The Herbalist is now live - Making it our 5th monthly update since we launched into Early Access!
The Herbalist is a lighter update as the team took some time to rest to get ready for the Herald of Nightfall and beyond!
However, this update still introduces two new characters with new mechanics, new skills, new room layouts for increased diversity and a host of other changes and fixes!
Release Notes
New NPC: The Herbalist
Yara, the Herbalist can now be encountered in your runs. Yara travels the land with her companion Damu, she sells temporary buffs that don’t cost a lot of Dust but can help in a pinch or just boost your power for a few rooms.
All of Yara’s items have a small chance to be Fresh when you find her, which makes the items slightly more powerful and can even extend their duration. Some items have an increased chance of being Fresh when you find Yara in specific Regions.
You can also try her signature Mystery Mix to gain a random effect for free. however, it also has a chance to debuff you. Fortunately, it is only temporary.
New Skills are available at the Perennial Flame
Overgrown Canopy (Sharbora)
Supermoon (Kelumin)
Thin Ice (Mishved)
Perfect Clear (Mishved)
Sunstroke (Solesh)
Multi-Splat (Yamphas)
New Combat Room layouts across all regions
Hidden Rifts
Rooms can now have more diverse and varied stage layouts.
The Enemy AI has been improved, and Hidden Rift enemies can now wall jump.
New Achievements
Is it Working?
You Can Pet the Turtle
Keeping it Fresh
Relic Tinkerer Changes:
Relics Level-Up Cost reduced to 50/100/150/200.
The chance to fail when tinkering with a Relic was reduced for all Relic levels. Additionally, the first tinkering performed on each Relic is guaranteed to be successful.
Relics will not break when failing an upgrade unless they are Cursed.
Balance Changes:
Link Blades: Side-Air damage for the first 4 hits increased from 5 to 10.
Frigid Veil Boss: Corrupted Fire pillars damage increased from 30 to 40. Pillars now spawn correctly during the second phase.
Mask of Sharbora: Nature’s Wrath health restoration cap reduced from 60/65/70/75/80% to 30/35/40/45/50%.
Duplicator: Chance increased by 5% for each rarity.
Player Horizontal air deceleration slightly reduced.
Super-Armor Dangerous Elite Modifier changed to: This enemy cannot be stunned during any attack (previously could not be stunned at all).
QOL / Miscellaneous:
Wavedash now plays an effect (and plays a sound) when executed. The animation has been updated.
You can now scroll the end run screen to view more blessings if they exceed the shown amount.
Bug Fixes:
Fixed yet another bug that prevented the boss from doing the correct phase 2 attacks. He should now be at the intended power-level, this took some time due to unforeseen technical limitations.
Fixed a bug that caused Hypercritical to not kill enemies if the Resilient Shield Challenge is active.
Fixed some missing particle effects and visual glitches during the Frigid Veil Boss fight.
Fixed a bug that caused the Impostor dangerous elite modifier to not work on combined Veil Obelisks.
Fixed a bug that could let you reroll relics at the relic tinkerer when reloading the room.
Implemented a solution to try and resolve the Essence from bosses not appearing in certain situations.
Various minor bug fixes and visual tweaks.
The Herbalist Update Announcement
Hello everyone!
We're delighted to announce that our next update, The Herbalist, will launch on Monday 28th August. This update is a little lighter than normal but still introduces two new NPCs, new mechanics, and new room layouts.
We've all had a little break this month to ensure we're fighting fit for the Herald of Nightfall update which will introduce a new Spirit and a new weapon!
Also we're delighted to be participating in DreamHack's Summer Indie Showcase!
We're also super close to 500 reviews, thanks to everyone who's left a review so far!
Cheers!
The Gentle Giant Team
Version 0.9.08 - Hotfix
Frigid Veil Boss Bug Fixes
Fixed a bug that prevented some 2nd phase modified attacks from working consistently (would use phase 1 unmodified attacks instead).
Fixed inactive hitbox during the phase shift attack
Roadmap Update
Hello folks,
With the launch of the Frigid Veil, we're updating our roadmap to show you what lies ahead.
This month is a lighter update because it's that time of year when we want to relax and have a little time off. That being said, we will be releasing an August update and we're looking forward to introducing another character in this update alongside new skills, room layouts and more!
Version 0.9.07 - Hotfix
Balance Changes
Frigid Veil boss Health increased from 10,500 to 11,500.
