Genre: Role-playing (RPG), Hack and slash/Beat 'em up, Adventure, Indie
Bleak Faith: Forsaken
Movement, Camera and Archery Overhaul
!! IMPORTANT !! Changes below might have caused some issues with your keybinds. It is recommended to reset them to default.
Changes:
- The camera now automatically corrects itself if no camera input has been pressed for longer than half a second while climbing a Giant. - Improved camera clipping in certain tight places. - Sprinting will now always disable strafing movement. - Turn animations will now complete fully, even if the input is released, making it possible to turn 180 with a slight tap of the movement key. - Greatly reduced bouncing off props and buildings while jumping. - Increased air friction for horizontal velocity while free falling, preventing the character from sliding great distances off ledges. - Forward momentum from weapon attacks can no longer drop the player off ledges. - Running pivots removed from no strafe movement. - The character will no longer enter stop animations if the character hasn't moved for more than 2 seconds. - Greatly improved character movement responsiveness. - Clicking on equipment/belt slots will now automatically assign the item to that slot instead of giving you an option to place it in a different slot. - It's now also possible to sort these options by armor weight. - Increased the visibility of the currently selected item in the Handler Upgrading Panel. - Bosses killed for the second time (either in co-op or NG+) will now give an Anomalous Fragment, which can be turned in to the Handler for a Greater Anomalous Fragment of choice. - New Item: Asylum Brew - Refunds your perk points. Only one is obtained per NG+. - New Setting under "Keyboard & Mouse": Switch Target Type; Default: Camera Input. - Tier 2 Anomalous Crystal and Tactician Amulet recipes are unlocked from the start in NG+. - Adjusted Lock-On angle while having Soft Lock-On disabled. - The keybind for switching weapons will now function as the holster keybind if only one weapon set is equipped. - Blocking while holstered will now unholster weapons. - Arrows stuck in the player will now disappear after a few seconds. - Input delay for switching/holstering weapons after a dodge has been removed. - Mantling will now always holster the weapon. - It is no longer possible to fall off ledges while rolling or dashing if locked-on. - New setting under General & UI: Simplified Stamina Bar; Default: ON. - Removes the green bar from the stamina bar. - Leeches will now display a decimal value if the leech is below 10 points. - While not aiming with bows, pressing the 'Shoot' key will now fire an arrow either at the lock-on target or in front of the character instead of doing nothing. - It's now possible to lock-on enemies while not aiming with the bow, but arrows will perform body shots. - Bow locomotion can now perform strafing movement, following the same logic as with melee weapons. - It's no longer possible to sprint while using consumables. - Increased the walking speed by 40%. - A sound cue now plays if it's not possible to parry. - Parry is now based on enemy weapon range instead of the player's weapon range. - Parry angle increased to a 190-degree angle. - The same enemy spawns will have diminishing returns if farmed. - I-frame timing happens almost instantly in roll animations now. - Locking onto enemies will now forcibly display their health bars. - Confirm button added for assigning attributes.
Balancing:
- Chaining rolls is now faster. - The cost of chaining dashes has been reduced. - Tweaked the amount of stamina obtained from Anomalous Crystals and the Agility Attribute. - Tweaked the amount of Flux obtained from Anomalous Crystals and the Intelligence Attribute. - Reduced the amount of Flux restored by consumables. - Flux Leech caused by Technomancy projectiles now works in the same way as Stamina Leech for melee weapons. - Tweaked the damage of Technomancy projectiles early to mid-game. - Doubled the quiver size. - Doubled the amount of arrows crafted from the same resources. - Halved the arrow damage. - Increased drawing speed of all bows by 40%. - Plagued Nemesis and Aberrant Knight in NG+ damage tweaked. - Greatly decreased the RNG range of all weapons. - Base Technomancer perk now also grants increased drop rate of Ionization Fluids. - Faithful upgrade 3 now trades 50% of Maximum Health instead of 50% of Constitution Attribute. - Reduced number of Giants weakpoints in Upper Blocks.
