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Clockwork Ambrosia Demo Patch #2

It's a wet hot Clockwork summer for us here at Realmsoft (no, I don't know what that means either), and alongside new trailers and showcases, we are also here to deliver piping hot demo updates, right off the grill.

As always, leave us a note on Discord if you run into any other issues or have any more suggestions!

Major Changes

Missile Launcher Alt Fire: Primed Shots

1 / 1 · 100%

The missile launcher has been updated with an armor-busting alternate fire. We felt the missile launcher needed a little bit of extra oomph and value-add, so we came up with the idea of an alternate fire mode. Try it for yourself and let us know what you think!

Map Improvements

1 / 1 · 100%

Save points are now recorded on the map. We're a big fan of the old-school save point system, but we did agree with folks that not tracking where those precious save points were on the map could be a bit stressful. So now they are! The map will see many more updates in the future.

Movement Key Rebinds

1 / 1 · 100%

Keyboard players can now rebind movement controls. This was honestly just something we ran out of time for with the original key rebinds patch. Rebindable keys is just a great feature for PC gaming, and we didn't want that to stop at movement keys. So now it doesn't!

Now, read on for the full list of changes!

1 / 1 · 100%

New Features

Missile Launcher Alt Fire: Primed Shots

  • Alternate fire shoots a Primed Shot

  • Primed Shots deal extra damage and break enemy armor

  • Primed Shots cost extra ammo to fire

  • Normal missiles no longer break enemy armor

  • Missile launcher base ammo is now 3, up from 2

Map Improvements

  • Save points are now recorded on the map

  • The Map Kit item is now required to use the map

Expanded Options

  • Keyboard players can now rebind movement controls

  • New Graphics Mode: Lock to 60 FPS - Players experiencing improper runtime speeds can turn this on. It will also turn on automatically if Vsync fails.

General

  • The Window Scale Factor option is now applied every time the game runs

Combat

  • Mines boss armor reduced

  • Mines enemies' HP and armor adjusted to account for Primed Shots

Equipment

  • Twinfire Barrel mod now reloads two missiles at once rather than firing two missiles at once

Levels

  • Forest stages received some minor path changes. The entrance to the Mines has moved!

UI

  • Improved UI for Iris' armor gauge

  • Additional visual effects to communicate "missile stage" effects

Bug Fixes

General

  • AMD players should no longer encounter errors or crashes when entering the boss rooms in the Mines.

  • Autosaves now preserve the player's Health, Armor, and Repair Energy

  • Fixed an issue that was causing buttons to act held down when a controller wasn't plugged in

  • Fixed an issue where the player's gun sprite would sometimes not render near the edge of a screen

Combat

  • Fixed issue where enemies killed by a player would stay dead even if the player reloaded the autosave at the start of a room

  • Nimbot (Forest Boss) should no longer deal collision damage while dying

  • Fixed an issue that could cause Drillbot's routine to halt indefinitely

  • Fixed issue where dealing damage to the Mine Boss' weak point could sometimes result in the damage being multiplied too much!

Levels

  • Fixed issue where bullets could "miss" small objects if the player was too close to them

  • The player should no longer enter a glitched state if damaged while opening a chest. Additionally, the player should no longer be able to take damage while opening a chest in the first place!

  • Fixed issue where Revolver bullets could fail to activate Flipper Switches

Equipment

  • Players can no longer initiate a false "Power Dash" if they have no Power Dash equipment

UI

  • DualShock 4 controllers now correctly show appropriate button icons, including the touchpad

  • Fixed typos on certain tooltips

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