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TWS Dev Diaries – Ep. 3: Alec

[p]Hey guys time for round 3 of Dev Diaries[/p][p][/p][p]This round, meet Alec, our Lead Animator. His in charge of overseeing the animations and mainly animating the view model animations ( first person hands ) [/p][p][/p][p]Cheers and Stay Frosty [/p][p]Watch the episode here, enjoy: [/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]GAME IS OUT NOW! IF YOU LIKE DOOM AND ULTRAKILL, THIS IS IT 🗣️[/p][p]
[dynamiclink][/dynamiclink][/p]

Changelog: UNYIELDER v1.0.2.0 Bugfix Patch 2

[h2]General Changes[/h2][h3]General[/h3][p]●  Achievements on Steam are now enabled![/p][p]○  Note: All previous activities will not count towards your Achievements becoming unlocked[/p][p]● Screen Shake intensity can now be customized via a Slider inside of Graphics[/p][p]●  Tracking logic for the Phase Priming Melee Icon, Lock On, and Samsara Counter now has similar offscreen behavior to the Destination Waypoints’ icons[/p][p]●  Boss Intro and Outro sequences can now be skipped via holding down the Esc key (or whatever key the player has binded Cutscene skips to)[/p][p]●  Certain characters will now appear somewhere on certain Arenas as they observe you…[/p][p]●  Arena Selection UI updated[/p][p]●  Translated Texts updated[/p][h3]Tutorial[/h3][p]●  Diegetic (in-world) Tutorials will now only play when you are close to them[/p][p]●Added a console in the House of Cards (Base) that allows you to turn off all Diegetic Tutorials[/p][p]○  This configuration is saved on each individual save file, and is such not available on the Settings menu[/p][p]●  Replaced more Popup Tutorials with Diegetic Tutorials in the House of Cards and Ridgeline[/p][p]●  Removed the decimal point on Waypoints as it was distracting whenever the player jumped[/p][h3]Bosses[/h3][p]General[/p][p]●  All bosses now have an additional indicator added to the start of each attack animation[/p][p]Megalith[/p][p]●  Added a VFX onto the Canisters to better represent the state of each canister[/p][p]●  Added readability improvements for the canisters to make the vulnerable weakpoints more obvious[/p][p]The Tyrant[/p][p]●  VFX Optimization and visual updates. Affects Historian Partition 1,  2 and 3, Patriot Partition 4[/p][h3]Arena Generation[/h3][p]●  The arena selection screen now shows a different icon when Special bosses are about to spawn[/p][p]●  Faction Icons for outposts will now show Daimyo icons for Rain and Storm when the respective side quests can be triggered[/p][p]○  This should also be the case for Endless mode[/p][p]●  Other under the hood changes to how certain events will occur[/p][h3]Settings[/h3][p]●  Implemented secondary keybinds for both keyboard and controller[/p][p]○  Both primary and secondary keybinds should now function at the same time[/p][h3]Misc[/h3][p]●  Ohaka and Mid Act 2 dialogue spawn logic is now updated so that they’re consistent[/p][p] [/p][h2]Balancing Changes[/h2][h3]General[/h3][h3]Bosses[/h3][p]General[/p][p]●  XP gained for each boss defeated has been tuned[/p][p]Hermit[/p][p]●  Expected fight duration reduced; health significantly reduced while movement speed has been increased[/p][p]Surveyor[/p][p]●  Scaling radius and damage increase during Phase Break and Final Stand