[p]HorrorVale has received a minor patch. Surprisingly little bugs this time![/p][p][/p]
Bugs
[p]-Fixed(?) an issue where Pink Fiend could appear stuck in the walls in the Forgotten Mansion[/p][p]-Fixed a collision issue in Act 4[/p][p]-Fixed various minor typos[/p][p]-Fixed an issue where Beatrice and Webs could be invisible during an Act 4 fight[/p][p][/p]
Balancing
[p]-Nerfed Party Member 30's basic attack[/p][p]-Buffed Party Member 30's Ultimate[/p][p][/p]
Misc
[p]-Slightly increased the speed of the animation for Sadie's ship descending[/p][p]-Added a new NPC to Town Square that'll let you know about the Bus Stops after Act 1[/p][p]-Made the Minecarts in Gumdrop Gulch Mine faster[/p][p]-Updated an Act 4 Character Card[/p][p]-Using an Orange Coffin will now return to you to the selection menu, allowing you to save and recover without risk of being attacked by enemies[/p][p]-Added a new option to turn on Content Warnings for potentially sensitive content [/p][p]-Added a new scene to the Deep Woods if you head towards the Forgotten Mansion before interacting with the Strongmen blocking the path for better context of the goal[/p][p]-Added a new scene to the Mushroom area of the Greenhouse in Act 4 to make it clearer where you're meant to go [/p][p]-Added a new scene with Layla in the game's final area that was meant to be included at launch oops[/p][p]-Made the Wolfman Warlord immune to all Elements in the first phase to try and make it clearer what you're meant to do [/p][p]-Added text after completing the game indicating that the Dream Colosseum unlocks [/p][p][/p][p]Please continue reporting bugs here in the Steam community or over on our Official HorrorVale Discord.[/p]
HorrorVale Version 1.1.2 Patch Notes
HorrorVale has received a minor patch to take care of some bugs still present in the 1.1 update.
Bugs
-Fixed an issue with the wording of Drain-based abilities in the battle log -Fixed an issue where an enemy in the Dream Colosseum could incorrectly use a Party Member ability -Fixed an issue where the Quest "With Friends Like These" could incorrectly be activated early if you do Wraps and Jekyll's Quests late -Fixed an issue where Barnaby could be walked through while Onion hunting -Fixed an issue where Barnaby died while stockpiling food would cause issues upon revival -Fixed an issue where the wrong version of Immortal was applied to Bolt when using "Steel Resolve" -Fixed an issue where certain Abilities couldn't be used if the Party Member has their weapon unequipped -Fixed(?) an issue where entering a room during a blackout in DracCorp could cause the blackout to remain -Fixed a graphical error with "Void Blast" -Fixed an issue where the State Tooltips wouldn't function properly with multiple enemies -Fixed some performance issues caused by State Tooltips -Fixed(????) an issue where Barnaby's Harvest move could sometimes rarely crash the game -Fixed an issue where reviving Barnaby outside of battle wouldn't properly reset his sprite -Fixed an issue where the Frog King Medallion didn't resist Whirlwind -Fixed some minor typos -Fixed an issue where Elemental Rings didn't work on certain characters -Updated the description for Bubbles' "Clear!" move -Fixed an issue where killing one of the Act 3 Boss's allies at the exact same time it's about to perform a certain action would crash the game -Fixed an issue where the last scene of the Act 4 Boss could be skipped if damaged fast enough -Fixed an issue where a cutscene during the Final Boss could act wacky if the Boss was Immobilized
Misc Changes
-Raven's "Influenza" will now act as full DP recovery -Added a new thing to a scene during the game's Ending
HorrorVale has received another patch, albeit an extremely minor one, to fix some issues with the major 1.1 update.
Bugs
-Fixed an issue where Velma was bugged and the player might be stuck unable to buy the new Monsterpedia from her -Fixed an issue where some enemies were mis-Typed in the Monsterpedia -Fixed an issue where certain Moments involving Jekyll could break his transformation cycle (If this occured for you in your save, just visit any Red Coffin to reset him) -Fixed an issue where the Moments Tutorial wouldn't appear in Alice's Diary -Fixed some issues with certain Moments giving incorrect required characters -Fixed a minor issue with Scotty's Cheap Shot not working for one of the Bosses -Fixed an issue where a Slime Salesman would remain after the Quest is complete and mess with Quest completion if interacted with on older saves (Just go to the screen he's found at to fix this for your save) -Fixed a similar issue with a Sharp Dog in the Woods of Mystery during "Where We Belong" -Fixed some minor issues with the new map screen
Misc Changes
-Added 7 new Moments, totaling to 20 Moments overall!
