We're here with update 1.07.a on the public branch, which includes a BUNCH of new content for you!

FEATURED
Legacy of the S-3LF Eater: a new Story Campaign update! Investigate the origins of the Cyber Bandits and their enigmatic creator, Dr. Gonne, while evading the pursuit of a relentless nightmare. Rumor has it that the doctor's laboratory below the Science Tower has recently opened up again...
New Steam Achievements!
Steam Trading Cards for Project Nexus are now available, including craftable badges, profile backgrounds, and emojis.
ADDED
Holographic floor projectors added to the Arena Sleepwalker Tutorial for the VR Buddies to spawn from, and to Murder Time for the Cyber Bandits.
New scythe weapon, and a heckin sweet new haircut available!
Particle effect added when sleeping in the Arena HQ Loft.
Medical Cabinets added to the Story overworld sectors.
Church and Jorge congratulate each other for knocking you down (if they're near each other).
FIXED
Dual wielding two firearms when picking up a two-handed melee weapon would cause you to drop one firearm as well as the melee weapon. Now you'll take the melee weapon and drop the two firearms.
Fixed how the game displays quest objectives in the top left of the screen. Mostly backend changes to streamline and improve it.
Crit kills with fire damage would cause the target to burn to a husk instantly. The game was checking if they had stopped thrashing before ending the effect, but crit'd enemies die instantly and don't thrash, so the burning process got skipped.
A niche bug where de/buffs attached to your Corpus could apply/stack after that corpus was broken. This wouldn't affect existing gameplay, but future updates utilizing corpus would have broken the whole buff system.
Corpus was displayed in backwards order in your profile/inventory screen. You wouldn't normally see this because all current Arena origins use only a single corpus type, but it was painfully visible with custom modder origins.
Poorly repeating textures in the Vampire Shrine and Science Tower Courtyard areas made the floor look bad.
The 12.7x99mm ammo was named incorrectly in the code using an invalid ASCII character, which led to problems for modders.
Enemies firing explosive weapons (such as the N51 Mortar) weren't properly firing at the reticle on the ground.
Asylum Patients would refuse to "wake up" and fight if they spawned in unaware.
Player's squadmates could leave the room in the Story overworld, which made swapping to them impossible.
Since early pre-Alpha days, we've grappled with a Unity glitch where some weapons would knock over physics objects across the screen (often with EXTREME force) when aiming them around. In theory, we've found a low-cost fix for this.
Doc won't pick up the HQ phone anymore when he's clearly standing right next to you.
TWEAKED
Snoop-able popup messages should rest better in frame, especially on smaller and lower resolution screens.
Reformatted the menu for selecting an Arena character's origin. On top of displaying the information in a more even and sensible way, it also allows custom origins designed by modders to appear in the list without blocking the description text.
Improved AI pathing around Commercial District ramps.
Charge-up and heavy attacks do slightly less knockback across the board (to compensate for the huge boost they got last update).
N51 Officers now have an off-brand custom mask to make them more unique.

Remember, send those bug reports
to the game's Discord, and we'll get right to work mpn_engi
[ 2023-04-11 23:31:05 CET ] [ Original post ]