Athena will now react verbally to combat situations, when no other dialogue is active
Added more impactful audio for player death
Melee NPCs now no longer strafe when moving into combat
Improved lighting, scenery and terrain across Calastria and Planetfire
Fixed some incorrect geometry in the navmesh of the finale of Yes, We're Going There
Standardised some inconsistent behaviour with GUI button audio
Week 53
Aiming for another patch this week with further improvements while we wait for the all clear from QA admin.
Update
Build: v0.9.10.5689
Improved visual impact of player death
Many visual improvements to Out of the Frying Pan, into the Planetfire
Fixed accidental breaks in navmesh in Yes, We're Going There
Player will no longer crouch when exiting the menu using the Back button on gamepad
Fixed an exception being thrown in Alive1 when resuming an old save
Fixed an issue where music/atmos would be incorrect when exiting the mini-glitch in Alive1
V-sync toggle should now display correctly when entering the graphics options menu
Prevented picking up of physics objects while standing on them, or airborne, to prevent possible exploits
Changed the way the player interacts with held physics objects to make object clipping more unlikely
Gamepad settings menu now has an Apply button, to mirror functionality of other menus
Week 52
Aiming for another patch this week with more tweaks and adjustments. Meantime we're finishing up various bits of admin needed for release.
Week 51
Lots of great feedback since our last patch, thank you again ^^
This week we're going to be addressing these items as well as a few more that we'd like to further improve upon from our own testing.
Update
Build: 0.9.10.5652
Added visual points of reference and collider optimisations to all Death or Glory levels to aid navigation
Tweaked and rebaked lightmaps on several levels
Fixed missing terrain in Circling the Drain
Fixed manual save names being mistakenly truncated to 10 characters
Prevented players from crouching under trucks on Death or Glory levels
Fixed an audio congestion issue that would occasionally cause dialogue queues to skip
Crossbow bolts will no longer distort when attaching to certain objects of non-uniform scale
Pressing back during Chapter Select difficulty selection will now only close the difficulty selection overlay
Fixed an issue where the player could get stuck on top of the respawn in Chilli Chomper
Fist spike unlocked state is now correctly saved in Alive1
Player velocity is now restored when saving/loading
Fixed bug where player could sometimes enable Back button functionality during a loading screen
Player now re-equips previous weapon if enemy body parts disintegrate while being held
Player can now equip sticky launcher when ammo is empty, in order to detonate remaining mines
Fixed a bug where fist-spiking while picking up a new weapon leaves you with no weapon equipped
Fixed unhandled exceptions on floor collapse in The Citadel
Fixed floor material not fading out correctly at finale of The Citadel
Fixed an issue with gamepad presets
Week 50
We're through the major parts of QA now and awaiting further feedback. Meantime we're working on your suggestions and making some restructuring and graphical enhancements to our larger levels in order to improve navigation and provide more distinctive design touches, these should result in more visual cues to help get your bearings while exploring ^^
Week 49
Another big patch last week addressing a lot of your feedback and including many tweaks suggested by QA. This week we're continuing to add more of these improvements.
Update
Build: 0.9.10.5590
Added autosave to beginning of The Citadel
Added spawn fx for Citadel NPCs
Added some extra visual interest to various levels
Tweaked jump-pads and pickups layout in The Citadel
Tweaked positioning of Diasporado corpses in Planetfire
Fixed a bug in Rescue Run that would prevent saving in The Citadel
Added colliders to various levels to prevent progression-breaking exploits
Saved games now strip out disallowed characters to prevent file write errors
Fixed consistency of UI resizing when localised
Fixed NPCs being able to walk through fans on Rage Quit Reactor
Fixed an issue that was incorrectly enabling saves in Pure Rocket Arena
Made 1337 b0mb4D33r slightly easier to achieve
Player now reverts to last used weapon when switching levels while holding an object
Player crouch state is now saved
Various UI consistency tweaks
Improved timing of Rescue Run ending
Fixed bug where player could become unable to move after taking damage while pausing the game
Game is now completely paused when player transitions between levels
Moved version number from main menu to options menu
Screen fade no longer obscures UI elements
Fixed an issue where the fire sword would be unavailable to equip
Camera glitch effects are now disabled when game is paused
Added enforced clean-up of NPC debris in Planetfire to improve performance
Last Stand encounter in Planetfire should now be more reliably saveable
Activated lift states are now saveable in The Citadel
NPCs can now no longer escape the central reactor room in Rage Quit Reactor
Rebaked occlusion culling in various levels
Added some missing UI localisation
Updated credits
Updated splash screen
Week 48
This week is focused on the remaining minor fixes and then patching those out to Steam for testing and feedback.