issue where the White Dirk Explosions weren’t dealing damage[/p]
  • [p]Fixed various issues with crevices forming in certain terrains creating holes the player could get trapped in[/p]
  • [p]Fixed issue with snow banks popping in the Twins Boss arena[/p]
  • [p]Fixed an issue where the Shattered Fortress Titan Weapon POI had a ramp where prisms would clip into the POI geo and get stuck[/p]
  • [p]Fixed an issue with the Ruined Outskirts Subway Entrance POI where certain areas lacked player collision[/p]
  • [p]Fixed a collision trap in the Ruined Outskirts Overgrown Building POI[/p]
  • [p]Fixed an issue where mines would stay stationary in the air when thrown at The Maw as she’s lifting her head[/p]
  • [p]Fixed an issue where splash VFX weren’t triggering in caves and some POI’s[/p]
  • [p]Fixed an issue where sometimes Narrative Monoliths could intersect with trees[/p]
  • [p]Made improvements to alleviate bugs where sometimes things could be decked or placed under terrain or POI’s[/p]
  • [p]Fixed an issue where in some instances the starting bunker had water in the elevator[/p]
  • [p]Fixed an issue where sometimes the countdown wouldn’t reset to 5 seconds once the players leave the Boss Arena. Also fixed boss room timer starting at 00 then going to 59[/p]
  • [p]Fixed an issue with some skylabs having invisible collision present[/p]
  • [p]Fixed an issue with missing collision on rocks in the Ruined Outskirts Water Tower POI[/p]
  • [p]Fixed an issue where the hoverboard VFX would persist after the player hopped off[/p]
  • [p]Fixed an issue where eneFixed an issue where enemies would have a vocalization SFX trigger it on every hit from the Vulcan Drone amp[/p]
  • [p]Fixed an issue where the Salt devil would trigger a grunt sfx every time it took damage[/p]
  • [p]Fixed an issue where the interaction charge UI would persist after exiting interaction range for some objects[/p]
  • [p]Fixed an issue where the heal SFX would play over itself[/p]
  • [p]Fixed an issue where the hoverboard and gilder would disappear once someone cancels the Ready Up system[/p]
  • [p]Fixed an issue where stitching lines would appear on ultra-wide screen monitors when returning to hub[/p]
  • [p]Fixed an issue where other players could hear certain items entering and leaving someone’s inventory[/p]
  • [p]Fixed an issue where visual settings couldn’t be changed while the game was in Fullscreen (Windowed) mode[/p]
  • [p]Fixed issue where in some instances enemies could fall off the edge of a Skylab when interacting with the Blood Letting Protocol obelisk[/p]
  • [p]Various fixes for loot corpses being pushed into geo[/p]
  • [p]Fixed an issue where in some caves a false respawn would trigger if the player dipped into the bottomless pit but recovered[/p]
  • [p]Fixed an issue where crystal hazards from elite enemies would appear through floor on the Ruined Outskirts Titan Sword POI[/p]
  • [p]Fixed an issue where the Crystal leaper’s spikes would deck vertically up assets[/p]
  • [p]Implemented fixes for various instances of holes in geo allowing the player to see out of bounds[/p]
  • [p]Fixed an issue where Lapis’ lightweaver projectile was too quiet to hear[/p]
  • [p]Fixed an issue with a stretch of water in the Tutorial missing player collision allowing the Player to jump into and through the water to the sandy bottom below[/p]
  • [p]Fixed an issue with Root-Hash Hack ranged dirk mines getting triggered by the player and not enemies[/p]
  • [p]Fixed an issue where often players would clip through the elevator when attacking against the walls while the elevator is going up[/p]
  • [p]Fixed an issue where the Crystal Leaper’s spikes would stay in the world indefinitely[/p]
  • [p]Fixed an issue where Vesia would jitter for clients[/p]
  • [p]Fixed an issue where Ranged Dirk’s proxy mines lacked collision in the Shattered Fortress biome[/p]
  • [p]Fixed an issue where elite death damage would apply to player allies[/p]
  • [p]COMMUNITY REPORT: Fixed an issue where sound would mess up after some boss fights[/p]
  • [p]Fixed an issue where the color and appearance from status effects would carry over to weapons without that status effect[/p]
  • [p]Fixed an issue where The Infiltrator’s diamond shot would not reflect when perfect parried[/p]
  • [p]Fixed an issue where map markers would fail to persist into the next run[/p]
  • [p]Fixed an issue where some destructables would collide with the camera upon breaking[/p]

Hotfix Patch Notes - v0.7.129080

[h3]Minor Update[/h3]
  • Increased Gravenheart’s stamina to two pips by default.

