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Update 0.6.6 Preview

Hey everyone! We have been hard at work on the next major Update 0.6.6 and wanted to give you all a sneak peek!

Skill System 2.0




There were quite a few features relating to character skills that we wanted to bring to the game, but weren't feasible with the current skill system logic. Time for an overhaul! We have started to rip out the old logic for a brand new system that will unfold over future updates, with the first major change coming to how skill cooldowns function. The new system allows for skills to modify their Charges (how many times you can use it), Recharge rate (cooldown time) all at runtime! This will allow other mechanics including Weapon Perks, other Skills, gameplay modifiers, Enemies and getting kills / hits to dynamically change these while you play!

Uncharted Sectors 🧭


[previewyoutube][/previewyoutube]

In the last major livestream we talked about the all new Uncharted Sector missions that will be debuting in the mid-late Campaign! We will be releasing the very first mission in this series with Update 0.6.6 with more variants. These Sectors become available after completing the main story Campaign mission on that particular planet. You will fight through hordes of enemies searching for lost loot caches and Unique Weapons in each of the 3 Sectors leading up to the Finale. Completing the Finale sector will grant you and your friends with tons of loot, and give you a choice of going deeper into the next Sector or returning to the Overworld with your spoils!

Audio Updates 🎧


[previewyoutube][/previewyoutube]

We also have new voice over lines for the Lockjaw Prison Security Guard Bots, and new sound effects for spike traps. You can expect more sound and VO quality of updates in the future!

UI Updates ▶




After lots of internal discussions, we decided to modify the crucial stats that appear when displaying weapons info. These changes will hopefully make for better decision making when choosing weapons to run with. We have also updated the perk icons to stand out better against the background... and highlight unique versions!

The flyout menu is also getting art updates with new textures and visible categories for Offense, Support and Special skills!

New Weapons, Perks & Skills đŸ”«


Brand new Exotic Weapons are coming... more details on those soon!

Built for use with the Skill System overhaul, new weapon perks have been added for giving back energy. Increase your skill regeneration rates by defeating enemies or landing big hits!

A brand new Assassin skill will also be debuting, allowing you to distract your enemies and engage a cloaking device!

We're excited to get your feedback on all of these changes and quality of life improvement in this next big update!

Hitscan Games

Join the community Discord!

Hotfix 0.6.5.1

In Development
  • Work on the character progression, player economy, sandbox, and late-game systems continues.
  • The new Uncharted Sector will be ready for public release soon!



v0.6.5.1



Bug Fixes & Quality of Life Updates
  • Gameplay
    • Healing Numbers from Player(s) and Enemies are now linked to the “Display Damage Numbers” option
    • Elite Medastia will now only leave 1 poison AOE after death
    • ”Reloading” sound effect has been reduced from 50% of playing to 10%
    • Fixed an issue where players could be forcibly returned to the Main Menu during gameplay in some circumstances
  • UI
    • Fixed “Display Damage Numbers” option bug
    • Fixed “Display Player HP” option bug
    • Fixed “Display Damage Numbers” option bug
    • Fixed “Screen Resolution” option not saving correctly bug
    • Fixed “Screen Mode” option not working properly
    • Fixed bug where “Invite Friends” screen could be accessed from the Main Menu, but could not be closed with a controller input
    • ”Roadmap” screen can now be closed using “B” button on controller
    • ”Discord” screen can now be closed using “B” button on controller
    • Character skill previews can now be highlighted with the Right thumbstick on controller
    • Fixed XP gained appearing twice on screen
    • UI scale options will now save properly
    • Slider options now have a background box
    • Minor Main Menu visual updates
    • Credits Screen visual updates
    • New menu button animations
    • Pausing the game will now always switch to the default Pause Menu
  • Lockjaw Mining
    • Updated Minimap to include Tram Station leading to the Cell Blocks mission
  • Titus Surface
    • Added new Vista to Site 1 Old HQ Building
    • Sinkhole gameplay and art updates
    • Added armor to several military NPCs
    • Updated minimap with newer pathways from recent updates
    • Misc environment asset optimizations
  • Titus Underground
    • Grubs by the underground river are once again aggroed - be careful on the bridge!
  • Known Issues
    • Players 2 - 4 can currently switch to power weapons during the Lockjaw Prison levels during the Campaign. This is unintended behavior as power weapons and weapon switching are now unlocked at the beginning of Titus!




