As we work on polishing up the game for SIX in a few weeks (Seattle Indies Expo, check them out at https://six.seattleindies.org/ ! ) , we have been diligently working on squashing bugs and adding features! Check out the changes below, and as always, we appreciate any feedback/concerns/bugs you might find with the update in our Feedback & Bugs channel on the official discord. Time to get digging!
NEW Shiny Things:
- Finished the Boss intros!
- ... and added cool interludes when you defeat a boss :sunglasses:
- The pause menu now lists your perks
- The Midnight UI theme has been finished. Let dark mode prevail!
- Finished artwork for the Bowtie's Hellmouth portal
- You can now aim while waiting for the throwing cooldown
- Left stick menu navigation (Thanks, TechGoblin64!)
- Added a secret instant-kill for Pukerz
Changes:
- Lucky Charm perk rerolls scrap sorting
- Replays capture frozen cinematics
- The game remembers which monitor you use, and better handles multi-monitor setups
- You can now see Perk tooltips during interludes
Less Broken / Bug Fixes:
- Big Iron Ball stops vanishing
- Fullscreen preference survives relaunch
- Stuck goblin NaN crash fixed
- Zombify boss kill crash fixed
- Buildings stuck highlighted yellow
- Sky-killed corpses now collectable
- Cauldron costs wrongly shown red
- Perk cards no longer need two clicks sometimes
- Mostly Teef swoop softlock has been fixed
- The Pile is no longer empty after using Continue
- Wave-end scrap is no longer destroyed
- Zerk dash animation no longer stuck after she runs into a spring trap
- Pukerz no longer attacks goblin corpses
- Grogus is no longer spawning rotated and unhittable (along with LOTS of Grogus polish!)
- No more controller stutter from mouse noise
- The camera doesn't get confused about zooming and using building menus anymore