This patch introduces an update to the progression system and achievements, paving the way for new content in the future. As part of this patch, we are resetting all player achievements and the global leaderboards.
Introducing the Golden One
A new enemy type: the Orphan. hard to find, harder to kill...
Balancing updates
Tweaked Abomination attacks to stop them from hitting you when they clearly can't reach you.
Anakim in Purgatory II and beyond not such a pushover.
Arrow speed tweaked for the sniper archer.
Bugfixes
Fixing ghosts attacking when they're way above you.
Pestilance arrow accurately works for achievements now, counting kills from DoT.
Fixes for some Achievement bonuses.
Fix for Grace of God allows player to attack during time dilation.
Ghosts no longer spawn azure rays.
Ghosts no longer drop gold when they successfully attack you (you need to kill them).
Ghosts are no longer immobile in P2 and beyond.
Some enemies dropped loot when they shouldn't (looking at you, ghosts).
Oculus recentering works again.
Teleport arrows can no longer be fired if the previously fired teleport arrow is still airborne. Not as spammable.
Stopping clipping with enemies when teleporting.
Fixing knight pounce distance.
Knights no longer attack through the shield.
Fixed some ice arrow funkiness.
Quality of Life
Autosaving continue data when entering boss exit
Allowing access to pause menu while in death screen
Adding top tier name on top tier panel in Challenges
Fixed continue data being lost when switching between play session modes.
Visual Tweaks
New shield textures. Knight tweaks. Environmental polish. Nicer coins.
The Rapture is Nigh
Dear players,
TL;DR:As is sometimes to be expected during Early Access we have reached a point where we are forced to reset your progression state. This will enable us to bring you new good stuff sooner and faster. Global leaderboard will reset, but Ladder ranks will remain. Your achievement progress will go to zero and some achievements will disappear to be replaced by new ones at a later stage. We expect this to happen this Friday.
We have now been in Early Access for nearly 4 months and during that time we have avoided making changes that would affect current player progression, as we really needed to get a good statistic about how it typically evolved. But this also means that we have had to hold back on any fundamental refactoring of subsystems dependent on player progression. During this time there have also been periods where some bugs allowed some progression values to go way beyond their expected range, some of them reflected in high leaderboards score as an example.
For those that like geeky details, we basically maintain two branches of our code at any given time, the release branch and the development branch. The release branch is the one that you are playing and the development branch is the one where most of the coding is going on. We regularly cherry pick a few changes and fixes from the development branch and into the release branch in order to bring you patches with much needed bug fixes and some new features. But in the course of time, accumulated changes in the development branch become simply too complex to bring in piecewise, without actually merging all the changes in the branches. This typically means that some older game logic will not work alongside newer game logic so it needs to be phased out.
We are now in a position where in order to be able to continue updating the client on a regular basis we are forced to consider a reset of progression for all players. We want to do this in a few steps over some time, as listed below:
Phase 1: Reset of all achievements
Most of your achievements will be reset and start from zero
During that period, some older achievements will also be phased out (about 25% of them), which will have the temporary effect that some weapons and modifications that you are familiar with will not unlock.
We will still keep the Ladder ranking of players during that phase, meaning that Ladder leaderboards should remain unchanged, but the global leaderboard will be reset.
We expect to do this on Friday the 18th of May
Phase 2: New Scoring System
Until now we have used Gold collected per run as the scoring value, both for global leaderboards but also to determine the winner of challenges. In this phase we will introduce a new scoring system that takes more parameters and different play styles into account which should give players more freedom in how they reach a higher score. This will not affect your progression except that the global leaderboard will now use the new score instead of gold. Ladder challenges will also use this new score as the winning condition. We will probably keep the current ladder ranking but artificially increase its volatility when we update, which means that players will have more mobility up or down the ladder in the first few challenges with the new scoring system. This should help in reordering it according to new playstyles.
Phase 3: New Achievements
In this phase we will introduce new achievements, some of the replacements for those taken out in Phase 1 but also brand new ones. This shouldn't affect your progression.
We will not commit on dates for Phase 2 and 3 for now, but we would like to go through Phase 1 as soon as possible as this is currently blocking us from more frequent updates and bugfixes to you guys and is a hard prerequisite for the next phases.
