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Rotwood Patch Notes [654458]

[h2]Fixes:[/h2]
Rots
  • Fixed pumping audio in Grimhollow boss fight
  • Fixed Toady punch sound continuing if they got hit out of the attack state
  • Fixed a softlock caused when out-of bounds Arboreels are killed while the Mothballs weather is active
  • Potential bugfix for unkillable Imbued Enigmox transformations
  • Fixed Imbued Enigmox pillars sometimes fail to be removed
  • Fixed bug where monsters that can be hit from behind while blocking were playing their block FX and reduced damage on hit
  • Fixed a bug where Grimhollow's lunge attack would cause knockdown on non-interruptable player attacks.
  • Fixed bug where Floracrane attacks could override a player's "nointerrupt" state, for example with the Big Yammo Slammo skill

Equipment
  • Fixed Hail of Gory audio levels causing the rest of the mix to pump
  • Funguile Sailor Cap: Healing hat no longer interactable while dead
  • Funguile Sailor Slacks: Healing mushrooms no longer interactable while dead, or at full health
  • Funguile Sailor Slacks: No longer creates healing mushrooms if taking "acid damage" while dead
  • Shellshot Blunderbuss: Fixed bug where it appeared that a shot was charging even with 0 ammo.
  • The Keening: Fixed incorrect normal/focus FX for Shockwave and Backfire
  • Snarling Spear: Fixed bug where equipment power tracker was visible
  • Sporeshot: Fix bug where proximity mines were not considered a "Skill", and didn't get Skill bonuses or procs
  • Fixed visual equipment bugs when swapping from Striker to other weapons
  • Quetzi armor no longer gives certain powers that created unexpected results

Hunts
  • Potential fix for stalactite rumbles staying on if the room is cleared while a rumble is happening
  • Fixed pipe prop layering issue in Ruined Capital
  • Fixed placement of some traps in Ruined Capital makes Rots, players get stuck and power drop not accessible
  • Fixed an issue where players equipped with non-interruptable gear could get interrupted by Grimhollow thumper traps.

Powers
  • Thin the Herd, Sheepdog, Herd Growth: Fixed bug where these powers would reset their count even if the incoming damage was 0
  • Extroverted and Straight to Business are activated if added in the middle of a room, such as through Quetzi armor

General
  • Fix untranslated strings in Hamish quest line
  • Fixed crash trying to display gem details when a player no longer exists
  • Fixed several emotes had incorrect rarity
  • Fixed bug where Agile Class dodges could dodge out of world bounds given enough dodge speed boost
  • Fixed various local multiplayer crashes

[Game Update] Ruined Capital now available!



Hello hunters!

Today we are releasing our next Hunt: Ruined Capital. This is Part 1 of our update, which adds a new location and all of the usual goodies that a new Hunt includes. In the next couple of weeks, we will be opening up the beta for Part 2. See below for more details on what has been added now and what is to come soon!

Highlights include:
  • A new hunt: Ruined Capital
    • New location
    • New boss, miniboss, rots, and imbued rots
    • New weapons
    • New armour pieces
    • New unlockable powers
    • New decor items, masteries, and titles
  • A Super Frenzy in a new location: Blisterbane Bog
    • New Imbued Enigmox fight
    • New Enigmox boss weapons
  • Our first steps towards revisiting existing armours and weapons to make them more viable and interesting
Please note: the Heartstone for the boss in this Hunt will not give you any ability, as we are in the process of reworking how Heartstones work. The new system aims to give more build freedom and creativity while using Heartstones, as well as making every clear of every Hunt feel rewarding. This new system will not be coming in this update., but any Heartstones you collect will still benefit you in the future in the new system, so your time collecting them will still be worthwhile.

Once again - thanks to all the players who joined us in the beta branch. Your feedback is integral to us.

We're already hard at work on our next big update which we expect will hit beta in February. That update will introduce Farming and Cooking to the game, as well as a new Frost Fabled Power Family.
  • Farming will give players alternate and parallel ways to progress their character that aren't tied solely to doing more runs. This will be a new source of materials (new and old), gems, and more in the future.
  • Cooking will allow you to prepare a meal to go, which can give you a specific Power to start your Hunt with. 
  • Frost powers will let you harness the cold of Bonechill Quarry against your enemies wherever you go, giving you a whole new set of impactful powers to help your Hunts and provide per-run variety.

