1. Update v1.1.37:
  2. Gameplay:
  3. - Outfits now grant attribute modifiers and, upon equipping a complete set, grant additional unique modifiers, usually to an existing trait.
  4. * The first 10 levels of stats have been slightly nerfed (by 0.5) to compensate for the newly added armor stats letting players get that much closer to OP numbers.
  5. - Each equipment slot has a smaller slot which you can equip with a chosen outfit, changing its visual by keeping the stats granted equipped in the main, larger slot.
  6. 1. Visual only slot
  7. 2. Main slot
  8. 3. Modified Attributes
  9. - Reworked traits:
  10. * Piercer - Pulling an enemy now draws some Breath in addition to dealing Absorb damage on vulnerable Health Bars. Ranks lowered to 3 from 4 and each rank increase the Breath gained and damage dealt to protected Health Bars.
  11. * Lurker - After repelling an attack you gain a life-steal buff on your attacks for a short duration, in addition to healing for a max health percentage from Absorbs.
  12. - Added automatic inventory sorting.
  13. - Can now use Certain consumables (Mass and Crimson Ichor) from the inventory screen.
  14. - Added a Mass display text in the inventory.
  15. - Slightly accelerated the camera when looking up or down.
  16. - Slightly buffed player Force regen.
  17.  
  18. Major Bugs:
  19. - Fixed an issue that might be causing infinite loading screens.
  20. - Fixed an issue letting sometimes the player run into/through walls.
  21. - Added a safety net below The Final Performance elevator in case the ground forgets its job.
  22.  
  23. Minor Bugs:
  24. - Rebinding the Inventory hotkey now works properly.
  25. - Post Process settings now properly affect the Absorb effects as well.
  26. - The Gardeneye now plays a sound when casting the beam.
  27. - Smoothed the transition from attacking to running animations.
  28. - Fixed a bug that was causing the player to get stuck when reflecting projectiles.
  29. - Fixed a specific spot in Cavity that sometimes caused the player to get stuck.
  30. - Fixed a Lithic crumbling platform artifact.
  31. - Extended some colliders in Lair to properly cover some walls.
  32. - Corrected a few ladder and trap colliders in Carven Palace.
  33. - Moved a lever in Carven Palace up as it was too far down into the floor.
  34. - Fixed an issue causing the player character to get stuck on a ladder in Feaster's Lair.
  35. - Corrected a missing collider near Worldpillar.
  36. - Added a missing ambient track to Garden.
  37. - Added missing sounds to rockheads near Feaster's Lair.
  38. - Rockgiant will now properly flash red when falling after being absorbed, as the fall is unparriable.
  39. - Centipede Whip special attack won't hit as high upwards as before.
  40. - Fixed an issue with the Kin's text location and localization.
  41. - Fixed a small bug causing price text in vendors to appear in the wrong color.
  42. - Dying while climbing will no longer drop the player through the world.
  43. - Camera look height will now properly reset on opening a menu mid-action.
  44. - Nervepasses can be interacted again straight after leaving them.
  45. - Fixed an issue causing enemies movement to sometimes bug on passthrough ground.
  46. - Fixed an issue bugging movement on ladders when using a controller.
  47. - Added a failsafe to achievements related to absorbing enemies.
  48. - Spear special air attacks will no longer bounce the player when used on walls.
  49. - Improved movement caused by weapon attack on sloped grounds.
  50. - Added an option to rebind the Scroll Up/Down functions when interacting with an NPC dialog.
  51. - Upgrade and Trade windows controller legend is now properly localized.
  52.  
  53. Update v1.1.26:
  54. - Fixes an issue that could potentially cause some players to be unable to load their save.
  55. * This issue is related to the newly added function of allowing the demo save to be used in the full game. Sorry to all those afflicted by the issue!
  56.  
  57. Update v1.1.25:
  58. Gameplay:
  59. - Added a respawning  to Feaster's Lair.
  60. - Some additional tweaks to the  encounters and mandatory early platforming.
  61. -  elevator has been tweaked again to be both fast but also allow you to jump on and off if (we had multiple issues with the elevator since the fps fix and we went from slow elevator to fast elevator but you cant jump, to now this)
  62.  
  63. Quality of Life:
  64. - Enabled transferring Demo characters created in version 1.1.2 or later to the full version of the game.
