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Patch Notes 0.14.8

[p]Earlier today we released 0.14.8 but it has since been rollbacked since we found some issues with it. Hopefully we can get the fixes out tomorrow.[/p][p][/p][p]Patch Notes 0.14.8 [/p]
  • [p]Fixed a physics related issue related to hits not registering sometimes. Let us know if you still get hits not registering in endless.[/p]
  • [p]Fixed the explodable caves toilet wall not exploding on “high performance” effect mode[/p]
  • [p]Fixed Terrorbaum getting stuck underground when not on “high performance” effect mode[/p]
  • [p]Snowfall in church should now be more performant in "high performance" effect mode[/p]

It's Chrismin' 🎄 Happy Helliday!

[p]It’s Chrismin! If you have been good this year you will find some presents at the church. We’ve also added some other christmassy surprises for you to find.[/p][p]We have identified some more issues with performance in Endless Mode, and we’re super close with our solutions but they need a little more work. Thanks for the patience. Stay tuned!
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General
[/p]
  • [p]Units responding to being hit (ie blink and blocking) will now only trigger on actual hitbox hits and not on status effects (ie burning) damaging the unit.[/p]
  • [p]Shockwave effects from Barrelboys, Sentinels and Diggas now have a low quality setting (part of the ‘High Performance’ option).[/p]
  • [p]Added a 1000-sulf bill 💴[/p]
  • [p]Fixed issue of Emperor’s missiles not doing damage to the player.[/p]
  • [p]Fixed some texts in the quest screens not being visible in some languages.[/p]
[p]Endless[/p]
  • [p]Fixed enemy spawn points being inside geometry.[/p]
  • [p]Removed some spots where you could cheese too easy.[/p]
  • [p]Fixed AI navigation link issues.[/p]
  • [p]Fixed inventory showing wrong wave number.[/p]
  • [p]Fixed inventory showing wrong stage number after stage 20.[/p]
  • [p]Improved the player respawn positions after falling off the map.[/p]
  • [p]Enemy spawns have been adjusted to be active further away from the player.[/p]
  • [p]Fixed issue of archer units not being able to shoot.[/p]
  • [p]Fixed issue of Dark Lamp companions not being able to target.[/p]
[p]Guns And Animation[/p]
  • [p]Star and Witness’ reload animations have been adjusted to no longer show shoulders when running.[/p]
  • [p]Removed issue that sometimes caused the wrong gun to fire after equipping dual wield pistols, leading to the wrong firing animations playing.[/p]
  • [p]M3 Termite now fires at a consistent rate.[/p]
  • [p]Knop now doesn't get janked if turned fully auto and really fast[/p]
[p]Sound[/p]
  • [p]Fixed Novanian Guard ball sound effect not being affected by volume sliders.[/p]
[p]Levels[/p]
  • [p]Town[/p]
    • [p]Fixed event spawn issue in shrine church.[/p]
    • [p]Fixed an issue with an invincible wall being in front of the exit.[/p]
  • [p]Desert[/p]
    • [p]Removed enemy spawn points on top of the walls.[/p]

Patch Notes 0.14.6

[p]General[/p]
  • [p]Fixed issue of floating fire appearing.[/p]
[p]Endless[/p]
  • [p]Fixed a bug that froze the game after selecting a card. (For real this time! Probably…)[/p]
  • [p]Now showing current stage, wave and level in the inventory.[/p]
  • [p]Fixed an issue that was causing ghosts to softlock progression.[/p]
  • [p]Player should now not face wall when spawning in certain arenas[/p]
  • [p]Fixed some collision issues in some arenas.[/p]
[p]Guns and Animation[/p]
  • [p]Breacher 8 now works with “ammo consume chance” modifications.[/p]
  • [p]Beck 8 doesn’t have limp or excited muzzle attachments any longer.[/p]
  • [p]The D4RT not allowing reload bug has been fixed.[/p]
  • [p]Arbiter’s first shot after equipìng won’t occur during the equip itself anymore.[/p]
  • [p]Arbiter’s repeated fire with no ammo consumption will now play the fire animation properly, with the hammer going down before slamming back.[/p]
  • [p]Removed whacky trigger-finger movement when firing full auto with the Catacoil.[/p]
  • [p]Dual wield pistols should no longer be stuck on empty and unable to reload.[/p]
[p]Units[/p]
  • [p]Fixed skeletons taking too long before they jump.[/p]
  • [p]Black Guild Rifleman glitchy art fixed.[/p]
[p]
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Patch Notes 0.14.5

