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Rotwood News

Rotwood Patch Notes [623900]

[h3]Fixes:[/h3]
  • Fixed an issue where the game would softlock if you died in town
  • Fixed an issue where Nimble's Market 2 Challenge in The Molded Grove would fail if ANYTHING took acid damage during the run
  • Fixed various crashes

Rotwood Patch Notes [623692]

[h3]Fixes[/h3]
  • Fixed crash in Enigmox fight
  • Fixed Imbued Ribbats not counting towards the first Nimble Challenge in the Nocturne Grove
  • Fixed crash that could happen with the Striker in online games
  • Fixed crash that could happen when reviving a network player
  • Fixed crash that could happen when leaving rooms in an online game
  • Fixed crash that could happen with Hammer's Hazard Idol
  • Fixed crash that could happen when a Groak is charmed
  • Fixed Chinese translation issue on new Berna chat
  • Fixed crash when rerolling powers after seeing many powers of a given rarity
  • Fixed bug where sometimes no power would spawn out of a power drop

Rotwood Patch Notes [623562]

[h3]Fixes[/h3]
  • Fixed a bug where Berna's Mannequin conversation wouldn't trigger
  • Fixed various crashes

Bonechill Quarry Now Available!



Hello!

Today we are releasing Bonechill Quarry.

In this new location, you'll find all sorts of new content: a new boss, miniboss, enemies, equipment, decor items, powers, and more.

A huge thank you to everybody who participated in the beta and helped us with bug reports and feedback. We very much appreciate all of the kind words and support. Thank you!

[h2]About Early Access and Rotwood.[/h2]

Klei has operated and refined nearly a dozen titles through pre-launch testing and Early Access. Our process has always been to put down a solid, enjoyable experience that is worth playing for the price you paid for it and then we refine from there based on player feedback and what it is specifically that we are trying to accomplish with that game.

Rotwood is not a roguelike. It's not a brawler. It's not a souls-like and it's not a dungeon crawler. While Rotwood can be described using these terms and it certainly contains elements of each of them, it comes from a place of love for all these types of games, but it is not defined or limited by them.

Klei, as a studio attempts to do something interesting and new with our games. We take interesting ideas and see where we can go with them.

But this can sometimes result in time needed to help us adapt the game we are trying to make so that it better communicates what we are trying to accomplish. This was true in 2012 and it is true now.

To better communicate our vision we have two things coming for you soon. Shortly we will be sharing a more descriptive roadmap as well as a sneak peek into our minds and the future of the game.

[h2]Coming Soon![/h2]

We're aiming for a teaser update before the end of August. This update will bring a new "Super Frenzy" system for the first hunt. A Super Frenzy is when the game begins to change up gameplay to be significantly more difficult requiring not only tuned gear, but also a deeper understanding of the combat mechanics and tactics.

With the game only having the lower half of the game present, much of the difficulty and power progression is being condensed at the lower levels. This result is a more grindy experience with overall less progression happening in shorter time periods than there will be when more systems and content are present.

Many systems that existed in the playtest version of the game are still coming as support systems for these different progression mechanics.

Please read below for notes about what our goal is with this Hunt.
[expand]

The Following was posted with the beta for this update. We are including it here for those that may have missed it.

As with all early-access games, Rotwood is a work in progress. At the present time, it is much easier to progress through this update than it will be at full release due to systems that have yet to be implemented.

Some updates during Early Access will feel more(or less) challenging due to systems that interact with each other not being yet fully available. Since the game is currently in active development, there are going to be some adjustments and experimentation.
We have previously made some changes to the Early Access launch version of the game that has placed us in an "Easy" phase after we tuned the game to better onboard new players. We have a much better experience for players now that we have a smoother ramp into more difficult challenges.

This update is not fully representative of what a "Hunt" is in Rotwood. While the this update does widen the game in terms of content by providing more things to do and more things to get, it does not yet deepen the game by providing further progression systems. This means, that those of you that are in the later parts of the current will not quite feel the challenge that this hunt will later provide. However this update also represents the beginning of the second half of the game which will later bring a new system that is not currently part of this beta. This new system will deepen progression further while bringing greater challenges and greater rewards.

