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Releases
Casualties: Android V6.6.0
hotfixes
- Run presets now update live instead of staying stuck for clients in a lobby
- Traders now function outside of host's view for clients
- The Item floating setting functioning no longer depends on being in the host's field of view for multiplayer
- Items used while crafting no longer stay in your inventory at 0%
- The tutorial tranquilizing effect now returns you to the main menu properly
- The back button should now function after leaving a multiplayer lobby with the run presets menu open
- Rejoining a multiplayer lobby no longer teleports your wearables to the start of the layer
- Advancing a layer in multiplayer no longer heals everyone and resets their body state
- Bandages should now properly reduce bleeding in relation to spent condition while healing other players
- Sandbox lights no longer multiply when you do "loadlayer/skiplayer" over and over
- Breaking a scrap pile no longer spawns a 0% condition scrap metal ( hopefully )
New Features
- Direct Interaction, it allows you to click the status card and radial action menu in CasMP using your finger even with cursor mode
- Lobbies limit is now up to 30 ( recommended only for iOS and windows or top end android devices )
This build is mandatory for everyone, older builds cannot join or create lobbies anymore
If the listed bug fixes appear again or you find another bug, leave an issue on my discord server or on github
Casualties: Android V6.5.0
The long waited Multiplayer mod is now here
What's CasMP?
CasMP ( Casualties: Multiplayer ) is the first Multiplayer mod for Casualties: Unknown that has crossplay support with Casualties: Android ( and IOS eventually ), including:
- A new Trust system! What it does: Trusting someone grants them access to your inventory while conscious, bypassing the host setting ( if set ) and blocks others from stealing as well. Feeding is also blocked by untrusted players.
- A radial action menu for ease of access and a dynamic status card at the top of the screen which is extendable, it shows every player's status. The card automatically pops out when you are near a player which allows you to quickly activate the radial action menu.
- Dragging an item to the bottom edge of the screen opens someone's else health panel for quick use ( if in range )
- Native skin support ( Found in settings )
- Voice chat support ( by pressing and holding the chat/terminal button )
- Advanced Dying ( delays your death until your SpO2 runs out and if a player is near you, if your blood level is critical, low stamina, lost limbs and bleeding beyond anyone can fix, it speeds up your death )
- And much more which can be found in the Multiplayer section in settings when you are in a lobby.
No Steam account is needed, all you have to do is create an account in-game or website to create or join lobbies
New features
- Real ECG Monitor, brings real ECG values in your health panel, together with real Manual Defibrillator sounds ( it also affects Blood Pressure for more realism, Ventricular fibrillation has almost no BP at all meaning you die faster and easier )
- Dynamic Vibrations, enhance your gameplay with per event vibrations, for example: earthquakes, critical health ( per heart beat ), high blood pressure, thornbackelder ( Salad ) proximity ( per heart beat ), sound cannons, explosions and falls. Unfortunately most of these are only available for LRA supported devices.
- Controller support is now available, it has it's own setting section at the end of the row, it supports slow walks and transitions, vibrations, minigame & trader menu adaptation and various settings for customization including button remapping
- Fake Last Stand, gives you fake hope ( can be turned off in settings )
- A new Zoom button, it allows you to zoom in, the button can be moved around in the editor only, around the edges.
Various bug fixes have been done, including some ragdoll ones
Note: CasMP isn't available for PC yet, a link to it will be provided once it is finished.
More features and bug fixes that are to follow will come in the future, this is a Public Alpha version
Casualties: Android V6.1.0
What got fixed ( and a new feature )
- A bug where Mali/Tensor/PowerVR GPUs that use OpenGL ES caused 14 shaders to flip upside down and broke the game's visuals, this also brought up a new feature in Video settings called "Renderer", it lets you choose between OpenGL ES ( for better performance on supported devices ) and Vulkan ( best stability ), in case your phone doesn't support the renderer you choose, it automatically resets after 1 crash to Auto
- Thornbackelder ( Salad ) used to get slightly stuck and sometimes even went backwards, now it properly tracks the first time it sees you
- The glow plant fruit used to have a very faint dark line because the radius was 359.99997 degrees instead of 360.
