- Update v1.2.17960f:
- The obstacle behind Kankan Boss should now disappear correctly.
- Update v1.2.17960d:
- a failsafe that will fix the progression lock on yr’gog 3 components quest specifically for people who stopped playing around the time we fixed yr’gogs quest and are coming back now.
- Slight specific collider fixes on mudfalls and nailglade.
- Update v1.2.17960c:
- Classic armor set added - Mostly just for those who want to use the original player visual, and with different Chroma colors. Can be found near the first Checkpoint.
- Fixed a bug with Goldhead dialogues options - Many more additional dialogues have been added to the game in the middle and final acts.
- Paint/Prey Molds had their base values buffed.
- Many more enemy and spike colliders improvements across the entire game.
- Various weapon/armor set adjustments, buffs and nerfs.
- Fixed all reported English text issues.
- Farther improved clarity on Air Dash ability gates. Instead of relying on making thicker Spike Barriers, there is now usually thin wall with a small gap to Air Dash through. Examples are in: Dregbourg (before anvilhead), Nailglade (left side upwards entrance), Blade garden (Axe side path leading to the Quadblade.)
- Improved clarity of the yellow glowing damage zones in starmire.
- Increased saturation on attribute icons for clarity
- Added a bounce pad in tree roots to make it easier to reach the Visagehand boss shortcut.
- Fine edged trait wasn't working as intended. It is now much harder to land parries with it active, as intended.
- Additional objective markers for increased clarity.
- Fixed a bug with Scabbard Mold.
- Fixed some currency drops that failed to appear.
- Fixed a bug when the boss fight music wouldn't stop playing.
- Dashing from a wall before getting the Air Dash will no longer do an Air Dash.
- Fixed a bug causing the maximum Force collected to not be refreshed on loading the game.
- Fixed Reef Diver armor set Chroma colors.
- Impaled Shortblade ai fixes.
- Update v1.1.17780d:
- Resolves some players' progress issues in the three-component quests of Yr'Gog.
- Update v1.1.17780c:
- A fix for players who progressed to the mid-game after rescuing Yr'Gog but before obtaining the Breathcrown. It also fixes an issue where players couldn't find Ver after returning weapon parts, thus preventing them from advancing the questline.
- Update v1.1.17780b:
- A fix for the "The Forged" fight in Dregbourg.
- You should now be able to properly fight through and finish the encounter.
- This bug also caused Grasp to no longer function properly in the area.
- Update v1.1.17780a:
- COMBUSTION AND STARUST (POISON) RESISTANCE LEVEL
- So while debuff weapons that apply stuff like poison and combustion can be fun with bosses, it's very lackluster when used against anything else. So... for the majority of the time.
- The problem is, of course, that by the time you get to proc those effects the enemy is already long dead.
- So what changed?
- Everything that isn't a boss will have debuffs trigger much, much quicker. All the way to double on regular enemies.
- Large enemies, Hunt enemies and Breathcrowned enemies will all have greater resistance but it will still be much faster to accumulate on them than on bosses.
- In addition, Combustion damage was buffed. And Starust poison can now far more easily have multiple instances trigger at once on a target.
- Secondly, there has been some small changes to the world... basically...
- 3 NEW ALVEOLI TREES HAVE BEEN ADDED
- Something I've been noticing that can affect drag player experience in the middle act is playing the majority of it with a single heal.
- Having just 2 heals can do wonders for pacing, allowing you to gain Breath in order to charge up a secondary heal while still having a backup.
- So 3 new Alveoli Breath drops have been scattered earlier into the act, starting with 1 in Lower Kankan, with the goal of maximizing the likelihood of players starting the act with 2 heals, or at least getting 1 extremely early into it.
- The locations are: Bottom Lower Kankan, Middle Nailglade, and a path accessible only from Jagged Forest.
- However, this means players have access to an additional heal charge by the end of the game. So to maintain the challenge, especially of bosses, several changes were made to compensate for that addition.
- Crown heal was reduced.
- Boss HP was increased.
- These changes brings me the next part of this patch notes...
- BALANCING
- Paint/Prey Mold Scaling increased - Collecting Molds from enemies is a core feature of the game, and they should feel rewarding to use.
- Pliability Molds Speed Increased - This should make some of the slowest Molds in the game much more intuitive and fun to mix in between your other attack.
- Various weapon specials had their damage and speed buffed.
- Attuning has been tuned down - Come on, you knew this was coming.
- Force is no longer consumed outside of combat.
- Area balancing changes - I originally intended most players to start the game with Jagged Forest, this has clearly not ended up being the case, with Dregbourg being the most popular starting point of the middle act. So:
- Dregbourg basic enemies were nerfed, namely the Pebbles.
- Dregbourg enemies drop less XP and Currency.
- Jagged Forest has been buffed to more align with Dregbourg difficulty - Jagged Forest was laughably easy before, especially considering how late player tend to do that area.
- Jagged Forest, Dregbourg and Nailglade are now all relatively balanced as the starting points of the Middle Act.
