Bedlam
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RedBedlam  [developer] Aug 8, 2014 @ 5:37am
Patch Notes
This is where you'll see all the latest patch notes for Bedlam
Last edited by RedBedlam; Aug 8, 2014 @ 2:59pm
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RedBedlam  [developer] Aug 8, 2014 @ 2:19pm 
Build 0.7.1.2701

* You can now die in all levels

* Audio menu is fixed

* All key re-bindings can now be clicked

* 'Gamertags' should now display

* Hit direction indicators enabled

* 'Hold Arena' difficulty is now less ludicrous

* Correct version number applied

* The Early Access info box should no longer be in Klingon
Last edited by RedBedlam; Aug 8, 2014 @ 6:04pm
RedBedlam  [developer] Aug 8, 2014 @ 8:47pm 
Build 0.7.1.2734

  • Fixed the 'dying and then loading a save game bug', whereby you'd experience a low frame rate, could not jump and enemies that died did so with ridiculous force

  • Further audio menu improvements

  • Further death fixes

  • 'Hold Arena' balance pass

  • 'Final Assault' door fixes

  • Fixed HUD scaling

  • Visual tweak to hit indicator

  • 'Interior Arena' now save-able

  • 'Guard Towers' objectives completable

  • Glitch entrances and exits visual improvements

  • New art and audio improvements for 'Starfire' levels cued up for next week
[/b]
  • New content and objectives for 'Death or Glory' levels cued up for next week
  • [/b][/list]
    Last edited by RedBedlam; Aug 11, 2014 @ 8:21am
    RedBedlam  [developer] Aug 8, 2014 @ 8:57pm 
    Note: If Steam fails to update your build to the latest version number, delete all local files and let the game re-download from scratch
    RedBedlam  [developer] Aug 12, 2014 @ 9:19am 
    Build 0.7.2.2799

    • 'Comms Tower' end dialogue shortened

    • 'Hold Arena' vertical light beacons now change colour

    • 'Hold Arena' difficulty made more consistent, average completion time is now 7mins

    • 'Interior Arena' added a TV in the corridor from which the marine who starts talking to you after Bob dies can be seen

    • 'Interior Arena' door now stays red while locked and goes green when unlocked

    • 'Interior Arena' Gralak moved to a position where he is less likely to be run over by Lanzok

    • Guard Towers' texture fixes

    • 'Gamertags' UI Scaling fixed

    • Visual effect and sound added to weapon pickups

    • Added more ammo drops

    • Smaller medpack drops added

    • Added a few more enemies

    • Kill planes and invisible walls tweaked

    • New level names added

    • Final Assault door and audio fix

    • Door trigger fixes

    • 'Comms Tower' interaction radius increased

    • Numpad 'Enter' key cursor toggle fixed

    • Shotgun clip display fixed

    • Objective complete sound added

    • Save Game fixes to avoid instances of repeating dialogue or other unexpected behaviour such as doors getting stuck (we'll be keeping a close eye on any more examples of this re-appearing)
    RedBedlam  [developer] Aug 15, 2014 @ 2:35pm 
    Build 0.7.3.2895

    Note: Some previous Saved Game files may not work properly after this patch and may therefore continue to exhibit odd behaviour. If so please delete your old files and save shiny new ones

    • Odd behaviour with Saved Games has been addressed in many cases

    • Added an on-screen prompt when Saved Games have been successful or not

    • Saved Games can now be deleted

    • Cosmetic menu tweaks

    • Added an EXE icon

    • Fist Spike has been upgraded for much better melee combat

    • New Bren gun and Winchester pickups added to Death of Glory levels

    Next week... The remaining 'Starfire' and 'Death or Glory' objectives
    Last edited by RedBedlam; Aug 15, 2014 @ 2:36pm
    RedBedlam  [developer] Aug 21, 2014 @ 1:15pm 
    Build 0.7.5.2978

    • Added gameplay to 'Pure Rocket Arena'

    • Added gameplay to 'Rage-Quit Reactor'

    • Added an introduction to physics objects in 'Alive1'

    • Added sentry guns

    • Mouse sensitivity default reduced

    • Improved door detection

    • Performance improvements

    • Reduced optimal range on Gralak rocket launchers

    • Added current level display name

    Next week... completion of 'Death or Glory' objectives and then, Zombies!
    Last edited by RedBedlam; Aug 21, 2014 @ 1:15pm
    RedBedlam  [developer] Sep 3, 2014 @ 11:33am 
    Build 0.7.7.3132

    • Added gameplay to all 3 'Death or Glory' levels

    • Added new level: 'Circling the Drain'

    • Added new level: 'Yes, We're Going There' (Zombies!)