- Some sounds used to get cut off and lose the slot even if they were on your screen ( traps, amputation, creature sounds )
- Steel blocks and drop capsules used to glow pretty bright when you had like 10 glow plants in the same place, worse in full bright mode.
The "Flip Screen" setting is still there just in case of any device with a weird GPU renderer and it will get removed in the next update if no issues appear in the meantime.
Casualties: Android V6.0.0
Lots of New Stuff
Tons of bug fixes, a new world generation system, skin support and a lot more.
Bugs and Features
Bugs fixed:
- performance problem while sleeping
- terrain Scanner bug
- accented character font is off
- ragdoll glitch is back
- esc button not working correctly for E-PDA and possibly survivor's notes
- And other tens of bugs fixed.
Features
- A few new features have been added along with Advanced Shadows improvements in unchipped mode, Ambient Occlusion, an experimental Realistic FOV video setting and other things that will be found in the game Tutorial ( Features Course ).
- Full World Generation! You can now make a custom run and generate all 5 layers at once, you won't have to wait for the loading screen at each layer anymore, only after reaching layer 5.
- Chinese support.
- Lumalgae now glows in Advanced Shadows properly and irradiates around blocks.
How the Run saving feature works
- It basically saves your run into a file and displays it in "Save Slots" ( where the Continue button used to be ), once clicked, it opens a mini-menu where you can either continue the run on delete the save.
- Multiplayer works the same with extras: it holds each player's items, health state, death and Sandbox saving is actually possible now: It saves world state. Item and entity saving isn't implemented yet
Note: Continuing a save "consumes" it so if you crash, your run won't be saved.
How to use the skin changer mod
- You download the skin from Skin DB
- Extract the zip in a folder where you will put all your skins at
Note: The skins have to be in their own folder, don't take "Body" or "Head" folders out of the existing folder
- Rename the folder in which Body and Head folders are with .nomedia ( Unless you want the sprites to fill your gallery )
- You open Casualties: Android, go to Settings > Skins > Select Folder, you will then have to enable "Show hidden files" in your file manager in order to be able to select the folder.
- Scroll down and select your skin!
Original Shaders
- The well known Casualties: Unknown shaders are now mostly 1:1 ported to android ( You can enable them in settings under Video ), the tiny differences are from tuning ( all layers have been tuned by eye ) but other than that, Casualties: Android is now finally complete.
- Liquids have been ported 1:1 too, alongside character lines shaders and other things.
And let's not forget Touch Controls
- In Controls, you can now set opacity and per button size ( I know, it should've been a thing long before )
- New reworked buttons with custom sprites and now you can also set the cursor sensitivity too
CasMP ( Casualties: Multiplayer )
- Unfortunately it isn't stable enough for public release yet, but once it is ready, a new update will come for it specifically.
For bugs reports, check github Issues or join my discord server for constant updates.
Casualties: Android V5.3.5
Major Update
Every layer finally looks like itself, better liquids physics, a big performance win in
flooded areas, a batch of bug fixes including several from the community, and better behavior on
MediaTek and Mali phones.
Highlights
Layers. Each biome layer has always had a full color treatment authored
for it, its own brightness, saturation, color filter and warmth, tuned to match the original game. None of
it was ever reaching your screen. The values were being sent every frame to a screen effect that had no
place to put them, so they were quietly thrown away and every layer ended up wearing more or less the same
face. That path is connected now, and the difference is hard to overstate. The gravel layers read cold and
blue, the dried desert runs warm, the wasteland turns a sickly yellow green, and the overgrown depths go
deep green. Layers you have walked through a hundred times will not look the same. There is also a new warm
and cool trim per layer, and the character eye light no longer stacks its own green on top of the overgrown
layer, which was doubling up now that the layer itself is green.
Liquids Water now has real pressure and flow. It levels out, fills the spaces it
pours into, and settles into calm pools instead of only tumbling like falling sand. Oil, magma, sap, algae,
dirty water and groundwater each carry their own weight and behavior. Best of all, the game stops working
on liquid that is not moving, so a calm flooded cave costs almost nothing and running through liquid no
longer drags the frame rate down the way it used to. This arrives as a new Liquid quality setting in the
Video options, set to High by default.