As stated in the 1.1 Announcement, 1.1 is the last major HorrorVale patch. As far as we're concerned, the game is now "Feature Complete". There may be future patches for bug fixes or possibly Quality of Life changes, but the curtains for HorrorVale have now closed.
However...
Development on HorrorVale: Act M has begun!
Act M is a small Spin Off title featuring THE Mothman, as you experience his side of the story and learn new aspects of HorrorVale and Mothman himself that you never knew before. Recruit Cryptids to your Crew as you fight against the Creepy menace and Mothman battles his personal demons. Stay tuned for Updates on this!
HorrorVale Version 1.1 is LIVE!
The largest (and potentially last) HorrorVale patch is here!
We've got a ton of bug fixes, quality of life, and brand new features to explore! So, what are the biggest changes here?
Dream Colosseum
In this brand new feature, Alice can take a rest in her bed to visit the Dream Colosseum, a mysterious place in her dreams that allow her to fight Bosses she's fought previously! These fights are much tougher than their original encounters, and you might find some new surprises in them as well. To unlock the Dream Colosseum, you first have to complete the main story. You also need to find and defeat every Secret Boss if you want to be able to complete the Colosseum. You can re-fight these bosses as many times as you want, and can even try to beat your turn hi-score!
Moments & New Dialogue
Tired of your optional party members acting rather mute during critical moments? We've added tons of brand new dialogue for every single party member for Main Story cutscenes, so now you'll find your friends are a bit more chatty about what's going on! We've also introduced a brand new "Moments" feature. If you see a special little symbol in the world, you can bring specific party members there for unique scenes that don't particularly have anything to do with the main story or a sidequest. In addition to some interesting character interactions, you get a little XP for your troubles too! Head on over to the Deep Woods to find the Tutorial for this new feature.
Guests at Layla's!
Now at Layla's lane, you can rarely find some unique guests that aren't a part of your party and have a chat with them! You might even learn some new things about them. I wonder how many you'll meet on your adventure?
State Tooltips
Tired of trying to guess what a State does? Guess no more! With the new State Tooltip feature, you can view active states on your party members and on enemies and view what effects they actually have. If you'd prefer not to see this, you can also disable the function entirely in the Options.
Monsterpedia
Ever wanted to look back at all the enemies you've fought? Well, now you can! In the brand new Monsterpedia, you can view the stats and Scan descriptions of every enemy in the game. Unlike most "Bestiaries" in RPGs, these entries are location/event based. IE, completing the HorrorVale Town will fill the Monsterpedia with all the enemies you can find there, regardless of whether you actually met them or not. This is so people who've beaten the game can already have theirs retroactively filled. Head on over to a certain monster part loving Goblin in the swamp to buy one for yourself...
That's not even close to all the changes made...