We thank you for your patience and dedication and hope that those that lose their hard-earned progress will see this as an opportunity to come back with a revenge.
Engine Patch 22220
Upgrading Unreal Engine from 4.19.0 to 4.19.2.
No changes to game features/bugs, but should improve underlying engine stability.
Patch 22110
Feature: Top-Tier listing on the Challenge board.
Feature: In Challenges, a simple timer shows time remaining when checking Gold with familiar.
Bugfix: Divine Sight arrow has harder acceleration after a while and lower hit point so that it doesn't go in circles (as much).
Bugfix: Offline status notice not showing on leaderboard and news panel.
Bugfix: Arrows not releasing properly when grabbed from arrow selector.
Bugfix: Smooth locomotion got turned on by default.
Bugfix: Divine Sight and Cupid arrows don't search for ghosts.
Bugfix: Divine Sight and Cupid arrows now work in Anakim boss fight.
Bugfix: Azure Fury does right number of damage jumps.
Bugfix: Enemy arrows were not being time dilated correctly when arrow selector open.
Tweak: Make arrow selector highlighting contrast greater to make it possible to see what you're actually doing.
Big Ol' Bugfix and Balancing Patch 22081
Visuals: A variety of graphical tweaks, fixes and optimisations.
Performance: A variety of CPU performance optimisations. Performance should also no longer gradually decay as you play through a level.
Balance: Pit exit portals open sooner.
Balance: Some arrows were shuffled between tiers - some powerful arrows were far too common.
Balance: Un-Nerfing Wrath of God arrow.
Balance: Quiver and Blood of the Lamb blocked as random enemy drops if you don't have any use for them. You will still see these as random world drops, even if you may not need them.
Bugfix/Balance: Fix for Tempest arrow to do headshots and hit ghosts in heart.
Feature: Divine Sight arrow very likely to give headshots but not guaranteed.
Feature: Grace of God leaves arrows undilated.
Tweaks: Reorganisation of the options menu. Chaperone on/off renamed to Front-facing/360 mode in order to reduce confusion, amongst other things.
Bugfix: Ensure input is definitely disabled when dead, during loading transitions, etc. Fixes a lot of weird bugs from accidentally opening the menu and other such things.
Bugfix: Fixing teleporting through walls in dungeons (including the wooden door, which serves no purpose. but thanks for trying).
Bugfix: No more lingering T-pose ice statues. Weren't they pretty though?
Bugfix: Fixing personal space stuff when using free movement - enemies should no longer be swinging at you when they're already up in your face, but instead do so from a proper, respectful distance. As a happy side effect, you no longer need to restart your run if you want to toggle free movement on/off.
Bugfix: Fixing Purgatory + not progressing seed and difficulty during challenges.
Bugfix: Fixing Pits spawn location, they would sometimes overlap with the world.
Bugfix: Changed Pit portals so they behave the same as boss entrance portals (responding only to teleport arrow and knife so that you don't accidentally enter by moving too close).
Bugfix: Fixed going into demo mode or challenges breaking continue points.
Bugfix: Fixing Azure Fury arrow not doing proper damage when shot at too close of a distance.
Bugfix: Ensure arrow selection shows up when grabbing an arrow pickup even if the shield is up.
Bugfix: Removed the Purgatory Mastery achievements that used to unlock the gateways, as they no longer exist.
Bugfix: Possibly fixed sky going black after exiting a Pit.
Challenge Duration Set to 30 minutes
Based on feedback we will be testing 30 minutes challenges instead of 60 minutes
Bugfix Patch 21964
Bugfix: Fix to challenges not timing out
Bugfix: Fix to enemies sometimes not moving after loading of world/pits
Visuals: Lighting adjusted in pits
Bugfix patch 21884
Bugfix: Fixing Intersecting geo when in Pits
Bugfix: Fixing Challenge difficulty appearing sometimes as zero
Bugfix: Fixing old challenge results not being shown
Tweak patch 21861
Feature Tweak: Challenge runs limited to 60 minutes. Player automatically dies after this duration.
Bugfix: Dungeon player starts fixed
Bugfix Patch 21816
Bugfix: Enemies should no longer be unresponsive after exiting a pit.
Tweaks: Some CPU optimisations.