One finger controls. Playing on a phone used to take two fingers at once, one to aim and one to act,
and the finger you aimed with was always grabbing, so you could never simply look around. There is now a
one finger scheme called Direct touch. Press and drag to look and aim without touching anything. Tap to
act. Press and hold to grab and drag. Tap, then press again and keep your finger down to keep attacking,
which is how you mine. A two finger tap backs out of whatever you have open. The old two finger scheme is
still here under the name Double touch, and the two sit next to each other in the Gameplay settings, so you
can switch whenever you like. Turning one on turns the other off.
Back Key Closing the settings no longer means hunting for the small
Back button in the corner: escape, the on screen ESC button, or your phone's own back gesture will all
close it. The same goes for the report that prints when you die. That note parks as a small tab at the
very bottom edge of the screen, and tapping that edge is genuinely unreliable on some phones, which
could leave you sat at the end of a run unable to bring your own report up. Any of the three inputs will
now pull it up.
How each minigame works with one finger
The hand in a minigame has weight and drifts toward your finger instead of snapping to it. Acting the
instant you touch the screen would act wherever the hand happened to be, not where you tapped, so the hand
travels to your finger first and only then does anything. Pain, low consciousness and a weak character still
make it wander, exactly as they always have.
To leave a minigame, tap with two fingers, or use the on screen right mouse button if you have those
buttons showing.
-
Keypads and lockpicking. Tap the key or the spot you want. The hand flies over quickly and presses
when it arrives, so you can work through a code by tapping the digits instead of dragging the hand
across the pad every time. -
Pulling shrapnel. This one is deliberately careful, because grabbing a shard while your hand is still
moving tears the wound open. Touching the screen never grabs here. Drag to bring your hand over the shard
you want, then double tap and hold to take hold of it, and pull. -
Bandaging. Bring the hand to the bandage, then press and hold to take it and drag to wrap. Let go to
release it. -
Syringes. Press and hold on the plunger, then drag to push or pull it.
-
Setting a dislocation. Drag to move your hand around freely, which never touches the bone. To shove
it, double tap and hold, then swipe across it. The bone only shifts if your hand is actually moving as it
crosses it, so a tap on its own will not do anything here. Because a plain drag no longer knocks the bone,
you can now travel back around it and push from the other side, which means overshooting is recoverable
instead of a lost cause. After each hit, lift your finger and start the next one the same way. -
Amputation. No pressing at all. Bring the blade down onto the limb and drag side to side to saw. The
faster you saw, the more it hurts and bleeds, unchanged. -
AED and the manual defibrillator. Tap the control you want and the hand goes and presses it.
-
Hand crank. Press and hold on the crank, then drag to turn it.
-
Self harm. Tap to make the cut. There is still a pause between attempts.
-
Liquid transfer. Not a minigame, but it behaves the same way. Drag anywhere on the dial to set how
much you are pouring, then tap Accept. Tapping outside the panel does not cancel it, so if you change your
mind, set the amount to zero and accept.
