We are happy to provide you with a major update, so if you have had Iron Danger gathering dust in your library, now it’s great time to start playing!
The full patch notes can be found at the end of this post.
One of the main goals with the update has been fixing a big number of rewinding related issues that could’ve caused some things to not work correctly after rewinding on specific spots. These issueshave mostly been about enemies acting incorrectly, but in some cases they could have caused some levels to not be able to be completed without restarting them.
Another important aspect has been to make the game a bit easier. We started this with some balancing in early levels of the game and improving the gameplay mechanics tutorial.
We want to also thank all of you in our community for such great support and feedback during this year. Have a great rest of the year and enjoyable seasonal celebrations! Stay safe and healthy!
![](https://www.eprison.de/pics/games/https://clan.akamai.steamstatic.com/images/33195133/2ca2a6ac1777c2d37f9bc5a89190de541173c760.png)
Iron Danger 1.03.02 release notes:
Features:
- Added new tutorial elements in the tutorial level that better indicate the correct timing for evades and blocks by highlighting the timeline position player should rewind to
Fixes:
- Fixed panicking AI not acting correctly if it couldn't instantly find suitable position to run into
- Fixed AI corpse investigation logic when re-discovering dead body
- Fixed AI perceptions not updating correctly with moving perception targets
- Fixed multiple doors (like Fireweed hatch) opening on its own after rewinds
- Fixed backup not arriving in Logjam level if game was rewound after doing damage to the dam
- Fixed picking up barrels through walls in some spots
- About a hundred small trigger fixes that could have caused issues on rewinds in different levels
- Fixed some issues with Keyus not rising up correctly from grounds in rewinds
- Fixed potential culling issue with Spike Traps
- Fixed Grouse's destructible nest not working correctly when rewinding after hitting it once
- Fixed an issue where some Possessed Automatons didn't show correct examination text
- Removed some broken examinable stuff where the examination text couldn't be found
- Fixed some issues with chopping down Creep Trees not working correctly
- Fixed Wait action having a cooldown on Hard mode, preventing chaining it
- Fixed tooltips showing invalid cooldown times (rounding error)
- Fixed tooltips showing invalid duration of many actions, especially in Hard mode
- Fixed level results screen upgrade details showing some wrong cooldown and speed values in Hard mode
Balance changes:
Level 1-2
- Removed one engineer from inside the castle
- Removed one engineer from top of the stairs
- Removed one engineer from the marketplace
Level 1-4
- Removed flanking bandit from the first combat
- Removed one bandit from campfire, leaving only 3
- Removed crossbow from a bandit at the campfire
- Made all bandits have 50hp
Level 2-3
- Removed one Keyu Master from the falling tree ambush
Level 2-4
- Removed one shaman from the last room, leaving only one
Level 2-5
- Removed one guard from the fight before Aurolith
- Made enemies have little less HP as player characters are weaker in this level.
General:
- Cleave action takes 3 heartbeats instead of 2 in Hard mode