First Patch for Undead West is Here

Hey everyone, Thanks so much for playing [b]Undead West[/b] and for all your feedback! We're on it and working hard to tackle any issues that pop up to make your playthroughs even better. This patch has some major bug fixes, balance tweaks, and a few progression updates. Plus, we’ve got a list of high-priority stuff we’re tackling next. If you’re enjoying [b]Undead West[/b], we’d greatly appreciate it if you shared the game with your friends or left a [b]Steam review[/b] to help us reach more players. Check out full patch notes: [h3][b]Fixes[/b][/h3][list] [*] Stage 1 Cube Boss attack patterns should no longer continue on death, boss should now always 'die' when health is reduced to zero as shown by healthbar [*] Fixed boss bad luck protection aka if a boss has been encountered twice in a row on any stage, the next encounter will not be that same boss, especially not 3+ times in a row [*] Fixed Homing Bullets boon homing behaviour regarding Stage 4 Bandit King phase 2 and Stage 5 Dreadnought [*] Fixed Lightning In a Bottle Whiskey lightning not targeting Stage 5 Dreadnought boss during vulnerable phase [*] Default starting equipment should always be unlocked in hub room shops now [*] Adjusted Stage 2 Graveyard room 2 variation 1 colliders near entrance to room which caused physical space blockage to player [*] Fixed Stage 2 Graveyard room 3 variation bug with skull statue that shoots fireballs which were found to have no movement speed [*] Replaced sprite of spinning bone projectile in a secret boss fight with the intended larger spinning bone sprite [*] Re-enabled missing Stage 3 Tunnel Worm and Mole colliders on spawn [*] Fixed Stage 3 Rooms 9/10 game blocker where an enemy would spawn from a previous room, locking the gates of the player's current room [*] Enabled contact damage to enemies from Stage 3 minecart moving traps [*] Changed timing of sprite enablement of moving minecarts [*] Replaced incorrect Stage 3 Blue Necromancer enemy death animation that was set as 'Move' instead of 'Death' [*] Added in missing animation transition death bool for Stage 3 Prospector boss [*] Added fallback check to Stage 4 Bandit King Boss 'roll' attack phase where boss would continue to roll if he couldn't reach the point he was supposed to roll to [*] Fixed Stage 5 bug where enemy spawner barrel would continue to spawn infinite rats [*] Fixed GunBoots boon not immediately equipping when chosen from boss fight boon rewards [*] Re-enabled missing Keyboard movement keys in the Controls keybinds menu of the Pause Menu [*] Replaced several enemies that are spawned by other enemies with versions that do not give currency when killed, or count towards outfit pre-requisite goals: the reason for this is to disallow currency farming from infinitely spawning enemies if parent summoner is kept alive [*] Fixed Player Bow weapon reload animation freezing if button to fire is clicked instead of held [*] Added in sprite outline highlights to a few important objects that reveal something secret when interacted with [*] Fixed/significantly reduced player's capability to glitch into the invisible wall colliders on Stage 5 train especially while wearing the Yellow or Blue outfit [*] Likely fixed infinite whiskey bug where whiskey wouldn't de-equip on end of whiskey timer: tested fix tried to repro as much as possible by spamming the whiskey activation keybind before during and after whiskey use [*] Possibly fixed SteamAPI bug where running/opening/launching another process during game is running on steam causes steam to view game as running and this causes visual error of a friend on steam playing the game multiple times when on a friends list..? [*] Fixed Skeleton outfit & Death outfit infinite rolling animation bug when rolling against a wall [*] Fixed Bow draw visual animation error [*] Achievements previously unable to unlock for playtesters who accomplished the goals before the achievements were added in such as unlock 5 whiskeys, dodge roll 100 times now should be unlockable on both platforms [*] Fixed run gathered currency not saving and adding to currently held currency when transitioning from beating the game to end cutscene to credits back to hub[/list] [h3][b]Changes[/b][/h3] [list][*] Hub