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Steam News25 October 201510y ago

Halloween update! b27.0.0 Patch notes

[Halloween] ːsummerghostː - Added Halloween mode with lots of decoration! - A plethora of masks to choose from!

Full notes

Full Cavern Kings update

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What changed

1 fix0 additions0 changes0 removals
  • Performance
fixed[Halloween] ːsummerghostː - Added Halloween mode with lots of decoration! - A plethora of masks to choose from! [Performance] - Game is now compiled with YYC, which should improve performance for many machines which are restricted by a low-end CPU. - Texture pages have been better assigned, which should improve performance for many machines which are restricted by a low-end GPU. - The game now skips drawing frames when it detects that it's having trouble running at 60 frames per second. This should allow many more machines that are restricted by a low-end GPU to run the game at full speed. - Replaced several object-based effects with particle-based effects. This should hopefully help with some users who encounter crashes due to vertex buffer overflow. - Removed freezeframes triggered by various actions which were being mistaken for actual application slowdown. [Audio Engine] - Rewrote all sound-related code to use Game Maker's newer audio engine. This has made fixes for a number of sound-related issues possible. - Fixed issues with master volume adjustment not always applying immediately or with the correct value for sounds which were already playing. - Fixed issue with some users being unable to start the game without first manually editing their preferences file to disable music. - Fixed all playing instances of a sound sometimes stopping simultaneously when only one specific instance of that sound should have been stopped. [Monsters] - Added new monster. - Bat animation now slows instead of stops when stunned. - Fixed the fire trails of flame walker elites not emitting light. - Most types of elite monsters now emit light. - Eye Saw now responds to impact force. - Eye Saws can now be stunned. - Titan Worm health no longer scales directly with the number of living players when it spawns. - Lightning Elites no longer create hovering electric beams that do contact damage to players, and now instead will instantly strike the closest player in range at a fixed interval. - Fixed several inconsistencies between the way monsters would handle visual effects. - Changed the monster damage flash effect. - Flamewalker elites, lightning elites, and agile elites have been given new visual effects. - Fixed bug which caused flamewalker elites to not receive stat bonuses. - Monsters are now launched into the air if they receive impact force while on the ground. - Reduced golem mass from 9 to 2. [Weapons] - Added Chainsaw. The chainsaw is the first of the special weapons, which are found and equipped in the caverns and not equipped from the loadout screen. - Added weapon pocket. When the player is not touching an interactive object, the Use button will put the currently equipped special weapon into the pocket; pressing Use again will take it back out of the pocket. - Improved the way impact force is handled. Most weapons and attacks should now physically force hit enemies in an intuitive direction. - Improved hitbox precision for melee weapons, which should now better match their visual effects. - Reduced the nailgun projectile's hitbox size. [Characters] - Raised passive regeneration base rate from 0.125hp/sec to 0.25hp/sec. - Passive regeneration rate now resets to 0 upon taking damage. The regeneration rate steps up by 1/4 the base rate every 5 seconds until the full regeneration rate is restored. - Android's passive ability now activates at 50% health, rather than 75%. - Android's passive ability no longer randomly creates hovering electric beams that do contact damage to enemies, and now instead will instantly strike the closest enemy in range at an interval which

[Halloween] ːsummerghostː - Added Halloween mode with lots of decoration! - A plethora of masks to choose from! [Performance] - Game is now compiled with YYC, which should improve performance for many machines which are restricted by a low-end CPU. - Texture pages have been better assigned, which should improve performance for many machines which are restricted by a low-end GPU. - The game now skips drawing frames when it detects that it's having trouble running at 60 frames per second. This should allow many more machines that are restricted by a low-end GPU to run the game at full speed. - Replaced several object-based effects with particle-based effects. This should hopefully help with some users who encounter crashes due to vertex buffer overflow. - Removed freezeframes triggered by various actions which were being mistaken for actual application slowdown. [Audio Engine] - Rewrote all sound-related code to use Game Maker's newer audio engine. This has made fixes for a number of sound-related issues possible. - Fixed issues with master volume adjustment not always applying immediately or with the correct value for sounds which were already playing. - Fixed issue with some users being unable to start the game without first manually editing their preferences file to disable music. - Fixed all playing instances of a sound sometimes stopping simultaneously when only one specific instance of that sound should have been stopped. [Monsters] - Added new monster. - Bat animation now slows instead of stops when stunned. - Fixed the fire trails of flame walker elites not emitting light. - Most types of elite monsters now emit light. - Eye Saw now responds to impact force. - Eye Saws can now be stunned. - Titan Worm health no longer scales directly with the number of living players when it spawns. - Lightning Elites no longer create hovering electric beams that do contact damage to players, and now instead will instantly strike the closest player in range at a fixed interval. - Fixed several inconsistencies between the way monsters would handle visual effects. - Changed the monster damage flash effect. - Flamewalker elites, lightning elites, and agile elites have been given new visual effects. - Fixed bug which caused flamewalker elites to not receive stat bonuses. - Monsters are now launched into the air if they receive impact force while on the ground. - Reduced golem mass from 9 to 2. [Weapons] - Added Chainsaw. The chainsaw is the first of the special weapons, which are found and equipped in the caverns and not equipped from the loadout screen. - Added weapon pocket. When the player is not touching an interactive object, the Use button will put the currently equipped special weapon into the pocket; pressing Use again will take it back out of the pocket. - Improved the way impact force is handled. Most weapons and attacks should now physically force hit enemies in an intuitive direction. - Improved hitbox precision for melee weapons, which should now better match their visual effects. - Reduced the nailgun projectile's hitbox size. [Characters] - Raised passive regeneration base rate from 0.125hp/sec to 0.25hp/sec. - Passive regeneration rate now resets to 0 upon taking damage. The regeneration rate steps up by 1/4 the base rate every 5 seconds until the full regeneration rate is restored. - Android's passive ability now activates at 50% health, rather than 75%. - Android's passive ability no longer randomly creates hovering electric beams that do contact damage to enemies, and now instead will instantly strike the closest enemy in range at an interval which

Source

Steam News / 25 October 2015

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