Patch Notes! 0.1.0.160
We are starting the week off with a patch that should improve and fix many level design related issues, along with some fixes that prevent the terrible loss of save files!
Art by erkstock:

Check out the patch notes below.
[h3]General Fixes:
[/h3]
[h3]Level & Enemy Fixes:[/h3]
Stay tuned for more updates this week and keep the feedback coming.
/Nexile
PS. A fix for the high GPU load is in the pipeline and should arrive in the next patch!
We have experimented with changing the graphics API to Vulkan, and noticed it greatly reduced GPU usage while the game still performed the same. However, we must test this further and make sure that all devices are still supported - so an interface to pick, or a way to fall back to DirectX is likely needed.
Art by erkstock:

Check out the patch notes below.
[h3]General Fixes:
[/h3]
- Improved and simplified sorting in the inventory
- Enemies no longer immediately attack when you exit a door.
- You can now hold the shield above your head in front of doors.
- Adjusted blocking by introducing combo-scaling that reduces damage after Shield-Break, to prevent most situations where blocking is worse than taking hits.
- Reduced the risk of becoming soft-locked while talking to NPCs.
- Saved data should no longer be lost in connection to power outages/computer crashes.
- Adjusted analogue-stick deadzone to prevent entering doors by accident etc.
- Mitigate settings not applying correctly on reload.
- More stable at handling some online-related exceptions. (This should fix the freeze-bug in Demonbaron Keep, for example.)
- Added some missing special attack descriptions.
[h3]Level & Enemy Fixes:[/h3]
- Revised landing spots from certain bosses and area-transitions to avoid landing directly next to enemies.
- Revised ring-out death landing locations of certain bosses.
- Generally increased the time it takes for tougher enemies to reappear.
- Fixed an issue with Humoral Jars not respawning properly near boss-arenas in Demonbaron Keep and Fortress of the Famished.
- Increased Marbles given by Famished Knights and Boglink Knights.
- Reduced the amount of enemies in Graveyard Basin.
- Fixed some unintended exploit spots throughout the map.
Stay tuned for more updates this week and keep the feedback coming.
/Nexile
PS. A fix for the high GPU load is in the pipeline and should arrive in the next patch!
We have experimented with changing the graphics API to Vulkan, and noticed it greatly reduced GPU usage while the game still performed the same. However, we must test this further and make sure that all devices are still supported - so an interface to pick, or a way to fall back to DirectX is likely needed.