Room infographics for rooms yet to be unlocked now have the related room's name above the infographic as well - Gunsmith, Bartender, and Seamstress [*] Added change to maintain player world position in hub when unlocking a hub room [*] Reduced cost of each hub room unlock: Gunsmith $200 --> $100, Bartender $300 --> $200, Seamstress $500 --> $300. The reason for this was to allow players access for further game content earlier, to also incentivise the start of build crafting, finding a preferred playstyle, and starting another run with new and possibly 'stronger' equipment [*] Reduced cost of the following guns from $100 to $50 --> Backup Piece, Sawed Off, Lever Action, and Shotgun. This change was made to potentially allow players the ability to unlock a new gun to try once the Gunsmith room was unlocked, or at least be able to afford something by going on one more run [*] Increased cost of the following Whiskeys from $100 to $200 --> Infinite Chamber, and Many Hands Light Work. This change was made to make the aforementioned whiskeys match the power level of the row that they are made available on when a certain stage is reached [*] Whiskey Length boon is no longer offered when the Induced Vigor boon is equipped, because Induced Vigor is an instant heart refill effect and gains no benefit from such boon [*] Stage 1 Mutant Rat boss attack projectiles of line of saw blades that come out of the walls changed from solid lines to lines with gaps in them [*] Secret boss [Redacted] HP increased from 800 to 900 [*] Secret boss [Redacted] SFX updated [*] Stage 3 Spider Miniboss room tilemap changed to give player more space to move around/move out of the way of projectiles [*] Stage 3 Large Bat projectiles changed to destroy on hitting environment instead of passing through [*] Stage 4 Vulture enemy behaviours improved/updated to move around objects and seek line of sight of the player before diving [*] Stage 5 Skull Rider boss HP reduced from 800 to 700 - boss moves around a lot and is very hard to hit [*] Stage 5 Dreadnought boss now shows vulnerable state when spawning in to communicate that when the Conductor goes away the train is invulnerable [*] Stage 5 Ghost Rider boss now has a 4 second period of idling after a round of attack patterns when a short range weapon is equipped: Fisticuffs, Sawed Off, Shotgun, Pepperbox [*] Stage 6 Man in Red lightning effect giving pre-warning animation to where it will strike [*] All Bosses and Minibosses given damage reduction from the following player weapons: Rifle, Hellfire, and Big Iron [*] Skeleton outfit drop in Graveyard lobby after defeating secret [Redacted] boss given visual pickup indicator to avoid players missing it as a non-colorful sprite [*] Heart item drops with a white 'plus' symbol now increase max hearts no matter what, allowing for heart refills from boons, no hitting room drop chance, or Induced Vigor to refill empty hearts [*] Changed Dynamite weapon to throw automatically when hold timer is reached instead of when button is let go [*] All melee enemies have been updated/changed so that when they attack, their animation facing and spawned melee damage to player object are fixed and can no longer flip facing direction to where player moves to during enemy melee attack [*] Night Mode options setting color palette updated and switched from a cool tone to a warm tone for eye comfort [*] Stage 3 Large Bat speed and number of projectiles reduced [*] Deactivation of muzzle flash sprite for several ranged enemies time increased to allow sprite to show [*] Increased bridge size between train cars in Stage 5 Miniboss room[/list] [h3][b]High Priority Issues[/b][/h3] [list][*] Feedback received of cursor lag bug, looking into cause and fix [*] Stage 3 Worm (Beast of the Depths) boss takes far less damage from Dynamite (cause is known) [*] Improving Homing Bullets to track towards enemies the player is aiming at [*] Controller improvements [*] Controller keybinds and occurring issues of players unable to use their mouse if a controller is connected and or plugged in to their PC [*] Bow 'ready to fire' indicator when charged and ready to shoot[/list] Once again, thanks for playing, and hope to see you in the West! Deathless Games and Retrovibe