  65. - New Help Menu lets the player re-watch tutorial messages
  66. - Prey tab will no longer show empty boxes.
  67.  
  68. Major Bugs:
  69. - Potential fix for players who had problems with control key-rebinding.
  70. - Fixed an issue letting players skip the intro crawling part while using a controller. Sorry speed-runners, but this was able to cause soft locks to unassuming players.
  71. - Fixed another issue causing  to not work properly.
  72. - A change to the Carven Palace elevators movement to make them snappier.
  73. - Fixed an issue causing crumbling platforms to never respawn.
  74. - Entering the Crab arena from the left side will now start the battle properly.
  75. - The player shouldn't reform on moving elevators anymore.
  76.  
  77. Minor Bugs:
  78. - Fixed a bug blocking the descend of the Bloodmetal Scythe special air attack.
  79. - Some Nervepass puppets should no longer block the player's movement.
  80. - Jaw Axe will not pull the player forward if there is a wall in front of him.
  81. - Fixed an issue causing a certain Fly Spitter in Lair to stop working properly.
  82. - Characters should now slip less through from ledges when retreating (Especially the Fledgling Yr).
  83. - Added a missing VFX to a breakable wall in Beyond the Barrier.
  84.  
  85. Update v1.1.131:
  86. Fixed an issue causing the Amalgam boss to not behave properly.
  87.  
  88. Update v1.1.13:
  89. - Fixes clipping through the performance elevator.
  90. - Fixes Drained shell hands missing from their location.
  91. - Fixes invisible pickups.
  92. - Fixes Endless spawn of pickups in the city
  93. - Misbegotten platform bug.
  94. - Prey tab will no longer show empty boxes so people won't mistakenly think there is like double the bosses/minibosses!
  95.  
  96. Update v1.1.121:
  97. - fixing issue in late game area blocking progression
  98.  
  99. Update v1.1.12:
  100. Gameplay:
  101. - Respec can be done using 5 Motley Pearls. so this can be done several times during a single playthrough, depending on whether or how much you've saved up.
  102. To balance out this additional use for Pearls, using them to refund a trait will now refund all tiers of that trait.
  103. - Very Slow weapons now have Hyper Armor in the last 30% of their swing before impact.
  104. - Slow to heavy Slow weapons have varying amounts of Hyper armor in in their specials.
  105. - Very MINOR nerfs and buffs (-/+3~ here and there) to weapons across the board. Mostly to force costs of slower weapons.
  106. * Reasoning behind this - So I've read in the forums about how having to time weapons a long enough time in advance is already a hindrance in of itself. So some force cost has been reduced to slightly compensate.
  107. In addition, poise has been added to give STR players a choice. If they timed the attack well enough in advance they may still sneak the attack in at the cost of taking damage. Or, they could cancel the animation with a dash or an absorb. Either way, with enemies hitting as hard as they do especially in the late game, it's mostly there for the purpose of player choice without necessarily making the game easier.
  108. * This moment was intended to be very easy and extremely hard to fail so you could purely enjoy the spectacle and tension of the situation, rather than actually die and restart.
  109. - Walking is now a toggle. Press once to start walking, press again to stop. Resets on stopping.
  110. - Trails for Lithic Beacon extended to draw attention from the boss shortcut.
  111. - Fixed  Prey entry text.
  112. - Palace elevator now moves at x3 speeds.
  113. -  deals a little less damage.
  114. - Burst Lantern has been rebalanced to deal more damage at on the initial stacks and less on the higher ones in the mid to late game.
  115. * Making bursting early more viable, especially on regular prey, while slightly weakening the 30 stacks power on later bosses.
  116.  
  117. Major Bugs:
  118. - Players should re-appear on the closest safe spot after falling down or getting hit by certain traps.
  119. - "Sticky walls" fixed. Players should no longer get stuck at the edge of walls, having to dash out of them.
  120. - Fixed an issue causing infinite loading screen.
  121. - Fixed an issue with the ladder that caused the player to slider below the ground.
  122. - Fixed several game-breaking issues caused by dying while using a ladder.
  123.  
  124. Minor bugs:
  125. - Fixed some issues causing fps spikes on common occasions.
  126. - Fixed an issue blocking Wretch Trait's Ardor-based damage bonus from applying.
  127. -The Reset button under the Settings Panel will now reset the screen resolution as well.
  128. - Fixed a bug letting the player to dash out of the Surrogate after Warping.
