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Project Warlock II News

Unleashing the Fixes

[p]Hey Warlocks![/p][p]This patch focuses heavily on addressing soft-lock issues and geometry problems that have been reported by the players, alongside important fixes for achievement tracking and performance and visibility improvements.
[/p][p][/p][h3]Levels & Geometry[/h3][p]We've tackled numerous soft-lock situations across all chapters that were preventing players from progressing as intended.[/p]
  • [p]Chapter 1:[/p]
    • [p]Fixed an issue where players could jump out of bounds and soft-lock the game after finding the first secret[/p]
    • [p]Removed two statues in E1M8 that allowed players to soft-lock the game by jumping into the red key area[/p]
  • [p]Chapter 2:[/p]
    • [p]Fixed a soft-lock location in E2M2[/p]
    • [p]Fixed a soft-lock hole in E2M4[/p]
    • [p]Fixed clipping decorations in Urd's Hub[/p]
    • [p]Fixed an improperly placed invisible wall in E2M5[/p]
    • [p]Improved teleport pits in E2M7[/p]
  • [p]Chapter 3:[/p]
    • [p]Fixed a soft-lock pit in E3M10[/p]
[h3]General[/h3][p]We've made some general tweaks to improve visibility and balance.[/p]
  • [p]Decreased Poison Cloud opacity to improve player visibility during combat[/p]
  • [p]Removed the Sentinel's green trail that incorrectly dealt damage to the player[/p]
  • [p]Removed the Eldritch's green trail that incorrectly dealt damage to the player[/p]
  • [p]Fixed an issue where the Buckshot Revolver would consume ammo improperly[/p]
[h3]Achievements[/h3][p]Several achievement tracking issues have been resolved.[/p]
  • [p]Fixed the "Heavy Duty" Achievement[/p]
  • [p]Fixed an issue where the "This is Lit" achievement would trigger even if the player did not damage any monster[/p]
  • [p]Fixed stat tracking for "Red Gunner kills" achievements[/p]
  • [p]Fixed stat tracking for "Red Hunter kills" achievements[/p]
  • [p]Fixed stat tracking for "Gunslinger kills" achievements[/p]
  • [p]Fixed stat tracking for "Demoness kills" achievements[/p]
[h3]Performance[/h3]
  • [p]Fixed a performance issue related to Robosatan[/p]
[p]Thanks for the continued feedback and all of your bug reports – it really helps us make the game better for everyone. [/p][p]See you in the next one![/p][p][/p]

Performance Improvements Incoming

[p]Hey Warlocks![/p][p]Another week, another update for Project Warlock II. This patch introduces the first round of performance optimizations we've been talking about, alongside several important bug fixes addressing issues reported by the community.
[/p][p][/p][h3]Performance Update[/h3][p]These changes aim to reduce CPU usage and improve overall framerates, kicking off our performance improvement efforts that will continue over the next few updates. This time, areas of focus include:[/p]
  • [p]Optimized Ghoul Berserk code to decrease CPU usage[/p]
  • [p]Optimized Succubus code to decrease CPU usage[/p]
  • [p]Improved Senses AI for monsters to decrease CPU usage[/p]
  • [p]Improved Monster player detection code to decrease CPU usage[/p]
[p]We'd love to hear your feedback on whether you notice any differences in your FPS, and game's overall performance after this update. Your input is crucial as we continue to roll out further optimizations in upcoming patches![/p][p][/p][h3]Fixes[/h3][p]This update addresses several reported issues impacting gameplay:[/p]
  • [p]Fixed an issue where headbob would jitter on short, rapid movement[/p]
  • [p]Fixed an issue where weaponbob would not be affected by preferences settings[/p]
  • [p]Fixed an issue where codex entries would not appear unlocked in some cases, previously requiring a level change or return to the main menu[/p]
  • [p]Fixed an issue where bestiary entries would not appear unlocked in some cases, again previously requiring a level change or return to the main menu[/p]
  • [p]Fixed a localization issue where the task name and description would not appear in E3M4 in languages other than English[/p]
  • [p]Fixed an issue where the Buckshot Revolver's ammo would be calculated incorrectly[/p]
[p]Thanks for the continued feedback and all of your bug reports – it really helps us make the game better for everyone. [/p][p]See you in the next one![/p][p][/p]

Hot Tips and Cool Fixes

[p]Hey Warlocks![/p][p]Here's another update for Project Warlock II with improvements based on your feedback! This patch brings important improvements for Steam Deck, the first batch of your ever insightful loading screen tips, and fixes for several gameplay issues that have been reported since 1.0 launch. We're also working on performance optimizations that will arrive in future updates.[/p][p][/p][h3]Loading Screen Tips[/h3][p]Again - thanks for all the submissions! From the 100 tips already in the game, we're now rotating 25 of them weekly while keeping the others in the regular pool. This approach ensures players see fresh content and gives different tips a chance to be featured prominently. We're still accepting more tips to expand the collection! Submit them here.[/p]
  • [p]Added the first batch of new Loading Screen Tips from the community[/p]
[h3]Steam Deck Support[/h3][p]We've improved the Steam Deck support based on the community feedback and Steam requirements.[/p]
  • [p]Remapped some of the default key bindings (we suggest resetting your key bindings to default once you download the patch)[/p]
  • [p]Improved text readability[/p]
  • [p]Improved automap visibility[/p]
[h3]Fixes[/h3][p]As we work on addressing issues that have been reported since the 1.0 launch, we're ready to introduce fixes for several important problems that have been impacting gameplay. This update focuses on resolving specific gameplay issues, exploits, and balance adjustments.[/p]
  • [p]Temporarily removed Camera Sway Effect - will be re-added later as a toggleable option[/p]
  • [p]Removed hitboxes from all lanterns to prevent exploits that could cause players to fall out of world[/p]
  • [p]Fixed an issue with Cannon where holding fire (LMB) and activating Akimbo would cause the weapon to become unable to fire during Akimbo[/p]
  • [p]Fixed an issue with Urd's Magnum Pistol where it could apply higher fire rate without purchasing Alt Fire[/p]
  • [p]Fixed an issue where headshots would consume the first bullet from the chamber for Urd's Magnum Pistol and Revolver[/p]
  • [p]Fixed an issue where Kirsten's Void Staff and Void Streamer pull effect could drag monsters outside the arena and map boundaries[/p]
  • [p]Fixed an issue where monsters could teleport out of arenas, blocking progression[/p]
  • [p]Fixed an issue where Elite Humans could spawn - there's no need for their elitism[/p]
  • [p]Audio balance adjustments - music in the arenas is now properly audible[/p]
[h3]Performance Update[/h3][p]We're continuously working on improving the overall performance in Project Warlock II. While this patch doesn't include performance optimizations, we want to keep you updated on our progress. This is a larger process that will take multiple patches and extensive testing to get the performance dialed in just right. We're planning to roll out these optimizations gradually rather than pushing everything at once - this approach helps us minimize the risk of introducing new problems while we work to eliminate FPS drops and other performance issues.[/p][p]
See you in the next one![/p][p][/p]

1.0.0.4 Hotfix

Hey Warlocks!

We're dropping in with another hotfix to tackle some of issues that have been reported since last update. We're actively working on improving the overall performance of the game, as well as constantly looking at feedback regarding balance, gameplay features, and bug reports.

1.0.0.4 Hotfix Notes
  • Fixed secret count in E2M11
  • Fixed an issue where player would get teleported outside of the arena in E2M11
  • Performance ground work for next patch

See you in the next one!