- [HUB] Interacting with the Gunship should now show text for clients - Legion firearm gunshot should now be heard by all clients if fired by a client - [Frozen Fort] Fixed an issue where you could potentially clip through the floor in a hidden room - [Abyss] Fixed a pathing issue for enemies near Wards - Updated FMOD to a newer version to try and resolve a sound bug - Fixed an issue where players dropping out of an online session may stop the level's music/ambience - Hitting the dummy should now show decimals in the damage numbers (It was previously rounded up) - The dummy should now be less inclined to 'flip out' for clients when they first join into a level - Fixed an issue where the blight tanks would not make any noise on death - Fixed player skin tones/fur not always showing correctly when playing online - Level transition errors now reset properly if it somehow was triggered, rather than triggering on every level load after the error happened - Added music to versus maps - [Fallen City] Removed a duplicate Mercie who was hanging out under the bridge - [Fallen City] Fixed a staircase which had no collision
Update Notes for May 17th
Zofia 1.0.07s
Additions:
- Some armor now has elemental resistance, which will decrease the debuffs you receive when hit with elemental attacks - Added additional pieces to UI to show armor total and equipment weight total
Changes:
- Clicking on a weapon that's already equipped now unequips it (like how the armor works) - Added max ammo to stat page in UI - Added grapplehook range to stat page in UI - Added armor's stamina usage to stat page in UI - Changed Fox's mask material - Changed some UI text to icons to make it consistent with the stats page - Changed hotkeys UI to become centered when inventory is open, as opposed to the right side where it could overlap - Minor level adjustments
Fixes:
- Fixed an issue where zooming before the player was loaded resulted in a brief screen flicker - [Border] Fixed a roof's collision - Lowered jar breaking sound range - Fixed Legion Firearm's stat indicators - Fixed inventories weapon damage calculation which was not applying some modifiers
Update Notes for April 26th
Small fixes and additions:
- Fixed two weapons not showing the correct element text - Added a teleport effect to when a player 'dies' - Added an error message for save failures - [HUB] Added clouds - [Fallen City] Made some minor level changes - Foliage now fades when you're close to it, primarily so Otter players can see in tall grass - Added maps that you can find within some levels. Not all levels have a map, and maps vary in usefulness
Update Notes for April 18th
This patch is mostly some small fixed and adjustments.
Fixes:
[Oceanside] Fixed a lighting issue where the cave areas may be very bright [Labyrinthian Caves] Fixed an issue with an upper ledge [Cliffside] Removed Aki's trigger as the NPC was removed, and the trigger was not supposed to be accessible
Changes:
- Added air/water elements, though there is no status effect associated with either yet - Seeker Sword is now set to be 'air' type magic (Was previously blight) - Ancient Sword is now set to be 'water' type magic (Was previously blight) - Unified Great Sword's description has been slightly altered because it was confusing - Death animation is slightly longer now and is more prominent - Death animation can no longer be interrupted by being hit while dying - Added text to screen when you're dying/respawning - Added 'crouch' indicator for when you're sneaking - Sprinting or jumping while crouched will now break you out of the crouched position - Baskets/Chests can only be opened now, interacting with them again will not close them on you - Removed blood from staining player mesh as it often looked weird - Old Legion Torch is now Old Legion Firearm, and can be fired semi-auto, and uses your ammo pool for other projectile weapons - Old Legion Firearm's flashlight has been dimmed significantly
Update Notes for April 6th
Mostly minor changes and fixes:
Fixes: - Fixed Oceanside quest being labeled as frozen fort - You can now walk on the elevator ramp in the Abyss, rather than slide on it (which was fatal fall damage) - [Cliffside] Fixed a hole in the cliff mesh that allowed you to find a certain secret NPC - [Cliffside] Moved the area boss so he doesn't blow himself up as easily - Changed mouse behavior to 'lock' onto the game window
Changes: - Most jars/pots are now destructible - Most broken/damaged boxes are now destructible - Added a few more detail objects to the HUB - Added lights and a few objects to a room that was unusually empty in Gilded City
