Full notes
Full Glitchpunk update
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Repeated intro
Hello!
What changed
- Gameplay
- Fixes
- Balance
- UI and audio
- Performance
It's been four long and very busy weeks for us at Dark Lord as we were cooking a big patch for you. Thanks to your detailed feedback on our Discord channel, today's update should bring big improvements to your overall game experience:
Bugs fixed:
Vehicles colliding with multiple actors at once no longer receive crazy amounts of damage at high rate
Finishing a final contract for a storyline of either gang will now add all the other gangs’ missions to list of “skipped” ones, which should prevent the bug with some missions appearing still after you finished the episode and decided to continue playing
Fixed buildings collision issues on South Island
Fixed issues with incorrect input binding (multibinding between the tabs left as it is)
Fixed motorbike drivers’ position
Timer SFX stops when game is paused (ESC)
golden supporter car respawns properly in the garage
Street lanterns do not collide with vehicles and do not cast shadows after they have been destroyed
Spots where cars spawned from the sky should be fixed
Relevant car mission marker should not persist between missions
Mission descriptions should always match current contracts available in the hubs
Tank no longer has the killing zone activated when it’s destroyed
Features:
V-sync setting added,
Change “Fog” setting to “Volumetric Lighting” to better communicate what this one is actually doing; also the behaviour of it changed, game should no longer be extremely dark with this setting set to “Off”
Introuced level streaming (let us know about instances of visible mesh loaing in some areas during the play!)
Changed the meshing in the hideout area in New Baltia to make it easier to park cars there
Added a Master slider to the Audio settings tab that controls the entire game's volume
Added a notification at phones with no available contracts
Enlarged the minimap NPC markers
One more step leading to the Hideout added in first mission for Ordo in New Baltia
Wanted level is being reset after car is parked in first Ordo mission
Tanks destroy the cars completely when driving over them
Meshed pavement around the Ordo church for better visibility of the paths and where to go when player just starts the episode
Car gets blocked in the last phase of Safety Measures to avoid acicdental driving off the trigger areas; it gets unblocked once the mission is finished
Balance changes:
Cars in riot mode can explode a few seconds after the spawn
Initial money amount increased to $3000
Increased default SWAT Enforcer and police Chaser's officer crew (SWAT: 4, police: 2)
Headhunt in northern New Baltia that required 100 roamer kills now requires 6 bounty hunter kills
Headhunt in north-western Plague Island area that required SWAT kills has been changed to 10 Raider kills (yep, there’s a trick to make this doable)
Jump damage threshold slightly increased to make falling from smaller heights less deadly
Moved the top-most passenger for Lord is my Shepherd to a different place a few meters away from his original location
Right after this update we aim to focus on the following:
new episode going live: Outpost Texas
further performance improvements
full gamepad support
Make sure to drop into our discord channel and tell us what you think about the current state of the game and hang out with us as we work hard daily on making Glitchpunk the ultimate top-down cyberpunk experience.
Cheers! Maciej, Lead Developer
Source
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