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  3. Patch 0.681a is out on Frontline!

Patch 0.681a is out on Frontline!



Frontline only! Click here for Frontline instructions

Patch Info


Recommended Level: 21-23 for the intended experience

Summary

Protip: if you ever want to make a game that takes a billion years to finish, make only bosses and cutscenes. So without further ado, here's a patch full of almost only bosses and cutscenes!

Details

Copypaste disclaimer: This is one of those real Frontline updates, meaning the polish level is at maybe 80 % or so. Place holder sounds, some missing effects, etc! Old timers know what to expect!

Also note: Just like with the crafting recipes, the items sold by the shop NPCs will be changed a bit later on! We'll definitely add some new baseline equipment, and some new hats.

Finally, finally, the third zone is done and the temple is "complete" in the story sense. The playtime vs. dev hours for this patch is low, but we hope you enjoy the story advancement and "cool stuff" enough to make up for it. For those of you who feel it's totally not worth it, you can take comfort in the fact that there will likely be nothing that even remotely compares to Tai Ming when it comes to the level of work required per gameplay hour, until the very end of the game!

This update contains two bosses, one of which is rather weird, and we'd really appreciate feedback on both of them, because while we have a bunch of ideas on buffs and nerfs we're really unsure if they are too ez pz or too difficult!

In other words, we're super interested in hearing what you guys thought of them, and also what level your character is, and what primary skills you used when battling through the patch!

Please provide your feedback as a comment to this announcement!

If you want to replay the patch, you can reset the entire zones or parts of it by using the following commands (contains spoilers, so don't read until you've finished the patch):

/taiming3reset - Resets the entire last area and puts you back in zone2
/zhamlareset - Resets the battle against Zhamla
/mimicreset - Resets the battle against the Mimics


Full Patch Notes


0.681a Notes (04/04/2017)
Additions & Changes:
  • A rather easy to reach chest has been added to the final zone of Tai Ming
  • The first cutscene and the Mimic battle has received their sound effects
  • Solving the puzzle in the mimic room during the battle now grants the puzzle reward immediately
  • Jumpkins should now function better in multiplayer with high latency (100+ ping)
  • Shroomies should now function better in multiplayer with high latency (100+ ping)

Bug Fixes:
  • A certain timed boss encounter's HP Bar should now render properly even with custom fonts
  • Fixed a bug where certain dead enemies would leave their HP bars behind when HP Bar setting was set to Always On
  • Shroomies should no longer get knocked out of the map on death by powerful skills
  • Insect Swarm can now target the second Mimic stage properly
  • If Shadow Clone is active during a certain cutscene where the player is lifted into the air, the shadows no longer stand on the ground
  • Angel's Thirst now properly applies its ATK bonus if equipped when loading a character
  • Player pets (slimes, rabbys etc - not summons) should now properly fade out on clients when watching cutscenes
  • Rolling barrels should no longer be able to get stuck in walls
  • Rolling barrels now have smaller hitboxes (roughly half, placed towards the direction they're rolling)
  • Moving dead Living Puzzle Blocks (wait wat) should now be synced correctly between server/client
  • The caged statue in Puzzle World no longer becomes invulnerable if caged again after being incapacitated
  • If forced into IP network option due to Steam being down, the game now changes back automatically when the game is restarted (if Steam is up)


Hotfix 03/27/2017
  • Angel's Thirst now actually gives the ATK bonus it says it does
  • Shiidu no longer lets itself be manipulated by the style slot
  • Standing behind the second mimic as the time shifts no longer leaves the player stuck inside the wall
  • Saving Shiidu during the fight now correctly stops additional enemies from spawning when it's over
  • You no longer become trapped in the arena after completing a challenge inside


Hotfix 03/26/2017
  • Game no longer crashes if returning to second zone
  • Game no longer crashes if you try to talk to Bishop, or the priests chanting
  • Enemies should once more respawn in the second zone of Tai Ming
  • A certain boss name is no longer Giant Thorn Worm
  • You now get the enemy entry of the temple boss after defeating it
  • Missing cards should now be back


Additions

  • The third and final part of Tai Ming is now playable!
  • The first two parts of Tai Ming now have most of their sound effects added
Changes
  • There are no longer any GUN-D4M projectiles that goes through a Perfect Guard
  • A player stuck inside a slime prison can now wiggle to quicken release
  • Unique items gained from chests and quests can no longer be dropped (traded), but most can still be sold
  • Shockwaves (like from the Living Puzzle Block) can now be reflected with a perfect guard
  • Giga Slime's hammer strike can now be perfect guarded without breaking the shield
  • Giga Slime (all versions) should now function better in multiplayer with high latency (100+ ping)
  • The living puzzle block should now function better in multiplayer with high latency (100+ ping)
  • When farming in the same area, the amount of respawn slots occupied by an enemy now differs between enemies, and if they are Elites
  • Two Elite Echoes of Madness can no longer spawn at the same time
  • The Thorn Worm return-damage now has a maximum equal to the power of the enemy attack
  • There's been a number of minor changes to flavor text/dialogue for better lore consistency - nothing that changes the overall story
  • For a moment after zoning, Frosty Friends won't block players
  • Clouds and Frosty Friends now have 'safe zones' in a lot of cutscenes, where they go to not block the view of the action
Bug Fixes
  • Mundi and the artifacts now have the common sense to flee the scene when the Giant Thorn Worms appear
  • The Giant Thorn Worms and their appendages now obey the damage number settings
  • Teleporting away from Tai Ming during the first few introduction cutscenes no longer softlocks the game
  • Steam Friends playing a different version (Frontline vs Stable) is now marked as such to avoid confusion with failed connects
  • Using Gold charge Heroic Slams in multiplayer now looks proper for the other players
  • Killing Giga Slime while it's in the air no longer leaves its shadow behind
  • Respawning in the past after dying in Tai Ming: Inner City no longer removes player collision
  • Typing in text prompts with movement bound to letter keys should now work better
  • The lobby chat scroll bar has been released from the asylum and should now work properly
  • Exiting the game in the middle of the Santa Fae cutscene no longer soft locks the game
  • Dead players no longer have superfluous empty healthbars above their heads
  • In Arcade Mode, having the Pet Fae active while receiving a reward from Bishop should no longer crash the game
  • Removing stuff from quickslots with a controller now actually removes what you've selected!
  • Static touch cubes no longer permanently disappear after phase shifting into a barrel
  • Teleporting into Mount Bloom now properly triggers 'Go to MtBloom' quest objectives
  • Enemy shield damage will no longer show despite damage numbers being turned off
  • Summons should no longer try to kill the corpses of certain defeated bosses
  • Ivy no longers stands up at the table to stare at players if they talk to her after her cutscene
  • Using certain timerifts in Tai Ming Inner City should no longer deactivate the enemies at the entrance
  • Elite Echoes will no longer get locked in by the puny barriers of mortals
  • The Insect Swarm now properly damages the Giant Thorn Worms


More Insight


If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?


We'll fix any bugs that undoubtedly will appear as this patch gets played through, and await sound effects from the zone from our overworked sound guy! When these two things have happened, we'll finally get to update Stable with the entire Tai Ming "temple" at once!

After that, we'll spend some time on non-story content, such as:
  • Player Housing
  • Arcade Mode Updates
  • Support Skills
  • Skill Balancing
  • ...and other stuff!


We're going to compile a complete list of possible non-story features that we want to add, and let the community discuss what priority they should have!