SULFUR 1.0 is OUT NOW!
After two years in Early Access, SULFUR 1.0 is finally here!
SULFUR 1.0 comes packed with content, including more than 60 firearms, hundreds of loot items, multiple areas, bosses, enemies, quests, cooking, weapon modifications and much more.
OUT NOW on PC and all major consoles!
New things for old Sulfers:
The complete Enchantments system, with the full combined magic matrix, including the 5 new combined enchantments:
Scroll of Snowman Head
Scroll of Water Bomb
Scroll of Mud Ball
Scroll of Evil Seed
Scroll of Teslacold (don’t ask)
Quest log, an all digital tracker of your current quests! Time to recycle that notepad by your PC (or console)!
The complete progression through SULFUR from beginning to end (no new areas for you veterans, yet. Stay tuned.)
More balancing, polish, performance improvements and quality-of-life updates
A bunch of new oils. Specifically ones that will allow you to counteract bullet drop.
Cool hitstop when meleeing enemies (that also stops you from cheesing everything when we introduced knockback). Double win.
Check out the full changelog below!
With SULFUR leaving Early Access, the base price has increased from $24.99 to $29.99 USD, with regional prices adjusted proportionally. Making all you Early Access players, who've been along for the ride, feel really smart and cool and good-looking.
Today, October 28, SULFUR leaves Early Access and launches simultaneously on Steam, Nintendo Switch, Nintendo Switch 2, PlayStation 4, PlayStation 5, Xbox One and Xbox Series X|S.
After a long journey we have optimized the game and polished it it to be released on all current-gen and last-gen consoles, we are super proud of this, and hope you can recommend all your console friends to go check it out!
And what comes after 1.0
We know a lot of you are hoping for multiplayer.
Multiplayer is not part of SULFUR 1.0, and no, there's no surprise multiplayer shadow drop.
However, multiplayer is something we plan to work on as a future post-release update.
And 1.0 is not the end of SULFUR. We plan to keep supporting the game with free updates, including more firearms, new additions, improvements and other fun treats.
We'd also love to explore doing a DLC in the future, especially if SULFUR continues to have a vibrant community through 2027 and beyond. Nothing to announce or promise yet, but there are plenty of things we'd still love to make.
Our focus right now is making sure the launch goes smoothly across PC and all six console platforms. After that, we can start looking forward to what comes next!
One last thing
Early Access has given us the chance to experiment, rebalance, change things around and figure out what we believe SULFUR should be.
We've read your comments, reviews, Discord discussions, bug reports and feedback. Some of you want the game harder, some easier, some faster, some slower, and sometimes completely opposite things at the same time.
Our goal has never been to implement every individual suggestion. Our goal with SULFUR has always been to make a game that is systemically interesting, challenging and fun, where the different weapons, gear, food, enchantments, builds and other systems give you meaningful choices and plenty of room to experiment.
A lot of the work that went into 1.0 reflects that. We've continued balancing weapons and equipment, reworking items to give them clearer identities, improving progression, polishing controls and UI, optimizing every area and fixing a frankly unreasonable number of bugs.
1.0 doesn't mean we're done listening, balancing or improving SULFUR. Far from it. It means we've reached the version of the base game that we feel confident calling SULFUR 1.0.
Going forward, we'll also be more careful with major balance changes that could disrupt or invalidate the builds you've put together.
And, as always, keep sharing your thoughts on OurDiscord.com
Below you'll find the full 1.0 changelog.
Full Patch Notes 1.0.0
General
Added a Quest Log, visible on the right hand panel in your normal inventory.
Kills without any guns/rifles involved (melee/throwables etc) will now give the XP to the currently selected gun/rifle.
Doors now close again a few seconds after opening them.
Added Gamepad support for having consumables in the hotbar.
Added a stash on the desert/fortress-side of the church (next to the weapon racks).
Adjusted the pickup delay of coins which should make them easier to pick up while moving.
Adjusted High Performance debris particles.
Health recovery duration from consumables rebalanced across the board.
Reaching full HP will now clear any remaining HP regen buffs on the player.
