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STRAFE: Gold Edition News

Patch 6: The Summer of Slaughter

Hey Killers!
We've been splitting our time between fixes & new content.

If you were having trouble being the Sergent of Slaughter that you knew you were born to be we've got a new mode for you. We've invented the "E-Z Discovery Zone" to help you stay alive longer.

We hope this mode will help new & casual players survive longer in the game and help give them a more obtainable challenge.

• Added Easy Difficulty
30% less enemies
30% less incoming Damage
20% slower projectiles
[disables achievements]
• Added Optional Slow-Mo training tool (MURDER TIME) to easy difficulty
• Fixed issue causing some weapons to not fire as intended when playing with the railgun
• Improved stability
• Fixed rare issue that could cause the train to eject the player
• Updated the directional damage indicators to be more useful
• Added safety colliders to Luftenstein secret to fix rare issues
• Modified menu art to read more clearly
• Added keybind menu option for the Thruster item
• Misc Crash fixes
• Misc performance improvements

If you're a player that wants to help out, it's super helpful if you send details of any issues you run into along with the output.txt (after the run of the issue) to [email protected] Sending this info via any other means will often mean that it becomes quickly lost or forgotten.


Thanks!
Thom & Stephen

Patch 6: The Summer of Slaughter

Hey Killers!
We've been splitting our time between fixes & new content.

If you were having trouble being the Sergent of Slaughter that you knew you were born to be we've got a new mode for you. We've invented the "E-Z Discovery Zone" to help you stay alive longer.

We hope this mode will help new & casual players survive longer in the game and help give them a more obtainable challenge.

• Added Easy Difficulty
30% less enemies
30% less incoming Damage
20% slower projectiles
[disables achievements]
• Added Optional Slow-Mo training tool (MURDER TIME) to easy difficulty
• Fixed issue causing some weapons to not fire as intended when playing with the railgun
• Improved stability
• Fixed rare issue that could cause the train to eject the player
• Updated the directional damage indicators to be more useful
• Added safety colliders to Luftenstein secret to fix rare issues
• Modified menu art to read more clearly
• Added keybind menu option for the Thruster item
• Misc Crash fixes
• Misc performance improvements

If you're a player that wants to help out, it's super helpful if you send details of any issues you run into along with the output.txt (after the run of the issue) to [email protected] Sending this info via any other means will often mean that it becomes quickly lost or forgotten.


Thanks!
Thom & Stephen

PATCH 5 AND THE FURIOUS

Hey Killers,
We're going to shift our focus on more meaningful additions. We will still be working on fixes and optimizations but we are experimenting with a "Training mode" that would help new players having a hard time with STRAFE®'s difficulty learn how to play as intended, with a lot of movement and strafing.

Additionally we would like to start work on the save feature but have no idea how long it will take to crack that nut so it will come when it's ready. If it works this would allow you the freedom of exiting the game and returning to your run until you die.


PATCH NOTES:
• Major optimization to loading and unloading creating much smoother loads
• Added Footstep audio to the GLUTTON
• Adjusted Enemy Balance in Zone 1 (Icarus)
• Fixed the volume on for some enemies in Zone 3 (Burbs) and Zone 4 (Athena)
• Fixed issue that would grant the player bonus over-heal progress
• Fixed several bugs resulting in generation errors
• Fixed several bugs resulting in unintended collision blocking progression
• Fixed bug that could allow ragdolls to stretch or float
• Updated more weapon sound effects
• Optimized Harvester deaths
• Fixed an issue that would allow the player to switch guns while zooming and out of the map
• Fixed an issue that could cause the items menu from correctly selecting items
• Fixed bug that resulted in doors closing too early when the player had specific items
• Fixed bug that could stop the player from taking acid damage as intended
• Fixed bug that caused the Thruster to not work as intended
• Fixed bug related to the Shoulder Cannon
• Fixed bug that would aggro Merchant Turrets in Zone 3 (Burbs) and Zone 4 (Athena) incorrectly
• A few miscellaneous memory optimizations
• A few miscellaneous performance optimizations
• Fixed a few rare crashes

Thanks
Thom & Stephen

PATCH 5 AND THE FURIOUS

Hey Killers,
We're going to shift our focus on more meaningful additions. We will still be working on fixes and optimizations but we are experimenting with a "Training mode" that would help new players having a hard time with STRAFE®'s difficulty learn how to play as intended, with a lot of movement and strafing.

Additionally we would like to start work on the save feature but have no idea how long it will take to crack that nut so it will come when it's ready. If it works this would allow you the freedom of exiting the game and returning to your run until you die.


