[p]Hello, Runari! [/p][h3]
The Haven Update is out now, bringing Cloud Saves and major upgrades to Cloudheim!
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[/h3][p]Your saves have found a new home in the cloud. Your Runari, your gear, your shop, and your mastery progression are all safely stored in the skies. Swap PCs without losing progress and pick up right where you left off.[/p][p][/p][h3]Expand Your Haven[/h3][p]We’ve massively improved building and the decor selection for Odin Shell. We’ve added over 100 new decoration items to perfect your home in the sky: Wall banners, skulls, ivy, statues and pedestals, torches and candelabras, trees, table clutter, supply cabinets, and even a tower for your cats.
[/p][p]We’ve improved item placement with a ton of tweaks, and building hologram previews are more accurate (and not just a giant blue box!). [/p][p][/p][p]You can repeat purchasing items as many times as you like - aka no longer needing to open the menu between fence pieces! [/p][p][/p][p]
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[/p][p][/p][p]The Build Menu will remember your place when you reopen it after placing an item. [/p][p][/p][p]
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[/p][p]You can cancel moving items to return them to their original location.[/p][p][/p][p]
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[/p][p]Homestead progression has also been reworked, with Bill offering upgrades that unlock new decoration options as your shop grows. [/p][p][/p][p]
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[/p][p][/p][p]And, yes, there is now a purely decorative upgrade statue for those of you with more gold than you know what to do with! You’re welcome. [/p][p][/p][h3]Progression Hits Harder[/h3][p]We’ve made meaningful changes to how growth and difficulty work in Cloudheim. [/p][p][/p][p]Enemy levels no longer simply mirror player progression. Instead, the world increases in difficulty every five levels, and different areas within islands now have varied challenge tiers. Player auto-scaling has been reduced so that weapon quality, upgrades, and stat investment matter more.[/p][p][/p][p]Higher quality gear should feel stronger and intentional builds should feel more rewarding. Mastery progression for Boots, Gloves, and Movement equipment has been adjusted to smooth out early spikes and create clearer long term growth.[/p][p][/p][p]This is the first step toward deeper progression updates planned throughout Early Access.[/p][p][/p][h3]World Improvements[/h3][p]World Stars, Hearts, and looted Weapons will now be automatically collected after 25 seconds if you had not picked them up yet. While we always had automatic collection, it was not communicated clearly in game, so this change will help make the behavior more visible.[/p][p] [/p][p]Combat flow has been refined throughout the game. Targeting launched enemies is smoother, making aerial combos easier to chain. Several abilities have been tweaked - Whirlwind has been rebalanced, Mana Lash hits significantly harder, Dive Kick is faster, and Evasive Assault flows more cleanly into follow ups. [/p][p] [/p][p]Telegraphs are clearer, hit feedback feels stronger, enemies no longer permanently track players, and audio mixing and music prioritization have been tightened to keep combat clearer and more responsive.[/p][p] [/p][p]The combo meter has been temporarily removed while we work on some larger improvements to how combos are tracked and displayed. It will return in a future update! [/p][p][/p][p]Arcadia has also received a round of world polish, including clearer puzzle language, improved travel paths, and Owl Posts along Silent Owl Trail to help guide explorers.[/p][p][/p][h3]Tutorial Changes [/h3][p]The tutorial has been split out as a separate experience and streamlined, so you can replay whenever you’d like or skip it entirely! You'll get the heart you would have received automatically, and the accessory will be added in a later update. [/p][p][/p][p]
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[/p][p]We have tons of more improvements, bug fixes, and tweaks, those are just the highlights! If you have been waiting to jump into Cloudheim, now is a great time to start your adventure. Read on for the full patch notes to discover everything in our largest update yet.[/p][p][/p][p]Thank you for playing. Thank you for the feedback. And welcome back to the skies of Cloudheim.[/p][p][/p][p]— Noodle Cat Games[/p][p][/p][h3]The Haven Update Patch Notes[/h3][p]
What’s New[/p]
- [p]Added support for Cloud Saves[/p]
- [p]Changed enemy and player level scaling to give weapon and gear choices a bigger impact on combat[/p]
- [p]Over 100 new decoration items have been added[/p]
- [p]Building Previews are now much more accurate[/p]
- [p]The Build Menu now remembers where you were and returns to that same selection[/p]
- [p]You can now cancel furniture movement to return it to where it was originally grabbed[/p]
- [p]While placing furniture, you can choose Repeat to place and purchase another of the same item[/p]
- [p]World Stars, Hearts, and looted Weapons will now fly to the nearest player after 25 seconds if they were not collected[/p]
