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Patch Notes Page 46

  • Fixed additional Linux packaging and Steam launch issues.
  • Linux packages now bundle build-local shared libraries recursively, including librmlui.so when the build produces it as a shared object.
  • The Linux packaging script now refreshes Steam ContentBuilder’s WardensLinux payload folder with the full staged runtime, preventing stale Linux Steam uploads from missing updated binaries or libraries.
  • Fixed Linux Steam launch failing before the game booted.
  • The staged Linux entrypoint now keeps the public filename Wardens of Wen as a launcher script and moves the real ELF binary to Wardens of Wen.bin, so Steam launch options that already point at Wardens of Wen continue to work without partner-site changes.
  • Linux packaging now bundles the missing image/font/audio codec libraries that Steam’s SteamLinuxRuntime_sniper container was not providing for the staged SDL libraries, fixing the hidden libjpeg.so.8 loader failure that caused Steam launches to exit immediately.
  • Fixed Linux Steam startup behavior for staged builds and Steam-launched folders.
  • Linux startup now re-anchors the process working directory to the executable’s game root when the caller launches from the wrong directory, so packaged builds can still find wardens_content.wpk, configs, and staged assets.
  • Direct Linux launches with a local steam_appid.txt now detect when the Steam client is not actually reachable from the process, avoiding the Flatpak Steam IPC crash path and reporting a clear startup warning instead.
  • Fixed Linux Steam and Discord packaging parity.
  • Linux builds now mirror the full staged package into Client-Linux and the Steam ContentBuilder WardensLinux folder instead of only refreshing the archive.
  • The Linux package now explicitly ships librmlui.so alongside the game, engine, Steam, Discord, and SDL runtime libraries.
  • Fixed Linux Steam startup on common non-default client installs.
  • Steam runtime startup now backfills the legacy ~/.steam/sdk64/steamclient.so compatibility path from common native and Flatpak Steam installs when the legacy path is missing.
  • Direct Linux launches from packaged folders can now reach Steam initialization on systems where Steam was installed outside the old ~/.steam/sdk64 layout.
  • Fixed misleading Steam startup warnings in non-Steam builds.
  • Builds compiled without the Steamworks SDK now report Steam runtime unavailability as informational startup status instead of a warning.
  • Steam-backed services and UI flows now stay disabled unless the Steam runtime actually reaches a ready state for the current session.
  • Fixed Linux launch failures on fresh installs.
  • Packaged Linux builds now include the game’s own shared libraries, including libzeta_game.so and libengine.so.
  • Linux executables now embed a runtime search path for bundled libraries so ./Wardens of Wen launches directly without manual LD_LIBRARY_PATH setup.
  • Added a Steam-backed public server browser for multiplayer.
  • The Join flow now opens a real Steam server browser instead of a placeholder, listing public lobbies that match the current build and have not started yet.
  • Hosts can refresh, inspect lobby details, and join selected public Steam lobbies directly from the browser screen.
  • Updated Steam lobby visibility rules for host flow.
  • Lobbies without a password now publish as public Steam lobbies until the match starts.
  • Password-protected lobbies stay private to Steam browsing, while started matches stop advertising themselves as public join targets.
  • Fixed multiplayer level-up presentation using the RmlUi overlay.
  • The level-up screen now uses the RmlUi-skinned overlay during multiplayer even though multiplayer overlays do not pause the full match simulation.
  • Expanded Steam multiplayer identity and lobby integration.
  • Lobby rosters now resolve Steam persona names and Steam avatars for connected players when Steam runtime data is available.
  • Lobby chat now shows Steam-backed sender identity, including avatars, so room conversation matches the Steam social context instead of anonymous session labels.
  • Completed Steam friend-join and invite flow wiring on the restored multiplayer path.
  • Steam rich-presence join requests and Steam matchmaking lobby join callbacks now route back into the live multiplayer join flow from the main menu and lobby screens.
  • Lobby invites continue to prefer the Steam invite dialog when an active Steam lobby exists, with the standard friends overlay as fallback.