[p]Thank you all for the enthusiastic feedback to the endless mode![/p][p]With this patch some of the soft locking issues have been resolved, but we’re still investigating some edge cases.
[/p][p]If you are getting stuck, it helps us immensely if you post your log file in the bug section of our discord. 
[/p][p]The logfile is located in [c]"%appdata%/../LocalLow/Perfect Random/Sulfur/"[/c] and is called [c]“Player.log”[/c].
[/p][p]General[/p]
  • [p]Fixed Lucia’s mask being too small.[/p]
  • [p]House Decorator achievements should now be retroactively awarded when you visit the Arthurs store.[/p]
  • [p]All of Cousin’s pools do damage now.[/p]
  • [p]Muzzle flash now doesn’t rotate strangely when aiming straight up or down.[/p]
[p]UI[/p]
  • [p]Fixed pickup notifications in some rare cases showing the wrong total amount.
    [/p]
[p]Endless[/p]
  • [p]Fixed Stage transition effect not disappearing after a stage transition.[/p]
  • [p]The chance for normal loot from kills has been decreased by 30%.[/p]
  • [p]Amalgamations don’t spawn as regular units anymore. They may still spawn from other things, but will not block progression by needing to be killed.[/p]
  • [p]Added another failsafe for melee getting stuck. Hopefully it’s fixed for real this time!
    [/p]
[p]Levels[/p]
  • [p]Church[/p]
    • [p]Improved fencing.[/p]
    • [p]Veil sound is not playing over the whole hub anymore.[/p]
    • [p]Increased the trigger volume size for the veil shortcut.[/p]
    • [p]Fixed skybox decoration not showing previously.[/p]
  • [p]Caves[/p]
    • [p]Improved some chunks for event spawns.[/p]
    • [p]Caves toilet room spawns less now.[/p]
  • [p]Sewers[/p]
    • [p]Fixed Z fighting under water.[/p]
    • [p]Fixed a ramp collider attached to a bridge.[/p]
  • [p]Dungeon[/p]
    • [p]Fixed platform collision in end room.[/p]
    • [p]Fixed door barricade not spawning.[/p]
  • [p]Forest[/p]
    • [p]Fixed floor collisions.[/p]
  • [p]Fortress[/p]
    • [p]Fixed hole behind pools entrance/exit.[/p]
    • [p]Fixed weird material on explodable wall in pools.[/p]
    • [p]Removed bugged chests.[/p]
  • [p]Beyond the Veil[/p]
    • [p]Added ramp colliders where needed.[/p]
    • [p]Decreased amount of loot after the first completion.[/p]

Patch Notes 0.14.4

[p]GENERAL [/p]
  • [p]Breaking objects particles now behave more randomly.[/p]
  • [p]Fried Blood Pudding now doesn’t have two heals.[/p]
  • [p]Achievements should now work again![/p]
[p] LEVELS [/p]
  • [p]Removed additional bugged chests in Dungeon.[/p]
  • [p]Fixed some floor collisions in forest.[/p]
  • [p]Fixed so you can no longer interact with the boss through the walls in end boss level.[/p]
[p] ENDLESS [/p]
  • [p]Removed a cheesy enclosure in one of the Endless Arena levels.[/p]
  • [p]Fixed so that some effects that were not removed between stages in endless are now removed properly.[/p]
  • [p]Non attacking units in endless now panic around properly.[/p]
  • [p]Meleeing while getting the card selection should not soft lock the weapons any more.[/p]
[p] CHURCH [/p]
  • [p]Added a shortcut to Behind the Veil if you have completed the Desert.[/p]
  • [p]Fixed wall frames being mixed up.[/p]
[p] UI [/p]
  • [p]Fixed pickup notifications text overlapping.[/p]
  • [p]Fixed an issue that caused double buying in Arthurs stamp shop.[/p]
  • [p]Health regen preview from consumables now works again.[/p]
[p] GUNS AND ANIMATION [/p]
  • [p]Removed gun crank duplicate on the Star and Witness.[/p]
  • [p]Adjusted placement of laser sights on Star and Witness to better match the old one.[/p]