Major Patch 1.1.37 - Armor Stats, Modifiers, Reworked Traits and more!
Hey! Yarden GRIME director here,
This is a MASSIVE patch adding some highly requested features such as stats and modifiers on Outfits, adding further customization of your playstyle.
You can now also reliably heal during the later boss fights using either the reworked "Piercer" trait or the reworked "Lurker" trait.
In addition, this patch brings with it some highly requested quality of life changes such as; being able to use Mass and Crimson Ichors consumables from Inventory! (whoooo) As well as better sorting for the inventory (Sets will now be placed next to each other rather than in order of pick up).
Gameplay:
- Outfits now grant attribute modifiers and, upon equipping a complete set, grant additional unique modifiers, usually to an existing trait. * 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.
- 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. 1. Visual only slot 2. Main slot 3. Modified Attributes
- Reworked traits: * 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.
* 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.
- Added automatic inventory sorting. - Can now use Certain consumables (Mass and Crimson Ichor) from the inventory screen. - Added a Mass display text in the inventory. - Slightly accelerated the camera when looking up or down. - Slightly buffed player Force regen.
Major Bugs: - Fixed an issue that might be causing infinite loading screens. - Fixed an issue letting sometimes the player run into/through walls. - Added a safety net below The Final Performance elevator in case the ground forgets its job.
Minor Bugs: - Rebinding the Inventory hotkey now works properly. - Post Process settings now properly affect the Absorb effects as well. - The Gardeneye now plays a sound when casting the beam. - Smoothed the transition from attacking to running animations. - Fixed a bug that was causing the player to get stuck when reflecting projectiles. - Fixed a specific spot in Cavity that sometimes caused the player to get stuck. - Fixed a Lithic crumbling platform artifact. - Extended some colliders in Lair to properly cover some walls. - Corrected a few ladder and trap colliders in Carven Palace. - Moved a lever in Carven Palace up as it was too far down into the floor. - Fixed an issue causing the player character to get stuck on a ladder in Feaster's Lair. - Corrected a missing collider near Worldpillar. - Added a missing ambient track to Garden. - Added missing sounds to rockheads near Feaster's Lair. - Rockgiant will now properly flash red when falling after being absorbed, as the fall is unparriable. - Centipede Whip special attack won't hit as high upwards as before. - Fixed an issue with the Kin's text location and localization. - Fixed a small bug causing price text in vendors to appear in the wrong color. - Dying while climbing will no longer drop the player through the world. - Camera look height will now properly reset on opening a menu mid-action. - Nervepasses can be interacted again straight after leaving them. - Fixed an issue causing enemies movement to sometimes bug on passthrough ground. - Fixed an issue bugging movement on ladders when using a controller. - Added a failsafe to achievements related to absorbing enemies. - Spear special air attacks will no longer bounce the player when used on walls. - Improved movement caused by weapon attack on sloped grounds. - Added an option to rebind the Scroll Up/Down functions when interacting with an NPC dialog. - Upgrade and Trade windows controller legend is now properly localized.
Plans for the future: - This is our final major patch before beginning work on a more substantial story content for you to look out for, so please be patient! - As for NG - we decided to make it something more fleshed out and interesting than just a straightforward linear artificial ramping up of the game's difficulty (increasing enemy damage/HP per NG). As a result, we are pushing it further back. I'll keep you informed when there is more to share! - Notable technical issues we have not forgotten about hope to address in the next major/MASSIVE patch: * Allow rebinding of all mouse keys (including gaming mice). For now, though, you may be able to rebind using a program called - X-Mouse. * Stuttering/FPS issues some players have been experiencing. There is a thread on the topic in the forums that may offer some potential solutions, but for the rest, we will try a more significant change that should hopefully fix the issue.
As always, a huge thanks to our Discord members (https://discord.gg/GRIME) for their help in testing the patches before they go live! The Credits have been updated with new community contributors.