[h3]Bug Fixes[/h3]
  • Community Report: Fixed a bug where all map items would become viewable from the menu while in the hub.
  • Fixed issue with Vesia’s missing standing turns animation.
  • Fixed an issue where damaging Dro during her mid fight animation at 50% health caused her to loop that animation.
  • Improved issue where Dro would sometimes slide during combat.
  • Fixed issue where the Infiltrator assassin was not spawning during assassin events.
  • Fixed an issue where interacting with the soup vendor, then another vendor caused the wrong UI to display.
  • Fixed an issue where the Salt Devil would continue to rotate to face the player during its death animation.
  • Fixed an issue where frequently Dirk Rifle’s aiming beam would point toward the ground.
  • Fixed an issue where during the extraction cutscene you would see your player character zip across the screen.
  • Fixed an issue with the Wholesale License Perk not reducing the cost of in-run vendors while “Inflation” is at 100%.
  • Fixed an issue where spamming parry over an asset that is lacking player collision resulted in the player falling through, or into, the asset.
  • Fixed issue where clients would occasionally see Goro A-pose instead of aim.
  • Fixed an exploit where in multiplayer games clients could receive 100% off items in shops.
  • Fixed an issue where the Training Plateau modifier would persist during subsequent runs for clients.
  • Community Report: Fixed an issue where the Glitch Bar was not saving that players completed a certain tier.

Hyper Light Breaker was a bust at launch, but a huge new update is luring me in

A stylish co-op roguelike base in the world of one of the all-time great indie hits, Hyper Light Breaker's elevator pitch seemed like a strong one. However, since its early access launch at the start of the year, it's really struggled. Sure, early access is designed to be a time of learning and improvement, but it failed to make a lasting impact with fans of the genre and its celebrated sibling, Hyper Light Drifter. With 1.0 coming next year, developer Heart Machine is putting in some serious graft to turn things around, and today it's shadow-dropped a new Hyper Light Breaker update that I believe is its most important to date.


Read the rest of the story...


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Hyper Light Breaker has shadow dropped a new update with floating islands, difficulty modifiers, a beefy new tank character, and a challenging duo boss that's 'technically 4 bosses' depending on what order you beat them in




In a new trailer at the Gamescom edition of the Future Games Show, Heart Machine simultaneously revealed and launched the latest early access update to Hyper Light Breaker, which includes new systems, a playable character, a fresh boss, and floating islands in the open world. I got a chance to see the new additions in a hands-off gameplay presentation last week, and here are the topline changes:..
Read more.

Double Down Update Now Live - Patch Notes

[previewyoutube][/previewyoutube][p]We are excited to announce that our second major update for Hyper Light Breaker, “Double Down”, is now live! Since Hyper Light Breaker launched in Early Access in January of this year, the title has been improving and expanding thanks to YOUR feedback. Today’s update evolves the Hyper Light adventure like never before, bringing a slew of new content and developments for you to jump into.

Check out all the new features, gameplay updates, and bug fixes below!