Other Changes:
Slower text when interacting with altars of tribute or statues of Kismet.
The Relic Tinkerer will not offer you to purchase Relics that you already have.
Bug Fixes
Fixed a Relic duplication glitch that can occur after destroying a Relic.
Fixed some issues with the Frigid Veil Boss dash.
Fixed a dialogue error related to the Relic Tinkerer.
Fixed a bug that caused rerolls to contribute to the Lucky Charm achievement.
Fixed the feedback form being inaccessible during the run complete screen.
Fixed a missing collider issue in a certain Frigid Veil room layout.
Elite Tusked Vermin Leap Attack now does the correct amount of damage (20,15).
Elite Glacial Titan Ranged Attack: now does the correct amount of damage (25).
Minor visual tweaks and fixes.
The Frigid Veil Update
Hello everyone!
It is time to enter the chilling embrace of the Frigid Veil. Even before the Blight, few travellers who dared venture here ever returned.
The main focus of this update is, of course, the addition of the Frigid Veil. A whole new region with new enemies and a new boss as you continue your journey towards the Brink. There's also a new character, the Relic Tinkerer, who allows you to upgrade and reroll your relic bonuses throughout your runs.
There's also a new challenge, some balance updates and more!
Version 0.9.01 - The Frigid Veil
New Region: The Frigid Veil
5 New Enemies
New Boss
New Trap / Environmental Hazard: Geyser
Codex Entries for the new region, enemies, boss.
New Challenge: Cursed Relics
Challenge: Relics have a 30% chance to be Cursed.
Cursed Relics will add a negative effect when equipped. If the relic has 3 modifiers, one of them will be replaced by the curse effect.
There are a total of 11 curses currently.
The severity of the curse is usually affected by the level of the Relic. For example, Level 1 Relics are more likely to have less severe penalties compared to level 5 Relics.
New NPC: The Relic Tinkerer
The Relic Tinkerer can now be encountered during your runs!
The room will contain 2 Relics that can be purchased with Dust. The Relics offered here have a slightly higher chance to be closer to the max level obtainable in the current region.
The price of each Relic will depend on its level, and the amount of modifiers on it. If the Relic is cursed, it will be offered at a discounted price.
If the Relics on offer aren’t interesting, you can always tinker with the Relics you already own. This will also cost Dust, based on the Relic’s level. Relics can be either Leveled Up or Rerolled.
Level Up: Increase the Relic’s level by 1.
Reroll: Reroll the modifiers on a Relic, this may also reroll the Curse modifier into a different Curse.
Be careful when tinkering with Relics, as it’s difficult to guarantee a success. With each tinkering done, the chance to fail and destroy the relic increases.
Balance Changes
Gameplay Balance Changes:
The total number of rooms in the Outskirts and Veridian Trail regions was decreased from 11 to 10.
Second Wind invincibility duration increased from 1 sec. to 2 sec.
Glaciate effect duration increased from 2.5 sec to 3 sec.
Wavedash deceleration slightly reduced (slide a bit more during wavedashes)
Enemy Balance Changes:
The Armored Blightborn enemy variant is now slower and less agile during its attacks.
Slashell enemy Dust drop increased from 7 to 12. Roll Attack damage reduced from 30, 35 to 10, 15. Jump attack damage reduced from 25 to 20. Back attack damage reduced from 25 to 15.
Combat Balance Changes:
Battle Hammer-Axe: Neutral Air active duration slightly extended, Up Attack hitbox slightly increased.
Sisterhood Gauntlets: base uncharged Launcher stun duration increased by 12%. Down Attack reduced startup time.
Astral Cord Bow: Launcher Projectile base uncharged stun duration increased by 25%.
Default Bolt stun duration increased by 25% and knockback slightly increased.
Blessings Balance Changes:
Shatter: Does not require Biotic Stress or Polar Fissure anymore to be offered as a synergy.
Extinguishment: Additional Burn Damage per Stack increased from +2 to +3.
Polar Fissure: Luminous Gem upgrade values increased to 5% per Gem.
Biotic Stress: Enemy Damage Reduction after Shield Break increased from 18/24/30% to 20/30/40%.
Bubble Shield: Damage increased from 50/75/100 to 80/100/120.
Lightning Strike: Falling projectile is bigger. Base projectile damage increased by 25 for all rarities.
