Recommended Level: 21-23 for the intended experience
Summary
Protip: if you ever want to make a game that takes a billion years to finish, make only bosses and cutscenes. So without further ado, here's a patch full of almost only bosses and cutscenes!
Details
Copypaste disclaimer: This is one of those real Frontline updates, meaning the polish level is at maybe 80 % or so. Place holder sounds, some missing effects, etc! Old timers know what to expect!
Also note: Just like with the crafting recipes, the items sold by the shop NPCs will be changed a bit later on! We'll definitely add some new baseline equipment, and some new hats.
Finally, finally, the third zone is done and the temple is "complete" in the story sense. The playtime vs. dev hours for this patch is low, but we hope you enjoy the story advancement and "cool stuff" enough to make up for it. For those of you who feel it's totally not worth it, you can take comfort in the fact that there will likely be nothing that even remotely compares to Tai Ming when it comes to the level of work required per gameplay hour, until the very end of the game!
This update contains two bosses, one of which is rather weird, and we'd really appreciate feedback on both of them, because while we have a bunch of ideas on buffs and nerfs we're really unsure if they are too ez pz or too difficult!
In other words, we're super interested in hearing what you guys thought of them, and also what level your character is, and what primary skills you used when battling through the patch!
Please provide your feedback as a comment to this announcement!
If you want to replay the patch, you can reset the entire zones or parts of it by using the following commands (contains spoilers, so don't read until you've finished the patch):
/taiming3reset - Resets the entire last area and puts you back in zone2
/zhamlareset - Resets the battle against Zhamla
/mimicreset - Resets the battle against the Mimics
Full Patch Notes
0.681a Notes (04/04/2017) Additions & Changes:
A rather easy to reach chest has been added to the final zone of Tai Ming
The first cutscene and the Mimic battle has received their sound effects
Solving the puzzle in the mimic room during the battle now grants the puzzle reward immediately
Jumpkins should now function better in multiplayer with high latency (100+ ping)
Shroomies should now function better in multiplayer with high latency (100+ ping)
Bug Fixes:
A certain timed boss encounter's HP Bar should now render properly even with custom fonts
Fixed a bug where certain dead enemies would leave their HP bars behind when HP Bar setting was set to Always On
Shroomies should no longer get knocked out of the map on death by powerful skills
Insect Swarm can now target the second Mimic stage properly
If Shadow Clone is active during a certain cutscene where the player is lifted into the air, the shadows no longer stand on the ground
Angel's Thirst now properly applies its ATK bonus if equipped when loading a character
Player pets (slimes, rabbys etc - not summons) should now properly fade out on clients when watching cutscenes
Rolling barrels should no longer be able to get stuck in walls
Rolling barrels now have smaller hitboxes (roughly half, placed towards the direction they're rolling)
Moving dead Living Puzzle Blocks (wait wat) should now be synced correctly between server/client
The caged statue in Puzzle World no longer becomes invulnerable if caged again after being incapacitated
If forced into IP network option due to Steam being down, the game now changes back automatically when the game is restarted (if Steam is up)
Hotfix 03/27/2017
Angel's Thirst now actually gives the ATK bonus it says it does
Shiidu no longer lets itself be manipulated by the style slot
Standing behind the second mimic as the time shifts no longer leaves the player stuck inside the wall
Saving Shiidu during the fight now correctly stops additional enemies from spawning when it's over
You no longer become trapped in the arena after completing a challenge inside
Hotfix 03/26/2017
Game no longer crashes if returning to second zone
Game no longer crashes if you try to talk to Bishop, or the priests chanting
Enemies should once more respawn in the second zone of Tai Ming
A certain boss name is no longer Giant Thorn Worm
You now get the enemy entry of the temple boss after defeating it
Missing cards should now be back
Additions
The third and final part of Tai Ming is now playable!