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Update 0.6.5

In Development


    New “Post-Campaign” System
    • Travel to Uncharted Sectors in each non-boss Campaign Mission
    • Fight high-level enemies while exploring three partially curated, partially generated levels
    • Discover Unique Weapons you can Vault for use elsewhere in the Campaign!
    • Currently the Ruined City is available in Early Access:
      • Accessed just past the entrance to the Lost City on Oterion Mission 2
      • (Later Uncharted Sectors will all be announced, but their entrances may be secret)
      • Battle new and evolving waves of enemies, including regular appearances by the Oterion Toad
      • Gather both Gate Keys and Cypher Keys to open each hidden corner of the map and locked weapon caches
      • Find powerful new Unique Weapons to take on the enhanced threat!
    • Bug fixes and minor art / balance updates will continue, but the next Uncharted Sector is already in pre-production
    • The addition of Uncharted Sectors should effectively double the total amount of content in the Campaign!
    • News on the release date of Uncharted Sectors and the Ruined City will be available soon!
    • All roadmapped Campaign levels will continue to be designed and built entirely by hand




    Campaign Levels
    • We have put Campaign level development on hold while we work on character progression, player economy, sandbox, and late-game systems. While our original plan was to tackle each of these tasks after the Campaign was nearing completion, we’ve heard your concerns and have made these updates the highest priority!


v0.6.5



Progression and Economy Updates
    NEW Kiosks on Space Station:
    • Talk to Jeffrys and learn how to spend that hard earned CR!
    • You can find these brand new kiosks in the Engineering Pod west of the Hangar
    • Titus completion is required to access this Pod
      Character Stat Boost Kiosk
      • Upgrade your character’s offense, support and special stats using CR and the all new Tessera currency
      • More stat upgrade options will be added in future updates!
      Weapon Gambler Kiosk
      • Pay CR to and see what weapons drop!


      [previewyoutube][/previewyoutube]

      Sell Weapon Kiosk
      • Earn CR by selling weapons from your Vault!
      • Higher Rarity and power weapons are worth much more!




Couch Co-Op
 Online!
    NEW Remote Play Together Invites
    • We have built a new way to invite friends to your game!
    • Look for the all new “Invite Friends” button on the Main Menu and Character Selection Screen
    • Using Steam’s Remote Play Together, you can play Couch co-op online!


Steam Rich Presence
  • Your friends will now know when you're playing the Holochamber Arcade or the Campaign
  • See a friend online... invite them to play with Remote Play Together!




Gameplay Sandbox Updates
    Primary Weapon Balance Changes
    • The weapon damage formula has been simplified, and most weapons received a damage increase and other notable changes.
    • Slug Shotgun and Handgun remained unchanged.
    • Power weapons will go through a balance pass in the future!

        Assault Rifle
        • Increased base damage by ~60%.
        • Increased magazine size from 30 to 36.
        Burst Rifle
        • Increased base damage by ~4%.
        • Increased magazine size from 27 to 45.
        Submachine Gun
        • Decreased base damage by ~18%.
        DMR
        • Increased base damage by ~147%.
        Crossbow
        • Increased base damage by ~23%.
        • Increased reload speed by 50%.
        • Decreased magazine size from 4 to 1.
        • Crossbow projectiles now have a 25% total damage falloff per enemy hit.
        Combat Shotgun
        • Increased base damage by ~46%.
        • Increased pellet spread angle by 15 degrees.


    Enemy Health Changes
    • In addition to the weapon balancing, we have also compressed the enemy health curve a bit.
    • This ensures enemy health progresses in a predictable way as well as preparing for future endgame content.