Added support for Traditional Chinese.
Reduced the total lifetime of the “bad to step in”-splotches from 25s to 15s (lava, poison, ice, oil).
Made the “bad to step in”-splotches not apply their debuff when they are very small while shrinking.
Modifiers that disable organ drops now override things that guarantee organ drops (used to be the other way around).
Fixed issue where control rebind reset button would override the binding conflict resolution.
Redesigned the health bar to be more legible.
Lots of rendering optimizations.
Performance improvements to the culling system.
Added more performant break effects for chairs while in high performance mode.
UI polish for inventory interaction.
UI polish in the Options menu.
Weapons
All melee weapons now have a slight hit stop, to promote more thoughtful slicing.
The setting for turning off scope vignette now also removed the blur.
Gyro aim now defaults to ADS-only on all platforms.
M11A2 Fisk now shows scopes correctly on the wall mounts.
Hell n’ Back and Star & Witness no longer get stuck unable to reload.
Wyatt Pulsar now consumes ammo when fired without charging.
Chimera Rapid damage multiplier is now 1 (changed from 1.1).
Deathstar PG damage multiplayer is now 1.2 (changed from 1).
Knop will now behave normally when a chisel is added.
Guns no longer get stuck mid-reload after being chiseled.
The recoil in the Neuraxis’ ADS fire animation has been reduced.
Mowlock won’t hop over bullets anymore.
Moved Laser Sight on Beck 8 to avoid collision with other attachments.
Flock 76 with scopes now doesn't show a weird bullet.
The coil tube on Unknown now doesn’t look damaged when the gun take damage.
Beck 8 damage multiplier is now 1.1 (changed from 1.0)
Melee now doesn’t cut through geometry.
Weapon quality rebalanced (only affects stat name and visuals when spawned, not loot chance.)
Palehorse should no longer delay or break reload when meleeing mid-reload, and its top latch should now be open and closed appropriately depending on the weapons’ state.
New Amulet animations.
Cryogenic Grenade now has a separate frost decal from Cryo Rocket, so that they can be different sizes.
Explosion decals no longer stack on top of each other.
Flock kick in 50BMG is now 22 (Was 17).
New ADS cocking animations (for the Bronco, Dolphin, Tailor Marksman, Rokua, Pale Horse, Mossman).
Max Rank weapons are now excluded from the weapon XP distribution.
Weapon XP is now split equally between eligible weapons used in the kill.
Kills without any XP-eligible weapons involved (aka melee/throwable kills without guns/rifled involved) will again reward the XP to the last selected eligible weapon.
Lock of Magus will not be consumed if no XP could be distributed (if all guns already max rank or similar).
The ADS on the flock will now display the side magazine, as well as the hand holding it, in the appropriate scopes.
Some of Ferryman’s scopes have now been better aligned (Assault, Compact, Holo, Reflex, and Rifle).
Wyatt Pulsar now fires 18 bullets on full charge (was 17).
Unified two values in regards to spread when it comes to many guns. Shouldn’t have affected any spreads that weren’t off. But you may find some minor spread changes to weapons.
Fixed Klein Bauer’s reload speed resetting.
Neuraxis and Klein Bauer no longer fire when broken.
Reloading the Mowlock now only uses ammo for missing rounds.
Fixed the muzzle flash drifting off the barrel when leaving ADS.
Molotov cocktails and Cryogenic Grenades can no longer be thrown through the floor.
Fixed throwables staying in your hand after being thrown.
Jar of Poison’s effect now lines up with the surface it breaks on.
Neuraxis now works with the Priming bolt attachment.
Adjusted/ reduced gun sway when in ADS.
Adjusted barrel position when ADS so as to display the muzzle flash from the right position.
New Weapon Attribute “Muzzle Velocity”. This can be used to combat bullet drop and makes flame throwers travel further (amongst other things). The following new oils have this attribute:
Anabolic Oil
Flake Oil
Freak Oil
Gust Oil
Muzzle Oil
Optimum Oil
Psycho Oil
Spider Oil
Soldier Oil
“Bullet Drop” has been renamed to “Bullet weight”.
