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Known Issues



Even though Blightbound development has concluded, we thought it would be a good idea to better publicise the list of known issues in the game for players who are thinking about picking up the game or introducing it to their friends. Below is the list of issues we were not able to, or could not fix. Some of them have potential workarounds.

[h3]General Known Issues[/h3]

Issue: Game un-readies party after entering map select.
This issue seems to be most prominent when in a party with 3 players, each on a different platform. During internal testing, we did not encounter this issue when playing as a duo regardless of it being on the same platform or cross platform.
Cause: The room code is invalid.
Workaround: Leave group and re-join again, either through matchmaking or room code invite, repeat until the game no longer backs the party out after selecting a map. During internal testing, this was usually resolved after 2-3 tries, but it did take up to 5 tries once.
This was an issue we encountered throughout Blightbound’s development, we tried to fix this issue, as well as add fail-safes in many of the previous patches and updates, but we were never able to pinpoint the specific issue(s) causing room codes to become invalid.

Issue: Boss room soft-lock.
If a player disconnects after the boss spawn animation/introduction. The game could potentially soft-lock.
Cause: After the player disconnects and is replaced by a bot, the party restarts at the beginning of the room. However, the boss animation/introduction has already been triggered in that session, and does not trigger for a second time.
Unfortunately, there are no workarounds to this issue and players will have to quit to the Refuge and abandon the run. We have implemented fail-safes to prevent this issue from occurring and this is an especially rare issue to occur, it’s also not guaranteed to occur every time a player disconnects in a boss room after the spawn animation has played.

Issue: Rare out-of-bounds cases.
Using Death From Above (assassin skill) still has a small chance of putting the player out-of-bounds in the elevator in The Descent and during the Blightmist sequences in The Hemomancer. We have added multiple checks to prevent this, but if triggered at very specific moments in specific parts of these sequences, this bug can still occur.
Cause: This skill is both a teleport and a movement, so sometimes, it goes over the invisible walls around the play area.
Workaround: Sometimes, it is possible for players to use the Death From Above skill to get back into the playing area. However, it might take many tries and it’s not guaranteed that players can go back into the playing area by using the skill.
We have implemented many fail-safes to prevent this from happening. Most recently, we added a check when using this skill where the skill would only go off if the player has selected a valid location for the skill to take place.


[h3]Console-Specific Issues[/h3]
Issue: Data loss on Xbox.
When switching from different console generations (Xbox One and Xbox Series X, for example), players might lose progress on their saves, even with cloud save enabled.
We are not able to fix this because we don't have next gen dev kits. Without PS5 or Xbox Series X dev kits, we are not able to find the issue causing this problem, so any fix we would want to implement would essentially be guesswork, as there are no debug settings or error logs on commercial consoles. Furthermore, any fix would also need to be tested in a live build of the game, which is not an option.

Issue: Triss achievement progress not saving on Xbox.
When exiting and relaunching the game after making progress with Triss' achievement (where the player is required to reach a damage-over-time objective), in rare cases, players may lose progress on that achievement.
Cause: Although the exact cause for this bug is unknown, it is theorised that this bug is caused by the game auto-saving BEFORE the achievement progress is updated, so players lose their progress when exiting the game.
Workaround: When you are in the Refuge after completing a dungeon where you made progress with Triss' DOT achievement, try changing settings in the settings menu. Changing settings prompts the game to save. Although we have not encountered this issue on PC, if this turns out to be an issue, players on PC can also exit the game through the menu once returning to the Refuge, exiting the game this way also prompts the game to save.

Patch 1.1.2



[h3]Overview[/h3]
Patch 1.1.2 is live. This patch took much longer than anticipated because it is the final planned patch for Blightbound. We wanted to make the patch is as well-rounded as possible because there is a good chance that we will stop active development for Blightbound after this patch. There were quite a few things we wanted to tweak and change in the game, such as changing the conditions for Malborys’ lifegoal, some quality-of-life changes, some UI changes, and a few bugs and issues players were still encountering. We also underwent extensive playtesting internally to make sure this patch is as stable as possible. In the build for this patch, after numerous sessions of internal playtesting on the current build for 1.1.2, we did not encounter any crashes or hard-locks, and we only encountered 2 soft-locks that we have already added fail-safes for.