    Weapon Perk Changes
      Extra Damage
      • This perk is being sunsetted from all weapon manufacturer pools
      • Any Weapons with this Perk currently saved in the Vault will retain full functionality, but cannot be replaced if dropped, scrapped, or sold
      • It may reappear on some extremely rare and powerful Unique Weapons at some future date, but it will not be returning to any manufacturer’s random pool
      • We are investigating more conditional ways to boost damage output as seen in Bulwark, Palisade, Kinetic, etc., so expect new Perks along these lines in future updates


Holochamber Arcade
  • HC Damage Scaling changed from 60% increase per floor to 20% increase per floor.
  • HC Health Scaling changed from 15% increase per floor to 20% increase per floor.
  • Point threshold increase per floor reduced from +40 to +10.
    • This change will result in completing higher floors faster.
  • Reduced bonus granted by Super Armor from 30% to 10%.
  • Reduced bonus granted by Super Damage from 50% to 20%.
  • Elite enemies now grant double the progress of normal enemies.
  • Increased Player Starting Level from 3 to 5.
  • Non-boss enemies are now level 5 on the first floor, and increase by 1 level each floor.
  • Boss enemies are now level 5 in the first encounter, and increase by 2 levels each floor.


NEW Weapons & Perks




Achievements!
    NEW Hidden Achievements
    • Campaign Progression Step


General Updates & Fixes
    Gameplay
    • Skill Upgrades now have Level Requirements
    • Adjusted Weapon quality multipliers to compensate for the enemy health changes.
    • Tessera and Cypher Keys have been added to character save data.
    • Fixed a co-op desync issue that occurs when starting multiple runs in the same game session.
    • Fixed an issue preventing enemies from properly scaling their health and damage based on level when Adaptive Level Scaling is disabled.
    • Fixed an issue causing Safe Zones to prevent enemy spawning.
    • Fixed an issue causing the Crossbow projectile to destroy itself too early.
    • Fixed sequence break on Titus in Sinkhole near west cave entrance
    Holochamber Arcade
    • Fixed an issue with the Sloth modifier causing the Player Incoming Damage value to go negative, resulting in players becoming immortal.
    Weapons
    • Fixed Agility Perk not working correctly on game start
    • Fixed Full Auto Perk not working correctly on game start
    • Added new mesh for Nazuna Sniper Rifle
    Character Classes
      Juggernaut WASP Drone Skill
      • Now takes 0.5 seconds to update fire rate
      • Fires continuously while player is reloading
    Enemies
      Dispersal Bot
      • Elite version now takes 1 second to detonate
      • Non-Elite version takes 0.75 seconds to detonate
      • Changed AOE to use same settings as Exploding Barrels
      • Added emissive glow for easier target acquisition
    UI
    • Added Remote Play Together Invite button to Character selection screen
    • New Oterion Lost City Loading screen
    • Updated Melee stat to display as multiples of 1.0k
    • Added LVL Req to Skills screen in Flyout menu
    • Minor HUD visual updates
    Space Station
    • Character progression will now save when using the Galaxy Map in the Space Station Command Core
    • Added NEW Character Stat Boost Kiosk to Engineering Pod
    • Added NEW Sell Weapon Kiosk to Engineering Pod
    • Added NEW Gamble Weapon Kiosk to Engineering Pod
    • NEW voice over dialogue for Josh Ormanis and Maintenance Tech
    • Added 2 NEW vistas
    • Stat boost and Tessera Kiosks are unlocked after paying a one time fee
    • Added several interactables that give XP
    • Increased VO audio volume for Maintenance Bots
    • Updated guards with new armor
    • Major Art and Lighting updates
    • NPC Optimizations
    • Several NPCs now give XP after finishing conversation
    • Fixed incorrect Hangar Crew names during dialogue
    • Fixed Station Guard 1's dialogue animation blending
    • New Interactive console in Engineering Pod...
    Oterion Lost City
    • Added new Vampire Weeds
    • Added more hidden CR caches
    • Added new Vista near the Waterworks
    Known Issues
    • Engineer’s Cryo Grenade can crash the game at random. We are still investigating a fix for this!




