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Changelog for update 1.3.1 / GOG-3 (Windows) / GOG-7 Mac) / GOG-4 (Linux) (added 04 April 2016):

Greetings fellow commanders, Deadnaut has just been patched to v1.3.1!

We've been tinkering under the hood of Deadnaut and come up with a healthy batch of balance changes, fixes, optimisations and tweaks to make your experience in the depths of space even more doomed enjoyable!

- Balance: Ghosts enemies can no longer drag deadnauts. This fixes an issue where such enemies could drag characters into the void, resulting in them getting stuck.
- Balance: Hacking sentinels is now more effective (easier to hack, hacks last longer).
- Balance: Enemies can no longer hit each other with their own projectiles (blast weapons excluded). This matches the behaviour of deadnaut friendly fire.
- Balance: The amount of Knowledge stolen by the Siphon flaw has been reduced and capped.
- Balance: Mines are now significantly more effective, especially at higher gear levels, and take into account the wielder's combat skill.
- Balance: The image created by the projector now decays faster and takes more damage from all sources, however, the wielder's detection skill provides more of a benefit.
- Tweak: Stim use is now bound to the left ("[") and right ("]") bracket keys, representing the first and second slots respectively.
- Tweak: Deadnauts with melee primaries and ranged secondaries will now use their ranged weapons when appropriate.
- Tweak: Deadnauts with melee primaries, scanners and projectors no longer automatically shoot enemies unless they've been spotted or forced to attack.
- Tweak: Inter-mission exit game button now reads "Save & exit".
- Tweak: Grouped deadnauts are now smarter about spreading out work when a number of consecutive "Investigate" orders are given.
- Tweak: Grouped deadnauts will no longer wait for the best hacker to open a door if that hacker is far away.
- Fixed: End game debrief was reporting erroneous numbers for "Sentinels hacked".
- Fixed: An issue where the chat log would stop working. A side-effect of this change is that extremely large chat logs will have their oldest entries culled.
- Fixed: The Siphon flaw allowing a negative Knowledge balance.
- Fixed: A few issues when exiting the game.
- Fixed: The Selective Deafness flaw no longer allows deadnauts to open disabled (grey) doors.
- Fixed: Mines now once again apply critical hit effects.
- Fixed: Deadnauts will never attack hacked sentinels unless forced by the player.
- Fixed: A rare issue where saved games would fail to load.
- Fixed: Additional checks to make sure portals don't teleport deadnauts into the void.
- Performance: Updated SQLite library to 3.11.
- Performance: Game assemblies are now built with Microsoft's Roslyn compiler.
- Performance: Updated screen space ambient occlusion effect.
- Performance: Extensive optimisations to memory and CPU usage to reduce stuttering.
- Performance: Optimisations to sentinel AI to reduce stuttering in later levels.


Changelog for patch 1.3.0 (added 09 November 2015):

- Added: Five unlockable campaigns and campaign selection. As of 1.3.0, you can now unlock each campaign type you complete successfully, allowing you to play it at your leisure. In addition, you'll be awarded a rating out of four for each campaign type, based on the difficulty level it was finished on.
- Added: Four difficulty settings: Easy, Normal, Hard and Extreme. Easy is perfect for learning Deadnaut's ropes without being bombarded by the trickier aspects of the game by significantly reducing Sentinel damage and disabling environmental damage. Hard represents the game's difficulty pre-1.3.0, while Extreme poses a huge challenge for even the most proficient commanders. Normal, Hard and Extreme also provided the player with a small Knowledge bonus.
- Balance: Increased the damage bonus applied to fielded enemies.
- Fixed: Shields should now be correctly reapplied between missions.
- Fixed: Holographic projector strength now scales correctly with better versions.
- Fixed: Various issues with blast weapon damage. The net result is that they are far more effective.
- Fixed: In rare cases, enemies in the Horror campaign with blast weapons would spam such attacks.
- Fixed: An issue with statistics tracking not working correctly after winning a series of games in the same session.
- Fixed: The communications text area should no longer break after long sessions.
- Fixed: The structural damage alarm is properly squelched outside of missions.
- Fixed: Deadnauts teleported by portals should now respect collision.
- Fixed: Deadnauts chasing teleported horrors through collision.
- Tweak: Game assemblies are now built with the latest version of the Mono compiler.
Good to see them continuing to support their product.