[p]Hey Warlocks![/p][p]This patch focuses heavily on addressing soft-lock issues and geometry problems that have been reported by the players, alongside important fixes for achievement tracking and performance and visibility improvements. [/p][p][img src="https://clan.akamai.steamstatic.com/images/40723470/240a0c7b8dde9e6557bd193fabd60f3f80844a12.png"][TAG-10][/p]
Levels & Geometry
[p]We've tackled numerous soft-lock situations across all chapters that were preventing players from progressing as intended.[/p]
[p]Chapter 1:[/p]
[p]Fixed an issue where players could jump out of bounds and soft-lock the game after finding the first secret[/p]
[p]Removed two statues in E1M8 that allowed players to soft-lock the game by jumping into the red key area[/p]
[p]Chapter 2:[/p]
[p]Fixed a soft-lock location in E2M2[/p]
[p]Fixed a soft-lock hole in E2M4[/p]
[p]Fixed clipping decorations in Urd's Hub[/p]
[p]Fixed an improperly placed invisible wall in E2M5[/p]
[p]Improved teleport pits in E2M7[/p]
[p]Chapter 3:[/p]
[p]Fixed a soft-lock pit in E3M10[/p]
General
[p]We've made some general tweaks to improve visibility and balance.[/p]
[p]Decreased Poison Cloud opacity to improve player visibility during combat[/p]
[p]Removed the Sentinel's green trail that incorrectly dealt damage to the player[/p]
[p]Removed the Eldritch's green trail that incorrectly dealt damage to the player[/p]
[p]Fixed an issue where the Buckshot Revolver would consume ammo improperly[/p]
Achievements
[p]Several achievement tracking issues have been resolved.[/p]
[p]Fixed the "Heavy Duty" Achievement[/p]
[p]Fixed an issue where the "This is Lit" achievement would trigger even if the player did not damage any monster[/p]
[p]Fixed stat tracking for "Red Gunner kills" achievements[/p]
[p]Fixed stat tracking for "Red Hunter kills" achievements[/p]
[p]Fixed stat tracking for "Gunslinger kills" achievements[/p]
[p]Fixed stat tracking for "Demoness kills" achievements[/p]
Performance
[p]Fixed a performance issue related to Robosatan[/p]
[p]Thanks for the continued feedback and all of your bug reports – it really helps us make the game better for everyone. [/p][p]See you in the next one![/p][p][/p]
Performance Improvements Incoming
[p]Hey Warlocks![/p][p]Another week, another update for Project Warlock II. This patch introduces the first round of performance optimizations we've been talking about, alongside several important bug fixes addressing issues reported by the community. [/p][p][img src="https://clan.akamai.steamstatic.com/images/40723470/240a0c7b8dde9e6557bd193fabd60f3f80844a12.png"][/p]
Performance Update
[p]These changes aim to reduce CPU usage and improve overall framerates, kicking off our performance improvement efforts that will continue over the next few updates. This time, areas of focus include:[/p]
[p]Optimized Ghoul Berserk code to decrease CPU usage[/p]
[p]Optimized Succubus code to decrease CPU usage[/p]
[p]Improved Senses AI for monsters to decrease CPU usage[/p]
[p]Improved Monster player detection code to decrease CPU usage[/p]
[p]We'd love to hear your feedback on whether you notice any differences in your FPS, and game's overall performance after this update. Your input is crucial as we continue to roll out further optimizations in upcoming patches![/p][p][/p]
Fixes
[p]This update addresses several reported issues impacting gameplay:[/p]
[p]Fixed an issue where headbob would jitter on short, rapid movement[/p]
[p]Fixed an issue where weaponbob would not be affected by preferences settings[/p]
[p]Fixed an issue where codex entries would not appear unlocked in some cases, previously requiring a level change or return to the main menu[/p]
[p]Fixed an issue where bestiary entries would not appear unlocked in some cases, again previously requiring a level change or return to the main menu[/p]
[p]Fixed a localization issue where the task name and description would not appear in E3M4 in languages other than English[/p]
[p]Fixed an issue where the Buckshot Revolver's ammo would be calculated incorrectly[/p]
[p]Thanks for the continued feedback and all of your bug reports – it really helps us make the game better for everyone. [/p][p]See you in the next one![/p][p][/p]
Hot Tips and Cool Fixes