removed[/p][p]Megalith[/p][p]●  Tuned overall feel for the fight[/p][p]The Tyrant[/p][p]●  Balance adjustments to Historian Partition 1[/p][p]○  Projectiles from Right Arm attacks now move dramatically faster, while there should now be a more significant delay between each wave of attacks  [/p][h2]Bugfixes[/h2][h3]General[/h3][p]●  General fixes for Tutorials, notably for the ones that still appear as Pop Ups[/p][p]○  Also includes a fix to a rather specific softlock case where a dialogue would show up at the same time as the player’s first visit to an Outpost[/p][p]●  General fixes for the Waypoint system; includes cases where some waypoints would not be cleared after leaving an Outpost[/p][p]●  General fixes for gamemodes: includes fixes to several interaction, transition and events issues[/p][h3]Bosses[/h3][p]General[/p][p]●  Rain and Hermit should no longer provide EXP and be counted as a ‘defeated boss’ in the player’s statistics if they retreat[/p][p]Hermit[/p][p]●  Fixed Hermit tilting during animations that don't require tilting (Death/Digging)[/p][p]Rali[/p][p]●  Fixed Rali sometimes not being able to properly move on his Arena if he is somehow loaded before the map[/p][p]Megalith[/p][p]●  Attempted fix for bouncepads sometimes not responding to Phase Prime[/p][h3]Arena Generation / Clairaudient[/h3][p]●  Added a failsafe to fix the bug where the player would not get teleported out of the Megalith arena under certain conditions[/p][p]●  Fixed an issue that was causing Colony to spawn wrongly[/p][p]●  Number of arenas before each Legendary showed up reduced by 1[/p][p]●  Fixed special bosses countdown[/p][h3]Arenas[/h3][p]●  Megalith Arena optimized and removed some objects that would never be seen by players normally[/p][p]●  Minor optimization changes to House of Cards and Provenance  [/p][h3]Player Subclasses & Masteries[/h3][p]Pretender Chassis: Gatling  [/p][p]Rali [/p][p]Rain [/p][p] [/p][h3]Mods[/h3][p]●  Description for Skinner’s Tuning should no longer include a line about the Magazine Size (localization may still need updating)[/p][h3]UI[/h3][p]General[/p][p]●  General fix to scrollbox scroll behavior so that they do not behave erratically while on Keyboard + Mouse control scheme[/p][p]HUD[/p][p]●  Fixed missing D-Pad key icons for xbox controllers[/p][p]Dialogue[/p][p]●  Fixed dialogue key prompts being missing for dialogues played after crafting a boss [/p][h3]Audio[/h3][p]●  Dialogue text sounds should now be affected by the user’s SFX volume setting[/p][h3]Misc[/h3][p]●  Weapon Tutorials in the Quick Tutorial interface should now correctly show the corresponding value rather than the internal keywords[/p][p]●  Grabbing sequences by bosses should no longer show Skip UI[/p][p]
[/p]

Focus on the Active Suits System

[p]Greetings, PRETENDERs.[/p][p]It’s time to dive into one of the core systems shaping your destiny in UNYIELDER: the Active Suits.[/p][p][/p][p]Every time you enter a new run, the choice is laid before you:[/p][p][/p][p][/p][p]Three suits. Three playstyles. Infinite outcomes.
[/p][p]Choose wisely: your decision will define the kind of power you can channel for the rest of your run.[/p][p]Each suit rewires your fate.[/p][p][/p]
  • [p]GRANDMASTER focuses your build around pure weapon mastery — every drop will sharpen your arsenal.

