A much more minor update than the last, this update is mostly to fix lingering bugs to put a bow on things. This'll most likely be the final update until D3 or a Dwell Jam. Enjoy.

Overall
- Many minor visual improvements across maps.
- Added aliases for Shotgun Start (sgstart) and Coop Entities in Singleplayer (solocoop)

D1M1
- Fixed a softlock in coop mode.

D2M1
- Fixed a missing texture in an OOB area (Thanks Sleeper!).

D2M2
- Fixed two scrags not aggroing to the player in the Big Door fight.
- Added a clip brush to the Advanced Backtracking Prevention Gate System to avoid weird behavior when pressing against it in the water.

D2M3
- Included missing bugfixes and additions from the previous patch.
- Fixed players being able to jump out of the silver key trap early.
- Fixed enforcers being placed instead of trigger-spawned in the Berserk room on Skill 0.
- Removed fake water lightmap brushes

D2M5
- Fixed a softlock caused by blocking by a lift from rising.

D2M6
- Fixed VIS culling issues.
- Attempted another fix for the fog issues.
- Fixed missing sound files.
d2m6_pic.png


Overall
- Added new impulses to automate various self-restrictions for challenge modes:
- Shotgun Start (impulse 110)​
- Coop Monsters in Singleplayer (impulse 111)​
- Due to the implementation, it is best to set these in start.bsp and use "changelevel" instead of "map" command to move to your selected level. Otherwise they may be cleared upon reload.​
- Added impulse commands for individual selections of weapons sharing keys.
- Double Shotgun (impulse 23)​
- Rotary Shotgun (impulse 33)​
- Lightning Gun (impulse 28)​
- Crystal Lance (impulse 38)​
- Added new HUD art to indicate runes collected.
- Berserk now grants 50% damage reduction while active.
- Fixed a bug which would cause players to become stuck within spawned monsters.
- Reduced the frequency in which the Brute will flinch.
- Reduced time before the Brute begins to fire.
- Decreased hitbox size of the Construct whilst it is charging the player.
- Fixed a bug which caused Constructs to stop charging the player.

START
- Added a message to the credits-room door to indicate it's not intended to be opened yet.
- Added a "Thanks for playing" message upon entering the credits room.
- Updated opening storycam text.
- Added an easter egg for performing the D1 gore-tunnel secret.
- Fixed "Select a skill" reminder appearing even after doing so.

D1M1
- Many minor monster additions for coop.
- Fixed a shortcut unintentionally appearing mid-fight.

D1M4
- Fixed a softlock caused by taking a shortcut teleporter earlier than intended (Thanks Riktoi)
- Fixed D1M4 attempting to load a non-existent skybox.
- Fixed a softlock on Easy in the Rotary Shotgun room.

D1M7
- Overhauled entrances to the Gold Key and Turn-in areas.
- Added shortcut teleporters that appear in the first tower.
- Added signposting to signal which area a teleporter will take you.
- Replaced broken func_wall implimentation with func_door.

D1END
- Fixed missing textures (Thanks Spootnik)
- Fixed doubled nails/shells in 1st phase area.
- Added autosaves between phases.
- Added autosave to the beginning of the level.
- Simplified navigation in the 2nd phase.
- Added a teleporter to the 2nd phase pit.
- Nerfed armour values on Hard skill, buffed on Easy.

D2M1
- Freight Elevator fight nerfed on easy/normal.
- Fixed missing textures (Thanks Spootnik).
- Fixed stuck enforcer.
- Added hint to acquire/use the gold key.
- Fixed clipping issues in Yellow laser ambush room.
- Yellow laser ambush room Quad does not appear until the player deals with the Kamikaze.
- Added large backpack in the slime beneath the Rotary Shotgun pickup.
- Fixed a bug that made it difficult to climb from the slime pits in the Rotary Shotgun room.
- Increased light intensity of a secret shootable button.
- Changed geometry around megahealth near the rotary shotgun room so that players won't be misled into attempting horrifically wank-arse trickjumps.
- Added more Coop monsters, tweaked existing areas to work better in co-op.
- Tweaked ammo distribution.

D2M2
- Removed an enemy that never spawns.
- Hid the count on the final enemies so as to not reveal the fake ending.
- Put a message on the gate that stops you going the wrong way after the blue key to indicate that it re-opens later.
- Made an unintended func_door worldspawn again.
- Changed said gate to reset on a timer, to fix a softlock on coop.
- Made it marginally easier to get into the jumping secret in the central area.

D2M3
- Super Nailgun water button showed some skip faces when pressed.
- Fixed full-brights on copper panel in Mega-health secret, and on the floor light underneath it.
- Extra bars around the silver key so people don't jump off early.
- Let the player climb out of the exit pit.
- Trigger push on the end fight for people trying to cheese, only on hard.
- Changed Berserk room bars and buttons system for coop.
- Changed Berserk closing bars so they don't look as fast but still block the player.
- Enable the gold key shortcut earlier than when getting the gold key.
- New secret in the Construct rocks with a big box of cells.
- Made it so you can't miss the Constructs coming out of the rocks by going back through the water after the gold key.
- Replaced some coop Vores and Shamblers with Brutes.

D2M4
- Removed stray crystals that was attracting players to nothing interesting.
- Fixed letting players quickly go back through key gates.
- Fixed prob with previous fix that would kill players jumping really fast onto key platforms.
- Fixed gold path gate not opening early enough when big elevator goes up, which will - block progression if player jumps off of it really fast.
- Fixed z-fighting on water near the start of the map.
- Fixed pillar you could get stuck on near start of the map.
- Slightly rotated player start so you don't start axially aligned.
- Made trigger/effect for key stealing taller as it wasn't always visible.
- Let side-ogres in main room drop down after a while.
- Extra monster on silver key path after pillar section to attract the player in the right direction.
- More monsters after pillar section on the silver key path.
- On silver key path, in the pillar room, bring second pillar back down after the Shambler fight.
- Made sure the main doors open on key pickups, in case the player managed to skip the start.
- Added crystal to Grenade Launcher island to attract players to it.
- Added Green Armor towards the start to help crazy nightmare shotgun-start players (hi Koren!).
- Fixed minlight on the Crystal Lance elevator.
- Made it so the Constructs on the balcony will spawn from either button.

D2M6
- Removed floating invisible water volume.
- Removed collision from keys when placed in their slots.
- Swapped out brush-based keys for models.
- Improved clarity of the crystal progression mechanic.
- Improved clarity of the gold key cage mechanic.
- Fixed air pocket in underwater tomb.
- Added flavor text for diving area with spawns.
- Added new enemies for hard mode.
- Fixed some confusing brush artifacts in a bunch of areas.
- Fixed a visual bug related to fog values not resetting between the world portal.

D2END
- Fixed missing sound indicators in the console.
- Fixed a typo in the end-screen text.
After two years in development, we hope it will have been worth the wait!



This update includes...
  • 14 new maps, including 3 bonus maps.
  • 2 new bosses warding the runes of power.
  • 2 new weapons with unique skill-based mechanics.
  • 3 new monsters to face-down.
  • 3 new powerups to enhance your abilities.
  • 16 new custom music tracks by Alekswithak.
  • A new Start Hub to explore.
  • Episode 1 revamp, featuring new encounters, expanded levels and a new boss level.
  • Deathmatch layouts for many existing levels.