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Secrets of Grindea News

[Frontline Patch] NewGame+ Update (1.10) is out on Frontline!

[p][/p][p]Frontline only! Click here for Frontline instructions

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Patch Info
[p]
Summary Players can now restart the game from a True Ending into New Game+, or fine tune their challenge with a Custom Game! [/p][p]This patch is a "Frontline Patch"! It's intended for players who want to help out with testing, or if you're having a specific issue that is solved in this patch! [/p][p]The default/Stable branch on Steam, as well as the Humble/GOG branches, will be updated after this has been in testing for 1-2 weeks![/p][p][/p][p]Important note: While old save files are of course compatible with this new version, the new version's save files can't be loaded in an older version of the game. So if you switch to Frontline, it's advised that you wait until the Stable (default) branch has been updated before switching back![/p][p] [/p][h3]About the patch[/h3][p]New Game+

New Game+ will let players who have beaten the game's True Ending restart the game!

You transition into NG+ from inside the game world, specifically by talking to Aevum, a new NPC which will appear if you first travel to Evergrind City, and then back to the main character's room in Startington.

In NG+, you'll keep your items, cards and levels, but replay through the game with several gameplay twists. Enemies will be shuffled around, you will have pins, many enemies will have their own pins, you can collect more than one card per enemy - and some other changes! There will also be the possibility of fighting a boss hitherto exclusive to Arcade Mode.

Custom Game

When unlocking NG+, you also unlock "Custom Game", which is similar to NG+ but instead of transcending with an existing character, you'll start a new one with custom settings! Here you can go really wild, limiting your max level, increasing enemy damage, make healing twice as strong (or to deal damage to you), and other useful, not-so-useful or plain weird settings![/p][p]
An especially notable setting in Custom Game is Permadeath, which as the name implies will wipe your save file if you die![/p][p][/p][h2]Patch Notes[/h2][h3]Version 1.10e (July 2, Bugfix patch) [/h3][p]Changes[/p]
  • [p]The pool of possible 'first pins' in NG+ has been changed to be more universally useful[/p]
  • [p]When randomized enemies are active, most enemy spawners will now randomize some enemies on respawn[/p]
[p]Bug Fixes[/p]
  • [p]The first pin gotten in NG+ is now registered in the 'discovered pins' list[/p]
  • [p]Remedi should now remain in his pumpkin form after the first quest, even in NG+[/p]
  • [p]Fixed some issues with the damage/death immunity of the true final boss[/p]
  • [p]Having ludicrous armor penetration no longer leads to decrease damage[/p]
  • [p]The Toxic Tulip card no longer affects blinding clouds[/p]
  • [p]Catching butterflies before talking to Luigi in NG+ now still counts towards his quest[/p]
  • [p]Maracus door is no longer open during the Festival in NG+
    [/p]
[h3]Version 1.10d (June 30, Bugfix patch) [/h3][p]Changes[/p]
  • [p]Maracus is now unlocked from the start in NG+[/p]
[p]Bug Fixes[/p]
  • [p]The game should no longer occasionally crash on zoning to MtBloom with randomized enemies active[/p]
  • [p]The Sentry in Flying Fortress can no longer be replaced by randomized enemies[/p]
  • [p]Fixed a crash bug when using spirit slash pins in certain situations[/p]
  • [p]Spinsects should no longer spin out of bounds if spawned in Temple of Seasons[/p]
  • [p]The sound when Traveller shoots out weird cubes during the Trial now stops looping at the correct time[/p]
  • [p]The 'Gain All Buffs vs Bosses'-pin is now properly applied when respawning into a boss that doesn't repeat their Boss Portrait[/p]
  • [p]Teleporting away from the Alternate Awakening Boss in NG+/Custom Game no longer crashes the game[/p]
  • [p]The number of cards collected of a certain type is now displayed in Custom Game as well
    [/p]
[h3]Version 1.10c (June 29, Bugfix patch) [/h3][p]Bug Fixes[/p]
  • [p]In Custom Game with multiple cards, players will now keep their extra cards after saving[/p]
  • [p]Selecting the Pin Shelf no longer crashes the game in Arcade Mode[/p]
  • [p]The 'Cut EP Blocking Costs In Half'-pin no longer doubles the costs after a game over in Story Mode
    [/p]
[h3]Version 1.10b (June 28, Bugfix patch) [/h3][p]Bug Fixes[/p]
  • [p]Fixed a bug causing crashes when creating a new game[/p]
  • [p]Corrected a bit of misinformation said by Traveller in his first NG+ appearance[/p]
  • [p]Little J no longer crashes the game if you try to upgrade in NG+ without sufficient funds[/p]
  • [p]Fixed a bug that would sometimes cause the game to crash upon trying to talk to any NPC in Evergrind City[/p]
  • [p]The game should no longer crash during Tai Ming when playing NG+ (or randomized enemies)[/p]
[p][/p][h3]Version 1.10a (June 27, Main Patch) [/h3][p]Additions[/p]
  • [p]New Game+ is now available if you've achieved a True Ending! Transition in the game world[/p]
  • [p]Custom Game is now available if you've achieved a True Ending! [/p]
[p]Changes[/p]
  • [p]If having a crit chance over 100, it's now possible to 'multi crit' for extra damage[/p]
  • [p]The max growth time for housing plants has been reduced to 30 minutes[/p]
  • [p]The plant minions of the 'first' final boss has less HP (about half)[/p]
  • [p]The difficulty and multiplayer HP scaling of the later bosses have been toned down[/p]
  • [p]The Smash Gold charge now deals significantly more damage when hitting Red Smash Balls[/p]
  • [p]Did various slight "balance" changes to various pins [/p]
[p]Bug Fixes[/p]
  • [p]The Gamepad binding for 'Change Sorting' in the inventory should no longer occasionally change button [/p]
  • [p]Changing sorting in the inventory will now properly update the equipment comparison window[/p]
  • [p]Newly placed furniture should no longer randomly become invisible when browsing the furniture list[/p]
  • [p]The 'Potions Have Double Duration'-pin now properly works with lightning potions[/p]
  • [p]Marino's positioning should no longer be prone to desync in multiplayer[/p]
  • [p]The 'Gain ASPD/CSPD after using skill'-pin now properly gives its highest buff from Gold Charged skills[/p][p][/p]
What's next?
[p]If nothing major arises, this update will make its way to Stable and the other storefronts in 1-2 weeks! [/p][p]After that, we're going to look into the possibility of adding Local Co-Op to the game! [/p]