    [/p]
  • [p]DARING bends the rules of movement, unlocking speed-based perks to push your limits.[/p][p][/p]
  • [p]Many other choices and combinations are randomized.[/p]
[p]

[/p][p]Your choice isn’t just aesthetic: it’s strategic. Experiment, adapt, and discover which combination turns you into the ultimate PRETENDER.[/p][p][/p][p]And if you crave the full breakdown: the UNYIELDER Wiki will soon unveil the complete list of Suits and their unique modifiers.[/p][p]
Until then… Keep testing, keep dying, keep learning.[/p][p][/p][p]But never yield.[/p][p]
[/p]

UNYIELDER 1.0.1.0 is now AVAILABLE

[p]ATTENTION, EVERYONE. UNYIELDER 1.0.1.0 IS NOW AVAILABLE, PLEASE UPDATE THE GAME. [/p][p][/p][p]This bugfix patch primarily deals with addressing the various pain points mentioned either by the community on our Discord server at large or other sources of feedback! Our changes seek to improve upon the general onboarding process for players, and to improve upon overall gameplay stability and experience.[/p][p][/p][p]Please read the full patchnotes below: [/p][p][/p][h2]General Changes[/h2][h3]General[/h3]
  • [p]Cloud Saves now enabled![/p]
  • [p]Added a simple sound for textbox typing that loops while dialogue is being printed out[/p]
  • [p]Experience Gain adjusted upwards for all bosses past Act 1[/p]
  • [p]Added a waypoint to the Vault at Outposts[/p]
  • [p]Added a waypoint to the Boss Crafter at Legendary Entrances[/p]
  • [p]Particle counts for each VFX now scales depending on the graphic settings used[/p]
[h3]Tutorial[/h3]
  • [p]New Tutorial and practice section, Interactive Counter-hit dummy target added to ACT 0 Tutorial, House of Cards, Provenance[/p]
  • [p]Act 0 Level Flow adjusted to be less confusing[/p]
    • [p]Added some world-space tutorials while removing their pop-up equivalents[/p]
    • [p]Swapped out Interloper for Artifact in Act 0[/p]
  • [p]Added some new tutorials for certain topics that weren’t previously mentioned. In particular:[/p]
    • [p]KAMI, Perks, Suits, Outposts, Data Drives, Conflict Levels[/p]
  • [p]Replaced some of the popup tutorials with in-world tutorials[/p]
[h3]Arena Generation[/h3][p]Campaign Mode[/p]
  • [p]Lowered number of Arenas before certain dialogues start[/p][p][/p]
[h2]Balancing Changes[/h2][h3]General Balancing Notes[/h3]
  • [p]Legendary boss selection should appear more frequently in Area selection[/p]
  • [p]Outposts should appear more frequently in Area selection[/p]
  • [p]Artifact and Downpour added to Starting weapon pool in Provenance[/p]
  • [p]Hermit should no longer spawn in Cavity[/p]
[h3]Boss Balancing[/h3]
  • [p]Legendary bosses' Health and Damage output tuned to match Megalith[/p]
  • [p]Surveyors' burst potentially generally tuned downwards to lower likelihood of players suddenly dying to it[/p]
    • [p]Minigun tuned down; affects fire rate, base damage and fire duration[/p]
    • [p]Final Stand tuned down; affects multipliers and bonuses from each Roach present[/p]
    [p][/p]
[h3]Weapons[/h3]
  • [p]Downpour: Significantly increased Projectile Speed, Base Damage, and Ammo Efficiency[/p]
    • [p]Also reduced duration it takes to spool up to maximum fire rate, which has been slightly lowered as well[/p]
    [p][/p]
  • [p]Dakka: Slightly increased Projectile Speed[/p]
  • [p]Bismarck: Reduced Ammo Efficiency[/p]
  • [p]Swansong: Increased Projectile Speed[/p]
[h3]Mods[/h3]
  • [p]Skinner's Tuning – magazine size debuff removed[/p]
[p][/p][h2]Bugfixes[/h2][h3]Bosses[/h3][p]General[/p]
  • [p]General cleanup pass for circumstances where certain bosses would have some VFXes that linger past their expected durations[/p]
[p]Skinner[/p]
  • [p]Skinner's voiceover should be visible now even when he teleports away to perform certain attacks[/p]
[p]Rali[/p]
  • [p]Rali should now be hidden from his Arena proper until after the fight intro is complete[/p]
[p]Arachne[/p]
  • [p]Fixed a bug where Arachne’s cocoons would take way too little damage in general[/p]
[p]Facsimile[/p]
  • [p]Facsimile should no longer become invulnerable in specific scenarios[/p]
[p]The Tyrant[/p]
  • [p]The Tyrant’s title will now only display after the dialogue has ended[/p]
  • [p]Attempted fix to ensure that Patriot P4’s fire pools will get destroyed properly after they’re supposed to expire[/p]