Yarden Weissbrot, GRIME Director
Hotfix 1.1.26
- Fixes an issue that could potentially cause some players to be unable to load their save. * 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!
Thank you to user Dr. Leh for reporting the issue and providing us with a save, helping us resolving it!
Patch Notes 1.1.25
Hey! Yarden GRIME director here,
This patch brings the demo up to date, making it so saves from demo version 1.1.2 will automatically transfer into the full game!
Outside of that, this is more of a straightforward bug fixing & polish patch, including a potential fix for players who experienced issues with the controller key-binding, with some minor gameplay tweaks and additions, such as a respawning Spinesnake for those who missed the chance to get the trait.
Gameplay:
- Added a respawning Spinesnake to Feaster's Lair.
- Some additional tweaks to the Carven Palace encounters and mandatory early platforming.
- Palace 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)
- Performer's slam attack has reduced AOE to better match the actual attack's visual.
Quality of Life:
- Enabled transferring Demo characters created in version 1.1.2 or later to the full version of the game.
- New Help Menu lets the player re-watch tutorial messages
- Prey tab will no longer show empty boxes.
Major Bugs:
- Potential fix for players who had problems with control key-rebinding. - 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. - Fixed another issue causing Pale Sky portals to not work properly. - A change to the Carven Palace elevators movement to make them snappier. - Fixed an issue causing crumbling platforms to never respawn. - Entering the Crab arena from the left side will now start the battle properly. - The player shouldn't reform on moving elevators anymore.
Minor Bugs:
- Fixed a bug blocking the descend of the Bloodmetal Scythe special air attack. - Some Nervepass puppets should no longer block the player's movement. - Absorbing Shidra unlocks the PoC Surrogate Warping. A fail-safe measure in case something happens in between defeating shidra and finishing the game, or if the player needs to destroy Vessel. - Jaw Axe will not pull the player forward if there is a wall in front of him. - Fixed an issue causing a certain Fly Spitter in Lair to stop working properly. - Characters should now slip less through from ledges when retreating (Especially the Fledgling Yr). - Weakness ending should now properly reset the player Hit Points. - Added a missing VFX to a breakable wall in Beyond the Barrier.
Next Patche/s:
- We've started work on the armor stats. The plan is this: 1. You will have 2 slots for each armor piece. 1 Will represent the visual element and the 2nd slot will be for the stat element. 2. If nothing is equipped in the 2nd (stats) slot, you will get the stats of the armor equipped in the 1st (visual) slot by default. 3. Completing an entire set will trigger its bonus stat, which will typically modify a single trait. 4. Outside of the completion bonus, armor stats will only modify the base 5 attributes. 5. At the moment, only Otherwhere is planned to have a different type of gameplay effect from the other armors, and this is planned to be explored more once NG+ comes out, as new armors are currently intended as rewards for NG+ run completions.
Lastly, there seems to be only one more major, relatively uncommon technical issue we are aware of after this patch and are aiming to fix: stuttering on some high-end machines during area streaming. If you are experiencing this, please join the discussion on Steam here and follow the instructions in the thread so we can solve this issue together. https://steamcommunity.com/app/1123050/discussions/0/3047234112553725618/
Unless no urgent technical issue pops up, we will be spacing out the next patches to no longer be weekly, so we can have the time to work on new content instead.
Yarden Weissbrot, GRIME Director
Hotfix 1.1.131
Fixed an issue causing the Amalgam boss to not behave properly.
Hotfix 1.1.13
- Fixes clipping through the performance elevator. - Fixes Drained shell hands missing from their location. - Fixes invisible pickups. - Fixes Endless spawn of pickups in the City. - Misbegotten platform bug. - Prey tab will no longer show empty boxes so people won't mistakenly think there is like double the bosses/minibosses!
Hotfix 1.1.121 - fixing issue in late game area blocking progression
Hotfix 1.1.121 - fixing issue in late game area blocking progression
Major Patch 1.1.12
Hey! Yarden GRIME director here,
Patch 1.1.12 is out!
