Release Update [1.05.b]
A big merger update coming your way, folks!
We're putting everything from the many Beta updates since the Magiturge release into the public build. Here are some of the highlights:
[h2]**Beta [2.06.d]**[/h2]
ADDED
⦁ Holding ALT while making a purchase will auto-equip that item, if possible.
⦁ The "Hold Shift" and "Hold Alt" indicators in the inventory now change colors to indicate what you're holding.
⦁ In Fast Track's fourth car, Half-Mags and Mags can each climb up top to chase you.
⦁ Arena Hirelings will warn you that they were unable to level up due to level cap when arriving back at the HQ. They'll also display a lock icon over their level when examined.
FIXED
⦁ Mashing the Swap Weapons button (TAB) when leaving an Arena stage would wipe out your purchased weapons for any junk weapons you're carrying. Great way to sneak a crappy wrench out of a stage, in exchange for that nice $4,000 SMG you bought. This should now be fixed.
⦁ A few cutscene, mission, and skill description typos.
⦁ Looking up the Arena HQ ramp that leads from the Hub room to the Helipad, you can see a bare wall at the top. This has been replaced with a better effect.
⦁ Removed a spawn point in Foundry that could allow some opponents to linger off screen where they could shoot you without recourse.
⦁ More protection added to the ramps in the second train car of Fast Track, to keep Mag executions from trapping you in the geometry underneath them.
⦁ Bandit headgear had a large collider that made them look like they're floating off the floor when knocked off of someone.
⦁ Being over-encumbered wouldn't recalculate your downgraded dodge or sprint correctly. Also did some work streamlining the calculation process on the back end.
⦁ The Gambler wasn't walking away in Contract 3.
⦁ Some background characters weren't disabling their body-smock when wearing an outfit (such as the ravers in Contract 3).
⦁ Leaping Zeds couldn't be countered with the appropriate skill.
⦁ Orderlies weren't grappling properly at the end of their dash attack.
TWEAKED
⦁ Magiturge wands are now available all at the same time, rather than starting only with Plastic and unlocking one-at-a-time as you advance through stages. To balance this, wand addons will instead be unlocked over time (the way gems already do).
⦁ Nerfed AAHW Half-Mag health. They still hit just as hard.
⦁ Clarified the descriptions of the Wizard Staff melee weapons (it wasn't apparent that their real power comes from charging them up).
⦁ When buying from the Arena Quartermaster, you can now swap between hirelings in order to compare their weapon and armor stats to the items you're buying them.
⦁ Added a few more Wildlander and Poltergeist enemies to the later waves of Haunting at Nevada House. Poltergeists are also a little faster.
⦁ Demoniac Demonstrator units use a deadlier skillset when dual wielding.
⦁ New descriptors for the waves of some Arena stage, such as Fast Track being called "Car 4" instead of "Room 4", etc.
⦁ Cultists will get through the windows in Haunting of Nevada House a lot more quickly.
⦁ Being over-encumbered can downgrade your Tac-Bar up to two times rather than only once.
⦁ Tiny nudge to grenades when they impact the floor, to keep them from "physics-ing" through the floor in some areas.
⦁ Dissonant Robots can be thrown when countered during their charge (with the appropriate skill).
[h2]**Beta [2.06.g]**[/h2]
ADDED
⦁ The Agent Origin's new origin skill allows their pistols to stunlock enemies and ignore even more Tac-Bar within their sweet spot (once you've got the skill). We're also giving 'em the AAHW voice set.
FIXED
⦁ The enemy indicator that appears over off-screen opponents at the end of waves will get wiped when you bribe them as the Mercenary origin.
⦁ Despite being the worst driver in Nevada, Doc can no longer kill you at the end of Fickle Friends by accident.
⦁ Trying to play Sleeper Labs with four players would break the stage select screen.
TWEAKED
⦁ The Patient Origin's imaginary friend got a tweak. We won't ruin the surprise. Also, the Patient is invincible at the moment the friend is summoned.
⦁ The Infinite Ammo powerup now applies to melee durability as well.
⦁ Significant weighting multiplier (currently x5) applied to Acrobatics XP earned in Arena. This should help casual acro gain for most players.
[h2]**Beta [2.06.h]**[/h2]
FIXED
⦁ Disquieted Mask found yet another sneaky way to be unequipped. That's been cleaned up, *again*
[h2]**Beta [2.06.i]**[/h2]
Tiny update today with a bunch of typo fixes.
By this weekend, we SHOULD have all beta fixes merged into the release build!
[h2]**Beta [2.06.m]**[/h2]
FIXED
⦁ Updated the controller system to be compatible with Steam's controller settings (again).
⦁ Bunch of typos fixed.
TWEAKED
⦁ When given the prompt to allow a controller to take control of Player 1, pressing Start or A on your controller will confirm YES, and pressing B counts as NO. The previous button system was confusing.
[h2]**Beta [2.06.n]**[/h2]
FIXED
⦁ Small update to how background characters handle outfit pieces that should and should not remove the part they belong to (such as gloves removing the hand objects, but *not* for fingerless gloves, etc.)
