Patch 0.14 Live
Today's patch fixes a lot of known bugs and includes suggestions/requests from the Steam Forums, Twitter and Discord communities.
Highlights in patch 0.14 include projectiles no longer going through walls, a big difficulty re-balance, on-screen damage indicators, car surfing and much much more!
The full change-log can be found below:
Accessibility
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Wallrunning has option to disable screen roll
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Outline options added for enemies
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Option to show outline around enemies when they are shot
Bug Fixes
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Enemy projectiles no longer go through walls
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Fixed bug where you got stuck in your car when entering near a shop
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Fixed bug where Ascension jumppad shortcut wouldn't activate
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Made audio fade in/out correctly between loading checkpoints/levels
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Fixed consistentcy of Teratek Crates between saves
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Fixed one of the Leapers not spawning after the green key arena in Battle Alley (post death)
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Fixed a bug on Artifact-Zero where the Syn Mech would appear before the crate is lifted
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You can no longer switch weapons while the game is paused
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You can no longer activate your chainsaw in the car (or when you enter the car)
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Fixed rendering bug where 3D UI elements would render incorrectly against particles and transparent objects
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Cooldown added preventing micro-missile selection spam, thus locking all your other weapons
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Fixed street server in Emergence not having collision
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Chainsaw grace is no longer affected by explosive barrels
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Fixed bug where when jumping on a ladder while tracers are animating, they will no longer get stuck midair
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Fixed a bug where enemies would lose their target if the player enters a shop
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Can no longer change weapons while in the shop
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Fixed a bug where the Waster shotgun would get jammed sometimes
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Fixed inconsistency in the Secret Level select menu
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Fixed a bug where the flamethrower cone wouldn't always disappear
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Fixed a bug where the Magnums alt-fire would get stuck on sometimes
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Fixed bug where the car can drive through forcefields on Rooftops
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Fixed collision on boats in Battle Alley so players don't get stuck under the lip
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Fixed Magnum alt fire zoom bug
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Rain settings are now maintained between loading levels
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Fixed jumping off projectiles while using the Agile augment
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Fixed UI so the selection range doesn't take up the entire screen
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Can no longer click 'Return' or press escape while in the resolution confirmation window
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Fixed a poorly placed teleport trigger on the map Syn
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Fixed a trap door not saving correctly between checkpoint loads in Dead Plaza
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Fixed pain screen effects not showing up after dying
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Fixed a collision bug in Dead Plaza where the player would get stuck on a fan
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Fixed a button in Ascension having no binding to the master audio mixer
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The post-processing effect on rain is now disabled correctly via the settings
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Zooming now works in Photomode
Quality of Life changes
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Micro Missile load times are maintained between saves
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Collision pass done on most maps to stop players getting caught on geometry while chainsawing
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Added a platform on Dead Plaza to assist with wall running section
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Added a platform to Battle Alley to assist on directions
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Your current mod configuration is now shown when holding Tab (default keybinding)
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You can now dash into jumppads
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Flamethrower remembers configuration between switching and respawns
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Uzi remembers configuration between switching and respawns
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Gameplay geometry tweaks to the train level to help guide players more and provide cover
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Fixed a lot of the settings descriptions in the menus
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Onscreen damage direction rings now added
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Improved UI on confirmation boxes significantly
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Capped the Weapon FOV so its values don't go crazy high
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Sold out message added to shops when all stock is taken
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Objective markers added to chains in Rooftops
Visual/Audio
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Ultra-wide Support now working correctly with UI elements
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Weapon Wheel on certain resolutions is no longer massive
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Low health breathing sound effect added
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A screen effect is now applied when you are underwater
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Objective Markers now have a pulsating effect to make them more apparent
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Portraits added to skill screen
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Pitch increased on big head mode enemies (Tech-Chip)
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Cinematics have big heads if its turned on (Tech-Chip)
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Another pass done on the fog in Ascension
Balance
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You can now jump on the hood of your car and ride it around like a surfboard
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Big tweaks to the difficulty settings, making the values a little more sane. Damage outputs increased, projectile speeds reduced
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Much more consistency on Waster electro shot stunning enemies
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Syn Mech's blast radius from the shield bash is now more obvious
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Artifact-Zero boss: Reduced eyeball health to make the boss feel less like a bullet-sponge
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Artifact-Zero boss: Made green-beam walls more obvious on where damage is applied and slightly reduced damage
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Artifact-Zero boss: Delay at start before enemies spawn in, and reduced numbers of enemies spawning in
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Artifact-Zero boss: More ammo added to the arena
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Artifact-Zero boss: Final phase beams have a damage cooldown
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