[/p][h2]Features and Gameplay Updates:[/h2][p]
[/p][h3]New Crowns[/h3][p] The Twins: Bersia & Vesia [/p]
  • [p]Intro Cinematic (not final, expect improvements in the future)[/p]
[p] [/p][h3]New Breaker: Gravenheart[/h3][p][/p]
  • [p]Gravenheart can be unlocked from the loadout menu, like all other Breakers.[/p]
  • [p]Preferred Blades: Soldier’s Light, Bloody Pillar, Vector Hammer, Breaker’s Buster, Zero Edge[/p]
  • [p]Preferred Rails: Grind 42R, Blunderbuss, and Burst Launcher[/p]
  • [p]Preferred Amps: Shatter Gauntlet, Berserker’s Exoskeleton[/p]
  • [p]Brawler Perk: Every Armor Shard increases your melee DMG.[/p]
  • [p]Tank Perk: Parrying has a chance to refill an Armor Shard.[/p]
[h3]Game Flow Updates[/h3][p] Bounties There are now bounties available to collect out in The Overgrowth! See the Deputy by the telepad to choose from a list of available bounties. Bounties are repeatable with rewards that will aid you in your current cycle. [/p]
  • [p]Choose carefully, you’re only allowed to complete two bounties per cycle![/p]
[p] New Currency Rewards: Byte Shifters - Universal Re-rollers Completing Bounties can net you a Byte Shifter artifact that allows you to universally re-roll the following multiple choice offers: [/p]
  • [p]Holobytes[/p]
  • [p]Affixes[/p]
  • [p]Vendor stock[/p]
  • [p]Gear drops with multiple choices[/p]
[p] Soup Vouchers - Free lunch! [/p]
  • [p]Completing Bounties can get you a free lunch at the Soup Bar. Bring your voucher to get a free Soup Buff![/p]
[p] Glitch Bar Once you’ve successfully reached the Abyss, you will then have access to the Glitch Bar. This allows you to customize your runs through a list of difficulty modifiers! [/p]
  • [p]Increase the difficulty to earn more Abyss Stones and Golden Rations.[/p]
[p] The Soup Master is open for business! Go visit the new vendor, Mylus, who offers a variety of delicious soups — after you bring him your ingredients! Ingredients are found all around The Overgrowth, bring them back to the Soup Master and he’ll whip up a soup bowl which will provide a temporary buff. A Buff lasts until one of the following things happens: [/p]
  • [p]The player extracts to the Hub.[/p]
  • [p]The player finishes the run.[/p]
  • [p]The player overwrites a buff with another buff.[/p]
[p] [/p][h3]New Mods[/h3][p] Rot Efficiency - Rail, Blade, Amp Affix [/p]
  • [p]Increase rot duration by 2 seconds[/p]
[p] Bleed Efficiency - Rail, Blade, Amp Affix [/p]
  • [p]Increase how often Bleed triggers during movement[/p]
[p] Mark Efficiency - Rail, Blade, Amp Affix [/p]
  • [p]Increase mark duration by 2 seconds[/p]
[p] Crystal Efficiency - Rail, Blade, Amp Affix [/p]
  • [p]Increase crystal burst speed by 0.5 seconds[/p]
[p] Hack Efficiency - Rail, Blade, Amp Affix [/p]
  • [p]Increase Hack duration by 3 seconds.[/p]
[p] Shock Efficiency - Rail, Blade, Amp Affix [/p]
  • [p]Increase shock bounces by +1[/p]
[p] Concussive Weight [/p]
  • [p]Charged Finisher deals stagger damage equal to 5% of the target’s total stagger meter.[/p]
[p] Symbiotic Virus [/p]
  • [p]When applying maximum stacks of Rot to an enemy, all damage dealt to that enemy will be shared with nearby enemies afflicted with Rot.[/p]
[p] Chaos Injectors [/p]
  • [p]Hitting an enemy inflicts a random status effect every 5 hits.[/p]
[p] Ion Surge - Rail, Blade, Amp Affix [/p]
  • [p]Shock gets additional bounces and deals 10% more damage.[/p]
[p] Perfect Cleave [/p]
  • [p]Hitting an enemy with a charged attack deals max damage in Blade’s damage range.[/p]
[p] [/p][h3]New Enemies[/h3][p] Salt Devil
[/p]
  • [p]Encounter this robo menace in the Arid Wastes. While the Salt Devil may be slow, he’s multi-faceted with several hefty attacks to keep you on your toes.[/p]