- Blade Garden has been buffed.
- Anvilhead has been buffed the most and now has an Air Dash barrier to enter the fight.
- Visagehand XP rewards increased + a ton more fixes once more.
- Platforming
- Here are some final changes that will hopefully make the overall platforming experience much more enjoyable for everyone.
- Spike damage colliders have been improved all over the game to better match their visuals.
- Dashing from a wall no longer count as an Air Dash/Evade - Basically, if you dash away from a wall (after getting "wall jump"), you'll be able to do an air dash afterwards.
- Wall Jump height increased - should make it feel better and quicker to scale walls.
- Sliding speed is now consistent on a controller.
- Slide can be stopped by pressing the opposite direction.
- Jumping from ceiling Slide won't accidentally trigger a Handjump.
- Handjump range extended
- All Kinds of Other Stuff
- Map Icons have thicker outlines for better clarity.
- Final Paint reef boss (MS) now has improved clarity on her final phase so that players wont continue attacking her on 0 HP.
- Fixed Smashing Block Cooldown (it was supposed to be 12 seconds not... 1.2 seconds.....)
- Faulty collider fixed in Starmire plaforming challange.
- New, better rewards added to Starmire and Wanting Tree in the form of Breathmarks (Crown upgrades).
- Mountainborn objective marker fixed.
- Fixed faulty platforming challenge between Mountains and the Wanting Tree.
- Changed Impaled Longblade reward from paint to 2 hunt points. (4 Paint Bars should be the max)
- Reduced the throw range of the rock throws by the kneelers to make Melded Giant a bit less annoying.
- Some retracting pullable blocks slowed down so they wont crush the player into the celling.
- Fixed an issue with certain items sometimes not appearing in Faceless Mountains and Mudfalls.
- Paint Reef is better blocked from players who don't yet have burst jump + Air Dash.
- Nailglade has been better blocked from entering without Air Dash on the left side.
- Fixed a bug with Ver blocking the path in Paint Reef.
- Lots of the usual clarity/collider improvements on various enemies/bosses (VISAGEEEEHAAAANDDDD!!)
- Tenma Maemi
- Greatblade Preacher sword collider adjusted to better fit the visual.
- Fixed an issue with the Warp map be uncontrollable for a few seconds.
- Fixed a bug with Impaled Longblade knife Projectiles not coming out of the ground.
- Fixed a certain unfortunate spot where you could fall without being able to get out.
- Update v1.0.17663:
- Starust / Poison
- As more of you have been reaching the Final Act of the game, I've been able to gather more information and focus my attention there.
- It seems figuring out how Starust (poison) works in Mudpits has been far harder than intended. Hopefully this extra clarity on the Mold HUD will help change that -
- Basically, expel that poison by casting Molds. The poison is also a benefit, when you expel it you deal extra damage and knockback nearby enemies.
- Late game Rewards
- Many of you have expressed disappointed that completing some of the hardest platforming challenges in the game yield boring rewards such as currency or XP.
- My rational at the time was that I rather players get access to as many tools as early as possible so they'll actually get to play around with them and construct builds rather than only get a favorite item/weapon etc... in the very final area or so of the game, getting to make little to no use out of it.
- However, that doesn't make those rewards any less... rewarding.
- So my changes are as follows:
- Some items had their Tier 3 requirement increased, and were additionally buffed as a result, in order to have some of them placed on those late game spots.
- I opted for higher XP items over Currency.
- An entirely new find was added as a reward in the final area. Break it to obtain a Hunt Pigment.
- Platforming
- Starting Air Evade distance increased - The starting version of the ability to Dash in the had its forward momentum increased. To make it more intuitive to use it to pass through the thin platforming barriers. (this is NOT Air Dash, it's before that upgrade.)
- Farther improved Slide controls - Slide no longer requires you to HOLD a direction, you can just tap it once and the player will slide in that direction. Choosing the opposite direction or jumping/dashing will exit slide. I changed tutorial messages to better reflect that. + The boundaries with a controller have changed to make it much, much harder to choose an unintended direction or to accidently exit.
- Overall Spike collider improvements - Reporting bad colliders are usually easy enough fixes, but we need reports with an image/clip to track them down.
- Seal & Surrogate Trails
- Seal Trail has been extended for some areas - You can now discover and begin the hunt for the Seal earlier and quicker into some areas.
- Surrogate Hand Trail now glows - Hopefully this will also aid players to better spot the hand trails that lead to a Surrogate.
- Notable Bugs & Tweaks
- Volume resetting to default - Finally fixed.
- Map movement with a controller - fixed.
- Additional Zoom Levels for the map.
- Increased Atrium (Currency) drops in the early-mid game.
- Growth menu showing wrong stat numbers when leveling up - fixed.
- Picking up and grasping an item at the same time - fixed. This could cause you to create duplicates that could break the game.
- Combat Gauntlet blocker bug - fixed
- Fixed a bug preventing progression in Reef, with Ver refusing to clear the path.
- Fixed some projectiles not being reflected correctly to enemies after a parry.