- [p]Split out the tutorial from creating a new world, so you can play it again at any time or skip it entirely [/p]
[p][/p][p]
Base Improvements and Bug Fixes[/p]
- [p]The progression of the homestead has changed significantly. Players will receive a quest from Bill offering to upgrade the homestead as they progress through the game[/p]
- [p]Decoration items now require you to reach a shop sales level and upgrade your base to unlock. You are granted some decoration items for each time you upgrade the homestead[/p]
- [p]Previews inside the purchase menu and during placement have been made much more accurate[/p]
- [p]Many decoration items no longer clip into the ground during purchase previews[/p]
- [p]The inspection prompt on decoration and stations now has a 'move' prompt instead of a 'grab' prompt, to better reflect available actions[/p]
- [p]Add a display counter showing how much stock has already been placed to the Build screen[/p]
- [p]Changed the display name on some planters to disambiguate them[/p]
- [p]Changed the price of the Portable Bifrost Chest from 2000 gold to 500 stardust[/p]
- [p]Fixed a bug where players could retrieve recently looted weapons from the Bifrost Chest. Selling these weapons would break shared enchant and material progress[/p]
- [p]Increased the max available stock of most decorations and jump pads[/p]
- [p]Over 100 new decoration items have been added, including:[/p]
- [p]Wall Banners, Skulls, and Ivy[/p]
- [p]Clutter such as books, dining sets, and supply cabinets[/p]
- [p]New statues and stone pedestals to place them on[/p]
- [p]Light sources such as torches and candelabras[/p]
- [p]Trees[/p]
- [p]A tower for your cats![/p]
[p] [/p][p]
Progression Changes[/p]
- [p]Enemy levels no longer just match player progression[/p]
- [p]The world gets harder every 5 levels[/p]
- [p]Different areas within an island now have varied difficulty levels[/p]
- [p]This is a stepping stone towards additional future changes that will make progression and growth even more impactful[/p]
- [p]Player auto scaling is no longer quite as powerful[/p]
- [p]This means using higher quality weapons and upgrading stats is more impactful[/p]
- [p]Increased and staggered the mastery requirements for Boots, Gloves, and Movement equipment. This prevents getting a big clump of skill points all at once very early in the game[/p]
- [p]Added display of mastery (icon and progress bar) on Boots, Gloves, and Movement items in the Equipment screen[/p]
- [p]Added a purely decorative upgrade statue for people with more gold than they know what to do with, by popular demand[/p]
[p][/p][p]
Combat Improvements and Bug Fixes[/p]
- [p]Improved targeting on enemies that are recently launched into the air, making it easier to follow up with other skills to execute a combo. This has the most impact when using multiple launches in a row, such as basic sword combo > follow up > kick[/p]
- [p]Added Fist & Shield weapon trait, giving +2 Magic, Speed, Strength, and Vigor[/p]
- [p]Added Fists weapon trait, applying a short duration stacking weakness that reduces enemy damage dealt[/p]
- [p]Whirlwind now pulls enemies into you before it start[/p]
- [p]Whirlwind cooldown increased from 7s to 11s[/p]
- [p]Whirlwind mana cost increased from 6 to 7[/p]
- [p]Whirlwind upgrade, such as from Barbarian Sash, is now much more impactful[/p]
- [p]Vicious Strike now properly follows it’s healing condition[/p]
- [p]Increased the flight speed of several bow projectiles[/p]
- [p]Increased hangtime on bow aerial attacks[/p]
- [p]Updated descriptions for Blazing Boomerang, Blizzard Beam, and Incinerating Beam[/p]
- [p]Mana Lash initial damage increased by 200%[/p]
- [p]Mana Lash detonate damage increased by 40%[/p]
- [p]When enemies spawn an object on death, such as greebles swarming into more greebles, they now launch a little capsule that spawns the new object. Previously, killing a seedling that spawns a bumpkin would happen right as you were attacking and the bumpkin would immediately bounce you[/p]
- [p]Dive Kick is now faster (look down when in midair and use kick)[/p]
- [p]Evasive Assault now dodges back farther[/p]
- [p]You can now follow up with attacks sooner after using Evasive Assault[/p]
- [p]Changed Ranger traits to say they heal after using evade, instead of successful evade. There was no gameplay change, but it was confusing because it is extremely rare to have an evade not complete successfully, and it does not require evading an attack[/p]
- [p]Increased hit camera feedback strength for basic weapon attacks[/p]
- [p]Fixed a variety of miscellaneous small skill bugs - keep reporting any odd behavior![/p]
- [p]Overall Telegraphing Decal Visibility has been improved![/p]
- [p]Fixed an issue where enemies would never forget ever seeing or hearing the player. This would give the enemies permanent knowledge of your location and would keep you as a target forever[/p]
- [p]Fixed an issue where Blade Phalanx could cause camera collision and bad camera behavior[/p]
- [p]Grobb Rock Throwers are now more distinct enemies with updated art, instead of most Grobbs throwing rocks at range, including an updated throw animation[/p]
- [p]Fixed an issue where clients sometimes did not see the invincibility shield on certain bosses[/p]
- [p]Changed Seedling Enemies so they hover closer to the ground and have a longer windup[/p]