  • [p]Fixed bug where Endling P2’s Clones would have their wings not connected to their respective bodies, and would thus not move with them[/p]
  • [p]Endling P2’s Clones should now spawn at the appropriate height[/p]
  • [p]Endling P2’s Clones should now take damage properly, meaning the player has to kill 3 clones in order to finish its Final Stand phase[/p]
  • [p]Endling P2’s Part 2 Final Stand sequence should now run correctly[/p]
  • [p]Fixed some bugs related to some of Mentor Partition 4’s attacks[/p]
[h3]Arena Generation / Clairaudient[/h3]
  • [p]Fixed arena generation countdown skipping an arena if you reload the game on the arena where its event was supposed to fire[/p]
  • [p]On the Arena Selection screen, the Red VFX border should now properly display even when you are about to face a special encounter[/p]
  • [p]Fixed Rain’s encounter countdown flag. It should no longer reset to maximum even if the player reloads the game two arenas before she's supposed appear[/p]
[h3]Arenas / Maps[/h3]
  • [p]Fixed one of the entrance areas of CHOKEHOLD, and sealed it off from player escape[/p]
  • [p]Fixed an issue where the launchers on MEGALITH doesn't work in certain conditions[/p]
  • [p]Skinner should no longer appear on SILO[/p]
  • [p]Added collisions to some areas of MEGALITH's entrance at COLONY[/p]
  • [p]Added additional cleanup volumes on OBELISK to prevent enemies from navigating into odd places somehow[/p]
[h3]Weapons[/h3]
  • [p]Odynometer: Secondary fire should now have the same SFX as primary fire[/p]
    • [p]Should now properly have SFX for projectile impact, ADS in and ADS out[/p]
  • [p]Ozymandius: VFX should correctly disappear upon unequip[/p]
  • [p]Panchreston: VFX for Panchreston should no longer appear on Ozymandius in certain conditions. Other similar situations should have been fixed as well[/p]
  • [p]Ensis Benedictus: Secondary Fire should now work with the Matchsaver mod[/p]
[p][/p][h3]Player Subclasses & Masteries[/h3][p]Pretender Chassis: Gatling[/p]
  • [p]Fixed grapple targeting being able to target the grapple projectile itself.[/p]
  • [p]Grapple targeting should be much more accurate now[/p]
[p]Rali[/p]
  • [p]Players should no longer be able to discard Rali's Crown of Thorns via Controller[/p]
  • [p]Rali's SWC buff icon should no longer show up if the player only has the Echoes of the Self mastery[/p]
[p]Rain[/p]
  • [p]Players should no longer be able to charge Rain’s Melee while blocking[/p]
[h3]Perks,[/h3]
  • [p]Breeze: Footstep sounds should no longer layer with multiple stacks of Breeze[/p]
  • [p]Fixed Rebuild and Contingency icons also not showing up in the niche case where you die to a special boss and get immediately teleported back to the safe arena[/p]
  • [p]Refactored sequence at which Death prevention works; should now operate in the following sequence:[/p]
    • [p]Death Prevention[/p]
    • [p]Player Revives[/p]
    • [p]Any Special Arena Death Prevention effects[/p]
  • [p]Retribution, Subconscious Retaliation and Reactive Prevention will no longer trigger from the accursed damage (and other non-enemy damage cases)[/p]
  • [p]Fixed perk suit icons not being shown for a hand drop if player owns 3 or more perks[/p]
  • [p]After picking a legendary perk and finishing the screen shake animation, the screen behind the widget should no longer be visible[/p]
  • [p]Fix perk boxes not remembering rerolled perks when leaving the perk selection screen without selecting a perk[/p]
[h3]UI[/h3][p]HUD[/p]
  • [p]Fix radial menu not closing if mapped to a mouse button[/p]
  • [p]Fixed weapon wheel automatically defaulting to first weapon if no button is selected or defaulting to previously selected weapon when reopening if no button is selected[/p]
[p]Shop[/p]
  • [p]Fixed shop weapon details icon being wrong for some weapons[/p]
  • [p]Fixed sell screen resetting profit to 0 when opening weapon details screen[/p]
[p]Inventory[/p]
  • [p]Attempted fix for weapon mod tooltips not showing up sometimes[/p]
[p]Other[/p]
  • [p]Attempted fix for wrong character portraits showing up for a split second in conversations[/p]
  • [p]Refactored weapon popup to take numerical values from weapon data assets[/p]
  • [p]Fixed scroll boxes not centering on focused elements when using controller[/p]
