Full notes
Full Clockwork Ambrosia update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Maps
- Performance
- UI and audio
- Fixes
It's a wet hot Clockwork summer for us here at Realmsoft (no, I don't know what that means either), and alongside new trailers and showcases, we are also here to deliver piping hot demo updates, right off the grill.
As always, leave us a note on Discord if you run into any other issues or have any more suggestions!
Major Changes
Missile Launcher Alt Fire: Primed Shots
The missile launcher has been updated with an armor-busting alternate fire. We felt the missile launcher needed a little bit of extra oomph and value-add, so we came up with the idea of an alternate fire mode. Try it for yourself and let us know what you think!
Map Improvements
Save points are now recorded on the map. We're a big fan of the old-school save point system, but we did agree with folks that not tracking where those precious save points were on the map could be a bit stressful. So now they are! The map will see many more updates in the future.
Movement Key Rebinds
Keyboard players can now rebind movement controls. This was honestly just something we ran out of time for with the original key rebinds patch. Rebindable keys is just a great feature for PC gaming, and we didn't want that to stop at movement keys. So now it doesn't!
Now, read on for the full list of changes!
New Features
Missile Launcher Alt Fire: Primed Shots
Alternate fire shoots a Primed Shot
Primed Shots deal extra damage and break enemy armor
Primed Shots cost extra ammo to fire
Normal missiles no longer break enemy armor
Missile launcher base ammo is now 3, up from 2
Map Improvements
Save points are now recorded on the map
The Map Kit item is now required to use the map
Expanded Options
Keyboard players can now rebind movement controls
New Graphics Mode: Lock to 60 FPS - Players experiencing improper runtime speeds can turn this on. It will also turn on automatically if Vsync fails.
General
The Window Scale Factor option is now applied every time the game runs
Combat
Mines boss armor reduced
Mines enemies' HP and armor adjusted to account for Primed Shots
Equipment
Twinfire Barrel mod now reloads two missiles at once rather than firing two missiles at once
Levels
Forest stages received some minor path changes. The entrance to the Mines has moved!
UI
Improved UI for Iris' armor gauge
Additional visual effects to communicate "missile stage" effects
Bug Fixes
General
AMD players should no longer encounter errors or crashes when entering the boss rooms in the Mines.
Autosaves now preserve the player's Health, Armor, and Repair Energy
Fixed an issue that was causing buttons to act held down when a controller wasn't plugged in
Fixed an issue where the player's gun sprite would sometimes not render near the edge of a screen
Combat
Fixed issue where enemies killed by a player would stay dead even if the player reloaded the autosave at the start of a room
Nimbot (Forest Boss) should no longer deal collision damage while dying
Fixed an issue that could cause Drillbot's routine to halt indefinitely
Fixed issue where dealing damage to the Mine Boss' weak point could sometimes result in the damage being multiplied too much!
Levels
Fixed issue where bullets could "miss" small objects if the player was too close to them
The player should no longer enter a glitched state if damaged while opening a chest. Additionally, the player should no longer be able to take damage while opening a chest in the first place!
Fixed issue where Revolver bullets could fail to activate Flipper Switches
Equipment
Players can no longer initiate a false "Power Dash" if they have no Power Dash equipment
UI
DualShock 4 controllers now correctly show appropriate button icons, including the touchpad
Fixed typos on certain tooltips
Source
Changelog.gg summarizes and formats this update. How we read updates.