Closed Circuit: Cooldown Speed increased from 1/2/3% per stack to 2/3/4% per stack.
Static Electricity: Chance increased from 40/60/80% to 50/65/80%.
Impervious Bolt: Stun duration increased by 12%, Shield Damage per hit increased by 25%.
Scorching Bolt: Stun duration increased by 25%.
Enchantments Balance Changes:
Clap Back: Damage increased from 25% to 30%. Cooldown per enemy hit increased from 5% to 10%.
Power Slide: Damage increased from 30% to 50%.
Haymaker: Damage increased from 30% to 50%.
Sucker Punch: Shield Damage increased from 50% to 100%.
Culminating Crush: Damage increased from 75% to 100%.
Instant Charge: Cooldown increased from 2 sec. to 2.5 sec.
Precision Blow: Damage increased from 40% to 50%, duration increased from 4 sec. to 5 sec.
Sonic Wave: Projectile size and speed slightly increased.
Zoning Arrow: Knockback increased.
Forced Cross-Up: Damage increased from 25% to 30%.
Furious Followup: Damage increased from 20% to 40%.
Rocket Rush: Damage cap increased from 50% to 100%, range cap for max damage increased by 25%.
Dangerous Elites Challenge:
Protected: A max of 1 Protected Elite is allowed at a time. Enemies will activate a visual indicator when they get in range to trigger the Protected effect on the Elite. Enemy corpses that have not yet expired will not trigger the Protected effect. Spawned enemies (such as Boombugs) will not trigger the Protected effect.
Regenerating: Attacking a Regenerating Elite will prevent it from healing. When the enemy exits its stunned phase the regeneration timer will resume.
Conjurer: Can no longer teleport while stunned.
Accessibility
Enemy Health modifier added to accessibility settings.
Enemy Damage and Health modifiers minimum reduced from 50% to 30%, maximum increased from 150% to 200%.
Fixed some sound issues when pausing the game while the Enemy Proximity Humm was enabled.
New Codex Entries
Shopkeeper
Relic Tinkerer
Tusked Vermin
Ice Wraith
Veil Obelisk
Ice Golem
Glacial Titan
(Frigid Veil Boss)
QOL / Miscellaneous
Challenge Level is now displayed at the Run Complete screen.
Highest Clear: Challenge Level is now recorded per Weapon.
The music for the Regional Shrine has been updated.
Bug Fixes
Fixed a bug that could cause some Codex entries to be marked as unavailable even though they are.
There was an engine related bug that caused unrecognized devices to be detected as joysticks, we have removed this detection so it should now ignore them. This should solve issues some people had with constant input in their game that they couldn’t abort (character constantly walking, menu always scrolling, etc.)
Attempted to solve the auto-map selection that happened on rare occasions to certain players, let us know if you are still experiencing this bug.
Added a safety check to ensure bosses will try to remain within the bounds of the boss arena, this should prevent some rare instances where bosses phase out of bounds during the fight and prevents you from finishing it.
Fixed a bug that allowed Oathbreaker’s buff to be applied with Bubble Shield without actually activating the Assist (exploding the bubble).
Fixed an animation bug that prevented flying enemies to display move animations correctly.
Fixed an inconsistent hitbox issue for the Swarmie enemy type (would spawn the actual hitbox slightly below where it should based on the visuals).
Fixed some Elite enemies not giving the correct Dust drop (should be double the amount a non-elite drops).
Swarmie enemy was giving the wrong Dust amount, fixed to the correct value (3 Dust for non-elite).
Crystal Rock Walker enemy was giving the wrong Dust amount, fixed to the correct value (15 Dust for non-elite).
Spore Slugger enemy was giving the wrong Dust amount, fixed to the correct value (10 Dus for non-elite).
Version 0.8.14 - Hotfix
Balance Changes:
The chance to find tribute rooms has slightly increased. A minimum of one Tribute room is now guaranteed in a run.
Unyielding Fire: Health threshold increased to 30% (from 25%). Cost reduced to from 2 to 1.
Bug Fixes:
Tried to solve some bugs related to undetected GameCube controllers and other unrecognized devices. Will probably need some more work.
Fixed an issue that prevented instant charge from adding meter charge to the Wintertide mask ability (Mask of Mishved).
Fixed a visual error that caused the Health Emergency challenge to display 50% instead of 40% health reduction in its keyword description.