[p][/p][p]
Audio Improvements and Bug Fixes[/p]
- [p]Tightened the default attenuation of sounds, which means sounds get quieter quicker as they get further away, to keep important nearby sounds clear[/p]
- [p]Blade Phalanx Sound Design improved[/p]
- [p]Fixed many of the thrashing issues in music playback: music will now properly prioritize based on the context of the situation[/p]
- [p]Fixed an issue where encounter bounds could re-trigger combat music after an encounter was completed[/p]
- [p]Fixed an issue where victory music would play for all players even if they were incredibly far from the encounter[/p]
- [p]Combat music will now continue playing if you’re still fighting enemies away from where you started the encounter[/p]
- [p]Fixed an issue where on death you would hear loading music instead of the encounter music[/p]
- [p]New UI SFX for select movement mode[/p]
- [p]New sound design for the Key Press station[/p]
- [p]Enemy deaths that spawn a new enemy pop sound[/p]
[p][/p][p]
User Interface Improvements and Bug Fixes[/p]
- [p]Updated the visual styling of the held item quickbar and control cluster on Odin Shell[/p]
- [p]Made combat control clusters smaller, adjusted their position, and moved impulses in gamepad mode to the bottom of the screen[/p]
- [p]Updated the visual styling of the compass[/p]
- [p]Improved Item Mastered toasts and prevented toasts from misleadingly showing up for other players[/p]
- [p]Removed the combo meter temporarily. It will return in a future update with significant improvements to combo tracking[/p]
- [p]Added the Early Access Roadmap to the News screen[/p]
- [p]Whether or not a news post has been read is now saved, so you won't see an unread news notification each time you travel[/p]
- [p]Minor styling improvements to the News screen[/p]
- [p]Reduced the size of shop notification icons[/p]
- [p]Made the order of cycling between islands on the World Map match the intended exploration order[/p]
- [p]Fixed the missing icon on the Scattershot enchant[/p]
- [p]Fixed an issue that prevented Grodo from showing up in the Blin Codex page[/p]
- [p]Fixed a number of typos in conversations related to Blins[/p]
[p][/p][p]
World Improvements and Bug Fixes[/p]
- [p]Wren now travels around Arcadia in line with where quests take place[/p]
- [p]Fixed a number of cases where World Stars, Hearts, or looted Weapons would get stuck in the ground and be inaccessible[/p]
- [p]World Stars, Hearts, and looted Weapons will now fly to the nearest player after 25 seconds if they were not collected[/p]
- [p]Updated the Old Fort area on Arcadia to have a more direct flow to Fiblin Field[/p]
- [p]Updated two arenas on Arcadia[/p]
- [p]Improved early Arcadia spawning[/p]
- [p]Added enemies to some empty areas in Arcadia[/p]
- [p]Edited the shoreline on the Arcadia mainland to better separate the ocean and the playable area[/p]
- [p]Silent Owl Trail now has Owl Posts that help travellers to find their way[/p]
- [p]The first few "hit three targets" puzzles in Arcadia have additional visual language to better convey the intent[/p]
- [p]An interactable statue that allows players to change and test different targeting modes has been added before the Training Arena in the tutorial[/p]
- [p]Improved navigation from Golden Galleon Shore to the Parched Temple[/p]
- [p]The tutorial is now a single-player experience separate from a new game, and has been shortened a bit[/p]
[p][/p][p]
Performance[/p]
- [p]Added better default scalability settings for Steam Deck[/p]
- [p]The 'Auto-Set Quality' button in Video settings now shows the value of the previous benchmark run[/p]
[p][/p][p]
Known Issues [/p]
- [p]Wren will sometimes not be where the quest marker is showing, but instead at Golden Galleon Shores. We're working on getting him to stop taking beach vacations! For the meantime, if you don't see him, try looking there.
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[p]
Cloud Saves PSA [/p][p][/p][p]If you are going to be using Cloud Saves, please open the game on the PC you have your saves on first![/p][p][/p][p]If you've already opened on a new PC and "erased" your save data, fear not as there are ways to get it back.[/p]
- [p]Have the game open (it must be running for this work) and then follow the steps below:[/p]
- [p]This update includes a full zip backup of your saves. You can find them here:[/p]
[p]\[insert LocalDataPath] [/p][p]
ProtoCat/Saved/SaveGames/_archive/Update23_Haven_RestorePoint.zip/Account/PlayerProfile_.sav[/p]
- [p]See if you have a player profile save and if so, replace the file here:[/p]
[p]\[insert LocalDataPath] ProtoCat\\Saved\\SaveGames\\Account\\PlayerProfile_.sav[/p]
- [p]If you can't find a PlayerProfile in the restore point zip, there are also autosaves going back every 10 minutes (up to 10 total). Check:[/p]
[p]\[insert LocalDataPath] \\ProtoCat\\Saved\\SaveGames\\Account\\backup\\autosave\\PlayerProfile_.sav[/p]
- [p]You may need to try a few autosave folders if your game has been running and triggering saves after you noticed this.[/p]
[p][/p][p]Thank you for playing, and welcome to the skies of Cloudheim.[/p][p][/p][p]— Noodle Cat Games[/p][p]
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