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JUMP KING QUEST News

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]
  • (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

Fortress of the Famished Balance + Bugfixes 0.1.0.215

This patch features a Handmaiden-related bug fix, and some balancing of Famished Fortress and the fight with Lord Gnoddrick, and a few other minor fixes.

[h3]Patch Notes:[/h3]
  • Decreased the severity of some falls in the lower parts of Fortress of the Famished.
  • Slightly increased the time some of Lord Gnoddrick's start-ups/pauses between attacks in phase 2, and adjusted speed and hits of falling Thralls.
  • Demonbaron Keep Swing-Axes can no longer disappear when connecting.
  • Increased length of spawner timers in the Feast Halls of the Fortress of the Famished.
  • Enabled use of hats on more helmets (this feature still lacks UI)
  • Fixed a bug where certain return-links would not be created when traveling with Handmaiden.

Big Feature! Yield Fading! 0.1.0:213

Todays patch brings a feature which should greatly improve the online experience: Yield Fading.

When connecting to a host as a client, enemies and other synced objects have to be replaced with those of the host. This is what previousely caused enemies to seem to "randomly" spawn or despawn for many. To make this more understandable, and to give you time to react, we now have Yield Fading:

When enemies from the host or other players appear in your game, they will have this visual effect:



While you see this effect, the enemies/players can't touch you, and you can't touch them. This should give you time to reposition properly before battle commences!

Funny fact! The name comes from the client "Yielding" (technical term) their entities to the host in our netcode.

[h2]Patch Notes:[/h2]
[h3]New Features[/h3]
  • Enemies and Players now have graphical indicators when connecting and disconnecting in multiplayer - "Yield Fading"

[h3]General Fixes:[/h3]
  • Re-added the quick use/equip input in Inventory for Keyboard.
  • Level Design pass for Bog Beach and the surrounding area:
    Removed a Bogdweller from the Hideout.
    Showed Igor the way to Bog Beach.
    Made sure the Flymen are no longer higher level in the village vs. in the sewers.
  • Giant Bone has a more appropriate resting pose.
  • Clearer Visuals for multiple doors/entrances in Demonbaron Keep.
  • Fixed a few wrongly configured secret walls (Fungal Fields, Gurglevale, Graveyard).
  • Fixed an audio device related issue that caused problems with creating/loading saves.
  • Added more humoral slop-items and poison mushrooms to Throne Sewers.
  • Various Camera fixes.
  • Various tweaks of humoral slop spawners.


We have some progress on the long-distance networking solutions, so we thank you for your patience and hope you look forward to that!

As we have previously mentioned, a fairly substantial content-update that improves and adds to the beginning of the game is also in the works. Our goal is to have it ready this month, but we will post more about it once we get closer to completion and can know with more precision.

Let us know how the Yield Fading impacts your experience!
/Nexile

Igor's Storage! Patch 0.1.0.205

This patch brings a new feature; Igor's Storage!

You can now hand un-wanted items to your trusted squire whenever your inventory seems overly full. This has been much requested both internally and by you players, so we hope it improves the experience!

We have also added support for switching audio output device in the settings, among many other minor tweaks and fixes.

[h2]Patch Notes:[/h2]
[h3]General Fixes:[/h3]
  • Added the ability to move items from the Inventory to Igor's Storage - you access the storage by talking to Igor.
  • Turning on V-sync now disables limit FPS in the settings (So that the GUI reflects how the engine works).
  • Added the ability to select audio output in the audio settings.
  • Selectability improvement to the settings menu dropdowns.
  • Configured certain files to improve load-times.
  • Further modifications to prevent soft-locking in dialogues.
  • Fixed edge-case where navigation in main menu could get soft locked after the online pop-up.
  • General fixes for multiple minor UI problems.
  • Handmaiden now properly disappears after closing or aborting travel.
  • Fixed a bug that caused zooming and panning on the Map not to work after interacting with the Handmaiden.
  • Minor level-design and camera fixes and configurations.


[h3]Enemy Fixes[/h3]
  • Fixed a bug that caused enemies to cancel certain animations (such as stagger, parried etc) when not intended.
  • Increased the time of start-ups for certain close-range moves that deal tremendous damage if they hit. (Shadow of Krulk, Famished Knight/Quartermaster with Silverware, Frank Bastian)
  • Grode correctly configured to play sound effects when hit.


As mentioned in our previous patch notes we are working on a content-patch with the goal of making the experience after prison more interesting and rewarding! Connection improvements and more bugfixes are also in the pipeline.

Let us know how the added Igor's Storage impacts your experience with the game! We already have a few QoL and usability improvements in mind, but always appreciate your input!
/Nexile

PS. We have updated our discord server to allow threads, which have been very useful to find and fix bugs and issues. Please keep noting any problems you find there, or here in the steam forums - we really appreciate it!

Insight Grace-Period and Stagger/Poise Overhaul - Version 0.1.0.199

Patch 0.1.0.199 is now available for download!

This patch introduces a noticeable change to the dropping of Insight; when you are “killed”, there is now a grace period which starts when you stand up. If you are felled again during the grace period you will not lose your insight again and the previously dropped insight will remain where it was first dropped. The grace period is signified by this effect on your character:



Another major adjustment in this patch is a reduction of the stagger/poise cooldown values for enemies. They have been modified across the board for regular (smaller/weaker) enemies, which were previously set unappropriately high. The heavier “elite-type” enemies maintain high values.

[h2]Patch Notes:[/h2]
[h3]General and Balance Fixes:[/h3]
  • Decreased poise/stagger cooldown on smaller enemies.
  • Introduced a grace period that prevents "undeserved" chain-dropping of Insight.
  • Decreased the HP of Black Knight.
  • Decreased the damage of Dark Faith Crossbow enemies' attacks.

[h3]Writing Fixes:[/h3]
  • Bogmother knights now correctly address you as a Redfin.
  • Fix repeat-hand-ins to Speculus in the Boglink Monks quest.
  • Fixes to Brownkloake and Dirtclaat's dialogue options.

[h3]Level Design Fixes:[/h3]
  • Made Redcrown Cavalry drop a key to avoid confusion regarding the barricaded door.
  • Made sure Handmaiden locations are not activated when falling past them.
  • Minor fixes for some hidden walls, NPC positioning and enemy spawner configurations.


Other changes which are currently cooking and should arrive soon include:
  • Igor's Storage - the ability to hand your trusted squire any items that you do not need to carry.
  • Revisions and content-additions to Redcrown Woods and Mangrove Pits for added FUN and design-compliance in the early sections of the game.
  • Further improvements to connections and related features.

We are naturally investigating and seeking fixes for all the other reported bugs and network issues as well, please keep informing us about problems you encounter - we appreciate your patience as we try to improve stability and performance overall.

Let us know about your experiences with the new Insight Grace-Period and the adjusted stagger/poise values!

Edit:
We would greatly appreciate if you filled out our survey about the online experience, especially if you have played after the more recent patches:
https://docs.google.com/forms/d/e/1FAIpQLScZr6AmPXMitwI9vS0jytjZUp5SVL3kLeeNN73VRlpAW2JGXQ/viewform?usp=dialog

/Nexile