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Changelog for Preview Campaign update 2 (added 16 April 2018):

Important Notes:The save format version number has been bumped, meaning your old saves will no longer work. This may happen repeatedly during the In Development period.

Texture filtering options have been temporarily disabled as we continue to make improvements to the renderer. Filtered texture mode will return in the next patch alongside further optimizations.

Changelog:

* Added Queen of the Hill arcade mode. Note: Your possible score will increase on higher difficulty settings!
* More scripting optimizations to improve overall framerate and reduce hitching
* Fixed OpenGL renderer performance hiccups by optimizing and eliminating mid-game texture streaming and generation
* Implemented precaching of sound files to further eliminate hitching
* Improved OpenGL renderer performance
* Improved save performance and space efficiency
* Temporarily disable texture filtering options. These will return in the next patch alongside more optimization work
* Tweaked enemy behavior to improve balance, and increased challenge on Ultra Viscera
* Added a pulsing sound effect to attract you to the minigun after the Warmech dies
* Increased visibility of keycard pickups
* Fixed issues with reaching some secrets in Bombardier mode
* Misc bug fixes
* Misc level fixes
high rated
Update 4.1

(No changelog on GOG and not flagged)


Update 4

Added a new level - Heskel's House of Horrors. This level is just one section of a zone in the final game. It is selectable after beating the Preview Campaign.
Added new weapon modes. Nearly all weapons have a secondary mode of use.
Added a new weapon - Currently named the Ion Bow. This weapon has 3 modes of fire: Single, Spread, and Overcharge. It appears in Heskel's House of Horrors.
Added 3 new enemies. These will appear in the level Heskel's House of Horrors.
Updated the behavior of some weapons to improve nuance, feedback, and balance.
Updated the Preview Campaign to reflect some of the newest changes to weapons and items.
Improved HUD feedback to smooth the experience.
Added new Mega Health items. Pizza and Addictive Soda can be consumed for a small health boost that can go above 100%.
Added the ability to use soda machines. They will now dispense up to 5 cans of Addictive Soda.
Added a new difficulty mode - Maximum Violence. This mode is even more challenging than Ultra Viscera and is only for skilled players.
Updated Queen of the Hill. Improved the flow of each wave, and tweaked the scoring system. Your old top score may be reset.
Basic texture fixing on levels along with eliminating some placeholder enemy locations.
Added a new powerup - Currently titled Bomb Rush. 30 Seconds of infinite bombs. This powerup appears in the new level.
Massively improve performance. The game's logic has been tweaked allowing for more than double the performance in some scenarios.
Improved enemy logic, and increased the range on the Warmech's machine gun.
Allow for greater tweaking to framerate limiter, including allowing the limit to be offset for use with Fast Sync or slightly odd monitor timings.



Update 4.1

Tweaked Ion Bow primary fire timing and improved feedback on alt fire overcharge timing.
Increased stun effect on enemies from Ion Bow use.
Adjusted stopping power of Ion Bow and Disperser Shotgun.
Fixed a bug which could cause the Bowling Bomb not to lock on a target. Also decreased Bowling Bomb charge time before lock on ability is granted.
Improved HUD feedback and target icon for Loverboy alt fire.
Improved flame effect on Penetrator.
Fixed a bug that could cause a lock up or application crash.
Fixed a bug that would cause certain map effects to stop responding.
Fixed a bug that would cause certain sounds to be missing.
Misc tweaks and bug fixes.
I just bought this after hearing of the Heskel's House Of Horrors map and installed through Galaxy. The files downloaded fine but Galaxy says the installation is Broken. I can run it from the folder, but Galaxy is attempting to redowonload Ion maiden and reinstall it, which is gradually eating away at bandwidth.
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Agent-94: I just bought this after hearing of the Heskel's House Of Horrors map and installed through Galaxy. The files downloaded fine but Galaxy says the installation is Broken. I can run it from the folder, but Galaxy is attempting to redowonload Ion maiden and reinstall it, which is gradually eating away at bandwidth.
There are two entries in your library if you bought Ion Maiden itself and didn't just get the preview as a bonus from the Bombshell Digital Deluxe Edition.

If you want to play the new 4.1 version, it's best if you remove version 2 that's now separate.
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EnforcerSunWoo: Massively improve performance. The game's logic has been tweaked allowing for more than double the performance in some scenarios.
I really hope that I will benefit from that! The game was nice at the start, but on the penultimate map I had serious problems. The FPS were almost unplayable. I will checkout this update soon. =)

Hope the final game will be great.
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Kyle07: I really hope that I will benefit from that! The game was nice at the start, but on the penultimate map I had serious problems. The FPS were almost unplayable. I will checkout this update soon. =)
I played through all of "Crisis in Columbia" on the highest difficulty and had no fps issues at all even when there was a lot of stuff happening on screen (multiple enemies/projectiles/explosions).
So, yesterday I uninstalled the "preview campaign with update 2", because like Plokite_Wolf said, you need to do this to be able to play 4.1.

