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Chapter 1 Rework on Beta Branch



Hey everyone,

Last week, 20 brave souls ventured into the depths of Project Warlock II Chapter 1 Reworked playtests, poured hours upon hours of their time into the gameplay, and shared their thoughts and ideas both over a Discord and in an extensive survey.

Today, as per our original plan - we’re making revamped Chapter 1 available for everyone who owns the game as a Beta branch, where you can play and feedback on the current version of the game.

We’re planning for one week in this beta branch, and after that, it’s merging the build into the main branch - so that everyone has access to that.

At the same time, we will be running Open Playtest this coming Monday, to make sure we receive as much feedback as possible to shape the game into what we feel Chapter 1 should represent.

A quick recap of what’s changed:
  • A fully revamped upgrades, perks, and skills system
  • Brand new weapons with new alt fire methods
  • Adjusted magical skills
  • Elemental runes for weapon enchantment
  • and much, much more


We’re still working on a number of features, and certain acquirable assets and their pricing (spells, gun upgrades, alt fire possibilities, rune quest requirements) - will be adjusted after hearing your feedback. We’re also looking at the availability of ammo and health packs, as well as general enemy placement and weapons distribution as well as balancing the game.

At the same time - at the end of the playtest on April 22nd we will be retiring current Chapter 2 to a separate branch. Wargression system will remain there as per some of the requests that we received and it will stay there for the time being. Reworked Chapter 2 will return in the coming months, followed closely by Chapter 3 that’s already deep in development. The reason for Chapter 2 retiring to another branch? Single reason only: a lot of the negative feedback revolves around Wargression and its implementation, so we’d much rather have everyone judge Project Warlock II in its current Chapter 1 shape based on the updated version, and not what appears to be an unwarlocky attempt at Chapter 2.

[h3]IMPORTANT NOTICE:[/h3]
Outlined below method of switching to beta_branch will wipe your existing saves. We suggest backing them up, so you don’t lose the progress on the main branch. The save files are located in the following directory: C:\Users\USERNAME\Documents\Project Warlock 2. Ok, now we got that out of the way - please follow these steps for an access to the current Chapter 1 rework.

To access the beta branch build please go to your Steam Library and follow these steps:
  1. Right-Click Project Warlock II in your Steam Library
  2. Choose “Preferences”
  3. Go to the “Betas” tab
  4. Select “beta_branch” from the scroll-down menu at the top of the window
  5. Update Project Warlock II


Also, please remember that when the Chapter 1 Reworked update hits the main branch, the main branch saves will be wiped. You will be able, however, to continue playing on save from beta_branch.

You are welcome to share your feedback online - here on Steam forums or in our Discord.

Upcoming overhaul across the board



Two steps forward one step back. That’s the most appropriate summary of Project Warlock IIs journey since venturing into Early Access. Initial idea of making sure Project Warlocks sequel would be a game that, through sheer number of changes, improves on the first game’s formula in all key areas.

Significantly upgraded visuals, way bigger levels, more characters with vastly different characteristics were the three key pillars when we set up to work on the game. From the get go, the concept was to approach the sequel by reinventing the game, and creating the Quake to Project Warlocks Doom.

When working on the scope of Project Warlock II we had to go back on the number of weapons and enemies, replace the original game’s magic system with hotkey skills on cooldown one, and stripping away the skills and perks system, instead targeting a different gameplay style varying depending on the character picked for the game.

And then we went into Early Access. And kept on reworking and what we aimed to be perfecting - the game.

The bug squashing took longer than expected, but that wasn’t the real issue. The real issue was that changes - and more importantly your feedback to these changes - wasn’t the one we were hoping for. The big levels were spacious as intended, but proved to be too convoluted, and - frankly - too big. Also - with the removal of perks and skills and associated upgrade points, as well as jewels and treasures that were the main experience currency in the first game - it seemed that we took away what some of the players felt was an important contributor to the original Warlock vibe.

