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Rotwood News

Rotwood Patch Notes [605200]

[h2]Changes[/h2]
[h3]Loot System[/h3]
  • Streamlined the loot system so that you are more likely to get the loot that you are looking for.
    • Each dungeon now has two loot types plus a boss loot.
    • The loot players have earned are auto-converted to the new system.

[h3]Armour[/h3]
  • Increased the baseline quality and stats of the Gnarlic, Mothball and Gloop armour sets to make them more viable for players

Rotwood Patch Notes [605165]

[h2]Additions[/h2]
  • Added default public group matchmaking
    • Selecting the Rotwood Public group will match you with our best match that we can find, first by region and then with a game that is of a similar progression level as you.

[h2]Changes[/h2]
[h3]Frenzy Tuning[/h3]
  • Frenzy 1/2/3: Increase initial cooldown, so enemies don't attack as quickly after spawning
  • Frenzy 2/3: Reduce additional Rot and Imbued Rot aggression
  • Frenzy 2/3: Reduce amount of possible Imbued Rots per encounter
    • The challenge in higher Frenzies often boiled down to just managing being constantly overwhelmed, which isn't the feeling we want for combat. For many players, this resulted in kiting mobs around the room, getting off single attacks here and there. We've reduced the amount of aggression to allow for more interesting "give-and-take" interactions with mobs.
    • In future updates, we will be expanding on the Frenzy mechanic for players that are hungry for more challenge.

[h3]Imbued Rots[/h3]
  • Removed hitstun resistance
  • Player skills that knockback or knockdown can now effect Imbued Rots
    • We have found Imbued Rots to be more challenging for players than we intended. These changes make them significantly more manageable.

[h3]Imbued Mossquito[/h3]
  • Increase cooldown of the Sting attack
  • Reduced movement speed

[h3]Mossquito[/h3]
  • Reduced movement speed

Rotwood Launch Feedback Action Plan



Hey everybody!

We want to quickly follow up on some of your feedback from the launch of the game into Early Access.

First of all, a big thanks to everyone who has picked up the game and played so far. Since launch, we’ve had over 200,000 players and we’re humbled by the reception. We’re proud of what we have done with Rotwood and we’re thrilled so many of you are enjoying the game and those of you who are on the fence are letting us know.

We’ve gone through your feedback for Discord, forums, reviews and submitted F8 feedback. We’ve been working on this since immediately after launch, but we want to keep you updated on what we’re doing.

This is not a full list of the feedback we are addressing. There are several things we’d like to address in the long term but for now, we are only going to discuss what we are immediately focused on. Everything mentioned here has either already gone in or is imminent unless noted otherwise.

[h2]Difficulty and Progression[/h2]
Rotwood is designed to be a challenging game. While many players are enjoying the balance as it is now, we recognize that there are points in the game that can feel frustrating. We are working hard to smooth out the experience for all players, while still providing the challenge this game is designed to bring.

We’ve pushed an update that will provide more information about the intended difficulty of a hunt compared to the current gear that you have equipped. We believe that exposing more information about the intended progression will allow players to better understand the challenges they can take on and make more informed choices on which hunt to take on next.

We’ve also made some balance changes and have a few more coming that smooth out the early game a bit more. Certain actions by enemies are being moved up to higher frenzy levels.

For players that enjoy these mechanics, don’t worry. We’re also working on even higher Frenzy levels and challenges that will come in the future as well.

There are also aspects of the game being roguelite that players have expressed could be better. While we no longer think of Rotwood as strictly a roguelite, we do have many shared elements, and are working on making this better. Specifically, we are working on more interesting early and late game powers. Some of these will come soon, and others will be available in future, larger updates.

[h2]Playing Solo[/h2]
Rotwood is extremely fun with your friends, but should still be very rewarding playing solo.

We’ve noticed that some players were having more trouble than we expected while playing alone, and some of our most recent balance changes were made to address that, such as reducing the healing capacity of the Gourdo and recent Frenzy tuning and hitstun changes.

We will be continuing to watch feedback around solo play, and will continue to make tweaks to improve this experience.

[h2]Mouse Aiming[/h2]
We have seen players who are having difficulty with mouse aiming in the game. Mouse aiming determines where your character is pointing while using the mouse. We have seen that some players are having difficulty with learning the controls on mouse and keyboard because mouse aiming moves their character direction when they aren’t expecting it. Mouse aiming increases precision and provides players with quicker and smoother control. However, it is harder to master and may take some practice.

While we still recommend mouse aiming as the default way to play, we've added messaging that allows players to turn it off, in the case that they find mouse aiming unintuitive. Players can always experiment with either control scheme via the Options.

[h2]Matchmaking[/h2]
Our intention is to provide players with the ability to control their lobbies so that they can choose specific groups of like-minded players they would like to play with.

These are permanent groups. Once you enter a group, you can be matched randomly with anybody in that group.

