Full notes
Full Ad Iterum update
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What changed
0 fixes2 additions1 change0 removals
- Gameplay
addedThis week's update touches a bit of everything: From cooking mechanics, to combat changes, to quality-of-life fixes that have been bugging me. There's a new enemy lurking in the fungal areas, and mutations are getting more dangerous to handle.
addedNew stuff
changedImprovements
Ad Iterum changes
addedThis week's update touches a bit of everything: From cooking mechanics, to combat changes, to quality-of-life fixes that have been bugging me. There's a new enemy lurking in the fungal areas, and mutations are getting more dangerous to handle.
addedNew stuff
changedImprovements
This week's update touches a bit of everything: From cooking mechanics, to combat changes, to quality-of-life fixes that have been bugging me. There's a new enemy lurking in the fungal areas, and mutations are getting more dangerous to handle.
As always, I'd love to hear what you think. Jump into the Discord or drop feedback here, it all helps shape what comes next.
New stuff
- New: Throwing meat to fire sources cooks it. - New: New Memory units (x2) - New: Traps can be enabled/disabled from distance by shooting at them - New: Mutations may become unstable, which comes with side effects - New: Enemy (x1) - New: Some ranged weapons now might require ammunition
Improvements
- Improvement: Items now have a small animation that makes them more noticeable - Improvement: Moving cancels \[Throw] mode - Improvement: When mutations become unstable it's clearer in the UI
Bug fixes
- Fix: Tiles with multiple items now show each item's action sequentially instead of requiring walk-away - Fix: Mutations no longer show duplicated in both status effects and mutations UI - Fix: Weapons with elemental effects now correctly apply them enemies on hit - Fix: HP bar now displays correctly when restarting after death - Fix: Dead enemies no longer apply weapon effects to the player - Fix: Throwable items no longer show a non-functional "Use" button in inventory
Source
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