Just take a look at the full Changelog below:
HorrorVale Version 1.1 Patch Notes
Bugs
-Fixed an issue where Kenneth could reflect recovery abilities and Kris could steal them -Fixed an issue where doing a step in "Scream Spirit" would incorrectly update "Slimy Business" -Fixed an issue where Essence of Fury could be bought and re-sold immediately for absurd profit -Fixed(?) an issue where multiple of a certain Mask could be obtained -Fixed an issue where Bolt could become invisible in Ludwig's Basement -Fixed an issue where Sun Wukong remained invisible after the cutscene with Kemuri despite still being able to be interacted with -Fixed an issue where Death's Brew wouldn't revive party members -Fixed an issue where "Power Pose" Buffed twice in one turn -Fixed an issue where several Party Member's basic attack didn't scale properly with level -Fixed an issue where Fluche's move "Shuffle" wouldn't have any effect -Fixed an issue where a Sharp Dog could trap you in a cave forever -Fixed an issue where the Corroded Tape is unobtainable under certain conditions -Fixed an issue where leaving HV Castle did not properly reset an enemy inside (if you already have this bug, you'll need to enter and then exit the Castle to fix it) -Fixed an issue where using Wendy's Bunyan Timber to kill Master Calhoun would crash the game -Fixed an issue where the third tier of Rotten were appearing earlier than intended -Fixed an issue where Kris could protect allies even without using the proper skill (and also do so while dead) -Fixed an issue where reviving Party Members would reset Kris to normal -Fixed an issue where running from Netherlings could cause "Sugary Swing" to carry to non-Netherling battles -Fixed an issue where Calming Melody could be uselessly used outside of battle -Fixed an issue where using certain moves against Small Daughter could crash the game -Fixed an issue where the map during "Catnapped 2" could persist during a cutscene -Fixed an issue where Alice's clever disguise in Act 4 could be removed if a fallen character is revived -Fixed an issue where Raven and Mizure's Ultimates would fail to activate if no Party Members were dead -Fixed an issue where a question is repeated in the game show if Mothman answers it -Fixed an issue where certain Red Name enemies such as Repulsar could be defeated by unintended methods -Fixed an issue where the Chaos state could be removed upon Death and revival -Fixed an issue where character voices were ignored by the volume slider in options -Fixed an issue where a second page of unused characters could be pulled up in Marty's name entry -Fixed a performance issue where absurd lag would occur in the brewing menu based off of an extensive brewing history -Fixed an issue where Jekyll would transform at times he shouldn't -Fixed an issue where graphical errors could occur if Alice travels the bog blood while Bolt is dead -Fixed a performance issue where lag could occur in item selection during battle -Fxied an issue where character sprites would sometimes be stuck above their grave in battle when they shouldn't be -Fixed an issue where changes to shops wouldn't carry over to older saves
Balancing
-The Unstable Staff will now significantly reduce Defense and Fear Defense -The Drunk State will now result in missing attacks more often, and the damage modifier has been reduced from 50% to 25% -Webs can now only drink in battle -The Eclipse State has had its damager modifier reduced from 50% to 25% -Stat boosting foods are now only usable in battle -Nerfed SP gained via Henry's basic attack -Increased the cost of Soul Slash -Decreased the amount of DP recovered via Soul Slash -Buffed "Meteor Storm" -"Meteor Storm" will now guaranteed burn all enemies -Eucalyptus Balm will now restore FP and SP -Third Eye now affects the entire party -Calming Yoga will now restore Rosette's FP by guaranteed 50% and remove any negative States from her -Millie's "Friendly Nibble" will now also recover DP fully for a single ally -Millie's "Corrosive Spit" has been buffed -Millie's "Constrict" has been buffed and chance of Immobilization increased -Jackie's Defense and Fear Defense have been nerfed -Enemies are now slightly more likely to target Jackie -Enemies are now less likely to target Beatrice -Flynt's Max DP has been buffed -Enemies are now less likely to target Flynt -"Burning Comet" has been buffed -"Inpsiring Sunlight" will now also remove negative Body States -The turns needed for Flynt's auto revival has been decreased from 3 to 2 -Nerfed the amount Depression affects Defense -Hunter's Mark will now also increase the enemy's Target Rate for better chemistry with Random based abilities -Nerfed the New Moon fight slightly -Depression now has a chance of being removed when damaged -Reworded some dialogue in "A Life Once Lived" -Reduced the amount of DP the Final Secret Boss has a bit -Completely reworked how Elements work for Act 4 Enemies (instead of a specific weakness for every enemy, 5 "special" Elements have been assigned to all of them. This means that "similar" looking enemies will have the same weakness so there is slightly less guesswork involved. All are still listed as "Unknown". Internally, we call these "Humanoid", "Armored", "Machine", "Beast", and "Plant".)