[h3]Patch Notes[/h3]
  • Adjusted assassin ultimate description to remove reference to secondary skill, since different assassins can have different secondary skills.
  • Fixed Malborys' lifegoal not progressing when playing with a local friend (player).
  • Changed Malborys’ goals to now progress whenever the player plays Malborys with any other human players (local or online), regardless of platform or if the other player in the party has been befriended.
  • Removed enemy encounters in the puzzle in Western Heights in The Hemomancer level when there is a bot in the party. (*See below)
  • Fixed an issue where boss enemies would be vulnerable during their spawn introduction.
  • Fixed an issue where players would spawn into a level with less than full health.
  • Fixed an issue that would cause the game to crash when changing rooms after a disconnected player has been replaced by a bot.
  • Fixed an issue where the game would automatically disband a local co-op party after completing a level.
  • Fixed button prompt not being localised to specific player inputs.
  • Gave bots more priority to target the bells in the Writhing Oracle boss fight.



[h3]AI Puzzle Difficulties[/h3]
The puzzle in Western Heights was a set-piece that was very difficult for us to get right. When the AI gets instructions for different tasks which all have high priority, it finds it very difficult to perform multiple high priority tasks at the same time. In this case, the AI is tasked to kill enemies and stand on pressure plates. However, there are other variables, such as altered map geometry due to boxes being moved onto pressure plates which makes path-finding more difficult and finicky, as well as needing to balance the priority of completing the puzzle and defeating enemies, where the logic gets even more muddled if there is a hero down and requires rescuing. We tried many iterations and combinations of this puzzle since patch 1.1.1 in many different builds with tweaks and changes to AI priority in each of these builds, but every internal playtest gave different critical feedback, which lead us to believe that the player experience with the Western Heights puzzle remained unsatisfactory. Ultimately, we decided the best solution was to remove enemy spawns when there is a bot in the party. The puzzle still functions as intended when all 3 heroes in the party are players.


[h3]Known Issues[/h3]
Issue: game un-readies party after entering map select. This issue seems to be most prominent when in a party with 3 players, each on a different platform. During internal testing, we did not encounter this issue when playing as a duo regardless of it being on the same platform or cross platform.
Cause: the room code is invalid.
Workaround: leave group and re-join again, either through matchmaking or room code invite, repeat until the game no longer backs the party out after selecting a map. During internal testing, this was usually resolved after 2-3 tries, but it did take up to 5 tries once.
This was an issue we encountered throughout Blightbound’s development, we tried to fix this issue, as well as add fail-safes in many of the previous patches and updates, but we were never able to pinpoint the specific issue(s) causing room codes to become invalid.

Issue: when switching from different console generations (Xbox One and Xbox Series X, for example), players might lose progress on their saves, even with cloud save enabled.
We are not able to fix this because we don't have next gen dev kits. Without PS5 or Xbox Series X dev kits, we are not able to find the issue causing this problem, so any fix we would want to implement would essentially be guesswork, as there are no debug settings or error logs on commercial consoles. Furthermore, any fix would also need to be tested in a live build of the game, which is not an option.

Issue: if a player disconnects after the boss spawn animation/introduction. The game could potentially soft-lock.
Cause: After the player disconnects and is replaced by a bot, the party restarts at the beginning of the room. However, the boss animation/introduction has already been triggered in that session, and does not trigger for a second time.
Unfortunately, there are no workarounds to this issue and players will have to quit to the Refuge and abandon the run. We have implemented fail-safes to prevent this issue from occurring and this is an especially rare issue to occur, it’s also not guaranteed to occur every time a player disconnects in a boss room after the spawn animation has played.

Issue: using Death From Above (assassin skill) still has a small chance of putting the player out-of-bounds in the elevator in The Descent and during the Blightmist sequences in The Hemomancer. We have added multiple checks to prevent this, but if triggered at very specific moments in specific parts of these sequences, this bug can still occur.
Cause: this skill is both a teleport and a movement, so sometimes, it goes over the invisible walls around the play area.
Workaround: Sometimes, it is possible for players to use the Death From Above skill to get back into the playing area. However, it might take many tries and it’s not guaranteed that players can go back into the playing area by using the skill.
We have implemented many fail-safes to prevent this from happening. Most recently, we added a check when using this skill where the skill would only go off if the player has selected a valid location for the skill to take place.


[h3]Looking Ahead[/h3]
In the coming few weeks, the studio will look back on and evaluate the ins and outs of what went well, and what did not during the 4+ years of developing Blightbound, and make the decision if we want to continue making content and working on the game. We will post a studio update in the coming month.

