soulburner
Cipher
- Joined
- Sep 21, 2013
- Messages
- 843
Pretty excited about the centered weapon models ^_^
Content Update #1 is NOW LIVE!
Greetings mortal. Are you ready to die?
No more waiting around, WRATH Content Update #1 is NOW LIVE!
Full changelog:
- 1 new map for you to explore
- 1 new artifact for you to use
- 1 new foe for you to slay
- and much more...
NEW CONTENT
GENERAL
- 1 new level, The Gardens
- 1 new enemy, The Wretch
- 1 new artifact, Confounding Attar
- Updated enemy encounters in The Undercrofts and The Mire
BUG FIXES
- Added support for 4096x2160 resolution
- Added UI mouse sensitivity option
- Added framerate cap options
GAMEPLAY
- Fixed player only being able to carry one coffer key at a time
- Fixed player being able to shoot while journal is open
- Fixed some user settings not saving when game is closed
- Fixed bad texture filtering name
- Fixed Drowner's Apparatus overlay camera clipping and z-fighting
- Fixed items dropped by enemies getting stuck in walls and surrounding geometry
- Fixed items sometimes not coming out of coffers at the correct angles
- Fixed invader attacking even though view to player is blocked
- Misc fixes
PREVIEW OF CHANGES COMING IN FUTURE PATCHES AND/OR CONTENT UPDATES IN ADDITION TO SCHEDULED CONTENT
- Improved enemy AI
- Added a "load menu" bound to F3 by default
- Player momentum now slows gradually when crouching
- Decoupled Shrines and Soul Tethers. The prevents situations where the player will lose a Shrine save by returning to a Soul Tether placed before the time the Shrine was activiated.
- Further improved enemy AI
- Add date and time information to saved game menu
- Overhaul Coach Gun alt-fire
- Overhaul Fang Spitter alt-fire
- Overhaul Item pickup sounds
- Tweak the Executioner to be more manageable
- Add option for screen flash when picking up items
- Improve feedback of artifacts via screen elements and sound
- Performance improvements and optimizations
- UI scaling improvements
- Create Cyst pickup models that are distinct from Cyst projectiles for greater clarity
- Expand support for various display resolutions
No, it's still early access. This isn't post-release DLC or anything. I'd encourage you to wait until full releaseOh, so this is out? I should probably wait for a few more patches.
Playing on Outlander, it is properly challenging
Content Update #2 is NOW LIVE and we've got a release date!
Mark 25th of February 2021 in your calendar!
Oh yeah, it's finally here! The second major content update arrived and adds plenty new to sink your teeth into.
Also, we've got a release date for the full release! Mark February 25, 2021 in your calendars!
But wait, there's more! Pre-orders for the for Founder’s Edition Big Box just started! With only 500 copies in production, these will not remain available for long. This pre-order page includes a real-time counter denoting how many copies remain. Each includes:
• Limited Founders Edition Big Box
• Wrath: Aeon of Ruin on CD-ROM
• "The Art of Wrath" Art Book
• Original Soundtrack by Andrew Hulshult
• USB drive loaded with exclusive digital content
• 5 Metal Enemy Figurines
• Reversible Poster
• Exclusive Stickers
Boys, grab your double barrel, it's time to get back to it...
Full changelog:
Please note, that your old save files won't be compatible with the newest update.
Additions
- Added new level “The Priory”
- Added new enemy “The Oppressor”
- Added new weapon “The Slag Cannon”
- Added new item “The Sigil of Flight”
- Added SDL2 version of game client
- Added a cumulative damage system to enemy pain states
- Added option for screen flash when picking up items
- Added refresh rate options
- Added “Always Run” option
- Added “Toggle Run” option
Bug Fixes
- Fixed corrupted UVs on the Shotgun Shells, Invader arm blade and Heretic gibs that occur with recent nvidia drivers
- Fixed bug that caused some Afflicted to become immortal, spam attacks and/or cause massive frame rate drops (RIP Jib)
- Fixed speedy Stricken
- Fixed bug that caused view tint to persist when loading a game after dying under water
- Fixed items flying out of Coffers at incorrect angles
Weapon & Enemy Balance
- Increased Coach Gun primary and secondary fire damage and changed secondary fire from hitscan to richochetting projectiles
- Decreased Shotgun secondary fire damage
- Increased Retcher impact damage, AOE damage and splash radius
- Increased Fang Spitter primary and secondary fire damage
- Enemy warp invulnerability frames decreased from 10 to 3
- Reduced Executioner charge duration
- Reduced Heretic chase duration
- The Wretch’s spinning explosive head occurs less often
Misc
- Improved weapon position and animations for “centered weapons” setting
- Improved enemy pathing system
- Optimized assets and compressed game files into archives
- Increased the responsiveness of player movement
- Improved Artifact menu mouse input
- Changed lava to look more like lava and less like pizza
- Changes some asset colors that were not within palette
- Added prompt for F3 Load Menu
- Removed feature that uninstalls the game when attempting to play on easy
I haven't played any Quake scene WADs so this game is much nostalgia.
I think the the big content is a multiplayer test. What else can it be, since it's just a couple of days?
Important Early Access Announcement and Teaser!
Hello WRATH Supporters!
Our team has been hard at work on WRATH: Aeon of Ruin during this difficult year. We know we have been quiet during the past few months, but we are excited to return with good news. We are back and ready to support the third content update for Early Access in January. We wanted to hit December 22, but some of our team fell ill to Covid-19, and we wanted to take extra time to make this new update extraordinary. Moreover, in order to make WRATH the best we can, we are moving the 1.0 launch into Summer 2021. We will announce a more specific, definitive date early next year.
We apologize for the delay, but we know that you will love what we have to offer with WRATH’s future.
Happy Holidays to all of you! Till the next time, you can enjoy these teaser screenshots of the new map!
People said Quake 1 used the same color palette being brown and green everywhere, but Wrath looks, at least so far, to be pure gray with a little of shit-brown - and Quake looks exceptionally colorful in comparison.
The palette is subdued, yes, but this is utter nonsense. It just doesn't connect with anything anyone can see while playing this for oneself.Wrath looks, at least so far, to be pure gray with a little of shit-brown
Level design notwithstanding, they had a chance to make it interesting with the weapons and enemies. Doesn't look like they innovated anywhere, it's shameful.