Performance + King's Impact + Persistent Aura: 0.1.0.225
This update brings some great improvements to PERFORMANCE, the systems in general, "King's Impact" splat-hits, and a HUGELY needed feature - "Persistent Aura"!
Textures have been further optimized, and engine settings tweaked with unneeded features disabled, check your settings and let us know if any improvements are noticeable!
With this patch, we hope to continue to shift the focus of the experience from "frustrating unfairness" to the classic Jump King™ feeling of being in control and responsible for your own failures - while also maintaining the fun and chaotic new aspects of Quest!
[h2]Persistent Aura:[/h2]
Spawn timers are now SAVED, so enemies will no longer climb back up immediately when areas are unloaded!
This feature was planned since before release, and we know many have been bothered by its noninclusion, so we are happy that it is finally in the game. It should make the experience of exploring and falling out of areas feel a lot more as expected with regards to defeated enemies!
[h2]King's Impact:[/h2]
With great Quest comes great Gravitas; Enemies will be knocked back if you splat on or next to them!

Our goal with this (and more changes to come) is to remedy exagerrated Chain-deaths. It should give you a chance to regain your bearings if you land close to enemies or in a difficult platforming area, as well as making some chaotic enemy situations where you are surrounded a smidge more escapable!
[h2]Major Fixes and Features[/h2]
Persistent Aura: Enemy spawn timers now save persistently.
This prevents enemies from immediately respawning after reloading an area (if you have already defeated them). King's Impact: Added a hit to the player splat which knocks enemies back or stuns them.
Armor boosts are only applied when you possess the boosted attribute.
For example: a helmet with +1 guts would previously apply -1 to its opposite; guile, it now only applies the boost to guts) Revised the layout of the Level-Up menu for better clarity.
Significant texture optimizations and settings tweaks for improved GPU performance.
[h2]General Fixes[/h2]
Updated Redcrown Cavalry and Fat Don's arenas to be slightly more lenient.
Lord Gnoddrick's thralls no longer respawn during phase 2.
Increased Frank Bastian's vigilance (fixed aggro problem).
Removed a superfluous hit from the Cockatrice's kick-attack.
Reduced the price of Zanzibart's Sword - players who bought it have been refunded the difference.
Added Kushan hat to the chest where the rest of the set is found.
Meat hammer animation now loops properly.
Fixed typos in some item descriptions.
Chandeliers in the Feast hall now have edges.
Fixed an issue with the controller keyboard when writing long names.
Added missing icons for "limber" and "unwieldy" weapon traits.
These changes and more are part of our major March sprint, which we will top off with a content-update ("Redcrown Update") that focuses on content additions and level-improvements to the areas after Redfin Prison, as well as balancing and improvements of the current systems and equipment.
[h2]Current roadmap and Priorities:[/h2]
Let us know what you think! More fixes and features are on the way, and we will create a trailer about the Redcrown Update soon!
/Nexile
Textures have been further optimized, and engine settings tweaked with unneeded features disabled, check your settings and let us know if any improvements are noticeable!
With this patch, we hope to continue to shift the focus of the experience from "frustrating unfairness" to the classic Jump King™ feeling of being in control and responsible for your own failures - while also maintaining the fun and chaotic new aspects of Quest!
[h2]Persistent Aura:[/h2]
Spawn timers are now SAVED, so enemies will no longer climb back up immediately when areas are unloaded!
This feature was planned since before release, and we know many have been bothered by its noninclusion, so we are happy that it is finally in the game. It should make the experience of exploring and falling out of areas feel a lot more as expected with regards to defeated enemies!
[h2]King's Impact:[/h2]
With great Quest comes great Gravitas; Enemies will be knocked back if you splat on or next to them!

Our goal with this (and more changes to come) is to remedy exagerrated Chain-deaths. It should give you a chance to regain your bearings if you land close to enemies or in a difficult platforming area, as well as making some chaotic enemy situations where you are surrounded a smidge more escapable!
[h2]Major Fixes and Features[/h2]
Persistent Aura: Enemy spawn timers now save persistently.
This prevents enemies from immediately respawning after reloading an area (if you have already defeated them). King's Impact: Added a hit to the player splat which knocks enemies back or stuns them.
Armor boosts are only applied when you possess the boosted attribute.
For example: a helmet with +1 guts would previously apply -1 to its opposite; guile, it now only applies the boost to guts) Revised the layout of the Level-Up menu for better clarity.
Significant texture optimizations and settings tweaks for improved GPU performance.
[h2]General Fixes[/h2]
Updated Redcrown Cavalry and Fat Don's arenas to be slightly more lenient.
Lord Gnoddrick's thralls no longer respawn during phase 2.
Increased Frank Bastian's vigilance (fixed aggro problem).
Removed a superfluous hit from the Cockatrice's kick-attack.
Reduced the price of Zanzibart's Sword - players who bought it have been refunded the difference.
Added Kushan hat to the chest where the rest of the set is found.
Meat hammer animation now loops properly.
Fixed typos in some item descriptions.
Chandeliers in the Feast hall now have edges.
Fixed an issue with the controller keyboard when writing long names.
Added missing icons for "limber" and "unwieldy" weapon traits.
These changes and more are part of our major March sprint, which we will top off with a content-update ("Redcrown Update") that focuses on content additions and level-improvements to the areas after Redfin Prison, as well as balancing and improvements of the current systems and equipment.
[h2]Current roadmap and Priorities:[/h2]
- (Continuous) Further improvements and additions to gameplay/mechanics
- Improvements to Online play between and across regions
- Redcrown Update
- Further Content updates and additions to areas after Redcrown
- Work on act 2
Let us know what you think! More fixes and features are on the way, and we will create a trailer about the Redcrown Update soon!
/Nexile