Join the community at discord.gg/solarpurge

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Update 0.6.4

In Development




    New “Post-Campaign” System
    • Procedurally generated levels for post-campaign play
    • Face high level enemies and earn unique weapons and loot
    • Major work in progress, but the Lost City post-game level is now nearing completion in dev testing!
    • Check out our next Livestream for a sneak peek and more release details!
    Economy Updates
    • The Engineering Bay in the Space Station and the Holochamber starting pad will have new kiosks
    • These new kiosks will allow for more character and stat customization options
    • Other specialty loot including Cypher Keys will be saved to the Player(s) vault in future updates
    • A New rare currency is being developed and will feature both in Campaign and Holochamber
    Rygar Part II
    • Players will explore underground research facilities and face brand new enemies
    • We will introduce the next weapons manufacturer
    • Watch our next major update Livestream for further news!


v0.6.4




Achievements!
  • We have added the first 3 official achievements to SP! More will be added throughout Early Access!
    • Exterminator - Kill 100 Bugs
    • Skilled Hunter - Kill 100 Beasts
    • If It Bleeds... Kill 100 Aliens




Holochamber Arcade 2.0
    Holochamber Arcade Overhaul
    • Holochamber has underwent a major rework to allow for more dynamic gameplay
    • Floors are now divided into three waves: Slayer, Mission (chosen at random), and Elite Slayer.
    • Missions have been reworked and integrated into the core gameplay loop


    HC - Gameplay
    • NEW: Domain Transfer - Players can now spend 3 Tessera at a new kiosk to transfer their run to a different Holochamber simulation at random
    • UPDATED: Holochamber Functions have been integrated into the wave-based gameplay loop
      • Functions provide passive boons to the player that affect their gameplay experience
      • The first Wave of each floor will provide a regular Function
      • The third wave of each floor will provide a strong Function with a small trade-off
    • Elite enemies no longer grant bonus floor progression
    • SuperArmor's damage resist reduced from 50% to 30%


    HC - Missions
    • NEW: Plunder Protocol
      • Items will drop from enemies and players must acquire enough of them to complete the wave
    • NEW: Uplink Protocol
      • Players must locate and defend a data lattice against an onslaught of enemies for 30 seconds to complete the wave
    • NEW: Elite Slayer
      • Defeat a number of Elite-tier enemies with heightened aggression to complete the wave


    HC - Sandbox & Economy
    • The starting room of each dungeon floor now serves as a Safe Zone
      • As long as players remain in the Safe Zone, enemies will not spawn
    • Enemies now spawn more frequently in both Simulation and Boss encounters
    • Enemy threat level will rise at an increased rate per floor to compensate for longer floor durations
    • Added the Treasure Cache as a random spawn in the dungeon on each floor
      • The associated Looter Protocol has been deprecated
    • Added the Tessera Cache as a random spawn in the dungeon on each floor
      • Tessera have a very small chance of dropping from enemies
    • Added Unique weapons to the Holochamber loot pool


    HC - UI
    • The placement of Holochamber-specific HUD items has been improved
      • Score counter now appears at the bottom of the screen
    • Modifiers display has been updated
      • Modifiers are now updated in real-time with their exact percentages
      • Modifiers granted by PowerUps are now displayed
    • The display of Main Objective prompts has been improved


    HC - Bug Fixes
    • Adjusted the logic of PowerUps to prevent duplicate effects from stacking
    • Corrected a data error that caused initial Floor Progression Rate in Holochamber to be higher than intended


[previewyoutube][/previewyoutube]

NEW Weapons & Perks
    NEW Unique Wolf “OVRKL” Rocket Launcher
    • Rapid Fire Perk
    • Full Auto Perk
    • Big Mag Perk
    NEW Unique Nazuna “Kaiju” SMG
    • NEW Perk “Ranger”
      • Use the targeting laser to switch firing modes between SMG and DMR
    • NEW Perk “Regen”
      • Slowly restore HP over time
    NEW Unique Nazuna “Renegade” Combat Shotgun
    • Gut Punch Perk
    • NEW Perk “Super Shotgun”
      • Use the targeting laser to switch between Combat and Slug firing modes


