1. Void Sols Patch 1.5.2.1 & Steam Deck Verified
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  3. Hello Triangles!
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  5. Today we're excited to announce that Void Sols is Steam Deck verified! We've also just rolled out our first major patch, 1.5.2.1. We've added quite a few new features, gameplay changes, community bug fixes, and some more weapon balance changes.
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  9. Full patch notes, see below:
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  11. New Features
  12. Apex Horn Statue does something now…
  13. Frying Pan has a new secret synergy…
  14. Equipping items play unique sounds!
  15. All equipment that is picked up should now display a new item icon on the equipment button until hovered over by the player
  16. Gameplay Changes
  17. Parrying Shield now parries whenever you release the button. Previously you could only tap to parry, meaning holding it did nothing. You can still tap to parry as before, but now you can also hold to ready the parry and release, allowing a bit more depth to parrying gameplay and not punishing the player for holding the button for a bit too long
  18. Cold Debuff: This was previously dealing entirely too much damage to enemies. We have enough damage-dealing status effects, so we decided to rework this status effect into something that has a different kind of utility. Triggering cold on yourself has been unchanged, you still take a chunk of non-fatal damage, and have your stamina regeneration reduced. If an enemy is affected by cold however, they take stance damage, reduced move speed, and their stance will no longer regenerate until the status depletes.
  19. The Codebearer puzzle should be a little easier now…
  20. Zenith Phase 1 has some balance changes, and a small gameplay change that makes it a little harder
  21. Some items moved around in Cultist Compound for better game progression
  22. Critical Error Fixes
  23. Player can no longer go out of bounds by going south from Zenith arena
  24. Infernal Key can still be picked up if you died after defeating Infernal Warden
  25. Significant fixes to the ritual used to spawn Amalgamate
  26. Blacksmith and Alchemist no longer ask for more alloy and alembics after you have fully upgraded
  27. Switch Pro Controller should show proper glyphs on main menu and rebind correctly on controls menu (The menu would break previously)
  28. Items that cannot be acquired in Challenge runs / Nox Trials no longer show up on maps
  29. Music will now stop playing forever when quitting to the main menu in some cases
  30. Minor Bug Fixes
  31. Updated OOBY music track
  32. No more OOBY farming
  33. No longer counting certain easter egg items on end screen
  34. Fixed sprite sorting of miner spin attack effect
  35. Fixed torches that were rendering as circles instead of diamonds
  36. Improved sprite sorting of talisman projectiles
  37. Blue Data Disc now shows up on Apex South Map to help players find the critical progression item
  38. Added boulder shortcut that was missing on Mountain Map A
  39. Added analytics for when player goes out of bounds
  40. Added minor sol shard to Apex Town so the final number of shards is divisible by 6
  41. Fixed texture loading pop-in in Forest
  42. Fixed texture sorting issues in Factory
  43. Fixed texture sorting issues in Cultist Compound
  44. Fixed camera bug in Apex Town buildings
  45. Preventing possible Worm boss crash on death
  46. Added safeguards to errors that sometimes happen with destructibles
  47. Added a sol shard to the Cultist Compound to even out the sol shard count so that if you find all of them you don’t have one missing
  48. Fixing some errors with Gatekeeper death and music
  49. Fixed sorting issue in Shapification Chamber
  50. Fixed an error that could occur when using controller to rename files
  51. Adjusted Star Fish collider to be able to be caught from near the light spark
  52. Fixed a control with a missing icon on some controllers
  53. Confirmation modals should now close when unpausing the game if they are still open
  54. Fixed deadzone setting slider text area not scaling correctly
  55. Music stops properly when using to teleport
  56. There is no longer an invisible collider in the Groundskeeper arena after completing the fight
  57. Groundskeeper no longer breaks if you escape the fight and return in the same life