Please keep the feedback and suggestions coming. We'll have an announcement relatively soon about the next beta. 

See you then!

Save files 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. 

Ruined Capital patch notes (653315) Spoiler Additions:
  • Added new Hunt: Ruined Capital
  • Added new boss, miniboss, rots, and imbued rots for Ruined Capital
  • Added new weapons
  • Added new armours
  • Added new unlockable powers
  • Added new decor items, masteries, and titles
  • Added new Super Frenzy: Blisterbane Bog
  • Added new Imbued Enigmox Fight
  • Added new Enigmox Boss weapons
  • Equipment with passive abilities that need counters now display in the power tray.
  • Gems: Higher level Gems now get dusted for more Dust
Changes:
  • Boss
    • Shell Drake: Reduced the number of Scramblers, Scrambler spawners appearing in single player
  • Creatures
    • Arctic Stunk: Fixed missing nightmare eyes
    • Antleer: Fixed a case where stampede antleers would get stuck trying to exit the room, due to certain stageleft/offstageleft tile configurations
    • Bulbin: Reduced the amount that movespeed affects the Imbued Bulbin's roll, reducing likelihood of ghost hits in higher latency games
    • Mothball Nest: Added Imbued Mothball Nest
    • Peashooter: Players can now only be targeted by one Imbued Peashooter at a time
    • Peashooter: Fixed a bug that caused the Imbued Peashooter to consider a volley attack "finished" after shooting a single spore
    • Peashooter: Peashooters now have have a maximum speed that their aim can change so it's possible to outplay them using movement abilities
    • Peashooter: Reduced the detection distance of peashooters
  • Equipment
    • Antleer Hide: Fixed bug where this armour would give the wrong effect.
    • Boarfrost Cloven Booties: Fixed bug that allowed a single projectile to trigger the Ice Spine more than once during a single dodge.
    • Boarfrost Legs: Fixed Boarfrost legs don't retaliate against snowball projectiles
    • Bulbug Eyes: Change ability to "Your Attacks ignore Shields, and deal Damage again to the target."
    • Bulbug Exoskeleton: Change ability to "When you Attack an enemy with Shield, gain Shield Segments."
    • Colossapphire Skill: Reduced required hitstreak to refill from 20 -> 10
    • Floracrane Garland: Fixed issue where bonus crit damage only applied on Focus Attacks
    • Gnarlic Head Stalk: Reshaping of the damage curve based on movespeed to make it more in line with other attacking armours. Require more runspeed to reach the highest of high damage levels.
    • Gnarlic Head Stalk: Fix bug where attacking hitbox wouldn't register on time when moving at high movespeed.
    • Gnarlic Head Stalk: Fix bug where, once attacking, the run was not considered an attack.
    • Gnarlic Head Stalk: Buff equipment "damage bonus" levels at effect level 1 and 2.
    • Gourdo Vest: Shared heal increased
    • Mother's Fury: Cannon now reloads on skill hit
    • Nocturne's Wrath: Cannon now reloads on skill hit
    • Regen Gem: Fix bug where regen would only last for 10s, not 15s.
    • Shard-Encrusted Shrapnel Launcher: Cannon now reloads on skill hit
    • Pick-Me-Up Gem: Fixed bug where Pick-Me-Up Gem had much lower chance of triggering than intended
    • Shellshot Blunderbuss: Added new passive ability
    • Shellshot Blunderbuss: Reworked Big Blast skill to allow charging and shooting of multiple Big Blasts at once, if charged.
    • Shellshot Blunderbuss: Slight reduction of damage for Big Blast projectiles
    • Shellshot Blunderbuss: No longer allow shooting of Big Blasts by pressing Heavy Attack well-timed (only Skill, as intended), to maintain attack consistency.
    • Shellshot Blunderbuss: Changed gemslot configuration to SUPPORT -> DAMAGE -> SUPPORT.
    • Torchfly Goggles: When dodging, if a spinner is already in progress, the current hitstreak now gets added to the existing spinner rather than deleting the old one and starting a new spinner entirely.
    • Windbreaker: Number of kills to restock Skill reduced from 5 to 1
    • Windbreaker: Max stocks increased from 1 to 5
    • Windbreaker: Gnarlic projectiles now pierce
    • Windbreaker: Increased hitbox size of Gnarlic projectiles
    • Windbreaker: Fixed bug where Environmental Objects counted as "enemies" to restock Fan of Gnarlics skill
    • Windbreaker: Fixed bug where Fan of Gnarlics didn't receive buffs from powers (like Wind Up, Lil' Schemer) or count as attacks towards them.
    • Yammo Singlet: Now works against Imbued Bosses too
  • Hunts
    • Adjustment of pacing and frequency of "special event" encounters and encounter inserts