The first two parts of Tai Ming now have most of their sound effects added
Changes
There are no longer any GUN-D4M projectiles that goes through a Perfect Guard
A player stuck inside a slime prison can now wiggle to quicken release
Unique items gained from chests and quests can no longer be dropped (traded), but most can still be sold
Shockwaves (like from the Living Puzzle Block) can now be reflected with a perfect guard
Giga Slime's hammer strike can now be perfect guarded without breaking the shield
Giga Slime (all versions) should now function better in multiplayer with high latency (100+ ping)
The living puzzle block should now function better in multiplayer with high latency (100+ ping)
When farming in the same area, the amount of respawn slots occupied by an enemy now differs between enemies, and if they are Elites
Two Elite Echoes of Madness can no longer spawn at the same time
The Thorn Worm return-damage now has a maximum equal to the power of the enemy attack
There's been a number of minor changes to flavor text/dialogue for better lore consistency - nothing that changes the overall story
For a moment after zoning, Frosty Friends won't block players
Clouds and Frosty Friends now have 'safe zones' in a lot of cutscenes, where they go to not block the view of the action
Bug Fixes
Mundi and the artifacts now have the common sense to flee the scene when the Giant Thorn Worms appear
The Giant Thorn Worms and their appendages now obey the damage number settings
Teleporting away from Tai Ming during the first few introduction cutscenes no longer softlocks the game
Steam Friends playing a different version (Frontline vs Stable) is now marked as such to avoid confusion with failed connects
Using Gold charge Heroic Slams in multiplayer now looks proper for the other players
Killing Giga Slime while it's in the air no longer leaves its shadow behind
Respawning in the past after dying in Tai Ming: Inner City no longer removes player collision
Typing in text prompts with movement bound to letter keys should now work better
The lobby chat scroll bar has been released from the asylum and should now work properly
Exiting the game in the middle of the Santa Fae cutscene no longer soft locks the game
Dead players no longer have superfluous empty healthbars above their heads
In Arcade Mode, having the Pet Fae active while receiving a reward from Bishop should no longer crash the game
Removing stuff from quickslots with a controller now actually removes what you've selected!
Static touch cubes no longer permanently disappear after phase shifting into a barrel
Teleporting into Mount Bloom now properly triggers 'Go to MtBloom' quest objectives
Enemy shield damage will no longer show despite damage numbers being turned off
Summons should no longer try to kill the corpses of certain defeated bosses
Ivy no longers stands up at the table to stare at players if they talk to her after her cutscene
Using certain timerifts in Tai Ming Inner City should no longer deactivate the enemies at the entrance
Elite Echoes will no longer get locked in by the puny barriers of mortals
The Insect Swarm now properly damages the Giant Thorn Worms
More Insight
If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!
What's next?
We'll fix any bugs that undoubtedly will appear as this patch gets played through, and await sound effects from the zone from our overworked sound guy! When these two things have happened, we'll finally get to update Stable with the entire Tai Ming "temple" at once!
After that, we'll spend some time on non-story content, such as:
Player Housing
Arcade Mode Updates
Support Skills
Skill Balancing
...and other stuff!
We're going to compile a complete list of possible non-story features that we want to add, and let the community discuss what priority they should have!
A ton of quality of life additions, changes and bug fixes! These things were done with programmer down-time while waiting for all the graphics needed for the last part of Tai Ming. In other words there's no new story content, just core game changes!
Details
Okay, so the third and final Tai Ming zone is pretty stacked with animations for Fred to churn out, so I took this opportunity to add a bunch of things from our list of improvements we wanted to add. A lot of these things are a direct result of player feedback and suggestions!
So no new story, but presumably a ton of juicy bugs, which is the reason this patch comes early and was not bundled into the final Tai Ming patch.
Here are the biggest changes:
World Map Completion: Based on a suggestion on our forums, we've added completion tracking for the World Map! It tells you how many cards, drops, fishes, quests and secrets you have yet to find in any given area. This should help people figure out what it is they're missing for that juicy 100 % completion! Note that the Achievements and Crafting completion is still tracked via their own menus.