Hotfix #2 for March 24th patch
Another hotfix for some reported issues:
- Fixed being unable to use magic on banners - Firearm bullet is now ~50% smaller and less likely to hit unintended targets - Magic and bullet projectiles are now fired at eye level, Previously they were fired at hand/barrel height which causes some inaccuracy - Matched Tarby's hair selection in the character editor to in-game character - Tarbies will have 'hair' as the default selection - You can now select to be bald with humans/tarbies/aves (hairstyle ~#14) - Fixed an issue where you could lock yourself into a corridor in the Frozen Fort (Removed one of the doors) - Luna will now warn you about the second specter in the frozen fort mines if you've missed the first warning/specter - Fixed an issue where you could lock yourself under an elevator in the Labyrinth Caves - Fixed rollout beds being the wrong material type - You can now use magic on wheel switches - Fixed a slime enemy location in cliffside - The air magic push now correctly levels up aeromancy - Fixed an issue where the HUB music may not play when you arrive from certain transitions - Fixed an issue where wood magic would not trigger damage on bowmen - Using wood magic to impale an enemy has been reduced in damage (30->10) - Wood magic impaling will now do extra damage over time if the enemy is in the center of the spikes - Wood magic impaling will attempt to stagger enemies caught in the center - Aiming magic at an enemy's lower body will attempt to use magic under their feet if they are standing on a useable (Stone/Wood/Ice) surface, otherwise you will use the air push
Hotfix #1 for March 24th patch
Fixed an issue where, if certain conditions were met, music from HUB/Border/Oceanside/Ravines levels would continue playing even after entering the next level.
Update Notes for March 24th
Minor Fixes:
- Added damage sound to stone/ice golems - Fixed stat icons - Throwing knife collision is now ~50% smaller - Throwing knife no longer has collision after it hits an object - Slide kick sound can no longer be triggered too quickly - Fixed an issue where some spells could cause an item replication issue - Otter's sweep attack animations are now much more distinctive - Fixed a potential bug in the prologue quest where if Johnson is unable to move, the basement event will happen anyways - Fixed some level geometry that was causing some NPCs to get stuck - You can no longer fast travel to the HUB if you're at the HUB - You can no longer ride projectiles - Otter's airsweep now uses the sweep attack animation (previous was the downward attack) - Most enemies will now (try to) aggro you if you hit them with a ranged attack outside of their normal aggro range
Update Notes for Feb 18th
Some minor fixes and level additions/changes:
- Fixed power attacks not triggering the HP bar to show - Fixed corrupted Tarby sometimes not showing HP bar at all - Made the grapplehook section in the Abyss slightly easier - Fixed the final checkpoint in the Abyss - [Splitscreen] Fixed versus level lighting issues - [Splitscreen] Fixed quick-select not saving P2's item mappings - Vegetation magic projectile's hitbox is now ~50% smaller so it should hit unintended targets less - Fixed some material issues on several objects - Added some more object detail to several models - You can no longer do magic on lightbulbs - Temporarily removed Golden Idol's animations as he is being reworked - Fixed a [secret] area that only Otters could reach in the prologue - Changed the metal bar weapon to be a blunt weapon again - Fixed a collision issue where you could get through certain walls - Made some various map changes to Cliffside, Labyrinthian Caves, Prologue, HUB, Abyss, and Fallen City
Additions: - Added a new WIP enemy type - Added some new secret areas - Added two new weapons
The Road to 1.0
Its a little too early to give a specific date but we're getting closer to getting out of Early Access - Which will be the completed 'blight' campaign.
The remaining updates you'll be seeing from here on out will be level changes/additions, story additions, a few boss tweaks, some additional content, and bug fixes. That being said, we're still open to feedback on the current implementation of features in the game.
Development of Zofia has been difficult, especially these last few months, we appreciate the feedback and support we've got from the community throughout these challenges.