[h3]Results Screen[/h3]
  • [p]Fix some legendary/special bosses generating two sets of fight end data[/p]
  • [p]Fix outposts and other non-combat arenas generating combat elapsed times[/p]
  • [p]Fix legendary and special boss fight times not being saved[/p]
  • [p]Damage Taken value should now be formatted properly in order to avoid overly long text[/p]
  • [p]Result screen boss dots can now wrap to avoid them going off the screen when a run has a high number of boss kills[/p]
  • [p]Fixed highest instance of damage on result screen not being correct sometimes[/p]
[h3]Settings[/h3]
  • [p]Added a change to default settings, where, if no suitable resolution is found, set resolution to the smallest size but include all possible resolutions still[/p]
  • [p]Updated settings preset default to low[/p]
  • [p]Added a confirmation popup when changing resolution from settings menu. Will revert in 10 seconds if no confirmation is received[/p]
  • [p]Fixed missing skip and auto controls for any dialogue that occurs after an act intro[/p]
  • [p]Fixed controller navigation on graphics settings page[/p]
  • [p]Side Mouse button display should now correctly show up when the corresponding button is being assigned to any action[/p]
  • [p]Motion Blur should now be turned off by default[/p]
  • [p]Anti-Aliasing should now be turned off by default for all graphic presets[/p]
[h3]Audio[/h3]
  • [p]Streamlined the conditions for Skinner’s theme ending, so that it ends on the same conditions as the other Player Subclass themes[/p]
  • [p]Added a fix to Skinner’s BGM so that it should end properly after the player is defeated by Skinner[/p]
[p][/p][h3]Misc,[/h3]
  • [p]Fixed samsara codex entry causing everything to go wonky and fixed samsara weapon details not being shown[/p]
  • [p]Localisation for view details button in codex is now set correctly[/p]
  • [p]Selected highlight should no longer linger on settings menu after leaving a submenu[/p]
  • [p]Fixed the broken controller back button on settings screen[/p]
  • [p]Codex no longer shows weapon mods/stats modified by weapon mods. also fixed controller tooltips in shop. fixed the controller back - button for weapon details screen in codex[/p]
  • [p]Players may now rebind left mouse button by directly clicking on the key prompt in the keybind screen[/p]
  • [p]Fixed hover anim being played on previously selected item in settings menu[/p]
  • [p]Capped minimum ammo consumption to 1 to avoid a divide by 0 if ammo efficiency gets very high[/p]
  • [p]Attempted fix for issue where loot will stay stuck on player[/p]
  • [p]Loot that can no longer be collected will now stop flying towards user[/p]
  • [p]Camera Shake from melee impact should no longer overlap with newer melee impacts when player has reduced melee cooldown from any sources[/p]
  • [p]NPCs should no longer be frozen in COLONY (exit)[/p]
[h2]Known Issues[/h2][p]There are a few issues we've found in the process of doing internal testing and verification. We do not expect them to severely impact gameplay, but will seek to fix these in hotfixes in the weeks to come![/p]
  • [p]Depending on load speed of boss and map, some issues related to Legendary Bosses and the way they interact with their respective maps may occur. An example of this is the Jump Pads on MEGALITH[/p]
  • [p]Some numerical values will not display correctly for weapon quick tutorials[/p]
  • [p]The text for Skinner's Mod is currently outdated, and does not actually come with the reduction in magazine size anymore[/p]
  • [p]Skinner's BGM may continue to play even after he defeats you in Act 2[/p]
[p][/p][p]Thank you for reading! Please keep providing us with your feedback on Discord and the Steam discussions, as they do help the team to add elements and fix issues in the game! If these fixes made your experience better, we kindly ask you to revise or leave us a review, as this support is extremely important to us. [/p][p][/p]

UNYIELDER v1.0.1.0 Patch

[p]This bugfix patch primarily deals with addressing the various pain points mentioned either by the community on our Discord server at large or other sources of feedback! Our changes seek to improve upon the general onboarding process for players, and to improve upon overall gameplay stability and experience.
