- Update v1.1.0.661:
- Patch Highlights:
- Boss Reset - a new item similar to the Hog Caller which you can use to make bosses return
- Impromptu Duel system - control how long you want non-arena fights against other players to be.
- Map location update - see your own and other players' positions on the map more accurately.
- Recently Played With - list of recent players with links to their Steam profile
- Mouse Bindings - you can now bind inputs to the mouse
- Various balancing adjustments and some missing audio added
- All the details of the new features and balance changes below!
- Impromptu Duels
- Added the "Impromptu Duel" (ID) system. This is our way of letting you choose how long you stay connected to players that you fight against (or that insist on fighting you) while jumping around in The Heights. This is displayed as an individual "round counter" for all strangers in the lobby which you can see in the online menu.
- By selecting your preferred amount of rounds in the settings, you will either disconnect after one "Impromptu Duel" (Someone getting knocked out once) or more depending on your and/or the host's setting. Your setting is decreased to match the host if you have it set higher than them while connecting as a stranger, and the system only applies to strangers (neither party members nor the host have a score).
- Our goal with this is to make the experience more enjoyable for players who would rather not fight (or who get blocked by another player who is too strong for them), while still keeping the spirit of the game alive and encouraging connections with strangers.
- Besides that, we wanted to make the pvp outside normal arena duels feel more fair and less like "bullying". Previously there would be no end to the knockouts, so a strong player could pursue a weaker player further down and keep knocking them down even further - but with this system the strong player can feel less bad about knocking people down, since the number of knockouts is limited to whatever that player prefers!
- Each player selects the amount of rounds they prefer to fight against strangers before disconnecting in the game settings.
- When connecting, if the stranger has a higher round count set than the host, they get the same round count as the host's during that connection. (If the stranger has a lower setting than the host it stays the same.)
- Once the result is determined (E.g. a stranger with the "Best of three" setting gets knocked out twice), the stranger disconnects.
- A timer between 30-60 minutes (depending on the ID score result) needs to complete before the stranger that got disconnected can connect to the same host again.
- Notes on results and some examples:
- One knockout against any other player (either given or received) counts towards your own ID round counter.
- Example 1: If you are a stranger, and have selected "best of three" for the round counter (and the host does not have "best of one", which would lower it) you will disconnect after knocking out two other players (or getting knocked out twice yourself).
- Example 2: If you are the host, and have selected "best of one", a stranger who is connected to you will disconnect after a single knockout (either them or you), even if the stranger has their own setting set to "Best of five" - since the all strangers' settings will be matched to the host's if the host's setting is lower.
- How do you adjust the ID score setting?
- You can select the amount of ID "rounds" in the online settings in the Main Menu.
- Why does the score counter by my name in the online menu not always match my setting?
- When a stranger (this could be you, or someone else) connects to a lobby and the host's round counter setting is lower than that of the strangers, the round counters for those strangers will be decreased to match the setting of the host.
- How is the result determined?
- One knockout against another player counts as a win, and getting knocked out counts as a loss. (A knockout is when you "die", the screen turns gray and you fall through the platforms)
- Is the ID score result determined between pairs of players?
- No, the score is determined individually per player, but counts knockouts given and received from anyone in the lobby. For example: the setting is best of 3 and you knock out player 1 once, and player 2 once, both count toward your ID-score for that connection, so if you are the stranger you will then disconnect.
- Other notes:
- The host and party members do not have a score.
- This means that the stranger(s) in the lobby will need to reach their ID result to disconnect. As the host you can control this by setting your ID score setting lower or higher (best of one, best of three or best of five).
- Your get points on your rounds counter both if you knock out the host/party members or other strangers.
- The host remembers the score based on Steam user, and doesn't reset even when going to Main Menu. If the round amount setting is changed and the same players are reconnected, points are removed from the scoreboard if it would result in an automatic/immediate disconnect.
- Map
- We have updated the map to show your position more accurately, so instead of simply highlighting the location name, you will now see icons where you and other players are. This is to alleviate some of the confusion we've observed with the map, and should also help you keep track of the movement of players you want to stick together with.
- The map no longer shows the "You are here" by location names.
- Instead it shows your (somewhat) exact location with an icon of your helmet.
