Fixed weapon exchange behaviour for duplicate weapons
Fixed incorrect ammo count for dropped mine weapons
0.7.2a changelist
Increased Mega Mine trigger radius
Reduced Rival weapon damage (Now deals 100% of player damage at Hazard 5)
Rivals now use turbo less often
Rivals are now seeded more consistenly across levels
Enemies are now less accurate at leading shots at short ranges
Reduced Beam Turret turn rate
Adjusted level generation such that relative sizing of different level types is now more consistent
Level layout complexity is now based on difficulty and overall layout complexity has been reduced
Dropping a weapon and then picking up a weapon of the same class will now always autoselect the new weapon
Added HUD feedback for exchanging weapons
Added keybind for exchanging weapons
Added keybind for dropping current mine weapon
Added settings for toggling rear and projectile cameras
Improved various combat FX
Improved CPU performance for large levels
Fixed missing vertex colors for some pickup models
Fixed a bug where secret door textures would tile normally and be too difficult to spot
Fixed enemy generators not applying ejection force to spawned enemies
Fixed a rare bug where Arclight would not play the firing sound for a charged shot
Fixed entrance highlights sometimes being created for Phantom Wall and secret groups
Desecrators 0.7.2 - Hydro Reactor
Added Hydro Reactor level
Improved Abandoned Tomb level
Reworked Megamine: - Detonation now has a short delay - Shockwave radius and damage increased - Detonation now also creates a short-lived gravity well
Gravity wells (e.g. Bubblebomb) more consistenly attract large entities
Reduced gravity well attraction strength for friendly targets
Increased slowdown of projectiles travelling underwater
Reworked muzzleflash FX for all weapons
Adjusted various combat FX for better readability
Database now displays ammo capacity for Exopods
Reduced Banshee firerate
Adjusted hitsphere radii of crawler enemies
Fixed incorrect muzzleflash behaviour for center-firing weapons
Fixed view muzzleflash FX being offset incorrectly while Turbo is active
Fixed client inventory desync when a primary from the first bank slot is dropped
Fixed missing selection feedback for database entries
Fixed database scroll bar not working
Fixed directional damage indicators being shown for friendly fire
Fixed inconsistent post level stats for clients
Fixed missing post game stats for clients
Fixed audio settings menu displaying incorrect values
Fixed certain lifetime stats not updating
0.7.1a changelist
Fixed Listening Station sometimes generating impossible levels
Desecrators 0.7.1 - Listening Station
Desecrators 0.7.1 features Listening Stations where you get to navigate a combination of narrow corridors and wide areas. With luck you may find "windows" too narrow to navigate - but certainly not too narrow to snipe enemies. Beware, the "windows" will not prevent enemies from shooting back.
Changelist:
Added Listening Station level
Added SLMG primary
Added background music to database
The sum force of Gravity Wells affecting a ship is now normalized - i.e. overlapping Gravity Wells can now be escaped using Turbo.
Fixed Phantom Walls sometimes not being triggered by key pickups
Fixed bubble FX collision detection when travelling across multiple underwater rooms
0.7.0b changelist
Added Chamo-Banshee
Added new room types for Drifting Orbital and Dark Refinery
Fixed player loadout sporadic reset
Fixed invalid key pickup generation for Abandoned Tomb
0.7.0a changelist
Fixed database discovered objects not saving properly
Fixed database enemy hull and shield values not being scaled with difficulty
Fixed clients keeping their weaponry when dying during meltdown
Fixed clients charging weapons not triggering exopods on the server
Fixed a rare bug where a level could contain no enemies
Fixed non-secret triggered destructable walls not rendering correctly on the map
Fixed various issues that could cause bubble FX to escape water areas
Fixed warped liquid surfaces for skewed room entrances
Desecrators 0.7.0 - Database
Desecrators 0.7.0 features a new database module recording and storing details about enemies and pickups you encounter. Explore, desecrate and use the database to improve your performance.
Features
Added ingame database that lists all discovered enemies and pickups
Singleplayer sessions are now paused while a menu is open
Clients will now keep their ship inventory when joining a server
Level changes
Improved teleport placement: - Most teleports will now be placed in separate rooms - Enemies are less likely to be placed near teleports
Reduced overall level layout complexity
Added lighting highlights for room entrances
Added new room types to Derelict Freighter and Drifting Orbital
Improved texture assignment for light surfaces
Updated Dark Refinery music
Power pickups are now more consistently spaced across a level
Enemies can now spawn closer to the dropship in high Prospect levels
Gameplay changes
Rival aim leading is now less accurate
Rivals are now better at dodging homing weapons
Rivals are now better at estimating splash damage from their own weapons
Adjusted Gun Husk AI to make them less likely to sit in doorways when attacking
Improved how enemies react to mines placed in doorways
Adjusted Beehive projectile speeds
Reduced impact forces from underwater explosions and projectiles
Increased player pickup collection radius
Misc
Improved smoke trail rendering
Improved enemy generator spawning FX
Improved explosion debris physics
Reduced latency for client pickup collection
Added directional damage feedback to player HUD
Added setting for adjusting player turbo FOV shift intensity
Added setting for toggling raw input for axis controls
Added settings for rebinding selection of specific weapon slots
Fixes
Fixed roll sensitivity affecting roll speed
Fixed Pyrocrafts spawning in underwater areas
Fixed some HUD elements not being disabled while a menu is active
Fixed 3D player names not rendering correctly
Fixed 3D player names sometimes not being removed after a player disconnects
Fixed rebind menu not scaling correctly on low resolutions
Fixed turret muzzleflash FX staying in a frozen animation state when fired from a culled entity
Fixed teleport exit orientation sometimes facing nearby walls
0.6.2c changelist
Flares and headlight now always use energy ammo
Adjusted headlight low ammo behaviour
Flare firerate is now halved if no ammo is available (similar to primary weapons)