[/p][h2]General Changes[/h2][p][/p][h3]General[/h3]
  • [p]Cloud Saves now enabled![/p]
  • [p]Added a simple sound for textbox typing that loops while dialogue is being printed out[/p]
  • [p]Experience Gain adjusted upwards for all bosses past Act 1[/p]
  • [p]Added a waypoint to the Vault at Outposts[/p]
  • [p]Added a waypoint to the Boss Crafter at Legendary Entrances[/p]
  • [p]Particle counts for each VFX now scales depending on the graphic settings used[/p]
[h3]Tutorial[/h3]
  • [p]New Tutorial and practice section, Interactive Counter-hit dummy target added to ACT 0 Tutorial, House of Cards, Provenance[/p]
  • [p]Act 0 Level Flow adjusted to be less confusing[/p]
    • [p]Added some world-space tutorials while removing their pop-up equivalents[/p]
    • [p]Swapped out Interloper for Artifact in Act 0[/p]
    [p][/p]
  • [p]Added some new tutorials for certain topics that weren’t previously mentioned. In particular:[/p]
    • [p]KAMI, Perks, Suits, Outposts, Data Drives, Conflict Levels[/p]
    [p][/p]
  • [p]Replaced some of the popup tutorials with in-world tutorials[/p]
[h3]Arena Generation[/h3][p]Campaign Mode [/p]
  • [p]Lowered number of Arenas before certain dialogues start
    [/p]
[h2]Balancing Changes[/h2][p][/p][h3]General Balancing Notes[/h3]
  • [p]Legendary boss selection should appear more frequently in Area selection[/p]
  • [p]Outposts should appear more frequently in Area selection[/p]
  • [p]Artifact and Downpour added to Starting weapon pool in Provenance[/p]
  • [p]Hermit should no longer spawn in Cavity[/p]
[h3]Boss Balancing[/h3]
  • [p]Legendary bosses' Health and Damage output tuned to match Megalith[/p]
  • [p]Surveyors' burst potentially generally tuned downwards to lower likelihood of players suddenly dying to it[/p]
    • [p]Minigun tuned down; affects fire rate, base damage and fire duration[/p]
    • [p]Final Stand tuned down; affects multipliers and bonuses from each Roach present[/p]
    [p][/p]
[h3]Weapons[/h3]
  • [p]Downpour: Significantly increased Projectile Speed, Base Damage, and Ammo Efficiency[/p]
    • [p]Also reduced duration it takes to spool up to maximum fire rate, which has been slightly lowered as well[/p]
    [p][/p]
  • [p]Dakka: Slightly increased Projectile Speed[/p]
  • [p]Bismarck: Reduced Ammo Efficiency[/p]
  • [p]Swansong: Increased Projectile Speed[/p]
[h3]Mods[/h3]
  • [p]Skinner's Tuning – magazine size debuff removed
    [/p]
[h2]Bugfixes[/h2][p][/p][h3]Bosses[/h3][p]General[/p]
  • [p]General cleanup pass for circumstances where certain bosses would have some VFX-es that linger past their expected durations[/p]
[p]Skinner[/p]
  • [p]Skinner's voiceover should be visible now even when he teleports away to perform certain attacks[/p]
[p]Rali[/p]
  • [p]Rali should now be hidden from his Arena proper until after the fight intro is complete[/p]
[p]Arachne[/p]
  • [p]Fixed a bug where Arachne’s cocoons would take way too little damage in general[/p]
[p]Facsimile[/p]
  • [p]Facsimile should no longer become invulnerable in specific scenarios[/p]
[p]The Tyrant[/p]
  • [p]The Tyrant’s title will now only display after the dialogue has ended[/p]
  • [p]Attempted fix to ensure that Patriot P4’s fire pools will get destroyed properly after they’re supposed to expire[/p]
  • [p]Fixed bug where Endling P2’s Clones would have their wings not connected to their respective bodies, and would thus not move with them[/p]
  • [p]Endling P2’s Clones should now spawn at the appropriate height[/p]
