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Boomsday Demo›Events›v0.65 - Weekly Update
In-game event

v0.65 - Weekly Update

Boomsday Demo · published 23 days ago · build 24767180

All eventsPlayers around this dateRead on Steam

v0.65

New :

  • Added a new game mode called Two of a Kind, a new three-level dungeon mode where players use the a new weapon called the Grav to match thousands of colored runes at a central shrine, push back the Flood Clock, earn XP, and survive escalating enemy floods and boss spawns. This game mode replaces a previous game mode plan called Magic as it combines two hybrid ideas into one.

  • Joining a lobby whose host is running a newer version of the game is now blocked. You get a polite popup telling you to update instead.

  • Hosts can now remind unready squad members with a clear ready-up popup.

  • Accepting a squad invite from the match panel no longer bounces players through the main menu.

  • Added persistent system audio-output selection, applied automatically at launch.

  • Added persistent monitor selection so the game opens on the chosen display.

  • Added Settings access directly from Match Setup.

  • Teammate latency is new and now sits under their nametag when telemetry is enabled.

  • Loading screens now have translation for all of our 11 supported languages.

  • New setting: Bullet Ground Glow. Settings, Graphics, next to Enemy Silhouettes. On by default. It costs almost nothing on most machines, so leave it on unless your hardware is having a bad time.

Changed:

  • Dropping your last pistol no longer conjures a fresh one out of nowhere. Spamming the drop key was minting infinite pistols onto the field, each with a free full magazine, and shoving everyone else's loot off the map in the process.

  • Substantially less network traffic during heavy fights. The data for enemy and boss bullets was being sent in a wildly wasteful format. It is now about five times smaller.

  • Fixed enemy bullets going missing for other players. Large volleys could exceed what a single network packet can carry and quietly break apart in transit, which meant clients sometimes just did not see incoming fire.

  • Reorganized Sound settings with Audio Output at the top.

  • Reorganized Graphics settings and moved Weather, Day/Night Cycle, and Enemy Silhouettes there.

  • Reorganized Game settings into clearer input, HUD, automation, and extras groups.

  • Reorganized Accessibility settings into readability, outlines, comfort, and input accommodations.

  • The grenade launcher actually launches grenades now. Each shot is a real grenade that flies out of the barrel, arcs to the ground, and bounces along floors, off walls, off enemies, even up and down levels before it blows one second later.

  • Multi level areas got a full physics overhaul. Grenades, missiles, and lobbed attacks now aim at the floor you clicked, climb up to catwalks, and drop into pits.

  • Missiles now climb to targets standing on higher levels, and your orbital blades circle at whatever floor you are on instead of hovering at ankle height under it.

  • Anything you carry with the Grav gun and let go over an edge falls to the floor actually below it. Physics...

  • The flood clock in Two of a Kind went on a diet.

  • Matching a pair now buys you 20 whole seconds on the flood clock instead of a 10. answering the shrine's color request still resets the thing outright.

  • Enemies gain 10 percent bonus health for every extra player in the squad (down from 25), in every mode.

  • Two of a Kind's default mob density is now what the 25 percent slider used to be.

  • The black screen between the loading screen and the game is gone. The loader now stays up until the arena has genuinely drawn its first frames, then fades straight into play.

  • Telemetry is now a dropdown instead of a checkbox: Off, Telemetry, or Telemetry Debug. Plain Telemetry is a clean little grey line in the top right with FPS, minimum FPS, and render numbers. Telemetry Debug is still the full wall of diagnostics.

Fixed :

  • Added missing names and descriptions for the Ice Ball and the Frosted chill effect.

  • Bosses used to high quality projectiles, then visibly downgrade to flat streaks partway through the volley, then snap back once they calmed down. This no longer happens.

  • Waiting in a lobby you do not host: the game mode list and match modifiers are hashed out for a reason. Controllers could previously navigate under the hash and click things anyway. They cannot anymore.

  • Fixed a crash when accepting a game invite. If you answered the same invite twice, once through Steam and once through our own ACCEPT prompt, both answers tried to join at the same time and the game lost the argument with itself. One accept now retires the other, and clicking ACCEPT takes you to the lobby instead of the desktop.

  • Damage no longer leaks through floors. Explosions, kamikaze grandpas, boss fire pools, lightning, and blade rings only hurt things on their own level.

  • Co-op players now see boss danger rings, fire pools, and falling bolts on the exact same floor the host does. The red circle you dodge is the red circle that hurts.

  • Picking a starting weapon now works in Two of a Kind. Your choice lands in slot 2 next to the grav tool instead of disappearing.

  • The loading bar operates appropriately now. It used to hit 100 percent, then sit there while the game secretly built the whole arena behind a black screen. Now it counts the actual work, loading, building, finalizing, rendering, and tells you which part it is doing.

  • Co-op squads now load in together and uncover together. Everyone's bar shows their real progress, nobody gets revealed into a match their friends have not finished loading.

UNFIXED:

  • There is an ongoing bug that is causing lag during game play stretching frame time during matches. After 30-45 minutes of game play with bosses rendering load for the host becomes unbearable. It's currently unknown as of Friday 8.14 what is causing this issue. A significant amount of time is being invested into solving this issue. Happens on all hosts, all platforms. I am working diligently to solving this one.

Shoutout to the many testers that have been helping find bugs and offer ideas that help bring the game to where it is now. I have a significant amount of support in a community of individuals that want to see this game succeed. I appreciate you guys. Thank you for the hours of testing; and the dedication you have to helping out.Many thanks to Name, Todd, Tanner and Woodrat for many many hours of testing and the countless games. Thanks to everyone else who has dropped in for a game or two!

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