We're putting everything from the many Beta updates since the Magiturge release into the public build. Here are some of the highlights:
[h2]**Beta [2.06.d]**[/h2]
ADDED
⦁ Holding ALT while making a purchase will auto-equip that item, if possible.
⦁ The "Hold Shift" and "Hold Alt" indicators in the inventory now change colors to indicate what you're holding.
⦁ In Fast Track's fourth car, Half-Mags and Mags can each climb up top to chase you.
⦁ Arena Hirelings will warn you that they were unable to level up due to level cap when arriving back at the HQ. They'll also display a lock icon over their level when examined.
FIXED
⦁ Mashing the Swap Weapons button (TAB) when leaving an Arena stage would wipe out your purchased weapons for any junk weapons you're carrying. Great way to sneak a crappy wrench out of a stage, in exchange for that nice $4,000 SMG you bought. This should now be fixed.
⦁ A few cutscene, mission, and skill description typos.
⦁ Looking up the Arena HQ ramp that leads from the Hub room to the Helipad, you can see a bare wall at the top. This has been replaced with a better effect.
⦁ Removed a spawn point in Foundry that could allow some opponents to linger off screen where they could shoot you without recourse.
⦁ More protection added to the ramps in the second train car of Fast Track, to keep Mag executions from trapping you in the geometry underneath them.
⦁ Bandit headgear had a large collider that made them look like they're floating off the floor when knocked off of someone.
⦁ Being over-encumbered wouldn't recalculate your downgraded dodge or sprint correctly. Also did some work streamlining the calculation process on the back end.
⦁ The Gambler wasn't walking away in Contract 3.
⦁ Some background characters weren't disabling their body-smock when wearing an outfit (such as the ravers in Contract 3).
⦁ Leaping Zeds couldn't be countered with the appropriate skill.
⦁ Orderlies weren't grappling properly at the end of their dash attack.
TWEAKED
⦁ Magiturge wands are now available all at the same time, rather than starting only with Plastic and unlocking one-at-a-time as you advance through stages. To balance this, wand addons will instead be unlocked over time (the way gems already do).
⦁ Nerfed AAHW Half-Mag health. They still hit just as hard.
⦁ Clarified the descriptions of the Wizard Staff melee weapons (it wasn't apparent that their real power comes from charging them up).
⦁ When buying from the Arena Quartermaster, you can now swap between hirelings in order to compare their weapon and armor stats to the items you're buying them.
⦁ Added a few more Wildlander and Poltergeist enemies to the later waves of Haunting at Nevada House. Poltergeists are also a little faster.
⦁ Demoniac Demonstrator units use a deadlier skillset when dual wielding.
⦁ New descriptors for the waves of some Arena stage, such as Fast Track being called "Car 4" instead of "Room 4", etc.
⦁ Cultists will get through the windows in Haunting of Nevada House a lot more quickly.
⦁ Being over-encumbered can downgrade your Tac-Bar up to two times rather than only once.
⦁ Tiny nudge to grenades when they impact the floor, to keep them from "physics-ing" through the floor in some areas.
⦁ Dissonant Robots can be thrown when countered during their charge (with the appropriate skill).
[h2]**Beta [2.06.g]**[/h2]
ADDED
⦁ The Agent Origin's new origin skill allows their pistols to stunlock enemies and ignore even more Tac-Bar within their sweet spot (once you've got the skill). We're also giving 'em the AAHW voice set.
FIXED
⦁ The enemy indicator that appears over off-screen opponents at the end of waves will get wiped when you bribe them as the Mercenary origin.
⦁ Despite being the worst driver in Nevada, Doc can no longer kill you at the end of Fickle Friends by accident.
⦁ Trying to play Sleeper Labs with four players would break the stage select screen.
TWEAKED
⦁ The Patient Origin's imaginary friend got a tweak. We won't ruin the surprise. Also, the Patient is invincible at the moment the friend is summoned.
⦁ The Infinite Ammo powerup now applies to melee durability as well.
⦁ Significant weighting multiplier (currently x5) applied to Acrobatics XP earned in Arena. This should help casual acro gain for most players.
[h2]**Beta [2.06.h]**[/h2]
FIXED
⦁ Disquieted Mask found yet another sneaky way to be unequipped. That's been cleaned up, *again*
[h2]**Beta [2.06.i]**[/h2]
Tiny update today with a bunch of typo fixes.
By this weekend, we SHOULD have all beta fixes merged into the release build!
[h2]**Beta [2.06.m]**[/h2]
FIXED
⦁ Updated the controller system to be compatible with Steam's controller settings (again).
⦁ Bunch of typos fixed.
TWEAKED
⦁ When given the prompt to allow a controller to take control of Player 1, pressing Start or A on your controller will confirm YES, and pressing B counts as NO. The previous button system was confusing.
[h2]**Beta [2.06.n]**[/h2]
FIXED
⦁ Small update to how background characters handle outfit pieces that should and should not remove the part they belong to (such as gloves removing the hand objects, but *not* for fingerless gloves, etc.)