Damage Numbers: The new default setting for displaying damage numbers is "Composite", which turns your damage into one big number per enemy instead of many small numbers. We did this change mainly because some builds dish out so many hits that the old damage numbers cluttered everything, and in multiplayer this happened pretty much regardless of builds. It also makes damage over time a bit more readable, as well as how much damage a flamethrower or blade flurry cast actually does in the end! For people unhappy with this change, there's a "Classic" option that mimics the old style, as well as an even more streamlined option called "Minimalistic", and of course... an option to turn off damage numbers completely!
HP Bars: Enemies now have HP bars above their heads by default. These appear after an enemy has taken damage, and fade away after a while if no new damage is taken! Also, low HP allies in multiplayer also have their HP displayed above their heads. Both of these types of HP bars can be disabled, or set to always appear if an enemy or player is below full HP.
Full Patch Notes
Additions
A flashback orb has been added to Mana's house in the second zone of Tai Ming
You can now find and craft the Monkey Ears and the Banana Hat
Added an NPC that will sell you treasures you missed (at high prices) after beating a Tai Ming zone
Details have been added to make the water in Tai Ming Zone 2 look more alive
Predictive loading has been added to Evergrind City and Tai Ming, which should decrease loading times during linear play significantly
A new damage display system has been added, compositing combo damage into a single number
There's now an option for changing the damage display between the old version, the new version, a minimalistic version, or disable them completely
Non-boss enemies will now display a small HP bar above their heads for a while after taking damage
HP bars will appear over the heads of low HP allies
An option to alter where and when HP bars appear has been added to the Options menu
Translators can now choose to use elite enemy prefix titles instead of suffix titles
The (currently rather uneventful) area north of Evergrind Fields: West can now be accessed
The Shady Merchant now acts as a buyback store, selling you items you've sold (after this patch)
To replace the accessory function of the Shady Merchant, a new merchant and her family has moved into Evergrind!
It's now possible to bind actions to mouse buttons
On gamepads, it's now possible to move the attack and shield buttons to Y or B via the equipment menu
A quest update indicator has been added to make quest progression more noticeable
It's now possible to translate a few more menu options into Chinese, Korean and Japanese
You can now see each area's completion progress on the World Map
Changes
The drop rates for the Slime Hat and Rabbit Foot have been adjusted
The monkeys in the Puzzle World Key challenge has returned from their bootcamp with better judgement and wallhack
Archie the Archeologist has helpfully cleared the way through the first zone of Tai Ming!
The Puzzle World got a new theme (the old one was a placeholder!)
The EP Regen stat now affects the EP depletion rate of Berserker Style
Wisp projectiles no longer lock onto players who are hit invincible
Things can now hit your shield even during your post-damage invincibility
Changing directions while chaining basic attacks should now feel a bit more responsive
'Talk to X' quest objectives now gets updated after the dialogue, instead of at the start
Perfect guarding the Queen Bee's dive attack will now let you defeat her in two cycles
Bug Fixes
[Translation Tool]Using 'Next Unsaved' when translating to Chinese/Korean/Japanese should now work much better
The Season Hydra name bars should now be rendered in their proper locations again
Kailan, the engineer in Tai Ming, is no longer confused about his own name
Tai Ming received some optimizations that will hopefully help when playing on older machines
Fixed a visual bug making the rocks surrounding some floating blocks appear above blocks in front of it
The chest in Puzzle World can no longer be opened diagonally
It's no longer possible to enter the time rift on the bridge's edge from below in Tai Ming Zone 2
Fixed a metric ton of spelling errors in Tai Ming Zone 2
Exiting the game and reloading while in the Giant Thorn-Worm battle now repairs the courtyard
After finishing Tai Ming Zone 2, Faita should no longer hide inside Kinton
A statue dying while a monkey is carrying it should no longer make it immortal
Spirit Slash and Chain Lightning now target each part of the Giant Thorn Worm individually
Monkeys knocked into the air while lifting or throwing things should no longer become immortal
Fixed a bug causing chilled boars to enter new actions much too quickly
The Statue Mask is now correctly marked as a mask and will appear in both head slots
You can finally talk to Anita after getting the quest to find turkeys
Interrupting the Bossling with a knockup during his snowball barrage no longer locks his AI
Marino should no longer faultily render above players while being chased
Fixed bug where shielding correctly against the Giga Slime spin sometimes didn't work
Defeating the Enraged Toy Machine will now always mute the darn alarm bells
Talking to someone while an accessory quick equip prompt is available no longer equips the item
Mr Plott should no longer hysterically yell out 'string_not_found' when you compete in the Festival
The /respec beta cheat command now resets talents properly, removing the need to reload the save
More Insight
If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!
