PATCH NOTES: 8.01
Hey Agents! We’re back again after the weekend and we’ve been working on getting come bug fixes and optimisations into the Abyss! It’s our first update in August, but it’s the first of August to cut us some slack, right?
A good number of changes in both Default and Beta Branch, and as usual if you do head into the Beta Branch, keep the bug reports coming – but please do bear in mind that this is the least stable branch (or the darkest timeline, whichever way you want to look at it).
Anyway. I’ve been nerding out enough for all of us. This is what’s hitting you today. In the spirit of Columbo – just one more thing (ask your parents if this goes over your head) – Updating may cause errors for the “continue game” function, so if possible, finish your run before updating.
[hr][/hr][h2]Default Branch Updates [/h2][h3]Bug Fixes [/h3]
Bear in mind, Agents, you will only be able to play multiplayer with folks on the same Branch as you, and the Beta Branch (as the name implies) is a testing platform meaning likelihood or more disruption.
A good number of changes in both Default and Beta Branch, and as usual if you do head into the Beta Branch, keep the bug reports coming – but please do bear in mind that this is the least stable branch (or the darkest timeline, whichever way you want to look at it).
Anyway. I’ve been nerding out enough for all of us. This is what’s hitting you today. In the spirit of Columbo – just one more thing (ask your parents if this goes over your head) – Updating may cause errors for the “continue game” function, so if possible, finish your run before updating.
[hr][/hr][h2]Default Branch Updates [/h2][h3]Bug Fixes [/h3]
- Fixed an issue related to backup saves
- Fixed an issue where players wouldn’t enter the Busy state when collecting souls (if you were overlapping a portal)
- Fixed the duplicate Cypher coin drops
- Fixed incorrect save data preventing mission completion (we haven’t yet found a patch which can fix skill issues preventing mission completion so I am out of luck)
- Fixed abnormal bullet effects from plugins
- Fixed Psychedelic token drops on level 7 and above
- Fixed non-host character companions (Hatchmons, Drones et al.) which weren’t attacking monsters
- Fixed an issue where purchasing items in the Shop failed when carrying the Festival Red Envelope artifact
- Fixed an issue where switching between controller / keyboard during QTE prompts in game rooms caused the QTE interface to freeze (and not in like a “Robot on the dancefloor” cool type of freeze, that would be sick)
- Fixed an issue where repeatedly clicking continue on the settlement screen would cause Bar characters to disappear (we honestly don’t know where they went to but they are back now and they wouldn’t tell us what happened)
- Fixed bugs related to the Dawn system
- Optimised controller operation (auto aim now prioritises enemies which you can actually hit – which might be useful)
- Improved Busy state detection based on actual player status rather than the UI status (or a finger-in-the-wind rough guess which works more often than you’d expect)
- Optimised monster activation detection to prevent aiming at inactive monsters (how could you)
- Improved Monster spawning mechanics
- Added a new backup save system
- Fixed an issue related to backup saves (yup. Here, too!)
- Fixed an issue where players wouldn’t enter the Busy state when collecting souls (if you were overlapping a portal)
- Fixed duplicated Encrypt coin drops
- Fixed incorrect damage calculation for JINGU BANG’s spell
- Fixed potential duplication or collection failure issues with Saya’s weapons
- Fixed incorrect save data preventing mission completion (just pretend we did a hilarious but original joke for this note, as well as the one in the Default Branch)
- Fixed JADEWEAVE focus shaking after combat (gave it a hot mug of sweet tea)
- Fixed abnormal bullet effects from plugins
- Fixed non-host character companions (Hatchmons, Drones et al.) which weren’t attacking monsters
- Fixed an issue where picking up Relics caused interaction abnormalities
- Fixed an issue with abnormal item drop positions in Pain rooms (to be fair if you are going into Pain rooms you might just be looking for punishment anyway)
- Fixed an issue with incorrect spawn positions for enemies related to Faith elements and Crystals
- Fixed an issue where shop weapon levels would not scale with floor progression (because apparently you don’t like a challenge)
- Improved the Hatchmon animation synchronisation in multiplayer
- Reworked the Wild Hatchmon system for an improved experience
- Improved backup state functionality (which now support swapping between backup and current saves)
- Enhanced Critical Hit level change events and UI display
- Improved player Busy state detection
- Multi-lingual text update
- Library – Right click Neon Abyss 2 – Properties – Betas
Bear in mind, Agents, you will only be able to play multiplayer with folks on the same Branch as you, and the Beta Branch (as the name implies) is a testing platform meaning likelihood or more disruption.