Big Oil now gives +25% extra size in addition to its other stats.
Assassin Dart Oil is now called Chrono Oil.
Extra Powder Oil is now called Temporal Oil.
Kinetic Oil is now called Grander Scheme Oil.
Dart Oil is now called Phase Dart Oil.
Tight Barrel Oil is now called Space Rip Oil.
Arrow Oil is now called Time Arrow Oil.
Bolt Oil is now called Time Bolt Oil.
Velocity Oil is now called Timing Oil.
Diesel Oil is now called Warp Oil.
Whim Oil is now called Fleeting Oil.
Fixed broken textures for Star and Witness.
Fixed slug visibility issue in the reload animation of the Majordome.
The Dirk’s fire animation will now play consistently when no ammo is consumed.ç
The player can no longer fire the Dolphin until the gun’s been cocked in the partial reload animation.
Re-standardized scope sizes across all weapons to better match their zoom factor and their size on screen.
Disabled ADS while the player equips their weapon to prevent animation clipping.
Added a fraction of recoil to all energy weapons. This should not be very noticeable unless you are putting a lot of extra recoil oils on these weapons.
Rokua and Bronco will no longer be able to fire mid-reload or before cocking.
Beamgun beams now drop to the ground when it runs out of range (in cases where the range has been shortened by some enchantment or oil interaction).
Enchantments
New Enchantments
Scroll of Snowman Head
Scroll of Waterbomb
Scroll of Evil Seed
Scroll of Mud Ball
Scroll of Teslacold
Scroll of Cryo Snakes now also procs on unit hit.
Scroll of Rocket Launcher now doesn’t drop visibly by default again, as we adjusted how they drop with added weight.
Scroll of Cryo Rocket Launcher now doesn’t drop visibly by default again, as we adjusted how they drop with added weight.
Scroll of Cryo Snakes can now also spawn in the church.
Scroll of Least Resistance now finds a new target after piercing or bouncing.
Scroll of Holy Fire penetration damage multiplier is now 20%. (Was 50%).
Scroll of Ice Beam damage lowered to -95% (Was -90%).
Scroll of Ice Beam bug where it applied cold 10x fixed.
Scroll of Beam spread is now 100% (Was 200%).
Scroll of Light no longer applies penetration multiplied damage on the first hit enemy (This was a bug).
Scroll of Holy Fire no longer applies penetration multiplied damage on the first hit enemy (This was a bug).
Scroll of Light attack speed reduction is now 25% (Was 50%)
Scroll of Holy Fire attack speed reduction is now 25% (Was 50%)
Enchantment effect damage and elemental damage effects caused by 12Ga pellets are now correctly divided across the pellets. Projectile multiplying oils will not divide damage further. Chances on hit are still not divided by the pellets.
Size stat is no longer divided by the 12Ga pellet amount (the initial size is still smaller)
Scroll of Holy Purge now does 25% of the weapons damage instead of 10%.
Scroll of Holy Purge is now slightly less annoying to use.
Changed damage type of self-damage from Scroll of Holy Purge from Normal to Light.
Scroll of Holy Purge now correctly plays its sound.
Fixed visual glitches on Toxic Lobotomy and railgun beams.
Removing a scroll at the Baptismal Font now removes its stats.
Exploding bullet effects now scale with explosion size.
Scroll of Voodoo will now distribute damage equal to the bullet amount of the linked targets.
Scroll of Cryo Snakes can now target all bosses.
Wearables
All wearables have been rebalanced (some reworked entirely), with base price and drop rates adjusted to match the new stats and quality. The goal here was to give each wearable a stronger identity and purpose that makes it stand out against other items within the same “quality bracket”. Many changes have been made with a strategy tradeoff in mind - i.e. if a helmet boosts weapon damage that bonus should come at the cost of physical defence.
Most wearables have received buffs to bridge the gap that had formed between early game and late game. We also tried to introduce a little more end game variety; though have made sure not to mess too much with iconic and well loved items.
Common
Plain White Tee: Armor increased from 2 to 3. Durability increased from 100 to 200.