Misc Changes
-Added the "Dream Colosseum", a brand new area which allows you to re-fight old bosses, all scaled to end game levels and with new surprises and battle mechanics in store. In order to access, you must complete all Sidequests and beat the main story. Then, revisit Alice's bed in Skeleton Manor. (Note, in order to access all fights you must also do the Secret Bosses.) -Added a brand new Bestiary in the form of the Monsterpedia, an item you can buy from a certain body part loving Goblin in the swamp -Added a new function in battles that allows you to view the effects of States applied to enemies and allies (This can be disabled in Options) -The cursor on the Map is now free moving instead of static -Added some visual flavor to the Map -You can now view Abilities for non-Active Party Members outisde of battle (Although you cannot use them) -A select number of NPCs will now sometimes rarely spawn in Lalya's Lane that you can talk to -Made it more obvious that the door to Layla's Lane is something you can interact with -Made it more obvious when an Ability or Attack is Effective or Resisted -You can now brew multiple potions at once via Quick Brew -Added a page counter in the Sidequest section of the diary -Adjusted the line spacing in the diary so the text fits on the lines -After your first conversation with Marty, he will move the boxes in front of the door so you can easily get back without going through the vents again -After you read his file the first time, you now have the option to immediately teleport back to him -Added wall markers directing you to the stairs in the HVPD since they can be hard to notice when the lights are off -Added "Cheap Shot" variations for all the bosses in the game -Added dialogue for every optional Party Member throughout the entire main story -Added a new "Moments" feature, where you can view optional scenes with Party Members that have little to do with the main story or a sidequest. Visit the Deep Woods to find the Tutorial for this feature -The HorrorVale Heights Bell will now lead directly to Hodgepdoge Hideaway -A new Bus Stop location has been added to where the HH Bell used to lead to -Made Farming (literal farming at Barnaby's) a more viable money maker -Gave Poe a proper portrait outside of the intro -The Netherduck Shooting Gallery will now reward more Poekens than before -The Mirror Netherduck Shooting Gallery now only requires 15 Points to win -Jewel Netherlings will no longer spawn in town until Act 1 is complete -Added a rematch with Rice Curry in the Beguiling Bog -The Creepies will return to the cabin now after "See No Evil" -Reduced the amount of rooms Sleepwalker can appear in -Head on a Leg has joined a cult -Moved the location of a Sharp Dog in "Where We Belong" to be less likely missed -Moved the location of A Friend in "Where We Belong" to be less likely missed -Added a secretary to the HVPD after clearing it -Made the Warlords in HorrorVale Castle Red Name enemies (until you weaken them) -The Victory screen will now only show the "New Abilities" line if a character learns one -Added Full Screen and Window Size options to the Options menu instead of those soley being locked behind function keys -Added a new main story cutscene on the way to the Gloomy Basin in Act 3 -Added enemies to the Gloomy Basin -Using Plum's "Gumball Gun" and Fig's "Transmog Tongue" will now physically transform an Enemy instead of just being implied (These moves do NOT work on enemies that have multiple phases, red name enemies, or bosses. The Gumball and Yara-Ma-Yha-Who states also do not stack and are immune to each other.) -Added a sprite for the Announcer in "Fire And Lightning" and "Underworld's Strongest" -Added a new NPC to the Greenhouse in Act 4 -Made an Unwinnable Fight in Act 4 feel more unwinnable -Revised the ending of "The Dark Side" to add an entirely new step and scene. If you've already completed this Quest, you can still view this scene by visiting the Moonlight Altar with the three Party Members required for that Quest -Party Member 31's Ultimate has had some significant alterations to its effect (try it yourself!) -Added a new animation to one the Act 4 Boss's attacks -Made some alterations to the way the Act 4 Boss ends
Outside of bug fixes, this is likely going to be the last major patch for the game. After this, we're moving onto "Act M", a brand new side story involving the infamous Mothman as you experience the story of HorrorVale from his perspective. If you've been waiting to recommend HorrorVale to a friend until this patch happened, well now's your chance!
HorrorVale Halloween Sale! 35% OFF!
To celebrate Halloween, HorrorVale is 35% OFF until November 4th! Happy Halloween!
HorrorVale Version 1.0.4 Patch Notes
Hello!
The game has received another patch, so please take a look at all the changes. Bit of a short one, but expect a big cool patch this Halloween!