Fixes:
- Fixed an issue where it wasn't possible to switch climbing holds on certain Giants while playing with a controller. - Fixed an issue where it was sometimes possible to hit the wrong weak point while climbing on the Giants. - Fixed a crash caused by gaining 20 Faithful buff stacks at the same time. - Fixed a selection issue when using the mouse wheel to scroll in the Handler Upgrading Panel. - Greatly improved FPS in Machinarium and Blok6147 zones. - Killing Wormlord now properly autosaves. - Fixed the Handler in Monastery (NG+) sometimes not having any recipes. - Fixed the issue where the Desert zone would not load properly if continued from the main menu while seamless transitions are enabled. - Fixed the issue where where it was possible to spam the Switch Weapons animation. - Giants no longer die due to fall damage. - Vampirism no longer Flux Leeches twice with Technomancy projectiles. - Fixed the desynced lower and upper body while using consumables. - Fixed the desynced lower and upper body while falling during bow draw. - Fixed an issue where animations for switching weapons were slowed if a jump interrupted an attack. - Fixed Ratagan holster position. - Fixed parry damage being 0 if the torch is in the offhand. - It's no longer possible to parry with Staves or Bows while holstered. - Fixed perfect parry animation for 2h Hammers and 2h Swords. - Fixed the gray screen outline after a jump if previously fell off the ledge while crouched. - Fixed missing hitboxes during the Recalibration sequence. - Fixed missing Recalibration UI from Uranopolis. - Fixed a visual issue in the details panel where it displayed stagger resistance as +0.1% instead of +10%. - Fixed Monastery mini-boss giving increased XP per kill. - Fixed Plagued Nemesis spin attack sometimes not having any windup. - Fixed camera clipping while rolling in shallow water. - Fixed an issue causing the handler's UI to malfunction during navigation with the mouse. - Fixed an issue where backspace was mistakenly registering as enter while using the fast travel panel. - Fixed an issue that caused the loss of keyboard focus when exiting the panel after selecting abilities. - Adjusted the selection of abilities to ensure that both WASD and D-Pad inputs are responsive for both horizontal and vertical directions. - Fixed an issue where enemies drawing speed was increased. - Fixed an issue where enemy health bars occasionally failed to appear. - Fixed a bug where character would be in constantly falling after secret area. - Fixed Archinquisitor Belisarius clone dropping loot. - Fixed crash caused by closing Handlers UI before it had time to initialize. - Fixed an issue where it was possible to toggle both Handler UI and Inventory UI at same time. - Fixed an issue where it was possible to toggle both Fast Travel UI and Inventory UI at same time.
Minor Hotix
Fixes
- Fixed Evolved Staff and Vermillion Staff damage.
Invincibility Frames Introduced!
This update may come as a bit of a surprise to some of you but we want to stress that this update comes after a long window of testing and thinking through which best way to incorporate and combine seemingly contradicting feedback about the inclusion of i-frames. The inclusion of i-frames does not go against our design philosophy, which is to try and respect player expression and give them various options when deciding which tools to best tackle the Omnistructure with. In this respect, the update includes i-frames as a way to avoid damage in combat. There are items and builds that offer other benefits at the cost of losing i-frames. In this way we have opened a fork in playstyles by offering players an option between reaction and positioning when it comes to avoiding damage. This is not a hard line, as veteran players know that blocking, jumping, crouching, and many abilities already offer reaction-based complete avoidance of damage. All playstyles are equally valid and require a different approach to combat - this is simply an inclusion of an additional tool in your wide arsenal of choices.
In this way we hope to further the conversation in hardcore ARPGs about how different approaches to combat should feel. This new change forced us as developers to evolve the way we think of the player base and better understand that our systems are a conduit to player expression, not a limitation to it.
Of course the update contains many rebalances, tweaks, and fixes as well.
Be on the lookout for another update before the year is up!
Invincibility Frames:
- Short duration I-Frames added by default to the rolls. - The Amulet of Evasion can increase the duration. - Dashes still don't have I-Frames. - Reduced the distance of Dashes/Rolls by 60% while I-Frames are enabled. - Tactician's Amulet (found from the first loot in the game or from handler) will restore previous dash/roll distance at the cost of removed I-Frames. - Tactician's Amulet is the only accessory item that can be improved through Handler. - Certain Abilities and Mechanics (Such as shockwaves or Nurgei the Blademaster grand AOE) still have to follow proper mechanics.
