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Forging Ahead: Patch notes 0.1 & 0.1.1 Hotfix

For those who are Blightbound...

We have PATCHNOTES!!

Have a quick read of these:

[h2]Forging Ahead: Early Access Patch notes[/h2]
This patch brings everything up to date with a lot of the content that was tested behind closed beta doors. We also fixed some particularly brutal bugs.
  • Increased total of playable dungeons to 6 (from 3 in open beta).
  • Increased total of playable heroes to 9 (from 6 in open beta).
  • Kromm no longer shows up in Answering the Call (is now recruited in The Hemomancer).
  • Bigger Aetheri spark piles now give the appropriate number of sparks.
  • Heatwave distortion effects no longer have hard lines. Groovy.
  • Environmental bloodstains no longer randomly fade out.
  • Exiting Blightbound will no longer crash the game.
  • Fixed item duplication and transmutation issues. Items no longer disappear from your inventory. Your legendary loot is now safe.
  • Fixed an issue that caused difficulty to never advance past “easy.” Challenge accepted.
  • Fixed that notoriety would not reset, causing the game to be impossibly difficult.
  • Fixed that loot would drop in impassable terrain.


[h3]HOTFIX 0.1.1[/h3]

  • Items should no longer disappear from inventories when equipping/de-equipping - they should now always move to your inventory if something goes wrong. N.B:If you cannot equip your items anymore (flickering items syndrome), then reset your controls to default to fix this issue.
  • We've also added logging for item handling. If you still experience items disappearing, please send a description and your logs to [email protected] so we way investigate further.
  • Added missing voice lines for Korrus.
  • Removed the erroneous mention of gaining a new hero when reaching prosperity level 19.
  • The "Barbed Runesword" now has both an icon and a proper name.
  • Fixed the "Keyboard & Mouse" text missing in the configure controls menu.
  • Added bestiary entries for the Iron Pursuer.
  • Elites now no longer show up as bosses in the bestiary.
  • Fixed overbright rimlight in mountainRoom20Seq2E.
  • Fixed clipping issues with characters standing on certain bridges in The Blood Ridge zones.
  • Fixed an issue where players were able to lock themselves up for the entire duration of the boss fight in The Descent.
  • Improved menu navigation with controller.
  • Reduced stutter for character positions of other players, especially at the start of each room.
  • Fixed instances where players would kill the boss but not be able to exit through the final portal because they were seen as in-combat.
  • Bosses should now no longer cast their abilities too much.


We and the community have noticed that the game is still quite easy when playing on Impossible difficulty. Also, players currently level harder through gear than monsters, making the game easier instead of harder for more experienced players. Making big changes at once is risky though so we're gradually tweaking the difficulty. Today's tweak is pretty minor and depending on how it's received we will likely increase the difficulty further later on.
  • Increased the difficulty to better match the shown difficulty when starting a game (mostly noticeable on harder difficulty)


[h3]KNOWN ISSUES[/h3]
-Map difficulty is still unintuitive. We’re working on making it intuitive.
-Characters will occasionally sliiiiiiiide away when grabbing a box. Sweet move, but unintended.
-If someone disconnects, everyone fails the dungeon. It’s a major feel bad, we’re working on several systems (Bots, namely) to alleviate this.
-Single Player might be possible, should the bots in development be cool with the idea.
-Overall performance on systems could be improved.
-General network stability / lag / desyncs: they suck. We’re working on it.
-Difficulty is being closely monitored and will be adjusted to ensure a fun challenge for all players, to better reflect harder and easier dungeons.

That's a lot of stuff. We also have a quick FAQ to address certain common questions people have been having:
[h3]FAQ[/h3]
-Some players dislike the Blightbound mechanic, as it doesn’t allow them to choose their heroes until they reach a high enough Refuge level. We have the mechanic in place for several reasons:
1. It increases the stats of the hero by a combined 3 hero levels, allowing them to be on far more even keel with experienced players right from the start,
1.1Not to mention the passive Blight restoration and increased resource gain that those same players receive for queueing as Blightbound.
2. It shortens the matchmaking queue for everyone, including the new player.
3. It encourages players to become comfortable with, and understand, the 3 main classes currently in the game. The Blightbound mechanic is meant to instill that from the start, but there’s obviously a discussion here to be had about this mechanic. Keep in mind that a foundational idea behind Blightbound is encouraging players to constantly try new heroes and new playstyles.

-Stats and how they are calculated, i.e the crunch in the game, are not made clear or available to players. This is something to be worked on once the game is more fully fleshed out and can be polished more.

-Blight sickness, as well as several other mechanics, aren’t properly explained to players. This is a problem with intuitive learning in the game, an issue which will be improved over the early access period.

-Players sometimes get stuck in dungeons due to mistakes in the dungeon logic, or Kromm’s big ‘ol Leap. If this happens, please share info and screenshots. We will fix these as soon as they're reported, but we need specific info to fix them (current reports are often "I got stuck somewhere" without additional info on where or how, which sadly doesn’t help).

-Certain intel graphics card users might experience crashes. If you can't start the game or the game crashes as soon as you start the tutorial, please share your specs on the discord or to [email protected] so we can investigate this further.

If you encounter any controller specific issues, please get in touch with us on the Discord (right here) and supply the following information:
1. Type of controller used.
2. What you expected to happen in-game.
3. What you were doing and what was happening in-game.

Happy Adventuring! What do you think of the patch notes? How's the difficulty?

-SlowWolf

Blightbound: A Short Roadmap

[h3]For those who are Blightbound...[/h3]

With Blightbound having been released as an Early Access title (which was celebrated with gusto here in the studio!), we recognise the need for a Roadmap.

A Roadmap is an excellent way of doing the following:
  1. Informing the playerbase, and the community at large, about upcoming changes and current development plans.
  2. Keeping the developer, in this case Ronimo, accountable. Like having a gym buddy.

As a result, we made a Roadmap. Take a look!


Now, this isn't exactly a year-long review, is it? On the left, you can see the current patch. The center and right panels show what we have in the pipeline that is almost fully developed, and that you can expect to see within a few weeks. The text on the far right shows what we're working on, but have no set time for when it'll be completely done; suffice to say, it's being developed and worked on presently.

This works well for us because of how we're updating the game throughout Early Access, namely in smaller, more frequent packages to the tune of ~1-2 patches per month, rather than 1 patch every 3 months or something.

It's not a bad system for being reactive and responsive to the Early Access community, something we value a great deal. That you folks who are supporting us through early access are taking the time to give us feedback and help make Blightbound better is amazing, and we want to do our best to make those changes happen quickly and evenly, rather that in massive chunks. It's what we're good at, what we know well, and what we think works best for us at the moment.

If you want a more granular look at the changes, we also have patchnotes, which you can read by going to our Blightbound Website or checking out the Ronimo Games discord and reading the patch notes there!

Tell us what you think of the roadmap! Are there any things you'd like to see developed in particular? What's missing? Let us know in the comments.

Best of luck, and may Siurd be with you,

SlowWolf
Community Manager at Ronimo Games.

P.S: Stay safe, stay healthy, and wash yo hands.

Open Beta update now live!

A new version of the Open Beta is out now! Close the game and let Steam update to grab it, new version is 0.1-120563

The ever increasing notoriety level that led to impossible difficulties crazy and unintentional. For anyone interested, the intention was to save the notoriety tied to a specific party. However, the check to see if the party had changed was broken, resulting in ever increasing notoriety spreading like wildfire amongst players.

Thanks again for playing the Beta, and good luck facing the horrors of the Blight!

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