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Rotwood News

Rotwood Patch Notes [608157]

[h2]Fixes[/h2]
  • Fixed a crash when dodge canceling late out of the Floracrane's Divebeak skill
  • Fixed a bug where decor that was unlocked would appear to be locked
  • Fixed a bug where some equipment displayed the incorrect unlock area
  • Fortifying Ingots now display that they can only be obtained while playing Frenzy Levels

Rotwood Equipment Fortification System Now Live!



Hey everybody!

Today we are excited to release the new Equipment Fortification System. In this update, you will be able to obtain Fortifying Ingots as you battle through the deeper frenzy levels of hunts. Using these ingots will increase the stats of early-game equipment to the point where they are as powerful as the equipment available to you in later game hunts - and beyond. We hope you will have fun exploring all of the new equipment combinations that are now available to you!

Next Up!
We have another "Launch Feedback Plan" update coming up before we release more information on the first big content update. In the next update coming soon, we will be introducing new powers into the game to greatly expand the number of powers available in the starting pool of powers, roughly doubling the number of powers that you will see in the early stages of the game. We're not done with powers though, we will continue to add more new powers throughout Early Access, including new Fabled Power families.

Following that, we have our first big content update shortly after introducing a whole new Hunt. This new Hunt will be available in all frenzy levels and will include new weapons, armour, enemies, and more!

More details will come with the next update.

We hope you enjoy the new Equipment Fortification system, but we'd also like to tempt you with a little sneak peek at what is coming next.

[expand][/expand]

Have fun out there!

[h2]Additions:[/h2]
  • Added new Equipment Fortification system
  • Added credits screen


[h2]Changes:[/h2]
[h3]The Bam Bamzooler:[/h3]
  • Speed bonus after dodge cancel +20% / +30% / +40% -> +25% / +40% / +55%


[h3]Gourdo Weapons:[/h3]
  • Fixed bug where Gourdo weapons would think a heal happened even though you are already at full health


[h3]Gourdo's Community Garden skill:[/h3]
  • Player can no longer be knocked out of this skill
  • Player has more ability to cancel out of this skill into attacks or dodges


[h3]Big Yammo Slammo[/h3]
  • Any damage absorbed by the punch is Healed back if the swing hits
  • Slightly increase damage threshold to achieve "big" swing
  • Increase base damage (regardless of absorption)
  • Decrease focus damage (regardless of absorption)
  • Slightly increase damage gained by holding longer (regardless of absorption)
  • Allow earlier hit-confirm canceling from Hit to Heavy Attack
  • Increased range
  • More precise hitboxes


[h3]Floracrane's Divebeak[/h3]
  • Fix bug where Lil' Schemer would not be consumed or prevented by this skill.
  • Normal version: Move dodge cancel window 1f earlier
  • Charged version: Move dodge cancel window 1f later
  • All versions: Increase startup frames by 2f
  • Charged version: Adjust AOE hitbox to match the FX more accurately
  • Charged version: No longer causes guaranteed knockdown in the entire AOE range
  • Charged version: Push enemies back less far on AOE hit
  • Prevent attack hitting the same target twice.
  • Made it easier for enemy attacks to 'trade' with this attack as it comes down.


[h3]Quality of Life:[/h3]
  • Screens with separate tabs now remember which tab you last had open, and will open to that tab again
  • The Player Status widget now has an additional page that displays your active masteries
  • Markets in dungeons will now show you weapons of types that you have not yet unlocked if you have purchased everything that you can use


[h3]Misc:[/h3]
  • The amount of loot you get when you level up your Biome Research level now scales with the frenzy level you are in


[h3]Fixes[/h3]
  • Fixed bug where the Enigmox and Swarm aspects did not work as intended
  • Fixed Pew Pew! unintentionally applying hitstop to the player when hitting a target
  • Fixed Bulbin Buddy not working when your Dodge is too fast
  • Various crash fixes for issues we have seen reported

Rotwood Update Coming Next Thursday May 16th



Hey everybody!

Before we get to our first proper content update we have two more important "Launch Feedback" updates planned. We have one update coming next week and another will follow shortly behind that.

The first update addresses two things we want to improve:
  • We want to reward player creativity, but currently that creativity is restricted by your equipment's Attack and Defense values. Early game gear becomes obsolete too quickly, and players cannot take their favourite equipment along with them.
  • Previous changes to make upgrading simpler removed some of the aspirational loot collecting that many players enjoy.

Coming Next Week
To help address these, we will be adding the ability to upgrade equipment even further than their natural levels, by collecting Ingots. Through these Ingots, you will be able to upgrade the stats of your equipment so you can continue using your Yammo's Noggin-Padder well into the higher Frenzies of The Molded Grave for those heavily boosted Focus damage Cannon blasts. This new upgrade system will apply to all equipment going forward.

This will naturally include a few balance changes to account for the fact that all equipment will be viable at end-game, with a focus on maintaining fun and variety.

We know that Ingots will not yet fully satisfy the loot-chasing desires of our players (or ourselves!) so know that we continue to think deeply about the different roles that different types of loot will play in Rotwood as we progress through Early Access.

Lastly, we will also be including a few Quality of Life upgrades: for example, the ability to check the status of your Masteries during a run.


Thank you for playing, and thank you for your feedback!
 

Rotwood Patch Notes [606127]

[h2]Additions[/h2]
  • Added a new marker to Toot for when you have a mastery to hand in

[h2]Changes[/h2]
  • When placing decor in the town, the game will now automatically save every 10 seconds
  • When playing single player, the "All Zuccos" encounter in the Great Rotwood Forest will now spawn in two waves instead of one
  • Upgrading starter equipment now costs the same as upgrading equipment bought in the market
  • [h4]Imbued Ribbat[/h4]
    • The lick attack no longer applies Confuse

[h2]Fixes[/h2]
  • Fixed a bug where enemies would stand in poison pools until they died
  • Fixed a bug where poison could become permanent
  • Fixed some particle effects not facing the correct direction
  • The NPC Spawn rooms in The Molded Grove are no longer completely empty
  • Powers should no longer land in acid tiles when playing in The Molded Grove
  • Fixed a visual issue where sometimes Amphibee hair would appear to be hovering above the player's head
  • Fixed a bug where Wind Up could be stuck on forever if you somehow managed to do more than 5 attacks without it activating
  • Fixed being unable to save if your windows username starts with a period
  • Fixed an issue where incorrect values could be shown when upgrading equipment
  • Fixed a bug when trying to recall a striker during a roll
  • Fixed a bug where you could be given multiple heartstones at the end of a hunt
  • Various crash fixes for issues we have seen reported

Rotwood Patch Notes [605635]

[h2]Changes[/h2]
  • If you quick-join and then quit a lobby, you are now less likely to join that lobby in the future

[h2]Fixes[/h2]
  • Fixed an issue where your region was not being taken into account when quick-joining a match
  • Fixed an issue where it was possible to enter the developer editing mode in the town
  • Various crash fixes for issues we have seen reported