Changes:
- All stamina actions can be performed as long as stamina is above 0, but a minor penalty of delayed regeneration is inflicted. - Sprint no longer costs stamina outside of combat even with the weapons unholstered. - Stamina cost is now being taken once hitboxes are activated on weapons instead of when animation starts. - Separate keybind added for dashes. - This keybind is disabled if using Dash&Roll setting. - Default setting for Roll Input changed to Separate Input. - New default controller scheme: Simplified. - Removed "Center Camera" keybind. Using "Lock-On" while no target in range will now center the camera instead. - Next/Previous Lock-On target for gamepad no longer affects quiver ammo. - New keybinds on the gamepad for quiver ammo have been added. - Attribute windows now display additional Attributes as bonus(Green) or penalty(Red). - The Amulet of Experience is now "The Scholar's Ring". - Ring of Evasion has been renamed to Ring of Swiftness. - New Amulet: Amulet of Evasion. - Increase the duration of Invincibility Frames. - New Amulet: Tactician's Amulet. - Increase the distance of Rolls & Dashes at the cost of removing Invincibility Frames. - New Amulet: Bulwark Amulet. - Upgraded Tactician's Amulet with +225 Health. - New Amulet: Piercing Amulet. - Upgraded Tactician's Amulet with +10% all penetrations. - New Amulet: Nimble Amulet. - Upgraded Tactician's Amulet with -0.5 seconds delay before stamina regenerates and +50 stamina recovery per second. - New Amulet: Amulet of Focus. - Upgraded Tactician's Amulet with +90% Base Weapon Damage. - All amulets received new icons. - Handler will now appear in Monastery in NG+. - Leech and Vampirism no longer display overhealing. - New Setting under Video & Graphics : Fog Scattering; Default: ON - Toggles Fog Scattering on and off. - New Setting under General & UI : Show Cloak; Default: ON - Toggles cloaks visibility on and off. - New Setting under General & UI : I-Frames Timing; Default: ON - Whether to display I-Frames Timing as transparent effect on Player.
Balancing:
- Speed up regular dual wield attack animations. - Offhand weapons in regular dual wield now deal full damage instead of the previous 35%. - Slightly tweaked critical chance obtained from Agility Attribute. - Agility now also grants increased critical damage at 15+ in the Agility Attribute. - All weapon abilities now scale based on the weapons Mk. tier and associated Attribute. - All active abilities now scale based on Players Level and associated Attribute. - Technomancy projectiles still scale as before, purely based on Intelligence Attribute. - Nodachis tornado have increased speed when chasing non-player targets. - Increased maximum amount of leech from Soul Reaver. - Flux arrows are now part of the regular quiver instead of previously only appearing when the quiver is empty. - Flux arrow can now be obtained from base Archery Mastery perk. - Flux arrows now scale based on Intelligence Attribute and Technomancy Penetration. - Mobius Blade damage now scales based on Players Level. - Weapon leeches now leech additional amounts based on weapon base damage. - Crow cloak now gives +100 Health and +150 Health Leech Rating. - Stamina Leech now returns the portion of the stamina cost for that attack. - Vampirism perk now adds a flat leech amount instead of doubling the current amount. - Armor Buster passive now reduces target's current Armor Rating by half. - Expose Armor debuff now reduces Armor Ratings by 20% instead of putting them at 0. - Decay now only reduces the target's attack power. Armor Rating reduction was moved on Debuff Mastery perk.
Fixes:
- Removed slightly rooted in place after roll animations has finished.. - Crescent slash properly shoots second projectile now. - Removed negative floating text leech from Soul Reaver. - Fixed stamina cost reduction happening only at 2nd attack. - Fixed rotation sometimes being disabled while having a bow equipped. - Improved FPS in the Machinarium zone. - Fixed Konrads The Traitors AI being stuck in place.
Major Update 21st November
Since release we’ve been constantly gathering feedback from every front available to us. A noticeable recurring theme has been a somewhat volatile progression experience while surmounting various challenges in the game mostly deriving from a lacking reward system. This update introduces a feature that will provide players with a consistent feedback loop in the form of a traditional leveling system. The previous gear upgrading system has been slightly tweaked to make room for this new change. We’ve been thoroughly testing the player experience with the addition of this new system and the feedback has been extremely positive.
This change will also provide a more intuitive way to grow and surmount challenges as they come your way, while de-prioritizing micromanagement of less obvious resources and mechanics. And finally, with the addition of a levelling system we've even further emphasized the player's ability to build the playstyle that fits them most.
