Adjusted star map mission display: - Rivals and meltdown objectives are now visible - Size and difficulty now both have a bar and value display - Increased bar resolution
Level sizes are now more varied
Added new room types to Dark Refinery (and restored a missing room type)
Misc
Teleports now rotate when displayed on the map
Reworked HUD homing target reticle
Fixes
Fixed doors sometimes having slightly incorrect sizing
Fixed Dark Refinery containing an excessive amount of similar pipe rooms
Fixed beam weapons being able to impact water surfaces behind closed doors
Fixed certain door types being created in entrances that are too small accomodate the door geometry
Fixed a rare issue where overlapping teleports could spawn
Fixed anomaly artifact drops not being taken into account when calculating level artifact count
Fixed view damage indicators sometimes being aligned incorrectly when damage source is above or below the player
Fixed enemy mines sometimes spawning too close to players
Desecrators 0.8.2 - Hazards
Desecrators 0.8.2 features new environmental hazards, rebalanced anomaly encounters and various other improvements.
Changelist:
Adjusted anomaly encounters: - Increased delay between each boss phase - Enemies spawning after each boss phase now spawn in multiple smaller waves - Removed Chamo enemies - Additional pickups now spawn after each boss phase - Adjusted arena layouts - Adjusted Devastator anomaly
Added Firewall hazard
Added Laserfence hazard
Added Pulsefield hazard
Added more door types
Improved level textures
Various FX improvements
Rivals are now less skilled at predicting movement when aiming
Fragments launched from a projectile hitting a mine will now all detonate instantly (similar to direct hits against enemies)
Increased mine projectile collision radius (mines are now easier to hit)
Fixed beam weapons being able to collide with mines during their invulnerability window
Fixed a physics regression that could cause jittery projectile movement
Fixed engine flares of secondary projectiles lacking slightly behind the projectile model
Fixed static level sounds (e.g. forcefield hum) sometimes not playing
Fixed a rare bug that could cause level pickups to be spawned at invalid positions
Fixed objectives with multiple triggers sometimes not triggering phantom walls correctly
Fixed Chamo enemies losing their cloaking after using a teleport
Fixed lamp sparks or bubbles sometimes being emitted from incorrect positions
Fixed a rare issue where levels containing a high number of teleports could contain few or no enemies
Fixed a rare case where an anomaly level could fail during generation
Desecrators 0.8.1 - Traps
Desecrators 0.8.1 features new countermeasures against invading desecrators. Be careful and aware when roaming around. Nasty surprises may lie in wait.
Improved mine hit detection for high latency scenarios
Improved CPU performance for large levels
Fixed inaccurate mine position replication for late joiners
Fixed water surfaces for large portals
0.8.0b changelist
Client pickup position replication is now more robust
Added an additional anomaly encounter per campaign
Increased max field of view to 120
Updated anomaly encounter music
Fixed a rare bug for clients where entities could get frozen after entering a teleport
Fixed multiple cases where clients could desync when collecting pickups
Fixed anomaly enemies sometimes being invisible for clients
Fixed client hazard level desync
Fixed clients getting a level failed screen after completing a campaign
Fixed incorrect map screen secret count for clients
Fixed incorrect map screen kill count for clients
Fixed multi-face geometry connections
Fixed missing muzzleflash FX for Huntress secondary
Fixed mines exploding prematurely
0.8.0a changelist
Fixed multiplayer clients sometimes disconnect on a weapon pickup
Fixed multiplayer clients sometimes disconnect on level transitions
Desecrators 0.8.0 - Anomaly
Desecrators 0.8.0 features anomaly encounters. Attracted by your continuous desecration, ancient anomalous defense systems have been awakened. Locations on the star map are marked as red when the presence of an anomaly is detected. Our scans indicate the anomalies to have large mass and be highly weaponized.
Experience familiar levels in a new light. Level generation has been updated to allow entrances to be connected through various new geometric shapes.
Changelog:
Added anomaly encounters
Room entrances can now be connected through multi-face geometry
Adjusted level sizing
Added Plasma primary (Pyro upgrade)
Added new key pickups
Improved how beam weapon impacts interact with liquid surfaces
Reduced Tank turn rate
All projectiles now have a limited lifetime
Adjusted physics behaviour of various FX
Updated Hydro Reactor music
Level music is now muted while game is paused
End screen now displays difficulty level
Fixed missing FX for Phantom Walls being triggered in the same room as a player
Fixed distant teleport FX not being rendered on remote cameras