I've made this video to recap all of our updates since launch - https://www.youtube.com/watch?v=AjO39NkEs3Y
This patch adds the Respec option, unstoppable (hyper armor) attacks for very slow weapons, and on the technical side of things- you should no longer encounter "Sticky walls" and after falling or getting hit by traps you will reappear much closer to the last safe spot.
Overall, players should have a much smoother technical experience.
Gameplay:
- 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. To balance out this additional use for Pearls, using them to refund a trait will now refund all tiers of that trait.
- Very Slow weapons now have Hyper Armor in the last 30% of their swing before impact.
- Slow to heavy Slow weapons have varying amounts of Hyper armor in in their specials.
- Very MINOR nerfs and buffs (-/+3~ here and there) to weapons across the board. Mostly to force costs of slower weapons.
* 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. 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.
- Final boss Platforming sequence has been made much harder to fail, with passthroughs guarding your fall scattered throughout * 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.
- Walking is now a toggle. Press once to start walking, press again to stop. Resets on stopping.
- Trails for Lithic Beacon extended to draw attention from the boss shortcut.
- Artisan of Flesh HP buff.
- Fixed Garden Yr Prey entry text.
- Palace elevator now moves at x3 speeds.
- Final performance dancer deals a little less damage.
- 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. * Making bursting early more viable, especially on regular prey, while slightly weakening the 30 stacks power on later bosses.
Major Bugs:
- Players should re-appear on the closest safe spot after falling down or getting hit by certain traps.
- "Sticky walls" fixed. Players should no longer get stuck at the edge of walls, having to dash out of them.
- Fixed an issue causing infinite loading screen.
- Fixed an issue with the ladder that caused the player to slider below the ground.
- Fixed several game-breaking issues caused by dying while using a ladder.
Minor bugs:
- Fixed some issues causing fps spikes on common occasions. - Fixed an issue blocking Wretch Trait's Ardor-based damage bonus from applying. -The Reset button under the Settings Panel will now reset the screen resolution as well. - Fixed a bug letting the player to dash out of the Surrogate after Warping. - Upgrading a single-shown weapon on any page after the first one wont get the window stuck. - Fixed an issue causing the player to float mid-air after self-pulling while standing on an elevator. - Fixed a rare issue causing the elevator in the Carven Palace to be prematurely active. - Fixed an issue breaking the Shidra boss fight when destroying his puppets too soon. - The Final Performance will now stay within the arena more consistently. - Added an additional achievements unlock checks on game load in case of previous failure. - Changed the boundaries of the Jawcrab arena. - Attuning Lantern now properly affects the Skewer Trait damage. - Fixed an issue causing moving platforms to act clunky when stood upon. - Pullable markers will now disappear faster on pulling a pullable platform. - Basher enemy will now properly reset after being Absorbed. - The Frantic Trait now properly updates after being refunded. - Fixed a rare bug causing Yon to reappear in the Weeping Cavity when they shouldn't. - Collider fixes in Feaster's Lair, Pale Sky. - The shortcut near the 2nd surrogate of the Unformed Desert will now unlock when you reach Shidra if you didn't talk to Heod. - Removed an invisible rail track in the Carven Palace. - Fixed odd-looking chisels held by servants in Servant's Path. - Fixed odd-looking positioning when standing next to Goldhead in Yr Den. - Moved some background assets back so that the player character will not overlap with them. - Added missing localization terms. - Added missing weapon swing sounds to the Desert Watcher and Disciple.
The current plan is by the time we get to patch 1.2 to have:
- NG+ where you keep everything (items, weapons, stats, traits etc...) but lose all boss abilities with the exception of Warp.
- Armor stats that can be combined with whatever visual you like most. Providing some additional gameplay customizability.
- Eliminate all significant common technical issues.
And finally, to show our appreciation, this patch also adds to the game's credits the names of notable community beta patch testers and persistent bug reporters.
