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GENERAL
- Added new generic icons for Rare, Epic and Legendary weapon mods (with a matching colored border to easily see what rarity they are at a glance in the inventory UI)
- Optimized flamethrower VFX and made them slightly smaller to make it a bit easier to see through them
- Made the inventory slots 20% smaller just for more visual breathing room
- Fixed some inconsistent font styles in the gameplay UI
- Moved the combo text in the gameplay UI back over to the right to be less distracting
BALANCE CHANGES
- Wind Up, Streak Shot and Clip Shot no longer add flat damage and now add percentage damage (as they weren’t affected by the 10x reduction in damage from the previous patch, making them extremely OP)
- Increased Arcane Wand projectile speed by 25%
- Arcane stacks no longer are reduced by 50% each time they deal damage, instead they are only reduced by 15% which should make the wand a more powerful choice
- Link Shot and Drill Shot damage reduced from 6 to 4
- Slightly increased the total amount of enemies per island in Ultra Chaos
- Added stats for Ultra Chaos (High Score, Win Streak, Attempts etc.)
- Added 2 more elites / bosses per elite / boss island in Ultra Chaos
BUG FIXES
- Fixed launch pads being inconsistent and sometimes not launching at all
- Fixed non-hosting players not being able to pick up health pickups or bananas
- Fixed checkpoints being extremely bright and changed the color to green to make it clear that they aren’t a damage area
- Fixed Ultra Chaos shop prices being at the Normal difficulty rate (they are now higher than Nightmare prices to account for the extra crystals gained from bosses spawning frequently)
- Fixed Ultra Chaos enemy health being at the Normal enemy health multiplier, enemies should now be much beefier and require an insane build to keep up with
- Fixed Ultra Chaos not having the correct enemy cap in the world (it was 35 and is now 50 just like it is on Nightmare), same with the -25% player health reduction found in Nightmare
- Not all of the new difficulty modifiers are finished yet so some may not work at all such as Boss Reinforcements
- Fixed armor plate UI bars not being fully filled when picking up new armor plates
Maybe try switching back to main branch, seeing if that plays and then switching to beta?
If verifying isn't working possibly manually deleting the game files and then freshly reinstalling may work but this shouldn't really be happening ever. Also a simple PC restart / update and can also sometimes flush these kinds of problems out.
Otherwise potentially it's a false positive from some antivirus software that's stopping it from running maybe?
Update: I tried running the exe directly from the install location and got a system error saying XAPOFX1_5.dll was not found. Got a second error after for X3DAudio1_7.dll as well. Reinstalling direct x fixed the issue. Hopefully this is helpful to anyone else who might have this issue.
GENERAL
- Optimized all FX (most noticeable when on Low graphics settings) and made many performance improvements for situations where there are a lot of FX going off at once
- Improved most “Area” FX that have a radius that can be hard to see (I re-added spheres like in the previous updates so the radius is much easier to gauge). This makes it easy to distinguish friendly fire (no sphere) to enemy fire (sphere)
- Laser Skulls, Ice Pumpkins and Fire Pumpkins are now evolved enemies and won’t show up without the “Evolved Enemies” modifier active
- Increased the size and speed of the duplicate icon that shows up over pickups to make it more noticeable
- Updated Ultra Chaos description to be more accurate
BALANCE CHANGES
- Flamethrower range slightly reduced
- Increased base arcane stacks from 25 to 30
- Clip Shot and Wind Up damage per bullet increased from +1% to +4%
- Streak Shot damage per bullet increased from +2% to +5%
- Double Trouble enemy health increase reduced from +100% to +50%
- Hard Target now applies damage reduction AFTER other incoming damage debuffs (like from Hot Shot or Brute Force). So a 10% reduction is now 10% of the entire incoming damage amount which should make it a more viable option to counter increased incoming damage debuffs
- Double Edged Sword buff has been increased by 10x to account for the 10x reduction in damage
- Reduced the number of lasers the Laser Skull fires with each attack to be less spammy
- Turrets have been nerfed to be more in line with the 10x damage reduction, but they have been balanced to be much more powerful than they were in the current live build to still be a viable choice
- Enhanced Turrets damage increased from +50% to +75%
- Fixed fast enemy spawns on Ultra Chaos horde islands (which got quickly out of control)
BUG FIXES
- Fixed Arcane stacks infinitely triggering when reaching 3 stacks (it now fizzles out when at or below 5 stacks)
GENERAL
- Added new Perk: Critical Lightning: Critical hits shock random enemies
- Added VFX for all weapons in the lobby as well as for heart, armor and crystal bundle pickups that were missing previously
- Lightning has been reworked to last a bit longer and deal less damage (as it wasn’t adjusted for the 10x drop in damage yet). Also adjusted the lightning FX and tint to be a bit more blue to differentiate it from Arcane
- Finalized the roster of difficulty modifiers for this update
- Added new Bubble VFX
- Made the inventory UI closer to how it used to be with more padding between slots and fixed UI elements that had the experimental thin font
- Decreased Arcane Wand aim FOV a bit as it was too zoomed in to be comfortable when aiming
BALANCE CHANGES
- Enemy bonus health per alive player in co-op increased from +40% per player to +66% per player as the situations where everyone shreds through elites and bosses in 1 second were happening a bit too often in co-op especially in a 4 player game
- Base starting health reduced from 400 to 200 (as 400 was too generous, making the game too easy for most). So compared to the live version, base health has still had a net increase from 100 to 200 to give health more utility and be more like a currency with the Limited Heals modifier enabled
- Slightly reduced the radius of the Grenade Crab grenade to be a bit more fair
- Double Edged Sword crystal gain has been reduced from 250% of damage dealt to 100% of damage dealt as it was far too overpowered before
- Hot Shot critical hit chance reduced from 16% to 15%
- Sharpshooter critical hit chance reduced from 8% to 6%
- Critical Arrow damage reduced from 50 to 40
- Rebalanced all Strike, Aura and Storm mods and perks to be more in line with the 10x damage reduction / new lightning changes
- Crimson Haze damage reduced from 5 to 4
- Crystal Barrage damage increased from 1 to 3
- Flamethrower base damage reduced from 3 to 2 (fire damage is unchanged)
- Rocket Launcher explosion radius increased by 20%
- Blade Launcher damage increased from 2 to 4
- Dual Pistols damage increased from 4 to 5
BUG FIXES
- Fixed issue that prevented the Challenger challenges from being completed
- Fixed issue that allowed players to join games that were already in progress
- Made several potential fixes for a low percentage of players not being able to join multiplayer games
- Fixed players going out of bounds and taking damage when jumping too high on launch pads
- Fixed issue that showed players having 0 health while still alive
- Fixed flamethrower not having a visible aura
- Fixed the Level Up perk leveling up mods and perks that were already level 255
- Fixed the Level Up perk favoring grenade mods over weapon mods when leveling things up
- Fixed glowing red boss skull VFX
- Fixed a soft lock that could happen if knocked out of the Tropical island with the square 4 walls: there’s now a launchpad outside of the wall boundaries to bounce back in!