Latest changelog can be found here:
https://www.gog.com/forum/project_warlock
Update 1.0.3.4 (1 March 2021)
A new patch emerges
Weapon key binding leads the charge of qol improvements, requested features, game balancing fixes and bug squashes
There’s two ways we can go about communicating the changes from today’s patch.
- Add explanations to all the notes from the previous November update, or
- Just paste them here all over again
Given the tried and tested “mix and match” approach we decided to do the combo. So – expand on the notes from November and paste them all over again.
After both the player’s and QA teams’ feedback nearly all of the November’s improvements are now a part of the official patch for Project Warlock, with the sole exception of the New Game + mode. That one has to undergo some tweaks in the Warlock Code Dungeon and has been pushed to make sure we address issues that arose when testing.
Also – thanks to everyone who took their time, played the beta branch version of the game and provided their feedback. You can bask in the warm glow of the game that – shaped by your feedback – now reaches the hands of unexpecting players who do not appreciate the “branches” of the “beta”.
But… before we begin there’s this one little thing.
Weapon key binding. The long awaited, review lowering, often requested change is finally here. The issue was raised by players and it took some time to think over, test, implement and now surprise include in the patch.
And now for something completely expected:
Game Mode
- Endless Mode that is a Mode that has Endless waves of monsters. Now with new map based on player feedback
Quality of Life Improvements
- Run enabled as standard from the start – seems highly practical now that you think about it
- Player receiving damage feedback improvement –feedback is always appreciated
- Weapon key binding – you can bind those weapons now
Game Balance
- Adjusted game difficulty in E1M1 – rethinking the design choice to make the game’s first proper level one of the most difficult in the whole game
- Adjusted Sorcerer’s final form difficulty – Bulletspongecerer should be easier to kill now
- Adjusted game difficulty in Egypt Episode – you should now Die like an Egyptian more frequently
- Adjusted game difficulty in Industrial Episode – Mean Machines now that tiny bit more mean
Requested Features
- Option to disable minimap – ok so the way the story went was: No minimap at launch – at all. Then: requests put in to include minimap. Then - Minimap included – but only, intentionally rough. Then: requests put in to diable it. Now: back to square one! You can now choose to have no minimap – just as originally intended!
- Option to hold to sprint – choose if you want to press or hold
- Option to toggle weapon changing on empty ammo – click click click no boom
Bugs
- Too fast scroll wheel weapon changing bug – steadying the wheel
- Minigun audio loop issue – audio files no longer pile on each other to offer the unintended (but
perhaps appropriate) Minigun Cacophony from Hell
- Hitboxes of decorations – better fitting hitboxes to avoid shooting the empty space next to a chandelier or other destructible prop
- Self-inflicted Axe and Dagger damage – flagellant mode removed by unpopular demand
Update 1.0.2.1 - FOV Patch (06 December 2019)
Additions:
-Added level progress view to the pause menu
-Added Field of view adjustment setting
Changes:
-Switches Resume and Restart button positions to avoid confusion in pause menu
-Readjusted current track window
-Increased overall difficulty in Medieval Episode
-Changed default run button to "Left shift" from "h"
-Balanced The Tank in Industrial episode further
-Increased Final Boss's health in final stage
Spells Balance:
-Reduced Storm Rage price to 5
-Reduced Freezing Blast cost to 5
-Reduced Executor cost to 5
-Reduced Curse cost to 6
-Reduced 1st improvement level of Storm Rage to 3rd instead of 5th Spirit level
-Reduced 2nd improvement level of Storm Rage to 8rd instead of 10th Spirit level
-Reduced base mana cost of Storm Rage
-Increased base damage of Storm Rage
-Increased base damage absorption of Holy Guard
-Reduced Freezing Blast base mana cost
-Increased Freeezing Blast base freeze time
-Increased Freezing Blast base range
-Reduced Freezing Blast improvement level to 3rd instead of 5th Spirit Level
-Reduced Bomberman base mana cost
-Increased Sammoner base mana cost slightly
-Reduced Executor base mana cost slightly
-Increased Curse base duration time
Update 1.0.1.0 (17 May 2019)
Difficult-y Delivery
Alright. “following weeks” turned into “months” and we went underground to make sure the next time we wrote something was precisely when announcing the new patch. Which in hindsight wasn’t the best idea as this resulted in the longest spell of silence on our end.
In short – we planned poorly, eventually so did the Q&A and this amounted to a torrent of things that needed to be incorporated at the same time. Which lead to cycles of bug squashing, resubmitting and reworking that seemed to never end. Until yesterday.
So: The patch is launching today.
