Update v0.13.29 Patchnotes
[p]Hi Commanders!
Sorry for the wait, but as promised, this is another patch to help fix the bugs and Quality of Life issues you all have reported. This doesn't encompass everything that has reported, so if you have mentioned an issue and don't see a fix here, its most likely going to be in a future update![/p][p][/p][p]Besides bugs and QoL changes, you all have given me feedback related to the balancing and feel of the game. To address that there is an experimental branch that can be accessed on Steam in the Beta Participation section. To read more about this branch and the changes I've made, you can check out this Steam discussion post: https://steamcommunity.com/app/3686580/discussions/0/690868861351893565/[/p][p][/p][p]In the past week, I've started to work on the Events system. This is a system meant to add a bit of player directed challenge during the main phase of the game, and in endless a way to customize the challenge to increase the variety of the runs. Artifacts and upgrades that are found in through events will be unique to the system, which means I can add more powerful effects without worrying about overall balance. I'm looking forward to posting some previews soon![/p][p][/p][p]Lastly, I have more piece of news to share, Repel the Rifts is now Steam Deck verified! Thank you to all players who reported controller and Steam Deck related issues.[/p][p][/p][p]As always thank you all for the support and love, it means a lot to me and I'll continue working hard to improve the game![/p][p][/p][p]RefinedBear[/p][p][/p][h3]Full Patchnotes[/h3][p]QoL Improvements[/p]
Bug Fixes[/p]
Sorry for the wait, but as promised, this is another patch to help fix the bugs and Quality of Life issues you all have reported. This doesn't encompass everything that has reported, so if you have mentioned an issue and don't see a fix here, its most likely going to be in a future update![/p][p][/p][p]Besides bugs and QoL changes, you all have given me feedback related to the balancing and feel of the game. To address that there is an experimental branch that can be accessed on Steam in the Beta Participation section. To read more about this branch and the changes I've made, you can check out this Steam discussion post: https://steamcommunity.com/app/3686580/discussions/0/690868861351893565/[/p][p][/p][p]In the past week, I've started to work on the Events system. This is a system meant to add a bit of player directed challenge during the main phase of the game, and in endless a way to customize the challenge to increase the variety of the runs. Artifacts and upgrades that are found in through events will be unique to the system, which means I can add more powerful effects without worrying about overall balance. I'm looking forward to posting some previews soon![/p][p][/p][p]Lastly, I have more piece of news to share, Repel the Rifts is now Steam Deck verified! Thank you to all players who reported controller and Steam Deck related issues.[/p][p][/p][p]As always thank you all for the support and love, it means a lot to me and I'll continue working hard to improve the game![/p][p][/p][p]RefinedBear[/p][p][/p][h3]Full Patchnotes[/h3][p]QoL Improvements[/p]
- [p] Update the artifact selection UI to show the rarity of the artifacts[/p]
- [p] Added a button to view the battlefield from the game results screen[/p]
- [p] Added the game’s seed to the game results screen[/p]
- [p] Added a button in the market to show the rates of each rarity of upgrade card[/p]
- [p] Added a delay before artifacts in the artifact selection UI can be clicked, preventing misclicks[/p]
- [p] Added a delay before towers in the tower selection UI can be clicked, preventing misclicks[/p]
Bug Fixes[/p]
- [p] Fixed not being able to aim “Gravity Amplifier” artifact deployment area while using controller [/p]
- [p] Fixed crash when viewing POLY tower info UI when it has too many “Effect-on-Hit” effects[/p]
- [p] Fixed having to redo the entire tutorial if the player clicks on the tutorial, exits, then tries to start a regular run. (assuming the player has already finished the tutorial once)[/p]
- [p] Fixed “Strange Paperclip” artifact not correctly resetting it’s state[/p]
- [p] Fixed Lancer’s projectile collision box size[/p]
- [p] Fixed game window resizing and recentering when loading between the main menu and the game[/p]
- [p] Fixed excavatables being tinted after a survey[/p]
- [p] Fixed timeline day icons not showing the regular day icons properly[/p]
- [p] Fixed timeline day icons in endless mode[/p]
- [p] Fixed “Keys to the VECTR” artifact not appropriately updating the timeline after a survey[/p]
- [p] Fixed Overwatch “Marked” debuff not showing the correct text[/p]
- [p] Fixed energy bar being unreadable when rapidly gaining energy[/p]
- [p] Fixed Cryo Lv4 not showing the correct sprites[/p]
- [p] Fixed buff icons not being able to display 4 digit numbers[/p]
- [p] Fixed “Pylon” enemy not displaying a HP bar correctly[/p]
- [p] Fixed “Brass Lamp” artifact causing the skip button to be hidden when viewing excavated artifacts[/p]
- [p] Fixed issue of overlapping world chunk visuals during survey when using the controller[/p]
- [p] Fixed map generation issue that could lead to a soft lock[/p]
- [p] Fixed “Frozen Assets” artifact having incorrect tuning values[/p]
- [p] Fixed barricade information being incorrectly shown in reward selection UI card[/p]
- [p] Fixed various controller related UX visual issues[/p]
- [p] Fixed font spacing issues on UI[/p]
- [p] Fixed camera panning issue during expansion location selection when using the controller[/p]
- [p] Fixed exiting the tech tree not correctly focusing the tech tree button[/p]
- [p] Fixed hiding the tech tree notification icon if all tech nodes were already assigned[/p]
- [p] Fixed Sentinel’s concussive shot icon in the tower UI[/p]