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Patch Notes - Steam - 2.0.24

Hi everyone!

Huge release today. The game has had many updates as a consequence of the DLC being released.

The base game has been updated to be compatible with the DLC content - IN FACT - if two players want to play MP, and only one person owns the DLC, they can both play it!

[h3]New Features[/h3]
- Sweeping performance upgrades & build size reduction
- Many general lighting improvements for visual quality and readability
- Multiplayer death no longer results in a disconnect.
- Respec via items (two exist in the game)
- Added support for custom localizations by exposing loc docs (forum post to come)
- Owners of the base game can play DLC content in multiplayer if one player owns it.

[h3]Bug Fixes[/h3]
Fixed issues where:
- PvE achievement was sometimes not triggering.
- Fish Enemy would get stuck on walls easily.
- There was a gap between a floor and a wall in Keep of the Stolen Crown.
- The player's weapon would suddenly be unequipped.
- Player could sometimes get stuck in the throwing animation.
- Martyrdom penalties would be applied before giving innocent the gift.
- Old man would sometimes not appear to teach the going flat ability.
- Pressing UP on the D-PAD while in the process of buying access in the shop would return memory to you.
- There was an area in Festivity Row where the player would be able to drop down Into the LOD version of Oreshaft.
- There was low FPS when near Gnom's boss arena.
- Nhero would sometimes refuse the Unburdened Shield of Inspiration.
- The fog in the Wilds would not Leave when returning from Staging Rooms.
- On the Steam Deck, intro cutscene would be multicoloured or not showing.
- Nhero and Sco would not help with Arachnid.
- Controls would break whereas the player would be unable to go to the next quick slot item.
- Locking on while aiming could cause the game to soft lock.
- An occasional white screen soft lock would happen after ending at the well.

[h3]Multiplayer Bug Fixes[/h3]
Fixed issues where:
- Client was attacked by an enemy that wasn't present.
- Some players where unable to interact with the Shopkeeper after opening his door.
- The required distance between host and client for activating elevators was too big.
- Some enemies and bosses would heavily prioritise the host.
- Client's UI couldn't be exited if hosts accessed the beacon while client is in blacksmith menu.
- Sometimes a dead enemy's weapon would not disappear, potentially blocking a player.
- Client would be able to stand off the elevator as the host activated it.
- Sometimes in Oreshaft, the shortcut elevator to Festivity Row would disappear for the client.
part of the world would unload when the host progresses, causing the client to fall into the void.
- There were serious desyncs that blocked progress that could occur in Oreshaft Village.

As always we appreciate your feedback - and if you experience any bugs, please refer to the pinned discussion thread on how to provide information to us or visit our Discord server:
https://discord.gg/coatsink

Happy Adventuring!