Without further ado:
v1.0.1.0 Changelog
Features
- Added new difficulty level
Improvements
- Balanced the starting area of E1M1
- Balanced the after-elevator-area in E1M1 after getting the yellow key
- Improved the hitbox of Ceiling Decorations in Medieval setting
- Improved the hitbox of the Street Lamps in Industrial setting
- Adjusted the time before "press any key" is activated after a level is finished
- Adjusted thorn bushes in Cemetery to better show its damage state and to minimize confusion
- Adjusted font size in difficulty description window
- Changed the Hardcore Difficulty icon in Difficulty menu to fit the achievements icon
Bugs
- Fixed a bug where CRT shader settings would not save between the levels
- Fixed a bug where look would not work on a gamepad
- Fixed a bug where the player could not view the stages info in the roadmap with the controller
- Fixed a bug where the player could not buy perks with the controller
- Fixed a bug where the player could not select pause menu options after death
- Fixed a bug where "Controls" title would not be translated to other languages in main menu
- Fixed a bug where value for "Curve" in CRT Shader would not display properly
- Fixed a bug where it was possible to bring up the Main Menu while loading the game
- Fixed an exploit where enemies could boost the player up to skip the red key in E2M1
- Fixed a bug where enemies could not enter the tunnel in E2M1
- Fixed a bug where the game would render unresponsive due to pause menu when alt+tabbing the game in the pre-mission screen
- Fixed a small texture flicker in E5M9
- Fixed a bug where player score would not be properly displayed at intermission screen
- Fixed a bug where grave decorations that are not destroyable would have collision with the player
- Fixed texture flicker in E5M1 for the secret doors
- Fixed a misplaced wall texture in E1M2
- Fixed missing wall textures in E5M2
- Fixed a bug where gallery tab would not close the previously opened art on pressing the "esc" button
- Fixed the missing minimap in E5M11
- Fixed a bug where camera would clip through lava in E5M11
- Removed redundant double "You Died" message on death
- Fixed a bug where the minigun turret would not attack the evil seal
- Fixed a visual bug where the firelance would not display the VFX correctly when aimed to the sky
- Fixed an UI selection bug for the confirmation window when buying upgrades
- Fixed various blockers where the player would not be able to get out of a room when the player got over the wall through collision exploits in E5
- Fixed a bug where the evil seal would not be visible from its other side
- Fixed a bug where player would be moved up upon collision with enemies
Update 1.0.0.3 (14 February 2019)
Hello guys,
We’re back and wish to start off with firing up a patch (you can find the details below).
We’ll be updating and tweaking the game further in the coming weeks – the first of which will be the addition of the much requested extra difficulty level – the “hard but with more lives”.
This also begins our journey to more frequent updates to Project Warlock – we had to lay out a schedule that will allow for it. So – without any further ado please find the patch notes for today’s update.
v.1.0.0.3 Changelog
Technology
- Added Headbob adjustment option
- Added new separate menu for language changing under options in main menu
Bugs
- Fixed a bug where the player could leave the map near the truck in E4M1
- Fixed a bug where "Always Run" would not save from level to level correctly
- Fixed a bug where the main menu animation would appear cut off when using the 21:9 aspect
ratio
- Fixed a bug where sprinter perk would not apply between the levels
- Fixed a bug where crosshairs would always show staffs crosshair when starting any level
- Fixed a bug where a wrong weapon would appear on the next level
- Fixed a potential blocker on E4M03 where a blue key card could be potentially not picked up
- Fixed an axe exploit
- Fixed bugged window views on E5M10 and E4M08
- Fixed door texture on E5M3
- Fixed a bug where falling into lava pit with health more than 800 would cause the player to be stuck
- Fixed wrong placement of some decoration items in E2M06
- Fixed a bug where you could climb the rocks in E2M01
- Darkened the skybox in E3M3 a bit
- Fixed a bug where a life loss warning on "Exit to Workshop" would appear in casual mode
- Fixed graphical corruptions on very high damage inflictions
- Fixed the cause of performance issues when Chain Reactor projectile interacts with the Final Boss
- Fixed a bug where the Player could fall through the ground when standing too close to the Final Boss during his transformation
- Fixed secret wall texture in E3M9
- Fixed wall texture in E4M11
Tweaks
- Increased overall brightness of the levels a bit
- Moved the language button to options menu
Update 1.0.0.2.8 (12 December 2018)
We’re really busy with resolving all the issues you brought up and this is something we are committed to for the nearest future. For now we felt it’s crucial to approach two of the most annoying ones. Hence – a hotfix due out today.
Even despite lowering the headbob significantly over the last few iterations of the game this is still problematic for some. To make sure this is resolved as quickly as possible we decided to turn it off completely for the time being. Thus making the game playable for gamers who didn’t feel well because of it. This is a temporary solution – we’ll look at your feedback and release a tweaked version in one of the future updates. For now – please enjoy the game without the headbob.
The second issue deals with spells erroneously displayed in the Hub. As of the hotfix you will only see the spells once you pick up a corresponding Spell Book in the game’s levels. And then – provided you have enough points stashed on you – you will be able to unlock them for use in game.
