Desecrators cover
Desecrators screenshot
Genre: Shooter, Indie

Desecrators

Beta branch changelist


  • Added clientside pickup handling:
    - Pickup physics are now simulated locally on each client
    - Ship pickup attraction is now enabled in coop
    - Dynamic pickups (e.g. shield, ammo) are now instanced per player
  • Network improvements:
    - Improved ship interpolation
    - Reduced ship jitter at high latency
    - Improved enemy AI handling for high latency players
    - Improved pickup collection prediction for clients
  • Added player kick and ban menu for hosts
  • Added server status messages
  • Rival credits reward now scales with raid difficulty
  • Adjusted coop enemy scaling
  • Increased push force for boosting players vs. enemies
  • Players now now get a free spawn on first join in Gauntlet mode
  • Added map open/close sounds for other players
  • Fixed breakable object damage FX desync for clients
  • Fixed rare mine spawning out of bounds
  • Fixed mine desync for late joining clients
  • Fixed an enemy spawning issue that could cause strong enemies to appear at the start of a raid
  • Fixed secrets appearing in anomaly rooms
  • Fixed rare large room entrance misalignment
  • Fixed HUD warning triggering from allied mines
  • Fixed missing splash damage from client projectiles
  • Fixed a possible player ammo desync

1.0.6 Beta Release

We are doing a beta release to test various multiplayer-focused improvements.
These changes will eventually be released as a normal update.

Select branch "beta - Public testing branch" on Steam to participate.

Changelist

  • Network improvements:
    - Added clientside hit detection for all projectile weapons
    - Improved mine movement interpolation
    - Improved pickup movement interpolation
    - Improved ship interpolation at high latency
  • Reworked coop enemy scaling
  • Adjusted player colours for better visibility
  • Improved player and rival model visibility
  • Reduced Bubblebomb ammo rate 0.5 -> 0.3
  • Secrets are now more dangerous on Hazard 4 and 5
  • Adjusted Hazard 5 rival spawn counts
  • Fixed splash damage not applying armor penetration
  • Fixed cartographer spawning in meltdown secrets
  • Fixed secret buttons spawning in meltdown secrets
  • Fixed meltdown secret distance estimation not treating anomaly rooms correctly
  • Fixed clients losing credits when disconnecting while dead
  • Fixed beam projectile desync when spectating
  • Fixed player respawning not selecting player who died first
  • Fixed mine positions sometimes desynching for clients
  • Fixed client missing impact FX for static objects

1.0.5g changelist


  • Reworked layout generation for more consistent levels:
    - Improved room placement around complex geometry and caves
    - Improved room entrance geometry
    - Further improvements to room gravity alignment
    - Reduced chance of nested secrets rooms
    - Greatly reduced chance of rooms falling back to teleport connections
  • Additional loading time improvements

1.0.5f changelist


  • Adjusted Hazard 4 enemy damage
  • Added additional room entrances for Hydro Reactor
  • Added 50% armor penetration to Mega Mine
  • Event sound queues now use HUD instead of music volume setting
  • Major improvements for level loading times
  • Rebalanced Smartbomb
  • Rebalanced Pyronite and Ionite
  • Stinger AI is more aggressive when target has low power
  • Improved room entrance alignment
  • Improved meltdown secret generation
  • Improved shockwave FX
  • Improved trap mine spawning in multiplayer
  • Increased Pion Propulsor move speed bonus 10% -> 12%
  • Increased Subdivider cost 60000 -> 70000
  • Increased AI sight range
  • Increased max rival spawn count on Hazard 5
  • Fixed Superburner FX not being applied to player ship on spawn
  • Fixed incorrect Gravity Well team coloring for clients
  • Fixed a rival AI issue that could cause incorrect turning behaviour
  • Fixed lightcone generation failing for skewed surfaces

1.0.5e changelist


  • Fixed Steam Deck upstart failure
  • Fixed small Subdivider graphics issue

1.0.5d Steam Deck issue

We are aware of the issue with running 1.0.5d on Steam Deck and expect to resolve it within 24 hours.

1.0.5d changelist


  • Added Steam Rich Presence integration
  • Added new artifacts:
    - Plasma Torch
    - Subdivider
  • Added HUD 'warning' indicator for following weapons:
    - Cluster Bomb
    - Beehive
    - Mega Mine
  • Major performance improvements for:
    - AI
    - Physics
    - Multiplayer
  • Adjusted transition sounds to better match intro length
  • Limited player damage sound frequency
  • Improved HUD homing indicators
  • Improved melee damage sound
  • Improved mine beep sound
  • Upgrade screen now shows a description for empty weapon slots
  • Fixed perfomance issues in save menu when many saves are present
  • Fixed a HUD issue that could occur when player is near an extreme number of pickups
  • Fixed framerate drop in large rooms during meltdown start
  • Fixed a rare issue with pickups that could affect performance on clients
  • Fixed mine beeping reacting to projectiles
  • Fixed ships sometimes missing muzzleflash FX on clients
  • Fixed joining a game from an active run sometimes failing
  • Fixed flares being affected by the projectile lights graphics setting (again)
  • Fixed stutter first time player collects a power pickup
  • Fixed some models not being centered correctly in database

VR Branch

  • Added keybind for view re-centering

1.0.5c changelist


  • Added additional sound feedback for melee damage
  • Added additional sound for 'No lives left' message
  • Enemy mines now emit sounds when player is close
  • Rivals are now better at reacting to Foamphase and Ack-Am
  • Fixed duplicate controller binding for 'Show Controls' on first game startup
  • Fixed rare issue where client could not pickup ship ammo
  • Fixed client-side issue related to shockwave damage
  • Fixed controller/keyboard input for menu sliders

VR Branch

  • Fixed 3D audio not being affected by VR view rotation
  • Fixed menu dialogs not working properly in VR

1.0.5b changelist


  • Updated title music
  • Rival adjustments:
    - Shield regeneration delay increased 8s -> 10s
    - Max shield regeneration reduced 100% -> 50%
    - Secondary reload rate increased by 10%
    - Rescaled AI skill curve to peak later in a run
    - Max exopod count increased 4 -> 6
    - Rivals are now better at coordinating attacks
  • Enemy shot leading is now less accurate when target is only audible (and not visible)
  • Increased enemy awareness during anomaly encounters
  • Improved biomorph movement animations
  • Fixed rival debris having groovy colours
  • Fixed trigger panels in Prisonlab using incorrect textures
  • Fixed Missile Tanks not dropping secondary pickups

1.0.5a changelist


  • All biomorph enemies are now hydrodynamic
  • Manta:
    - Increased turn rate
    - Increased move speed
    - Increased fire rate
  • Moray:
    - Renamed Parashrike -> Moray
    - Increased move speed
    - Increased turn rate
  • Scrambler:
    - Reworked AI
    - Improved attack animation
    - Added Ichor secondary
  • Liquifier:
    - Renamed Flayer -> Liquifier
    - Reworked AI
    - Improved attack animation
    - Added Corrosive Ichor secondary
  • Thermo rebalanced:
    - Radius reduced 28m -> 20m
    - Damage falloff is now constant
    - Max ammo increased 3 -> 4
  • Adjusted Prisonlab:
    - Ambush groups may now contain biomorphs
    - Small level gen adjustments
  • Added seasonal title screen
  • Various music updates
  • Fixed an error that could occur during alarms in Prisonlab
  • Fixed a chat issue with keypad enter
  • Fixed save system issue where new saves could get hidden