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high rated
Hello!

Here is the changelog of the new patch which is now LIVE! Finally!

Game Modes
- Endless Mode – which is an appropriately named Mode that has monsters that are Endless. Now with new map based on your suggestions
Quality of Life Improvements
- Run enabled as standard from the start – seems highly practical now that you think about it
- Player receiving damage feedback improvement –feedback is always appreciated
- Weapon key binding – you can bind those weapons now

Game Balance
- Adjusted game difficulty in E1M1 – rethinking the design choice to make the game’s first proper level one of the most difficult in the whole game
- Adjusted Sorcerer’s final form difficulty – Bulletspongecerer should be easier to kill now
- Adjusted game difficulty in Egypt Episode – you should now Die like an Egyptian more frequently
- Adjusted game difficulty in Industrial Episode – Mean Machines now that tiny bit more mean

Requested Features
- Option to disable minimap – ok so the way the story went was: No minimap at launch at all as intended by the developer. Then: requests put in to include minimap. Then - Minimap included – but only, intentionally rough. Then: requests put in to disable it. Now: back to square one! You can now choose to have no minimap – just as originally intended!
- Option to hold to sprint – choose if you want to press or hold
- Disabled weapon changing on empty ammo – click click click no boom

Bugs
- Too fast scroll wheel weapon changing bug – steadying the wheel a bit
- Minigun audio loop issue – audio files no longer pile on each other to offer the unintended (but
perhaps appropriate) "Minigun Cacophony from Hell"
- Hitboxes of decorations – more snuggly fitting hitboxes to avoid throwing the grenade that bounces from the empty space next to a chandelier and explodes in own face
- Self-inflicted Axe and Dagger damage – flagellant mode removed by unpopular demand

Best Regards
Jakub
Post edited March 03, 2021 by buckshotsoftwarepl
avatar
buckshotsoftwarepl: Hello!

Here is the changelog of the new patch which is now LIVE! Finally!

Game Modes
- Endless Mode – which is an appropriately named Mode that has monsters that are Endless. Now with new map based on your suggestions
Quality of Life Improvements
- Run enabled as standard from the start – seems highly practical now that you think about it
- Player receiving damage feedback improvement –feedback is always appreciated
- Weapon key binding – you can bind those weapons now

Game Balance
- Adjusted game difficulty in E1M1 – rethinking the design choice to make the game’s first proper level one of the most difficult in the whole game
- Adjusted Sorcerer’s final form difficulty – Bulletspongecerer should be easier to kill now
- Adjusted game difficulty in Egypt Episode – you should now Die like an Egyptian more frequently
- Adjusted game difficulty in Industrial Episode – Mean Machines now that tiny bit more mean

Requested Features
- Option to disable minimap – ok so the way the story went was: No minimap at launch at all as intended by the developer. Then: requests put in to include minimap. Then - Minimap included – but only, intentionally rough. Then: requests put in to disable it. Now: back to square one! You can now choose to have no minimap – just as originally intended!
- Option to hold to sprint – choose if you want to press or hold
- Option to toggle weapon changing on empty ammo – click click click no boom

Bugs
- Too fast scroll wheel weapon changing bug – steadying the wheel a bit
- Minigun audio loop issue – audio files no longer pile on each other to offer the unintended (but
perhaps appropriate) "Minigun Cacophony from Hell"
- Hitboxes of decorations – more snuggly fitting hitboxes to avoid throwing the grenade that bounces from the empty space next to a chandelier and explodes in own face
- Self-inflicted Axe and Dagger damage – flagellant mode removed by unpopular demand

Best Regards
Jakub
Thanks for the update and patch notes!
avatar
buckshotsoftwarepl: Hello!

Here is the changelog of the new patch which is now LIVE! Finally!
Thanks for the continued support of his great game. It's always a joy replaying it.

I would like to mention a few things about the Endless Mode.

• Explosive barrels don't explode directly when being shot. It takes a few seconds before they go BOOM.
• This mode should make good use of the complete enemy roster and not just enemies from Episode 1. I only encountered 5 enemy types out of possible 72.
• You might want to put a limit for ammo, mana and health items as too many items on the map could make the framerate drop down.
• Please make bosses also appear in this mode for some extra challenge.
• I've not encountered any new weapons being dropped after getting the SMG. No minigun, no flamethrower, no rocket launcher etc.
• I've not encountered any spell drops at all even though there is a spell machine on the map.
• Sometimes enemies would get stuck on walls or barrels.
• More open areas with the themes of the other episodes that are then all connected to each other would be neat.
• If possible make enemies show on the minimap.
avatar
buckshotsoftwarepl: Hello!

Here is the changelog of the new patch which is now LIVE! Finally!
avatar
Berzerk2k2: Thanks for the continued support of his great game. It's always a joy replaying it.

I would like to mention a few things about the Endless Mode.

• Explosive barrels don't explode directly when being shot. It takes a few seconds before they go BOOM.
• This mode should make good use of the complete enemy roster and not just enemies from Episode 1. I only encountered 5 enemy types out of possible 72.
• You might want to put a limit for ammo, mana and health items as too many items on the map could make the framerate drop down.
• Please make bosses also appear in this mode for some extra challenge.
• I've not encountered any new weapons being dropped after getting the SMG. No minigun, no flamethrower, no rocket launcher etc.
• I've not encountered any spell drops at all even though there is a spell machine on the map.
• Sometimes enemies would get stuck on walls or barrels.
• More open areas with the themes of the other episodes that are then all connected to each other would be neat.
• If possible make enemies show on the minimap.
Thanks for the feedback Berzerk! We'll see how this mode evolves in the future :)
Does this fix the crash issue when you beat the final boss in the campaign?

EDIT: Oh, wait, it should do, as according to this forum it should have been resolved on version 1.0.3.0, but we never had offline installers for that.
https://www.gog.com/forum/project_warlock/dont_get_credits_after_final_boss
Post edited March 04, 2021 by Korell
ADDING MORE BUTTONS:

since you can change the weapons by using the scrolling wheel, can we have a last weapon button ?