Fixes and tweaks
-
Ammo Collapsed pods were always meant to be the place you found
ammunition out in the world, and the roll for it is a common one, but the list of what that roll could
pick from was empty, so it never produced anything and every pod came up dry. Pistol magazines, rifle
magazines and boxes of 12 gauge now turn up in them again, carrying a random amount of ammunition rather
than arriving full, so most of what you find will be partly spent. If ammunition has felt impossibly
scarce outside of traders and crafting, this is why. -
Experiment trader. Every trader greets you, reacts to a gun in your hand, comments
on your wounds and answers when you haggle, and the Experiment trader was doing all of it silently. Its
speech bubble was switched off, so the words were chosen and timed as normal and then drawn nowhere,
which is why its dialogue still reached you inside the trading menu and nowhere else. The other two
traders were never affected. All of that talk is now visible above its head where it belongs. -
Health and skills panels All of the text on both panels, the blood in litres, immunity, oxygen, pulse,
pain, the limb readings and every skill number, sat at a darker green than the panels they are printed
on, so it had very little to push against and faded into the background under anything but ideal
conditions. All of it now uses the same bright green as the panels themselves, so a glance is enough
again. The red flash on a critical reading is unchanged. -
Lumalgae The lighting overhaul had quietly stopped lumalgae from giving
off its own light. It glows again, and the water around it catches a faint glow too. -
Liquid transfer Tapping Accept no longer cancelled the
whole transfer. -
Health, time warp Taps that
landed near the on screen controls were being swallowed before they could register. A tap straight on one
of those buttons now works. -
Inventory Use Leniency. It used to shrink its own hit area as you dragged
it, until you could no longer catch it. -
Cave holes. Blocks sitting above a cave hole are no longer washed out by
its light, and plants, dropped items, glowing plants and the character no longer dim or clip when they
pass in front of one. The landing pod no longer has cave hole light poking through it. -
Lights. A headlamp or a lightbulb on a dead battery
kept lighting the cave as though nothing had happened, and a lantern or glowing fruit packed into a
container shone straight through it. Both are fixed, so a flat battery now means what it says and
stowing a light source actually puts it away. -
Spike traps. The stabbers sat permanently lit instead of pulsing a
warning, and stayed lit even after they had been triggered and were no longer a threat. They now
blink while armed and go completely dark once spent. Their light is also a little brighter, as is
the jump pad flash. -
Glow Plants. Picking one produced a brief blast of light that then
visibly snapped down to its proper size. It now comes out at the right brightness straight away, and
that brightness has been raised a little because it was reading too small. -
Graphics. Dropping from Full to High, Medium or
Low while playing could tear the whole picture apart into red and blue squares, wash out to a white
screen, or leave stray lines and other mess behind, and nothing short of leaving the world and coming
back would clear it. The lighting keeps a copy of the previous frame to smooth itself out, and every
preset below Full renders that at a smaller size, so the copy was thrown away and remade the instant you
switched. For one frame it held nothing meaningful, and because each frame feeds the next, that nothing
was picked up and amplified until it swallowed the screen. The lighting now waits for a real frame
before it starts smoothing, so presets can be changed freely mid run. -
Mali GPU's. Turning Advanced Shadows off, or using the Low graphics
preset, used to fall back to the old lighting that does not render correctly on those phones. The new
lighting now stays in charge in every mode, so shadows off keeps a correct picture. This clears the known
issue from the last update.
Possibly fixed, still testing
- The Shake Bug. When the character could not fit, it kept
trying, getting pushed back, and trying again in a loop. It now stops instead of fighting. Marked as
possibly fixed because it is...
Casualties: Android V5.0.8
Hotfix changes
Wider device support, higher framerates, two new controls, a display fix for affected phones, and progress on a long standing ragdoll bug.
News
Casualties: Android runs on MediaTek devices. MediaTek and Mali based phones were the biggest compatibility unknown, and the game now renders correctly on them. A player on a MediaTek device confirmed the full render stack holding up from the V5.0.0 release: the lighting is correct, the pain effects show properly, and the screen effects display exactly as intended. This opens the game up to a large range of Android phones that were a question mark before.
New Features
-
The ragdoll button is always available. The X button that drops you into a ragdoll used to appear in only one control layout. It now sits on the right at all times, in every control mode, so you can go limp on demand no matter how you play. The joystick triple tap still works as well.
-
Fast forward button. A new speed control sits just to the left of the ~ button. A single tap on its own does nothing, so you never speed up by accident. A quick double tap sets it to >>, a quick triple tap sets it to >>>, and a single tap while already sped up drops you straight back to normal speed.
-
Flip Screen setting (Settings, Video). Some MediaTek devices display the world upside down while the interface, cursor and input stay correct. The new Flip Screen toggle forces the view the right way up. Leave it off unless your game is actually upside down and your UI looks right.
Fixes & Tweaks
-
Unlocked the framerate. The game now runs at your device's full refresh rate instead of being held back by a lower default. On high refresh screens this means noticeably smoother motion, and you do not need to change any setting to get it.
-
Quieted a harmless console warning.
Possibly Fixed (still testing)
- Ragdoll falling through the floor. A rare issue where a ragdoll, often after brain damage, could slip through the ground at the boundary between world collision chunks, flip repeatedly and float below the surface until you moved. Those chunk boundaries have been sealed so limbs can no longer slip through the gap. This is marked as possibly fixed because it is extremely rare and still under verification.
