Patch Notes Page 16
Patch Notes Index
Return to the patch-note index.
Previous Page
Newer entries.
Next Page
Older entries.
v0.45.6
Section titled “v0.45.6”- Fixed the remaining Options menu controller-back regression.
- The Rml Options screen now keeps its own direct controller-back edge, so controller
B/ PlayStationCircleexits the menu even when the shared menu-back state does not fire reliably. - Changed mouse-wheel behavior in Options to navigate the focused rows.
- Scrolling the wheel over
Gameplay And System,Controls Remapping, orSave Managementnow moves the active selection through that section instead of leaving focus pinned to the old row.
v0.45.5
Section titled “v0.45.5”- Fixed controller back input on the redesigned Options screen.
- Pressing controller
B/ PlayStationCirclenow runs the same Options back path as the on-screen Back button instead of relying on a duplicate branch that could leave the menu open. - Restored mouse-wheel scrolling inside the Options sections.
Gameplay And System,Controls Remapping, andSave Managementnow manually scroll their hovered list containers from wheel input, so mouse navigation works again even while controller focus syncing is active.
v0.45.4
Section titled “v0.45.4”- Restored working controller input after the Steam Input ownership regression.
- Removed the Steam-authoritative frame merge and local manifest-registration path that was wiping the native SDL controller snapshot when Steam Input’s default
Gamepadprofile was active. - Steam Input controller-origin capture tokens for menu back/rebinding remain in place, so
Circle/Bexits and controller remaps still work without taking over the full gameplay pad state. - Fixed manual scrolling in the redesigned Options screen.
- The focused Options row now auto-scrolls only when controller focus actually changes, so mouse-wheel scrolling no longer gets snapped back every sync.
v0.45.3
Section titled “v0.45.3”- Reworked controller ownership so Steam Input drives the authoritative controller snapshot when it is active.
- The per-frame input merge now overlays Steam Input controller type, sticks, and active button-origin tokens onto the game input snapshot before menu/gameplay sampling, instead of sampling SDL pad state first and patching Steam actions on afterward.
- Controller prompts and tutorial mode detection now follow Steam’s reported controller type, which keeps PlayStation pads from looking like generic Xbox devices when Steam Input is the active backend.
- Improved local Steam Input runtime support for packaged builds.
- The runtime now registers a loose Steam Input action manifest from Steam configuration data.vdf` when one is present on disk, so local builds stop depending on Steam’s generic gamepad emulation fallback.
- Windows packaging now copies
data/steam/beside the executable because Steam Input manifests and controller configurations must remain loose on disk instead of living only insidewardens_content.wpk. - Expanded Steam Input controller tokens for menus and rebinding.
- Added canonical Steam Input button actions for face buttons, shoulders, triggers, stick clicks, start/back, and D-pad directions so menu navigation and controller rebinding can resolve against the same
pad:*tokens used elsewhere in the game.
v0.45.2
Section titled “v0.45.2”- Fixed controller back and controller remap capture in the Options screen.
- The Options and pause-overlay menu paths now accept controller-origin capture tokens from Steam Input as well as raw SDL pad state, so PlayStation
Circle/ controllerBcan back out of menus even when Steam Input owns the device. - Controller rebind capture now waits for the initiating controller press to be fully released before arming, which prevents the remap flow from getting stuck on the button used to open the binding row.
- Improved controller remapping compatibility across input backends.
- Steam Input now resolves active button origins into the same canonical
pad:*tokens used by the native SDL controller path, so controller remaps can accept face buttons, shoulders, triggers, stick clicks, and D-pad directions from either backend.
v0.45.1
Section titled “v0.45.1”- Fixed controller navigation regressions in the redesigned Options and menu flows.
- D-pad input once again drives main-menu, pause-menu, and Options navigation instead of getting ignored by those menu screens.
- PlayStation
Circle/ controllerBnow backs out of Options and other menu screens again, including older saved binding files that were missing a controller back token. - Tightened controller focus behavior inside Options.
- Opening Options now lands on the first actionable row instead of the section rail, so left/right adjusts the selected setting before it ever tries to swap sections.
- The shared overlay/menu controller path now reads raw D-pad confirm/back input directly, which keeps pause-driven menus aligned with the redesigned Rml Options page.
v0.45.0
Section titled “v0.45.0”- Rebuilt the Options screen around controller-first navigation.
- The page now uses a fixed section rail, grouped setting cards, and a persistent footer back action so focus stays readable on mouse, keyboard, and controller.
- Focused rows now auto-scroll inside the active section, so stick navigation keeps the selected setting visible instead of drifting off-screen.
- Fixed controller adjustment behavior across Options controls.
- Left and right input now works consistently on toggle rows as well as the
Display Mode,Resolution, andFrame Rate Controlrows. - The legacy fallback Options renderer now matches the shipped row order, so
VSync,Display Mode,Resolution, and FPS controls no longer drift into the wrong action slots. - Cleaned up Options information architecture without dropping existing tools.
- Controls Remapping now keeps the active binding visible inside its own list, and Save Management now separates profile status from destructive actions more clearly.
v0.44.0
Section titled “v0.44.0”- Added six new Artifact-tier equipment drops and pushed all artifacts into a dedicated ultra-rare loot path.
Orbbis a head-slot artifact that spikes attack speed, move speed, and vision range.Glizzyis an off-hand artifact that periodically drops toxic ground piles which damage and poison enemies before despawning.One True Ringis a ring artifact that grants short invisibility bursts on kill with an internal cooldown.Crown of the Mad Kingis a head-slot artifact that grants a kill-triggered power rush followed by a temporary crash.HK Aiming Moduleis a trinket artifact that rolls one of four module sprites per item and heavily boosts accuracy plus attack speed.A Free Man's Crowbaris a main-hand artifact that guarantees stronger damage/Strength support and adds melee knockback.- Rebalanced Artifact-tier economy and drop behavior.
- Artifact items no longer leak into the normal unique-equipment roll path, so both new and existing artifacts stay appropriately rare.
- All artifact items now sell in the
2,000cto5,000crange and keep stronger base/affix scalar floors than standard unique gear.