Bugs
-Fixed an issue where NPCs would wander into cutscenes during "For Great Justice" and look awkward -Fixed an issue where Party Members would be temporarily invisible after defeating the Final Secret Boss -Fixed an issue where you could get stuck on the stairs on the Third Floor of Dracula Manor -Fixed an issue where Jackie's Ultimate would reset your BGM back to max no matter what your setting was -Fixed an issue where opening the Puppet Checklist in the Woods of Mystery can crash the game -Fixed an issue where Alice's Ultimate didn't work the described way -Fixed an issue where the achievement for recruiting Raven didn't trigger if you find the item she requires beforehand. If you've already done the Quest, return to her house with her in your Party to get the achievement -Fixed(?) the memory leak issue, so end game crashes should no longer happen. Please let us know if you still experience it because it's difficult to test on our end
Misc Changes
-Movement speed in the HVPD ventilation system has been increased -The Shovel will now do an attack on the first turn like most Chaser enemies -Expanded the range in which The Shovel can notice you and start pursuing you -Added a slightly dark overlay (similar to later locations) to the vents to up the SPOOK factor -Made the location of a Death's Door slightly more obvious -Added a new teleport in "The Underside" that lets you skip the maze after defeating the Miniboss there -After finding the Bunker in "Tale of Two Birds", you'll now be automatically warped back to Scary Town instead of having to make the trip again -Added a new consumable item called "Magic Eyeball" to various Jiang stores everywhere. This will allow you to scan enemies without a Party Member with a scan skill (some of these can also be found in Act 0) -Added an optional way of solving the Frog Note puzzle for people who are hard of hearing (Just tell the nearby Scarecrow you can't hear well) -Added a new hint to the Blood Chalice puzzle -Mask Guy will now give you some direction of where to go next after finding all the Pages in "See No Evil" -Alice will now make note of the Symbols in the Ruined Lab so you pay attention to them earlier -Added a new hint to the final Light Pillar puzzle in The Engine Sector -Added a new hint to Dollop's final request
Bugs To Be Fixed (In Progress)
-Changing the SFX Slider completely ignores character voices -Cheap Shot does not work on enemies in Act 4 at all
Features To Be Added (In Progress)
-Unique Cheap Shots for Bosses and special enemies from Scotty -Additional Optional Party Member Dialogue during main story events -Optional Dialogue for specific Party Members during fights in the Optional Dungeon -Transformation aspect for Transmog Tongue and Gumball Gun -Some way to keep track of what States do -Enemy Bestiary -Dream Colosseum allowing you to re-fight bosses with endgame stats
HorrorVale Version 1.0.3 Patch Notes + Developer Blog
1.0.3 Patch Notes
Hello!
The game has received another patch, so please take a look at all the changes. We will be continuing to work on things throughout the month!
Bugs
-Fixed an issue where you could collect a second Shrinkshroom in Ludwig's Lab -Fixed an issue where viewing the secret ending would mute voice SFX temporarily -Fixed an issue where the incorrect requirements were listed for the Quest "To Be Stronger" -Fixed an issue where the Slimy Salesman will appear endlessly in Act 3 (You may need to buy another Thing from him to make him go away permanently in existing saves) -Made the game credits less taxing on the game's memory -Fixed a horrible typo in Dracula Manor -Fixed an issue where character portraits were misasligned in an Act 3 segment -Fixed an issue where the Quest "Friends Like These" could be started before it's supposed to be unlocked and mess with the Diary
Balancing
-Spirit and Willpower rings have had their effectiveness lowered -Nerfed Phantasmic Wind Slash -Nerfed Million Candy -Lowered the effectiveness of "Calming Cavort" from 40% of DP to 30%
Misc Changes
-Lowered the amount of turns required to progress in the scripted fight at the end of "Slimy Business" -Jackie and Mask Guy will now translate Pumplin dialogue for you -Added more dialogue for Mr. Y via the Walkie Talkie, including one in act 4 -Painkiller will now sell Bean & Leaf drinks in Layla's Lane
Bugs To Be Fixed (In Progress)
-Changing the SFX Slider completely ignores character voices -Using Jackie's ultimate will knock the BGM volume back to 100 regardless of where you set it -Extended play periods can cause the game to crash during the ending sequence due to a memory leak. Until this is fixed, simply taking breaks and closing the game and re-opening it will refresh the cache and avoid the issue
Features To Be Added (In Progress)
-Additional Optional Party Member Dialogue during main story events -Optional Dialogue for specific Party Members during fights in the Optional Dungeon -Transformation aspect for Transmog Tongue and Gumball Gun
Features That May Be Added Later
-Some way to keep track of what States do -Enemy Bestiary -Dream Colosseum allowing you to refight bosses with endgame stats
Developer Blog
Now, we also wanted to take this opportunity to talk a little bit about The Future as well, since people are starting to make progress through the game with many actually beating it as well. So let's go over some of the things we have lined up next, many of which are happening thanks to us reaching various Wishlist goals prior to launch!