Language Support Expansion
Including:
- Belarusian (
be-BY) - Catalan (
ca-ES) - German (
de-DE) - English (
EN) - Spanish (Latin America) (
es-419) - Spanish (
es-ES) - Finnish (
fi-FI) - French (
fr-FR) - Hungarian (
hu-HU) - Indonesian (
id-ID) - Italian (
it-IT) - Polish (
pl-PL) - Portuguese (Brazil) (
pt-BR) - Romanian (
ro-RO) - Russian (
ru-RU) - Ukrainian (
uk-UA) - Vietnamese (
vi-VN)
16 languages currently supported.
Korean (
ko-KR) and Japanese (ja-JP) are currently not supported.
Known Issues
- Advanced Shadows off. Turning Advanced Shadows off, or using the Low graphics preset which forces it off, falls back to the older lighting, and that older lighting does not render correctly on MediaTek devices. Keep Advanced Shadows ON to play the game. A proper fix is on the way so the lower settings stay on the new lighting instead of falling back.
Casualties: Android V5.0.0
Casualties: Android v5.0.0, Complete Graphical Overhaul
New Lighting System
Custom 2D Lighting
The old 2D lighting system has been replaced with a completely custom lighting system built around real terrain occlusion.
The entire scene is now relit through the new renderer instead of the old URP 2D lighting. Terrain properly blocks light, producing soft and stable shadows instead of simple block-shaped silhouettes.
The new system is enabled by default.
Bloom
Added a new HDR bloom effect for bright light sources and emissive objects.
Bloom is integrated with the new lighting and exposure systems, allowing intense lights to produce a more natural glow without simply increasing the brightness of the entire sprite.
Lens Flare
Bright light sources can now produce a subtle screen-space lens flare with:
- Glow
- Ghosting
- Halo
- Colour fringing
- Anamorphic streaks
Light Adaptation
The player's vision now reacts to intense light.
Bright sources can cause the screen to gradually dim, with the exposure recovering after the player looks away. The system uses the player's eye position and look direction when evaluating light and respects terrain occlusion.
Strong sources can also cause photosensitivity and, when applicable, temporary blindness.
Explosions can trigger a short overexposure flash followed by a hazy recovery and afterimage.
Advanced Acoustic Sound System
Casualties: Android now features a runtime acoustic audio system designed to make sounds behave more naturally within the game world.
Features
- Dynamic distance attenuation, sounds become quieter as the player moves away from their source.
- Environmental occlusion, multiple 2D raycasts detect geometry between the player and sound sources.
- Thickness-based muffling, thicker walls produce stronger attenuation than thin obstacles.
- Dynamic low-pass filtering, obstructed sounds progressively lose high-frequency content.
- Dynamic reverb, heavily obstructed sounds receive a stronger reverberant response.
- Smooth transitions, acoustic changes are interpolated to avoid abrupt audio changes.
- Wide positional stereo, world sounds retain directional positioning while maintaining a broad stereo image.
- Persistent world audio, systems such as the in-game MP3 player can act as physical sound sources.
The system integrates with the existing audio architecture and processes sounds at runtime without requiring individual acoustic components to be placed throughout levels.
Future Improvements
Planned improvements include material-specific absorption, more accurate sound reflections, room-aware reverb, and additional environmental sound propagation.
Fixes
Unchipped Line of Sight
Unchipped line of sight now stops at the first solid block.
This was changed as part of the new lighting system.
Performance Boost
Due to some major changes in how pixelated rendering is done, you can now expect around 10–13 more FPS while reducing device load and thermals.
Stacked Lights
Overlapping lights are now capped so large groups of light sources cannot "become the sun", as the community calls it.
Liquids and Fog
Water, oil, sap, dirty water and lumalgae got graphically upgraded for more realism.
Fog now has a volumetric volume and reacts to light properly ( Similar to real life )
Radline
Radline has been fixed and no longer shows as a big white square and it got a shader upgrade.
Language Support
Currently supported:
- English
- Indonesian
- Polish
- Russian
- Italian is partially supported.