What's next?
Vilya and Fred are creating the art assets required for the final part of Tai Ming! The third part is much smaller, but will have two bosses (or four, depending on how you count), so as usual we've managed to give ourselves a handful!
As soon as we've got that place playable, we'll give it for the Frontliners for testing and then... it's Stable Update Time!
Recommended Level: 18-20 for the intended experience
Summary
What's slower than a tortoise climbing a mountain? Three ferrets making a video game! *badum-tish*
Anyway, the second zone of Tai Ming is here, giving ~60-90 minutes of added playtime, depending on play style!
Details
Copypaste disclaimer: This is one of those real Frontline updates, meaning the polish level is at maybe 80 % or so. Place holder sounds, some missing effects, etc! Old timers know what to expect!
Also note: Just like with the crafting recipes, the items sold by the shop NPCs will be changed a bit later on! We'll definitely add some new baseline equipment, and some new hats.
Anyways, here it is, the second zone of the Tai Ming "temple", a.k.a the Inner City! I think most people will get something like 60-80 minutes of playtime, and those who enjoy looking around and talking to people will probably get 90+ minutes.
The zone is pretty complex compared to what we've usually put out there, so let's hope there aren't too many sequence breaking bugs!
We're very interested in hearing what you think of the "temple" and its enemies/inhabitants so far!
Speaking of opinions, we'll gladly take your feedback on the patch right here in the thread! If you want to provide feedback for enemy encounters etc, please provide your character level and primary skills used!
/taiming2reset will reset the second zone and Puzzle World only, except for non-story chests
/taimingreset will reset the entire temple (both zones as of now)
Here are the tiny, tiny patch notes:
Additions
The second part of Tai Ming is now playable!
Changes
The cherry trees in Tai Ming now drop petals according to trope law!
The knockback of some of the Cursed Priestess' attacks has been adjusted, to help prevent chained damage
You can now undo the /shutup command with /speak to allow Naniva to talk again
Statues now glow in the eyes and mouth when awake, and flicker out when they become unconscious
The Lumber Axe is now Toy Axe and give slightly different stats
Bug Fixes
The Cursed Priestess boss can no longer be stunned
Summons created right before fighting the Cursed Priestess should no longer bug out for clients
The game should no longer crash when creating and then immediately leaving a multiplayer lobby
Pet bonuses on multiplayer clients no longer gets applied twice
Fixed an obscure crash bug when catching a Rabby after already having acquired a pet
Fixed a bug where the Meteor's additional effects would sometimes not be applied
Fixed a crafting bug where one could craft infinite amounts of an item, and also drop items when stack was at 0
Marino no longer bugs out in multiplayer if he kills a player with a dash attack
Dying during the festival no longer resets the teleport disable
More Insight
If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!
What's next?
After we've got feedback on the update and fixed stuff for the second zone, we'll continue working on the last part of the temple (Vilya is already creating the environment art for that place). The third part is much smaller, but will have two bosses (or four, depending on how you count), so as usual we've managed to give ourselves a handful!
As soon as we've got that place playable, we'll give it for the Frontliners for testing and then... it's Stable Update Time!
Recommended Level: 18-20 for the intended experience
Summary
Well, this took longer than we had anticipated (something completely unheard of in game development)! The first part of Tai Ming is here, and the "dungeon" concept introduction and some of its enemies can now be experienced.