Webs Prequel Comic (Act W)
Originally, we wanted to get this comic together and out BEFORE the game's launch to help hype it up, but unfortunately there was a lot more polishing necessary for launch, so it got put on the backburner. We still want to put it together, and I would even expect it before the end of the year, but don't expect a huge amount of "New Lore", this was just to hype up the game after all.
Digital Artbook
Another Wishlist Goal we reached was a Digital Artbook! It will take some time to put this together, so I would expect it to come out AFTER the Prequel Comic, but BEFORE the next thing we're going to talk about. We're excited to share all of our little doodles and concept art that resulted in the game you can play today. Most of them are not very good. I am sorry.
Now for the big thing everyone is probably wondering around.
Act M
First of all, what IS Act M? Act M is going to be a short side story featuring none other than THE Mothman. We keep calling it DLC, but it's more like a small standalone game. It will detail the story of HorrorVale from Mothman's perspective, not just the present but also before the events of HorrorVale AND directly after. You'll be able to recruit a small gang of Cryptids to join you on your Mothy journey as Mothman is forced to face moral issues as well as his own demons. This is a much shorter game with a much smaller scope than HorrorVale. At max, you can expect an 8 hour playthrough if you do everything. (Current Estimate)
As you can see from the patch notes, we're still currently working on polishing up HorrorVale, but once that's done, Development on Act M can begin. It's impossible to truly determine a time frame right now, because one factor affecting this is how "HorrorVale" itself does. Obviously, if I could work on Game Development full time, Act M will come out sooner rather than later. Sales for HorrorVale are somewhat promising currently, but we'll have to see how it's done at the end of the Year to really get a good scope of the game's performance. If things can pick up, perhaps Act M can come out mid next year! (That would be really cool.)
Oh yeah, about Launch...
HorrorVale Launch
We also wanted to talk a little bit about Launch, because it was very crazy! We didn't entirely know what to expect given this was our first game, but launch was overwhelming to say the least. I was reading comments and Discord messages for what felt like a week straight.
One thing I certainly did not expect were the amount of Bugs and Issues found in Launch Week. I expected some for sure, but not to the extent there was, and not of the outright soft locking variety. I deeply apologize for this, and the patience that people had was extremely re-assuring. I was working to get patches out as soon as I possible could. These issues were especially frustrating because many of them were the direct result of things I added or fixed about the game the WEEK right before launch. I just want to clarify that our Team of Testers is a handful of dedicated Volunteers, who have helped us out on this long journey for no reason other than the goodness of their heart and passion for the project. Because their work was entirely volunteer work, I specifically never set deadlines or strong instructions on how to test, what to test, etc. I told them to just play the game whenever they want and report stuff they find. I'm just explaining this because I don't want anyone to think these launch issues were the result of poor testing on their part.
Personally, finding out about these issues was deeply upsetting for me. I care very deeply about the experience of playing HorrorVale... That is to say, I don't really mind if someone has a bad experience because they don't like the combat or the puzzles or the story, but what DOES bother me is if somebody has a bad experience because the game doesn't work as it should. So once again I am deeply grateful for everybody's patience that first week. I'm very happy to see that for the most part everybody had a great time anyway!
Truthfully, there were more things I wanted to include at Launch, and I would've liked it if I had time to play the game more myself, but it wasn't to be, and it felt very silly to delay the launch over things I could easily add launch week. ...Little did I know.
Summary
We will continue working on getting all the issues in the game fixed (including the big ones mentioned earlier!). We want to more or less be finished with patches by the end of October or early November (Outside of future smaller patches if more bugs are found) so we can move onto other things (Such as Act M...).
We hope everybody is enjoying their time in HorrorVale, and stay tuned for more!
-Dustin Batworks Software
HorrorVale Version 1.0.2 Patch Notes
Hello!
The game has received another patch, so please take a look at all the changes. We will be continuing to work on things throughout the month!
