Desecrators cover
Desecrators screenshot
Genre: Shooter, Indie

Desecrators

Desecrators 0.9.1 - Sound Cues

Desecrators 0.9.1 features new contextual sound cues. With ears on your friends your eyes can be on your enemies.

  • Added sound cues for:
    - Player death
    - Player respawn
    - Allies dying
    - Players joining or leaving the session
    - Completing level objectives
    - Playthrough ending
  • Added Stinger enemy
  • Reduced Chamo-Banshee spawn rate
  • Added more level texture variations
  • Added more breakable models
  • Hazard 1 difficulty is now easier
  • Anomaly and rival kills are now tracked as player stats
  • Empty phantom wall groups are now marked as explored after being activated
  • Improved texture assignment for breakables
  • Improved destructable wall explosions
  • Improved distortion FX
  • Sentry Mines now emit bulletcasings when firing
  • Reduced teleport spawn rate for complex levels
  • Adjusted intro sequence fog density
  • Fixed incorrect HUD exopod crosshair spacing
  • Fixed missing move repeat delay for menu buttons
  • Fixed an issue that could cause Devastator anomaly to not detect the player at certain angles

0.9.0a changelist


  • Added dynamic weapon crosshair
  • Added more breakable models
  • Breakables can now contain active mines(!)
  • Adjusted teleport spawn rates
  • Exopod orbit rate is now slower while underwater
  • Improved Sentry Mine weapon FX
  • Fixed excessive amount of teleports being generated for some levels
  • Fixed incorrect database UI scroll scaling
  • Fixed incorrect view rotation for Sentry Mine cam
  • Fixed distortion FX interacting incorrectly with dense fog

Desecrators 0.9.0 - Surface Detail



Features

  • Overhauled level textures
  • Improved explosions
  • New enemies added:
    - Star Husk
    - Prox-Layer
    - Bladder-Layer
    - Mega-Layer
    - Chamo-Layer
  • New weapons added:
    - Thermo secondary
    - Sentry Mine

Gameplay

  • Rivals can now use mines
  • Pillager impact no longer temporarily disarms players or rivals (still disarms enemies)
  • Headlight no longer drains energy when used in lobby level
  • Adjusted enemy and pickup progression across levels to be more gradual

Level

  • Reduced overall level sizes
  • Doors and forcefields are now sometimes locked by destructable panels
  • Doors are now sometimes semi-transparent

Misc

  • Increased max size for HUD scaling setting
  • Improved various weapon FX
  • Added category headers to database UI
  • Optimized lighting performance for enemies with rapid-fire weapons

Fixes

  • Fixed mines being able to spawn too close to teleport exits
  • Fixed locked entrances for teleport rooms not being displayed correctly on map
  • Fixed an issue where teleport exits would be placed at incorrect positions
  • Fixed distant light flares sometimes shining through walls after a player dies or teleports
  • Fixed Needleray leaving behind looping boost FX after teleporting
  • Fixed a rare bug where projectiles bouncing inside tight corners could escape the level
  • Fixed level intro sequences sometimes having excessive amounts of fog
  • Fixed misaligned selection marker for database "Back" button
  • Fixed objective rooms sometimes being too small to contain objects
  • Fixed entrance scaling sometimes leadings to doors being slightly too small
  • Fixed droplet impact sounds being played at incorrect positions

0.8.3a changelist


  • Fixed a crash that could occur when a beam weapon hit multiple mines
  • Fixed a crash that could occur when generating an anomaly encounter

Desecrators 0.8.3 - Evolution


Features:

  • Overhauled various weapon FX
  • Added navigation aid for meltdown sequence
  • Added hints to help highlight various aspects of the game


Gameplay

  • Reworked enemy reaction times to be more forgiving
  • Rival weapon projectiles now move slower on Hazard level 1-4
  • Reworked Impulse:
    - Increased damage
    - Lowered accuracy
    - Looks cooler
  • Plasma can now be fired underwater
  • Adjusted Devastator anomaly

Levels

  • 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.

  • Levels can now contain mine hazards and traps
  • Phantasm changed:
    - Increased firerate
    - Reduced damage
  • Improved teleport FX rendering
  • Teleports leading to secret or anomaly rooms
  • Hints may appear
  • 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