Update log
Full SunderBound update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Fixes
- Maps
- Performance
- UI and audio
First Patch Notes, by The Minister's grace!
Welcome to our first patch notes! We will regularly update you on our bugfixes, hotfixes, new content, and all big and small improvements to SunderBound :)
Bugfixes
A lot of improvement on Gamepad inputs in Co-op Mode - selection on all menus of the game is now available on the gamepad.
Fixed an annoying Player 2 gamepad bug where the character started reloading before any interaction.
Fixed a rare bug where both characters can die on our Howitzer encounter, and the game cannot continue.
Fixed some issues with Co-op ability activation, made it much smoother overall.
Fixed a rare (but rather thematic for Halloween) issue where a dark fog obscured small parts of the map.
Fixed a very rare progression issue in which the starting elevator did not spawn, and our dear characters fell through the map. Oops…
Fixed a crash during a specific Protect Encounter.
Replaced some voiceovers and adjusted the volume levels of others.
Improved Dodge roll animations for both player characters.
Known Issues
Expect a lot of incoming UI/UX improvements, better co-op camera, and more updates to the cooperative experience that will suit Player 2 in particular.
A lot of the input prompt icons have to be adapted for the gamepad.
A few moderate issues when Player 2 joins mid-game - loss of focus, Player 1 input issues, missing UI elements, etc.
We’re investigating occasional FPS drops on lower spec machines and in specific levels.
After closing the game amidst a mission, there are some issues with the state of the save file.
Very rarely, there are some navigation issues with the debris of destroyed objects. On some quite unlucky occasions, those might throw a player’s character off the map.
Rare behavior bugs to certain types of enemies in specific situations - i.e., Wretches getting stuck, Spider Mech not using his abilities sometimes.
Font and text alignment issues in the Main Menu text labels, and resolution issues on some screens.
A fog that persists for about 5 seconds at the start of a variant of a procedurally generated level - a quick fix will be coming shortly.
Some animations and SFX related to the UI are not working as expected in the Main Menu and in-mission.
Stay updated for further announcements! A big thank you to all of you for your support during the Playtest!
- Kipi Interactive
Source