[p]Hey Warlocks![/p][p]Here's another update for Project Warlock II with improvements based on your feedback! This patch brings important improvements for Steam Deck, the first batch of your ever insightful loading screen tips, and fixes for several gameplay issues that have been reported since 1.0 launch. We're also working on performance optimizations that will arrive in future updates.[/p][p][img src="https://clan.akamai.steamstatic.com/images/40723470/240a0c7b8dde9e6557bd193fabd60f3f80844a12.png"][TAG-10][/p]
Loading Screen Tips
[p]Again - thanks for all the submissions! From the 100 tips already in the game, we're now rotating 25 of them weekly while keeping the others in the regular pool. This approach ensures players see fresh content and gives different tips a chance to be featured prominently. We're still accepting more tips to expand the collection! Submit them here.[/p]
[p]Added the first batch of new Loading Screen Tips from the community[/p]
Steam Deck Support
[p]We've improved the Steam Deck support based on the community feedback and Steam requirements.[/p]
[p]Remapped some of the default key bindings (we suggest resetting your key bindings to default once you download the patch)[/p]
[p]Improved text readability[/p]
[p]Improved automap visibility[/p]
Fixes
[p]As we work on addressing issues that have been reported since the 1.0 launch, we're ready to introduce fixes for several important problems that have been impacting gameplay. This update focuses on resolving specific gameplay issues, exploits, and balance adjustments.[/p]
[p]Temporarily removed Camera Sway Effect - will be re-added later as a toggleable option[/p]
[p]Removed hitboxes from all lanterns to prevent exploits that could cause players to fall out of world[/p]
[p]Fixed an issue with Cannon where holding fire (LMB) and activating Akimbo would cause the weapon to become unable to fire during Akimbo[/p]
[p]Fixed an issue with Urd's Magnum Pistol where it could apply higher fire rate without purchasing Alt Fire[/p]
[p]Fixed an issue where headshots would consume the first bullet from the chamber for Urd's Magnum Pistol and Revolver[/p]
[p]Fixed an issue where Kirsten's Void Staff and Void Streamer pull effect could drag monsters outside the arena and map boundaries[/p]
[p]Fixed an issue where monsters could teleport out of arenas, blocking progression[/p]
[p]Fixed an issue where Elite Humans could spawn - there's no need for their elitism[/p]
[p]Audio balance adjustments - music in the arenas is now properly audible[/p]
Performance Update
[p]We're continuously working on improving the overall performance in Project Warlock II. While this patch doesn't include performance optimizations, we want to keep you updated on our progress. This is a larger process that will take multiple patches and extensive testing to get the performance dialed in just right. We're planning to roll out these optimizations gradually rather than pushing everything at once - this approach helps us minimize the risk of introducing new problems while we work to eliminate FPS drops and other performance issues.[/p][p] See you in the next one![/p][p][/p]
1.0.0.4 Hotfix
Hey Warlocks!
We're dropping in with another hotfix to tackle some of issues that have been reported since last update. We're actively working on improving the overall performance of the game, as well as constantly looking at feedback regarding balance, gameplay features, and bug reports.
1.0.0.4 Hotfix Notes
Fixed secret count in E2M11
Fixed an issue where player would get teleported outside of the arena in E2M11
Performance ground work for next patch
See you in the next one!
Play Warlock 2 this weekend and SEND THOSE TIPS
Hey Warlocks,
First of all - heartfelt thank you - all your feedback and reception are great and we continuously track all of the comments and reports on Steam, Discord and socials and will either answer, sulk over or just plain fix all.
In the meantime please remember that you can submit your game tips using this forum's thread.
If you squeeze in time over this weekend and send them they can be included in the game to share your insightful wisdom nuggets as soon as early next week. You know. Such as this.
As for the bugs - we try to squash those on ongoing basis. Here's the freshest bunch. Keep them coming!
