We've prepared a hotfix to address a couple of issues that popped up after releasing the Reworked Chapter 2 Update. Thank you for the ongoing reports and feedback, they are truly invaluable to us!
Changelog 0.7.0.27
Fixed a bug where weapon names would not update in Weapon Shop after purchase in Chapter 2
Fixed localization issue for Urd’s description in Character Select in Polish language
Adjusted Demoness, Wraith and Demonface physics - these monsters should not clip through the floor anymore.
Added combo texts back to the Combo Display
Fixed an issue where Barrels would not count towards Combo Meter
Fixed an issue where secret character in E2M7 would be the same one as in E2M4
Fixed an issue where firing the preloaded winchester would not be possible if magazine was empty
Fixed an issue where ammo would be displayed incorrectly on Dual SMGs
Fixed an issue where SMG reload was not needed when shooting
Welcome to the Chapter 2 Rework update! Urd is back, and ready for rampage!
Let's start off with a brief trip down memory lane, to when we released the Reworked Chapter 1. Our main idea was to expand and emphasize on what made Project Warlock II a proper sequel to Project Warlock. We've taken a few pages from our original playbook, brought them up to modern standards, and introduced them to Palmer's campaign. It wasn't perfect, but it felt like we were heading in the right direction. We're also circling back a bit by reintroducing Fire and Ice spells for Palmer in place of Phantom Palmer and Ammo Refill. Fire and Ice just feel like Palmer's elements, and they're back. These aren't the only Palmer changes you'll see in the patch notes, keep reading!
After launching the Reworked Chapter 1 it was time to polish the ongoing Chapter 2 Rework. The whole process had 2 goals: 1. Unify the character progression systems - we decided to move away from Wargression, as having 3 different character progression systems would be too disorienting in the long run. We're still thinking on ways to use the Wargression system in the future, as some of you were really fond of its idea. 2. Update Urd's arsenal to bring it up to Chapter 1 standards - Urd's arsenal was simpler than Palmer's - mainly due to Wargression system as well as the Spell Book. Now that Urd has access to Weapon Upgrades, as well as Stats, Perks, and Passive upgrades, she has a fully upgradeable set of weapons. You'll notice a few familiar guns from the previous Chapter 2 version, But the majority of her arsenal is brand new.
Along the way we've made more changes to how Chapter 2, and, to be honest, the whole Project Warlock II plays out. Reworked Chapter 2 brings a fresh HUD for Urd AND Palmer, as well as brand new SFX to the whole game, including new sound effects for weapons and monsters, and new music tracks for Chapter 2. We've also revised the level design of Chapter 2, and made some adjustments to encounters, and, most notably, the Lava Worm fight happens in E2M7. Not that long ago we've come up with a brand new World Difficulty Level system. After completing M7 of each Chapter the increased world difficulty level allows Elite monster variants to spawn. They are deadly, and should make the second part of each chapter more interesting. We've also adjusted difficulty levels across the board, and let us tell you... the Hardcore is really... hardcore.
We'd like to offer a huge thanks to our brave Discord Playtesters who helped us along the way by providing a ton of valuable feedback. Thank you for all the bug reports, suggestions, and discussions we had over the course of the playtest.
Without further ado, here are the Reworked Chapter 2 Patch Notes:
Chapter 2 Rework
Overhauled and reworked Chapter 2, matching the quality and features from Chapter 1
Added HUB between levels to Chapter 2
Added Stats & Perks Shop
Added Weapon Upgrade Shop
Added Spell Upgrade Shop
Added Passive Upgrade Shop
Added Bestiary Room
New SFX for Chapter 2
Revised the sound effects of Weapons, Monsters, as well as the Soundtrack.
Reworked Chapter 2 Arsenal
Revised all Weapons in Chapter 2, new arsenal consists of:
Kunai Dagger
Tribal Tomahawk
Tribal Spear
Revolver
Buckshot Revolver
Magnum Pistol
Pump Action Shotgun
Winchester Rifle
Shorty Shotgun
Crystal SMG
Gatling Gun
Dual SMGs
Dynamite
TNT Charge
Firecrackers
Magic Crossbow
Magic Tripleshot Crossbow
Magic Ballista
Revised Chapter 2 Stats
Strength
Vitality
Spirit
Capacity
Poison
Crystal
Revised Chapter 2 Perks
Alongside pool of common perks, Urd has access to her individual ones:
Poison Cloud
Poison Aura
Crystal Blast
Crystal Aura
Revised Chapter 2 Spells
Temporal Speed
Crystal Spell
Poison Spell
Revised Chapter 2 Spell Upgrades
Temporal Speed
Melee Master
Duration Increase
Crystal Spell
Unstable Crystals
High-speed Crystals
Poison Spell
Grand Opening
Cloud Control
Revised Chapter 2 Passive Upgrades
Passive Upgrades are commonly shared between all Chapters
Added Rune Tasks for Chapter 2 Weapons
Urd can augment her weapons with either Poison or Crystal runes.