    • Lighting Bolt: Refined warning FX and hitbox size to match more closely
  • Player
    • Bow: Animation cleanup for Bow attacks and movement
    • Cannon: Make recovery of Strong Mortar, Strong Backfire, Late Reload, and Early Reload less punishing by allowing abilities or walking sooner.
    • Cannon: Allow canceling out of an early reload into an ability much sooner
    • Cannon: Allow canceling out of a perfect reload sooner
    • Cannon: Give all ammo if canceling out of a late reload
    • Cannon: Give all ammo if canceling out of an early reload
    • Fist Pound skill: Allow building up faster while mashing, allow holding for a slower build without mashing. More lenient and responsive cancel windows.
    • Fist Pound skill: Allow dodge cancelling at any moment
    • General: Allow weapon sheathing in town by pressing Interact
    • General: Improve global responsiveness when canceling from Dodge -> Skill
    • General: Fixed a bug where if a player dodge-canceled out of the "hit" animation, their dodge would have fewer iframes than intended.
    • Revive: Revive now has a decay time; if a revive is cancelled, there is a delay before the revive timer decays back down to zero. Allows a reviver to temporarily stop reviving, then resume later, and for multiple players to revive someone.
  • Powers
    • Body of Light: Change description to "Remove this Power when Revived." Power is now removed when you are revived, not when you die.
    • General: Powers that produce a lot of Teffra or use Teffra during combat now also enable you to collect Teffra during combat
    • Hunter's Pick-Me-Up: added delay between teffra pickup and heal trigger
    • Jury & Executioner: Order in the Court's damage now increases by your Weapon Damage for each consecutive hit, not 100.
    • Mulligan: Change description to more specifically call out "Revive"
    • Shrapnel: Damage dealt now scales with Weapon Damage and counts as a hit done by the player
  • Sound
    • Lots of dynamic mix iteration
    • Added Antleer Stampede audio
    • Added Eggbert anomaly audio
  • System
    • General performance improvements
    • Physics & collision detection performance improvements
    • Damage resistance modifiers are now multiplicative instead of additive
    • Improvements to anomaly determinism
    • In online games, a client can now request an NPC be spawned in a quest room instead of only allowing quest progression for the host player
  • UI
    • Gem Screen: Adding sorting info to the gem sorting dialog
    • Gem Screen: Iteration on sorting functions based on player feedback
    • Gem Screen: Showing the amount of gems of a certain type the player has when identifying gems
    • Game now pauses while adding a new player
    • Player Follow Status widget: Displaying the player's weight class on the follow status widget
Fixes:
  • Player: Fixed bug where not all of a Runspeed modifier was applied to the player's movement
  • Player: Fixed bug where the "turning around" state didn't read the Runspeed modifier, which resulted in a sticky feeling when changing directions with high runspeed.
  • Player: Fixed a bunch of cases where using projectiles makes the player feel hitchy when the projectiles hit targets and apply hitstop
  • Fixed bug where Bulbins could become invincible to projectiles in networked games
  • Fixed Zucco's trap proximity detection can be perfect dodged
  • Fixed bug where environmental attacks like Acid and Freeze could deal backstab damage
  • Fixed loot vacuum not working properly when an encounter appears after the room is cleared/doors unlocked and is cleared afterwards
  • Fixed loot vacuum sometimes not working in non-combat rooms
  • Fixed bug where Ribbat could hop out of world bounds
  • Fixed issue where mastery rewards were not delivered if the reward has changed since the player has completed the mastery (i.e. if a reward was added to an older mastery)
  • If player has unrecoverable corrupted gem identification data (into the tens and tens of thousands, typically only possible through savefile manipulation), display an error message instead of freezing trying to handle the mass amount of corrupted data
  • Fixed crash when attempting to load a power in a rarity that is no longer available in the rarity that it was saved (for example, if we changed the base tuning of a power)
  • Fixed various Gem Screen UI bugs
  • Fixed mothballs on death, bombs on death powers to not activate on miniboss, boss death
  • Fixed a UI bug that caused proto-weapons to indicate they could be upgraded when they cannot be.
  • Fixed various crashes