Details
Uploading this patch is a mixed bag of feelings, because I do feel it's quality content, but holy heck did it take a long time to deliver on. This was partly due to the roughly 2-3 weeks of personal disasters in May, but mostly it's just because this temple is so work intensive we would've been executed on the spot if we pitched it to a publisher.
I'd say there's roughly 30-40 minutes of content there, if you play the game like a normal person (dying once or twice, watching the cutscenes but not talking to everybody). If you enjoy the combat, you can probably get a lot more by replaying the area on Hard and fighting in the garden. The enemy compositions haven't been this brutal since Pumpkin Woods!
We're very interested in hearing what you think of the "temple" and its enemies/inhabitants so far!
Speaking of opinions, we'll gladly take your feedback on the patch right here in the thread! If you want to provide feedback for enemy encounters etc, please provide your character level and primary skills used!
/taimingreset will reset the entire zone except for the non-story related chests.
NOTE: In classical Frontline fashion (as the old timers know), when new stuff have just been added they are without their correct sound effects! Right now most stuff have placeholder sounds, or no sounds at all. We'll add these as we receive them from the sound crew! In other words, if you want to play Secrets of Grindea in its most pristine form, stay on the Stable update branch!
Also note: There are several items that will be craftable with the items dropped by the enemies, however, the recipes aren't in the game yet! Stay tuned.
Here are the tiny, tiny patch notes:
Additions
The first part of Tai Ming is now available!
It should now be possible to use Turkish special chars in translations
Changes
Shadow clone's shadows no longer cuts through environment (boxes, bushes, etc)
Bug Fixes
Fixed a common out of bounds bug in Mount Bloom
Shadow Clone particles no longer appear if the player is invisible
More Insight
If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!
What's next?
We'll keep working on the second area of the temple (it will be divided into three parts, each with its own boss battle), and update the game as soon as it's ready! I hope we'll be able to bring it to you quicker this time around, since many of the systems and enemies are in place, but in this business you never know what curve balls are waiting around the corner.
Patch 0.650 is out on Stable and Frontline
For Frontline players, there isn't much to see! You received this update yesterday.
For the Stable branch players (if you have no clue what I'm talking about you're on Stable), this update should add something like 45-60 minutes of main story, and about as much optional content. It takes you through Mt Bloom, and ends just before the next "temple"!
It should also add an improved translation support for all languages, but most notably glyph heavy ones (Chinese, Japanese, Korean).
If you're having severe issues with this new patch and just want to play, the previous Stable build has been archived and can be accessed under the beta tab in the game properties on Steam!
Patch Notes
For stable users, complete patch notes can be read by checking out these two threads:
If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!
What's next?
We'll go back to Frontline, and work our way through the next temple: Tai Ming! We're not 100 % sure how we'll approach the Frontline updates during the temple, but Temple of Seasons was divided into three separate updates, and it's quite likely we'll do something similar for this one. Stay tuned!
This update adds a bunch of side content to Mt Bloom, including infuriating phase shift puzzles and a few sidequests! And... a... new... pet!
Players who played the previous Frontline update, be advised that a new zone has been added behind Steve, so be sure to check inside there in order to not miss any content!
NOTE: In classical Frontline fashion (as the old timers know), when new stuff have just been added they are without their correct sound effects! Right now most stuff have placeholder sounds, or no sounds at all. We'll add these as we receive them from the sound crew! In other words, if you want to play Secrets of Grindea in its most pristine form, wait for the Stable update, which should arrive next week!
Additions
Added a few quests to Mt Bloom
Added a couple of optional areas in Mt Bloom
Added a new pet!