Experience System:
- A total of 25 levels in NG, and an additional level cap for NG+. - Additional increase of 5 level per instance of NG+ up to a total of 40 levels maximum. - Attributes are now obtained either via leveling system or from accessories (Rings, Amulets, Capes) - Anomalous crystals give new bonuses. - XP is obtained from killing enemies, completing objectives, discovering new locations, discovering new NPCs and from loot. - XP from killed enemies diminishes based on the player's level. - XP is instance based for Co-Op. - There is no confirmation window currently, and existing inventory will confirm assigned attributes. - Handler can craft "Basilisk Hack" that resets your assigned attributes. Used from inventory. - Handler can craft "Experience Concoction" that increases your XP gain by 10% for 10 minutes. - Iron Helmet received a passive ability: "Up to 20% increase to XP gain based on missing health." - Characters from before the XP patch will be boosted to their adequate level based on the progression and amount of bosses killed. - Exclamation mark appears if there are any points remaining for attribute assignment.
Changes:
- The Handler no longer locks players in forced UI. - If the Handler has something to say, interact will play that dialogue, otherwise it will open the manufacturing screen. - The Handler can now be found near most of the checkpoints. (must first be discovered and cleared) - There is now a small notice in the inventory panel if a Handler Echo is available for use. - Major overhauls to Monastery, Blok6147, Rain District, Desert, and Uranopolis zones. (more zone improvements coming soon) - Asklepios can now be looted from the Rain District. - New Concoction: "Mystery Concoction", recipe unlocked from the start. Can only be crafted by handler. - More responsive archery locomotion. - More responsive crouch locomotion. - Gates that are locked now have a "Locked" Interact UI, so players know which gates can be opened. - "Continue" button in the main menu now loads previously played characters. - New button in the main menu: "Load Game" performs the same task as the "Continue" button previously performed.
Balancing:
- It is now harder to be stunlocked as there is now an internal cooldown between two staggers.
Fixes:
- Blocking after a dash that interrupted an attack is no longer delayed. - Fixed incorrect spine bend on some animations. - Fixed sliding after a roll if movement speed is above 95%. - Fixed sliding if the dash was interrupted by switching weapons. - Spamming interacts after falling off ladders no longer stucks characters in perpetual falling animation. - Spamming interact after canceling fast travel no longer keeps fast travel UI active. - Fixed being able to place down homunculus while staggered. - Removed visible debug box from shield bash ability. - Fixed remaining Revenant collision after death. - Interact UI is no longer visible from certain angles in the inventory. - Interact UI will now auto close if it stays active due to a glitch. - Fast travel will now properly rotate the player and the camera.
Patch Notes 27th October
Changes:
- Loading screen now offers scrollable tutorials. - Same tutorials can be read under the Tutorial section during the pause menu. - Monastery and Blok6147 received some visual upgrades. - New Weapon in the Monastery: Halberd. - Ladder sliding added. - Archinqusitor Belisarius sentinels can now be locked-onto. - The continue game panel now also displays the last time that character has been played.
Balancing:
- Pestilence now ignores friendly targets. - Pestilence now also applies to the rest of the debuffs. - Wormlord now deals set damage instead of % based. - Nurgei the Blademaster now has an internal cooldown on dodges. - Reduced how often the Silicon Visage goes airborne. - Reduced how often Konrad the Traitor uses distance closers. - Reduced how often Konrad the Traitor uses block breaker attacks. - Increased visibility of Konrad the Traitors spear ability. - Reduced number of the rings on Konrad the Traitors shockwave ability to better telegraph it. - Technomancy projectiles now also apply leeches. - Minimum leech amount set to 1. - Adjusted damage and health of several late game enemies. - Increased internal cooldown of Archinquisitor Belisarius sentinels. - Reduced the armor ratings of Archinquisitor Belisarius sentinels. - Mk4 Handler Echo now also has a small chance to drop from any loot if it wasn't previously looted and at least 5 bosses have been killed. - Greater Restorative Fluids can now be looted earlier in the progression. - Enemies are now using Regenerative Fluids instead of Restorative Fluids.