- The locations of the other players in the lobby are also shown.
- Matchmaking
- We have moved to a hosting provider and location for the matchmaking server which players from most countries should be able to connect to (for real this time). Notably, this should let Russians connect without using third party software.
- Connecting to a host now times you out from connecting to them again for 5 minutes (this is to prevent repeated re-connection in case your connection is actually poor despite the estimation thinking it would be good enough)
- The matchmaking zones now use a separate system, where previously they were integrated with the map zones.
- The matchmaking zones are somewhat similar to what they used to be with the map zones, but have been customized to what makes more sense for matchmaking (one notable example is Gurglevale, where some map zones are very large which caused connections with players that you often never saw).
- The disconnection timer now starts at 2 minutes, but will increase and decrease depending on where you are:
- The timer increases while in different areas and decreases while in the same area, meaning that seeing someone for a brief moment will no longer reset the timer completely.
- Once connected to someone, you previously remained connected until you had been in different areas for 10 consecutive minutes. So this change should let you connect to players who are close by more often than before.
- While in Bog Link Shrine the disconnection timer pauses instead of increases. This is to allow you to disconnect sooner if you leave the shrine to go to separate ways.
- After connecting to someone and returning to Mangrove or Prison (where you normally can't connect) you may now disconnect after a while (unless you are in a party).
- Note that Bog Shallows works the same way as it used to (you can't connect to people there but if you already are connected you will remain connected).
- Online Menu
- The online menu now shows its info in a pop up instead of in a separate column (it starts opened the first time)
- The online menu and in-game player list now display the location of the players.
- The online menu now displays a player's Impromptu Duel score
- The online menu now has a new tab called "Recent" which shows the last 30 players you've been connected to.
- It has a button that opens their steam profile.
- Boss Reset Item
- Added the Terrible Toot Lure item, which can be bought from the crown seller gargoyle after completing the game on that save.
- When used in or outside a boss arena it makes that boss reappear the next time you enter.
- Rewards for defeating the boss is the same as when re-playing a boss in multiplayer, except doubts drop with a chance based on the boss “level†(late game bosses have 100% drop chance while early game bosses' chances are lower)
- Mouse binding
- You can now bind (most) keybindings to the mouse buttons. (Submit, back or escape/settings can not be bound to the mouse.)
- Miscellaneous
- The anti softlock system no longer triggers while frozen in an attack.
- Poise and Stagger bars are now more accurate while recovering.
- Added poise bars to pvp duels (if you have the proper curse)
- Mud Oile can now restore partial besmirchment build up.
- Fix the points animation in the Main Menu getting stuck when gaining an insane amount of points.
- Enemy Thrall with sword now has correct torso equipment
- Fix door icon on map between sewers and uptown outskirts not unlocking
- Fix poise bar visual in pvp
- Fix some missing icons for keys (comma, backquote and quote)
- Fix issue with icons for keys showing their default in some places (tutorial, special moves)
- Make shield platform's side non-solid
- Shield bar recovery is slower based on weight. The recovery speed on the lightest shields are the same as before.