Office Shirt: Reduced from Rare to Common. Armor increased from 1 to 3. Durability reduced from 500 to 200.
Green Tunic: Armor increased from 1 to 4. Added Movement Speed +10%
Pyjamas: Reduced from Rare to Common. Armor increased from 2 to 4. Frost Resistance increased from 10% to 30%. Durability reduced from 500 to 200.
Tracksuit: Reduced from Rare to Common. Armor increased from 2 to 5. Durability reduced from 500 to 300
Encrypted Hoodie: Reduced from Rare to Common. Armor increased from 2 to 5. Added Energy Weapons Damage +15%
Raincoat: Reduced from Rare to Common. Armor increased from 4 to 5. Durability reduced from 500 to 300. Electricity Resistance increased from 25% to 30%.
Safety Vest: Reduced from Rare to Common. Armor increased from 2 to 6. Durability reduced from 500 to 400
Yellow Hoodie: Reduced from Rare to Common. Armor increased from 2 to 8. Durability increased from 100 to 500.
Sock: Frost Resistance increased from 10% to 15%. Removed Movement Speed +5%
Blue Slipper: Durability increased from 50 to 100. Armor increased from 1 to 2. Removed Movement Speed +5%
Diving Fin: Reduced from Uncommon to Common. Armor increased from 1 to 2. Durability increased from 100 to 200
Sneaker: Durability increased from 100 to 150. Armor increased from 1 to 2. Movement Speed reduced from +10% to +5%
High Heel: Durability increased from 40 to 50. Armor increased from 1.2 Movement Speed increased from -10% to -5%. Removed Negative Extra Jump stat.
Peg Leg: Armor increased from 1 to 4. Movement Speed increased from -20% to -10%. Explosion Resistance reduced from 50% to 45%. Added Jump power -15%.
Square Glasses: Durability reduced from 350 to 100. Automatic Weapon Damage increased from +5% to +10%.
Round Glasses: Durability reduced from 350 to 100. Removed Charm Resistance. Added Energy Weapons Damage +10%
Winter Scarf: Reduced Durability from 350 to 300. Armor increased from 0 to 2. Frost Resistance Increased from 10% to 20%. Removed Movement Speed +20%
Sylvester Hat: Durability reduced from 350 to 300. Armor increased from 1 to 2. Electricity Resistance increased from 10% to 20%
Diving Mask: Added Swim Speed +20%. Armor increased from 1 to 2.
Cap: Armor increased from 2 to 3.
Beaning: Armor increased from 2 to 4.
Blindfold: Armor increased from 1 to 10. Durability reduced from 350 to 100
Uncommon
Cowboy Vest: Reduced from Rare to Uncommon. Armor increased from 2 to 5.
Camo Jacket: Reduced from Rare to Uncommon. Armor increased from 2 to 5.
Bathrobe: Reduced from Rare to Uncommon. Armor increased from 2 to 5. Durability reduced from 500 to 300.
Hunting Vest: Reduced from Rare to Uncommon. Armor increased from 2 to 5. Durability reduced from 500 to 400. Rifle Damage increased from +10% to +15%
Straight Jacket: Reduced from Rare to Uncommon. Armor increased from 2 to 7. Movement Speed increased from -25% to +75%
Hazmat Suit: Reduced from Rare to Uncommon. Armor increased from 2 to 7. Added Energy Weapons Damage +15%
Denim Jacket: Reduced from Rare to Uncommon. Armor increased from 3 to 8
Parka: Reduced from Rare to Uncommon. Armor increased from 3 to 8.
Christmas Sweater: Reduced from Rare to Uncommon. Armor increased from 3 to 9.
Leather Jacket: Reduced from Rare to Uncommon. Armor increased from 3 to 10. Durability increased from 500 to 600. Electricity Resistance increased from 15% to 25%. Removed Charm Resistance
Firefighter Jacket: Reduced from Rare to Uncommon. Durability increased from 500 to 700
Hedgehog Suit: Reduced from Rare to Uncommon. Armor increased from 3 to 13. Durability increased from 500 to 800. Added Thorns +100%.