The remaining languages are not supported yet. A hotfix will add them along with additional fixes.
Known Issues
Issues not listed here are still being considered and are being worked on.
Casualties: Android V4.6.2
Hotfix Changes:
- Bug fixes to the Liquid Fill UI
- Expect more Updates along the way
Casualties: Android V4.6.0
Welcome to the first Public Release of Casualties: Android
Changes:
- Better performance from 10fps to 50fps
- Shaders are now mostly 1:1, Dithering, fluid shaders and other effects are still remade or semi-ported. ( The Film Grain effect is missing in this release for now )
- Improved touch controls and customization ( Triple-Tap the center of the Joystick to ragdoll )
- Other UI fixes
Controls Guide:
Touch Controls options can be found in Settings > Gameplay:
- Direct touch: Two fingers to mine a block ( one finger to aim, another one to start attacking/mining ), same for the mini-games, To pick an item from the ground, simply tap on it ( Use CTRL if it is too hard ) and drag it in your inventory, same works inside the inventory as well.
- Joystick: It does as it reads like, a joystick. Key features: Triple-Tap the dead zone to ragdoll, keep pressing on the third tap to ragdoll indefinitely.
- Knockback assist: Cancels out the knockback for you when hitting a block or attacking something.
- Mouse buttons in Direct touch: It simply removes the RMB and LMB buttons from your screen.
Compatibility:
MediaTek and Tensor are NOT supported and most likely will never be due to a need of a massive rework on shaders for compatibility reasons.
-
Phone brands unsupported: Pixel ( Pixel 6 and newer / Tensor models ), Xiaomi ( Mid-Range & Upper Mid-Range ), Redmi ( Budget & Mid-Range ), Poco ( Select Mid-Range ), Realme ( Budget & Mid-Range ), Oppo ( Mid-Range & Flagship ), Vivo ( Mid-Range & Flagship ), OnePlus ( Mid-Range & Upper Mid-Range ), Samsung ( Galaxy A-series & Select FE ), Motorola ( Budget & Mid-Range ), Tecno ( Budget & Mid-Range ), and Infinix ( Budget & Mid-Range ).
-
Phone brands supported: Pixel ( Pixel 5a and older / Snapdragon models ), Samsung ( Mid-Range & Flagship ), Xiaomi ( Mid-Range & Flagship ), OnePlus ( Mid-Range & Flagship ), iQOO ( Mid-Range & Flagship ), Poco ( Mid-Range & Upper Tier ), Realme ( Mid-Range & Upper Tier ), Motorola ( Mid-Range & Flagship ), Sony ( Flagship ), Asus / ROG ( Flagship ), RedMagic ( Flagship ), and Nothing ( Mid-Range & Upper Mid-Range ).
Thermal wise, Yes, the phone definitely gets pretty warm but not uncomfortable, Brightness wise, it is recommended to be at above 70% or you will struggle to see anything in your room during the day.
Casualties: Android V4.8.4
New features
- Keyboard & mouse support, press F1 for PC mode. With a keyboard and mouse connected, press
F1 to toggle PC mode: the on-screen touch controls hide and you play desktop-style with real
keyboard/mouse input; press F1 again to return to touch controls. While PC mode is on, the
control-mode options and Customize touch controls are disabled, and it exits the customization
editor automatically if it's open. (Toggle PC mode off before unplugging.) - Touchpad cursor no longer snags on buttons. When you drag the on-screen touchpad to move the
cursor, sliding your finger over an on-screen button no longer interrupts the drag, the cursor keeps
moving. The buttons still work normally for taps that start on them. - Customize your on-screen touch controls. Settings → Controls → Customize touch
controls opens a live edit mode (world keeps running behind it): drag any button, or
the d-pad / joystick / jump bar as a whole to reposition it on a fine magnetic grid.
