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Project Warlock II News

Chapter 2 Rework Trailer

Hey Warlocks,

We're exited to let you know that Project Warlock II is officially a part of the Boomstock 2024 event! This celebration of retro-inspired games is packed with a fantastic lineup of games, and we're happy to showcase Project Warlock II alongside them.

As we're gearing for the upcoming Chapter 2 Rework, we’ve prepared a brand-new trailer that gives you a glimpse into what’s coming in the refreshed Urd's campaign. Get ready for adrenaline-pumping action, seriously wicked weapons, and brand new progression system for the not-so-young witch.

Check out the trailer:
[previewyoutube][/previewyoutube]
[h3]Get Project Warlock II now with 35% discount![/h3]
https://store.steampowered.com/app/1640300/Project_Warlock_II/

Until next time!

Chapter 2 Rework Update



Hey Warlocks,

We’re back with some news about the upcoming Chapter 2 Rework, and boy, things are getting intense! Development is in full swing, and as we’re polishing the final details of Urd’s campaign, we’ve also been making major progress on Chapter 3, which is now almost fully fleshed out. We’re stoked about Kirsten’s adventure, and can’t wait to share more news after the Reworked Chapter 2 goes live.

Today we’re ready to pull back the curtain a bit more and share more about how Urd’s chapter is evolving. Let’s start with the basics - the new HUD!

[h3]NEW HUD[/h3]



This is one of the most noticeable changes we’ve made to Project Warlock II - switching from the old, classic HUD structure to a completely new one. Our main goal in this process has been simplicity. We want the HUD to be easy to read with as many details and as few elements as possible. The new structure balances the visual appeal and user experience and provides the necessary information through a modern-looking interface. Since the beginning of Project Warlock, we had different Warlock faces and expressions shown on HUD - we want to keep that in the new layout, the portrait is now bigger than before and isn’t constrained by the HUD frame anymore.

Each character is going to have a unique HUD. Reworked Chapter 2 will be released with the new HUD for Urd, and Palmer’s getting his own soon after that.

[h3]CHANGES TO LEVEL DESIGN[/h3]



Chapter 2 is getting some important improvements when it comes to level design. We’re adjusting all the levels and arenas to make sure that the action is correctly paced. One major example would be that previously monsters in arenas would spawn right after one enemy died. This wasn’t working as we’d like as it significantly slowed down the action. All spawners, including the ones in arenas are on a timer so all monsters are going to appear at a certain rate, and will not wait until you get rid of a wandering straggler before reinforcements join the fray.

[h3]URD’S UPDATED PROGRESSION[/h3]



Since we’re implementing all systems from Chapter 1 to Chapters 2 and 3, Urd is going to have her own, unique Perks in the Stat & Perk Shop. Just like Palmer’s, four of her available perks are connected with the elements she wields - Poison and Crystal, each enhanced by 2 perks.

Urd’s unique perks are:
  • Poison Cloud
    Grants a 10% chance to trigger a poison cloud when killing a monster.
  • Poison Aura
    Grants a 10% chance to apply poison effect to monsters.
  • Crystal Blast
    Grants a 10% chance for crystal explosion on killing an enemy.
  • Crystal Aura
    Grants a 10% chance for an additional crystal projectile when firing any weapon.

[h3]URD’S NEW ABILITIES[/h3]

Urd’s also getting a complete abilities overhaul, compared to the previous version of Chapter 2. While Palmer’s abilities are mostly utility ones, Urd is going all out with offensive spells. As we mentioned last time, the Spellbook is here to stay, although in a slightly different form. We’re saying goodbye to the Fire and Ice pages of the book since they are no longer elements Urd is associated with. Instead, the Poison and Crystal pages of the book will have separate cooldowns and are cranked up to 11.

  • Temporary Speed
    This spell allows Urd to move much faster for a short time. You can upgrade the spell to extend its duration or make you invincible when using melee weapons.

  • Poison Spell
    The Poison Spell deals corrosive damage over time, has no ammo limit, and can be upgraded to conjure a poison cloud which deals damage over time in an area, or poison enemies around Urd when opening the book.

  • Crystal Spell
    The Crystal Spell deals crystal damage (duh…), has no ammo limit and can be upgraded to explode in an area, dealing heavy damage, or stun and penetrate enemies.

[h3]WEAPONS[/h3]

Urd’s arsenal is going through a significant overhaul. She’s keeping some of her previous weapons, but also reaching for new ones to amp up the rampage. We’ve prepared a sneak peek of two weapons coming in the Reworked Chapter 2 - Dynamite and Dual SMGs.