Badass Vest: Reduced from Rare to Uncommon. Armor increased from 2 to 14. Durability reduced from 500 to 400. Removed Charm Resistance. Added Melee Damage +50%
Wooden Armor: Reduced from Rare to Uncommon. Armor increased from 7 to 18. Durability reduced from 500 to 300. Added Movement Speed -5%.
Christmas Sock: Increased from Common to Uncommon. Removed Movement Speed +5%. Frost Resistance reduced from 20% to 15%. Added Luck +0.5
Ice Skate: Reduced from Rare to Uncommon. Armor increased from 1 to 3. Durability increased from 100 to 300. Added Jump Power -10%
Shoe: Armor increased from 2 to 3. Movement Speed reduced from +10% to +5%
Platform Shoe: Armor increased from 1 to 3 Durability reduced from 500 to 300. Removed Movement Speed +10. Jump Power increased from +10% to +15%
Ygg: Armor increases from 1 to 3. Durability increased from 100 to 200. Removed Movement Speed +10%. Frost Resistance increased from 20% to 30%
Rubber Boot: Armor increased from 1 to 3. Durability increased from 100 to 300. Removed Movement Speed +5%.
Blue Bandana: Increased from Common to Uncommon. Armor reduced from 1 to 0. Durability reduced from 350 to 200
Red Bandana: Increased from Common to Uncommon. Armor reduced from 1 to 0. Durability reduced from 350 to 200. Replaced Pistol Damage +10% with SMG Damage +10%
Santa Hat: Increased from Common to Uncommon. Added Luck +0.5
Ear Protectors: Increased from Common to Uncommon. Armor increased from 1 to 2.
Ski Goggles: Increased from Common to Uncommon. Armor increased from 0 to 3.
Beer Helmet: Increased from Common to Uncommon. Armor increased from 2 to 4. Fire Resistance increased from 10% to 25%
Hard Hat: Increased from Common to Uncommon. Armor increased from 3 to 6. Durability increased from 350 to 400
Rare
Ghillie Suit: Armor increased from 4 to 8. Durability reduced from 500 to 300. Sniper Damage increased from +10% to +20%
Police Uniform: Armor increased from 2 to 8. Pistol Damage increased from +10% to +15%
Old Timey Suit: Armor increased from 4 to 10.Durability reduced from 500 to 400. Shotgun damage increased from 10% to 15%
SULFUR Hoodie: Armor increased from 5 to 12. Added Movement Speed +5%. Added Bonus XP +25%.
Santa Coat: Armor increased from 6 to 15. Frost Resistance increased from +25% to 50%. Added Fire Resistance 5%. Increased Movement Speed from -10% to -5%
Life Vest: Armor increased from 5 to 16. Removed Movement Speed -10%
Genie Shoe: Durability increased from 100 to 200. Removed Movement Speed +10%. Added Jump Power +15%. Added Luck +1.5
Running Shoe: Durability increased from 100 to 400. Movement Speed increased from +10% to +15%. Sprint Bonus increased from +10% to +20%
Springcoil Boot: Armor increased from 1 to 2. Durability increased from 250 to 300. Removement Movement Speed +10%. Jump Power increased from +25% to +50%
Geta: Increased from Uncommon to Rare. Armor increased from 1 to 3. Movement Speed reduced from +10% to +5%. Melee Damage increased from +25% to +35%
Clog: Increased from Uncommon to Rare. Armor increased from 3 to 6. Durability reduced from 800 to 600. Movement Speed increased from -10% to -5%
Eye Patch: Durability reduced from 350 to 100. Removed Charm Resistance.
Pope Hat: Increased from Common to Rare. Durability reduced from 150 to 100.
Dunce Cap: Increased from Common to Rare. Removed Charisma -2
Sunglasses: Increased from Common to Rare. Durability reduced from 350 to 100. Removed Explosion Resistance +20%. Removed Charisma +20. Added Holy Resistance +30%. Added Shotgun Damage +10%
Fluffy Hat:Increased from Uncommon to Rare. Armor increased from 1 to 4. Durability reduced from 350 to 300. Frost Resistance reduced from +50% to +45%
Gas Mask: Increased from Uncommon to Rare. Armor increased from 2 to 4. Durability reduced from 350 to 300. Poison Resistance reduced from +50% to +45%. Added Energy Weapons Damage +10%.