Revised Chapter 2 Levels
Most levels received updated and balanced encounters
Moved Lava Worm boss from E2M11 to E2M7
Reworked E2M12 Final Boss Fight mechanics
Reworked area where Lava Worm boss was in E2M11
Chapter 1 Changes
Reworked Chapter 1 Spells
Frost Spell replaces Phantom Palmer Fire Spell replaces Ammo Refill
Reworked Upgrades for Spells
Frost Spell
Ice Bolt
Ice Storm
Fire spell
Extended Flames
Extended Range
New SFX for Chapter 1
Revised Weapons Sounds
Revised Monster Sounds
Revised Audio Balance and Mixing
Game Difficulty
World Difficulty Level
World difficulty level increases after completing M7 of each chapter. Increased world difficulty level allows Elite monster variants to spawn.
Elite Monsters
These monsters have a chance to appear on the increased world difficulty level.
They move and attack faster and have higher health pool.
Game Balance
Balanced monsters and difficulty levels
Difficulty Levels
Adjusted difficulty levels
Weapons
Reworked the magazine logic
Magazines now show real magazine ammo
Ammo is not subtracted from the ammo pool when shooting, only from the magazine
Visuals
Added Emission Maps to active Upgrade Stations
Added Emission Maps to doors for better visibility
Added SSAO effect around sprites, when SSAO is enabled
Added Visual Hint for explosive projectiles displaying their hit radius
UI
Overhauled Chapter 1 HUD Palmer's Mugshot is still in the works, therefore new HUD contains an outdated icon
Overhauled Chapter 2 HUD
Revised all menus visually
Gameplay
Coyote Time
Coyote time got an update and works more accurately!
Loading Screen
Added new loading screen between Buckshot Software and Main Menu to prepare the assets for the game
AI/Monsters
Flying Monsters Rework
Flying monsters now actually fly (kinda)
Bugfixing
Fixed over 120 bugs total found during past months
Known Issues
- You might encounter some audio-related issues, such as sound cutting out, multiple sounds overlapping each other - we are working on fixing those and we'll have a patch ready in the next few days to address that. If you come across any audio-related issues, make sure to let us know!
- The icons for Fire Spell upgrades in the shop are placeholder and subject-to-change.
Next Steps...
We can't wait for you to re-enter the Brutalist West and see what Urd's new arsenal is capable of. We'll be taking a close look at your endeavors, and making adjustments where necessary and can't wait for your feedback.
Have fun in the Brutalist West, and see you next time!
Reworked Chapter 2 will be out on November 7
Hey Warlocks,
We're ready to share some exciting news about the upcoming Chapter 2 Rework. For the last couple of weeks we've been working hard on incorporating the feedback we've received from our Discord playtests, and making changes where needed. Apart from that we've also come up with tons of changes between the playtests and now, including a brand new World Level System!
\Reworked Chapter 2 will release on Thursday, November 7th!
Here are the highlighted features coming to the refreshed and improved Urd's campaign:
World Difficulty Level
World difficulty level increases after completing M7 of each Chapter. Increased world difficulty level allows Elite monster variants to spawn.
Elite Monsters
These monsters have a chance to appear - the chance will increase as the World Difficulty level grows. The Elites move and attack faster and have higher health pool.
Chapter 2 Rework
Overhauled and reworked Chapter 2, matching the quality, progression, and features from Chapter 1
Game Balance
Balanced monsters and difficulty levels
Difficulty Levels
Adjusted difficulty levels
Overhauled UI
Revised all menus and HUD
SFX Rework
Brand new SFX for Chapter 1 and 2
The comeback of Ice and Fire
Fire and Ice Spells are making a comeback for Palmer with brand new upgrades. It just feels right.
When the Reworked Chapter 2 goes live you can expect a full-length patch notes with all the changes compared to the previous version of Urd's adventure. You might want to prepare some snacks for that.
Chapter 2 Rework Trailer
Hey Warlocks,
We're exited to let you know that Project Warlock II is officially a part of the Boomstock 2024 event! This celebration of retro-inspired games is packed with a fantastic lineup of games, and we're happy to showcase Project Warlock II alongside them.
As we're gearing for the upcoming Chapter 2 Rework, we’ve prepared a brand-new trailer that gives you a glimpse into what’s coming in the refreshed Urd's campaign. Get ready for adrenaline-pumping action, seriously wicked weapons, and brand new progression system for the not-so-young witch.
We’re back with some news about the upcoming Chapter 2 Rework, and boy, things are getting intense! Development is in full swing, and as we’re polishing the final details of Urd’s campaign, we’ve also been making major progress on Chapter 3, which is now almost fully fleshed out. We’re stoked about Kirsten’s adventure, and can’t wait to share more news after the Reworked Chapter 2 goes live.
Today we’re ready to pull back the curtain a bit more and share more about how Urd’s chapter is evolving. Let’s start with the basics - the new HUD!