On top of that, the Wargression system for Urd did not work for a lot of you. We felt that not only changing the characters, but also significantly changing the gameplay would, but - to put it bluntly - it seems that wasn’t the case. So it’s not going to stay. Urd’s chapter is already undergoing changes to make sure it’s cohesive with Palmer's Chapter 1 - with more emphasis on magic, but following a more familiar, Project Warlock gameplay. Chapter 3 - Kirsten’s already has all of the levels designed, with enemies work complete, and will be entering playtesting phase with the aim to have the game leave Early Access later this year.



So, for the third - and hopefully - final time - we are going for one of the pages of the original Project Warlock. And leaving what we feel works for Project Warlock II and incorporating systems that haven’t yet found their way from the first game. And we would like to unveil the brand new, totally same but very different Chapter I.

In short: We’re bringing back the Experience system from the first game, and expanding it up to modern standards. We’re also rehauling Palmer’s arsenal to offer more variety and versatility. This goes for both weapons and abilities, as we want you to be able to customize your playthroughs as you like. We want to make sure that every weapon upgrade feels significant and unique. When it comes to Palmer’s abilities - we’re revamping his kit to better match his weapons-guy vibe. Akimbo is here to stay, don’t worry! We’re also introducing even more character progression via the Passive Upgrades system.

Here’s the full rundown of the new systems that will be incorporated into the game early next month:

[h3]Perks Stats and Experience Systems[/h3]
We’re bringing back Leveling and Experience systems. There are two main sources of experience - treasure items which can be found on the floor, and killing enemies. The experience amount gained from killing monsters is multiplied by the combo multiplier, so make sure to keep it stacked to gain as much experience as possible.

We’re also reiterating the Perks and Stats systems to make them more similar to the original Project Warlock experience. Each player level grants 1 stat point, and for every 5 levels you will receive a perk point. You will be able to choose between improving melee damage, max health, max ammo capacity, and more. Stats are directly connected to Perks, which require specific stats to be purchased. Our current plan is to replace or rework all existing perks available to Palmer.



[h3]Updated Arsenal[/h3]
We’ve taken a closer look at Palmer’s arsenal and decided it’s time for some updates across the board. It was a long-time coming update since we were never fully satisfied with how the arsenal looked like. We came to a conclusion that locking certain damage types behind upgrades is not a great idea since it can make certain upgrades feel worse than others. With that we are introducing damage-type runes to all weapons, which can be set to none, or one of two character specific runes - Palmer will have fire and ice. This system is also supported in the Stats and Perks shop which can further assist you in your build.



[h3]Cannon & Rocket Launcher dilemma[/h3]
After gathering feedback we have decided to split the Cannon and Rocket Launcher upgrades into separate weapons since that would make a lot of sense. Cannon feels rewarding to play, and discarding it for Rocket Launcher felt like a downgrade in some ways. The upcoming update is going to increase the weapon count for Palmer from 5 to 6 and add 4 new variants, alongside reworked existing upgrades. You’ll have a chance to play with a Mortar launcher, which is an upgrade for Rocket Launcher, or a Cartier which is one of the Cannon upgrades.



[h3]Laser Rifle and damage types locked behind upgrades[/h3]
As another example, we also reworked the laser rifle upgrade. It felt natural for it to be a fire damage type weapon, but it also meant that you’re stuck with fire damage type if you buy it. Now you will have a burst battle rifle which shoots three bullet bursts that pack quite a punch, and works with scope mode as well. And you can still deal fire damage if you pick the fire rune, so we got the best of both worlds!

We’ve reworked all weapons and their upgraded variants to make sure each of them offers something different in the thrill of the battle. Additionally, each weapon can be infused with either Fire or Ice rune. Fire rune gives your bullets a chance to set the enemies ablaze, and Ice rune infuses your bullets with enough power to sometimes freeze your enemies in place. You will be able to change them at any time in the HUB for each weapon individually.



[h3]Abilities Revisited[/h3]
Palmer’s set of abilities was quite all over the place. The main issue was that the abilities were also damage type specific. In order to make them more viable, we decided to make Palmer’s abilities work more as support for his weapons, since in comparison to Urd, Palmer is more of a weapon guy. We’re revamping the set of his abilities and giving you some options to play with. First of all, Akimbo is staying, and you will be able to improve it to either have a doubled duration or remove the reload while using it completely. Since runes work similarly to Palmer’s previous abilities, we’re introducing two brand new ones.