- Combat
- Numerous Hitbox and Clarity Issues Fixed.
- HP attribute buffed a little more - For context, last patch buff was smaller than intended, with just 10 extra HP at rank 30.
- Handvisage will stop dying on the left side spikes.
- Late Damage basic enemy damage curve improved - There shouldn't have been this point were the damage spikes so hard. It should always be a gradual growth that the player can adapt to over time.
- Update v1.0.17551c:
- Major bugs:
- Boss Rewards bug - Every single player which died alongside a boss and lost access to it's rewards for any reason, you can go to their arena now and gain that reward. Missing progression items will appear in your inventory upon loading your save with this patch.
- Missed Bosses - Bosses that previously died randomly due to a bug has gotten extra protections to prevent such cases. The reward you lost should be in the arena. We can't safely return to bosses to your save in order to fight them, but we'll use this as an incentive to explore an earlier re-introduction of the boss gauntlet system from GRIME.
- Kankan wall blocker - Anyone who got stuck behind a one sided wall in Upper Kankan can now simply break it from both sides to get out.
- Combat Balancing:
- Attribute value increased - You now gain more value out of your attribute stats. Especially from Health, with a smaller drop-off every milestone. This will increase a lot of your power in the late game.
- Healing increased - All Breathcrowns healing value has increased across the board, giving you more value per heal.
- Parry Immunity has been extended.
- Player Immunity upon taking a hit has been extended.
- Dash Counter range increased significantly, making it easier to perform.
- Dash Counters which require you perform them from the air had their VFX updated to be clearer.
- Visagehand major bug fixes and polish.
- Updates to various bosses' hitboxes, clarity and cooldowns.
- Quadblade now has a Breath-ward in their HP.
- Various attacks have been slowed down.
- Many, many more.
- Platforming:
- Boss ability - "Advanced Reform" is now "Flawless Reform" - Upon obtaining this late game ability, ALL damage taken from platforming spikes is fully recovered. Take as much time as you want without any pressure with those later, harder challenges.
- Changes to Slide Controls - You no longer to hold a direction during slide. Just press once to go that direction, then jump or dash to exit.
- Dash Slide Quality of Life - After dashing into a wall, there is now an extra second before you need to select a direction.
- Overall damage from platforming spikes have been reduced.
- Green Bounce Pad platforms activation range increased - Basically, it will be much, much easier to trigger these platforms and won't require much precision.
- Green Bounce Pad platforms activation delay increased - You will have more time to pick a direction before being launched. (Most relevant for the Underheads and Orchard variant)
- Green Bounce Pads immunity extended.
- Grasphook Immunity extended - making it far less likely you'll take any damage or have to restart a challenge because of damage you took AFTER already triggering a grasphook.
- Improvements to slide immunity.
- We are not done with platforming. Next Major Patch we'll focus on improvement the feel and control of Slide, especially Dash Slide with a controller.
- Other significant fixes/changes:
- Overall sound improvements - New sounds added across the board for various actions. From menus to weapon dragging and coming into contact with the ground.
- Low Force Indicator (green vignette) can now be turned off in the game settings.
- Dropot containers increase to 5 across all tiers, in world and at the trader.
- EDIT : ^ The above issue regarding the Dropots has now been hotfixed since version -1.0.17551e
- Trader prices will no longer increase after a purchase.
- Some shop prices were reduced.
- XP/Fragments pickup value increased.
- Various Optimizations - mainly to Paint Reef.
- Alternative Entrance to Dregbourg added - You can now enter Dregbourg from Reef as well.
- Fixed a bug causing the Growth menu to not reset the attribute points properly.
- Map Artifact Fixes - misleading spaces in the map have been removed.
- Main menu music lowered by default.
- Player is protected for a duration after beating a boss, to avoid any leftover damage from ruining the moment.
- Various spike zone and general environmental collider fixes.
- The AOE circle effect of a certain creature is now white rather than red.
- The Forged Littles in Dregbourg will no longer respawn, for greater levity.
- Various bug fixes for the Projectile Grasp trait.
- Various typos and grammar issues in English have been fixed.
- Update v1.0.17360h:
- A fix for the entrance to Kankan instead led to a worse bug. Preventing re-entry to Kankan by not allowing you to interact with the Impaled Mountainborn NPC.
- Update v1.0.17360g:
- NPC Qissa no longer stunlocks you in place with their yapping.
- The aim reticle should properly enable now on activating a controller on the map.
- Pressing the 'Cancel' button with a controller now closes the Map.
- Fixed an issue causing the map markers to not be properly selectable while using a controller.
- Added a failsafe for players unable to enter Kankan via the Impaled NPC. Try walking to them from the Surrogate in order to trigger the interaction prompt again.
- Fixed an issue causing the air dodge (air dash before unlocking the air dash trait) to not trigger air-only dash counters.
- Fixed an issue causing NPCs to not be loaded in the hub.
- Fixed a softlock issue happening when opening the inventory before the message popup appears in the tutorial.
- Fixed a Meekpalm visual bug on defeat.