Happy August everyone! Nothing too major in this patch, just some quality-of-life improvements and minor bug fixes. Enjoy! (NOTE: For those of you keeping track, there is no 1.0.19.0 patch! Just goes straight from .18 to .20)
- New-and-improved objective markers on the map! Main progression goals now have a few more incremental pins along the way, to help better guide to the next objective (especially when they're far away and the path to them isn't directionally intuitive). - [PC] Adding official support for Switch Pro Controllers. - Lootbacks are now tracked on the map with other chests after acquiring the Treasure Chests map. - In Crystalfall Coast, the Golden Oyster piles are now tracked on the map, after getting the corresponding quest from Cath. - When Spritelings finish breaking a Pip Squash, they will now continue on to other nearby Pip Squash if there are any. - Added polish dust fx to hops, lands and kicks. - Clearer visual cues to know when a Kettle Bomb has started ticking. - Polish and cleanup to audio transitions as scenes load in and out. - Improved audio performance. - Fixing issue on map where the fog-of-war clear radius wasn't consistent across different areas, and was in fact way too big in some. - Fixing issue in Frostfields where one of the crates would look like it was stuck, not moving, before lowering a nearby gate. - Fixing an issue where nighttime campfire chat scenes would sometimes happen too often. - Fixing long-time issue where you can hear footsteps at the end of early Never ambush cutscene in Heartlands, as the scene is fades out. - Fixing issue where the chosen in-game language setting wouldn't be respected during bootup splashes. - Fixing subtle animation issue where you could occasionally seen a couple frames of the previous animation when rotating to a new direction, due to stale animation states. - Fixing issue where large boss health bar could be seen on aspect ratios that aren't 16:9. - Fixing an issue where Barblings could sometimes get stuck in a state where they wouldn't stick to a barrel. - Some minor improvements to Spriteling's follow and return behavior . - Improving some UI lists to wrap.
The Big Performance Patch! (1.0.18.0)
So it's been awhile since we've pushed out a patch, but we have good reason for that! We've been working on a ton of optimizations and improvements across the entire game to make it more performant for everyone :) It required a bunch of rework to certain chunks of the game, and then a good bit of testing to make sure all that rework didn't cause new issues, so we really appreciate your patience. We've also snuck in a handful of smaller improvements and goodies as well. On to the full patch notes!
Spriteling animations are now way more efficient, meaning better performance for all! But especially on older hardware.
Tons of other general optimizations to slow code, making the game even more performant.
Fixed stuttering caused by lighting that some players were running into.
Fixed audio issues some people were having on Xbox consoles where audio would get corrupted and stay that way, or just go out altogether, until a full game reboot. (Unfortunately some distortion may still be present in scenarios with lots of sounds firing at once, but the audio system will now fix itself at least. More improvements to audio coming hopefully in the next patch!)
Fixed issue where Spritelings near camp but not in your herd would not auto-home into the Well on sleeping.
Added new teaching moments for the “Split Up” action, for manually separating Wake and Kirby from each other. (We got a good bit of feedback about some folks not even knowing that action existed! Oops!)
Some World Map improvements: entrance/exit icons for all areas, easier-to-see arrows pointing to offscreen objective markers, new “Map” prompt on the bottom of inventory menu
Moving the Grove to the top of the warp menu list, since it’s by far the most frequently used warp option
Enemies now take a little longer to respawn after being killed.
Toning down how often the Crud Croaker can do its toxic sludge attack
Improving some guidance around the puzzle leading up to the area where you first get Emberlings
Made Kettlebomb a bit heavier so it's easier to pull Spritelings away from them without also dragging the bomb along.
Slight rebalance to the Toothpicks’ Shelterhorn bounty, to make it a little less tedious.
Some minor polish and improvements to a few cutscenes.
Adding a much-overdue little reaction animation to Spritelings getting broken out of ice
Added a handful of new sounds
Fixed issues with players were getting stuck on some geometry.
Fixed some visual layering issues throughout.
Fixed issue where you could warp out of the grove when you were supposed to be locked in it for the ch2 ending (wonder how many of you found this!)
Fixed issue where music could cut off instead of fading out when leaving a scene via a lift.
Fixed issue where the shake sounds in the dreams would cut off abruptly when loading next scene.
Fixed issue where some sfx cut off too early on scene fade outs (e.g. Spritelings jumping into well sfx on sleep)
Fixed a physics issue where scrap could occasionally fling wildly out of chests.
Fixed issue where a frozen Barbling could unfreeze itself and other Spritelings if it itself was frozen in air.
Fixed some minor translation and localization issues.
Fixed a handful of (English) typos.
