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JUMP KING QUEST News

Patch Notes 0.1.0.167

Today’s patch brings a much needed fix to a bug which could make attacks deal less damage than they should. Various other fixes to level design and NPCs are also included. You can now activate Handmaiden-locations without needing to talk to the NPC!

[h3]General Fixes:[/h3]
  • Fixed a bug where armor boosts did not work correctly.
    (The bug could result in lower damage output than intended.)
  • It is now possible to enter inward doors while weilding the shield.
  • Handmaiden locations now activate when moving close to them.
    Note: This causes animation-jank in certain circumstances, which will be fixed promptly.
  • Made sure Humoral Roots, Jars and other harmless creatures/objects are not counted as "nearby enemies". (They no longer stall connections with other players).
  • Fixed one of the Dark Faith Acolyte's attacks which had abnormally high stagger-damage.
  • Fixed faulty prices of some shop upgrades after game completion.
  • Fixed Brownkloake's premature gambling arc.


[h3]Level Design Fixes:[/h3]
  • Ironed out some minor platform errors.
  • Removed the need for a key to enter Culprit's Cavern.
  • Added short-cut doors and a key to the approach of Fortress of the Famished.


We’ve run into a slight speed-bump regarding the GPU load issue, but hope to figure it out soon.

/Nexile

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]
  • 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.

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]
  • 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.

Hot-Fix 0.1.0.155 and Some Plans

A new hot-fix patch is live! Along with general fixes, this patch makes it so that enemies in the early part of the game give enough Insight to more reasonably be able to level up. We have also made it so that the collision is slightly more lenient when jumping past players and enemies.

[h3]Patch Notes:[/h3]
  • Made collisions/body-blocking slightly more lenient (applies to both enemies and players)
  • Increased Insight gained from regular enemies in the Greater Redcrown zone
  • Increased Marbles gained from Flymen and Fat Bandits
  • Fixed some configuration problems with Brownkloake (equipment merchant)
  • Fixed some equipment and weapon configurations
  • Decreased the damage of Redcrown Spear
    (This weapon was incorrectly configured as a normal medium weapon, it is now correctly configured as a long-reach weapon)
  • Fixed Zanzibart's Gauntlets upgrade specification
  • Fixed Ser Onion Armor attribute boost
  • Adjusted healing item spawns inside Throne Sewers
  • Corrected soft-locks in Boglink Monks dialogue
  • Fixed an achievement for Graveyard Basin not unlocking correctly
  • Fixed a spot in the Bog Shallows where you could drop into an infinite loading screen


Near-Future Plans

Aside from minor fixes and bugs, here is a list of some of the other technical and design related issues we are aware of and would like to solve or improve in the future (not included in this patch):
  • "Friendly Fire" from two sides of a boss
    Make so that enemies/bosses can absorb hits, so that players can hit them from either side without hitting each other (as much).

  • Chain-dropping Insight Solution
    Find a good way to prevent losing previously dropped insight from situations when there is no chance to avoid getting hit again.

  • Unreachable Insight Drop
    Make sure the dropped insight is reachable when it should be.

  • Double-knock-outs from boss fights
    (Getting rung-out from a boss fight without dying, splatting/dying and falling further after landing)

  • Lack of Healing Items
    Potentially adding extra 1-time consumables that restore health.

  • "Respawning" enemies when connecting to hosts
    Changing some game-logic to prevent enemies from reappearing as often in these scenarios

  • Boss-doors and disconnects while in party
    Explaining better in-game, or solving entirely, what happens when entering boss doors after the timer runs out:

    Boss-doors have a timer that starts when the first player enters, if you don't enter in time you can't join the same fight - and instead disconnect to start a new fight.
    If a host enters the boss room long after a client, missing the above mentioned timing, the client disconnects.


  • Low-ping connections make the game work poorly
    Technical solutions (advanced) that might improve the stability and experience when playing on high pings.


Aside from these design/technical changes, we also want to try to eradicate bugs, improve performance/GPU-load, refine in-game text and fix smaller issues before we move to create new content.

The reception of yesterdays patch has been great so far, so keep the feedback coming and let us know how you experience both these and yesterday's changes. (patch notes here)

/Nexile

Balance Patch - Version 0.1.0:150

Our first-ever balance patch is now live! We have been looking at gameplay and reading player feedback, this patch focuses on making the experience of bosses more in line with our vision. These changes are meant to more properly balance the time spent on bosses vs the time spent exploring the levels.

We have made more observations and noticed other issues, which will take a bit more time to implement, but keep the feedback coming!

[h3]Patch Notes:[/h3]
  • Adjusted HP and Damage of bosses
  • Increased spawn rate of Humoral Slop Roots and Pots near bosses
  • Rebalanced the resistances of Shields
  • Shield-Break animation change for communication
  • Made it slightly quicker to eat the Eternial Hotdog
  • Camera fixes in Graveyard Basin
  • Removed a guard outside a door in High Order Encampment
    (We will work to fix door-blocking enemies more generally in future updates)


For now we are focusing on gameplay related issues and bugs. Quality of Life, UI and Networking fixes and features will also come, but take a bit more time.

/Nexile

PS. We have fixed the regional pricing for Poland, which was automaticaly set too high (including for the original Jump King).

PPS. Be aware that you need to close the game and may have to restart steam for the update to kick in, and that you can only connect to players on the same version as you.