Bugs
-Fixed an issue where Pumplin Farm would give no rewards -Fixed an issue where generator noises would persist after destroying one -Fixed an issue where the wrong background was used in a rare enemy encounter at Dracula Manor -Fixed an issue where Femur Breaker lack their voices in a certain area late game -Fixed an issue where cutscene versions of Webs, Bolt, and Beatrice weren't getting disposed of properly -Fixed an issue where you could become trapped in a room upon revisitng a location in "Tale of Two Birds" -Fixed an issue where the Ring of Resolve and Ring of Fate used the wrong percentage -Fixed an issue where the Farmers of Greenur Pasturs could clone themselves -Fixed an issue where Raven wouldn't be levelled properly if you start her quest with the Mushroom already in your inventory -Fixed an issue where later bosses couldn't do anything when Enraged -Fixed an issue where a certain Secret Boss minions wouldn't re-appear properly -Fixed an issue where the Battle song wouldn't reset after fighting two optional bosses -Fixed an issue where the Act 2 Secret Boss would mute battle music entirely after it -Fixed an issue where the player's sprite wouldn't properly reset after the boat minigame -Fixed an issue where you could get stuck on a table when running from The Killer -Fixed an issue where the Dance Off could be re-done by talking to a Receptionist in "Dance Till You Die" -Fixed an issue where Kris' moves are out of order when transformed -Fixed an issue where the third encounter with the Slime Salesman could be permanently killed -Took some steps to hopefully mitigate memory issues explained later
Balancing
-Slightly nerfed the Nethergrizz -Slightly nerfed the Nethermound -Reduced the damage of "Cursed Stance" and the chance of inducing Rage -Nerfed "Pumplin Pirouette" slightly -Nerfed "Missile Volley" -Increased the damage of "Burning Comet" -Nerfed the Plush Backpack -Also Nerfed the Ring of Resolve and Fate -Nerfed "Sucrose Meltdown" -Made the Annoying Clowns more Annoying -Buffed "Hookshot" -Buffed "Rifle Beam"
Misc Changes
-Reduced the respawn timer for Rotten -Moved the Orange coffin in the Underside to a better location -Reworded a hint in DracCorp Blood Bank -Added a "hint" to Dollops last request -Marty will now tell you which locker is his to avoid confusion -Marty will now appear in the Breaker Room if you interact with the Breaker Box at least once to offer to solve the puzzle for you in exchange for 100 Candy -Made the moveable blocks in Derelict Dungeon very slightly lighter than the rest -Made farming for Candy via Hard Sell a lot more obnoxious and boring -Made it more obvious how to start "Cat's Out of The Bog" -Changed the solution for the puzzle in "The Dark Side" to something more reasonable -Added a reward for finding all Scaries -Changed some misleading dialogue from Edna
Ongoing Issues (Still Being Worked On)
-Changing the SFX Slider completely ignores character voices -Using Jackie's ultimate will knock the BGM volume back to 100 regardless of where you set it -Extended play periods can cause the game to crash during the ending sequence due to a memory leak. Until this is fixed, simply taking breaks and closing the game and re-opening it will refresh the cache and avoid the issue
HorrorVale Version 1.0.1 Patch Notes
Hello! We have updated the game with a hot fix patch to address some issues found in Version 1.0.0
Please see the following Patch notes:
Bugs
-Fixed an issue where the Fog Overlay for the Woods of Mystery wouldn't disappear under certain conditions
-Fixed an issue where a party member could join the party prematurely if you interact with an invisible tile in The Bone Zone
-Fixed an issue where Nizar's first hint was misleading by correcting when the event is triggered
-Fixed an issue where the Sidequest "With Friends Like These" was not properly displaying in the Diary when it should be. If you've already started Act 3 before this patch, it won't show up in the Diary, but you can still complete the Quest by returning to the final dungeon of Act 2 after you meet Shelby in Act 3
-Fixed an issue where an enemy in the Quest "Tale of Two Birds" would softlock the game if interacted with
-Fixed an issue where starting the Quest "Let's Go To The Moon" before clearing out the Cursed Bell at Dracula Manor would prevent the player from leaving the Quest area
-Fixed an issue where interacting with Bubbles from the side would softlock the game
Balancing
-Nerfed the Spooktacular Ring
-Nerfed the Unstable Staff
-Buffed Kenneth's Evasion further
-Removed the DP cost for Kenneth's Glow Ability
-Nerfed the Enemies in the Quest "Underworld's Strongest"
Note there are still some other smaller issues we are aware of that will be rectified in the next patch that will likely happen next week, but as of now we wanted to ensure these got taken care of first since they were critical. The Balancing fixes are just a bonus.
HORRORVALE IS OUT RIGHT NOW FOR REAL!!!
The Full Version of HorrorVale is now LIVE on Steam!!!
Thank you for all your support after all these years, and we hope you have fun!!!