Reset returns to the stock layout (then offers Revert), Save stores a named
layout, and Save Panel lists your saved layouts (tap to load, ✕ to delete) tagged with
the mode they were made in (Joystick / Numpad / Direct touch). Layouts are saved per mode
and auto-applied on launch. Positions only, buttons can't be added, removed, or resized. - Open the health/wound panel by dragging an item to the top of the screen. While
you're dragging an item (e.g. one just picked up off the floor), touching the top edge
of the screen now pops open the wound/health panel, so you can drop a found item
straight into it without inventorying it first. - Android 6 support to Android 16
Fixes & tweaks
-
Direct touch: easier to open the health panel from the top edge. The top-of-screen zone that
opens the wound/health panel while dragging an item is now 40% taller in Direct touch mode, where
your finger is the pointer and the exact edge is hard to hit (finger size + phone case). Other
control modes are unchanged. -
Moved the pause-screen FPS counter to the top-center so it's no longer clipped by rounded
phone corners, and made its reading stable, it now shows your actual in-game framerate instead
of spiking to absurd values on the paused screen. -
Sound muffling works again, hearing damage and going underwater. Firing loud weapons
(e.g. the turret) racks up hearing loss that now audibly muffles the world, and being underwater
muffles world sounds properly. The whole low-pass/mute system had been silently broken. -
The music menu works on Android. Opening it threw an error and showed no tracks because
it tried to create its custom-music folder inside the read-only app package. It now uses the
app's writable storage (and won't break if that folder is unavailable). Built-in tracks list
correctly; drop your own.mp3/.wav/.oggfiles into the app'scustommusicfolder.
( Please open the music menu once in-game so the 'custommusic' folder gets created, you will find the folder in the following directory path: Internal storage/Android/data/com.Orsoniks.CasualtiesUnknown/files/custommusic ) -
New console command:
restore limb.healfixes wounds but doesn't regrow lost limbs, so
restore limb allre-attaches every dismembered limb (orrestore limb <name>for one).
amputateis now reversible. -
Brightness slider works again with a much stronger response. The Brightness video setting
had no effect on the shipped renderer; it's now wired back in and ramps clearly from 0% (normal)
to 100% (noticeably brighter), lifting shadows and midtones rather than just the highlights.
Defaults to 15% on a fresh install; your own manual setting is remembered from then on. -
Line-of-sight darkness is now fully opaque. Areas hidden behind cover (the unchipped
line-of-sight shadow) were slightly see-through; they're now solid pitch black. -
Per-layer eye-light colour. The player's eye light now shifts tint by depth, a warmer
glow on Layers 3 & 4 and a greener glow on Layer 5, with Layers 1 & 2
unchanged. Subtle, and fully adjustable. -
Fixed "spawn to cursor" (and
tp/spawncategory) ignoring the on-screen cursor.
On touch/cursor mode these commands spawned off-screen (up-right, out of frame) because
they read the invisible OS mouse instead of the game's cursor. They now spawn where the
in-game cursor actually is. -
The "Film Grain" video setting actually does something now. The film grain was
missing entirely, the slider moved but never changed the image, and the grain that did
render was a frozen, static overlay. Film grain is now a proper animated grain that
respects the Film Grain % setting (0 = off), and it eases out of the deepest blacks so
the dark areas stay clean instead of filling with white speckle. -
Restored the depression "echo" on the music at low mood. The sad-mood echo (music
doubling) never played because the Echo effect on the music mixer was bypassed. It's now
enabled; the wet mix is still driven by mood, so it only swells as happiness drops. (The
low-mood drone track was already correct and is unchanged.) -
Fixed the eye self-harm minigame's eye being mis-sized/off-centre.
-
Dressings/bandages can no longer be wrapped into negative condition (the
"-45%" bug). While wrapping in the bandage minigame, condition kept draining with no
floor, and the spent dressing lingered in the inventory (only "broke" if dropped).
Now it stops at 0 and the used-up dressing is consumed on the spot (ends the
minigame). Also blocked re-applying an already-depleted dressing from the wound menu. -
Fixed the rare ragdoll falling through the ground (then snapping back on input):
removed the CPU Optimization setting. It lowered the global 2D physics solver
iterations (4/2 vs 8/3), which softened penetration recovery and let a fast ragdoll
occasionally tunnel through thin world ground. The full-fidelity solver is now always
on.For BETTER performance set "Max framerate" in settings to 240 ( max ), this makes the FPS limit basically unlimited.
Game looks too bright? set the brightness slider to 10-15% if you updated the app instead of reinstalling.