  58. Heavy shield has a little animation when you block to help communicate that it is doing something
  59. Minor level design improvements in Mountain blizzard area
  60. Improved Supermax Prison map
  61. Fixed some items that were missing in the Village and Forest maps
  62. Fixed some item types not showing up on maps when they are able to be acquired in a mastery challenge
  63. Further reduced the chance of a softlock when damaging Immaculate in the transition to phase 2
  64. Balance Changes
  65. Primary Weapons
  66. Great Hammer Heavy Attack Stance Multiplier
  67. Original: 2
  68. Updated: 1.5
  69. Halberd Heavy Attack Stance Multiplier
  70. Original: 2
  71. Updated: 1.75
  72. Halberd Light Attack no longer pushes you back, instead advances you forward
  73. Other Halberd attacks have increased forward momentum, generally increasing reach of this weapon
  74. Halberd Light Attack hitbox improvements
  75. Frying Pan Base Damage
  76. Original: 10
  77. Updated: 8
  78. Frying Pan Heavy Attack Damage Multiplier
  79. Original: 1
  80. Updated: 1.25
  81. Frying Pan Base Stance Damage
  82. Original: 15
  83. Updated: 9
  84. Pickaxe Base Stance
  85. Original: 30
  86. Updated: 20
  87. Pickaxe Light Attack Stance Multiplier
  88. Original: 0.5
  89. Updated: 1
  90. Note: While the base stance on the pickaxe has been lowered, the basic light attack has been doing 15 stance due to this multiplier. This was confusing because the game would communicate the pickaxe as having 30 stance damage when it was actually doing 15 per light attack. This change makes the UI actually align with the amount of stance the pickaxe does while giving it a minor buff
  91. Katana now additionally scales on SPD, starting at E
  92. Katana damage shown in stats better matches actual damage output
  93. Katana attacks have increased mobility to lean into the power fantasy
  94. Katana Global Damage Multiplier
  95. Original: 1
  96. Updated: 1.25
  97. Dual Handaxe Global Damage Multiplier
  98. Original: 0.75
  99. Updated: 1
  100. Dual Handaxe Combo Attack Damage & Stance Modifier
  101. Original: 1
  102. Updated: 1.25
  103. Dual Handaxe Damage Scaling
  104. Original: SPD: D, DEX: E
  105. Updated: SPD: E, DEX: F
  106. Note: This may look like a nerf, but the overall DPS is higher with these changes!
  107. Gauntlets Light Attack Stamina Consumption
  108. Original: 40
  109. Updated: 30
  110. Gauntlets Heavy Attack Stamina Consumption
  111. Original: 50
  112. Updated: 40
  113. Gauntlets Defense Debuff
  114. Original: -20%
  115. Updated: -15%
  116. Scythe has increased mobility, making it easier to hit enemies
  117. Scythe Heavy Attack Damage Multiplier
  118. Original: 2
  119. Updated: 2.5
  120. Sword Base Damage
  121. Original: 4
  122. Updated: 7
  123. Sword Global Damage Multiplier
  124. Original: 1
  125. Updated: 0.75
  126. Note: We felt like the sword DPS gets out of hand by the end game, with its strong scaling on both dexterity and strength. This change does not affect the early game experience of using the sword, while slightly reducing the long term DPS of the weapon
  127. Secondary Weapons
  128. Crossbow Stamina Consumed Per Second
  129. Original: 30
  130. Updated: 20
  131. Artifacts
  132. Bismuth Claw has a secret debuff that was meant to be a little easter egg, but was way out of balance. This has been reduced to not punish players for not noticing this debuff.
  133. Bosses
  134. Immaculate has a bit more end lag after some attacks
  135. Immaculate Base Attack Damage
  136. Original: 80
  137. Updated: 70
  138. Poacher Max Stance
  139. Original: 130
  140. Updated: 180
  141. Poacher Attack Damage
  142. Original: 30
  143. Updated: 40
  144. Zenith (Phase 1) Max Health
  145. Original: 1800
  146. Updated: 2000
  147. Zenith (Phase 1) Stance Recharge Delay
  148. Original: 1
  149. Updated: 3
  150. Zenith (Phase 1) Stance Recharge Rate
  151. Original: 1
  152. Updated: 10
  153. Zenith (Phase 1) Stance Break Time
  154. Original: 10
  155. Updated: 6
  156. Worm (Phase 1) Max Health
  157. Original: 800
  158. Updated: 900
  159. Worm (Phase 1) Max Stance
  160. Original: 200
  161. Updated: 250
  162. Worm (Phase 2) Max Health
  163. Original: 700
  164. Updated: 720
  165. Worm (Phase 2) Max Stance
  166. Original: 100
  167. Updated: 200
  168. Reduced frequency of getting multiple hits per attack on Worm causing certain weapons to instantly kill this boss
  169. Increased Worm resistance to Jolt
  170.