[h3]For example. [/h3]
Players from Brazil can start a Brazil lobby through Steam groups
People who want to focus on the toughest challenges.
Players that love Fallout
Your old WoW guild

We expect player-created groups to be the best way to play the game however we are making a public lobby available for everybody that owns the game. This is a default public group, with no moderation that anybody can play.

Selecting the Rotwood Public group will match you with our best match that we can find, first by region and then with a game that is of a similar progression level as you. This will be available by default and you will be able to instantly find somebody to play with without having to seek out new curated player groups.

[h2]Loot[/h2]
Some players have let us know that it is challenging to find the loot they are looking for, and even after repeated attempts are unable to obtain enough loot to upgrade their equipment.

We are actively reviewing this. We’ll post more details as we roll out those changes.

[h2]Crashes / Performance / Bug Fixes[/h2]
We have already put out a few updates to address the most immediate technical issues that we have found and we will continue to do so until we’re ready to continue work on the next content update.

We have added a performance profiler in the game for players who are having exceptional performance issues to send us more detailed reports on their system so we can better diagnose what may be causing the problem.

We will continue improving and fixing these issues as we move forward.

[h2]What’s already happened[/h2]
- Mouse Aiming Popup
- Recommended equipment, and improved display of Armor and Attack Values
- Gourdo Balance
- Removed confusion spores
- Made it easier for players to find important NPCs
- Several performance and bug fixes

[h3]What’s coming very soon.[/h3]
- Hitstun resistance removed from elite mobs in current Frenzy levels
- Frenzy tuning
- Better visibility on upgrade paths
- General matchmaking lobby
- Loot adjustments

This is not a complete list. We have a lot that we’re looking at going forward, when we finish off focusing on the immediate feedback we mentioned above we will let you know what we’re up to next.

Once again. Thanks a bunch, everybody. Keep hitting F8 and letting us know what you think!

Rotwood Patch Notes [605119 & 605133]

[h2]Changes[/h2]
  • Added recommended attack and defense levels when selecting a level.
    • Going into hunts undergeared can make the game very difficult. We have improved the messaging on recommended gear.
  • Changed the scale of Armour Defense so the numbers are smaller.
    • Defense values are still the same, just the display number is different.
  • Changed the way that Weapon Damage is displayed so that the power level of different types of weapons can be more easily compared.
    • Weapons still deal the same amount of damage, just the display number is different.
  • Added an option to capture and send a performance profile.

[h2]Bugs[/h2]
  • Fixed an issue where the Peashooter Plushie was free to craft.
    • Peashooters do not have loot to drop, so as a temporary fix the Peashooter Plushie now requires materials from various other rots found in Blisterbane Bog.
  • Fixed some issues where having a very long username caused parts of the UI to break.
  • Fixed an issue where Toot could get into a state where he would not talk about masteries.
  • You can no longer toggle the "allow town editing" checkbox when you are not the host.
  • Fixed an issue where Poison Geysers could leave their targeting FX in the world.


[h2]Hotfix 605133[/h2]
  • Added messaging to clarify armor and attack value changes mentioned above.

Rotwood Patch Notes [604917]

[h2]Crashes:[/h2]
  • Fixed a crash that could happen when trying to join a lobby.
  • Fixed a crash when trying to join a in-progress hunt that was in the market.
  • Fixed a rare crash that would happen after a player disconnected.
  • Fixed a crash when Mother Treek could attempt to attack without a target.
  • Fixed a rare crash that could happen if you killed Mother Treek right at the start of her defense phase.
  • Fixed a crash when applying the vulnerable effect using Iriss Shroud.

[h2]Bugs:[/h2]
  • You can no longer shoot the cannon while being swallowed by Groak.
  • You can no longer craft and place locked decor items
  • Fixed a bug where the incorrect Spring Port would be activated for a player.
  • The upgrade for Barbed Pike now works.
  • Music no longer starts twice during the Gourdo miniboss.
  • Fixed an issue where Toot would not talk to players about masteries.
  • Fixed a bug where you could become a Zombie if your Mulligan power activated when being killed by Groak's swallow attack.
  • Fixed a bug where the Gourdo could become a zombie when killed.
  • Fixed a crash that could happen when using the cannon.

[h2]Changes:[/h2]
  • [h3]Gourdo Miniboss:[/h3]
    • The seed spawned by Gourdo Miniboss no longer heals itself.
    • Gourdos do not start healing until they are lower health.
    • In single player, only one of the twins can Jump Attack at a time.
    • Increased the cooldown for Jump Attack
    • Reduced Health
  • [h3]General:[/h3]
    • Confusion spores no longer spawn.
    • Berna and Hamish are now easier to find.
    • Added a popup for new players that prompts you to pick your aiming style.
    • Upon entering the Spring Port room for the first time in a dungeon, the first rewards are ready and waiting to be claimed immediately.