Added card effects to all Mt Bloom enemies
Changes
Defeating a Larvacid now shortens the duration of its acid trail by a lot
After defeating the Power Flower, you must now patiently wait while watching the epic death animation before proceeding
All annoying stuff (poison, gas, etc) will despawn after Power Flower has been defeated
A small input buffer has been added to autoattacks, making chaining them easier and reducing the feeling of the game 'eating' inputs
Pressing the shield button together with a direction now has some timing leniency (you can turn the first shield frame)
The large Crystal Hat now requires 15 large crystals, down from 25
Translations can now be subscribed to from outside the game, and they will be applied on startup
Almost all shop titles have been fancified a bit
Nerfed the Season Temple cards a bit
Bug Fixes
Fixed numerous issues related to displaying languages with custom fonts (such as Chinese, Japanese, Korean)
While doing the 'no health orb' challenge in Arcade Mode, the map won't display the health orb icon
Lantern Jacks no longer says weird stuff in chat when they fire projectiles at you!
The mirror puzzle in MtBloom will now refuse to rewind if one player stands inside the puzzle
When returning to a certain poisonous cavern after finishing it the first time, you no longer walk through the environment
Canceling a Spinsect spin with a knockup no longer makes them glide around all over the place
Titan's Throw no longer flies completely the wrong way in certain rooms
The Season Temple map marker is now displayed properly on the World Map
Using the Smash skill with certain weapons no longer looks super weird
You no longer get to keep Amalet and a certain batch of honey in your inventory after completing the related quests (though you'll still keep them if you already have them)
Tracking recipes no longer shows unknown ingredients
More Insight
If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!
What's next?
With Mt Bloom fleshed out, we'll spend a week on implementing all the sound effects as well as fixing bugs as they appear. Then we're going to patch both Frontline and Stable with those additions, and after that it's finally time to move on to the temple!
Story Mode stuff again! This patch was supposed to have a higher version number, but I totally dropped the ball on that one!
You can now continue where the story left off after the festival! This update features the main adventures in Mt Bloom, which is the area before the next temple (kind of like Seasonne and its Toy Factory).
The new content ends just before reaching the next temple, and should last for about 30-45 on average depending on how much fighting you do, and how strong your characters are!
This update adds the main quest component of Mt Bloom ONLY. We'll now start working on another patch, which will expand the mountain and add some side content to make it feel more complete.
Other Stuff
There's been a lot of changes under the hood for this one, as well. The phase shifting has been reworked both visually and code wise, because it was needed for some of the Mt Bloom puzzles to work in multiplayer (and it didn't look that pretty).
Another pretty big change is that a lot of the game (including Mt Bloom) has been reworked a bit on the multiplayer aspect. I'm not done with that rework yet (I do that bit by bit when I get the chance while waiting for assets from Fred & Vilya), so it's only done up to the Marino battle. For most enemies I've just added some more client prediction to smooth out the latency, which should make it easier to shield and dodge stuff if you've got high ping. Other things, like Phaseman and Gun-D4m has received larger reworks that should really improve things!
So, as with most major changes and additions... beware of scary bugs!
If you have feedback on the new content, you can give it to us in the comments below. When giving feedback on combat, please tell us what level you were, what skills you used and if you played on Normal or Hard!
NOTE: In classical Frontline fashion (as the old timers know), when new stuff have just been added they are without their correct sound effects! Right now most stuff have placeholder sounds, or no sounds at all. We'll add these as we receive them from the sound crew! In other words, if you want to play Secrets of Grindea in its most pristine form, wait for the Stable update!
To see the full patch notes, check out this thread on our official forums: http://secretsofgrindea.com/forum/index.php?threads/frontline-version-0-602a.5531/
New Beta Chat Commands
/spinsectreset will reset the first challenge of MtBloom
/flowerreset will reset the second challenge
/phasereset will reset the last challenge
/mtbloomreset will reset the entire mountain
(NOTE: These commands alter the local state, so in multiplayer all clients must type this in before the server to prevent desync)
More Insight
If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!
What's next?
We're pretty happy with how the core experience of Mt Bloom turned out, but the area is kind of shallow, since there are no side quests or secrets! So, we're going to flesh out the mountain a bit with just that, then we're going to patch Stable, and after that it's TEMPLE TIME!
Patch 0.610 is out on Stable and Frontline!
