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Rotwood Patch Notes [661329]

[h2]Crash Fixes:[/h2]
  • Fixed a crash that could happen on startup for certain save files.

Rotwood Patch Notes [661292]

Hotfix 1: 661292

[h2]Changes:[/h2]
[h3]Boss:[/h3]
  • Imbued Swarm: Reduced the amount of Wollusks that spawn in 3 and 4 player games
  • Imbued Swarm: Reduced the amount of acid attacks that happen in 3 and 4 player games

[h3]Equipment:[/h3]
  • Voice of the Myriad: Lowered volume of poison application sound

[h2]Fixes:[/h2]
  • Imbued Swarm: Fixed an issue with the target indicator of the Wollusk where it could sometimes be on the wrong player in online multiplayer games.
  • Fixed issue where some attacks from enemies were either undodgeable, or dodgeable but would not trigger a perfect dodge.
  • Fixed various day one crashes.

[Game Update] Delicious Update now available!



We hope you are ready to farm, freeze, and fight!

Three major additions arrive in this update: Farming and Cooking, the new Frost Power Family, and Frenzied Swarm in The Molded Grave.
  • Farming and Cooking
    • Plant crops to gather materials from any region
    • Start runs with powerful meals
    • Meet Kuma and Glorabelle, your new members of camp!
  • Frost Power Family
    • 17 new powers focused on battlefield control
    • Freeze enemies, create ice explosions, and turn the tide of battle
  • The Molded Grave
    • Face Frenzied Swarm in an all-new Super Frenzy run
    • New Swarm boss weapons
    • Rebalanced Super Frenzy difficulty in all locations for better progression

[h3]More details[/h3]
[h3]Farming[/h3]

We want to offer players more ways to progress beyond just winning runs. Farming represents a way to progress multiple goals at once, as well as enables progression without strictly requiring victory. Need materials from Nocturne Grove while working on Blisterbane Bog? Plant some Grove Crops in town and collect materials between runs!

But it doesn't end there -- when a Crop is harvested, it also drops a special ingredient unique to that Crop: for example, Bog Beans from Blisterbane Bog, Forest Squash from Great Rotwood Forest, or Ruins Wheat from Ruined Capital. These ingredients can be combined in town with the camp's new cook, Glorabelle. 

[h3]Cooking[/h3]

Food that has been cooked using ingredients sourced from the Teffra-poisoned world of Rotwood still retains the powerful effects of Teffra. After you've cooked the Crops listed above and you've got some Sautéed SquashRe-fried Bog Beans, or Crusty Artisan Bread, packing your lunch will let you start a run with the Power held within.

When you head out on a Hunt, you will automatically pack a to-go Lunch Box with all of your meals. Once you hop off the Damselfly, you can crack open your Lunch Box and choose your meal. You will immediately gain the Power contained within that meal before setting out, giving yourself a serious advantage to take on any threat.

Meals can provide Powers anywhere from the bread-and-butter Running Shoes, to the build-defining Attack Dice, or even starting off with the power of electricity through Static Shock. If you maintain a healthy and varied farm, you will have plenty of options at your disposal!

All of these features, from your farm to your lunch box, are available no matter where you play. Whether you're playing solo or in public games, you'll have access to all of your own stuff.

[h3]Frost Power Family[/h3]

We all know that satisfying moment when a Shield Power saves you from a fatal blow, or when an Electric Power turns you into an unstoppable force of nature building massive hit streaks. But there's something special about watching an enemy slowly crystallize as frost creeps across their body.

Frost Powers aren't just about raw damage - they're about controlling the flow of combat. Maybe you'll throw snowballs while dodging, or create an icy prison around anyone who dares to hit you. Or maybe, you're storing up dozens of icicles to unleash on one unsuspecting foe all at once. Every frozen enemy becomes an opportunity, whether you're storing their damage for a devastating heavy attack or using them as makeshift armor to boost your defenses.

Whether you're creating chain reactions of frozen explosions or turning the battlefield into your personal winter wonderland, Frost Powers open up whole new ways to control the fight.

[h3]Frenzied Swarm and The Molded Grave[/h3]

Equip your best acid-resistant gear, slot in those acid-resistant Gems and venture into The Molded Grave to defeat this formidable foe. The enhanced fight for Swarm has arrived, and they are not happy that you've interrupted their performance -- again. This brings us to four total Super Frenzies!

We've also done a bit of rebalancing to Super Frenzies to allow more types of players to have success in them, particularly in the earlier levels of Super Frenzy. Notably, the "No Freebies" modifier has been moved to a later Super Frenzy, Frenzied Boss damage output and health has been reduced, and to help you get there in the first place, Imbued enemies can now be interrupted by Heavy Attacks just like any other Rot.

We've also adjusted Super Frenzy maps to focus purely on combat, removing material rewards and meta progression rooms. Combined with the powerful effects of Food, these changes should help more players succeed in Super Frenzies - whether they're hunting for Boss Weapons or Imbuing their existing arsenal.

[h3]Save files[/h3]
Save files are NOT transferrable from the Beta Branch. Due to changes made during the beta, transferring the save from the beta branch to live will irreversibly break your save. Please DO NOT move your save. We will leave the beta branch open for 7 days in case you have anything you'd like to finish up from your beta save. 


 

Rotwood Patch Notes, Delicious Update [661129]

[h2]Additions:[/h2]
  • 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.┬á 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

Delicious Update Coming Next Week, Thursday March 20th!


Hello Hunters!

Next week on Thursday March 20th, the Delicious Update is coming to Rotwood -- adding Farming and Cooking, the new Frost Power Family, and Frenzied Swarm in The Molded Grave.

  • Farming and Cooking
    • Plant crops to gather materials from any region
    • Start runs with powerful meals that let you start a run with a power
    • Meet Kuma and Glorabelle, your new members of camp!
  • Frost Power Family
    • 17 new powers focused on battlefield control
    • Freeze enemies, create ice explosions, and turn the tide of battle
  • The Molded Grave
    • Face Frenzied Swarm in an all-new Super Frenzy run
    • New Swarm boss weapons
    • Rebalanced Super Frenzy difficulty in all locations for better progression

You can head over to our official forums for more information and details on the beta here.

See you soon!