  • [p]Endling P2’s Clones should now take damage properly, meaning the player has to kill 3 clones in order to finish its Final Stand phase[/p]
  • [p]Endling P2’s Part 2 Final Stand sequence should now run correctly[/p]
  • [p]Fixed some bugs related to some of Mentor Partition 4’s attacks[/p]
[h3]Arena Generation / Clairaudient[/h3]
  • [p]Fixed arena generation countdown skipping an arena if you reload the game on the arena where its event was supposed to fire[/p]
  • [p]On the Arena Selection screen, the Red VFX border should now properly display even when you are about to face a special encounter[/p]
  • [p]Fixed Rain’s encounter countdown flag. It should no longer reset to maximum even if the player reloads the game two arenas before she's supposed appear[/p]
[h3]Arenas / Maps[/h3]
  • [p]Fixed one of the entrance areas of CHOKEHOLD, and sealed it off from player escape[/p]
  • [p]Fixed an issue where the launchers on MEGALITH doesn't work in certain conditions[/p]
  • [p]Skinner should no longer appear on SILO[/p]
  • [p]Added collisions to some areas of MEGALITH's entrance at COLONY[/p]
  • [p]Added additional cleanup volumes on OBELISK to prevent enemies from navigating into odd places somehow[/p]
[h3]Weapons[/h3]
  • [p]Odynometer: Secondary fire should now have the same SFX as primary fire[/p]
    • [p]Should now properly have SFX for projectile impact, ADS in and ADS out[/p]
    [p][/p]
  • [p]Ozymandius: VFX should correctly disappear upon unequip[/p]
  • [p]Panchreston: VFX for Panchreston should no longer appear on Ozymandius in certain conditions. Other similar situations should have been fixed as well[/p]
  • [p]Ensis Benedictus: Secondary Fire should now work with the Matchsaver mod
    [/p]
[h3]Player Subclasses & Masteries
[/h3][p]Pretender Chassis: Gatling [/p]
  • [p]Fixed grapple targeting being able to target the grapple projectile itself.[/p]
  • [p]Grapple targeting should be much more accurate now[/p]
[p]Rali [/p]
  • [p]Players should no longer be able to discard Rali's Crown of Thorns via Controller[/p]
  • [p]Rali's SWC buff icon should no longer show up if the player only has the Echoes of the Self mastery[/p]
[p]Rain [/p]
  • [p]Players should no longer be able to charge Rain’s Melee while blocking[/p]
[h3]Perks[/h3]
  • [p]Breeze: Footstep sounds should no longer layer with multiple stacks of Breeze[/p]
  • [p]Fixed Rebuild and Contingency icons also not showing up in the niche case where you die to a special boss and get immediately teleported back to the safe arena[/p]
  • [p]Refactored sequence at which Death prevention works; should now operate in the following sequence:[/p]
    • [p]Death Prevention[/p]
    • [p]Player Revives[/p]
    • [p]Any Special Arena Death Prevention effects[/p]
    [p][/p]
  • [p]Retribution, Subconscious Retaliation and Reactive Prevention will no longer trigger from the accursed damage (and other non-enemy damage cases)[/p]
  • [p]Fixed perk suit icons not being shown for a hand drop if player owns 3 or more perks[/p]
  • [p]After picking a legendary perk and finishing the screen shake animation, the screen behind the widget should no longer be visible[/p]
  • [p]Fix perk boxes not remembering rerolled perks when leaving the perk selection screen without selecting a perk[/p]
[h3]UI[/h3][p]HUD [/p]
  • [p]Fix radial menu not closing if mapped to a mouse button[/p]
  • [p]Fixed weapon wheel automatically defaulting to first weapon if no button is selected or defaulting to previously selected weapon when reopening if no button is selected[/p]