Rudolf Nose: Increased from Common to Rare. Armor increased from 3 to 5.
Tanker Helmet: Increased from Common to Rare. Durability increased from 350 to 500
Hockey Helmet: Increased from Common to Rare. Armor increased from 3 to 8. Durability increased from 350 to 500.
Epic
Dinner Jacket: Increased from Rare to Epic. Armor increased from 5 to 12.
Samurai Armor: Increased from Rare to Epic. Armor increased from 10 to 15. Durability increased from 500 to 800.
Hockey Armor: Increased from Common to Epic: Armor increased from 9 to 19. Durability increased from 100 to 1000.
Pillow Armor: Increased from Uncommon to Epic: Armor increased from 5 to 25. Durability reduced from 500 to 70. Removed Movement Speed -10%
Breast Plate: Increased from Uncommon to Epic. Armor increased from 25 to 30. Durability increased from 500 to 800.
High Quality Elf Shoe: Increased from Rare to Epic.
Cowboy Boot: Increased from Uncommon to Epic. Armor reduced from 5 to 3. Durability reduced from 300 to 200. Add Crit Change +5%
Roller Blade: Increased from Rare to Epic. Durability increased from 100 to 300. Added SMG Damage +10%
Blast Boot: Increased from Rare to Epic. Armor increased from 5 to 7. Durability increased from 100 to 600. Movement Speed increased from -10% to -5%. Explosive Resistance increased from 15% to 20%
Police Hat: Increased from Uncommon to Epic. Armor increased from 2 to 4. Durability reduced from 350 to 300
Cowboy Hat: Increased from Uncommon to Epic. Armor increased from 2 to 4.Durability reduced from 350 to 300
Pith Helmet: Increased from Common to Epic. Armor increased from 2 to 4.Durability reduced from 350 to 300
Balaklava: Increased from Uncommon to Epic. Armor increased from 1 to 4. Durability increased from 250 to 300. Removed Charisma -15
Firefighter Helmet: Increased from Common to Epic. Armor increased from 3 to 7. Durability increased from 350 to 600. Fire Resistance reduced from 50% to 45%
Motorcycle Helmet: Increased from Common to Epic. Armor increased from 3 to 8. Durability increased from 350 to 500. Explosion Resistance reduced from 50% to 45%
Knight’s Helmet: Increased from Uncommon to Epic. Armor reduced from 15 to 12. Durability increased from 350 to 700
Legendary
Ballistic Vest: Increased from Epic to Legendary. Armor increased from 12 to 23. Durability increased from 500 to 700
Plate Carrier: Increased from Rare to Legendary. Armor reduced from 30 to 25. Durability increased from 500 to 900. Movement Speed increased from -15% to -10%. Added Explosion Resistance 30%
Turtle Shell: Increased from Rare to Legendary: Armor increased from 25 to 35. Durability reduced from 2000 to 1500. Movement Speed increased from -35% to -20%. Added Melee Damage +50%
Sulf Air: Increased from Rare to Legendary. Durability increased from 100 to 200. Added Jump Power +10%
Golden Slipper: Increased from Common to Legendary. Armor reduced from 5 to 3. Removed Move Speed +5%. Removed Charisma +15. Added Fire Resistance 25%. Added Electricity Resistance 25%. Added Frost Resistance 25%. Added Poison Resistance 25%.
Combat Boot: Increased from Uncommon to Legendary. Armor reduced from 10 to 8. Removed Movement Speed +7.5%
Crown: Increased from Epic to Legendary. Armor increased from 2 to 3. Durability increased from 350 to 1000. Charisma increased from +25 to +50. Added Bonus XP +15%. Added Luck +1.
