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Patch Update v 0.4.12

Hi Everyone,

The past few days I've been incredibly busy working in improvements and feedback requests. Let's start with the big ticket item: performance.

- I spent dozens of hours profiling, testing, writing custom scripts, analyzing everything you could think of to address performance issues, primarily due to the new collision system I put together in the previous patch. Lots of work was done to further improve the new collision detection system yet again, and lots of code was refactored, layers modified and the collision matrix has been further optimized. Also revamped every character in the game and they have an entirely new setup for collisions, which boosted performance greatly! I have yet to drop below 200FPS under the heaviest of loads on an i9 9900K. i5 9500 is running 180FPS and i3 165 FPS (I can't get the exact model right now). All have mid-high range GPUs but GPU is not the issue with performance in this game. It's all CPU, as you might expect. Anyhow, huge boost so I hope it runs well for everyone! The numbers I posted above are the lowest I've seen while testing.

New Feature:
Added Boss Souls to the game. Collecting a Boss Soul when a boss is defeated will reward you with an instant level up. We have a lot more planned in the future regarding boss perks, but no time for that yet. It's going to be a much bigger update down the line. But eventually each boss will reward you with 1 of 3 special perks that remains active with you for the remainder of the run. These perks are going to be presented to the player the same way a normal level up would be presented. For now, enjoy the free levels up :)

What else has been updated? Lots, here's a partial list (probably a lot more I'm not thinking of):

- Modified the Necromancer's talent: Invoke Fear. Players no longer have to chase down the souls. When an enemy is marked for death by fear, their soul will be consumed automatically by the Necromaner, eliminating the need to chase down the souls to collect them.

- replaced camera fade logic with new screen overlay logic to avoid issues with alt tabbing

- Fixed a bug with Grave Grip not affecting some enemies

- Grave Grip hands should now layer properly

- Skelewheels should now properly stop movement if they collide with the environment

- Rats and Flies will no longer collide with other enemies or the environment. Instead, they will only have collision with the player

- Level up selection will now properly de-select when the re-roll button is selected

- Corrupted Souls Curse: player's soul range will no longer affect collecting the corrupted (red) souls. range only benefits collecting the good (blue) souls

- Increased the distance between blades in Tempest to improve clarity and effectiveness

- Improved performance issues when collecting gold

- Gold notification should now properly display next to Talents on the main menu if upgrades are available

- Increased default soul pickup range

- Elite souls are now properly affected by soul pickup range

- Edited the Bombie's explosion hit box to match the graphic better

- Reduced the wiggle requirement needed to break free from Vine Traps

- Fixed the hitbox for Bilee's blood pool attacks

- Modified Flesh Pile drop rates

- Achievement to max all Necromancer's Talents is now working

- Changed the achievement to earn 1,000 gold in a run to be 500 gold.

- Add input "Spacebar", F or E as alternatives for the Enter

- You can now inflict damage to bloodsap via his hands, but this is still not the core way to defeat him

- A few flesh piles now spawn in the arena at the start of Bloodsap's fight

- Improved enemy pooling logic

- Adjusted and optimized all enemy hitboxes

- Improved enemy spawn flow logic in Usvit Depths

- Skeleton Pets will now prioritize targeting Chancellor Autlaic during the boss fight


There's lots more to come. We will continue to push fixes, balance the game more, and re-work skills and features. We read all requests and do our best to respond to everyone in a timely manner. If your request has not yet been added, please be patient and understand there is lots more updates to come. The art team continues to push stuff out, but I want to get back to working on the Ranger and hopefully get her in the game in the coming weeks. We know you all have a lot of requests and we're doing our best to meet your expectations.

We are looking at prioritizing an alternative Flail mechanic for the Necromancer. Something more automated, so expect to hear back from us about that soon with our ideas, and then we'll work on integrating it as soon as possible.

Feel free to reach out to us whenever, and Discord will always be the fastest way to get a response, but we do try to respond to all forum posts and emails. Thank you for your support.

-Stingbot