Launch Anniversary, Daily Deal and What's Beyond

[h2]Dear Collectors,[/h2]

Our scientists and theologians alike have been hard at work to figure out whether our anniversary should be today or tomorrow - we did release the game on February 29th after all!

After much heated debate it was decided that since 365 days have passed today, February 28th was the more fitting option!

Therefore, to celebrate, the game is 20% off between today and March 7th!

We're sending out a huge ball of gratitude to all those who've played the game, and those who have it wishlisted for a rainy day!

[h2]What has happened since launch?[/h2]





Since the launch there have been two notable updates, with the first being the Difficulty Update, where we added two new difficulties, as well as tweaking many unfair-feeling mechanics. The second was the Clarity Update which improved gameplay readability, reduced clutter, and most importantly added aquariums as housing items!

[h3]And what's next?[/h3]

Since the last update, we've been working on an imminently approaching New Game+ update, which will allow players to replay the game with their gears and levels intact! Of course, there will be some new twists in this mode, so prepare for an over-the-top take on the gameplay you know and love. Stay tuned for more info on when it'll drop!

[center][/center]

[h3]Over and out![/h3]

Thank you once again for all our support thus far! We hope you'll continue to come back to and enjoy the world of Grindea! Happy anniversary!

The Clarity Update (1.03b) is now live on Stable!



The Clarity Update is now the default version and will be delivered to all players!

We'll be keeping an eye on things to see if the increased user count will encounter some issue that slipped through the Frontline testing!

It will be available on GOG and Humble later today, or tomorrow at the latest.

For more patch notes and more information, please check out the Frontline post below!

https://steamcommunity.com/games/269770/announcements/detail/4334236563128954185

Version 1.03c (August 14, Bugfix Patch)

Bug Fixes

  • Fixed a bug where a certain headgear would disappear if removed from a Hat Display
  • Fixed a rare crash when attempting to change hairstyles of a randomized character

[Frontline Patch] Clarity Update (1.03) is out on Frontline!



Frontline only! Click here for Frontline instructions

Patch Info


Summary

Bug fixes, improved visual clarity and... aquariums!

This patch is a "Frontline Patch"! It's intended for players who want to help out with testing, or if you're having a specific issue that is solved in this patch!

The default/Stable branch on Steam, as well as the Humble/GOG branches, will be updated after this has been in testing for 1-2 weeks!

