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Steam News25 November 20241y ago

V1.1.0: Quality of Life and Fixes

V1.1.0 is here! This is the first proper patch ever since game release, ignoring the bundle of hotfixes. This patch comes with some bug fixes, balancing, and other changes.

In this update5

Full notes

Full REDLINE CROOKS update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

12 fixes4 additions17 changes2 removals
  • Store
  • Gameplay
  • Balance
  • Workshop
  • Fixes
  • UI and audio
changedV1.1.0 is here!This is the first proper patch ever since game release, ignoring the bundle of hotfixes. This patch comes with some bug fixes, balancing, and other changes.
changedGeneralUpdated various pieces of text in the game
addedGeneralAdded new Lesson to Tutorial 1: Ramming. This change will also make it to the Demo version soon.
changedGeneralUpdated Final Boss Bomb Cars: Now carry missiles, which on defeat by player will shoot and fly backwards to hit the Final Boss. This is a purely visual change, mechanically the fight is the same. Intention here is to make it more obvious and louder what actually damages the boss.
changedGeneralChanged requirements for the Nitrogen Hyperfixation job (50% > 50%, 70% > 65%, 90% > 80%)
changedGeneralSlightly reduced overall speed gain of the NITRO Badge

REDLINE CROOKS changes

changedThis is the first proper patch ever since game release, ignoring the bundle of hotfixes. This patch comes with some bug fixes, balancing, and other changes.
changedUpdated various pieces of text in the game
addedAdded new Lesson to Tutorial 1: Ramming. This change will also make it to the Demo version soon.
changedUpdated Final Boss Bomb Cars: Now carry missiles, which on defeat by player will shoot and fly backwards to hit the Final Boss. This is a purely visual change, mechanically the fight is the same. Intention here is to make it more obvious and louder what actually damages the boss.
changedChanged requirements for the Nitrogen Hyperfixation job (50% > 50%, 70% > 65%, 90% > 80%)

V1.1.0 is here!

This is the first proper patch ever since game release, ignoring the bundle of hotfixes. This patch comes with some bug fixes, balancing, and other changes.

Changelog

General

  • Updated various pieces of text in the game

  • Added new Lesson to Tutorial 1: Ramming. This change will also make it to the Demo version soon.

  • Updated Final Boss Bomb Cars: Now carry missiles, which on defeat by player will shoot and fly backwards to hit the Final Boss. This is a purely visual change, mechanically the fight is the same. Intention here is to make it more obvious and louder what actually damages the boss.

  • Changed requirements for the Nitrogen Hyperfixation job (50% > 50%, 70% > 65%, 90% > 80%)

  • Slightly reduced overall speed gain of the NITRO Badge

Balancing

  • After releasing the Harpoon, Big Tuna will now be less affected by collision knockback. This allows it to "pierce" through vehicles a bit more, retaining both direction and momentum a bit more.

  • Updated Shopkeep Slot machine cost: Now scales with max HP. Starts out cheaper than before.

  • Increased Foundy Rocket Gunner firing cooldown and gun turn rate. Decreased Rocket homing turn rate.

  • Decreased Factory Wreckingballer attack cooldown period.

  • Increased Sword Van Sword hitbox, primarily in the back region to avoid weird blindspot situations and make thrust easier to use.

  • Increased Frozen Frog active frames and range

  • Slightly reduced the amount of speed the Final Boss gained with every loop.

  • Defeating the Final Boss will now clear the screen of all bullets created by it.

  • Locomotive Flywheel is no longer guaranteed to charge a Turbo Meter. Now only does so with a 50% chance similar to other Turbo upgrades.

  • Increased BOMB-PROOF VEST cooldown slightly

  • PARTING GIFT now has a longer minimum lifetime and slightly gravitates behind the player as it moves. This makes it more reliable to blast jump off. It is still a bit unpredictable because I think it is funny.

  • Increased Health Stat upgrade cost by 2500$, increased price scaling per upgrade by 1500$.

  • Increased Electric Wire Gunner partner detection radius, wire damage, wire push force on contact and maximum wire stretch range before break.

  • Chain Elite effect will no longer deal damage over time.

  • Increased MR. KILL's default weight by 1 Star

  • HAMMER'S SPAWN now has a slight vaccum effect to make it easier to hit vehicles

  • Explosive Civs now scale in their appearance rate (starts at 25% of their current appearance rate, up to 100% of the current after reaching Loop Zone 3)

Fixes

  • Fixed the background texture in the Money Jar screen not looping correctly.

  • Fixed spree ender being recorded as "Unknown" when being defeated by an Elite Spike Ball

  • Fixed being able to unlock Modifier Achievements in Dailies/Weeklies.

  • Fixed not being awarded with Gear 1 after completing the game in a Daily/Weekly.

  • Fixed a bug that would cause a player to get stuck in the pre-run shop if audio issues occured.

  • Fixed AUTO STEER kicking in despite a Turbo being active

  • Fixed the UPHILL Badge disabling shops

  • The player can now interact with the "Win Area" trigger from the second to last chunk, rather than exclusively the last.

  • Maybe(?) fixed a very strange crash possibly involving Deadlift, Dubious Hand, NPC Collisions and Linux

---------------------------------------------------------- There are a lot of other things I've got on my TODO list which I will hopefully get to soon. Thanks to everyone that was kind enough to check the game out, give it a review, shared clips in the Discord etc. ! I'm happy to see that the full game has resonated with a lot of folks.

More stuff coming soon(tm).

Join the Discord Follow on Twitter/X

  • Alexander

Source

Steam News / 25 November 2024

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