His second ability is now Phantom, which spawns a static image of Palmer that taunts enemies while it’s active. You can make it explode on death or deal AOE damage while it’s active. Palmer’s third ability is now Ammo Refill, which, as the name suggests, refills a small amount of the current weapon’s ammo. You can make it either refill more ammo to the current weapon, or less ammo, but to all weapons.



[h3]Passive Upgrades[/h3]
After looking through the feedback on Wargression, we’ve decided to bring some of the Wargression upgrades to Palmer’s chapter in the form of Passive Upgrades, which can be purchased with Passive Upgrade Tokens found throughout the levels. We removed the randomization completely. These upgrades are split into 3 categories: Attack, Defense, and Magic. Our goal is to offer you as many build choices as possible, and we can’t wait to see the crazy combos you come up with.



[h3]The Hub Renovation[/h3]
In the next update, we’ll also be renovating Palmer’s Cave to accommodate the new upgrade stations, and to make Palmer feel more at home. You will still be able to visit the monster gallery, stock up on some ammo, or heal up. The HUB is the centerpiece for your adventures, and you will still visit it after each level.



[h3]"When can we play it?"[/h3]
We know it’s quite a lot of information to digest, but we also know that you’re wondering when you will be able to try it out yourselves. We’ve got some good news for you. The Updated Chapter 1 Playtest will begin on Thursday, March 28. All of the systems are already in place and underwent internal playtesting, but we want to make sure we hear your feedback before introducing them to the game early next month.

If you'd like to be among the first players to experience new systems, make sure to have some free time between March 28 and April 2. Submissions for the playtest will open on Monday, March 25. Join our Discord to stay updated on the Playtest status.

Hotfix - Build 0.4.0.37

Hey Warlocks!

After the last patch we've been getting reports of Red Elf Hunters feeling too strong, and sometimes unfair for players. This issue is connected to AI improvements introduced last week.

To combat this issue, we're tuning Red Elf Hunters down a bit.

Here are the changes:

[h3]Red Elf Hunter[/h3]
  • Sniper damage adjustment 30dmg -> 25dmg
  • Burst projectile speed adjustment 50m/s -> 35m/s
  • Sniper shot attack interval 7s -> 10s
  • Burst attack interval 2s -> 3s
  • Added focus loss on sight loss. Cooldown will apply for the sniper shot.


If you think there are any other monsters behaving unfairly, make sure to let us know!

Finding a Path to Fix Collisions



Hey Warlocks!

Welcome to the first Project Warlock patch of 2024! After the initial bugfixes of Chapter 2, we wanted to go back to the drawing board and take on major issues that players encountered every once in a while. We want to share what we learned, and shed some light on the whole process of preparing this patch.

Our main focus were issues related to collision detection and monsters’ pathfinding. We’ve been receiving reports of players falling through the map out of nowhere, or have no collision with some of the objects at all. On the surface it seemed like an easy issue to eliminate, however it proved to be quite a nuisance. First of all, the collision issues were hard to reproduce, and here’s where all the reports from players come in. They proved to be invaluable to our dev and QA teams.

It took days upon days to find a solution which wouldn’t produce any issues and after extensive internal testing. We learned that the game was basically overloaded with all the physics calculations. By reducing the usage of physics, we managed to eliminate both issues at the same time. If you notice something still acting up, make sure to let us know.

Apart from the bugfixes we’ve also increased the item collection distance by 50%, reworked item physics to reduce CPU overhead, so it should improve the overall performance of the game. We’ve also buffed SMG and Pump Shotgun base rate of fire in Chapter 2, as we’ve noticed that you felt that those two weapons were a bit underpowered without any upgrades.