Details

About the patch

Clarity Improvements

Another one of the things we really felt like we wanted to address in the game is the clarity/readability of the action. That is, to reduce the risk of the character “getting lost” in the playfield. This is especially common when playing in multiplayer, and playing with summons. The amount of moving things on the screen can reach quite ridiculous levels, and sometimes it’s hard to keep track of where you are, and where threats might be coming from.

Tackling this both felt important, and was an interesting design and technical challenge! How the system ended up was a combination of different approaches that we feel do their job well, without taking away from the visual experience:

The game will detect when a situation is getting messy, and will start to fade out distracting elements that might not be super important to players. This includes allied players' summons, trinkets, passive ally NPCs, allied players themselves and their spell effects, and even your own summons (if you have changed the clutter reduction to a high setting)!

In addition, your own character will be subtly rendered in the foreground, appearing above obstructions so it's easier to keep track of yourself. Lastly, when the game judges something as "interesting" for the player (such as an enemy about to attack you, or an enemy projectile), that too will be subtly rendered in the foreground.

When you're no longer in combat, these changes will fade away and everything will return to normal.

You can adjust how aggressively the game will apply these changes, ranging from turning off the system completely, to having it turn on as soon as any fighting begins.

During our testing, this system has felt quite helpful, and we hope you guys will enjoy the improvements to visual clarity as well!

Housing Items

You've been able to show off your weapon collection in your player house for a long time, but hats have been a different story! Now we've finally added a Hat Display, upon which you can put hats and facegear!

We've also introduced a few different sized Aquariums that you'll earn as rewards for catching fish! You can place them in your home, and then put fishes you've caught inside!

Button Guides for More Controller Types

It's now possible to change what controller type the in-game guides display! That is, the help bar at the bottom of the menus and such. You can change between XBox, Nintendo, or PlayStation!

Perk for Unfinished Challenges in Arcade Mode

Finishing all the different challenges of the higher floors in Arcade Mode in order to get the achievements has been a rather unreasonable thing to do unless you've been very lucky with the RNG, since you don't just need to beat the challenge, you actually have to randomly get the ones you haven't beaten yet!

To help with this, there is now a very situational perk available that, when activated, will make sure that if there is one or more challenges you haven't beaten on the floor, you'll get one of those.

Patch Notes


Version 1.03b (August 5, Bugfix Patch)

Changes

  • Added a seventh style option for the Hat Display that gives it a wooden look instead of a realistic head
Bug Fixes

  • Fixed a bug where the game would often crash at the end of Floor 10 of Arcade Mode
  • The game should no longer crash when the 'Deal Massive Damage on Critical HP'-pin is triggered during the Arcade Mode Final Battle
  • The player should no longer get stuck charging when quickly casting a spell with a trigger quickslot on a gamepad


Version 1.03a (July 31, Main Patch)

Additions

  • Added a 'Clarity System' that aims to reduce clutter and increase playfield readability in intense situations, especially in multiplayer
  • It's now possible to select button prompts that match PlayStation and Nintendo controllers
  • Added an Arcade Mode perk that guarantees that you'll encounter Challenge Rooms that you haven't yet beaten (if any) - for achievement hunters! [Only available in Single Player!]
  • Added Aquarium housing items in a few sizes - get them by talking to Haddock (Story Mode) or Bett (Arcade Mode)!
  • Players who have only played in multiplayer will now get the option to 'inherit' the last multiplayer world when playing offline for the first time
Changes

  • Updated the graphics of Frosty Friend's 'ability ready'-indicators
  • The fishing perk in Arcade Mode now has a much greater effect
Bug Fixes

  • Fixed some bugs that could cause crashes when changing display modes while in-game
  • If gifting away the Purple Garland, it will now be unequipped if worn
  • Fixed a bug that sometimes made the game skip the difficulty selection when creating a new character
  • Fixed a bug where redecorating the house in multiplayer could sometimes desync, causing various issues
  • Moving the Plant Blade pot no longer removes the interaction collider, and it's also easier to interact with
  • The 'Hide Discovered' button in the crafting menu now actually works!


What's next?


If nothing major arises, this update will make its way to Stable and the other storefronts in 1-2 weeks!

After that, New Game+ awaits!

The Difficulty Update (1.02c) is now live on Stable!

The Difficulty Update is now the default version and will be delivered to all players!

We'll be keeping an eye on things to see if the increased user count will encounter some issue that slipped through the Frontline testing!

It will be available on GOG and Humble later today, or tomorrow at the latest.

For more patch notes and more information, please check out the Frontline post below!

https://steamcommunity.com/games/269770/announcements/detail/4207002269545222582