Dynamite

We’re working on the throw trajectory simulation. The aim (pun intended) is to make sure you know where the explosive is going to land in advance. This is a work-in-progress GIF of what we have in mind:



As you see, the dynamite trajectory is now a parabola instead of a straight line, and it detects walls. Yes, we hear you, the lighter is still not flipped correctly. Working on it.

Dual SMGs



What is it? Akimbo? Nope, that’s Palmer’s thing, but one of the upgrades for Urd’s SMG is two rapid-shooting guns. You know what they say - what’s better than one gun… TWO GUNS OF COURSE.

[h3]Upcoming Playtest[/h3]

As we’re adding finishing touches to the Reworked Chapter 2, we’d love for you to try it out before it goes live, and share your thoughts regarding all the changes. We’re planning to have a Playtest session on our Discord server in the coming weeks. If you’d be interested in being amongst the first Warlocks to step foot in the Reworked Brutalist West, make sure to join our Discord, check out the Playtest Club channel, and stay on the lookout for more news!

Until next time!

Upcoming Chapter 2 Rework



Hello, Warlocks.

Since releasing the Reworked Chapter 1 we’ve been working hard on the Chapter 2 rework, with substantial progress on Chapter 3’s development as well. Chapter 2 benefits from all the feedback we’ve received in the past, and has all the news systems implemented from the get-go.

We are happy with how things turned out with the Chapter 1 Rework and appreciate your reaction to the introduced changes. While Chapter 1 is content complete, and is locked down in regard to the general design, our audio team is working on new SFX and audio changes to bring to Chapter 1 soon, and we’ll continue to look at your feedback and bug reports and make the required changes while fine tuning some of the underlying systems at the same time.

With the upcoming rework of Chapter 2, we are ready to share some details of what you might expect going forward. Our goal with the Chapter 2 Rework is to make sure that Urd’s arsenal stands out, gives you more weapons and ways to mow through the hordes of hell, and fits the magical Brutalist Western setting of Urd’s Campaign. We want Urd’s progression to be more in line with Palmer’s, but there will be differences when it comes to specific upgrades that define Urd’s archetype.

Without further ado, let’s jump right into Urd’s tools of destruction.

Note: The weapon models are still in development. We don't want to show our hand just yet, and wish to leave some of the guns for you to check out when Chapter 2 update goes live.

[h2]Urd’s Arsenal[/h2]

[h3]Magic Dagger[/h3]
Urd’s most trusted companion. Dagger can stab quickly in melee range, and it can also be thrown for heavier damage. Each consecutive headshot kill regenerates throw charges and HP.

Magic Spear


Greatly increases the stabbing range, and can also be thrown to regenerate health.

Magic Tomahawk

Allows you to slash horizontally in a wide cone, and can also be thrown to regenerate health.

[h3]Revolver[/h3]


It wouldn’t truly be a Brutalist West without a revolver. Urd’s gun is accurate and offers high damage output. It can be fired from the hip with less accuracy, but a higher fire rate for more firepower.

Buckshot Revolver

It’s a revolver, it’s a shotgun, it’s the best of both worlds! It can also be fired from the hip.

Magnum Pistol

Precise shooting pistol with a scope allowing accurate shots at a longer range. It packs a serious punch as it is loaded with extremely heavy-hitting bullets.

[h3]Pump Action Shotgun[/h3]


Another Western classic. Deals massive damage but has a higher spread and lower fire rate than other weapons.

Shorty

Shorty has increased reload and pump action speed at the cost of the magazine size.

Winchester

A precision rifle, dealing high amounts of damage with pin-point accuracy, but low fire rate.

[h3]SMG[/h3]


Urd’s keeping her SMG, which now has a high rate of fire and deals moderate damage. However, in dire situations, or when you’re out of ammo, you can now hit enemies in melee range with the stock.

Gatling Gun

A chunky modification to the SMG uses a crank to fire the rotating barrel for extra carnage.

Dual SMGs

What’s better than one SMG? Easy, two SMGs. If the fire rate wasn’t enough for you, you can now, effectively, double it. You can also use both SMGs to hit enemies with the stock.

[h3]Dynamite Stick[/h3]
There’s surely a lot of dynamite lying around in the Brutalist West. As for how this works? It’s really simple - just chuck the highly volatile stick of dynamite at a gathering of monsters and watch the pieces fly.