And boy, the performance is great now. No FPS drops, gameplay is fluent and the game makes fun. I was not in that one specific level, which was critical for me in the preview campaign - update 2, but the first levels of each "episode" (lets call it that way) where all fluent.

This makes me happy, because last year I really thought that I wasted 20 € for my very first early access title. But my doubts are gone now. The game runs very well.

I have a GTX 970 btw, so I was really surprised that I had issues at all, in both, software and opengl renderer.
Post edited February 06, 2019 by Kyle07
high rated
Update 1.02 (18 September 2019)
New/changed:

• Added borderless windowed mode options
• Reworked the implementation of crouch toggle to behave in a more logical way
• Boosted visibility of enemies in dark environments
• Reworked both Clusterpuck fire modes
• Increased max Clusterpuck carry amount
• Decreased Bowling Bomb homing mode delay
• Added flight sound for homing missiles fired from enemies
• Added extra sound effects for flying skull drones
• Decreased max medkit carry amount
• Large medkit now only gives +20 HP on Maximum Fury skill
• Garbage cans and trash bags now sometimes spawn health syringes
• Health syringe can now boost health past 100
• Moved zone 3 boss fight ammo crates to more obvious locations and reworked their pickup mechanics
• Moved a few unfavorably positioned save checkpoints
• Improved pacing of final boss battle
• Increased radar duration
• Increased radar range
• Decreased radar refresh delay
• Decreased max radar carry amount
• Beefed up Disperser and Penetrator firing sound effects
• Tweaked Penetrator reload sound effect

Fixes:

• Performance, timing, and frame pacing improvements
• Fixed mouse buttons 4 and 5 not working on Linux
• Fixed setting windowed mode at the same resolution as the desktop just giving you regular fullscreen mode instead
• Fixed game sometimes fullscreening to the wrong monitor in multi-monitor setups
• Fixed possible crash or degraded performance after shooting mirrors repeatedly
• Fixed degraded performance after firing thousands of shots in a single map
• Fixed counting enemy deaths from the environment that could prevent reaching 100% kills
• Fixed Bowling Bombs sometimes failing to properly indicate that they were in homing mode
• Fixed being able to activate radar on the stats screen at the end of a zone
• Fixed the weapon display sometimes getting "stuck" when opening grates with the use key
• Fixed internal effect sprites sometimes showing up in map mode
• Fixed the player's portrait on the difficulty select screen sometimes only displaying static
• Fixed fall damage being applied even after a fan pushed the player upward
• Fixed the wrong weapon sometimes being shown on screen
• Fixed Ion Bow projectile not respecting the player's autoaim setting
• Fixed grenadier enemies being invulnerable to burning damage
• Fixed player sometimes dying after the end credits
• Fixed various possible progression blockers and unintended environmental deaths throughout the game
• Fixed a few secret areas that either didn't trigger properly or could trigger more than once
• Fixed maps sometimes getting their states reset when backtracking in zones 5 and 6
• Fixed end screen transition after final boss
• Fixed far away explosion sounds sometimes being too quiet
• Fixed weapon reload animation canceling
• Fixed linked up "HeskelCast" screens sometimes going out of sync from one another
• Fixed Bowling Bomb pickup always switching away from the Electrifryer, even if automatic switching was disabled
• Fixed audio clipping when killing many sections of a centipede enemy at once
• Fixed other misc map issues: texture misalignments, effect glitches, etc
high rated
Changelog for Update 1.1 (14 September 2020):

Full changelog is available here: https://lerppu.net/fury11.txt

ENGINE - Improvement
- Input is now tied to frame rate instead of the tickrate, Game play should be much smoother
- Changes to text/font handling to allow additional locales
- Hundreds of various improvements and bugfixes

GAME CODE - Improvement
- Various objects include additional interpolation to increase smoothness
- Rain code refactored to improve performance
- Few additional textures added to "triggerable gradient" list for mapping purposes
- Tighten the feel for Bowling Bomb "Homing" activation
- Slight tweaks to Cultist AI
- Very minor tweaks to A.I. pathfinding

GAME CODE - Performance
- Fixes issues where heavy sound calls would tank the frame rate, especially z3a4 battle
- Optimized frequent movement calls by enemies to reduce load
- Optimized physics code on moveable props
- Optimized some particle effects to reduce overdraw

GAME CODE - Bugfixes
- Workaround for invalid RETURN from nextsectorneighborz to avoid console spam
- Fixes an edge case which lead to the fans not preventing player fall damage sometimes
- Fixes an error that could lead to false positives in line-of-sight checks from enemies
- Tweaks to reduce odd baton switching when pressing 1 and firing certain weapons
- Fixes an edge case that could lead to the baton doing less damage than intended for one hit
- Fixes an edge case that would lead to gibs not being generated from specific map effects
- Fixes a math error that could mess up aiming the loverboy from certain angles
- Mech fights will no longer cause issues with jumping
- Fixes an issue where secret level would not appear in results
- Fixes an issue where some enemy types would not count for bowling Strikes.
- Fixes an issue where explosions on flying enemies might not count for achievements
- Achievement for T-Shirt would not trigger
- Adds more checks for "fryall" event to account for additional enemy types