Continued general improvements and maintenance to all levels and areas of the game.
The Week 4 Patch (1.0.17.0)
Hello all! In this week's patch we have a wide range of fixes and improvements to dish out.
More Pinnable Map Icons! We've added 5 new icons to the Map Pin menu that players can use to mark points of interest on their map. The icons include: flower, fire, snowflake, crystal, barbs, and corruption.
The Map Pin menu also wraps around now, a small but much-needed improvement (especially with the expanded icon set).
Adding a landmark icon for Rubbish to the world map.
Making sure "Play Time" doesn't tick when the player is tabbed away from the game (sorry about that speedrunners!).
Adding more feedback when hitting Faeflies in the air, so it's clear they're being hit even if they're currently animation-locked.
Fixing issue with a certain large Frostfields Relic that would go backwards, into the wall, if it was moved before making the "bridge" to the left of it.
Fixing an issue where "Herd" count can be larger than "Field" count (which should be impossible, by design) if sleeping when one character is far from camp, and they have a herd.
Fixing issue in Frostfields where a Log Squeeze and some Vines were too close together, which could lead to occasional bugs when the player attempted to interact with one or the other.
Fixing issue where Spritelings' arms and mouths were occasionally clipping through held resources (we attempted to fix this in an earlier patch, but then had to revert that fix as it caused new issues! but here we've fixed it for real).
Fixing issue where Lunastones will stay active if Lunalings are knocked off of them by an attack.
Fixing a funny oversight where the "Rations" and "Plans" Key Items would be re-added to the player's inventory if ever returning to Undergrowth.
Fixing issue where all Scrap dropped on death would be in one tiny little single pile after respawning.
Fixing visual issue in Frostfields where one of the log bridges would have an end floating over water, without ground under it. (Wasn't causing gameplay problems, just looked funny.)
Fixing some rare soft locks that could occur around Vines, if rejoining characters at just the right (or rather, wrong!) moments.
In patch 1.0.15.0 we introduced an audio bug where the nightfall countdown music was very quiet (sometimes inaudible). This is fixed now.
Added some safety code to make super sure the audio system can't have two "listeners" at the same time (which could result in certain sounds doubling up / stacking on each other).
Fixing a couple music stingers that weren't playing (one when you meet the Twins, and one when you meet Paper Planes).
Fixing a rare issue some people are seeing where they'd pickup Journal pages, but they wouldn't be in the Book.
Fixing a rare issue where sometimes on Title screen, the "A" button doesn't work, requires a reboot (we only saw reports on Xbox actually, but when looking into the code it does seem possible it COULD have happened anywhere... anyways, fixed now!).
We had one report that someone got stuck in Crystalfall Coast between some gates, even though the mechanic to lower those gates was already completed. We addressed this for that person, and ensured it can't happen to anyone else.
Two people reported a super rare issue where they got stuck in a state right before the endgame where Grey Coat was telling them to do one thing, but then that thing wouldn't let them do it (staying vague to avoid spoilers!). We fixed this for those folks, so they can continue, but also ensured no one else can run into this.
Fixing some minor translation and localization issues.
The bugs reports we're getting from folks are getting less and less severe (thank goodness!), so we're starting to be able to focus on more interesting additions and updates, reacting to feedback and suggestions. Stay tuned for more of those kinds of patches in the future! And as always, thanks for playing :)
The Week 2 Patch (1.0.16.0)
Hey everyone! Not a ton new here, as we've been pretty swamped this week (we have a wedding on the team this weekend!!!), but we're still here and still fixing stuff! More to come next week as we all get back to a normal work schedule, but for now here's what's in this patch:
Exact saved player positions are no longer used when loading into a save file. Hopefully this is somewhat temporary! But we kept seeing strange rare issues where some folks would load into a wall, or on top of a cliff, etc, and were just stuck. So now we use the saved position and load you to a camp if you're near one, or otherwise just to the area entrance. A bit of an inconvenience to not load you exactly where you left off, but hopefully it will make for a smoother, more bug-free experience for all :) And again, we hope to be able to reinstate exact position loading eventually, when we have more time to debug everything.
Hotfixing new rare issue from an earlier patch where people would come back down from Frostfields only to find the gate still up, and thus be stuck. This will no longer be an issue for future players, AND for players that are currently stuck.
Hotfixing new rare issue from an earlier patch where people would come back east from the coast only to find the enemy gate in Sunken Grotto still up. Not as game-breaking as the last one, since there's a warp pad. But still extremely annoying! This will no longer be an issue for future players, AND for players that are currently stuck.
Fixing a very rare issue where one of the post-game cutscenes would never fade back up from black at the end, forcing a reboot.