🎄 Holiday 2021 🎄



As we approach the holiday season, the studio has been hard at work fixing issues and improving features to include in Patch 1.1.2. One of the highlights of what we have been working on is refining the experience the player has when encountering the puzzle in Western Heights, when playing solo with bots. Alternatives we have been testing include increasing the intervals between waves spawning, and tweaking the AI logic so it prioritises puzzle solving above combat and other actions. We'll be making a build later this week or early next week for internal testing. If all goes smoothly, 1.1.2 should be live at the beginning of the new year.

[h3]Plan For Post 1.1.2[/h3]
1.1.2 will also be the last patch of our planned Blightbound content. A project we have worked on since early 2018. Once the patch goes live, we will be taking a step back as a studio to evaluate the future of the project. If you are still experiencing any issues, please post them in the Steam tech support/bugs forums or in the relevant tech support channel in the Ronimo Discord. 1.1.2 will take longer than other patches to release because many members of the studio will be on holiday over the few weeks.

[h3]Annual Ronimo Holiday Streamisho + Giveaways[/h3]
It has become a bit of a tradition at Ronimo Games to celebrate the year with the community with a Holiday Special Stream. Last year, we made Blightbound themed cookies, and a Blightbound themed cocktail. This year, we will be making a different Blightbound themed cocktail, as well as other food items based on our other games. We will also have both physical and digital giveaways, including figurines, game codes, skin codes, and much more. So tune in on Thursday 16th December at 8pm CET 2pm ET 11am PT on the Official Ronimo Games Twitch Channel to celebrate the year with us! There will be Blightbound and Ronimo themed food and drinks, holiday cheer, incredibly ugly Christmas sweaters, amazing giveaways, "quality" gameplay, and much more!

Hotfix 1.1.1 Live Now!



Hi everyone, thank you for your patience. This hotfix took longer than expected to go live as we ran into a few tricky crashes in our internal playtests, especially one that caused the game to crash when changing languages. We were able to fix these issues, as well as implementing some quality of life changes, and minor tweaks to some items, heroes, and levels.

These are some highlighted changes for the hotfix:
  • Fixed an issue which cause the game to crash after changing language.
  • Fixed an issue where enemies would sometimes be invincible, causing a softlock. Also added an extra check to further prevent this issue from occurring.
  • The following items have been added to the game: Oxuuxo Potion, Virtuous Flame, Forgebrute Belt, Tergaron’s Prediction, Siurd’s Bracelet, Straw Effigy, Sun's Essence, and Fragile Piggybank.
  • Fixed an issued that caused a potential softlock in Khuliath, the Mountain Giant.
  • Fixed a potential crash in the Creeping Blight level where the game could hardlock during or after the Byrinth boss fight.

For the full patch notes, head to the Blightbound website!

Blightbound 1.1.1 Hotfix Information



Update 23rd November:

Although we made progress with fixes, we found new issues In our internal playtests, as well as further issues reported on Steam forums. We think these issues should be fixed as soon as possible, so we are taking a few more days for fixes and testing, which means hotfix 1.1.1 will be slightly pushed back. We do not want to wait until hotfix 1.1.2 to patch some of these issues. We still aim to push the hotfix 1.1.1 live by the end of the week, but it could take until early next week. Thanks for your patience!

--------------------------------------

Original Post 19th November:

Hi everyone, thanks for the amazing support surrounding the 1.1 update! We've collected the issues you kindly reported and we have been working on fixes for them. We created a build today and had an internal playtest, but found a few new issues, so we will try to iron these out on Monday and do another round of internal playtesting. If all goes well with the new build on Monday, then we will submit the build for console certification and push the hotfix live Wednesday 24th November.

These are some of the fixes that will be patched in the 1.1.1 hotfix:
  • Fixed a potential crash in the Creeping Blight level where the game could hardlock during or after the Byrinth boss fight.
  • Fixed an issue where the game would start in English even if another language was selected.
  • Fixed an issue which caused a different language, that is not the selected language, to be displayed on some items and skills.
  • Fixed an issue where enemies would sometimes be invincible, causing a softlock. Also added an extra check to further prevent this issue from occurring.
  • Fixed an issue that prevented progressing beyond Chapter 3 of Seer Rook’s story.
  • Fixed an issue on Xbox where players who are connected to the internet but do not have Xbox Live Gold would constantly be prompted to get Xbox Live Gold.
  • Fixed general translation and localisation issues.
  • Added missing achievements and trophies to Steam and PlayStation. These achievements are also retroactively awarded.


If you find any more issues, please log them either in Discord or in the Steam Forums! Your help is very much appreciated!