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Steam News18 July 202629d ago

Metamancer Patch 1.02

Gameplay The game now has methods for avoiding dead ends when entering a new map. The game will fill certain holes in the map, and will move the player to the nearest pathable location along the entry axis.

In this update3

Full notes

Full Metamancer update

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What changed

2 fixes1 addition5 changes0 removals
  • Maps
  • UI and audio
  • Gameplay
  • Fixes
addedGameplayThe game now has methods for avoiding dead ends when entering a new map. The game will fill certain holes in the map, and will move the player to the nearest pathable location along the entry axis.
fixedGameplayFixed a bug with melee hemorrhage not applying tick damage. Bleed now deals damage each turn and uses the same DOT damage numbers as fire.
changedGameplayChained enemies should now be pulled into the singularity center as the chain jumps. Previously the pull only ran on a secondary chain path that often never fired; it now applies during the full detonation phase.
changedInventory & UIHighlighting armor or weapons in the backpack now color-codes stats vs. what’s equipped: green if better, red if worse (quality, stats, abilities, GPU proc).
changedInventory & UIWhen the player hovers over an equipment item in their backpack it will open the dropdown for what the player already has equipped so they can more easily compare stats.
changedInventory & UIThe equipment panel now shows more item info for equipment.

Metamancer changes

addedThe game now has methods for avoiding dead ends when entering a new map. The game will fill certain holes in the map, and will move the player to the nearest pathable location along the entry axis.
fixedFixed a bug with melee hemorrhage not applying tick damage. Bleed now deals damage each turn and uses the same DOT damage numbers as fire.
changedChained enemies should now be pulled into the singularity center as the chain jumps. Previously the pull only ran on a secondary chain path that often never fired; it now applies during the full detonation phase.
changedHighlighting armor or weapons in the backpack now color-codes stats vs. what’s equipped: green if better, red if worse (quality, stats, abilities, GPU proc).
changedWhen the player hovers over an equipment item in their backpack it will open the dropdown for what the player already has equipped so they can more easily compare stats.

Gameplay

The game now has methods for avoiding dead ends when entering a new map. The game will fill certain holes in the map, and will move the player to the nearest pathable location along the entry axis.

Fixed a bug with melee hemorrhage not applying tick damage. Bleed now deals damage each turn and uses the same DOT damage numbers as fire.

Chained enemies should now be pulled into the singularity center as the chain jumps. Previously the pull only ran on a secondary chain path that often never fired; it now applies during the full detonation phase.

Inventory & UI

Highlighting armor or weapons in the backpack now color-codes stats vs. what’s equipped: green if better, red if worse (quality, stats, abilities, GPU proc).

When the player hovers over an equipment item in their backpack it will open the dropdown for what the player already has equipped so they can more easily compare stats.

The equipment panel now shows more item info for equipment.

Save & Load

  • Maps are regenerated from seed on load, but blended biomes weren’t always recreated with the same parameters. We now store the full blend data when a map is first generated, so reloading (or cache eviction) should put you back in the correct biome.

  • The in-game player and the equipment panel could look different after a load. Both now rebuild from the same saved customization data on load.

  • Fixed a bug with entity positions. If the window size differed at load time, things could land slightly off-grid.

  • Saves now record tile size, and positions are re-snapped to the grid on load.

Source

Steam News / 18 July 2026

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