
The host can send the squad back to match setup from the select screen.
Players can now still change their color after readying up.
Squad invites now show who is asking: their Steam avatar and name on a card, instead of a line of text with a name on it.
Every projectile in the game now runs on one rebuilt native simulation. Bullets, pellets, grenades, launcher shells, missiles, homing darts, beams, lightning chains, enemy fire and explosions used to be nine separate systems with five different ideas about what "height" meant. They are now one.
New floor tiles: cracked, broken, large and small variants.
New hazard: spike plates.
New hazard: steam vents.
Hazards throw loose objects around when they fire, and both kinds stay in step for everyone in co-op.
Laser kills now vaporize. The body becomes a silhouette of drifting motes that peels off the ground and blows away to ash, leaving no corpse.
Enemies that are burning are now visibly on fire.
Fixed the info chip tooltip tail.
Enemies killed by the laser now disintegrate instead of leaving a corpse. Enemies killed by lasers cannot be resurrected.
Spectator banner rebuilt as a slim pill showing the spectated player's Steam avatar and name
Squad nameplate rows now show each teammate's latency in white to the right of their level chip, shown only while telemetry is enabled. (moved from players head)
Downed teammates now show a drop pin countdown wheel that points at the body ( Refined and previous pin could be hidden in certain circumstances )
All UI is anti-aliased at a fixed quality independent of the graphics settings.
Character select now runs before the match loads, so there is one loading screen instead of two.
Ordinary enemies no longer carry physics anymore, this results in a MASSIVE performance improvement across the board. This doesn't mean much to the player as an observer but it allows me to literally dump 14x times the enemies into the game or make way for much more complicated encounters or mechanics.
Classic's floors have been rebuilt. Dirt shows through where the ground has been worn away, its edges chamfered so it reads as a smooth diagonal rather than a jagged staircase, laid in against every wall face, platform lip and pit rim.
Right click a player to open their Steam card: friendship status, online state, Steam level, previous names, when you last played together, and a link to their profile.
Squad invites now show the inviter's avatar.
Flamethrower reworked, including how its cone is measured and how far into that cone your shots actually reach.
D-pad left and right now switch the spectated player.
The flamethrower was killing things its flame never touched. The fire now reaches exactly as far as it burns, the full cone deals damage instead of the invisible specks, enemies you torch now catch fire, and perks that widen, narrow or extend your shots reshape the flame. This is an overall buff to the weapon.
Enemies climb and descend without sticking, hanging, or moonwalking at the mouth of stairs.
Small enemies used to twitch and flip in place when you hugged a wall and strafed.
Co-op peers rebuild every shot identically from the same fire record, so what you see is what the host resolved.
Large enemies used to wedge partway up a staircase and stop; every body in the roster, bosses included, all enemies now fit and climb.
Enemies no longer cut corners through wall edges.
Fixed enemies parking at the mouth of a staircase and never coming up.
Ranged enemies climb to your floor before they start circling, rather than firing into the ceiling.
Fixed enemies flickering between standing and running animations for everyone who is not the host.
Fixed kills and perks being credited to the wrong player. Large Steam IDs were losing precision on their way through the bullet system, so the game occasionally handed your kill to somebody else.
Explosions now appear on every player's screen.
Fixed a case where a late network packet could rewind an enemy's health or delete an enemy that was still alive.
The warrior's frontal block now resolves in the same place as every other damage calculation, so it behaves identically for the host and for clients.