Legacy of the S-3LF Eater + Game Update
We're here with update 1.07.a on the public branch, which includes a BUNCH of new content for you!

[h2]FEATURED[/h2]
⦁ Legacy of the S-3LF Eater: a new Story Campaign update! Investigate the origins of the Cyber Bandits and their enigmatic creator, Dr. Gonne, while evading the pursuit of a relentless nightmare. Rumor has it that the doctor's laboratory below the Science Tower has recently opened up again...
⦁ New Steam Achievements!
⦁ Steam Trading Cards for Project Nexus are now available, including craftable badges, profile backgrounds, and emojis.
[h2]ADDED[/h2]
⦁ Holographic floor projectors added to the Arena Sleepwalker Tutorial for the VR Buddies to spawn from, and to Murder Time for the Cyber Bandits.
⦁ New scythe weapon, and a heckin sweet new haircut available!
⦁ Particle effect added when sleeping in the Arena HQ Loft.
⦁ Medical Cabinets added to the Story overworld sectors.
⦁ Church and Jorge congratulate each other for knocking you down (if they're near each other).
[h2]FIXED[/h2]
⦁ Dual wielding two firearms when picking up a two-handed melee weapon would cause you to drop one firearm as well as the melee weapon. Now you'll take the melee weapon and drop the two firearms.
⦁ Fixed how the game displays quest objectives in the top left of the screen. Mostly backend changes to streamline and improve it.
⦁ Crit kills with fire damage would cause the target to burn to a husk instantly. The game was checking if they had stopped thrashing before ending the effect, but crit'd enemies die instantly and don't thrash, so the burning process got skipped.
⦁ A niche bug where de/buffs attached to your Corpus could apply/stack after that corpus was broken. This wouldn't affect existing gameplay, but future updates utilizing corpus would have broken the whole buff system.
⦁ Corpus was displayed in backwards order in your profile/inventory screen. You wouldn't normally see this because all current Arena origins use only a single corpus type, but it was painfully visible with custom modder origins.
⦁ Poorly repeating textures in the Vampire Shrine and Science Tower Courtyard areas made the floor look bad.
⦁ The 12.7x99mm ammo was named incorrectly in the code using an invalid ASCII character, which led to problems for modders.
⦁ Enemies firing explosive weapons (such as the N51 Mortar) weren't properly firing at the reticle on the ground.
⦁ Asylum Patients would refuse to "wake up" and fight if they spawned in unaware.
⦁ Player's squadmates could leave the room in the Story overworld, which made swapping to them impossible.
⦁ Since early pre-Alpha days, we've grappled with a Unity glitch where some weapons would knock over physics objects across the screen (often with EXTREME force) when aiming them around. In theory, we've found a low-cost fix for this.
⦁ Doc won't pick up the HQ phone anymore when he's clearly standing right next to you.
[h2]TWEAKED[/h2]
⦁ Snoop-able popup messages should rest better in frame, especially on smaller and lower resolution screens.
⦁ Reformatted the menu for selecting an Arena character's origin. On top of displaying the information in a more even and sensible way, it also allows custom origins designed by modders to appear in the list without blocking the description text.
⦁ Improved AI pathing around Commercial District ramps.
⦁ Charge-up and heavy attacks do slightly less knockback across the board (to compensate for the huge boost they got last update).
⦁ N51 Officers now have an off-brand custom mask to make them more unique.

Remember, send those bug reports to the game's Discord, and we'll get right to work ːmpn_engiː

[h2]FEATURED[/h2]
⦁ Legacy of the S-3LF Eater: a new Story Campaign update! Investigate the origins of the Cyber Bandits and their enigmatic creator, Dr. Gonne, while evading the pursuit of a relentless nightmare. Rumor has it that the doctor's laboratory below the Science Tower has recently opened up again...
⦁ New Steam Achievements!
⦁ Steam Trading Cards for Project Nexus are now available, including craftable badges, profile backgrounds, and emojis.
[h2]ADDED[/h2]
⦁ Holographic floor projectors added to the Arena Sleepwalker Tutorial for the VR Buddies to spawn from, and to Murder Time for the Cyber Bandits.
⦁ New scythe weapon, and a heckin sweet new haircut available!
⦁ Particle effect added when sleeping in the Arena HQ Loft.
⦁ Medical Cabinets added to the Story overworld sectors.
⦁ Church and Jorge congratulate each other for knocking you down (if they're near each other).
[h2]FIXED[/h2]
⦁ Dual wielding two firearms when picking up a two-handed melee weapon would cause you to drop one firearm as well as the melee weapon. Now you'll take the melee weapon and drop the two firearms.
⦁ Fixed how the game displays quest objectives in the top left of the screen. Mostly backend changes to streamline and improve it.
⦁ Crit kills with fire damage would cause the target to burn to a husk instantly. The game was checking if they had stopped thrashing before ending the effect, but crit'd enemies die instantly and don't thrash, so the burning process got skipped.
⦁ A niche bug where de/buffs attached to your Corpus could apply/stack after that corpus was broken. This wouldn't affect existing gameplay, but future updates utilizing corpus would have broken the whole buff system.
⦁ Corpus was displayed in backwards order in your profile/inventory screen. You wouldn't normally see this because all current Arena origins use only a single corpus type, but it was painfully visible with custom modder origins.
⦁ Poorly repeating textures in the Vampire Shrine and Science Tower Courtyard areas made the floor look bad.
⦁ The 12.7x99mm ammo was named incorrectly in the code using an invalid ASCII character, which led to problems for modders.
⦁ Enemies firing explosive weapons (such as the N51 Mortar) weren't properly firing at the reticle on the ground.
⦁ Asylum Patients would refuse to "wake up" and fight if they spawned in unaware.
⦁ Player's squadmates could leave the room in the Story overworld, which made swapping to them impossible.
⦁ Since early pre-Alpha days, we've grappled with a Unity glitch where some weapons would knock over physics objects across the screen (often with EXTREME force) when aiming them around. In theory, we've found a low-cost fix for this.
⦁ Doc won't pick up the HQ phone anymore when he's clearly standing right next to you.
[h2]TWEAKED[/h2]
⦁ Snoop-able popup messages should rest better in frame, especially on smaller and lower resolution screens.
⦁ Reformatted the menu for selecting an Arena character's origin. On top of displaying the information in a more even and sensible way, it also allows custom origins designed by modders to appear in the list without blocking the description text.
⦁ Improved AI pathing around Commercial District ramps.
⦁ Charge-up and heavy attacks do slightly less knockback across the board (to compensate for the huge boost they got last update).
⦁ N51 Officers now have an off-brand custom mask to make them more unique.

Remember, send those bug reports to the game's Discord, and we'll get right to work ːmpn_engiː