NEW HUD
This is one of the most noticeable changes we’ve made to Project Warlock II - switching from the old, classic HUD structure to a completely new one. Our main goal in this process has been simplicity. We want the HUD to be easy to read with as many details and as few elements as possible. The new structure balances the visual appeal and user experience and provides the necessary information through a modern-looking interface. Since the beginning of Project Warlock, we had different Warlock faces and expressions shown on HUD - we want to keep that in the new layout, the portrait is now bigger than before and isn’t constrained by the HUD frame anymore.
Each character is going to have a unique HUD. Reworked Chapter 2 will be released with the new HUD for Urd, and Palmer’s getting his own soon after that.
CHANGES TO LEVEL DESIGN
Chapter 2 is getting some important improvements when it comes to level design. We’re adjusting all the levels and arenas to make sure that the action is correctly paced. One major example would be that previously monsters in arenas would spawn right after one enemy died. This wasn’t working as we’d like as it significantly slowed down the action. All spawners, including the ones in arenas are on a timer so all monsters are going to appear at a certain rate, and will not wait until you get rid of a wandering straggler before reinforcements join the fray.
URD’S UPDATED PROGRESSION
Since we’re implementing all systems from Chapter 1 to Chapters 2 and 3, Urd is going to have her own, unique Perks in the Stat & Perk Shop. Just like Palmer’s, four of her available perks are connected with the elements she wields - Poison and Crystal, each enhanced by 2 perks.
Urd’s unique perks are:
Poison Cloud Grants a 10% chance to trigger a poison cloud when killing a monster.
Poison Aura Grants a 10% chance to apply poison effect to monsters.
Crystal Blast Grants a 10% chance for crystal explosion on killing an enemy.
Crystal Aura Grants a 10% chance for an additional crystal projectile when firing any weapon.
URD’S NEW ABILITIES
Urd’s also getting a complete abilities overhaul, compared to the previous version of Chapter 2. While Palmer’s abilities are mostly utility ones, Urd is going all out with offensive spells. As we mentioned last time, the Spellbook is here to stay, although in a slightly different form. We’re saying goodbye to the Fire and Ice pages of the book since they are no longer elements Urd is associated with. Instead, the Poison and Crystal pages of the book will have separate cooldowns and are cranked up to 11.
Temporary Speed This spell allows Urd to move much faster for a short time. You can upgrade the spell to extend its duration or make you invincible when using melee weapons.
Poison Spell The Poison Spell deals corrosive damage over time, has no ammo limit, and can be upgraded to conjure a poison cloud which deals damage over time in an area, or poison enemies around Urd when opening the book.
Crystal Spell The Crystal Spell deals crystal damage (duh…), has no ammo limit and can be upgraded to explode in an area, dealing heavy damage, or stun and penetrate enemies.
WEAPONS
Urd’s arsenal is going through a significant overhaul. She’s keeping some of her previous weapons, but also reaching for new ones to amp up the rampage. We’ve prepared a sneak peek of two weapons coming in the Reworked Chapter 2 - Dynamite and Dual SMGs.
Dynamite
We’re working on the throw trajectory simulation. The aim (pun intended) is to make sure you know where the explosive is going to land in advance. This is a work-in-progress GIF of what we have in mind:
As you see, the dynamite trajectory is now a parabola instead of a straight line, and it detects walls. Yes, we hear you, the lighter is still not flipped correctly. Working on it.
Dual SMGs
What is it? Akimbo? Nope, that’s Palmer’s thing, but one of the upgrades for Urd’s SMG is two rapid-shooting guns. You know what they say - what’s better than one gun… TWO GUNS OF COURSE.
Upcoming Playtest
As we’re adding finishing touches to the Reworked Chapter 2, we’d love for you to try it out before it goes live, and share your thoughts regarding all the changes. We’re planning to have a Playtest session on our Discord server in the coming weeks. If you’d be interested in being amongst the first Warlocks to step foot in the Reworked Brutalist West, make sure to join our Discord, check out the Playtest Club channel, and stay on the lookout for more news!
Until next time!
Upcoming Chapter 2 Rework
Hello, Warlocks.
Since releasing the Reworked Chapter 1 we’ve been working hard on the Chapter 2 rework, with sunstantial progress on Chapter 3’s development as well. Chapter 2 benfits from all the feedback we’ve received in the past, and has all the news systems implemented from the get-go.
We are happy with how things turned out with the Chapter 1 Rework and appreciate your reaction to the introduced changes. While Chapter 1 is content complete, and is locked down in regard to the general design, our audio team is working on new SFX and audio changes to bring to Chapter 1 soon, and we’ll continue to look at your feedback and bug reports and make the required changes while fine tuning some of the underlying systems at the same time.
With the upcoming rework of Chapter 2, we are ready to share some details of what you might expect going forward. Our goal with the Chapter 2 Rework is to make sure that Urd’s arsenal stands out, gives you more weapons and ways to mow through the hordes of hell, and fits the magical Brutalist Western setting of Urd’s Campaign. We want Urd’s progression to be more in line with Palmer’s, but there will be differences when it comes to specific upgrades that define Urd’s archetype.
