1. Project Warlock II
  2. News

Project Warlock II News

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

A new patch for Chapter 2 is live!



Hey Warlocks!

We’ve got a new patch for Chapter 2 of Project Warlock II for you today. The update focuses on fixing bugs related to the jumping (both for player character and monsters), localization, audio and more!

[h3]Full changelog:[/h3]

  • Fixed an issue where monsters would freeze on jumping
  • Fixed a bug where jumping speed would be affected by look rotation
  • Fixed audio bug when monsters are damaged by poison
  • Fixed an issue where monsters would teleport on poison cloud
  • Fixed projectile particles sometimes not appearing
  • Fixed various localization issues
  • Improved combat and ambient music fade-in/fade-out
  • Fixed monster sound issue on game pause


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

A new patch for Chapter 2 just arrived!

Hey Warlocks!

We’ve just released the second patch for Chapter 2 of Project Warlock II. Our team is continuously collecting your feedback and working on new fixes for the game.

[h3]PATCH NOTES:[/h3]

Improvements
  • Improved Crystal Sentry monster detection
  • Improved Player collision with Monsters
  • Improved inertia feeling of the player movement
Bug Fixes
  • Fixed an issue where monsters would glide around
  • Fixed monsters dodging through pillars, walls and obstacles.
  • Fixed "item fountain" problem with high combo values
  • Fixed Tutorial screen missing graphics in Episode 1
  • Fixed Bloom setting not working correctly
  • Fixed an issue when game might softlock after being killed when Armored Spike perk was equipped in Episode 2
Misc
  • Removed edge-detection effect
  • Removed an out-of-date Color Shader setting which did not work


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