There will be more data and proper atribution here (original author, steam link, original post date, etc) real soon, I promise. This is just like a technical test to see if they're coming in ok at all.
Project Lazarus » Build 7.0 Released
With the migration of the Experimental Build 6 to main, we are in the final stages of leaving Early Access. Season 3 will begin officially when it leaves Early Access in a few days. Experimental Build has also been removed, so there is no need to select launch options any more!
Enjoy!
- Added Season 3 entries
- Added Full localization support
- Added Parallax adjusted aiming
- Added per level model for Drone Pod
- Added per level model and animation for Orbital Striker’s projectile
- Added boss HP bar (Stages 1~4)
- Added button prompts for all buttons (even for Keyboard)
- Added skip intro voice prompt text
- Added full keyboard short cut support for the lobby
- Added Assisted Mouse Aiming – instead of the cursor working as a directional guideline, it can be used to aim
- Added Praetorian Aiming Guide
- Added full translations for option settings
- Added voice queues for the break time in stage 2
- Added elite state for some surprise monsters
- Added ability to skip intro voice
- Added controller stick deadzone settings
- Added boss death effects
- Added cursor color settings
- Added profile recovery options – you can now recover your progress based on Steam Achievements
- Added basic training
- Added new transition effects
- Improved Orbital Striker to drop relative to screen space rather than a fixed radius
- Improved Orbital Striker projectile animation
- Improved upgrade panel UI to better show increase and decrease of reroll/skips
- Improved input detection and some cases of double register
- Improved intro sequence with simple animations
- Improved multi-threading
- Improved Vegetation rendering
- Improved performance to scale more with gpu (Approximately 10%~25% improvement in mid to high spec hardware)
- Improved Orbital Strike and Tactical Nuke rendering performance and style
- Improved memory usage by keeping a static heap. This does increase total memory usage slightly, but requires less memory allocation
- Improved stage perimeter wall graphics
- Improved UI panel scrolling with controllers
- Improved Japanese Translations (Thank you Toyoch)
- Changed Leaderboard sorting to stay between boards
- Changed Tactical Nuke drop radius to be slightly larger
- Changed Drone Pod spawn behavior to be distributed equally between other pods
- Changed Drone Pod critical scale to 80% from 30%
- Changed Specter Damage from 70 -> 345 (See below for more details)
- Changed mouse cursor to be a normal cursor in in-game menu
- Changed Increased Level 12 Flame Thrower damage
- Changed Increased Spector Damage
- Changed Increased Tactical Nuke Damage
- Changed Flamethrower reload times to start at 8.5 seconds from 12 and flatten at level 6 at 6 seconds
- Changed Orbital Striker mechanics
- Changed Challenger Mode now has 30 minute time limit
- Changed specularity of Arctic Glacier for better metallic rendering
- Changed Decreased Widow Maker Cannon damage 460 -> 360, Crit Scale 50% -> 35%
- Fixed frame cap option not deactivating when vSync is activated
- Fixed Caverium related achievement not unlocking promptly
- Fixed New High Score text only showing up as English
- Fixed option settings not applying in game under certain conditions
- Fixed movement issues of Striker
- Fixed announcer voice not pausing when entering menu and mid upgrades
- Fixed rare cases of key clashes when returning to the game from menu
- Fixed skip intro incorrectly displaying buttons
- Fixed “warning” voice playing after winning a round
- Fixed Mech stats showing raw numbers in the mech selection menu
- Fixed weapons stats UI showing wrong before/after numbers
- Fixed Safe mode not setting the resolution to the lowest possible resolution
- Fixed death impact fx not playing for certain monster groups
- Fixed Keyboard QE swapped in the menu
- Fixed Weapon Stats UI showing wrong before/after numbers
- Fixed Safe Mode not setting the resolution to the lowest possible resolution
- Upgraded Game Engine