General Updates & Fixes
    Gameplay
    • Melee damage now has a chance to knockback hit enemies
    Enemies
    • NEW: Oterion Toad
      • The regular non-infected Toad that lives in the Wetlands
      • Similar to the Infected Toad, but not as powerful
      • Appears in Wetlands and Lost City
    • Updated AI logic for Infected Toads
    UI
    • Added "Unique" icon to UI for curated weapons
    • Dismantling weapons from the Vault now requires a button hold
    • Added a weapon dismantling animation and SFX
    • Vault will now correctly show the current number of weapons on startup and after dismantling
    • Optimized Minimap camera
    • Fixed logic for updating correct CR amount
    • Optimized Screen rain drops FX
    Space Station
    • Added a new NPC to Engineering, Jeffrys
      • He will evolve into a weapons vendor for players
      • Watch our Discord to learn more!
    Titus
    • Drills will now destroy all nearby enemies when starting
    Titus Caverns
    • Adjusted some enemy spawning at higher difficulties
    • Minor art updates
    Oterion Wetlands
    • Added the new wetland frog enemies throughout the southern marsh areas
    • Minor art updates at the southern edge of the marsh
    Oterion Lost City
    • Added the new wetland frog enemies in the sunken corridor area
    • Fixed an issue where outdated glyph materials were still appearing on certain wall meshes
    Known Issues
    • Rygar environmental material issues
    • Rocket Launchers are using outdated character animations
    • Enemies will sometimes spawn into props in Holochamber mode
    • Cypher Keys are still not saving correctly. Fix coming in the next update.
    • Tessera are not saving at this time. They will be implemented in the next update.
    • Some Modifiers may display incorrectly under certain circumstances.
    • AoE decals used in Plunder and Uplink Protocols display abnormally on transparent surfaces.




Join the community at discord.gg/solarpurge

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Update 0.6.3

v0.6.3



v0.6.3

Campaign Updates
  • ”New” Level: Titus Caverns:
    • The underground area leading up to the Queen’s Nest has been separated into its own level!
    • Progress is now saved so players can complete the planet at their own pace
    • Greatly expanded and adjusted enemy encounters throughout the Caverns
    • Access the Caverns after detonating the explosives near Drill Site 1


Holochamber Updates
  • Added Laser weapons to all Holochamber maps
  • Updated the Enemy Lists in Oterion Jungle Ruins Holochamber to reduce snowballing of enemies
  • Increased the amount of Holochamber floor progress that Raptors and Swamp Crawlers provide
  • Increased vacuum radius of Holochamber Power-Ups


New Weapons
  • These new Unique Weapons will appear throughout the Campaign:
    • New Nazuna DMR “Suzumebachi”
    • New Aztek Grenade Launcher “Tekuani”
    • New Zheng Shotgun “Leizi”
    • New Chatka AR “Dzhonni Riko”
    • New Chatka Rocket Launcher “Interzona”
    • New Chatka Minigun “Sasha”
    • New Wolf Handgun “Mickey Slim”
    • New Wolf AR “ARX-Prime”
    • Three New Kadru “Kobra” Shotguns
    • Two New Tawhiri “Mahuika” Laser Beams