- Fixed player location on map in Old Ruins and the Graveyard/Gurgling Shortcut
- Added impromptu setting to network wizard
- Equipment
- "Fighter" archetype sets adjusted minus 0.1 poise except for Gladiator, Oinko and Krulk
- Frog King set poise 0.5 -> 0.4
- Gallant set poise 0.5 -> 0.3
- High Order Knight set poise 0.5 -> 0.45 and encumbrance 5 -> 4.5
- Iron Guardian set poise 0.5 -> 0.4 and encumbrance 5 -> 4
- Johnny Tiger poise 0.5 -> 0.4 and encumbrance 5 -> 4
- Audio
- Updated sfx of Gimp Wheel
- Added missing sfx to Torquerot
- Added missing sfx to Thunderball Skulls
- Weapon Balance
- increased shield damage of ranged weapons across the board
- Handmaiden's Sceptre
- increased tickle startup from 12 -> 14
- Decreased tickle hitstun from 15 -> 7
- Decreased rock hitstun from 20 -> 16
- Decreased rock stagger dmg from 130 -> 110
- Decreased rock poise dmg from 140 -> 130
- Decreased scissor hitstun from 14 -> 10
- Decreased scissor poise dmg from 40 -> 35
- Meathammer
- Adjusted chain attack 3 hitbox
- Chain attack 3 now bonks
- Adjusted heavy attack hitbox
- Percy's Old Rapier / Phantom Rapier
- Decreased poise/stagger of second/third chain attack
- Significantly increased combo damage reduction scaling
- Decreased shield damage of heavy attack
- chain1 + heavy pushbox size increased to avoid phasing through other players
- Rapier
- Decreased shield damage of heavy attack
- Gladius
- Decreased shield damage of heavy attack
- Increased chain attack combo damage reduction scaling
- Frog lance - increased active frames
- Machinegun melee move - added hyperarmor
- High Order Zweihander uppercut
- 6 frames faster recovery
- Adjusted knockback to make the combo on flat ground better
- Fixed Spade and Lantern heavy attack hitbox issues
- Kloinko's Battle Axe
- Adjusted hitboxes
- Adjusted heavy attack animation
- Adjusted pushbox revolting split to make jumping over it more difficult
- Revolting Split is no longer parriable
- High Order Comat Knife combo special - no longer bonks
- Ratling Pipe hidden special - input is now a quartercircle instead of tap
- Balding Stars slam attack - increased stagger and poise
- Fat Don's Swatters aerial moves
- increased poise damage
- no longer parriable
- Made Huntsman's Dagger pushbox wider
- Fist Irons
- increased combo damage reduction scaling of chain attacks
- increased recovery of dodge punch 11 -> 14
- dodge punch now bonks on shields
- Grudaz Cultist sword
- dp specialmove has hyperarmor earlier
- chain1 startup 15 -> 13
- chain1 stun frames decreased by 2
- Krulk's Killer Kukri
- increased combo damage reduction scaling
- Decreased black knight's sword roll duration by 4 frames
- Tweaked claymore chain1/2 and heavy hitboxes
- Tweaked high order zweihander heavy hitbox
- Tweaked warlords combo heavy hitbox
- Good Stick - increased chain combo damage reduction scaling
- Update v1.0.2.640:
- - Fixed issue with fist iron chain attack comboing in pvp too much
- - Decreased hitstun of first hit in axeswatter heavy
- - Increased hitstun of Bogo Club chain1
- - Increased hitstun of Trolls Iron Sword chain1 so it combos into chain2
- - Decreased recovery of High Order Zweihander special
- Update v1.0.2.639:
- General
- Fixed issue with sickle chain cancel (some other weapons were also affected)
- Fixed machinegun special description
- Removed non-functional cloth from hfort flags (caused errors)
- Fixed Bellman popping into existence after reaching Old Town
- Fixed Fungal Fields song playing in a certain part of Fortress of the Famished
- Level Fixes
- Fixed stuck spot outside oinko
- Fixed clipping door clipping with bark in Unsurewoods
- Fixed camera zone in Uptown Outskirts
- Fixed background wall clipping with the door in Graveyard Basin
- Fixed tiny shadow seam in left wall of Gurgling Tower
- Fixed z fighting in shadows of Gurgling Tower
- Fixed weird brick wall in the background of Old Town
- Fixed visibility of three platforms in Old Town tower
- Fixed hole in background wall inside one of the dark corridors of Phantom Tower
- Fixed stuck spot in Phantom Tower Pipes section
- Fixed camera zone in Fortress of the Famished
- Fixed camera zone in Fungal Fields
- Graphics Fixes
- Fixed issue with the cigarette smoke not working after having eaten something
- Smoke trails no longer follow the player after finishing a smoke
- Smoke effects should now always properly appear when smoking after using a different consumable
- Fixed lighting issues on character in character creator
- Fix mudman mouth material config which caused it appear invisible
- Disable backface culling on daemonhunter material
- Update v1.0.2.636:
- Fixes
- Fix issue with Stringent inclination starting gear displaying multiple arrows (and claiming one was orange underwear)
- Fix issue with poise preview not taking updated weight into consideration
- Fixed poise value preview when selecting weapon
- Include the poise gained from cigarettes in the poise shown in the inventory character view
- Black Knight now ignores Redcrown Knights faction (prevents soft-lock with certain curse and equipment combinations)
- Fixed issue with Warden's Whip chain attacks preventing animation cancels
- 2000 damage achievement now requires 700 damage
- Fix issue with stats previews not updating when equipping a weapon
- Audio
- Boglink Shrine Arenas ambience and music zones
- Added ambience to Sarcophagus room
- Decorative Torch sfx tweaked
- Torch weapon passive sound loop added
- Visuals
- Fix ugly wrapping in overlay popups (such as "Level Up")
- Improve current star rating visuals in the star smithing Menu
- More juicy effect on "star up"
- Updated player title colors for more contrast and to make sense as progression
- Weapon Balance
- Increased active frames on spear weapons
- Increased hitbox size of Redcrown Spear
- Level Edits
- Fixed an unfavorable platform edge in Fungal Fields
- Door after second Grouse Tyrant can now only be opened from the Tyrant's Valley side.