Without further ado, let’s jump right into Urd’s tools of destruction.
Note: The weapon models are still in development. We don't want to show our hand just yet, and wish to leave some of the guns for you to check out when Chapter 2 update goes live.
Urd’s Arsenal
Magic Dagger
Urd’s most trusted companion. Dagger can stab quickly in melee range, and it can also be thrown for heavier damage. Each consecutive headshot kill regenerates throw charges and HP.
Magic Spear
Greatly increases the stabbing range, and can also be thrown to regenerate health.
Magic Tomahawk
Allows you to slash horizontally in a wide cone, and can also be thrown to regenerate health.
Revolver
It wouldn’t truly be a Brutalist West without a revolver. Urd’s gun is accurate and offers high damage output. It can be fired from the hip with less accuracy, but a higher fire rate for more firepower.
Buckshot Revolver
It’s a revolver, it’s a shotgun, it’s the best of both worlds! It can also be fired from the hip.
Magnum Pistol
Precise shooting pistol with a scope allowing accurate shots at a longer range. It packs a serious punch as it is loaded with extremely heavy-hitting bullets.
Pump Action Shotgun
Another Western classic. Deals massive damage but has a higher spread and lower fire rate than other weapons.
Shorty
Shorty has increased reload and pump action speed at the cost of the magazine size.
Winchester
A precision rifle, dealing high amounts of damage with pin-point accuracy, but low fire rate.
SMG
Urd’s keeping her SMG, which now has a high rate of fire and deals moderate damage. However, in dire situations, or when you’re out of ammo, you can now hit enemies in melee range with the stock.
Gatling Gun
A chunky modification to the SMG uses a crank to fire the rotating barrel for extra carnage.
Dual SMGs
What’s better than one SMG? Easy, two SMGs. If the fire rate wasn’t enough for you, you can now, effectively, double it. You can also use both SMGs to hit enemies with the stock.
Dynamite Stick
There’s surely a lot of dynamite lying around in the Brutalist West. As for how this works? It’s really simple - just chuck the highly volatile stick of dynamite at a gathering of monsters and watch the pieces fly.
TNT Charge
You'd think that a centuries old witch would know how to hold a lighter properly... We'll make sure she unlocks that ancient knowledge before the rework launches!
The TNT Charge does not explode when thrown - instead, you can shoot it to trigger an explosion or chain reaction of TNT charges.
Firecrackers
Firecrackers explode over time on the ground, dealing AOE damage. If you’re not that patient, the alt-fire will allow you to detonate all the charges at once.
Crossbow
Wonderful in its simplicity, the crossbow shoots bolts which penetrate monsters.
Ballista
Shoots explosive bolts that penetrate monsters. Bloodbath guaranteed. Perfect for making kill montages.
Multishot
Allows you to fire bolts in a wide cone, and can also fire bolts in a burst.
Urd’s Abilities
We’re introducing brand new abilities that better define Urd’s archetype. You might have noticed the absence of Spell Book in her arsenal. We want to make a clear distinction between characters’ arsenal of weapons and their abilities. Since Spell Book was closer to the latter, we’re re-introducing it with a twist. The Spell Book will give you access to a Speed-Up spell and cooldown-based Crystal and Poison spells.
Fire and Ice are up Palmer’s alley, while Urd dabbles in Crystal and Poison schools of magic.
Progression Changes
As mentioned before, we have redesigned the Urd’s progression system to align with Palmer’s progression system - now you’ll have access to a brand new Urd’s HUB filled with upgrade stations. She will share all Passive Upgrades and most of the Perks with Palmer, as each character will have a number of their own unique Perks to choose from. All this on top of the completely new weapon and skill upgrades mentioned before.
Similarly to Palmer, the fiery Witch will be able to imbue her weapons with runes - in this instance choosing between Crystal or Poison ones.
Level Design Changes
At this point, the overall layout of the levels are finalised, with the first half of the chapter as an introduction to characters’ arsenals and progression systems, while at the same time making sure that the power curve aligns properly across the whole chapter.
There is one major change concerning a certain level…
To fit in with the latest progression changes, the Lava Worm boss moved to another level - to make sure he has a chance to greet the player a bit earlier in the game. Similarly to Chapter 1 his defeat will open up the Passive Upgrades system to Urd.
New HUD
Some of you might have seen a screenshot of a work-in-progress HUD a while ago on our Discord. Since then we’ve refined it and we’ll be launching the Reworked Chapter 2 with a completely new HUD. It is a significant change that we feel looks and feels better than the old one, but we’d love your feedback on this. Our current plan is to introduce the new HUD to Chapters 1 and 3 in the future if the reception is warm enough.
The Reworked Chapter 2 is currently being playtested internally, and it will be ready for you to try it out in August.