    • Added German subtitles

    • Enabled more Achievements

    • Fixed dialogue at the end of 'Death’s Dark Vale'

    • Added some incidental music

    • Added variable sniper scope zoom

    Next week... Onwards into the Arcades
    RedBedlam  [developer] Sep 5, 2014 @ 11:02am 
    Build 0.7.8.3190

    • Audio mix improvements

    • Added initial scripted event to 'Yes, We're Going There'

    • Comms Tower tutorial door fixed

    • Story tweaks to 'Rage Quit Reactor'

    • 2 more types of Zombie added

    • More achievements added

    • UI Improvements
    RedBedlam  [developer] Sep 9, 2014 @ 6:08am 
    Build 0.7.8.3228

    • 'Place de BJ' should now be able to be completed from a post-Panzerwagen autosave

    • Fixed exit glitch not always activating on some saves on 'Rage-Quit Reactor' (old quicksaves may not work so please restart that level from an earlier save or Chapter Select)

    • Fixed static alarm lighting on 'Rage-Quit Reactor'

    • 'Death's Dark Vale' tower objectives must now be completed in the correct order.

    • Changed ordering of dialogue and objectives at the end of 'A Woman's Work is Never Done'

    • Fixed death screen menu disappearing after clicking back from load game menu

    • Fixed an area of terrain in 'Alive1' where the player could become stuck

    • Fixed some line-breaks for German subtitles

    • Various audio tweaks
    Last edited by RedBedlam; Sep 9, 2014 @ 6:11am
    RedBedlam  [developer] Sep 12, 2014 @ 3:39pm 
    Build 0.7.9.3319

    • Added completion objective to 'Yes we're going there'

    • Added arcade level 'Chilli Chomper'

    • Added arcade level 'Guano Attack

    • Explosion physics improvements

    • Added exploding barrels

    • More dialogue tweaks, additions and fixes

    • More German subtitle tweaks

    • Chapter select UI fixes

    • Pickup colliders increased in size

    • Correct names now used on save games

    • Tweaks to Pazerwagen health
    Last edited by RedBedlam; Sep 12, 2014 @ 3:39pm
    RedBedlam  [developer] Sep 16, 2014 @ 7:54am 
    Build 0.7.10.3353

    • Fixes to Quicksaves

    • Sewer Glitch fix

    • 'Chilli Chomper' performance improvements

    • More Achievements

    • 'Guano Attack' Boss fight improvements

    • Dialogue and Audio tweaks
    RedBedlam  [developer] Sep 18, 2014 @ 9:11am 
    Build 0.7.10.3358

    • Save game fixes for 'Chilli Chomper' + 'Guano Attack'

      Coming soon next week... AI, weapon and performance improvements
    Last edited by RedBedlam; Sep 18, 2014 @ 9:11am
    RedBedlam  [developer] Sep 24, 2014 @ 6:27am 
    Build 0.7.11.3449

    • Multiple gun improvements and rebalancing e.g. iron sights, zoom, recoil, variable accuracy

    • Reworked NPC avoidance

    • Optimised global NPC behaviours

    • New interactive crosshair

    • Added new puzzle room to start of 'Does My Gun Look Big in This?'

    • Improved player interaction with physics objects e.g. crates, barrels etc

    • Added Gameplay settings menu with various new options

    • NPC corpses will now fade and despawn after a customisable period of time. Default is 30sec but it can be set to never if you enjoy flinging them about and nailing them to stuff ^^

    • Fixed Gralak Jar wall clipping

    • Zombie attack reach improved

    • Intro music added to Guano Attack

    • Other art and audio tweaks
    RedBedlam  [developer] Sep 24, 2014 @ 9:08am 
    Build 0.7.11.3463

    • Weapon pickup fixes

    • Cosmetic tweaks
    RedBedlam  [developer] Sep 25, 2014 @ 5:56am 
    Build 0.7.11.3473

    • Weapon fixes
    Last edited by RedBedlam; Sep 25, 2014 @ 5:56am
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