Patch Notes:
- Made collisions/body-blocking slightly more lenient (applies to both enemies and players)
- Increased Insight gained from regular enemies in the Greater Redcrown zone
- Increased Marbles gained from Flymen and Fat Bandits
- Fixed some configuration problems with Brownkloake (equipment merchant)
- Fixed some equipment and weapon configurations
- Decreased the damage of Redcrown Spear
(This weapon was incorrectly configured as a normal medium weapon, it is now correctly configured as a long-reach weapon)
- Fixed Zanzibart's Gauntlets upgrade specification
- Fixed Ser Onion Armor attribute boost
- Adjusted healing item spawns inside Throne Sewers
- Corrected soft-locks in Boglink Monks dialogue
- Fixed an achievement for Graveyard Basin not unlocking correctly
- Fixed a spot in the Bog Shallows where you could drop into an infinite loading screen
Near-Future Plans
Aside from minor fixes and bugs, here is a list of some of the other technical and design related issues we are aware of and would like to solve or improve in the future (not included in this patch):- "Friendly Fire" from two sides of a boss
Make so that enemies/bosses can absorb hits, so that players can hit them from either side without hitting each other (as much).
- Chain-dropping Insight Solution
Find a good way to prevent losing previously dropped insight from situations when there is no chance to avoid getting hit again.
- Unreachable Insight Drop
Make sure the dropped insight is reachable when it should be.
- Double-knock-outs from boss fights
(Getting rung-out from a boss fight without dying, splatting/dying and falling further after landing)
- Lack of Healing Items
Potentially adding extra 1-time consumables that restore health.
- "Respawning" enemies when connecting to hosts
Changing some game-logic to prevent enemies from reappearing as often in these scenarios
- Boss-doors and disconnects while in party
Explaining better in-game, or solving entirely, what happens when entering boss doors after the timer runs out:
Boss-doors have a timer that starts when the first player enters, if you don't enter in time you can't join the same fight - and instead disconnect to start a new fight.
If a host enters the boss room long after a client, missing the above mentioned timing, the client disconnects.
- Low-ping connections make the game work poorly
Technical solutions (advanced) that might improve the stability and experience when playing on high pings.
Aside from these design/technical changes, we also want to try to eradicate bugs, improve performance/GPU-load, refine in-game text and fix smaller issues before we move to create new content.
The reception of yesterdays patch has been great so far, so keep the feedback coming and let us know how you experience both these and yesterday's changes. (patch notes here)
/Nexile
Changed files in this update