     

    Rotwood Wintertide Update + Future Pricing Changes

    Hello Hunters!

    Before heading out for our winter break, we want to drop by and send you a quick message.

    We’re still hard at work on our next update, but we wanted to put together a small winter celebration for you. It’s just a little way for us to say “Thank You” for all your support.

    [h3]Introducing Wintertide[/h3]
    Wintertide has come to the Rotwood and there is a chill in the air. You’ll find some festive decorations, a new emote, and a chill winter vibe in camp. Items you get during Wintertide can be used throughout the year, but can only be acquired during the event. Don’t worry if you miss out - they will be back next year as well.

    [h3]Rotwood Sale and Future Pricing[/h3]
    We also wanted to take a minute to let everybody know that Rotwood is currently on sale for 20% off of the Early Access introductory price during the Klei Winter sale. This will be the last sale with Rotwood Early Access introductory price of $10.99.

    The introductory price will come to an end after the Winter Sale and will increase to $19.99. We expect to launch Rotwood at the base price of $29.99usd at the end of Early Access.

    [h3]What’s coming!?[/h3]

    After winter break we’ll be getting ready to bring the beta for our next update on to test for everybody to try out. But for now, we thought it might be great to let you know what we have in store.

    We’re going to continue with the two-part updates. This really helps us have more focused feedback and helps us get more content in the game to support new features. Some highlights of part 1 include a new Hunt, with all the new equipment, powers, and decorations that come with it. We’ll also have a new Super Frenzy. Of course, this is just a quick summary, we’ll have more information for you as we approach beta in the middle of January.

    [h3]That’s all for now! [/h3]
    Rotwood is really taking shape and we can’t thank you enough for helping us get there. As always, we’re very excited about the next update we’re cooking up for you and look forward to sharing more soon.

    Till then!

    Rotwood Patch Notes [646974]

    [h3]Fixes:[/h3]
    • Fixed crash when identifying Yellow Unidentified Gems
    • Fixed issue where loot would sometimes not be vacuumed up for various players, local and remote (in those cases, loot would have still been collected automatically on room-exit)
    • Fixed Flitt's "Build in Town" conversation showing up too soon before player starts interacting with equipment system
    • Fixed crash when Antleer equipment destroyed over 255 destructibles

    Rotwood Patch Notes [646670]

    [h3]Changes:[/h3]
    • Anomaly: Mothballs spawned by the "Mothballs" anomaly are no longer completely invincible for their entire spawning animation
    • Gem Quest: Allow Hamish's gem table quest to start if a player already has gemtools, but no unidentified gems, unblocking some players who got gem tools online

    [h3]Fixes:[/h3]
    • Fixed several assorted crashes
    • Fixed gem identification crash when player had received gems through non-natural ways
    • Fixed bug where the slot bonus portion of a gem's effect persisted while in-town even after the gem was removed, making it repeatedly stackable and difficult to compare results between gems slotted on-and-off slot
    • Fixed residual weather enemies causing room_complete event to fire when they are removed during level transition
    • Fixed bug where gem Anomaly rewards would be given many times over in local multiplayer
    • Fixed With A Little Help minions dealing 0 critical damage
    • Fixed performance problems when shooting clustered Cannon shots