Minor visual fixes and tweaks.
Fixed some cases in which duplicate rewards could be obtained by exiting and reloading the run.
Roadmap Update
Another content drop means another roadmap update!
Our Stray Souls update launched yesterday and introduces a run modifier system as well as an ancient secret for you to discover. If you find it, join our spoiler channel in the Discord!
Here is our updated roadmap. We are full steam ahead for our next update, The Frigid Veil, which introduces a whole new region, enemies, and boss. We'll also be introduces a new character, the Relic Tinkerer, who will upgrade and modifier your relics throughout your run!
Between The Frigid Veil and Herald of Nightfall, we've added an additional update, The Herbalistwhere we'll introduce another character, room layouts, enemies and more!
Stray Souls Update
Hello everyone!
With the Great Gate closed, souls can no longer find their way and pass to the Realm Beyond. Lost and lingering in these lands, many have been consumed and corrupted by the Blight.
This update is focused around providing more replayability and customisation for players who already cleared a run or two. We're already working hard on the next region, but we feel it's important to provide some replayability options now rather than waiting for when all the regions are complete.
Another new feature in this update is kept a secret from these patch notes, can you find it? Let us know on Discord!
New Features
Stray Soul Challenges
After completing a successful run, you will be granted access to a new menu that will trigger before you start a new run.
You can assign new difficulty modifiers here to make the game more challenging. Applying modifiers also increases the health and damage of enemies, but allows you to increase your Essence Multiplier beyond its original limit.
Additionally, each challenge modifier applied will give you one Stray Soul for that run.
These stray souls are meant to be purified and released. However, doing so will not remove the modifier they applied until the run ends.
You can use Stray Souls at tribute altars to consume the Blight from them and get the altar’s reward without sacrificing Health. This will come in handy as challenge levels increase and Health becomes more valuable.
Stray souls have another part to play, both in the current version and the official release. Can you uncover their mysteries?
Please note that this is a work-in-progress implementation of this feature. It will currently be available to everyone that completes the 3 regions. As more regions are added, an updated full run will be required to unlock it. There will also be more challenges added to it throughout the Early Access updates.
Run Augmentation
After completing a successful run, you will be able to use your spare resources in future runs to augment them to your liking.
Dormant Embers can be used to set the first Divine Spirit you encounter.
Combat Runes can be used to start you off with a specific Enchantment.
Esoteric Scrolls can be used to start you off with a specific Relic.
Gameplay / Balance Changes
General Balance Changes
Drenched Status Effect: Now has separate values for stun duration and Wall Splat damage. Wall Splat damage per stack increased from 5% to 20% per stack.
The knockback scaling on Blightborn enemies has been increased.
The Shroombiter enemy type now has less health (normal:200-> 175, elite: 400->350)
The Slashell enemy type now has Shields (can be found in the Burrows).
The Arachnobolter enemy can now move backwards before attacking you.
The base cooldown for all Bolts has increased from 3 sec. to 4 sec.
Tribute Rooms are no longer an Ordinance, and will become available after your first run automatically. This is to support the new Stray Souls altar benefits provided by the challenges.
Weapon Balance Changes
Link Blades Down Attack: Sweet Spot will knockback enemies towards you.
Astral Cord Bow Side Attack (3rd hit): Slightly increased air-time during the attack, deals increased shield damage to enemies hit very close to the bow.
Astral cord Bow Side-Air Attack: Slightly increased air-time during the attack.
Sisterhood Gauntlets: Increased the base damage of the 4th hit of the side attack combo from 15 to 20.
Sister Gauntlets Down Attack: Increased speed and range.
Spiritforged Masks Balance Changes
Mask of Mishved: Increased Wintertide damage from 30-50% to 60-80% (min to max upgrades). Duration increased from 3 sec. to 5 sec. The amount of charge time required to fill the meter was reduced by 20%.
Mask of Solesh: Increased Skybound damage from 20-40% to 30-50%.Duration increased from 2.5 sec. To 7 sec.
Mask of Navolik: Hyperspeed damage changed from 40/50/60/70/80% to 45/50/55/60/65%.
Mask of Sharbora: Damage buff threshold lowered from 85% to 80% Health, and the bonus was increased from 15% to 20%. Nature’s Wrath Health reserve increased from 55-75% to 60-80%.
