Changed Challenger Mode xp rate to be slighter faster
Fixed controller losing focus if mouse is clicked in the menu
Fixed special monsters shield damage amount not showing
Fixed evolution/exfil circle graphics glitching in certain angles
Fixed Challenger Mode structures sparkling in certain angles
Fixed Tesla Coil not attacking if there is only one enemy nearby
Fixed Attack Drones leaving FX particles on ground randomly
Improved Shaman movement to be more elusive
Improved special monsters hp bar to show shield recharge better
Now that the Challenger Mode is well on its way, still a bit more to do, I will be slowly packing things up to move the Experimental up as the main build. That also means season 2 for leaderboards!
Enjoy!
Experimental 3E10 Released!
A quick hotfix release to address the FX volume and some new monster animation issues. Some Challenger Mode specific changes as well.
Enjoy!
Known Issues
Controller loses focus if mouse is clicked in the menu. It requires something to be clicked in order for the controller to regain focus
3E10 Release Notes
Improved special monster shield flashes when shield is recharging
Improved giant worm animations
Fixed FX volume staying at very low volume after exfiltrating from Challenger Mode
Fixed giant worm death animation playing twice
Fixed Striker passive description showing outdated information
Changed explosive barrels damage to health based percentage damage
Changed explosive barrel fire to last longer
Changed special monster recovery stats to prevent perma shield at later stages
Experimental 3E9 Released!
Known Issues
These issues were found during QA phase of 3E9 but they are not critical so they will be addressed separately
Experimental 3E8 Released
Added new mech Drake
Added new mech Runner RX
Added new mech Zero
Added better description of Challenger mode
Added Challenger mode achievement
Improved Evolution indicator UI
Changed Challenger mode crystal xp increased for faster progression
Changed passive weapons to be upgradeable
Fixed Tesla Coil and Thor not targeting elite monsters
Fixed Striker Court Martial not scaling with Loading Belt
Fixed Evolution and Exfil circle overlapping
Please note that the Challenger Mode is still a WIP. I expect it to be complete during Jan/Feb period.
Enjoy!
Experimental 3E7 Released!
Added Challenger Map (WIP)
Added starting weapons to be saved
Increased Super Magnet size
Improved grass rendering in grasslands
Improved memory management
Fixed monster death animation not triggering randomly
Fixed lobby menu logo scaling for lower resolutions
Fixed some fonts breaking in non-English language settings
Game Engine Update
FYI, Challenger map is work in progress but I thought it was about time that some parts of it was made available. Kindly let me know how you feel about this new map/mode.
Also, due to last minutes changes/improvements made to the patch, it did not go through a full QA process and may have more bugs than usual. Kindly let me know via the bug report forum.
EDIT: After uploading the patch, I realized that the game doesn't clearly tell how the challenger mode works. Basically it is an infinite mode, and in the map there will be a exfiltration point - similar to evolution point. If you successfully exfil, then you get to keep the earned Caverium, but if you die, then you will not earn any. I will make sure to update the map description in the next patch.
In the meanwhile, enjoy!
Experimental Build 3E6 Released!
Added Distance indicator to items
Added ability to change starting weapons
Added celebratory fireworks (press F to trigger)
Added fast slider value changes (hold for higher amounts)
Adjusted difficulty for Arctic Glacier
Fixed Reactor ROF values
Fixed gravity distance not scaling for some mechs
Game Engine Update
Unfortunately, the Challenger map did not make it to this patch.
As for the experimental builds, I am thinking of adding 3 more Mechs and the Challenger map to end its experimental builds.
Cheers!
Experimental Build 3E5 Released!
Added controller layout icons settings for Xbox and PS controllers
Added crystal pick up sound settings
Added personal highscore to be shown in game
Fixed Benedict not aiming at ring monsters
Fixed Mech stats UI percentage going above 100%
Fixed Flak Cannon not able to hit Crystal Rigs
Fixed Striker and Praetorian UI showing wrong number of slots in menu
Fixed New Mech Achievements not unlocking
Experimental Build 3E4 Released!
Hi everyone! Here is the 3E4 Build! Just wanted to say that some features were cut short due to time constraints and had to be moved to next patch. My goal for next patches is to have 3 more new mechs added, the challenger mode (infinite mode) and some QOL features.
In the mean time, enjoy! And please let me know of bugs/suggestions!
Added New Mech Praetorian
Added New Mech Benedict
Added New Mech Alabaster
Added UI Volume slider
Added Colorblind Mode Support
Added Mech slot and starting weapon information to UI
Added basic controller vibration support - it will be expanded
Added quick tips to pause menu
Changed Dozer's max AP increases every 100 kills
Changed timed perks to give 1 reroll
Adjusted Level 4 hyper difficulty
Fixed some achievements not syncing
Improved controller scrolling
Improved foliage rendering performance
Improved data loading for smoother gameplay experience
Improved German Translation (Thank you Corr!)
Experimental Alpha 3E1 Released!
Rolled back UI Style
Fixed shotgun issues at level 11 and 12
Removed camera shake and orbiting in upgrade panel
Experimental Alpha 3E Released!
Hi everyone. Here is the long waited Experimental Alpha 3. To be more accurate, it is Alpha 3E as it is still experimental. Instead of updating the main game every patch, the current default build (Alpha 2.15) will remain as the main build until the experimental build is 100% ready.
Please note that Experimental Builds will change without notice and is not to be used to compete in the leaderboard. Experimental build scores will not be uploaded to the leaderboard anyway. If you notice issues or bugs, please report it via the Experimental Build Forum.
Please remember that this is experimental, and hence suggest changes or opinions in a constructive way. I think the new UI style could be a topic of some contraversy, so all feedbacks are welcomed.
As for the release itself, new features kept on creeping onto the list but I had to draw a line somewhere. I would like to add another stage, challenger mode, 2 more mechs and Ultimate Perks during Alpha3. I expect Project Lazarus to have met Early Access goals by Alpha 4. At that point, we will decide what is next.
Below is the Release Note, but it is not a full list. I have omitted some features as they may not be fully implemented.
Known Issues
On upgrade screen, explosion refraction fx can bleed into UI, causing distortion.
Damage amount text will show for a second or two when you enter menu mid game.
Experimental 3E Change Log
Added New Level Outpost
New Perk System
Added new field POI crystal rig
Added siege mode to Siege Cannon
Added New Weapon Cerberus
Added New Weapon Flak Cannon
Added Power Skip
Added Elite Monsters
Added progress bar for active items
Added Emergency Shield Penalty
Reworked UI style
Reworked Armor to be now % based reduction -
Increased Max level of weapons to 12 from 10
When Wall-in monsters are killed, they drop better crystals
Cosmic Guardian will no longer knock back monsters
All weapons now have unique critical scale amount
Q and E keys to shift upgrade boxes
Space bar to install upgrades
Boss Monsters now mitigate damage depending on the distance
Changed swarmer monster navigation behavior
Improved scoresheet to provide more information
Fixed Overclock ending early
Fixed weapon slot not showing evolution weapon names
Fixed Supply Pack message and sound fx not prompting
Nerfed Gravity Retractor Range
New Czech Language (Thank you paveljanik [CZ]!)
New Portugese - Brazilian Language (Thank you thitz!)