Fixes:
- Fixed some of the pop-up messages not being displayed fully. - Fixed arrows sometimes missing enemies at point blank range. - Arrow HUD now properly displays the count for remaining Flux Arrows. - The issue where ghosts sometimes deal massive damage has been fixed. - Fixed Konrad the Traitor AI sometimes going idle at the beginning of the encounter. - Fixed some of Konrad the Traitors' abilities remaining on the ground post player death. - Fixed Titan Slayers Gear drop rate. - Fixed enemies sometimes doing slow motion attacks. - Fixed certain areas where arrows and technomancy projectiles wouldn't work. - Visibility of lightning abilities casted by enemies in the Rain District has been increased. - Fixed Storm of Judgement using Hammer of Faith voice line. - Ragdolled players can no longer be pushed through the boss arena. - Fixed checkpoints sometimes not registering unlock of fast travel locations.
Minor Hotfix
Changes:
- Smothered out the character rotation and location upon entering a ladder.
Balancing:
- Increased the angle at which the player can block by an additional 20 degrees. - Reduced the stamina cost of blocking by 25%.
Fixes:
- Fixed navigation issue in Equipment panel. - Pressing Equip shortcut while hovering over an equipment slot with a mouse will now properly take you into the right category of the equipment. - Hovering over an equipment slot with a mouse will now properly select it.
Minor Hotfix
Changes:
- It is now faster to chain jump after a dash.
Fixes:
- Fixed being unable to select a quickslot on quickwheel. - Removed the delay between holster and attack.
Minor Hotfix
Fixes:
- Fixed Silicon Visage repeating the take off animation during one of the abilities.
Major Update October 7th
Hello!
We've passed the half a year mark and the game has been going through a lot of improvements in the meantime! I'll quickly recap everything that we have done.
Movement and Controller
We have increased the character rotation speed, fixed floaty movement, fixed a ton of jank in the movement animations as well as removed transitional animations between two movement states, which in turn gave us far more responsive movement. Increased character rotation speed also greatly improved the control over the character for controller users. Two new settings under General & UI now affect movement greatly and those are an option to disable strafing movement while there is no Lock-On target and for attacks to follow directional input instead of camera input. Another thing we greatly improved on was controller support. We added several new presets, as well as the option to bind multiple keys to single action if a modifier action is used. HUD has been reworked to be more controller friendly, and several options under General & UI have been added to modify the player's HUD.
Camera and Lock-On
We took the opportunity to add several QoL to the Camera as well, the most important one is that the camera will now rotate in the characters direction, making it easy to navigate the Omnistructure with only movement input and without camera input. This new option can be disabled in the settings under Gamepad by simply moving the Auto Camera Sensitivity slider to 0. This camera QoL however is only for the controller users. Previous Lock-On system was completely scrapped and the new system was written from the ground up. Soft Lock-On can now be enabled in the settings, and the speed at which camera corrects itself can now be adjusted via settings. We have also added a dynamic Lock-On system which can be disabled in the settings. The Dynamic system will automatically target the closest engaged enemy in range upon losing the current Lock-On target. The distance from the enemy at which Lock-On will stop working can also be adjusted in the settings!
Overhauled AI Behavior
Majority of the stronger enemies have received new attack patterns and abilities. Another thing we added was improvement to their behavior, instead of previously mindlessly chaining attacks they will now be taking minor breaks in between the attacks in order to give the player some breathing room. We are also aware most players were unhappy with the sudden difficulty spike once Vermillion Knights started appearing as they were late game enemies. They now scale the same way the bosses do. But don't be worried, they are still a menace the first time you encounter them! But they are no longer killing the player in a single blow and taking 20 hits to kill! There are also 8 new enemies added in the game spread across all areas! Illusions and Elementals also benefited greatly from these AI Behavior overhauls. They are now far more aggressive and bosses/stronger enemies will now focus on them instead of the player. It's also possible to somewhat command them now, as they will always prioritize the lock-on target. Another important overhaul was to all the bosses. I won't go into the details as that would be considered a spoiler but the most noticeable overhaul will be in the final boss encounter. Humanoid bosses are now parryable as their difficulty increased recently as we felt it was necessary to add this feature to them. We however did not nerf the enemies and bosses but instead gave them more tools to react to the player. As you can read below, the player received several improvements.
