Rotwood Patch Notes, Delicious Update [661129]
[h2]Additions:[/h2]
[h2]Changes:[/h2]
[h3]Anomalies[/h3]
[h3]Audio[/h3]
[h3]Boss[/h3]
[h3]Equipment[/h3]
[h3]Hunts[/h3]
[h3]Player[/h3]
[h3]Powers[/h3]
[h3]Rots[/h3]
[h3]Sound[/h3]
[h3]Super Frenzy[/h3]
[h3]System[/h3]
[h3]Traps[/h3]
[h3]UI[/h3]
[h2]Fixes:[/h2]
[h3]Anomalies:[/h3]
[h3]Audio:[/h3]
[h3]Bosses:[/h3]
[h3]Equipment:[/h3]
[h3]Hunts:[/h3]
[h3]Player:[/h3]
[h3]Powers:[/h3]
[h3]Rots[/h3]
[h3]System:[/h3]
[h3]UI:[/h3]
- Added Farming system
- Added Cooking system
- Added two new NPCs: Kuma and Glorabelle
- Added new Frost Fabled Family
- Added new Super Frenzy: The Molded Grave
- Added new Imbued Swarm Fight
- Added new Swarm Boss weapons
- Added Player Acid, used by any equipment that spawns Acid. Deals weapon damage, is affected by damage bonuses, counts as a hit for hitstreaks, and no longer damages players unless Corrosive Gem is equipped. 1
- Equipment that refers to "Acid" is also affected by Player Acid.
- Added new Gems: Toxic Resistance Gem, Corrosive Gem
- Added new Anomalies: Thumper Traps, Laser Traps, Toady Caps, Funguile Caps, Self-Destructing Gooseberries, Treels
- Added new Electric Fabled Power: Volt Riposte
- Added toggleable Frame Rate Limiter in Graphics Options to improve frame pacing consistency.  Options are 60 fps (default), 30 fps, Refresh Rate, Half Refresh Rate.
[h2]Changes:[/h2]
[h3]Anomalies[/h3]
- Antleer Stampede: Stops spawning additional waves after the room is cleared
- Ice Clouds: Clouds do not immediately spawn inside the starting dungeon room while the Ice Clouds weather is active
- Snowballs: Increased spawn delay of snowballs in snowball anomaly
- Windy: Doesn't spawn in the starting room
- Windy: Reduced active time, increased inactive time
- Windy: Only blows from right to left once in non-combat rooms
[h3]Audio[/h3]
- Audio mix adjustments, including adjustment to boss music volumes
- Loads of bug fixes and implementation improvements
[h3]Boss[/h3]
- Minibosses and Bosses no longer receive hitstop from any attacks
- Enigmox: Audio mix improvements
- Enigmox: Added new death effect for transformed Enigmox
- Grimhollow: Applies shield to itself during its spawn root fist, sapling special attacks.
- Grimhollow: Increased HP
- Grimhollow: Repositions itself to the center of the map when entering phase transitions.
- Imbued Mother Treek: Root attacks in phases 1, 2 and 3 now come out less frequently
- Imbued Mother Treek: Reduced amount of Imbued Treeks spawned, and removed entirely from phase 1
- Imbued Mother Treek: Reduced the number of Imbued Bulbins Mother Treek can throw per hand from 2 to 1
- Imbued Mother Treek: Moved the Flailing Roots that Mother Treek spawns during the phase 2-3 transition and during phase 4 up one tile, making it easier to run below them.
- Imbued Mother Treek: Relaxed the horizontal and vertical root pattern attacks, increasing the time between them and slightly increasing spacing between rows
- Imbued Mother Treek: Phase 4 specific changes: softened reinforcement waves for all player counts; Reinforcement waves and enrage waves can no longer spawn at the same time; Enrage waves take longer to 1
- begin appearing; The Imbued Bulbin throw and Root Pattern attacks now run on separate timers so they do not always happen at the same time; Root Pattern attacks happen less frequently; Imbued Bulbin 1
- throws happen less frequently
[h3]Equipment[/h3]
- Collossapphire weapons: Updated skill animation
- Enigmox weapons: Whenever a player would be allowed to Dodge, they are now allowed to Parry
- Enigmox weapons: Increase parry window
- Enigmox weapons: Added proper name for skill
- Gnarlic Head Stalk: Added visual FX while attack is active
- Gnarlic Head Stalk: Adjusted damage curve to require more developed runspeed builds to reach massive damage amounts
- Funguile Sailor Slacks: Healing mushroom lifetime reduced sightly
- Funguile Sailor Slacks: Added warning animation when mushroom is about to disappear
- Long Arm of the Claw: Spinning Drill range is now also extended
- Shellshot Blunderbuss: Hits with the Big Blast skill now refill 1 ammo
- Toadstomper: Crit bonus per fist pound doubled
- Toadstomper: Center of overkill damage radius is now the target that was killed, not the player, meaning the chain can successfully travel far away from the player, given enough targets.