PATCH NOTES:
• Major optimization to loading and unloading creating much smoother loads
• Added Footstep audio to the GLUTTON
• Adjusted Enemy Balance in Zone 1 (Icarus)
• Fixed the volume on for some enemies in Zone 3 (Burbs) and Zone 4 (Athena)
• Fixed issue that would grant the player bonus over-heal progress
• Fixed several bugs resulting in generation errors
• Fixed several bugs resulting in unintended collision blocking progression
• Fixed bug that could allow ragdolls to stretch or float
• Updated more weapon sound effects
• Optimized Harvester deaths
• Fixed an issue that would allow the player to switch guns while zooming and out of the map
• Fixed an issue that could cause the items menu from correctly selecting items
• Fixed bug that resulted in doors closing too early when the player had specific items
• Fixed bug that could stop the player from taking acid damage as intended
• Fixed bug that caused the Thruster to not work as intended
• Fixed bug related to the Shoulder Cannon
• Fixed bug that would aggro Merchant Turrets in Zone 3 (Burbs) and Zone 4 (Athena) incorrectly
• A few miscellaneous memory optimizations
• A few miscellaneous performance optimizations
• Fixed a few rare crashes

Thanks
Thom & Stephen

PATCH 4: Revelations

Hey Killers,
We've spent the last week focusing on some larger systems that couldn't be improved in a day or two. Here's the list:

• Many performance Optimizations
• Fixed issue that rarely allowed enemies to fire through locked doors
• Fixed issue that could cause unneeded rendering in all Zones
• Fixed a few bugs that could lead to game crashes
• Adjustment to level unloading to increase performance in subsequent levels
• Fixed major issue allowing room intersection in Zone 3 (Burbs)
• Removed accidental heavy pistol knock back on the BRICK enemy
• Adjusted how bullets exert force on enemies
• Fixed issue that could cause the exit room in Zone 3 (Burbs) to become invisible when backtracking
• Fixed issue stopping the Zone 3 (Burbs) teleporter from working when unlocked in sequence
• Updated textures for Zone 3 (Burbs) enemies to increase visibility
• Fixed issue where quick restarting would not give you the desired ammo in Zone 1 (Icarus) Welcome Room
• Fixed issue that could cause the end stats screen from displaying correctly when dying at the boss stage
• The Trappy drone now correctly finishes its teleporting sequence
• Fixed Issue that could stop the railgun from receiving the correct stat upgrades
• Fixed issue that stopped damage sparks from displaying correctly
• MURDERZONE: Fixed issue causing enemies to get trapped in closets
• MURDERZONE: Fixed issue causing enemies to become frozen in closets
• MURDERZONE: Fixed some door blockers not properly blocking spawned enemies from running into connection doors
• MURDERZONE: Hub rounds now properly start when you enter the hub again instead of having to go to the perk stage
• MURDERZONE: Added fail-safes to prevent branch doors from closing on players
• MURDERZONE: Fixed strange light halo in distance of Canyon MURDERZONE hubs
• MURDERZONE: Fixed blood mapping issues and massive framerate issues in Z4H1
• MURDERZONE: Fixed issues with navigating the MURDERZONE menu with a gamepad
• MURDERZONE: You no longer see space in the Burbs tile or Athena door connections
• MURDERZONE: Player should no longer fall when loading a subsequent run in the menu
• MURDERZONE: Music should no longer glitch out in subsequent runs
• MURDERZONE: Improved the way the primary guns float in their containers in the hub
• MURDERZONE: Enemies in branches are now frozen until the player opens the door that makes them visible.
• MURDERZONE: Made adjustments to the monster closets to make them hopefully more reliable.
• MURDERZONE: A marker now appears above the MURDERZONE stage after round 10 telling the player to go there.
• MURDERZONE: Stage now glows at the start and fades out after a few seconds.
• MURDERZONE: Acid pools should now be marked as Acid for death screens.
• MURDERZONE: Having "No Reload" unlocked no longer restricts you from manually reloading.
• MURDERZONE: Guns should no longer be pickup-able once the tubes go down.
+Jump Map: The progress bar now properly resets when the player restarts.
+Jump Map: Decals left by the plasma gun are now destroyed when restarting or returning to a checkpoint.
+Jump Map: You no longer shoot when clicking options in the pause menu.
+Jump Map: Guns/Items are now properly taken away when you restart the map.
+Jump Map: The attempts number now properly starts at zero.
+Jump Map: The attempt counter no longer increases by one after restarting the map.

If you run into any bugs or issues please send us as many details as you can accompanied by that runs output log: [email protected]