[p] Wolf Elite
[/p]
  • [p]A new Elite has entered the chat… The Wolf Elite can be found in all corners of The Overgrowth. With all the wolf minions powers combined (plus seriously dangerous speed) they’re sure to give you a run for your Bright Blood.[/p]
[p] [/p][h3]New Assassin[/h3][p] Infiltrator
[/p]
  • [p]A new Assassin has emerged! Infiltrator, a hard-as-nails wanderer who shoots first and asks questions later. Light on her feet and stunningly quick, she has a barrage of attacks that will catch you by surprise.[/p]
[p] [/p][h3]New Points of Interest[/h3]
  • [p]Ruined Outskirts Overgrown Building[/p]
  • [p]Arid Wastes Wrecked APC[/p]
  • [p]Arid Wastes Academy Library[/p]
  • [p]Jeweled Spire Clawed APC[/p]
  • [p]Shattered Fortress Large Fallen Tree[/p]
  • [p]New Skylab[/p]
  • [p]New Cave[/p]
[h3]New Weapon[/h3][p] Burst Launcher [/p]
  • [p]A grenade launcher that fires a large projectile which explodes on contact with an enemy or after bouncing off terrain once.[/p]
[p] [/p][h3]Other Polish Items, Updates and Improvements[/h3][p] Player Characters: Updated and balanced all player characters preferred loadouts. [/p]
  • [p]The loadout menu now lists each player characters preferred weapons.[/p]
[p] Economy Balancing: [/p]
  • [p]Material cost adjustment for gear upgrading and higher returns on gear breakdown for higher rarity gear.[/p]
[p] Mod Balancing and Updates: [/p]
  • [p]Increased Ally Spike Hazard radius from 150 to 300.[/p]
[p] Enemies: [/p]
  • [p]New Missile Dirk Elite character model is now in game.[/p]
  • [p]Made updates to the Ranged Dirk fixing the cooldown on it’s mine drop.[/p]
  • [p]Updated the Grenade Dirk’s mortar projectile to, when deflected, bounce back to the original shooter at a low arc.[/p]
  • [p]Adjusted the collision size of the Elite Leaper’s projectiles.[/p]
  • [p]Made some improvements to the Flame Wizards Roly Poly Grenade to alleviate some desync between host and clients.[/p]
[p] Weapons: Did a stagger damage pass for all weapons, rebalancing as needed. [/p]
  • [p]All Charged attacks all do more stagger damage![/p]
[p] Environment: [/p]
  • [p]Made slight updates to the layout of the Shattered Fortress Boss Arena to better accommodate the Twins Boss Encounter.[/p]
  • [p]Offshore items now have ocean waves that splash around them.[/p]
  • [p]Added far away “vista” objects to The Overgrowth.[/p]
[p] Audio: [/p]
  • [p]Acrid status effect projectiles now have unique SFX.[/p]
[p] UI: [/p]
  • [p]In multiplayer, each players map marker is now a different color for better readability.[/p]
  • [p]Moved player name indicator up slightly to accommodate recent emote & icon changes.[/p]
  • [p]Completed another font size pass for better text readability, specifically for Steam Deck.[/p]
  • [p]There’s now a “last Breaker alive” warning that pops up in multiplayer if all your comrades are dead.[/p]
[p]
[/p][h2]Bug Fixes:[/h2]
  • [p]Fixed an issue where the Rogue Perk for Ravona often didn’t affect Leapers and Croc Brutes.[/p]
  • [p]Fixed an issue where Lapis’s Soldier perk was activated by pressing the attack button, even while aiming.[/p]
  • [p]Fixed an issue where the Jeweled Spire Crashed Flyer POI was lacking collision in one section causing a collision trap for the player.[/p]
  • [p]Fixed an issue with the Shattered Fortress Abandoned Hall POI had trapping collision behind some barrels that the player could not get unstuck from.[/p]
  • [p]Fixed an issue with the Shattered Fortress Boss Arena where certain walls lacked collision allowing enemies to path through them.[/p]