For Frontline players, there isn't much to see (but there is a lot to hear)! The changes between 0.603 and 0.610 is mostly polish and some bug fixes, which is exactly what's needed to merge the branches again! The final bottleneck was getting the sounds to all the new stuff.
For the Stable branch players (if you have no clue what I'm talking about you're on Stable), this update should add something like 30-45 minutes of gameplay, I think. It sets the story up for the upcoming adventure into Mt Bloom and beyond!
Also new is an automatic backup system which will make frequent temporary backups, and hourly permanent backups, and it will also attempt to restore the latest backup if a save file gets corrupted.
Oh, and Stable users will now be able to download and use translations from the workshop! Hurra!
To see the 0.610 patch notes, check out this thread on our official forums: http://secretsofgrindea.com/forum/index.php?threads/frontline-version-patch-0-610apple.5733/
To see all patches between 0.600 and 0.610, check the patch notes in-game!
If you experience severe issues with the 0.610 patch, you can switch back to 0.600 via the Beta tab in the game's properties on Steam!
Coming Next
We'll go back to patching Frontline builds for a while, with the next one being when all the three main challenges of the caves are ready for testing. While waiting for the sounds to come in, we've made pretty good progress on the main Mt. Bloom area, as you might've seen if you follow the devblog! Speaking of devblogs...
More Insight
If you ever find yourself wondering "omg pls what are they doing??", you can check out our DevBlog! Be warned that it contains spoilers, though!
Patch 0.603 is out on Frontline!
Frontline only! Click here for Frontline instructions[secretsofgrindea.com]
A bit more story! More cutscenes! A proper boss battle!
If you have feedback on the new content, you can give it to us in the comments below. When giving feedback on the boss, please tell us what your level and build was when fighting it!
NOTE: In classical Frontline fashion (as the old timers know), when new stuff have just been added they are without their correct sound effects! Thus, don't be alarmed when the Ferrets don't squeak! They will get the sfx they deserve!
Notable changes: Frostling boots no longer completely nullify ice, but improve grip. You can now retry all festival games (except the strength...)
To see the full patch notes, check out this thread on our official forums: http://secretsofgrindea.com/forum/index.php?threads/frontline-version-0-603a.5667/
New Beta Chat Commands
You can type /festivalreset to reset the entire festival, even after you've completed the quest (but not before)
/skipgames will make the game skip the three mandatory minigames
/labreset will reset the progress made while inside the HQ during the festival
(NOTE: These commands alter the local state, so in multiplayer all clients must type this in before the server to prevent desync)
Then we have a few graphical commands! Non 16:9 users can now type /blackborders for fullscreen with black borders instead of stretching, or /stretchtowidth to make the game stretch to the horizontal edges but not vertically. Finally we've added an experimental /loweffects command which currently only disables shadowmaps and reflections. As of now, these settings are not saved between sessions!
Coming Next
We'll be fixing bugs as they appear, and moving on to Mt. Bloom stuff! Also, we're currently waiting for the last piece of festival sound effects to arrive, and when they do we'll toss them in and do a Stable branch + DRM free (on Humble) update.
More Insight
If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog[www.secretsofgrindea.com]! Be warned that it contains spoilers, though!
Secrets of Grindea Soundtrack by Andrew Riley is now available!
Good news, everyone! Now you can pretend that you're grinding Rabby cards even when you're planting bombs in CS:GO or going on a rampage in Dota 2!
Our musician Andrew Riley (aka LuckyLion Studios) has always been extremely good to us, and back when we truly had nothing to our names but student debt and big ambitions he offered to make the music with an astronomical discount because he really liked what he saw.
When we realized we could return the favor and help him get the soundtrack out here on Steam with the same "expanding content"-model as the game, we jumped on the possibility!
Currently the OST consists of 37 tracks, which will expand and update automatically as new songs are added to the game! The final count should be at least 60 songs when all is said and done.
If you've been enjoying the music when playing the game, consider checking the soundtrack out!
You can find the OST here: http://store.steampowered.com/app/403220/