Combat Improvements
We went over all the feedback from our community and made some much needed changes in the combat section of the game. Most noticable is the new combo system which now rewards players with increased damage. Previously, failed combos punished players with slower animations which made combat feel a lot slower then it should be. This has been removed, in favor of rewarding the player for successful combo instead of punishing them for failed combo. Fluidity of combat has also been improved by allowing players to chain abilities, dashes, dodge rolls, blocks, parry and switching weapons before the current animation finishes. Another thing we overhauled was the encumbrance system. Players' total weight now affects the stagger chance which made Greatweapons, such as really heavy hammers, viable. The player does not get staggered as often in heavy armor. Stagger animations for Greatweapons have also been sped up. Most of the weapons received new movesets, which contain more forward momentum, allowing for easier closing of the distance. We made sure to make attack animations feel a lot more weighty by adding some rotation control to them. Weapon damage and perks have received major balancing after reading all the community feedback, making a lot more builds viable.
New Equipment, Consumables, Abilities and Map Changes
Four new armor sets and four new weapons have been added to the game, and these can mostly be found on the new enemies. With these new weapons also come new abilities. Along with these we added new consumables, such as regenerative fluids and improved diver's lungs. Most of the concoctions have also been greatly buffed. As the usefulness of consumables have been increased we also unlocked all 4 belt slots from the start of the playthrough. The belt slot limit however has been increased in the same manner as before. Most of the maps have also seen some visual touch ups, new shortcuts and more fodder enemies! While we were improving the maps we also closed a lot of out of bounds areas.
Patch Notes
Changes:
- New Setting under General & UI : Directional Swimming; Default: ON - Swim toward camera direction. - New Setting under General & UI : General Slot Position; Default: Consumables Left - To which side of the screen are Consumables displayed, abilities take the other position. - HUD now stays on for a minimum of 8 seconds if the Dynamic HUD is enabled. - Doubled the speed of HUD appearing/disappearing animations. - Taking any damage will now cause HUD to appear. - Scrolling in the settings panel now properly displays the next setting as well. - New Recipe: Improved Diver's Lung Concoction - 60 seconds extra total oxygen for 600 seconds. - Some minor map upgrades in Machinarium, Upper Blocks and Deluge. - Ring of Serpent and Ring of Brilliance loot locations have been moved due to map changes. - Further improved menu navigations with controller. - Giants will now interrupt their animation to drop to their knees once their legs have been damaged enough. - Two new enemies! - New and improved behavior logic for several stronger enemies. - All Vermillion Knights are now scaling the same way bosses do, to prevent them one shooting players early on. - Last visited zone in the "Continue" panel now displays the last visited Homunculus instead of the zone name. - Updated SFX for the subway transport. - New short dialogue with one of the sick NPCs in Blok6147. - New consumables: - Lesser Regenerative Fluids: Restores 30% of total health over 10 seconds. Non Craftable. - Regenerative Fluids: Restores 50% of total health over 10 seconds. Non Craftable. - Greater Regenerative Fluids: Restores 50% of total health over 6 seconds. Non Craftable. - Character now remembers last used weapon after respawn instead of defaulting to the primary weapon set. - Concoctions: Aberrant's Blood, Zealot's Tears, Berserker's Tenacity had their description updated to explain that they restore the amount added. - Several gates in the game received new visuals. - New additional zone added to Deluge. - New shortcut added in Blok6147. - Machinarium boss gate is now openable from the other side as well.
Balancing:
- Reduced maximum health of Ratagan enemies in the Monastery by 20%. - Reduced Archinquisitor Belisarius' maximum health by 20%. - Given more weight to attack animations of Aberrant Knight. - Aberrant Knights stomps now cause shockwaves, requiring players to jump over them. - Aberrant Knights' weapons now glow yellow to indicate these attacks. - Aberrant Knights weak points now have a steeper scaling curve. - All regular enemies had their stagger resistance tweaked. - Reduced the spam of Vermillion Knights abilities. - Greatly increased drop rate of gear improvement items from stronger enemies. - Greatly increased drop rate of Concoctions from stronger enemies. - Halved the duration of players stagger while having Greatweapons equipped. - Increased the speed at which a player can switch weapons after an attack. - Doubled the speed of Titan Slayer/Divine Greataxe perfect parry animation. - All weapon leech effects had their values tweaked to be similar to Vampirism perk. - These values as well as benefits from Vampirism perk can now be seen in the details panel. - Ring of Lifesteal now adds an additional 3 agility. - The Amulet of Fluxleech now adds an additional 3 intelligence. - It's no longer possible to block while crouching. - Archery and Technomancy remain unchanged. - All 4 belt slots are now unlocked from the start of the game. Belt carry limit is still based on game progression. - Concoction: Stamina Recovery renamed to Concoction: Vitality - New Stat: Doubles your stamina recovery rate and reduces delay before stamina regen by half a second. - Concoction: Mighty Regen now also has the effect of Concoction: Vitality. - Attribute Concoctions (Strength, Agility, Constitution, Intelligence) now add an additional 10% of said total attribute on top of regular +5 bonus. - Dash forward now has increased range.