General Updates & Fixes
    Gameplay
    • Assassin Slash no longer steals HP from thin air..... no joke... you could really do that...
    • Fixed an issue with the drills on Titus that caused abnormal behavior when starting up
    • Fixed an issue causing erroneous player information to appear when players drop out and then are added back in
    • Enemy health scaling increase based on player count has been changed for 3 and 4 player sessions:
      • 3 Players: +20%
      • 4 Players: +35%
    • Increased Power Ammo brick size
    • Added Orb mesh to HP pickup
    Weapons
    • Rare weapons will now always drop with 2 perks
    • Replaced 'Rapid Fire' in the Chatka Flamethrowers’ Perk pool with 'Big Mag'
    • Added 'Big Mag' to the AzTek FT's Perk Pool
    • Fixed a bug in the Olorun Perk Pools allowing them to occasionally roll with ammo-extension (‘Extended Clip’ / ‘Extra Mags’ / ‘Big Mag’) or the ‘Agility’ perks
    • Added ‘Incendiary’ ‘Focus Fire’ and ‘Bulwark’ to Olorun Perk Pools to offset this reduction in the pools’ sizes
    • Updated Zheng Perk Pools to include ‘Incendiary’ and ‘Zapper’ across the board
    • Added ‘Agility’ to the Zheng Flame Thrower Perk Pool
    • Added ‘Extended Clip’ to the Chatka AR Perk Pool
    • Removed ‘Agility’ from the Chatka Flame Thrower Perk Pool
    • Added ‘Big Mag’ to the Chatka Minigun Perk Pool
    • Updated SFX for SMGs and Miniguns
    • Updated Belial's Flame material
    Enemies
    • Elite Spyders are immune to pain
    • Increased purple blood VFX color brightness (Spyders, Skorlac, etc.)
    • Fixed logic for spawning "Elites" in Campaign
    • Fixed logic for spawning enemies as aggro
    • Added Status Effect component and Burning status logic
    • Updated Incendiary perk logic to utilize above
    UI
    • Minimap has been changed back to a circular shape. This should hopefully make it easier to find off screen objectives and stand out from the other UI elements.
    • Weapon comparison data is now displayed over each weapon drop (a future update will allow players to return it to its old location above the character info)
    • Fixed Perk opacity on Weapon Comparison UI
    • "Secondary" has been renamed to "Power" throughout the game for consistency
    • Fixed error with Flyout Menu character icon logic
    • Increased perk icon size in Flyout Menu
    • Increased perk name and info font size in Flyout Menu
    • Reduced opacity and blur in the Flyout menu background in order to detect enemies in screen corners
    • Added UI options menu
    • Added "Character Info Scale" and "Flyout Menu Scale" options to UI Menu
    • Updated settings for several perks and HUD icons
    • Various HUD optimizations
    • Increased Character stat icon sizes
    • Fixed bug with P2 - P4 HUDs throwing errors on load by adding a delay before refreshing
    • Perks are now displayed on left side of the Weapons flyout tab
    • Updated settings for several perks and HUD icons
    • Moved “Elite” enemy icon over to make room for Status effect icons
    • Ammo and Health Caches will now update minimap markers and usability with the difficulty
    • Minor updates to Character Selection screen fonts and button spacing
    • Added offset to Dialogue widget input action icon
    • Fixed missing weapon icon bug on local HUD
    • Fixed “Hold Y to Open Main Menu” input on Pause Menu
    • Pause Menu should now correctly display total number of players in game
    • Titus Underground has been renamed to "Titus Caverns"
    • Abort Mission will now work for Titus Caverns
    Lockjaw Cell Blocks
    • No enemies will spawn as "Elites" except for the Drone Guards in the Fan Control Room
    • Fixed fan shadow clipping
    Space Station
    • Fixed logic on NPC dialogue after completing Titus
    • Minor art and under-the-hood NPC navigation updates in Engineering
    • NPC dialogue updates
    Titus
    • Added Power Weapons tutorial
    • Added Minimap tutorial
    • Updated egg sac power levels
    • New Hazards: Small Sinkhole and Nursery Tunnel “Grub Geyser”
    • Tweaked several enemy spawner enemy lists and aggro settings
    • Misc art updates throughout
    • Explosive pods no longer deal AOE damage, but spawn several Stingers instead
    • Added a new NPC and area in the HQ zone to showcase Stinger cocoons
    • Added a series of new enemy encounters with Stingers on the Eastern Approach
    • Added several new stinger cocoons along the Eastern Approach
    • Updated waypoint marker logic for battery cave and Crane interaction
    • Added cave minimap markers
    • Removed cliff rocks near lagoon worker and replaced with Caution Gate (this will unlock and open after turning on the CommsNet tower)