We also want you to be aware that right now, the "grind" element of the game is being over represented for the reasons discussed above. We definitely want a grind element in the game for people who enjoy that content although it is not intended to be the focus of Rotwood and certainly not in the early game. The goal is to have progression and reward systems around a core game that you enjoy playing coupled with deeper long term elements that people can choose to take part in if they want to keep playing and further refine their builds.

If you feel that you MUST grind a specific piece of gear in order to play the game, it's because we're not quite there yet.
We have rearranged our update plans to offer players a better experience throughout Early Access while not all content and features are available yet. We'll soon be providing a roadmap that will better outline for you what you can expect from future updates; however, we want to wait to release this information until we have everything in place in that we believe is required to better illustrate what we are aiming to do with the game.

One final point. We should note, that weapons are intended to feel great for people that enjoy what any given weapon has to offer. We intend for each weapon type to be equally effective, however we do not intend for players to be equally effective with every weapon. Each weapon type should be viable throughout the game, and we are not designing each weapon to appeal to all players.

That being said. Thank you to everybody that have been sending in bug reports and feedback. You're truly helping us shape the game toward something great and we're very excited to show you what we have in store for you.[/expand]

For more details and full patch notes, please see the official post on the Klei Forums.

New Powers Update Patch Notes [615703]

New Powers Update

Thanks to everyone who participated in the New Powers beta! It was hugely helpful. We hope that you continue to join us and share your feedback over all of our future beta periods.

With these new Powers, we take another step towards more variety from one run to the next, as well as providing some Powers which require a bit less "combo" thinking to achieve success with. They certainly can combo very well, but they should provide value to players of all types! We have more plans for furthering that variety, so please stay tuned.

Our team is hard at work creating the next Hunt (Bonechill Quarry) for you and your friends to enjoy which will be coming soon! This will include a completely new environment, a new Boss Rot and Rot Miniboss, new enemies, new armour and weapons, more new Powers, new decorations, bug fixes, and a familiar friend who has found their voice.



[h2]Additions[/h2]
  • [h3]New Powers:[/h3]
    • 1v1
    • Aroo Aroo
    • Body of Light
    • Destruction Therapy
    • Deus Ex
    • Flicker
    • High Ruler
    • Hunter's Rally
    • Hunter's Pick-Me-Up
    • Imposing Presence
    • Insult to Injury
    • No Contest
    • Phase Out
    • Property Damage
    • Resting on Laurels
    • Resource Extraction
    • Twist of the Knife

[h2]Changes[/h2]
  • [h3]Powers[/h3]
    • Precision Weaponry
      • Changed base rarity to Legendary.
      • Legendary tuning changed from 5 hitstreak -> 10 hitstreak
    • Fractured Weaponry:
      • Changed base rarity to Legendary.
      • Legendary tuning changed from 5 hitstreak -> 10 hitstreak
    • Weighted Weaponry:
      • Changed base rarity to Legendary.
    • Lich King:
      • Limited to one trigger per Clearing.
      • Can now be triggered outside of combat.
    • Grave Robber:
      • Limited to one trigger per Clearing.
      • Can now be triggered outside of combat.
    • Concentrated Cure:
      • Increase healing from 5/10 -> 10/20.
    • Pew Pew!
      • Damage is increased by player damage bonuses
      • No longer applies hitstop to the player when a projectile hits a target
    • Shrapnel
      • Damage is increased by player damage bonuses
  • [h3]Skills[/h3]
    • Big Yammo Slammo
      • Fix issue when hit-confirming Big Yammo Slammo into other attacks being unreliable, and creating unusual results sometimes when dodging
      • Update Big Yammo Slammo description to reflect new Healing behaviour as of last update

[h2]Fixes[/h2]
    • Fixed an issue where it was possible to miss getting a heartstone for a given frenzy level if you joined a run during a bossfight
      • Added additional fix that should allow save files that are missing heartstones to obtain them
    • Fix changing mastery tabs clears tooltips for other gamepad players or blocks other gamepad player's input until they cycle tabs
    • Remove old notification about Armour / Weapon stat changes on new saves
    • Fix mouse aiming notification appearing when playing with a gamepad
    • Fixed a bug where several powers that specified "on Attack" would not work when using the Cannon or Striker
    • Fixed powers triggering damage on enemies that are blocking or invincible


[h2]Hotfix [615979][/h2]
[h3]Fixes:[/h3]
  • Fixed issue where taking poison damage could cause Deus Ex to trigger on yourself