  129. - Upgrading a single-shown weapon on any page after the first one wont get the window stuck.
  130. - Fixed an issue causing the player to float mid-air after self-pulling while standing on an elevator.
  131. - Fixed a rare issue causing the elevator in the Carven Palace to be prematurely active.
  132. - Fixed an issue breaking the  fight when destroying his puppets too soon.
  133. - The  will now stay within the arena more consistently.
  134. - Added an additional achievements unlock checks on game load in case of previous failure.
  135. - Changed the boundaries of the Jawcrab arena.
  136. - Attuning Lantern now properly affects the Skewer Trait damage.
  137. - Fixed an issue causing moving platforms to act clunky when stood upon.
  138. - Pullable markers will now disappear faster on pulling a pullable platform.
  139. - Basher enemy will now properly reset after being Absorbed.
  140. - The Frantic Trait now properly updates after being refunded.
  141. - Fixed a rare bug causing Yon to reappear in the Weeping Cavity when they shouldn't.
  142. - Collider fixes in
  143. - The shortcut near the 2nd surrogate of the Unformed Desert will now unlock when you reach Shidra if you didn't talk to Heod.
  144. - Removed an invisible rail track in the Carven Palace.
  145. - Fixed odd-looking chisels held by servants in Servant's Path.
  146. - Fixed odd-looking positioning when standing next to
  147. - Moved some background assets back so that the player character will not overlap with them.
  148. - Added missing localization terms.
  149. - Added missing weapon swing sounds to the Desert Watcher and Disciple.
  150.  
  151. Update v1.0.6.92:
  152. - Fixes endless loading issues in Cenotaph City
  153.  
  154. Update v1.0.6.9:
  155. - Generous achievement
  156. * Should now unlock on loading the save for those that met all of the conditions (destroy 3 art pieces, Pick up all items next to Crushkeeper, Get all 3 Crimson Ichors.
  157. - Fix endless loading issues in Cenotaph City.
  158. - Fixed localization for new Cenotaph City Nervepass NPC
  159.  
  160. Update v1.0.6.7:
  161. Gameplay:
  162. - Added an additional NPC and Nervepass to
  163. - Improved accessibility to the  Nervepass.
  164. - Generous achievement changed to no longer be missable.
  165. *
  166. - Added a pull indicator to the moving thread platform in
  167. - Added Heals in the form of Pullable/destroyable Heads in
  168. - Burst Lantern stacks can be triggered from air special. For style points.
  169. - Goldgrowth set can now be bought earlier in the game.
  170. - Puppet merchant will now sell Consumables after
  171.  
  172. Major Bugs:
  173. - Fixed an issue of ladders and passthroughs sometimes bugging out.
  174. - Fixed bug with
  175. - One of the Memory orbs in Pale Sky was a repeat of a previous one. It has now been updated with the new, proper text.
  176. - Fixed a bug with the Assimilation achievement.
  177. * You can trigger the achievement by kill absorbing any prey.
  178. * Anyone who has acquired all Traits should now unlock this achievement upon loading the save.
  179. - Merchants no longer refresh the entire stock on closing and opening trade.
  180.  
  181. Minor Fixes:
  182. - Added a shortcut to a Hunt carrier enemy in the Carven Palace after completing a platforming challenge.
  183. - Minor buff to ancient limb trait base damage
  184. - Made some platforming sequences in the pale sky not require as much pinpoint precision.
  185. - Fixed an issue making destroying certain walls with the Fossil Fist very difficult.
  186. - Fixed an issue blocking the player out of using the Gloomnest Nervepass.
  187. - Desert Watcher mini-boss mistakenly had a Hunt Point.
  188. - Collider fixes across all areas.
  189. -  Nervepass should now be accessible if you  in a previous patch.
  190. - Fixed a bug where a strand platform in the tilted palace would despawn if you went far enough away from it.
  191. - Corrected a mistake in the bestiary, the  does not grant increased breath capacity.
  192. - Created a new Ardor tutorial clip for the first Ardor tutorial window.
  193. - Made it easier to uncover some map spots in
  194. - Fixed an issue where dying and killing  at the same time would not let the player consume the boss upon returning to its arena.
  195. - Fixed some objects and lights snapping in or out of the background.
  196. - You should now be able to attain 100% map completion.
  197.  
