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Lastest Build : Alpha 1.31 (4 November 2021)

CHANGES
* Reduced the maximum health of certain slimes & oozes on Floor 3 Chemical Labs.

FIXES
* Fixed an issue where a killing blow from Dual Wield Counterattack could cause an enemy to fail to realize they were dead.
* Fixed an issue where stairs may return you to a different location than expected. This should be backwards compatible with older saves once a set of stairs has been used.
* Fixed quest items from Floor 3 not appearing correctly.
* Fixed an issue where swapping weapon sets with a full inventory could result in a vanishing weapon.
* Fixed training events locking & unlocking secret and Uberdoors™.
* Fixed some loot incorrectly dropping (and not dropping) on Floor 3 Chemical Labs.
* The Cyberninja will no longer be disguised as a Soldier when appearing to taunt you.
* Fixed Prototype being unable to Cannibalize mechanical enemies that died while Berserk or Confused.
* Fixed a collision issue inside certain rooms on Floor 3 Chemical Labs.
* Fixed accidental triggering of a smash attack when attempting to split item stacks in inventory.
* Fixed a source of log spam from slimes & oozes particle effects.
* Fixed typos in weapon descriptions.

The Chemical Labs are now live!
With this patch, floor 3 of the Chimera complex has been unlocked. The Chemical Labs features new enemies, events, gear, weapons, secrets, and heaping vats of ooze. Dive in!

NEW!
* Added Floor 3 : The Chemical Labs. What's Chimera cooking up down there? You'll need to brave the descent to find out...
* Added a new unique enemy : the Cyberninja.
* Added a horde of new enemies and rare variants for the Chemical Labs.
* Added a bunch 'o guns, swords, and some unconventional weapons.
* New events that reward items that add permanent bonuses to weapons or gear.
* New boss(es) fight in Chemical Labs.
* Added support for Fast and Slow enemies. Fast enemies get 2 actions per turn, Slow enemies skip every other turn.
* Added effects that can make targets temporarily Fast or Slow.
* Added Mk. 2 / Mk. 3 versions of grenades and mines to Security / Chemical floors.

Changes
* Equipping, swapping, or removing ammo no longer counts as an action.
* The high-end damage for the traps Shock Mine and Shock Bomb has been reduced.
* Corpses now decay over a long time.

Fixes
* Fixed Instant abilities not working correctly.
* Fixed an issue that could cause a bonus contract to kill an enemy to cause an error.
* The interior walls of Milton’s room now feature proper collision.
* Fixed enemies loading into teleporters causing a culling error.
* Fixed bonus crate minimap turn-in starts not getting cleaned up.
* Fixed an issue that caused some enemy buff abilities to incorrectly target the caster.
* Fixed Psykonics Warp allowing the player to move outside of a boss room.
* Fixed an issue if the Mod Action hotkey was unbound.
* Fixed an issue with some events failing to force give keys items when player inventory is full.
* Fixed an issue with Space Pirate's Black Spot ability that could cause an error.

Known Issues
* Enemies killed by a dual wield counterattack may not appear dead (fix incoming).
* Stairs may not always return you to the same room when transitioning floors.
* UI scaling truncates preset classes on the character creation screen.
* Camera traps may appear to be in range for disarming when they are not actually and may vanish after a save is loaded.
* Pets catching up to player may teleport into occupied spaces.

Coming Soon (in no particular order)
* Skill Tree Improvements : ability changes & new abilities
* Inventory sorting : sort items at the press of a button
* Always Item Compare : automatically items against equipped slots

As always, thank you for your support!
- Thunderflux & Juggernaut Games
Post edited November 04, 2021 by JuggernautGames