First Patch Available
[p]UPDATE: This is now in the default as well with some additional fixes. [/p][p]It has been an intensive 24+ hours. We worked late into last night reading feedback, answering it and fixing stuff and making changes, took a quick nap, woke up and got back to work. We wanted to have the first patch in the "staging" branch before the weekend to give something back to the amazing people who've been playing the game right from the start.[/p][p]There are a lot of changes and we don't want to push this into default without more testing, so this patch is in the "staging" branch first.[/p][p]Please note that non-default branches are less tested than the default build. On the other hand, they also may not have the bugs the default build does — and may include new features.[/p][p]If you want to try the latest version, you can change to branch "staging". There are two ways to do this 1) From game properties in Steam (Game Versions & Betas) 2) From inside the game in Build Info (main menu) -> Beta Branches. The game will shutdown if you activate a branch there, then change the branch. You must manually start the game again.[/p][p]You can always switch back to default the same way by choosing the default branch.[/p][p]Some highlights from the change list:[/p]
Thank you again everyone![/p]
- [p]Various quest bug fixes[/p]
- [p]Raised shotgun damage curve per upgrade level - they're coming right for us![/p]
- [p]Lowered Cultist Boss damage a bit[/p]
- [p]Revised Trinket and Lowerbody Upgrade Costs[/p]
- [p]Improved enemy pathing in Cultists' Cave[/p]
- [p]Fixed crash during multiplayer dialogue[/p]
- [p]Net game inventory syncing fixes[/p]
- [p]Eternal Beams in the sky can be switched to static (Accessibility tab)[/p]
- [p]Signed executable and dll to avoid false "Smart App Control" issues[/p]
- [p]Gamepad fixes across skill tree and menus[/p]
- [p]Backup functionality for Construction Kit if the cutscene failed to give it[/p]
- [p]Various terrain, typo, and polish fixes[/p]
Thank you again everyone![/p]