- Door at the top of Gurgling Tower can now only be opened from the inside.
- Droptables
- Standardised droptable of the Silverware weilding Famished Knight in kitchen
- Standardised droprates of other Silverware weilding Famished Knights (armour 2% -> 5%, silverware 1% -> 3%)
- Skeleton Axe drop rate 10% -> 3%
- Hitboxes
- Tweaked Phantom Gregg's hitboxes to match animations better in some instances
- Changed knockback of Gregg's turn attack to knock player in the right direction
- Tweaked a few of Gregg's hits to have slightly less hit stun
- Adjusted hitbox of krulk's clap attack
- Update v1.0.2.631:
- Fixes
- Fixed issue with jump input buffer when landing on edges of platforms with Serpent's Slip
- Fixed Macheane Gonne and Vicar's Sickle and Dagger getting extra hits when the player weighed more
- Fixed bug causing combos to stop working above certain weights in PvP
- Fix bug with aether/rust being put on the autoequipped weapon after a boss kill while using Trust in Fortune
- Made some tweaks to the matchmaking server and the client to hopefully reduce connectivity issues
- Fixed issue with damage display for Macheane Gonne
- Balance
- Increased Macheane Gonne's heavy attack damage by 66%
- Macheane Gonne can now hit multiple enemies at once
- Weight now only affects recovery past the last hit event (impacts weapons with multiple hits)
- Increased attack recovery slowdown when encumbered from 1.33 to 1.4
- Tweaked drop rate of High Order Knights armor from 2% -> 3%
- Tweaked drop rate of High Order Knight Crossbows armor from 1.5% -> 3%
- Update v1.0.2.636:
- General
- Fixed issue where hyperarmor saved you from being knocked out when you should have been.
- Made turn animations jump cancellellable when fat.
- Fixed issue where you could get a parry even when the shield was hit before the parry window.
- Parry-Fat-Black-fix: Fixed issue where enemies that had invisible hitboxes for checking player in certain actions could make the player enter the parry animation earlier, leading to missed parries.
- This could also knock out the player with the Chickenheart Curse activated.
- Curses
- Bogged now only affects movement, not consumables or interactables.
- While cursed with Famished you receive doubled humoral slop drops (also added humoral slop to Blackbirds' and Grouses' droptables).
- Ice mechanics have fundamentally changed - sidewards momentum jump cancel is now affected by your current sliding speed, making it easier to momentum cancel on tilted platforms.
- Ice platforms now catch you instead of letting you slide awkwardly if you land on a ledge.
- Being overweight gives you freeze frames when landing that can be used to buffer ice jumps (like OG).
- Dysgenesis touch-stun no longer interrupts your animation and instead only knocks you back.
- Fixed a problem with the Chickenheart curse that made you escape knock-out when the shield was broken.
- Made splatting with Brittle bones more consistent when bumping into walls while under water.
- Writing Fixes (Spoilers)
- Remove times helped check from bellman clothes gift check (only progress to oldtown matters now)
- Fixed a missing citation mark on featherweight curse description
- Fix missing zanzibart + bk flag in kingswood that made them remain after they progressed to gurglevale
- Append missing sarcophagus line to asian languages
- Bellman:
- Bricked bellman save fix: If Bellman's progress is beyond old town, he will move back to his place before he reunites with Percy (so you can get his clothes).