Changelog:
Fixed an issue where bestiary entry achievement would not unlock
Fixed an issue where leaving HUBs in Episode 2 would grant level completion achievements
Fixed an issue where you could enable Poison and Crystal spell while Temporal Speed was active
Fixed an issue where Cannon Akimbo with No-Reload upgrade would not work properly
Fixed an issue where you could shoot the Lighting Staff when charging altfire
Fixed an issue where you could softlock youself in a specific place in E2M5
Project Warlock II Leaving Early Access Now!
May 28th marks the day Project Warlock II leaves Early Access and will be ready for everyone to jump in and experience the journey of Palmer, Urd and Kirsten - disciples of the original Warlock - who each have their own reasons to venture out searching for their master.
Project Warlock II continues a story of the first game, but was always meant to be more than just a remix of the old locales, weapons and enemies within a given template. It was ambitious, it was bigger, longer, meatier and offered not one, but three protagonists.
In hindsight, perhaps that second step sequel-wise should have been a smaller one, as this resulted in the game being pushed from the originally conceived date of 2023 to 2025, but i feel this is the best version of Project Warlock II both the team Buckshot and i could come up with.
Project Warlock II took elements from the first game and reshaped some, cut out others, and stitched on yet others to create something recognisable when it comes to the relentless nature of gameplay, a vast and cool looking arsenal that offers some of the most satisfying guns in Project Warlock's short (just two games), but meaty (92 guns over those two games) history and gameplay that varies from character to character. And when we add the ability to mix and match the characters and setting thanks to the Realmshift Mode - you get way more than those 10 hours of the average gameplay time that will take to get from Palmer's first burst of rifle in Ch1E1 to Kirsten's final Void Streamer spray in Ch3E12.
This journey was long, but wouldn't be possible without the support of the many kickstarter backers, numerous playtesters sharing their opinions on our Discord and Steam and players that bought, played and reviewed the game on Steam and elsewhere.
Each of your voices helped in shaping Project Warlock II to become what is it now, and some of the course corrections ended up being more time, energy and stress consuming than others. But i feel all contributed to making this a true Project Warlock sequel. A different game, but one that shares a lot of the character that made the first Project Warlock into what it is.
Lastly i would like to thank all of the Buckshot team - both past and present - we wouldn't be able to be here without your dedication and grit.
Damn.
Feels like i am forgetting something here...
Oh, yes. Right.
Thank YOU! For reading this. For dedicating your time to find out what's so important to end up in the Game Launch release notes. Thank you for joining us here, and for either sticking up for all those years, or curiously just entering the world of Warlocks. Either way - it's a pretty good day to be here today.
Over the next week we will be focusing on monitoring forums, Discord and social media for your very welcome feedback, and a little less so - inevitable bugs that punched through our tightly knit QA defenses and then we will be coming back with a plan of what's next for Project Warlock II.
But for now - once again - thanks guys! And enjoy your time indulging in some pixelated violence.
Warlock Projects
This year will mark Project Warlock's seventh birthday meaning it can now write, do simple chores and can legally get to play Minecraft, Rayman Legends and Sackboy: The Big Adventure, but sadly not Stardew Valley, Hogwarts Legacy and Stray. Not to mention, Project Warlock cannot in good conscience be allowed to play Wolfenstein 3D (PEGI 12), Hexen (PEGI 12) and let's not even start on the 1993 Doom (17+). Guess those three will have to wait.
We're still due for a proper nostalgia trip further down the line, as December launch anniversary comes closer, but for now - a couple of important updates.
1. Project Warlock II - Leaving Early Access May 28th
After a long and tumultous development that went places we never intended it to go, Project Warlock II is leaving Early Access in two weeks - that's May 28th. So if you were withholding on playing the game while it was being constructed midflight you might want to stretch those arms, crack fingers and dust off that mousepad as this is when the game officially drops. We plan to keep expanding the game and deliver some more or less surprising features after the launch.
2. Project Warlock: 90% Off Biggest Discount Yet + Upcoming Patch Info
Project Warlock will soon receive an update to some of the most annoying issues brought over by the community. Most of these are either being implemented, furiously playtested or in the process of finalising the change, but you can expect a patch soon, and one that will touch upon the below outlined issues.