Yarden Weissbrot, GRIME Director
Hotfix 1.0.6.92 - Fixes endless loading issue
Hotfix 1.0.6.92 - Fixes endless loading issues in [Spoiler]Cenotaph City
Hotfix 1.0.6.9 patch notes:
Hotfix 1.0.6.9 patch notes:
- Generous achievement * 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.
- Fix endless loading issues in Cenotaph City.
- Fixed localization for new Cenotaph City Nervepass NPC
As always, let us know if there are any more issues and we will make sure to solve them as fast as we can.
P.S - This weekends's patch (1.0.7) aims to include respec option.
Patch notes 1.0.6.7
Hey! Yarden GRIME director here,
This patch adds another Fast-travel point to a distant, late-game area. And changes an existing Fast-travel point to be far more accessible. In addition, this patch removes the last of the missed missables from the game, including the "Generous" achievement, and some Hunt Points. Finally, this patch should address some of the... strange ladders platforms interactions some of you may have experienced.
Gameplay:
- Added an additional NPC and Nervepass to Cenotaph City. - Improved accessibility to the Feaster's Lair Nervepass. - Generous achievement changed to no longer be missable. * [Spoiler]Instead of having to fully interact with all of the City's Coda, you now only need to destroy or take all of their gifts, which stay even after you have wiped them all out. - Added a pull indicator to the moving thread platform in Carven Palace. - Added Heals in the form of Pullable/destroyable Heads in Carven Palace. - Burst Lantern stacks can be triggered from air special. For style points. - Goldgrowth set can now be bought earlier in the game. - Puppet merchant will now sell Consumables after Heod refuses to, before the final boss fight.
Major Bugs:
- Fixed an issue of ladders and passthroughs sometimes bugging out. - Fixed bug with Misbegotten Amalgam dropping both platforms instead of just one. - 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. - Fixed a bug with the Assimilation achievement. * You can trigger the achievement by kill absorbing any prey. * Anyone who has acquired all Traits should now unlock this achievement upon loading the save. - Merchants no longer refresh the entire stock on closing and opening trade.
Minor Fixes:
- Added a shortcut to a Hunt carrier enemy in the Carven Palace after completing a platforming challenge. - Minor buff to ancient limb trait base damage - Made some platforming sequences in the pale sky not require as much pinpoint precision. - Fixed an issue making destroying certain walls with the Fossil Fist very difficult. - Fixed an issue blocking the player out of using the Gloomnest Nervepass. - Desert Watcher mini-boss mistakenly had a Hunt Point. - Collider fixes across all areas. - Coda gifts will no longer block you after they're destroyed. - City Nervepass should now be accessible if you defeated the final performance in a previous patch. - Fixed a bug where a strand platform in the tilted palace would despawn if you went far enough away from it. - Corrected a mistake in the bestiary, the Garden Yr does not grant increased breath capacity. - Created a new Ardor tutorial clip for the first Ardor tutorial window. - Made it easier to uncover some map spots in Nerveroot. - Fledgling Yrs will no longer backstep off of platforms. - The performer's leap into the arena is now properly flashing red, as it is unparriable. - Fixed an issue where dying and killing misbegotten amalgam at the same time would not let the player consume the boss upon returning to its arena. - Fixed some objects and lights snapping in or out of the background. - You should now be able to attain 100% map completion.
Plans for future patch/es:
- Next goal is the implementation of a limited respec. - A stuttering on loading areas that some players have experienced despite having powerful hardware. - Armor stats are "potentially" coming. Going to begin working on it and see how it goes the week following the respec patch. Don't worry fashion players, the system will let you combine whichever stat with each ever visual you want. - NG+ is and has always been a plan, actually, the final boss ability was made specifically with NG+ in mind. But we'll be able to focus more on that once we feel comfortable that we can space out our patches a bit more.
Special thanks, as always, to our Discord beta patch testers: Matsan, TayFey, Demajen, Idle309, Cryfor, Qerrassa, Stormquake.