ART - Improvement
- Shelly overpaint
- Centipede overpaint
- Wendigo overpaint
- Brute overpaint
- Skinjob overpaint

ART - Bugfix
- Sky texture seams fixed when playing at high FOV

MAPS - Improvement
- z1,2,3 Skybox textures have been adjusted
- z3a1 Platform trigger optimized to account for sequence breaking
- z1a3-5, Tiny tweaks to keypad & switch heights to align with keyboard & controller players better (level view)

MAPS - Bugfix
- z3a4, Bathroom secret optimized, should trigger more reliably
- z6a2, locker blocking has been adjusted
- z3a1, Specific movement could cause a softlock in map scripting
- z6a1, fixed 2 blocking underwater sprites
- z7a2, Tweaks to outer ring ceiling to prevent squishing
- z2a1, Fixes small texture misalignment in a tank
- z1a1, Enemy patrol far away would wake enemies too early
- z1a2, Few unintended wall sprites were climbable
- z3a4, Extra failsafe on the final elevator to prevent softlock


Standalone installers updated: 1.02 ⇒ 1.1.
high rated
Ion Fury 2.0 Release
ENGINE

• UPGRADE - Optimizations to improve overall game performance
• UPGRADE - Improved frame pacing and overall framerate
• UPGRADE - Upgraded and improved controller support
• UPGRADE - Improved support for multiple displays
• UPGRADE - Window is freely resizable by the user and no longer locks the cursor unless needed
• BUG FIX - Fixed sprites being pushed outside of the map by the clipping system
• BUG FIX - Fixed deletion of existing savegames in the base folder on startup on Linux

GAME

• NEW - Player now has an inventory slot to store an item like double damage or jump boots for later use
• NEW - For reloadable weapons, shading of crosshair now indicates weapon's remaining magazine contents
• NEW - Radar now displays hidden secrets
• NEW - Enemies now take damage when underwater. Heskel forgot to make them waterproof!
• UPGRADE - Improved enemy AI responsiveness
• UPGRADE - Improved timing and aiming on Loverboy alternate fire for snappier feedback and quicker executions
• UPGRADE - Electrifryer now has a 2-hit strike when holding primary fire, and continued light attacks when holding alternate fire
• UPGRADE - The Penetrator and Minigun have a higher max ammo count
• UPGRADE - Minigun push-back has increased force for higher player speeds
• UPGRADE - Tweaks to improve Bowling Bomb primary fire and HUD display feedback
• UPGRADE - Ion Bow now allows you to swap weapons in order to cancel your current charge
• UPGRADE - Reworked Penetrator reload animation
• UPGRADE - Player landing from great falls does not lock the player's view anymore
• UPGRADE - Improved and finalized the appearance of some enemy sprites
• BUG FIX - General improvements and fixes to enemy aiming behavior
• BUG FIX - Fixed enemies not playing sound when recognizing the player
• BUG FIX - Fixed enemies recognizing the player through solid walls
• BUG FIX - Fixed Priest (crossbow cultist) being able to instantly kill the player
• BUG FIX - Fixed issues with weapons sometimes automatically switching when they shouldn't and not switching when they should
• BUG FIX - Fixed Loverboy altfire targeting issues
• BUG FIX - Fixed crossbow not firing the correct number of shots at low ammo
• BUG FIX - Fixed shocked enemies appearing the wrong color
• BUG FIX - Improved spider collision
• BUG FIX - Fixed lighting effector skipping some objects it shouldn't

LEVELS

• UPGRADE - Z4A1: Tweaks to improve the player experience on train cars
• UPGRADE - Z4A3: Improved train crash sequence
• UPGRADE - Z4, Z5, Z6 - Improve the visibility/hints of some secrets
• UPGRADE - ALL: Various soft-lock potentials either blocked out or fixed in anticipation of jump boots
• BUG FIX - Z1A2: Fixed a bottomless pit that left the player alive
• BUG FIX - Z1A3: Fixed a soft-lock where players could get stuck during a fall
• BUG FIX - Z1A4: Fixed areas where players could beaccidentally squished
• BUG FIX - Z2A4: Fixed a soft-lock when using boots
• BUG FIX - Z3A1: Fixed soft-lock due to premature lockdown activation
• BUG FIX - Z3A4: Fixed a soft-lock during level transition
• BUG FIX - Z5A1: Fixed a broken sector effect
• BUG FIX - Z5A3: Fixed overlapping pickup spawns
• BUG FIX - Z6A1: Fixed sector placement to prevent a door glitch
• BUG FIX - Z6A2: Fixed a soft-lock caused by not triggering an event
• BUG FIX - Z6A2: Added a switch to make sure the player is able to backtrack
• BUG FIX - Z6A2: Fixed a missing blocking bit that could break a secret
• BUG FIX - Z7A1: Widened an exploding ceiling to prevent enemies getting stuck
• BUG FIX - Z7A1: Fixed skybox triggers
• BUG FIX - ALL: Fixed misaligned or missing textures