1. Rotwood
  2. News

Rotwood News

[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!

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