  198. Update v1.0.5.2:
  199. - The optional Boss awaits until you defeat it.
  200. * I came to the conclusion you guys were right. It didn't make sense in GRIME to block that fight because it became easier with a new ability when you can go back and defeat mini-bosses later easily as well. In both cases
  201. just miss out on the challenge and/or power, but that is your choice.
  202.  
  203. - Lithic Art Trader remains in Lithic after defeating the area boss.
  204.  
  205. - All "Elite" Hunt Prey have a weaker, respawnable version without a hunt point hidden in the world. Meaning you can still get their trait.
  206. Only exception to this are the  since their AI is currently tied to their boss fight.
  207.  
  208.  
  209. New Content:
  210.  
  211. - Tooth Hammer - A new STR+RES wisp debuff weapon has been added, somewhere in
  212. * I may have kind of accidently forgotten to put this weapon in the game as I was moving it around to different hidden locations. Sorry!
  213.  
  214.  
  215. Achievements:
  216.  
  217. - Instruments should now be achievable with the addition of Tooth Hammer.
  218.  
  219. - Assimilation fixed and will only be gained after getting all traits, all Boss abilities and all Breath Hearts.
  220.  
  221. - Ending achievements should now work as intended.
  222. * For those that already finished the game, you can go to your end of the game save,
  223. If there is interest for it, we could provide you with default saves for just before the Kinship ending and before being able to get the Weakness ending.
  224.  
  225. - Proportions can be gained even after
  226.  
  227.  
  228. Gameplay:
  229.  
  230. - Pullable objects have varying degrees of additional clarity via the "in-range pullable indicator".
  231. * Hopefully this will help players figure out prey-pulling earlier
  232.  
  233. - Consumable prices have been reduced significantly, up to about 80% cheaper.
  234.  
  235. - After player dashes in air- shards float around them. These get back inside of the player after it resets and they can air dash again.
  236. * Hopefully this will help player realize that dashing from the ground into the air does not consume air dash, and also when it resets in general, such as from Self-pull.
  237.  
  238. - Prey drops have been expanded and improved. In general drops have been improved from mid to late game.
  239.  
  240. -
  241.  
  242. - Some  encounters have been made more manageable, in particular whenever platforming/puzzles are involved.
  243.  
  244. - Fire Needle has been slightly nerfed.
  245. * You'll still be encouraged to learn to dash out of it, but it now won't be a death sentence if you have full health and a heal.
  246. You are intended to hate these buggers.
  247.  
  248. -
  249.  
  250.  
  251. - Using Burst Lantern special in air will trigger the stacks.
  252.  
  253. Accessibility:
  254.  
  255. - Added an option in settings to toggle auto cursor hiding.
  256.  
  257. - Sound of inactive Beacons has been pitched down to help mitigate issue for players with tinnitus. Range of already active Beacons has been lowered as well.
  258.  
  259. Major Bugs:
  260.  
  261. - Potential fix to game crashes.
  262.  
  263. Minor Bugs :
  264.  
  265. - Fixed an issue with an optional boss which caused the floor in both sides to go down.
  266. - Fixed an issue causing the player to respawn in mid-air in the Carven Palace.
  267. - Fixed a naming issue where sometimes Feaster's Lair was referred to as Feaster's Den.
  268. - Fixed an issue where the player could drop from the elevator to worldpillar without reforming.
  269. - Fixed collider issues in the Weeping Cavity, Lithic, Garden.
  270. - Added missing colliders to a ceiling in Gloomnest.
  271. - Fixed a collider issue with the Strand of the Child pickup area in Garden.
  272. - Yon achievement has been fixed. Going to his encounter after defeating him will grant you the achievement.
  273. - Added a missing weapon to Feaster's Lair. Collecting this weapon should fix the issue of the "Instruments" achievement not unlocking.
  274. - Fixed an issue that could respawn the player next to a bomb in Gloomnest.
  275. - Fixed an issue causing the Jawstag to get stuck occasionally.
  276. - Fixed a few typos in some NPCs dialogues.
  277. - Fixed a rare issue where you could get stuck on some of the ladders in the secret worldpillar platforming challenge.
  278. - Adjusted a wall next to the palace nervepass that appears earlier than it should.
  279. - Fixed a potential softlock issue in Feaster's Lair.
  280. - Goldhead will now properly leave Nerveroot after talking to him.