TNT Charge

You'd think that a centuries old witch would know how to hold a lighter properly... We'll make sure she unlocks that ancient knowledge before the rework launches!

The TNT Charge does not explode when thrown - instead, you can shoot it to trigger an explosion or chain reaction of TNT charges.

Firecrackers

Firecrackers explode over time on the ground, dealing AOE damage. If you’re not that patient, the alt-fire will allow you to detonate all the charges at once.

[h3]Crossbow[/h3]

Wonderful in its simplicity, the crossbow shoots bolts which penetrate monsters.

Ballista


Shoots explosive bolts that penetrate monsters. Bloodbath guaranteed. Perfect for making kill montages.

Multishot

Allows you to fire bolts in a wide cone, and can also fire bolts in a burst.

[h2]Urd’s Abilities[/h2]

We’re introducing brand new abilities that better define Urd’s archetype. You might have noticed the absence of Spell Book in her arsenal. We want to make a clear distinction between characters’ arsenal of weapons and their abilities. Since Spell Book was closer to the latter, we’re re-introducing it with a twist. The Spell Book will give you access to a Speed-Up spell and cooldown-based Crystal and Poison spells.

Fire and Ice are up Palmer’s alley, while Urd dabbles in Crystal and Poison schools of magic.

[h2]Progression Changes[/h2]


As mentioned before, we have redesigned the Urd’s progression system to align with Palmer’s progression system - now you’ll have access to a brand new Urd’s HUB filled with upgrade stations. She will share all Passive Upgrades and most of the Perks with Palmer, as each character will have a number of their own unique Perks to choose from. All this on top of the completely new weapon and skill upgrades mentioned before.

Similarly to Palmer, the fiery Witch will be able to imbue her weapons with runes - in this instance choosing between Crystal or Poison ones.

[h2]Level Design Changes[/h2]

At this point, the overall layout of the levels are finalised, with the first half of the chapter as an introduction to characters’ arsenals and progression systems, while at the same time making sure that the power curve aligns properly across the whole chapter.

There is one major change concerning a certain level…



To fit in with the latest progression changes, the Lava Worm boss moved to another level - to make sure he has a chance to greet the player a bit earlier in the game. Similarly to Chapter 1 his defeat will open up the Passive Upgrades system to Urd.

[h2]New HUD[/h2]


Some of you might have seen a screenshot of a work-in-progress HUD a while ago on our Discord. Since then we’ve refined it and we’ll be launching the Reworked Chapter 2 with a completely new HUD. It is a significant change that we feel looks and feels better than the old one, but we’d love your feedback on this. Our current plan is to introduce the new HUD to Chapters 1 and 3 in the future if the reception is warm enough.

The Reworked Chapter 2 is currently being playtested internally, and it will be ready for you to try it out in August.

As we’re ramping up the development of Reworked Chapter 2 and upcoming Chapter 3, you can expect regular updates on our progress going forward. We’re excited for the upcoming months, and can’t wait to share more news. But for now, we’re going to leave you with a small Chapter 3 teaser.



See you in the next one!

0.5.5.35 Hotfix

0.5.5.35 Hotfix Notes
  • Fixed an issue where the Heavy Rifle would be too loud
  • Fixed an issue where lava would not deal damage below the bridge after Rocket Launcher pickup on E1M6 (reported by Kharn)
  • Fixed an issue where player could get stuck in a place in the beginning area of E1M6 (reported by Kharn)
  • Added invisible walls for the waterfall area near the end of E1M6 (reported by Kharn)

0.5.5.30 Hotfix

[h3]Changelog 0.5.5.30[/h3]
  • Fixed a hole in E1M4 that the Player could fall into (reported by Kharn @Steam)
  • Fixed an issue where the Player could become stuck behind a mushroom on E1M3 (reported by Umbaupause @Steam)
  • Fixed an issue where the frost rune would always apply to a Staff projectile (reported by PrediN@ter) issue was also affecting Cannon and Rocket Launcher
  • Fixed an issue where Akimbo could not be disabled using the ability button
  • Fixed an edge-case save/load error where some data would not save correctly
  • Adjusted base 0% -> 20% chance and 2% growth per stat point - for Rocket Launcher and Cannon (and their upgrades) to compensate for less frequent triggers in a regular playthrough


Known issue: descriptions of runes and fire/frost stats currently do not reflect changes introduced in this patch, this will be addressed in an upcoming patch.