Sulfur Cap: Increased from Common to Legendary. Armor increased from 1 to 3. Durability reduced from 350 to 200. Added Extra Jumps +1. Added Movement Speed +10%
Military Helmet: Increased from Common to Legendary. Armor reduced from 9 to 8. Durability increased from 350 to 500. Added Pistol Damage +10%
Ballistic Helmet: Increased from Epic to Legendary. Armor increased from 5 to 8. Added Pistol Damage +10%. Added Shotgun damage + 10%
Steel Helmet: Increased from Common to Legendary. Armor increased from 8 to 11. Durability increased from 350 to 500. LMG damage increased from +10% to +20%. Movement Speed increased from -10% to -5%.
Titanium Helmet: Increased from Common to Legendary. Durability increased from 300 to 600. Explosion Resistance reduced from +60% to +30%
Endless
Uncollected XP orbs are now removed at the end of an Endless stage, instead of delaying the transition while they get pulled in.
Other cookbooks than the Desert cookbook can now drop in Endless.
Terrorbaum now shoots more randomly around you and not directly on you when firing back a bullet.
Remaining enemies are now outlined if nothing dies for 30 seconds.
Stuck or out-of-bounds enemies now return to their spawn point.
The first stage transition no longer sends you back to the arena you started in.
Workbench reward cards now show their name, icon and description.
Units
Increased hp of Corrupted Guildsman (melee version) from 400 to 500.
Cultist Rifleman damage is now 15 (was 10). This is to compensate for the recent damage “i-frames” gracetime for the player that we added in an earlier patch.
Craw Abomination health increased.
Craw Abomination tentacle summon range increased.
Skeletons now have a nice hit debris effect again.
Last boss now spawns some more targets when entering a certain phase.
Ghost Apparition now fires less balls, health is now 120 (was 250), and damage is now 25 (was 50).
Ghost Poltergeist throw now does 30 damage (was 40).
Goblin Barrelboy health is now 650 (Was 800).
Goblin Barrelboy loot roll bonus factor increased by 20%.
Goblin Cousin will now hide when the player is not in sight.
Goblin Wizards now cast from their center, with a slight spread.
Sludge and poop throws now splat on impact instead of sticking to walls.
Corrupted sludge throws now play a mud impact sound.
Dogs can now damage the crypt crystal pedestal.
Fixed gibs spawning away from some enemies, such as frozen Shav’Wa.
Fixed Goblin Barrelboy no longer slides after its attack.
Fixed Hellshrew Shootah getting stuck in his falling animation after his weapon knockback.
Balanced the XP on Corrupted units so that they give more XP than their non-corrupted variants (except for Lurk, because the corrupted variant is weaker).
Cousin’s projectile now makes a brown decal instead of black.
Shav’Wa Warden will no longer block dots and will now be affected by it while blocking.
Craw Sentinel will no longer block dots and will now be affected by it while blocking.
Hellshew Sticka will no longer block dots and will now be affected by it while blocking.
Items
Ralphie store rebalanced.
Qiosk store rebalanced.
Grossberg store rebalanced.
Ratqueen store rebalanced.
Lowered the chance of spawning toilet paper in secret bathrooms.
Added more items to Skrips quest pool.
Cloth now spawns in more places.
Big Oil now sorts correctly with other black oils.
Julmust now gives extra luck for 3 minutes instead of having a crit stat that doesn’t work.
Dopp i Grytan hp increased to 70. Recipes for Dopp i Grytan will yield one less item.
Double Cheeseburger hp reduced to 75. Base price reduced from 600 to 450.
Decreased inventory size of Confidence Oil.
Decreased inventory size of Green Tunic.
Decreased inventory size of Safety Vest.
Decreased inventory size of Nut Spread.
Fixed the amount of Fire Resistance the Ramen foods are supposed to give you (from 0.5% to 50%).
Added new consumable: Wonton Soup.
Fixed a bunch of recipes that had the same ingredients for different results. Some recipes have been removed because of this. In these cases we prioritized keeping the recipes for items with very few recipes and avoided any unnecessary nerfs.
A sliced up pizza will now yield 6 slices (up from 5).
Levels
A lot of optimizations across every area.