  • [p]Fixed an issue where some beaches were too small to accommodate POI’s and jump pads, causing POI’s to lockout jump pads.[/p]
  • [p]Numerous environment fixes correcting either floating assets or assets partly pushed into terrain.[/p]
  • [p]Fixed an issue where Bus Stop POI’s in the Ruined Outskirts would be placed too far away from paths.[/p]
  • [p]Fixed an issue where the Shattered Fortress Abandoned Hall POI would be sunken into the ground.[/p]
  • [p]Fixed an issue where in the Shattered Fortress trees would intersect with bridges / spanners.[/p]
  • [p]Fixed an issue where invisible water could be found inland in some instances of the Shattered Fortress.[/p]
  • [p]Fixed an issue where sometimes the jump pads on the outside of the Shattered Fortress Boss Arena would be pushed under the terrain.[/p]
  • [p]Fixed an issue where enemies inflicted with a status effect would spam their pain VO.[/p]
  • [p]Fixed an issue where rapidly changing languages in the options menu could cause the video settings text to disappear.[/p]
  • [p]Fixed an issue where ocean could be found inland on some Ruined Outskirts beaches.[/p]
  • [p]Fixed an issue where the multiplayer menu options wouldn’t update their sprite after being selected and deselected.[/p]
  • [p]Fixed an issue where red health overlapping with HP numbers in HUD made HP hard to read.[/p]
  • [p]Fixed an issue where rail colors were sometimes inconsistent between party members.[/p]
  • [p]Fixed an issue where Lapis’ Soldier perk would activate without a melee weapon equipped.[/p]
  • [p]Fixed an exploit where gear from MP cycles would carry over for clients when hosts disconnect a lobby from the hub.[/p]
  • [p]Fixed an issue where very sporadically players blade special would erroneously charge on land after jumping.[/p]
  • [p]Fixed an issue where sometimes all the Elites on the map would be Elite Slimes[/p]
  • [p]Fixed an issue where the spiked fallout holobyte was not triggering off the cluster bomb impact holobyte's mini bombs.[/p]
  • [p]Community Report: After beating a boss there is a possibility to be teleported out of bounds in the water in MP.[/p]
  • [p]Fixed an issue where in multiplayer status effect meshes are not rendered for other players.[/p]
  • [p]Fixed an issue where the bleed status effect wouldn’t function when applied to Maw.[/p]
  • [p]Fixed an issue where locking onto enemies wouldn’t function when enemies were in a different elevation from the player.[/p]
  • [p]Fixed an issue where often clients would load into runs looking inside their character's heads.[/p]
  • [p]Fixed the issue where Obelisks would continue to display VFX after use.[/p]
  • [p]Fixed an issue where Grey Dirks in an active ghost dodge state were immune to elite death damage.[/p]
  • [p]Fixed an issue where often after a boss fight players would spawn back into the Overgrowth facing the boss arena door.[/p]
  • [p]Fixed an issue where the Boost Shell Holobyte VFX would carry over between runs.[/p]
  • [p]Fixed an issue where performance on Steam Deck would suffer while using Root Hash Hack.[/p]
  • [p]Fixed an issue where players could get stuck between ribs in the Shattered Fortress Titan Ribcage POI.[/p]
  • [p]Implemented some tweaks to alleviate some of the clipping that occurs when Goro uses the Grind 42R rail.[/p]
  • [p]Fixed an issue with the Arid Wastes Boss Arena where players could fall through misaligned geometry on the roof.[/p]
  • [p]Made improvements to fix the issue where sometimes the Host can deck into geo when returning to the hub and continuously drown in a black void.[/p]
  • [p]Fixed an issue where Exus’ targeting reticle for his Fist Slam would get stuck on the ground.[/p]