    • Added extra blocking volume to Lagoon Gate
    • Disabled minimap markers for Drill Site 1
    • Added new weapons cache on northern path
    • Updated spawners for 1st drill encounter
    • Updated the collision in the Site 4 Battery Cave to prevent several rare cases where the player could become trapped in stalagmite geometry
    • Broodwatcher miniboss can no longer spawn as "Elite"
    • Updated collision around the stalagmites in the Broodwatcher Chamber to prevent players getting stuck
    • Rebuilt the logic around the Broodwatcher defeat to fix several bugs related to battery pickup and quest progression
    • Fixed an issue causing the Broodwatcher's battery to float in the air
    • Added new Stinger trap cutscene before talking to Tych
    • Added Stinger encounter to CommsNet tower
    • You can no longer talk to the CommsNet bot until the sequence between Dr. Hadley and Tych is finished
    • Fixed an issue where players could jump down into the Crystal Gorge from the eastern area of Drill Site 5
    • Minor collision cleanup throughout the level
    • Adjusted the height of some barrels in the Blasting Zone to make them easier to hit
    • Added a new cluster of barrels near the entrance to the Blasting Zone
    • Updated Nadia's name to Natascha
    • Added level transition for loading Titus Caverns
    Titus Queen's Nest
    • Under-the-hood fixes to save game data to allow for progression from Titus Caverns
    • Updated Hadley's dialogue from manually advancing text to automatically advancing
    Oterion Wetlands
    • Updated weapon cache drops
    • Updated Maya’s follower AI
    • Added new Cypher Keys to map
    • Fixed an issue that caused signposts in the abandoned colony area to vanish from the level if the player crossed the large bridge to the Survey Zone and then went back
    • Stopped the Science Center signpost from floating above the ground
    • Slightly increased the chance of finding higher tiered weapons in the AzTek tower chest
    • Added a new unique weapon, the Tawhiri Mahuika to weapon chests in the city ruins at the far edge of the marsh area
    • Added more locked weapons caches throughout Wetlands
    Oterion Lost City
    • Added pressure plate animations to Spike Traps (this change also affects the Ruined Sanctum)
    • Hid three Cypher keys in the level
    • Locked the weapon cache by the Waterworks puzzle and curated its contents with extremely heavy firepower!
    • Added an unlocked weapon cache and an ammo cache to the same area
    • Minor art updates throughout the level
    Oterion Ruined Sanctum
    • Major Art update to the starting area
    • Added a Continue Point to the starting area, just in case (also allows Players to access their Vault in the Flyout Menu before going inside)
    • Improved lighting effects in the Antechamber
    • Players are now prevented from returning to the Antechamber once inside the Outer Court
    • Greatly expanded art in the sunlit corner by the Raptor encounter
    • Infected Toads’ regen has been reduced by 75%
    • Yes, seventy-five percent! Even with this change they can still completely regain their health, but only if they remain in the toxic spore pool for its entire duration
    • Let us know what you think about this and other changes in our Discord community
    • Fixed Infested Corridor door opening to prevent a clipping error
    • Updated and fixed several navigation issues in Combat trials
    • Fixed a serious bug in multiplayer that allowed platforms to move before all players were present
    • Fixed language on moving platforms to say 'Activate'
    • Fixed camera zoom logic in Puzzle Path
    • Updated art around the dead-end broken door in the first Puzzle Path chamber
    • Updated art in the back cliff face at the end of the Puzzle Path
    • Updated art around the dead-end broken door in the first Puzzle Path chamber
    • Added lighting to the standing statues at the start of the second Puzzle Path chamber for consistency
    • Updated art in the infested switch chamber in the latter stages of the Combat Path
    • Tweaked enemy spawners for the infested switch chamber
    • Disabled the wall spike traps by the entrance of the infested switch chamber
    • Misc Art and VFX updates throughout
    Known Issues
    • Rygar continues to experience material errors on terrain. We are working on fixes but this will take some time to implement.
    • Changes to the character info or Flyout Menu made in the UI Menu are not currently saving. A fix for this is incoming but we could not delay our “post-ATG update” any longer!


Join the community at discord.gg/solarpurge

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