- Wollusk Hauberk: increase duration of acid pool length
- Wollusk Hauberk: drops multiple acid pools
[h3]Hunts[/h3]
- Great Rotwood Forest: Added more arena layouts
- Great Rotwood Forest: Added more encounter varieties
- Ruined Capital: Reduced basic monster attack hold times
[h3]Player[/h3]
- Added new cinematic when abandoning a run while Flitt is present
- Added new "LUCKY!" presentation when a luck event occurs
- Cannon: Made "no ammo" smoke bigger and more noticeable
- Hammer: Allow walk-canceling out of Heavy Attack sooner
- Hammer: Increased normal and focus damage on all three neutral Light Attacks
- Hammer: Increased hitstun on all three neutral Light Attacks
- Hammer: Decreased pushback on all three neutral Light Attacks
- Hammer: Increased range and verticality on all three neutral Light Attacks
- Hammer: Player hurtbox is smaller during startup of all three neutral Light Attacks
- Hammer: Dodge -> Light attack can now interrupt enemy attacks, like a Heavy
- Hammer: Light Attack 3 can now interrupt enemy attacks, like a Heavy
- Improved robustness of player invincibility while in NPC conversation, and added a buffer time after conversation where a player is invincible. Added same protections while a UI window is open.
- Luck can now auto-upgrade an power on pickup
- Reduced effect of environmental lighting on player so player blends into the background less
[h3]Powers[/h3]
- Cold: Bosses and Minibosses can now get Cold (but still not Freeze)
- Cold: Anything that tries to apply Freeze to something that isn't Freezable, instead applies Cold.
- Excitable: No longer loses all of the bonus immediately, but instead decays over time
- Permanence: Increased damage reduction
[h3]Rots[/h3]
- Added new FX for various rots
- Greater Mothballs: Adjust projectile hitbox sizes to make it easier to break with all weapons
- Imbued Bulbug: Increased cooldown on Shield
- Imbued Bullbug: Increased cooldown on Juggernaut
- Imbued Bullbug: Increased cooldown on Evade
- Imbued Treek: Adjusted cooldowns to reduce simultaneous attacks made by them.
- Imbued Treek: Cut shot pinecone projectiles count in half
- Imbued Treek: Reduced length and angle spread of roots
- Toadies: Increased Red Toady walk speed and attack damage
- Quetz: Added projectile landing FX; added AoE attack area upon landing
- Yammo: Increased Yammo hitbox size in knockdown state
[h3]Sound[/h3]
- Audio improvements around acid
[h3]Super Frenzy[/h3]
- Adjusted various encounter difficulties during Super Frenzy
- Base Super Frenzy boss damage reduced
- Base Super Frenzy health reduced
- Slightly reduced health scaling in Super Frenzies 2 to 5 for a smoother curve
- Super Frenzy 1 no longer introduces "no freebies" modifier
- Super Frenzy 1 elite attack cooldowns increased (and subsequent Super Frenzies)
- Super Frenzy 1 elite startup frames increased (and subsequent Super Frenzies)
- Super Frenzy 2 trap damage multiplier reduced
- Super Frenzy 5 now introduces "no freebies" modifier
- Super Frenzy mapgen: Make more likely that rooms have 2 or 3 exits
- Super Frenzy mapgen: Remove all Corestone and Loot reward rooms
- Super Frenzy mapgen: Make powerupgrader more likely early in the dungeon
- Super Frenzy mapgen: Make mystery more likely early in the dungeon
- NOTE: More Super Frenzy levels will be added in the future which add more challenge for players who want to climb the ladders of challenge.
[h3]System[/h3]
- Adjusted player and rot rim size thickness and stepping. Improved performance on rendering rots significantly.
- Bosses are now considered "low health" when they are at 10%
- Rots are now considered "low health" when they are at 20%
- Gem Identification: Prevent rerolling a gem into the same gem.
- Power Rerolling: More thorough prevention against rerolling a power into a power which is already offered
- Increased chances and consistency of "Fabled Power support" powers dropping in non-fabled power rooms.