  • [p]Fixed an issue where the starting bunker could deck underwater.[/p]
  • [p]Fixed various issues with POI’s in certain biomes colliding with other POI’s or Boss Arena’s.[/p]
  • [p]Fixed various collision traps over various terrains.[/p]
  • [p]Fixed an issue where narrative monoliths near boss hills would float in the air until approached by a player.[/p]
  • [p]Fixed various instances of Map Revealer Objects and Obelisks colliding with POI’s and geo.[/p]
  • [p]Fixed an issue where the Junker vendor was seen floating above Exus’s Boss Arena entryway.[/p]
  • [p]Fixed an issue where sometimes players would play their resurrection sequence upon arriving back at the hub.[/p]
  • [p]Fixed an issue where sometimes Dro and Exus would stop engaging the player after rapidly changing targets in a multiplayer game.[/p]
  • [p]Turned down the wetness specular on rocks as the reflection would often make it look like there’s an item to collect.[/p]
  • [p]Fixed an issue where unnaturally bright and harsh lighting can be seen reflecting off certain surfaces when it rains.[/p]
  • [p]Fixed issues with popping foliage and shadows in various spots in the hub.[/p]
  • [p]Fixed an issue where melee attacking during an auto reload will result in the rail needing to reload again.[/p]
  • [p]Fixed an issue where Show/Hide Password couldn’t be highlighted after entering a password; UI creates lobby when exiting password entry line.[/p]
  • [p]Fixed an issue where the Swordmaster attack telegraph VFX wouldn’t appear on the ground if the player is standing next to a tree, in a bush, or somewhere else where the terrain isn’t flat.[/p]
  • [p]Fixed an issue where Lapis’s Soldier perk could be activated by pressing the attack button while in the hub.[/p]
  • [p]Fixed an issue where the Swordmaster can fall into water and die after executing certain attacks.[/p]
  • [p]Fixed an issue where clients wouldn’t get an Abyss stone from the first defeated boss.[/p]
  • [p]Fixed an issue where the Giant’s Needle charged attack would leave a phantom blade behind.[/p]
  • [p]Fixed issues with certain enemies spamming their pain SFX on every hit.[/p]
  • [p]Fixed issues with the vehicle interactables on the Ruined Outskirts Skate Park not be interactable by the player.[/p]
  • [p]Fixed an issue where when clients viewed another player using the shatter gauntlet, the animation would appear choppy.[/p]
  • [p]Fixed an issue where after exiting a boss arena all medigem plants would despawn from the map.[/p]
  • [p]Fixed various instances of POI’s and objects hanging off cliff sides.[/p]
  • [p]Fixed issue where occasionally the Assassins would appear outside of the Drop Down Labs after spawning in and get stuck on the edge of the elevator.[/p]
  • [p]Fixed an issue where the Force Wheel’s charged melee attack would hit enemies behind the player.[/p]
  • [p]Fixed several instances of loot corpses being pushed into the walls of POI’s.[/p]
  • [p]Fixed issue with floating boxes in the Shattered Fortress Titan Weapon POI.[/p]
  • [p]Fixed an issue where sometimes a Leaper would spawn inside the floor of the Jeweled Spire Mining Rig POI.[/p]
  • [p]Fixed bad collision on numerous POI’s across the Shattered Fortress, Jeweled Spire, and Arid Wastes.[/p]
  • [p]Fixed an issue where often clients wouldn’t see the Hosts’ Blade or Rail when spectating.[/p]
  • [p]Fixed an issue where often clients would view others A posing while in spectator mode.[/p]
  • [p]Fixed an issue where sometimes, shortly after entering Maw’s arena the host players would crash.[/p]