This is only the first of fixes we have planned so watch this space. And once again - thank you very much for all your support, constructive feedback and – keep on blowing those monsters to tiny pixel bits.
Update 1.0.0.2.7 (07 December 2018)
v1.0.0.2.7 Changelog
Technology
- Game now detects every resolution that plugged monitors can display
- Added more supported aspect ratios and resolutions
- Improved resolution selection
- Added display selection in graphic options
- Added framerate cap toggle
- Improved character movement
- Improved gamepad support
- Minor performance improvements
Bugs
- Fixed a bug where player would have to press "Always Run" twice for it to work
- Fixed a bug where frozen decorations would appear pink
- Fixed a bug in E2M01 where player could walk out of the map
- Fixed a bug in E3M01 where player could enter the secret through the window
- Fixed a bug where E5M11 would appear always locked in the Roadmap
- Fixed a bug where dagger throw animation would jitter
- Fixed a bug where player was able to select E5M03 without completing E5M01 and E5M02
- Fixed some cabinet decoration positions in E2M06
- Fixed a bug where game would start in a small window
- Fixed a bug where workshop menus would appear cut off at 4:3 resolutions
- Fixed a bug where UI background images would not scale properly while using 21:9 resolutions
- Fixed a bug where player could get stuck in the dungeon in E5M10
- Improved main menu hierarchy when using buttons to navigate through the menus
Tweaks
- Moved red cards in E4M02 and E4M03 to avoid conditional progress blockers
- Moved Weapon and Spell workshops to prevent overlapping
Balance
- Improved Executor spell balance
- Improved Freezing Blast spell balance
- Improved Holy Guard spell balance
Additions
- Added default keybindings for controllers
(only provided with default keybindings - to have default controller bindings please use "default" button in controls menu or manually delete existing keybindings.xml from appdata folder)
Update 1.0.0.2.1 (17 November 2018)
1.0.0.2.1 Hotfix Changelog
Bugfixes
- Fixed a bug where spells would not appear
- Fixed a bug where crosshairs would not disable
Update 1.0.0.2 (15 November 2018)
Today is the day we're releasing our second patch. It took us some time but we managed to fixed a lot of requested stuff : decreased darkness, more resolutions, better performance and improved controller support, alongside with some difficulty balancing. Thank you for your patience :)
Full changelog:
v1.0.0.2 Changelog
Technology
- Improved starting the game for the first time(640x480 start resolution)
- Added 1440p, 16:10 and 4K resolution options
- Improved Lighting optimization
- Improved Post-Processing optimization
- Enhanced game performance significantly
- Improved controller support
- Uncapped framerate
Bugs
- Fixed Mana soul bug when spawning higher than ground level
- Fixed No more lives text on casual mode
- Fixed Capacity being reset for Dynamite and Crossbow
- Fixed Bomberman/Dynamite upgrade bug
- Fixed Upgrade Points exploit on Single Stage mode
- Fixed lava floor on intro level
- Fixed Dynamite/Laser/Crossbow ammo being reset
- Fixed Ghoul loot overload on gib/burn death
- Fixed Second Boss name in the roadmap
- Fixed Credits Boss name
- Fixed clipping through the window in E5M3 secret
- Fixed falling through the lava in E5M11
Audio
- Reworked Flak SSG shot sound
- Reworked Slugshot shot sound
- Reworked Flaregun shot sound
- Normalized Minigun & SMG shot sound
- Changed Wraith weapon sound
Improvements
- Added Flamethrower Polarguy's resistance to fire damage
- Decreased overall darkness significantly
- Axe cooldown visibility improved
- View Distance improvements
- Added more time before throwing the dagger
- Fixed Controller deadzones. Now mapping keys should work correctly.
- Increased the story text appearance speed.
- Improved some weapon descriptions
- Decreased headbob significantly
Balance
- Improved The Tank's movement speed
- Decreased Sorcerer's splash damage in the first phase
- Increased the difficulty level on Standard
- Increased Sammoner spell mana usage
- Increased final boss difficulty level
- Decreased Lightning Staff maximum damage stack and stack speed
- Decreased SMG damage
- Decreased Akimbo SMG spread
- Decreased Minigun damage
- Decreased Minigun rate of fire
- Decreased Turret Rate of fire
Update 1.0.0.1.1 (19 October 2018)
- Fixed Dagger/Magic Light audio bug
- Fixed Shotgun/Magic Light audio bug
- Fixed E1M6 Secret exploit
- Fixed E5M5 Freeze/Death on entering
- Fixed the movement problem from 1.0.0.1 patch
- Adjusted Magnum pistol ammo consumption and damage
More coming soon!
Update 1.0.0.0 (18 October 2018)
- Fixed a rare bug where e2 boss water emergence doesn't trigger