Thanks everyone! Look forward to more fixes and improvements in the next week or two :)
The "Oopsies" Patch (1.0.15.1)
So uh, we goofed! In between 1.013.0 and 1.0.15.0 we introduced a couple of new bugs, such as messing up people's heart counts, and preventing a particular achievement (the all Health Upgrades one). We're pushing this patch asap to Steam, since we have a lot more freedom there to update builds. Once we've confirmed it's all groovy with players there (and once we get through Microsoft's review process), we'll be pushing these fixes everywhere in 1.0.16.0. So sorry about this! And thanks to everyone for your understanding and patience <3
- Fixing new issue where total heart count could get capped to 5, even if you had purchased more upgrades - Fixing related issue where the Totally Full at Heart achievement would never unlock. NOTE: If you've already purchased all those upgrades, to retroactively trigger the acheivement just reopen and close the Upgrade Mill - Reverting a recent change that caused all the Lunalings in Aatto's Lunaling dance sequence to not animate. - Fixing a new issue where scene-load cutscenes were now saving as "seen" as soon as you loaded into them, instead of waiting for them to complete.
We also did manage to sneak in a few actual fixes as well!
- Fixing rare issue that could lock you out of the endgame flow if you happened to quit or crash during the final Artifact popup overlay - Fixing issue where players could get stuck in an empty / dead version of the endgame area, if they happened to quit or crash during the post-battle cutscene - Fixing some missing audio in the Shrines - Fixing some errors from button-mashing in Credits scene - Fixing uncommon issue where camera could stay locked on Kirby during the ending battle, after she was frozen in the crystal - Fixing issue where Kirby could continue to take damage during final battle while trapped in the crystal
The Week 1 Patch (1.0.15.0)
Thanks to everyone who has been playing and enjoying The Wild at Heart! And a special shout-out to folks who have taken the time to report issues and give us feedback :) Here's a handful of fixes and improvements that we've been working on this week:
Giant audio mix pass! Including some new juicy sounds :)
New helper feature that will always ensure at least 3 backup Twiglings will be in the Spirit Well if all other Spritelings have died
MAJOR fix for non-English systems that were parsing all kinds of data weirdly, which could cascade into a number of bad bugs (e.g. displaced items, random save spots, missing Spritelings, missing text, repeat dialogue text, and more!)
Fixing issue in Frostfields where the fridge item could get stuck on the Faefly Hives
Improving the feel and friction around that same puzzle, leading up to the fridge item
Fixing the final pressure plate in Sunken Garden to always lower its gates, regardless of whether it was pressed down with characters or with Spritelings
Fixing issue in Forgotten Path where you could throw Spritelings out of reach across the creek, and never be able to get them back
Fixing rare issue where the heart upgrades achievement would never unlock
Greatly improved environmental teaching surrounding Kirby Lantern statues, since people seemed to be getting stuck at that point in Sunken Grotto
Fixing an issue where a couple important icons weren't displaying properly on the map, even if you had purchased those charts (it was one Cat and one Chest)
Fixing an issue where it would seem like the Geography Buff achievement wasn't possible to unlock, but only because of some tricky UX in The Grove
Fixing some issues where saving could get locked in rare cases
Fixing stutters and hangtimes associated with autosaves, and balancing the amounts and timings of autosaves
Spacing backup saves out more, so that if you need to go further back in time, there are more options
Fixing a rare issue where you could load to the Frostfields camp after a death, and then be stuck on that side (both for future players and retroactively for stuck players!)
Fixing a game-breaking issue where running into the dream fog in the final dream could reset you to an earlier dream, locking you out of the end sequence
Fixing an issue where quitting during the final cutscene could lock you out of getting back into it
Improving some accidental Spriteling deaths in Frostfields, around the Crud near the first clone tree
Improving some situations where Spritelings will sometimes bounce off the front of the character and fall forward into a pit, instead of properly flinging backwards over the character's head
Some early attempts at addressing reports of audio issues on lower-end hardware
Improvements around trapped Spritelings auto-detaching themselves from the herd (including a fix where Spritelings that landed in water directly from a hard pull wouldn't detach themselves)
Fixing a rare issue where all herd followers could start walking in place and become unresponsive when re-entering a camp
Fixing common issue where carry items in Central Deep Woods could get stuck on the Blisterroots (fire plants)
Fixing flickering / layering issue on Spritelings carrying resources
Fixing some localization issues with text overlapping / running out of bounds
Fixing issue in Central Deep Woods where you could lower the ramp into Wispwagon prematurely, leading to a sequence break
The "Displaced Items" Patch (1.0.13.0)
The main fix of this patch is attempting to address issues some players are having where heavy carryables will start loading into random positions, eventually making the game unplayable. This update makes sure that those items stay put before they're touched, and are forced to their target positions if complete. One downside of the fix is these heavy carryables will no longer save "in progress" positions. So if you leave something only partially moved, then reload the scene in any way, that item will reset to its start position. It's not ideal, and not something we want to do (by design we think these items should always remember their position), but for the time being it was the fastest way to get the affected players playing again. We will, however, continue investigating ways to get in-progress positions on heavy carryables working again as soon as we can :) Thanks for your understanding and patience!