As we’re ramping up the development of Reworked Chapter 2 and upcoming Chapter 3, you can expect regular updates on our progress going forward. We’re excited for the upcoming months, and can’t wait to share more news. But for now, we’re going to leave you with a small Chapter 3 teaser.
See you in the next one!
0.5.5.35 Hotfix
0.5.5.35 Hotfix Notes
Fixed an issue where the Heavy Rifle would be too loud
Fixed an issue where lava would not deal damage below the bridge after Rocket Launcher pickup on E1M6 (reported by Kharn)
Fixed an issue where player could get stuck in a place in the beginning area of E1M6 (reported by Kharn)
Added invisible walls for the waterfall area near the end of E1M6 (reported by Kharn)
0.5.5.30 Hotfix
Changelog 0.5.5.30
Fixed a hole in E1M4 that the Player could fall into (reported by Kharn @Steam)
Fixed an issue where the Player could become stuck behind a mushroom on E1M3 (reported by Umbaupause @Steam)
Fixed an issue where the frost rune would always apply to a Staff projectile (reported by PrediN@ter) issue was also affecting Cannon and Rocket Launcher
Fixed an issue where Akimbo could not be disabled using the ability button
Fixed an edge-case save/load error where some data would not save correctly
Adjusted base 0% -> 20% chance and 2% growth per stat point - for Rocket Launcher and Cannon (and their upgrades) to compensate for less frequent triggers in a regular playthrough
Known issue: descriptions of runes and fire/frost stats currently do not reflect changes introduced in this patch, this will be addressed in an upcoming patch.
Chapter 1 Rework: Epic Overhaul
Hey, Warlocks!
Welcome to the Chapter 1 Rework update! It is a long one, so we hope you prepared some snacks!
We've been cooking this one up for a while, and after hours upon hours of meticulous playtesting we're finally ready to release the Chapter 1 Rework for Project Warlock II.
We'd like to take a moment to thank all of our Playtesters who provided feedback during this extensive playtesting session. Whether it was here on Steam, in the Survey, or in the Discord channel, massive thank you to everyone who contributed to this update. Your help is immeasurable.
Ever since the idea of reworking Chapter 1 came up, our goal was to expand and emphasize on what makes the game a proper sequel to Project Warlock. We've taken a couple of pages from the original game, upgraded them to modern standards, and incorporated them into Palmer's Campaign. In the Reworked Chapter 1 you will now gain experience and level up to improve your statistics, purchase perks, and upgrade your arsenal of weapons and abilities.
Chapter 2 Info
Also, as per our previous announcement, Urd's Chapter 2 with Wargression has been moved to a separate branch, as it does not represent the game we want Project Warlock II to be. The reworked Chapter 2 with systems cohesive with Chapter 1 is currently in the final stages of development, and will move into playtesting phase really soon. Our goal is to retain the progression systems present in the Reworked Chapter 1 and rework Urd's arsenal, while keeping the distinction between each chapter present within the game. Below please find a sneak peek of one of Urd's new tools...
Accessing the previous version of Chapter 2: If you would like to check out the retired Chapter 2 (with Wargression system) this can be accessed by following these instructions. Please be aware we will not be developing Wargression build further, and we're leaving it for preservation purposes:
Right Click Project Warlock II in your Steam Library
Select "Properties"
Navigate to the "Betas" tab
Left click drop-down list on the top of the window (in the Beta Participation section)
Select "chapter2_wargression" from the list
Update Project Warlock II
To switch back to the current version of Project Warlock II, select "none" from the dropdown list and update Project Warlock II.
Disclamer regarding save file after this update: Due to the extensive scope of the changes introduced to Weapons, Progression, Level Design, and Level Geometry in this update, the pre-rework save files are not compatible with the reworked Chapter 1, hence you will need to start your adventure from the beginning. Your current saves will be moved to the "OLD" folder in the "Steam Saves" directory.
Accessing the previous version of Chapter 2 using existing savegames: If you have a save file from Chapter 2, and would like to continue your playthrough on the dedicated branch, follow these steps:
Switch to "chapter2_wargression" branch, using the instructions above
Launch the game
Close the game
Navigate to the C:\Users\USERNAME\Documents\Project Warlock 2\Steam Saves\OLD directory
Manually move the save files from the "OLD" folder in the "Steam Saves" directory to the "Steam Saves (Legacy)" folder in the "Project Warlock II" directory in "My Documents"
Launch the game
Load up the desired save file from the game menu
When it comes to the upcoming Chapter 3, the groundwork for Kirsten's campaign has already been made, and the development process is going well. We will be able to share more news regarding Chapter 3 after the release of Reworked Chapter 2 this Summer.
Here are the full patch notes for the Chapter 1 Rework Update:
Experience System
Experience Sources
Treasure items
Killing monsters
EXP amount is multiplied by combo multiplier
Stat System
Points are gained with each player level earned
Players can find extra Stat Tokens throughout levels
Available Stats:
STRENGTH
Improves melee damage
Increases stamina recovery time
VITALITY
Increases max health
SPIRIT
Increases max mana
CAPACITY
Increases max ammo carried
FIRE
Increases fire damage
FROST
Increases frost damage
Perk System
Each 5 player levels grant 1 additional perk point
Directly connected to Stat system with logical requirements
Players can find extra Perk Tokens throughout levels
Available Perks:
Supply Magnet
Attracts items from small distance
Ghost
Allows moving through enemies
Combo Retainer
Doubles the base combo timer
Headshot Expert
Headshots can cause an explosion
Fast Switchup
Reduces weapon switch time
Sprinter
Increases maximum run speed
Deadly Frost
Freezing enemies also hurts them, dealing 30 damage
Cold Mist
Destroyed frozen enemy has a 35% chance to leave a freezing mist that will linger for 5 seconds and freeze enemies in a 5 meter radius.
Fire Trap
You gain 10% chance to trigger Flame waves around you whenever you receive damage.
Fire Boost
Your weapons gain 10% chance to set monsters on fire
Tough Shell
Reduces explosive damage taken by 70%
Palmer's Arsenal
Weapons are upgradeable in the HUB, using upgrade tokens which are found in the levels
Added Altfire upgrades as separate upgrades to all weapons, base cost of each altfire upgrade is 2 tokens.
Altfire - Short explosive burst which consumes more ammo
Semi-Auto Rifle
Slow, semi-automatic firearate, more precision, high damage
Altfire - Scope with a railgun
Super Shotgun
Auto Shotgun
Fires automatically
Altfire - Double shot: consumes more ammo but fires twice
Harvester
Has 6 barrels instead of 2
Altfire - fires all barrels
Cannon
Super Cannon
Has Additional Penetration
Altfire - projectile strength charging
Cartier
Fires multiple smaller cannon Projectiles
Altfire - projectile spread charging
Rocket Launcher
Grenade Launcher
Fires parabolic grenades
Altfire - fires a Cluster Bomb which consumes more ammo
Mortar Launcher
Big, slow parabolic projectiles
Explodes on impact
Altfire - Multiple projectiles with less accuracy
Staff
Beam Staff
Fires Beam of energy, requires precision
Altfire - Releases a charged Lightning Ball
Atomizer Staff
Fires short-ranged spread of magical spray
Altfire - Releases 40 small projectiles in a 90 degree cone
Rune System
Runes allow you to enchant your weapon with an element, for Palmer it's either fire or frost. Enchanted weapon has a chance to deal fire/frost damage respectively, with chance increased by improving Fire/Frost statistics.
Added Rune Quests
Each weapon has two runes which require certain objectives to unlock
Palmer's Abilities
Palmer's Abilities are now upgradeable through Upgrade Tokens which can be found in the levels.
Akimbo
Allows you to dual wield currently equipped weapon
Project Rambo Increased maximum akimbo time
No-Reload Removes reloading while in Akimbo mode
Phantom Palmer
Taunts Monsters, taking their aggro
Explosive Phantom Taunts monsters and explodes on timer
AOE Phantom Taunts monsters and deals AOE damage over time
Ammo Refill
Ammo Refill boosts the damage of your current weapon for the size of single magazine. It also generates an additional sound effect and visual effects when shooting.
Added new Ammo Refill sound effect when firing
Weapon will glow red when firing and ammo refill is active
UI will show remaining boosted bullets
Boosted shots will leave faint red trails.
Upgrades
Large Ammo Refill - For currently equipped weapon
Small Ammo Refill - For all weapons
Passive Upgrades
Passive upgrades unlock after defeating the miniboss in E1M7, and can be purchased with passive upgrade tokens.
Attack
Aggressor Max HP is reduced by 10% but you deal 10% more damage
Anger Management Every time you get hit your damage is increased by 5% for 5 seconds. Damage and duration stacks up to 20 times
Super Combo Combo meter drains twice as fast but each level grants stackable +10% damage buff
Sadist All bleed effects have 100% longer duration. All weapons have 5% bleeding chance.
Berserk Deal +90% damage when below 30% max HP. Deal additional +10% damage when below 10% max HP. Deal -10% damage if above 70% max HP
Defense
Defense Boost +10max HP, +20 max armor
Fortification Maxing out armor points grants 100% damage absorption for the next +25 damage points per armor tier
Stabiliser Your HP will be slowly deducted from your health after taking damage.
Limit Break When your HP drops below 10% refill all stamina and mana and grant invulnerability for 5 seconds.
Activation resets your combo meter.
Maxing out combo meter will grant another limit break.
Can occur once per 120 seconds
Spiked Armor Melee attacks will hurt monsters back dealing 15% damage and also +30% chance to inflict bleed.
Reflective Armor +25% chance to receive 20% less damage from ranged attack and bounce it back where it came from.
Fast Metabolism All healing is increased by + 15%. Max HP is reduced by 10%
Magic
Magic Boost +20% mana
Mana Leech Convert +10% of all healing items and lifesteal into mana.
Soul Collector Monsters drop small mana refills
Life Leech 10% chance to steal 5hp from monster on damage
Fast Charge Instantly recover cooldown on all Utilities after reaching 60x combo.
Eco Round 5% chance to not drain mana on usage.
Cooldown Reducer Shortens cooldown by 2s on all cooldown altfires.
Passive Upgrade Tokens
Available from HUB 7 after E1M7
Removed Passive token drops from minibosses
Added Passive Tokens to E1M7
Adjusted Passive token pricing mostly to 2 per passive upgrade.
Added notification after killing Necromant that upgrades will now be available in HUB.
Level Design
1st HUB will only allow to improve perks and stats
2nd HUB will additionally allow to improve weapons and utilities
7th HUB will unlock passive skills
Staff is now found at level E1M2, before Miniboss fight
Rocket Launcher is now found at level E1M6, before Pillar which drops down, after the bridge.
Replaced Staff secret in E1M5 with Rocket Launcher
Level Rework
E1M1
Fixed Navmesh issue on e1m1 in the corridor leading to the Armor room staircase.
Adjusted fences near the yellow door on E1M1
Player should not block on them anymore (reported by ii7av3)
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked visuals
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M2
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M3
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M4
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M5
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M6
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M7
Added Health and Ammo Items to the level
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M8
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Moved assassin in E1M8 after Red Key to the corridor instead of the Altar
Moved Succub and Bugdemon inside wall near Holopalmer ability
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M9
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M10
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M11
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M12
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
HUB
Reworked Weapon Shop Interface
Reworked Stat Shop Interface
Added Spell Shop Interface
Added Passive Upgrade Shop Interface
Added Character Status UI under "I"
UX
Added notification for quest start, cancel and finish
Added outline to interactable objects such as doors, buttons, stations and tutorials.
Added interaction prompt to disabled upgrade stations, with respective descriptions.
Added current Rune Task progress to the main upgrade weapon screen. If the task is active, it will display task as x/x instead of x.
Added Magazine Ammo counter which also represents if Ammo Boost is active.
Added Discord Button in Main Menu
UI
Added visual background for ammo display
Added player statistics screen You can check your stats, perks and skills under a designated screen for player character information.
Weapon Balance
Semi-auto Rifle
Reduced damage from 40 to 20 per shot (60 per burst instead of 120)
Increased burst firerate from 80rpm to 100rpm
Assault Rifle
Changed base rifle ammo from 300 to 150
Super Shotgun
Changed base shotgun ammo from 60 to 30
Claymore
Adjusted Titanium Core Execution projectile speed from 100% to 200%.
Increased base stamina by 100%
Cannon
Buffed basic Cannon damage from 120 to 160
Changed base cannon ammo from 30 to 20
Reduced Heavy Rifle Akimbo bullet spread increase over time
Reworked Cannon Penetration logic.
Base cannon will now penetrate small monsters, and the cannonball will crush on impact with walls.
Cannonball looses 30% damage on each penetrated monster.
Increased Cannon firerate from 30rpm to 60rpm
Adjusted Cannon and Rocket Launcher timer before first shot on enabling akimbo to avoid situations where weapon feels like its broken
Atomizer
Nerfed Atomizer staff damage per projectile from 15 to 5
Mortar
Reworked Mortar Projectile Trajectory. It will now initially be very fast and loose it's speed over distance.
Increased mortar projectile falling speed
Monster Adjustments
Pigdemon
Increased Pigdemon walking speed from 5m/s to 8m/s
Cacobot
Increased Cacobot health from 70HP to 140HP
Bugdemon
Increased Bugdemon health from 120HP to 180HP
Turboknight
Decreased Turboknight's base rocket damage from 15 to 10
Assassin
Increased Assassin's Melee range from 2m to 3m
Increased Assassin's Damage from 15 to 25
Increased Assassin's movement speed by 2m/s
Boney
Reduced Boney max attack distance
Synchronized Boney's hitscan shot with animation a bit better
Weaver
Decreased Weaver Spider projectile speed from 70m/s to 30m/s
Knight & Turboknight
Reduced Knight's and Turboknight's Rocket Blast damage by 50%
Human
Removed Human Scream
Ghoul
Increased ghoul check timer to be every 3s not every 1s
Skelly
Fixed Skelly stuttering when moving
Pigdaddy
Increased frost resistance from -350% to 0%
Human Rework
All humans will be identical over all Chapters.
Humans now have one model per gender.
Both genders present identical functionality.
Stats
100HP
No resistances to damage types
Can be set on fire, same as all monsters
Can be frozen, same as all monsters
Human-specific behaviour:
Alive Stances
Scared Stance
Run
Idle
Normal Stance
Run
Idle
Attack
Humans don't attack, instead they move around.
On Death
After 2 seconds corpse transforms into:
Ghoul if Male
Vampy if Female
Interactions:
Scared stance will enable for couple of seconds when attacked.
They will run around in scared/normal stance depending if it was attacked.
Monsters will attack humans only if they can see player but have no path towards the player.
Check for human will only happen every couple of seconds to avoid ping
pong effect between player and human.
Monsters spawned from humans do not count towards total monster count in intermission screen and player stats screen.
Monsters spawned from humans count towards combo like normal monsters.
Monsters spawned from humans count towards rune quests like normal monsters.
In general monsters spawned from humans should act like normal monsters spawned by monster spawners.
Bestiary
Added Important Notification to Bestiary Pickup
Fixes over the course of the Playtest
Fixed runes not saving properly
Mana souls now will disappear 5s after dropping
Stat description will now show percentage of next level instead of current
Adjusted Headshot sound volumes
Adjusted Burst Rifle sniper shot volumes
Fixed max stamina calculation in Character Status
Fixed game starting with 2 weapon upgrade tokens
Fixed rune task duplicating on save load
Fixed ceiling in HUBs
Fixed passive upgrade notification color from yellow to red
Fixed an FPS issue with spider path calculation, visible for example in E1M7 at beginning.
Fixed an issue where spiders would constantly land and would not attack
Fixed spirit mana values increase display in Stat Shop
Fixed strength stamina regen rate values increase display in Stat Shop
Fixed Capacity values display in Stat shop
Fixed ammo display in Character Status
Fixed an issue with SensesAI generating too much garbage and influencing performance
Fixed an issue where akimbo would reload with no
reload upgrade
Fixed secret gate in e1m4 trigger too early
Fixed active quest transfers to the new save
Fixed an issue where any ammo could go below 0
Fixed an issue where shop currency would not update in Skill Shop
Fixed nullreference error on game load, connected to old Wargression Magic upgrades
Fixed Phantom Palmer AOE daggers playing when he's dead
E1M1 - removed 3 monsters which influenced monster count, but were not in level.
E1M4 - fixed boney and skully spawning inside wall near Holopalmer ability
E1M9 - fixed moving platform applying damage to player for no reason
Improved performance issues related to Localization
Improved performance of shops when opening them
Fixed Holo
Palmer lagging the game in some cases
Fixed Titanium Core execution altfire upgrade. It will now play proper animations, and execute enemies that are at or below 50% health.
Fixed an issue where Passive and Weapon upgrade points would not save correctly.
Fixed an issue where after buying Combo Retainer Perk, the combo timer would double with each save reload.
Fixed an issue where Necrogirls would not resurrect nearby monsters.
Fixed an issue with vitality stat and health overcharge.
Fixed Burst Rifle having one burst too much per magazine.
Fixed E1M1 shotgun even trigger sticking out into the room thus triggering an event too early in some cases
Fixed an issue where Character Status would not load properly and display incorrect stats and lack of perks/passive upgrades.
Applied a lot of performance fixes to monsters and their CPU usage
Added replacement of old path by new path in path request calculation for monsters to improve their calculation speed.
Reworked monster pathing a bit, to offload the CPU. This could result in more interesting behaviour for monsters.
Improved monster pathing performance
Fixed an issue where monsters would spawn dead
Fixed an issue where cannon manual reload would not work (reported by Dwailing)
Fixed an issue where cannon would not do a background reload (reported by Dwailing)
Improved Utility Shop UI readability
Fixed an issue where player would get stuck on geometry in certain moments, especially near walls
Fixed an issue where invisible wall on E1M1 would not disappear after yellow key unlock
Fixed an issue where stat and perk points would be displayed incorrectly on 21:9 displays (reported by 3dioot)
Fixed an issue where game would drop FPS on saveload in some cases
Fixed placeholder description on Magic Blade
Fixed a crash issue
Fixed rune selection disappearing in some cases
Fixed an issue where monsters would not look for path after save reload
Fixed button placement in 21:9 resolutions on new upgrade screens
Fixed an issue where weapon would disappear from screen
Adjusted boney aim frame to better depict aiming
Buffed Jolopalmer health from 60 to 300
Added 1 upgrade token to e1m2 before falling through floor
Fixed spider jump reset bug
Removed damage from headshot expert
Moved various stuck monsters in geometry in E1M8 near Holopalmer ability
Moved stuck monsters in geometry in E1M6
Fixed monsters animations after save/load
Player cannot damage Phantom Palmer now directly with weapons.
Fixed Secret Dead Characters showing Interaction prompt
Fixed Keys UI animation
Oooooooof... that was something else. If you're still here - thank you for supporting Project Warlock II. and your feedback so far. We want to make Project Warlock II the best it can be, and this will only happen if you continue to let us know your thoughts on our game, and how we can improve it.
Once again, thank you to everyone who contributed to this update, you're all awesome!
See you in the next one!
Hotfix - Playtest Build 0.5.4.34
Changelog 0.5.4.34
Fixed an issue where monsters would aggro too early/before detecting the player
Improved Turboknight's AI
Buffed basic cannon damage from 160 to 200
Buffed basic cannon projectile speed from 40m/s to 60m/s