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  3. Patch v1.0.14-vis is live (on the Demo)!

Patch v1.0.14-vis is live (on the Demo)!

[p]Hey Valley Dwellers, it's time for another update![/p][h2]Bug Fixes [/h2]
  • [p]Fixed a crash that occurred when an enemy tried to activate its unique death behavior (the guzzler is now for sure fixed).[/p]
  • [p]Completely rebuilt the saving & loading. There were so many bugs with the original version that I just rebuilt it and it should work much better now. Testing shows the game is saving correctly and at the right points and data is carrying over correctly![/p]
  • [p]Fixed the Stats Hud in the Map view not displaying tooltips correctly.[/p]
  • [p]The power button now correctly shows the power value of the module you are powering, including the additional power tiers if it has scaling power.[/p]
  • [p]Fixed a crash when tooltips appeared after its related object was destroyed.[/p]
  • [p]Fixed a handful of descriptions on mods and augments.[/p]
  • [p]Fixed an issue in the encyclopedia that caused it to scroll to the wrong entry.[/p]
  • [p]Fixed a bug that caused the game to not save when closing through the "X" button on the window.[/p]
  • [p]Fixed the Puddle Jumper's rewards container being offset incorrectly.[/p]
  • [p]Fixed a bug with the Small Battery that caused it to decrease your power instead of increase it.[/p]
  • [p]Fixed a handful of issues with GRID shifting and incorrect visibility.[/p]
  • [p]Fixed a bug related to indicators that caused the game to crash when more than five enemies were in a level.[/p]
  • [p]Fixed a bug with reinforced plating that was causing it's effect to not mitigate any damage.[/p]
  • [p]The "Drag to Purchase" preview in the Fabricator is now correctly layered above the backpack items.[/p]
  • [p]Fixed a bug that prevented an enemy from re-setting it's animation state after using it's ability.[/p]
  • [p]Fixed a few bugs in the tutorial.[/p]
[h2]Adjustments [/h2]
  • [p]Revised the Intro Slides. They now have some drapes and the text display was redone for readability.[/p]
  • [p]You can now click on completed Scenario's in the Map View, and it will show the scenario information again.[/p]
  • [p]Augment selection now uses the new augment UI panels.[/p]
  • [p]The cost previews and augment notifications now use the re-done UI panels.[/p]
  • [p]When in the main menu, pressing the options button now opens the pause menu instead of going to a separate view.[/p]
  • [p]Opening the encyclopedia from the pause menu no longer un-pauses the game.[/p]
  • [p]Added some extra SFX sound variants for the shop.[/p]
  • [p]The Puddle Jumper resets it's ability cooldown when it is damaged.[/p]
  • [p]Robot deaths will be slightly faster if they don't have rewards as an awaited timer is skipped.[/p]
[h2]Content [/h2]
  • [p]Added status icons! Status Icons provide critical context to what effects are currently impacting a character. You can hover the status icons for a detailed tooltip that explains the effect.[/p]
  • [p]Added the Depleted status effect, which you can inflict on yourself if you shoot the EMP projectile into yourself. It reduces your power cap for a number of turns. As you can assume, more on this down the line![/p]
  • [p]Added the Demo End view. After finishing the last level, there is a victory screen that will allow you to loop back to the main menu.[/p]
[p]Now that a majority of the 'uhoh' bugs are fixed, I'm starting work on implementing new modules and tidying up the system for triggering modules and augments. One of our beloved programmers is currently working on an in-scenario backpack HUD so you won't have to try to remember what mods and augments you have. You can expect another update next week with the backpack view and /maybe/ some new modules for early testing ;)[/p][p]See you on the playfield![/p]