And now, a bunch of other changes in this patch:
Raising the allowed stack count per item in a Bag slot
Balancing respawn times on some loot breakables
Balancing Glint drops from enemies
Balancing Scrap drops from trash bags and vacuumable piles
Fixing issue where sometimes Player Character would walk in circles or rubberband around a target, and never quite get there (thus leading to a soft lock of sorts)
Fixing a wall Spritelings could get stuck on in Heartlands
Fixing some typos (English)
Fixing issue where exiting the Wispwagon Shrine would put you at the camp, instead of right outside it
Improving the carry paths for the Relics in Crystalfall Coast
Making autosaves trigger a little less frequently. Currently they can cause slight hitches / lags (an issue we're investigating separately!), so we'll just tune them down a tad until we get that under control. (Also for players that prefer to scum, too frequent of autosaves can be annoying.)
1.0.12.1
A few launch-day fixes and improvements:
Making Spriteling ability targets (e.g. grow bulbs, ice bridges and brambles) be a little easier to fill, and drain a little slower.
Slight rebalance to Bounty requirements
Fixing issue where Glint Bulbs could respawn too frequently
Fixing issue where the note Wake leaves in the beginning of the game wasn't showing
Fixing some text overlap in the save slot UI
Fixing a tiny visual glitch in the HUD, an element being partially visible that shouldn't have been
Adding in a safety-net where, if a main save file gets corrupted (e.g. if the game force-closes while writing to disk) it will attempt to automatically pull in a backup save and make that the main save
Demo Patch 0.0.11
Just pushed out another patch to the Steam Fest demo! Want to thank everyone so much for the continued bug reports and notes, the feedback seriously helps us so much in tracking down and fixing issues. Here's what's new in this patch!
Fixed a bunch of issues with saving, where if you would die at certain times, or quit the game at certain times, it could cause your save file to become corrupt and try to load you into a black screen or "void". Not sure if we've captured 100% of these cases, but we think we found the worst offenders! Thanks for you patience on these - we know it's sad to lose your progress! But hopefully now you can have a solid demo experience :)
Fixed issue in the Undergrowth where you could overthrow your first Spriteling too far past the first mushrooms, and then they couldn't find a path back to you.
Added a catch-all "warp back to player" feature for Spritelings that are just stuck in the environment, or lost off map. We were getting a number of reports that players could find ways to throw their Spritelings into odd nooks and crannies and get them stuck, so we hope this will help with some of that!
Fixed a handful of issues with the environment that was sometimes preventing the vacuum from working on Spritelings.
Fixed players being able to chuck their Spritelings down into the canyon of Central Deep Woods too early, and they'd get permanently stuck behind the gate.
Fixed issue where you could leave your Spritelings idling in the higher section of Forgotten Path, then jump down into the lower section without them and get stuck since you need their help. Now, no matter where they are up top, they will always jump down with you.
Put in a safety check on the videos during bootup that will hopefully prevent cases where you just hang on a black screen before title.
Made it harder to get pinned between hazards (e.g. beehives) and walls or enemies, etc.
Fixed the input icon for Command Menu (was accidentally showing the icon for Spriteling Selection Menu)
Fixed breakable walls not blowing up with a bomb.
Attempted some safety check fixes for reports that some players weren't able to get enough Spritelings to pick up the gear/cog in Central Deep Woods.
Enabling mouse cursor during gameplay, to make it easier to aim Gustbuster and the throwing of Spritelings (but still keeping the mouse cursor hidden during UI and menus).
Added a small visual tell/hint to nudge you towards acquiring the first Spriteling, since some have reported not fully understanding that puzzle.
Balance and tweaks to music and audio. Plus some new music!
And a handful of other fixes, improvements, and polish that are too tiny and many to mention!
Thanks everyone! Keep exploring the Deep Woods and letting us know what you find :)
Game Fest Live Stream!
Join the devs for a live walkthrough of The Wild at Heart! We'll be playing through the Steam Fest demo, showing off all the neat-o things you can do in the Deep Woods. We'll also be fielding occasional questions from the chat too, so don't be shy!