Improved fencing across every area. This is mostly to prevent players from skipping boss fights.
Hitmarks should now show the proper decal when shooting different materials.
Dinner plates are now destructible.
Fixed issue that caused some chairs to have their break effect be mirrored wrongly.
Players should no longer get stuck on floating garbage when swimming in water.
Adjusted the Grub Grub mini boss arena to prevent players being able to hide on ledges during the fight (breaking his behaviour).
Added the old shrine chunk back to the generation pool as a regular chunk in Town.
Some chunks have been expanded upon in Town.
Enemies should now use ledges more often when navigating in Shav’Wani Fortress.
Fixed issue that would cause shrubs to get invisible in Desert.
The skybox for the section after beating the Witch should now match the fog better.
Fixed getting stuck briefly while platforming in Endless.
Haradrian steam and ghost particles no longer show through fog.
Added back a disabled chunk for Hedgemaze.
Lowered enemy count in Hedgemaze by 20%.
Lowered enemy count in Dungeon by 30%.
Fixed overlapping event spawners in Dungeon
Sound
Black Guild Sapper mines no longer kill all other sounds.
New enchantment sound effects.
General optimizations of gunshots (reflections).
Optimizations of explosions.
Fixed some boss music volume being too loud.
Optimized audio for storm surge.
Optimized and fixed audio for sapper mines/proximity mines.
Removed high frequency sound from the Holoreality projector.
Fixed volume of shotgun insert shell sound.
Weapons with many beams no longer drown out other sounds.
Wyatt Pulsar shoot sound intensity now scales with charge.
The Gravita string release sound is skipped when using beam.
Bugfixes
Fixed so that crafted items that do not fit in the crafting grid will spawn on top of the crafting station.
Killing Terrorbaum now correctly pops the achievement.
Fog in the shrine flashback scene no longer turns black when using the Amulet shrine.
Fixed P38 Dirk ammo counter looking glitchy.
Fixed crouch button not letting go if you pause the game while crouching (only affected “hold to crouch”).
Fixed amulet invulnerability window being too long.
Enemies jumping from the Desert Pikes no longer jump through the ground.
Corrupted Ranged Cultist no longer stops attacking the player if getting hit by a melee attack.
Fixed durability exceeding the maximum value after decreasing the maximum with modifiers.
Fixed eye hitboxes not working with the enchantments that increase headshot damage.
Fixed items dropped from the player spawning inside each other and being forced apart by physics.
Fixed game lagging when more than one gamepad was connected.
Fixed an issue with gamepad bindings that would throw an item out of a cooking station instead of cooking if you pressed Y with an item in the cooking grid selected.
Fixed an issue with connected doors that would make the room unwalkable for enemies.
Fixed Sulfur Grenade bouncing on surfaces if it was thrown very close to that surface.
Fixed burning effect erroneously appearing after an enemy dies.
Fixed an issue where shops would reset during the same level.
Fixed so the Cousin’s Pools now do damage before the fight starts.
Fixed spamming ESC when loading into a saved level letting you sneak back to the church.
Fixed an issue where Bishops wouldn’t follow you when charmed.
Fixed locked crypt doors when you exit a crypt.
Crouching in and standing up again in right areas causing clipping is now dealt with.
Fixed timescale stat applying twice when stacking Yakety Sax and Detective Pipe.
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Patch Notes 0.9.10Save Backup Function: Added a backup function for save files, so corrupted saves now result in a rollback instead of losing the entire save.Enemy Spawn Adjustments: Reduced early-level enemy clustering to avoid unfair deaths.Dungeon Fixes: Resolved an issue causing enemies to get stuck under stairs and fixed a clipping issue with the exit door.Weapon Sights & Reloading: Corrected zoom functionality for weapon sights and resolved a reloading issue with Star & Witness when each magazine had only one bullet remaining.Weapon Attachments: Fixed Barrel Extensions on the Mario 1884 to display correctly on both barrels.Reloading Issue: Addressed an issue where you could fire while reloading the Dolphin 99.Performance Improvements: Enhanced performance for specific environmental props.