- Fixed the check for receiving Bellman's clothes, which caused him to get stuck in Gurglevale.
- Changed it so bellman can only give clothes before he reunites with Percy in Old Town.
- Added a check so Bellman doesn't speak his introduction in Sewers if his debt has already been cleared.
- Removed Bellman's progress being changed when reaching the ending, so his quest can still be completed after the final cutscene.
- Added missing item descriptions for Bellman's equipment.
- Made Bellman face the right way outside Cave of Glee.
- Fixed the Bellman fungal fields door task so that you correctly either only have to open the shortcut on the left OR the two shortcuts on the right.
- Armould:
- Armould should no longer appear in Boglink and Old Town at the same time.
- Note that you are required to deliver the Gargoyle's Ash to make him return, which was the original intention.
- Made sure Armould doesn't say he'll be moving soon if he is not going to.
- Made it so Armould continues with his nature quest intro until you deny/accept, instead of having to ask multiple times about nature smithing.
- Made sure Armould doesn't repeat his Boglink intro line if the nature smithing quest intro is in progress.
- Fixed so Armould doesn't animate as if he's got his forge in Old Town.
- Other:
- Fix some minor spelling errors throughout writing.
- Gladiator repeat line script tweak.
- Praetorian repeat line script tweak.
- Localization fixes:
- Patched all current translations to fix some final remaining untranslated lines.
- Sound
- Added missing sfx to player's Phantom Justiciar's Gavel, Phantom Warlord's Combo and Phantom Rapier.
- Polished Redcrown Bugle's sfx and added tones to chain attacks.
- Fixed Vanquisher boss song loop, increased song and swing sfx volume slightly.
- Increased reverb in Vanquisher boss room.
- Improved and matched the audio mix in Gregg's boss room to the rest of the game(lower hammer impact, lower music, different rain mix).
- Added ambience to second and third phantom boss room (fire & thunder).
- Lowered volume of receive item sfx.
- Lowered volume of credits song.
- Fixed incorrectly routed mixer tracks that caused reverb from weapons with VCA at 0 to be audible, sounding bugged.
- Misc
- Converted humor-root materials to the nexile shader (improving yield fading visuals).
- Fixed colour of boss-humorjar material to be yellow again.
- Specified armor type for Bellman torso and legs (fix correct resistance values).
- Brownkloake now sells Black Underwear and Orange Wool Underwear.
- Yellow Wool Underwear is now part of the Jumper's set (OG Jump King) pickup in Kingswood.
- If you missed getting the Yellow Wool Underwear from the chest, Brownkloake will sell it to you instead.
- Fixed a problem with a trigger which caused the map clouds for the frog cave in Mangrove Pits to remain unless you fell into the cave from Lower Redcrown.
- Fixed so you can't peek out of the rooms in Duke's Dilemma by hanging or splatting.
- Removed a light and added a hidden wall in the first Phantom Backroom.
- Fixed Shielded Guard's droptable to only drop 1 Nascent Doubt.
- Update v1.0.1.617:
- * Phantom tower courtyard wrench door fix
- * If opened through dialogue, gargoyle now correctly unlocks the door
- * Old savefiles with bricked doors are fixed upon load
- Update v1.0.1.614:
- Lowered cigarette sell value
- Update v1.0.1.613:
- Bugfixes
- Fixed issue where player would be teleported to the wrong place when player disconnected from a host after multiple teleports had previously tried to move the player at the same time (now only the first teleport to trigger will move the player).
- Fixed issue where enemies of different factions could become stuck walking against each other when both were trying to get to the player.
- Some fixes for unnoticeable bugs that bloated log files with errors
- Phantom Tower
- Slightly streamlined level pathing for discovery of the lever:
- Replaced middle phantom guardian's door with Wrench door (and lock) to provide a better hint.
- Removed door from Phantom Gatehouse to right side of Phantom Courtyard Front to make pathing less confusing.
- Tweaked camera zone to direct downwards at Courtyard Front's top right door.
- Added Coffee With Sugar pickup in a dropdown pocket at Phantom Courtyard Front.