Mask of Yamphas: Turbulence damage increased from 15-35% to 30-50%.
Skill Tree Balance Changes
Verdant Fortitude: Max Health increased from 25 to 50, cost increased from 2 to 3.
Unyielding Fire: Health threshold reduced from 30% to 25%, cost reduced from 4 to 2.
Bite Marks: Damage increased from 10% to 20%.
Spirit Blessings Balance Changes
Shatter: Shield Damage increased from +200% to +250%.
Extinguishment: Now also causes burn to inflict more damage per stack to make up for the reduced status effect duration.
Antipode: Combustion damage to bosses is now boosted without requiring any frost stacks.
Chain-Lightning Bolt: Range increased by 20%.
Voltaic-Blink Dash: Damage reduced from 20/24/28 to 14/18/22.
Ice Shards: Damage increased from 6/10/14 to 8/12/16. Luminous Gems upgrade value per gem increased from 4 to 6.
Magic Shards: Damage changed from 50/65/75% to 40/60/80%
Aurora Borealis: Essence gain increased from 10/14/18% to 10/15/20%.
Breaking the Ice: Damage increased from 40/55/70% to 40/60/80%.
Edgeguard: Damage and Knockback increased from 12/16/20% to 14/22/30%.
Avalanche: Damage changed from 25/30/35 to 15/25/35. Luminous Gem 2nd upgrade increased from 6 to 8 damage.
Woof Punish: Damage increased from 10/15/20% to 15/20/25%. Luminous Gems upgrade value per gem increased from 5% to 10%.
Occultation: Damage increased from 10/15/20% to 20/25/30%.
Absolute Magnitude: Bonus now displays as added instead of set. Max Multiplier increased from +0.3/0.5/0.7 to +0.4/0.7/10. Can no longer be upgraded by Luminous Gems.
Dousing Attack: Drenched duration increased from 4 to 6.
Dousing Launcher: Drenched duration increased from 6 to 7.
Dousing Bolt: Damage per projectile changed from 16/18/20 to 16/20/24.
Wall Splash: Damage per Stack changed from 10/20/30% to 20/25/30%
Uncharted Waters: Luminous Gems upgrade value per gem increased from 0.5% to 1%.
Hydro Pump: Damage increased from 4/5/6% to 10/15/20% per stack. Luminous Gems upgrade value per gem increased from 1% to 2%.
Hydration: Max Health per Fountain increased from 5/10/15% to 10/13/16%.
Lost at Sea: Damage increased from 10/15/20% to 20/25/30%.
Splash Damage: Increased radius by 20%, Damage increased from 15/25/35% to 20/30/40%. Luminous Gem 2nd upgrade increased from 6% to 8%. This blessings now has a visual effect indication when it triggers.
Equilibrium: Damage increased from 10/12/14% to 12/14/16%.
Natural Selection: Damage increased from 10/15/20% to 15/20/25%.
Ravaging Growth: Damage increased from 8/10/12% to 10/12/14%.
Resolute Stance: Duration increased from 0.5/0.75/1 sec. to 0.75/1/1.25 sec.
New Achievements
Purification
??? (Hidden Achievement)
New Codex Entries
Arbiter Mallet
Stray Soul
??? (Hidden Codex Entry)
New Ordinances
Spiritforged Synergy
Accessibility
<*>Enemy Proximity Humms: We are experimenting with a system that emits looping sounds based on position to improve accessibility for vision impaired players. While we do not have a lot of resources to dedicate to this, we intend to improve it over time. If this is relevant to you, please let us know what you think. <*>Sounds Relative to Player: Toggle between sounds relative to the camera or to the player. Works best when paired with the Proximity Humms.
QOL / Miscellaneous
New room layout variations can appear in the Burrows region
A new detection method for unwanted device input was implemented due to several players experiencing input from unknown / undetected controllers. This will allow you to disable the input completely from within the game.
Health bars have been tweaked to be more compact across different health values
The Relics menu hide/close animation is now faster
Bug Fixes
Stray Souls Update Next Week!
Hey everyone,
It's nearly here. Our Stray Souls update launches on the Thursday June 29th! and we'll also be having a 15% off sale!
Stray Souls is focused around replayability and customisation for players who have already cleared a run or two. We felt it was important to implement the start of this system now instead of waiting until all of the regions are finished.
We're already hard at work on the next region, but here is what you can expect in Stray Souls: