If you think we're being a little quiet lately, its not just you!
We were planning a bigger update for Zofia's 1 year anniversary of going into Early Access. Well some life events got in the way, and a few tasks I wanted to get knocked out have snowballed into much bigger tasks.
I'm also currently looking at a few experimental changes that we're likely going to do a little internal testing to see if its working as intended before trying it out here in Early Access.
If all goes well, we should have a bigger announcement soonish.
7/22 Experimental Combat Patch Hotfix #1
We've had a few reported issues that we're working on, but here is a hotfix for a few critical ones and a few lesser ones:
- [Prologue] Fixed Anna incorrectly mentioning your house - [Prologue] Erik no longer hands you a weapon as the dialogue was confusing if you were not the one who got the sword - [Prologue] Erik now states correct info about fighting, as some of his dialogue involved some changed mechanics - [Prologue] Removed the house with the second locked door as this proved misleading if you were investigating the town - [HUB] Trying to leave the HUB with the airship will now tell you that you're supposed to use the map - [HUB] Asking Kirik additional questions no longer gets you stuck into a conversation loop - Fixed ghost blight zones for clients - Candlesticks now correctly show lit/unlit for clients with a visible flame effect (Also updated the candlestick as it was the incorrect model, and reduced the brightness as it was 300x too strong) - Made some additional fixes to 3rd person mode so it aims better. This was technically only used for a debug mode to check equipment but we may expand upon it as it seems desired. - Blight zones now slowly deplete stamina, instead of rapidly - Made some stats that altered the pause before stamina begins to regenerate less impactful, as some high/maxed stats would allow you to regenerate stamina even while doing actions
Update Notes for 7/22 (Experimental Combat Changes)
This is a slightly experimental build as we've made some combat changes, minor UI updates, and made a few level changes.
- Several maps/areas have been slightly tweaked in lighting, item placement, and other details - Blight zones now slowly deplete HP - Chance of sword+gun variant possessed armors may spawn instead of normal variants - Possessed armors now block - Temporary removed yellow/blue tier possessed armors that could spawn when there were 3-4 players - Ghosts can now create blighted zones - Specters can now be destroyed with certain weapon types - Aves now use the athletics skill to fly - Grapplehooks once again properly level up - Added Luna to several areas - Added several weapon abilities (Many of these are works in progress) - Split weapons into categories. Smaller weapons like the rapiers, daggers, etc now only parry, while larger swords or axes will block - Reworked a few magic abilities - Added standalone spells that can be cast without the element - Enemies should now (mostly) properly take cold/fire/blight/poison damage - Fixed poison damage as it was incorrectly scaling - Fixed airship prologue timing - Added step 1 of save validation/correction - When loading up a save, it will verify items match standard values, such as damages, the description, etc. You'll primarily notice this if you load a really old save. - Reduced bow/rifle men HP - Added a bunch of Otter animations - Added magic shield obtainable from metal magic - Fixed some effects so they didn't disappear so quickly - Made some dialogue tweaks - Checkpoints no longer destroy nearby enemies when used - Airship on cliffside is accessible again
Hotfix #3
Sorry this will hopefully be the last hotfix for a bit.
- Removed an old armor asset that would rarely drop but be unequippable if found - Fixed an icon issue - Tweaked Frozen Fort's lighting - Added a barrier in Frozen Fort to prevent falling out of the map in certain locations - Schematics are now 'spent' when given to Frankie - Schematic descriptions are now fixed - Re-added the horses to the prologue - Fixed an issue where you could slow your fall if spamming certain moves - Fixed the deer material - Fixed an issue where an animation on the Commons would jitter - Fixed an issue where Commons always tried to hold a weapon, even when unarmed - Tweaked Cliffside's lighting, fixed a shader issue that was preventing some post processing effects from showing - 'Boss' variants are now significantly less bright when dying - Added a Legion helmet variant that rarely drops (~1% drop rate)
Hotfix #2
Resolved some bugs and issues (In no particular order):
- Resolved an issue in the character editor where if a player joined and then left, the host would be stuck waiting on them - The prologue will no longer force you to create a character if you're using an existing character slot - Character editor should now respect key bindings - You can now click and edit your character name if you do not want to use the generated options (Only on keyboard/mouse) - Character editor area is now notably brighter - Character editor area no longer has a shader override volume which may have cause some unusual graphical artifacts - Hitting 'escape' in the character editor will now prompt you to return to main menu or continue with character creation - Fixed an issue where certain doors would not replicate in the prologue - Fixed an issue where arrows could get stuck on each other - Arrows now despawn much quicker - Fixed an issue where expanding blight spots wouldn't despawn when area boss was defeated - Fixed an issue where you could go under the map in the frozen fort - Made it more difficult to skip past the transition point in the prologue - Made it more difficult to avoid the captain in the prologue - Hitting 'escape' with the inventory open now just closes it without bringing up the escape menu - Lightened all hair styles up by ~15% - Altered ice damage time which slows your character when hit - Made magic projectiles collision smaller so they don't collide as much when firing in a burst
Hotfix #1
This is a quick fix, a more definitive fix is on the way.
- Temporarily resolved an issue where a host with >2 clients met certain conditions, their save would get corrupted on map transitions.
This 'should' stop corruption happening in other scenarios as well, but we're doing additional testing to make sure.
Thanks to Phrieksho for reporting this one. (Also, sorry)
Minor Update
EDIT: Update is live again! Sorry for the temporary rollback.
Fixes and Additions
- Adjusted character model faces/bodies - Fixed male human meshes - Readded Text introduction before character editor - Made boxes/barrels/etc destructible - Some art updates - Fixed an issue where skin tones would be incorrect a lot of the time - Fixed an issue where the unarmed punch has 0 range and couldn't hit anything - Fixed issues where the load screen sometimes wouldn't show up on the main menu when joining another player - Fixed some hair issues - Some slight UI changes - Ghosts have had their HP fixed
Balance changes: - Equipped weapon now factors into equipment weight - Weapons now have a damage range - Elements now have damage range - Armors now have a shield or armor defense stat
June Update Hotfix #1
A small but quick update!
Fixed an issue where the player character would match the airship's rotation on respawn (Should be hopefully fixed now) Fixed underwater effect carrying over to new levels Fix some texture issues in Versus Bunker and Frozen Fort Versus mode should correct end now when there is only 1 player remaining Exiting back to HUB should now work from versus mode Client Player inventory should clear when starting a new game on a used save slot Significantly reduced Legion scarf drop rate (~25% -> 4% chance) Added legion knife to enemy drop pool (~1% chance)
Zofia - June Update (Part 1)
This was going to be one large update, but I got knee deep into some combat and other changes and decided I should get this update out to fix some notable bugs.
There are a lot of changes here, but I will highlight some of the major ones:
- On-screen compass has been added to the top of the screen.
- A 'weapon' called the Attuned Compass can be equipped to see the location of other players and the airship. It's useful for figuring out where players ran off to.
- The 'lives' system has been removed entirely. Players now drop a percentage of their money on death. Money can be retrieved by grabbing an 'essence' that is dropped when you die.
- Checkpoints look a little better than the stone block now:
- The grapplehook has been changed significantly. It is now much 'zippier'.
Now for the patch list!
Bug fixes and Performance: - Optimized cliff materials - Optimized texture memory usage - Options menu now has changeable keyboard keybindings (Not all keys yet, still adding some) - Options menu in-game and on the main menu are the same - Fixed some achievement issues - Added a new particle effect for possessed armors which should be more performant - QuickSlots now save correctly - QuickSlots now count past 31 items correctly - QuickSlots no longer show a number if there is only one item - Fireballs no longer collide with each other - Tutorials now disappear in pre-prologue after entering the fort - Floating text now removes on level finish within airship levels - Tutorial prompts now show correct keys if rebinded - Fixed a stamina usage issue if using magic on metal or cloth - Fixed some object materials - Dialogue stuck on clients in pre-prologue is now fixed - Fixed uncommon host character reset when going to Frozen Fort - Ejecting Johnson off the cliff in the prologue now kills him (this technically advances the quest) - Fixed underwater effect carrying over to new levels - Fixed platforms in bunker being desynced when moving - Fixed joining and disconnecting players not deleting editor character in prologue - Buying equipment saves game correctly now - Fixed: Ghost tunic dropped from ghosts was invalid item - Fixed clients not seeing riflemen die correctly (?) - Fixed Hair still visible with full helm on clients - Fixed Client Otter Torso missing on load (?) - Fixed Frankie being all tar for some reason - Fixed Players taking damage from going straight up as well as falling - Fixed Z fighting in cliffside temple area - Fixed versus player list updates now when player leaves - Fixed Jump prompt was wrong in pre-prologue - Fixed broken hand animation on impact recoils - Fixed chandelier and rug props - Fixed a bug with the airship where the camera could roll - Fixed a bug with the airship where it would stay suspended during a turn - Fixed a travel bug where you couldn't cancel returning to hub - Swimming shouldn't make you stick the surface as much - Ropes no longer grappleable - Grapplehook auto cancels if stuck - Traveler moved in pre-prologue - Interact key no longer shows on Players - Fixed a bug with falling deaths - Fixed some particle issues where they would render from extremely far distances - Weapons without a special attack no longer drain stamina when attempting to attack - Fixed uncommon bug where client players wouldn't load a character on connect - You can no longer launch players who are still customizing their character - Fixed uncommon bug where a joining client player may get the incorrect game info - Enemy spawn points no longer block projectiles - Fixed a splitscreen issue where if one player was in dialogue and using the mouse, the other player may not be able to use parts of their inventory.
Changes and Additions: - Many maps have been added to or altered - New sounds - Removed 'green arrow' from on top of player's heads - Added shield enemy - Added new style of GP - Simplified stats drastically (There are now only 4 weapon skills) - Simplified magic stats drastically (There are now only 4 magic skills) - You can now parry bullets - Added an ammo limit for the Legion Firearms - Added new materials for several weapons - Added new materials for some armors - Added several weapon schematics that can be found in the loot pool - Added new weapons to purchase - Added new weapons to find - Added ammo caches - Added max ammo upgrades - Added max grapplehook range upgrades - Added some new NPCs - Added an enemy variant (Ice Fyra) - Fyras are now significantly more accurate - Adjusted visual design of possessed armors - Shielded enemies can be stunned with a kick - Erik's combat advice is a little better now - Added wall bounce tutorial - Added reward for tutorial obstacle course - Removed Zofia effigies item - Added HP bars for connected clients - Players can now cancel map transitions (By hitting inventory or escape) - Tutorial 'ghosts' now more transparent - Blight zones now drain stamina instead of draining HP - Made enemy HP darker and smaller - Updated checkpoint asset - Added Attuned Compass to Morrison's shop - Changed spectator mode for versus (You can now walk around as a ghost) - Magic now scales to stats better, increasing accuracy, stamina use, and damage - Made collision changes to magic projectiles - Added new magic projectile meshes - Power attacks now gain much more XP - Power attacks now scale better based off of weapon type - Added zoom ability with firearms - Checkpoints now kill all enemies within ~7m radius on activation (to prevent spawnkilling) - Buffed nearly all enemies, except slimes who have been debuffed - Player progress is no longer saved in versus
There will be a lot of various changes in the 'part 2' of this update, but I don't currently have a good timeline of when that will be as life seems to be pretty busy right now.
Upcoming Updates - May
Hey everyone! I was trying to generally keep going with an update every month, and if all goes well, there should be an update towards the end of May.
This is an incomplete and generalized list of some of the bigger changes you can expect:
- The options menu has been redone. Player FOV, sensitivity, deadzone, and other player options are now more easily accessible, and you now have the ability to change keyboard bindings.
Previously the options menu in-game and on the main menu were slightly different (for dumb reasons), which are being fixed to be the same option settings.
I'd like to have changeable gamepad keybindings, but currently it will change all local player's controls, which isn't ideal for splitscreen. Still working on this one.
- Some new enemies, such as shield guy who requires a different strategy rather than spamming light attacks.
- Made some performance enhancements to reduce texture memory usage in some areas.
Some of the particle effects and 'armor debris' effect have been touched up so they're less resource heavy, as well as optimized some of the environmental materials.
- A lot of weapons and armors have been retextured
Some of the weapons and armors had temporary textures as place holders, but I'm slowly going through them all to get them corrected. They should also get real inventory icons, and not just the generic bag icon.
Some other noted changes:
- Additional music and sounds - Items in your inventory will now stack (Finally...) - Grapplehook has been overhauled - Some areas have been touched up or expanded
There also has been some significant story rewrites on the back end. This, combined with some level changes, has been a surprisingly large time sink. I'm kind of a slow writer, and some of these dialogue trees end up taking hours to complete, even for some of the more basic NPCs.
I hope to talk more about these updates later this month when they go live.