And this is coming hot on the trail of Project Warlock's biggest discount yet - you will be able to grab Project Warlock with a staggering 90% discount starting today and running for the next two weeks, This is to commemorate the launch of a new incarnate of the game that started it all - Doom: Dark Ages. Anyway - here's the list of issues that the patch will address.
Unity Engine Upgrade Updating the game from version 5.6 to 2018.1.9f2 for overall better performance
Gameplay Improvements Adding Weapon Wheel as an alternate weapon of weapon switching for both the mouse + keyboard and controller setups Mouse Scroll Weapon Switching polished and improved
Difficulty Adjustment Final Boss Balancing and adjusting the balance of the final fight
Bug Fixes Resolving the hardest difficulty achievement unlock issue Fixing an issue where dynamite would travel unpredictably when strafing around Fixing Sonic Rocket Launcher projectile rendering issues Fixing the elevator staggering and making sure you cannot falll through
3. Project Warlock: Lost Chapters Development Update
We've been keeping that one close to the chest, as Project Warlock II went on to occupy roughly 25 hours per day in the last few months, but we're now ready to show some of the designs you can expect to take your blunderbuss and parrot to. Pa... WHAT?
The game is in active development, with extra team members working on the art and level design making sure Lost Chapters strikes back in the heart of the nostalgia that the original Warlock did. We're planning to have the game out sooner rather than later, but more on that in the coming months. Stay tuned and in the meantime - wishlist and follow Project Warlock: Lost Chapters here.
We’re back with another update that continues improvements on visual cohesion, animation polish, and some quality-of-life and bug fixes. This time its Palmer who's getting an arsenal glow-up, with several weapons reworked for more consistency and impact across the board. Here’s everything that’s new in this patch:
Palmer's Arsenal Refresh
We’ve gone back to the workshop and tinkered with several of Palmer’s weapons to better fit his unique style and to improve overall visual consistency across all 3 chapters.
Burst Rifle - A new set of animations
Harvester - Fully redone animations
Heavy Rifle - New shoot animation + reworked akimbo reload animation
Cartier - Reworked animations
Rocket Launcher - Reworked animations
Mortar - Reworked animations
Autoreload Shotgun - New visuals and updated animations
Gameplay Changes
Screen sway during melee weapons attack animations temporarily disabled
To address motion sickness concerns (thanks to :hauntedlove: for bringing this up on the Steam Forum), screen sway during melee weapons attack animations has been disabled for now. We're working on a longer-term solution.
Mortar Altfire Adjusted
The altfire’s multishot count has been reduced from 5 to 4.
HUD Update
You’ll now see an Akimbo Duration Bar added to the HUD to give you better awareness during dual-wielding mayhem.
Bug Fixes
Fixed disappearing Hay Piles in E1M4 (thanks, Kam)
Resolved screen tilt issues during melee attacks (Kam strikes again)
Addressed an FPS drop related to achievements (Kam once more)
Fixed broken akimbo drop particles for several of Palmer’s weapons
Crosshair Scale settings now save correctly
"Disable Important Notifications" toggle now correctly saves between sessions
Fixed issues with Project Rambo not working as intended
Until next time!
Enter Realmshift
Hey Warlocks!
Since we first announced that each Warlock Disciple would have their own dedicated chapter in Project Warlock II, the idea was always to allow characters to visit the other worlds. Making it happen though was a bit of a different story. After months of behind the scenes work we're ready to deliver the Realmshift mode for you guys to enjoy!
Realmshift lets you break the boundaries of the story campaign and play Project Warlock II in an entirely new way. Want to blast through Chapter 1 as Kirsten or tackle Chapter 3 with Palmer's arsenal? Now you can! But Realmshift is more than just a character swap - it allows you to play through all Project Warlock II Chapters with fully unlocked arsenals, expanded weapon capacity, and Hard Mode enabled from the start.
Without further ado, let's jump into the Patch Notes
NEW GAME MODE: REALMSHIFT
Realmshift allows you to play any chapter with any character. Simple as that. This mode is unlocked after completing Story Mode (previously "New Game").