  • [p]Fixed an issue with the Jeweled Spire Temple POI puddles not triggering their splash VFX.[/p]
  • [p]Fixed an issue with the Red Slime’s lacking trail VFX.[/p]
  • [p]Fixed an issue where sometimes the Flame Wizard's projectiles would go in the opposite direction when there's a player both in front of and behind them.[/p]
  • [p]Fixed an issue where in several instances the starting bunker elevator was pushed underground.[/p]
  • [p]Fixed an issue where clients couldn’t see interactables VFX or prompts.[/p]
  • [p]Fixed an issue where the Bullet Leaper’s rock throw would deal multiple instances of damage once reflected.[/p]
  • [p]Fixed an issue where ally focused holobytes would drop for breakers who cannot summon allies.[/p]
  • [p]Fixed an issue where Exus would get stuck and fail to enter his second phase.[/p]
  • [p]Fixed an issue where missiles from the Dirk Missile wouldn’t reflect when the Reflector EXE was installed.[/p]
  • [p]Fixed an issue where sometimes the Wolf Elite’s bite attack would cause it to fall into water.[/p]
  • [p]Fixed the issue with Shrine states resetting when upon crash or exit to desktop.[/p]
  • [p]Fixed an issue where black bars would appear on the sides of the screen after Maw dies.[/p]
  • [p]Fixed an issue where too many enemies would spawn at a single POI.[/p]
  • [p]Fixed an issue where occasionally, enemies would spawn inside the walls of the Jeweled Spire Lighthouse POI.[/p]
  • [p]Fixed various instances of Boss Arenas floating above the ground, out of reach of the player.[/p]
  • [p]Fixed issue where Teleporters would have no grass around them.[/p]
  • [p]Fixed an issue where jumppads could get pushed under the surface of bridges rendering them unusable.[/p]
  • [p]Fixed instances of Z fighting on some skylabs.[/p]
  • [p]Fixed issue with the grass in the Arid Wastes Arch Encampment POI having collision.
     [/p]
[h3]Known Issues:[/h3]
  • [p] Multiplayer: Bersia and Vesia might jitter a little for clients during the fight.
    [/p]
  • [p] Quests that require breaking things don't account for breaking things of a higher rarity than indicated.
    [/p]
  • [p] Vesia is missing a turning Animation.
    [/p]
  • [p] Infiltrator losses all pathing when there is an object between them and the player.
    [/p]
  • [p] The Soup Master Vendor, Mylus, doesn’t have idle animation.
    [/p]
  • [p] Salt Devil continues to rotate to face the player during its death animations.
    [/p]
  • [p] Infiltrator’s diamond shot attack does not reflect when perfect parried.
    [/p]
  • [p] The Infiltrator’s big HP bar will sometimes disappear.
    [/p]
  • [p] Interacting with the soup vendor then another vendor displays the wrong UI.
    [/p]
  • [p] Animation of the player characters rising up from the ground is missing from all revivals.
    [/p]
  • [p] Damaging Dro during her mid fight animation at 50% health causes her to loop that animation.
    [/p]
  • [p] Engi - Occasionally, Dirk Ranged enemies will fail to chase the player properly around environmental assets.
    [/p]
  • [p] Sometimes, the Assassin’s health bar disappears for all players.
    [/p]
  • [p] Sometimes, client’s spawn at an underground location when loading into the Overgrowth from a Boss.
    [/p]
  • [p] Player revival animation is cut off prematurely.
    [/p]
  • [p] Rarely, in multiplayer, players may freeze when players are exploring caves. We are still investigating this issue but have not been able to reproduce it consistently. If you run into this issue and have screenshots or video of the issue, please share them in our discord (https://discord.gg/BpJYzY6k) - we believe it is only affecting certain seeds in multiplayer.
    [/p]