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Boomsday Demo›Events›v0.75 - Weekly Update
In-game event

v0.75 - Weekly Update

Boomsday Demo · published 10 days ago · build 25026686

All eventsPlayers around this dateRead on Steam

New:

  • Settings > Controls now lists both weapon drop hotkeys (G to drop the active weapon, Shift+G to drop all), and both are rebindable.

  • Added squad pings. Press middle mouse or Triangle to throw a smoke canister at wherever you are aiming, and where it lands a smoke plume rises in your player colour for five seconds so the rest of the squad knows exactly where to look. Everyone hears an alert at the marked spot, and an arrow points the way if the marker is off screen. One ping per player at a time, with a five second cooldown.

  • Teammate nameplates in the co-op squad panel now display each player's current level beside their name.

  • The wave, kills and survived readout now slides off the top of the screen when a boss appears, and the boss health bar moves up into its place. Both return when the last boss dies.

  • Dead enemies fall from an upright stance along the killing shot instead of appearing on the ground in a fixed pose.

  • Q and E now swap weapons left and right across the action bar, wrapping cleanly for both three-slot and four-slot loadouts.

  • Equipped perks can now be right-clicked and permanently wasted after a confirmation names the perk. Its effects are removed immediately in solo and multiplayer, with no XP or perk choice refunded.

  • The laser now chains through your squad: point it at a teammate who is also firing one and your beam pours into theirs instead of the horde, so whoever takes point fires a single fatter, hotter, far deadlier beam that gets uglier with every warden feeding it.

  • Immersive mode > press Ctrl+Z to strip the entire interface off the screen and just watch the carnage.

Changed:

  • Nudged the ? glyph in match panel info chips so it sits centred in the bubble.

  • Overkill Relay now relays half of the excess damage instead of all of it.

  • Enemy health now scales far faster with wave number: +5% of base health per wave past wave 10, up from +0.56%, so enemies reach triple health by wave 50 and 5.5x by wave 100. Bosses scale faster still at +6% per wave. Co-op difficulty now scales with squad size on three fronts instead of one: each additional player adds +15% enemy health (was +10%), +30% enemy spawn density, and +75 to the on-field enemy limit. (subject to more balance)

  • Character select now shows a green sword mark with a black outline beside a player's name when they ready up, replacing the word "READY".

  • Rewrote the entire bullet engine in native code. Player and enemy projectiles now simulate and draw many times faster, the maximum number of live bullets is raised from 2048 to 8192, and heavy firefights run at roughly double the framerate across all modes, including modes with cover and destructible obstacles.

  • Power up drops got a visual rework: they are now potions, recolored per power up, 40% bigger, and they wobble in a slow circle while bobbing in place. Drop rate increased.

  • Necromancers now conjure fresh skeletons on the battlefield. Bone pieces sweep together at the summon spot and the skeleton rises where they meet.

  • Charging enemies now walk at normal speed and only charge to close distance when far from their target.

  • Reduced per-shot networking overhead.

Fixed:

  • Fixed health bars rendering a square red sliver that extended past the rounded end of the track at very low health.

  • Fixed spatial audio. Nearby sounds are no longer muffled, world events (other players' gunfire, explosions, bullet impacts, enemy deaths, grenades, boss attacks) now play from their location with distance falloff and left/right stereo placement, and each player's sustained weapon loops are tracked separately so a teammate's laser or flamethrower no longer overrides your own.

  • Fixed two grav weapon issues for clients in online co-op: the reload key now works, and a held rune stays with you when you move between floors instead of dropping to the floor you picked it up on.

  • Fixed Warden ward totems spawning at the wrong height. On the lower and upper floors of the generated Classic arena the totems were placed a full storey off the ground, either floating above it or buried inside it, and could not be hit by gunfire from the player's floor. Because the Warden is invulnerable while a totem stands, the fight could not be completed anywhere except the middle floor.

  • Fixed player weapon animation. The gun no longer drops and re-raises in the middle of sustained fire, the firing and grenade throw animations now begin at the moment the shot or throw actually happens.

  • Fixed Bush’s customizable ghillie suit turning into a tactical checkerboard.

  • Enemy deaths now always ragdoll.

  • Fixed robed enemies stretching into long mesh webs when blown apart. Body parts that cannot tear free cleanly now stay attached to the corpse.

  • Multiplayer clients now see full ragdoll deaths and dismemberment instead of stiff tumbling models.

  • Ghost type enemies now vanish on death for multiplayer clients instead of bouncing on the ground.

  • Fixed the arena lighting after character select: entering a mode with fixed lighting (RPG dungeon and similar) could load the level fully sunlit instead of using its intended dark atmosphere.

  • Fixed a frame stutter on the first kill of each enemy type.

  • Stopped teammate perk effects from briefly disappearing when a perk is discarded in online co-op.

  • Corrected the scale of a thrown shield when several break in quick succession.

  • Fixed enemies getting permanently stuck at the top and bottom of stairs in Classic. Leaving a staircase could drop an enemy just outside the walkable area, where every move was rejected and it stood there for the rest of the run.

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