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Full Sumerian Six update
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Repeated intro
Hey there! Sumerian Six is coming along nicely. Based on the feedback we received from everyone enjoying the demo, we made a bunch of changes to the game, which is why we thought we'd update it to the latest version. This new demo build comes with more than a handful of tweaks and fixes and should make for a more enjoyable Nazi-hunting experience.
What changed
- Gameplay
- Performance
- Maps
- UI and audio
Sumerian Six changes
Please continue sharing your feedback with us here on the Steam community or on our Discord. It's absolutely invaluable.
We'll have some major news to share this month, so stay tuned for more!
Artificer Dev Team
DEMO UPTADE CHANGELOG
Bugfixes:
The game should no longer freeze nor crash in the second part of the Lilleby level, if the player successfully killed a nazi patrol with a murderous truck earlier
A number of improvements to enemy behaviour were made, particularly in the case of group patrols encountered in the demo, who had trouble adapting to all the cool, but difficult to comprehend abilities thrown at them by members of the Enigma Squad
The soldier near the watermill on the Löwenfels Castle level should no longer become an unscripted nazi zombie under certain conditions
Einar Pedersen should no longer attempt to engage in strange conversations with his already electrocuted nazi companion on the Lilleby level
Enemies should enter their silent search state correctly after witnessing an environmental kill when the game is loaded
Enemies should no longer take strange and repeated interest in their previously discovered companions who had perished in environmental kills, after loading a save file
Player characters, under certain conditions, should no longer be invisible to enemies in silent search state
Double-click behaviour for sprinting has been improved
Player characters should no longer be blocked under certain conditions after the game is loaded from the main menu while climbing ladders
Player characters should no longer be able to drop carried bodies while going through doors or passages, which sometimes resulted in further movement being blocked
Enemies should get tangled in ladders much less often (please note that we're still working on some corner cases)
Switching viewcones of enemies while in active pause mode should now work as expected
Sid should no longer be able to enter a stairway to heaven state after attempting to climb the ladder near the watermill on the Löwenfels Castle level
Izzie should no longer refuse to unlock all of her abilities if the player decides to leaveher behind and progress only with Sid on the Löwenfels Castle level
Izzy should no longer erratically flap her arms when attempting to use her Swap Places ability. Why so dramatic, Sis?
Rosa should no longer delay her crouch to flex a bit after viciously dissolving her foes into thin air
Loading the game should no longer break highlights
Ability buttons should no longer remain in pressed state under certain conditions (i.e. alt-tabbing), effectively forcing you to restart the game and perhaps hating us just a tiny bit
Tutorial popups should no longer display blank squares instead of actual icons
Pressing [ESC] while in map view now properly closes the map instead of invoking the pause menu
A number of issues with audio sometimes acting unpredictably (crackling) should now be fixed
Combat music should no longer persist if the game is quick loaded the moment you get caught with your pants down deep into enemy trenches.
Music previously disabled in audio settings should no longer unmute itself after loading a save file
Improvements:
The game went
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