- Added a hidden fall-catch on the right side of Phantom Pinnacles to mitigate some uninteresting runbacks.
- Increase strength of wind zones under Phantom Pinnacles to avoid consequential pathing confusion from removing the Gatehouse door.
- Tweaked exit slope at Phantom Krulk's fall destination to more consistently catch players.
- Tweaked camera zones for the hidden jumps on right side Phantom Pinnacles.
- Misc
- Added fresnel to boss (yellow) humorjar for visibility in dark areas
- Fixed some platforms to make sure you don't get stuck in a loop while cursed with Serpent's Slip
- Boghands now become dazed after the bell in the Bog Beach cave is rung, no longer attacking the player.
- Made aggro distance for Boghands larger to counteract them not being set to aggro on spawn (which was needed to accomplish the above point).
- Fixed a camera zone in first swing blade room of Demonbaron Keep to remove "popping"
- Some humoral roots have started to grow outside Redcrown Cavalry's 2nd entrance
- Oinko's Key is now properly consumed upon use
- Update v1.0.1.611:
- Gurglevale Route
- Key to Gurgling Tower now drops from the optional Grouse Tyrant boss instead of being picked up in the room connecting to Graveyard Basin.
- Saves that have already defeated the boss, but haven't picked up the key automatically get the key added to the inventory.
- Made the door underneath the optional Grouse Tyrant boss only require unlocking from the tower side.
- Replaced the Gurgling Tower Key Item Pickup near Graveyard Basin with a Pack of Cigarettes.
- All Gurgling Tower doors now require the key to be unlocked, and are unlockable from either side.
- Fixed platforming visibility to reach Sir Onion's armour set.
- Camera fix in Fungal Fields better hint at the Whiffy Lookout path when approaching from the village.
- Humoral roots have begun to grow in the Bog.
- Tweaked a couple of platforms to not be as punishing in Fungal Fields.
- Demonbaron Keep
- Added new shortcuts and a key to unlock them
- Some platforms have been tweaked
- Removed a couple of Crossbow enemies
- Generally increased spawn timers for enemies
- Dark Faith Enemies balancing
- Tweaked Acolyte stagger 600 -> 550, poise 600 -> 250
- Tweaked Acolyte WorldBoss health 2750 -> 2200, stagger 0 -> 600, poise 0 -> 300
- Tweaked Gimp WorldBoss health 2500 -> 2000, poise 550 -> 200
- Tweaked Swingblade DBK DMGmult 500 -> 200
- Tweaked Swingblade DBK Boss DMGmult 500 -> 250
- Redcrown Areas
- Removed the wind zone beneath Frank Bastian's arena
- New little frogges at the bottom of Mangrove Pits
- Flymen are now hostile even if you are not in debt with Fat Don
- Misc:
- Fixed an issue with yield fading that caused certain entities to get stuck in the fading state
- Refactor the code for the Control Guides (button hints in the bottom center screen) to fix a bug which caused the display to be wrong after switching input device after restoring an old control guide target.
- Fixed an issue with Handmaidens that caused certain paths to fail to become linked when traversing in a specific way
- Update v1.0.0.608:
- Improved the visuals of yield fading
- Fixed so hidden wall meshes on top of kingswood don't pop when jumping at the top
- Tweaked the doubt text color in shop
- Improved visibility and increased size of interaction zone of demon door in bog shallows
- Fixed weather zones in bog shallows and sarcophagus room
- Added fresnel effect to bog hand material for visibility
- Added missing Skeleton SFX
- Reverb in Redcrown Woods frog cave should now work as intended
- Landing + footstep sounds fixed on certain Platform Types
- Fixed Bell sfx to match animation
- Old Man should no longer ask about nuts in bog beach (delivery still possible)
- Old Man should no longer face player in bog beach
- Moved item from where old man is sitting in bog beach
- Minor spelling fixes on mr Uncle and Bellman in outskirts
- Update v1.0.0.605:
- Fixed an issue causing the player to get stuck in the splat state after getting hit while already splatted and also affected by Coffee with Sugar or Dysgenesis
- Removed Ghost King (main menu character issue)
- Raven's Path achievement fix
- (simply load a character where you have chased it all the way to unlock it on Steam)