Here are the full patch notes:

[h3]FIXES[/h3]
  • Fixed world geometry collision detection
  • Fixed issues where player would fall out of the world geometry for no reason
  • Fixed issues where player would have no collisions with various objects
  • Fixed monster hitbox collision detection and hitbox registration issues
  • Fixed an issue where hitscan weapons would not hit monsters in some cases
  • Fixed an issue where spawned monsters would appear with broken animations
  • Fixed an issue where monsters would not detect the player due to pathfinding queuing issue
  • Fixed an issue with monster pathfinding breaking in some cases
  • Fixed an issue where monsters would not path correctly to the player
  • Fixed an issue where the monsters would appear dead when alive
  • Fixed Turboknight's animation freeze
  • Fixed Cacobot's and Demonface's death animations freeze
  • Fixed Cacobot's attack direction
  • Fixed an issue where monsters would not drop from ceilings and cliffs. They may take a while but they do jump down especially if they lose player from sight.
  • Fixed Demoness' attack rotation when flying
  • Fixed Wraith issue when landing after jumping down from cliffs and heights
  • Fixed gate collider being too small in E1M5, allowing exploit
  • Fixed an issue where double loading would occur and freeze the game on the loading screen.

[h3]IMPROVEMENTS[/h3]
  • Increased item collection distance from 1m to 1.5m
  • Improved blood and bullet hole decal placement
  • Reworked item physics to reduce cpu overhead
  • Reworked monster physics to reduce cpu overhead
  • Items now only have physics when they are being dropped
  • Improved monster AI to adjust it's path based on other monsters
    Pathing priority is decided based on the distance to the player, so that monsters are less likely to push themselves around.
  • Improved monster player detection. Monsters are less likely to detect player too early
  • Improved optimization of monster pathfinding, queuing, prioritizing the path generation based on various things like distance to player or nearby monsters
  • Removed press any button to continue on Buckshot Software Logo screen. Game will automatically jump to the main menu.

[h3]CHANGES[/h3]
  • Temporarily simplified Human AI until further planned rework is complete
  • Buffed SMG base rate of fire in Episode 2
  • Buffed Pump Shotgun rate of fire in Episode 2

We appreciate that you’re part of our Early Access and help us make Project Warlock II a better game with your constant feedback on Discord and in the comments.

Also, be sure to leave a review if you like the game. Steam gets our game in front of more people this way.

[hr][/hr]
[h3]Connect with us on our official channels:[/h3]



Follow Project Warlock on Twitter Follow Retrovibe on Twitter Visit Retrovibe Publisher Page

Investigating ghouls and more - new patch is here!



Hey Warlocks!

Project Warlock II just got another round of fixes and improvements! This week we are reworking most of the levels, bringing changes related to monsters, reload on weapon switch and more!


[h3]Full changelog:[/h3]

  • Added automatic magazine reload on weapon switch in Chapter 2
  • Increased Super Ghoul’s resistance to weapon damage
  • Increased Super Ghoul’s horizontal spread and projectile damage from 5 to 15
  • Reworked monster destination setting function to reduce the overhead on CPU
  • Increased monsters' aggression
  • Improved monsters' player detection
  • Reworked levels from E2M2 to E2M11:

    • new monsters’ spawners
    • revamped flow
    • adjusted difficulty E2M2-E2M11
    • geometry adjustments
    • some new secret cameos can now be found
  • Additional level-specific changes:


    • All weapons and spells now have additional spawners at the start/during levels following their initial encounter
    • Fixed arena on E2M3
    • Fixed teleport on E2M5 near the path to the teleport temple
    • Added health pack at the beginning of E2M6
    • Fixed navmesh with Hivolt Tower on E2M6


Due to changes related to monsters’ positioning and geometry adjustments, it will, unfortunately, be necessary to wipe your saves in order for the game to remain fully functional. Usually, we wouldn’t commit to a save wipe without giving you a heads up, but we wanted to let you enjoy the newest update during the Holiday break. In the future we’ll do our best to communicate any potential save wipes ahead of time.

Additionally, we are currently investigating an issue regarding character state upon death and will appreciate any instances of unnatural behavior reported to our discord channel.

We appreciate that you’re part of our Early Access and help us make Project Warlock II a better game with your constant feedback on Discord and in the comments.

Also, be sure to leave a review if you like the game. Steam gets our game in front of more people this way.

[hr][/hr]
[h3]Connect with us on our official channels:[/h3]



Follow Project Warlock on Twitter Follow Retrovibe on Twitter Visit Retrovibe Publisher Page