The unlock system works retroactively, so anyone who has completed Chapter 3 before this update will have an option to start Realmshift from the get-go, as the completion tag is not included in individual save files. So if you've already completed Chapter 3, you'll have immediate access to Realmshift without needing to replay anything!
Note for players who haven't completed the entire game: Each Chapter unlocks after beating the previous one. To unlock Chapter 2, you need to complete Chapter 1 (defeat the boss and finish the final level). Similarly, to unlock Chapter 3, you need to beat Chapter 2 (defeat its boss and complete its final level). After successfully completing Chapter 3, Realmshift becomes available.
Realmshift Features:
Start with fully unlocked arsenal and abilities
Purchase both weapon upgrades and carry 12 weapons instead of the standard 6
Weapon and ability pickups are replaced with additional weapon upgrade tokens
Access new weapon variants after purchasing both upgrades and alt-fire upgrades
New weapons appear in a dedicated category in the upgrade shop
All Realmshift playthroughs include Hard Mode enabled from the start
Universal ammo pickups that provide ammunition for all weapon types
VISUAL & AUDIO IMPROVEMENTS
As you might have noticed, all Chapter 3 weapons have received a complete visual overhaul to better reflect Kirsten's character
New weapon cooloff sounds for Kirsten's arsenal
Improved audio mixing and music volume balance
LEVEL DESIGN
Added new decorations to Chapter 2 and Chapter 3 to increase overall aesthetics
Improved some geometry elements in various Chapter 3 levels
GAMEPLAY & BALANCE UPDATES
Reworked Laser Minigun primary fire - Now spools up before shooting for improved weapon feedback
Reworked Laser Minigun alt-fire - Now creates a static field that damages enemies over time
Re-worked Laser Rifle projectile visuals and mechanics - Now hitscan with projectile color reflecting weapon heat
Sped up door opening speed in Chapter 3 and disabled automatic closing
Improved Chapter 3 door visibility with new textures
Added weapon buff when hitting the correct cooloff timing window
Added new firerate speedup mechanic for the Sceptres in Chapter 3
Added Magnum Pistol variant without the scope for Urd before buying the scope upgrade
Overall weapon balance adjustments
Reworked fire damage calculation to prevent overpowered interactions
Knight and Turbo Knight melee resistances are now consistent
Updated rune quests objectives to make them more challenging
Increased Robosatan's Health from 2000HP to 5000HP
USER INTERFACE
Existing tutorial screens were temporarily removed, as they will be replaced in time for the 1.0 release
Further improved button selection visibility in all menus
BUG FIXES
Fixed Beam Staff projectile origin issues with Akimbo in Palmer's Arsenal
Corrected long-standing texture warping and misalignment problems (Start of E1M6, church windows in E1M4)
Mouse cursor is now properly constrained within the game window in fullscreen and windowed mode
Fixed premature boss music triggering in E1M5 before the Turbo Knight encounter
Resolved melee weapon interaction with destructible secrets in E1M1 and E1M4
Addressed various FPS drop issues
Fixed distorted Frost Audio looping
SFX no longer audible when volume is set to 0
Corrected Heavy Rifle alternate fire functionality
Improved projectile hit effect positioning in geometry and decorations
Realmshift has been one of our most requested features since Project Warlock II entered Early Access, so feel free to give it a try and let us know what you think on the Steam forums or our Discord server. We can't wait to hear about your favorite character-chapter combinations.
Until next time!
A goo streamer, a striker and claws enter the bar
Hey Warlocks,
The "Realmshift" build of the game - allowing you to play any Warlock any chapter - is in the works and should be with you shortly, but we have couple more refurbished weapon models for you to check out. The response to the initial batch from last week was very positive, so let's not stop there.
For all of the weapons the main art direction was: "cool, but can we please make this a bit more demonic" and Konrad has delivered.
So without further ado - please welcome the new and shiny Claws, the gurgling Goo Streamer and the rapid-firing Striker.
These are just three of the weapons out of 18 that we're overhauling. Stay tuned to put your clawed demon paws on the full arsenal soon :)