[p]Shop [/p]
  • [p]Fixed shop weapon details icon being wrong for some weapons[/p]
  • [p]Fixed sell screen resetting profit to 0 when opening weapon details screen[/p]
[p]Inventory [/p]
  • [p]Attempted fix for weapon mod tooltips not showing up sometimes[/p]
[p]Other [/p]
  • [p]Attempted fix for wrong character portraits showing up for a split second in conversations[/p]
  • [p]Refactored weapon popup to take numerical values from weapon data assets[/p]
  • [p]Fixed scroll boxes not centering on focused elements when using controller[/p]
[h3]Results Screen[/h3]
  • [p]Fix some legendary/special bosses generating two sets of fight end data[/p]
  • [p]Fix outposts and other non-combat arenas generating combat elapsed times[/p]
  • [p]Fix legendary and special boss fight times not being saved[/p]
  • [p]Damage Taken value should now be formatted properly in order to avoid overly long text[/p]
  • [p]Result screen boss dots can now wrap to avoid them going off the screen when a run has a high number of boss kills[/p]
  • [p]Fixed highest instance of damage on result screen not being correct sometimes[/p]
[h3]Settings[/h3]
  • [p]Added a change to default settings, where, if no suitable resolution is found, set resolution to the smallest size but include all possible resolutions still[/p]
  • [p]Updated settings preset default to low[/p]
  • [p]Added a confirmation popup when changing resolution from settings menu. Will revert in 10 seconds if no confirmation is received[/p]
  • [p]Fixed missing skip and auto controls for any dialogue that occurs after an act intro[/p]
  • [p]Fixed controller navigation on graphics settings page[/p]
  • [p]Side Mouse button display should now correctly show up when the corresponding button is being assigned to any action[/p]
  • [p]Motion Blur should now be turned off by default[/p]
  • [p]Anti-Aliasing should now be turned off by default for all graphic presets[/p]
[h3]Audio[/h3]
  • [p]Streamlined the conditions for Skinner’s theme ending, so that it ends on the same conditions as the other Player Subclass themes[/p]
  • [p]Added a fix to Skinner’s BGM so that it should end properly after the player is defeated by Skinner[/p][p][/p]
[h3]Misc[/h3]
  • [p]Fixed samsara codex entry causing everything to go wonky and fixed samsara weapon details not being shown[/p]
  • [p]Localisation for view details button in codex is now set correctly[/p]
  • [p]Selected highlight should no longer linger on settings menu after leaving a submenu[/p]
  • [p]Fixed the broken controller back button on settings screen[/p]
  • [p]Codex no longer shows weapon mods/stats modified by weapon mods. also fixed controller tooltips in shop. fixed the controller back - button for weapon details screen in codex[/p]
  • [p]Players may now rebind left mouse button by directly clicking on the key prompt in the keybind screen[/p]
  • [p]Fixed hover anim being played on previously selected item in settings menu[/p]
  • [p]Capped minimum ammo consumption to 1 to avoid a divide by 0 if ammo efficiency gets very high[/p]
  • [p]Attempted fix for issue where loot will stay stuck on player[/p]
  • [p]Loot that can no longer be collected will now stop flying towards user[/p]
  • [p]Camera Shake from melee impact should no longer overlap with newer melee impacts when player has reduced melee cooldown from any sources[/p]
  • [p]NPCs should no longer be frozen in COLONY (exit)[/p]