Patch Notes Page 46
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v0.5.2
Section titled “v0.5.2”- Fixed additional Linux packaging and Steam launch issues.
- Linux packages now bundle build-local shared libraries recursively, including
librmlui.sowhen the build produces it as a shared object. - The Linux packaging script now refreshes Steam ContentBuilder’s
WardensLinuxpayload folder with the full staged runtime, preventing stale Linux Steam uploads from missing updated binaries or libraries.
v0.5.5
Section titled “v0.5.5”- Fixed Linux Steam launch failing before the game booted.
- The staged Linux entrypoint now keeps the public filename
Wardens of Wenas a launcher script and moves the real ELF binary toWardens of Wen.bin, so Steam launch options that already point atWardens of Wencontinue to work without partner-site changes. - Linux packaging now bundles the missing image/font/audio codec libraries that Steam’s
SteamLinuxRuntime_snipercontainer was not providing for the staged SDL libraries, fixing the hiddenlibjpeg.so.8loader failure that caused Steam launches to exit immediately.
v0.5.4
Section titled “v0.5.4”- 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.txtnow 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.
v0.5.3
Section titled “v0.5.3”- Fixed Linux Steam and Discord packaging parity.
- Linux builds now mirror the full staged package into
Client-Linuxand the Steam ContentBuilderWardensLinuxfolder instead of only refreshing the archive. - The Linux package now explicitly ships
librmlui.soalongside 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.socompatibility 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/sdk64layout.
v0.5.2
Section titled “v0.5.2”- 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.
v0.5.1
Section titled “v0.5.1”- Fixed Linux launch failures on fresh installs.
- Packaged Linux builds now include the game’s own shared libraries, including
libzeta_game.soandlibengine.so. - Linux executables now embed a runtime search path for bundled libraries so
./Wardens of Wenlaunches directly without manualLD_LIBRARY_PATHsetup.
v0.5.0
Section titled “v0.5.0”- 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.
v0.4.0
Section titled “v0.4.0”- 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.