[h3]Traps[/h3]
- Acid: No longer cause silhouette
- Acid: Acid toxicity builds up slower while out of combat
- Acid: When picking up a power drop, clear existing toxicity and do not build up further toxicity
- Acid: Remove acid toxicity and prevent further acid toxicity buildup while in conversation
[h3]UI[/h3]
- Added Bronze / Silver / Gold rarity indicator text to in-world power hovercards
- Disabled silhouettes on lead actors during cinematics. Helps with boss intro/death cinematic presentation.
- Enable/Disable silhouette mode on disabled/enabled toggle traps, switches
- Items in the inventory chest are now sorted by location, rarity & name
- Made skill and weight icons have similar visual size in the player HUD
- Weapon tips only appear near training dummies and weapon racks while in town
[h2]Fixes:[/h2]
[h3]Anomalies:[/h3]
- Fixed non-roomlock spawned monsters not dying when the boss dies in the boss room
[h3]Audio:[/h3]
- Fixed various instances of sounds getting stuck on longer than intended
- Fixed audio issues with various Anomalies
[h3]Bosses:[/h3]
- Fixed an issue where Rook would be "revived" after being killed if one of its crystals was killed after the killing blow.
- Fixed Gourdo Miniboss music dropping out temporarily in between kills
- Fixed Grimhollow saplings not getting killed when Grimhollow dies
- Fixed bug where Enigmox's transformation states could sometimes become unkillable
[h3]Equipment:[/h3]
- Enigmox weapons: Fix bug where Parrying with a Shield would still break the shield
- Funguile Sailor Slacks: Fixed bug where healing mushroom could not be picked up while it was close to death
- Gnarlic Head Stalk: Fixed bug where the "attack" would flicker on and off if running in one direction for long enough
- Shellshot Blunderbuss: Fix Big Blast not counting as a "Skill" for powers like Hunter's Rally
- Shellshot Blunderbuss: Fix Big Blast not staggering rots during their startup sometimes
- Toadstomper: Fixed bug where damage bonuses were re-applied for every subsequent instance of overkill damage, making damage numbers reach unintended heights.
- Windbreaker: Fix bug where post-teleport damage bonus didn't apply to Windbreaker's Fan of Gnarlics projectiles anymore
[h3]Hunts:[/h3]
- Fixed bug where Nimble's second challenge in The Molded Grave would fail standing in acid even if acid damage was 0.
- Fixed bug where Nimble's second challenge in Nocturne Grove would fail on false-positives, or fail even when wind resistance is 100%.
- Fixed destructible props retaining status effects after they are destroyed
- Fixed geysers in background of The Molded Grave not animating properly online
[h3]Player:[/h3]
- Fixed loot vacuum issue where loot could stop and then start moving again at the end of a room if the player had something that enabled konjur pickup during combat.
- Fixed issue where if using a melee hitconfirm fast-cancel into dodge or another attack, the attack was not considered ended, which made some powers behave unexpectedly.
[h3]Powers:[/h3]
- Attack Dice: Fixed bug where attack dice would cause hitstop if killing an enemy even if a projectile triggered the attack dice, like an arrow or cannonball
- Hunter's Rally: Fixed particle fx not persisting between rooms
- Lil' Schemer: Fixed bug where dodge canceling out of an attack wouldn't consume Lil' Schemer's effect
- Surgical: Fixed Surgical accruing hitstreak in non-combat rooms
- Fixed many cases where Power Attacks erroneously dealt hitstop to the player, which sometimes presented as jitter or performance issues.
- Fixed many powers / equipment that dealt damage in range not dealing damage to destructible props
- Fixed issue where Shield could be broken by Acid even with 100% acid resistance
[h3]Rots[/h3]
- Fixed a crash related to Groak spitting out Groaks that were already swallowing players.
- Fixed Groak releasing swallowed players early if hit with "no hit reaction" attacks (e.g. damage aura power)
- Fixed mothball spawners that were spawning mothballs during groak miniboss intro cinematic
- Fixed an issue that would cause multiple Groaks to disappear if they simultaneously swallowed each other at the same time.
- Fixed issue where funguile hats were entering knockdown state upon breaking out of freeze, they now stay in the hat state until they grow normally
[h3]System:[/h3]
- Fixed players able to join lobbies that are full due to local players
- Fixed newly-added rewards for Exploration rewards not being given if the player had completed the Exploration before the reward was added in development
[h3]UI:[/h3]
- Fixed Wintertide snow still appearing on preview of prop while placing
- Fixed character customization screen taking too long to load
- Fixed various crashes