Fixes:
- Fixed incorrect sway of certain weapons while holstered. - Fixed incorrect hald position during certain parry/block animations. - Oxygen bar no longer disappears while diving. - Fixed losing control of your character while certain swimming animations are being played. - Fixed being able to use abilities of the weapons that previously got unequipped. - It's no longer possible to soft lock giants if more than one of their weak spots are destroyed at same time. - Fixed incorrect movement of character if one of the movement inputs are being spammed instead of held. - Fixed odd arm movement during left dodge animation. - Fixed incorrect icon for Marrow weapon. - Fixed enemies being able to heal dead enemies. - Fixed Homunculus not playing stabilised animation on game load. - Fixed autosave not remembering last visited Homunculus after fast travel. - Fixed having control of your character before the game properly fades in. - Fixed sometimes missing FX of Restorative Fluids. - Character is no longer stuck in repeatable animation if the switch weapon keybind is being spammed. - Distanced camera during sprint no longer happens until character has reached full sprint speed. - Fixed an issue where sometimes an attack animation wouldn't be the first in the moveset. - Fixed an issue where dodge/roll would only be possible in cardinal directions during certain attacks. - Fixed an issue where the character would stop mid air for a few frames if previously rolled off the ledge. - Fixed an issue where quickslots wouldn't be properly set after respawn. - Removed "floaty" movement while weapons are holstered. - Fixed incorrect movement speed while weapons are holstered that was caused by playing above 60 FPS. - Fixed an issue where sprinting while holstered sometimes cost stamina. - Fixed an issue where it wasn't possible to attack until the weapon is un-holstered manually. - Fixed climbing animation issue if climb input was pressed while jumping on Giants. - Crouching will no longer interrupt aiming with ranged weapons.
Patch Notes 20th September
Changes:
- Aiming with staves now hides crosshair. - Crescent Axe, Archaic Axe, Soul Reaper, Valtiel and Evolved Scythe got a new moveset. - Weapon shadows now hide with Medium or lower shadow settings for performance reasons. - Perk and Ability descriptions now display buff/debuff icons in their text. - Mindbreaker was reworded to better explain the perk. - New Setting under General & UI : Directional Attacks; Default: No Strafe. - Whether you attack facing the camera or movement direction. - New Setting under General & UI : Override Directional Attacks; Default: On. - Whether the character will always attack facing a Lock-On target is irrelevant to the Directional Attacks setting.
Balancing:
- Illusions and Elemental rework. - Changed Elementals projectile visuals. - Elementals projectiles no longer trigger on players. - Elemental received new and improved pathfinding logic due to increase in aggressiveness of behavior. - Elemental will now move at maximum speed towards its target. - Elemental will no longer fire projectiles at dead enemies. - Elementals targets can now be switched mid combo by switching to a new lock-on target. - Elemental and Illusions now have far more aggressive behavior. - Elemental and Illusions can be sent to attack an enemy even if the player isn't in combat by locking onto desired enemy. - Illusions can now teleport to their target in melee if said target is far away. Making them more aggressive in combat. - Tripled the cost of Summon Elemental ability. - Duelist receives a new buff, reducing stamina cost by 100% of one block. Buff reapplies itself after 10 seconds. - Duelist receives a new upgrade. Above added buff now blocks heavy (yellow glow) attacks. - All upgrades of Mindbreaker now increase the duration to 2 seconds. - Faithful now gives more stacks per harder enemies. - Industrial Mace received Bash passive ability instead of Pestilence passive ability.
Fixes:
- Konrad no longer can damage himself with his own leap attack if the player dies during its animation. - Fixed sometimes incorrect direction during dashes. - Illusions and Elementals are now de-summoned on players death. - Improved navigation in the menus with the controller. - Mindbreaker now properly displays damage it repeated. - Daze, Timewarp, Vindicator and Power Armor buff icons are now properly displayed. - Fixed some enemies not playing their death animation after respawn. - Fixed game going into slow motion after one of the Illusions gets dismembered by a larger enemy.