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  3. Pathfinder's Patch Notes [1.0.1]

Pathfinder's Patch Notes [1.0.1]



Greetings, Pathfinders!

It’s me, the Chief Pathfinder - though friends just call me Jasper! You’ve probably guessed what I’ve brought you, right? A treasure map?! Well, not quite! It’s a map... of patches, to help you find your way back to your tribe! Not sure what any of this means? Let me explain what’s drawn here!

In the list below, the items marked with [🧭], were added thanks to your feedback! We appreciate your input and strive to make the gameplay as comfortable as possible.

General
  • 🧭 Fixed the issue causing a long exit from the game.
  • Fixed achievements not being granted when Steam is disabled.
  • Because there were changes in the trees and connections between talents, they have been reset and the currency returned (see below).


Localization
  • 🧭 The missing characters in Chinese, Japanese, and Korean localizations have been restored.
Commentary: During integration, some characters disappeared and we didn’t re-check them in the pre-release rush. We apologize once again for the inconvenience, and thank you for pointing out our mistake and for your patience!
  • Fixed the texts of talents and abilities (including thanks to your feedback).
  • Corrected some texts in the Russian localization.
Commentary: We continue to refine and improve localization across various languages, and your help and feedback are invaluable.

Locations
  • 🧭 Increased the rope length in “The Path to the Dungeon of the Unbowed.”
  • On the local map, paths that are currently unavailable by story have been hidden.
  • Added a waterfall to prevent accidental entry into the "Defaced Marshes."
Commentary: We spent the entire weekend manually rescuing you from that trap. It’s awesome that you’re interested in climbing into unusual places—we’ll keep that in mind for future DLCs!
  • Added visual improvements to the Crushed Tunnels and the Labyrinth of Living Whips.
  • 🧭 Fixed problematic areas based on feedback in the "Altar of Those Who Call for Vengeance," the "Secret Hideout," and the "Sanctum of Weapons."
  • Added missing damage zones in the "Defaced Marshes."
  • Improved visuals in the "Prologue" locations.
  • Adjusted layers for small objects in various locations.
  • Several secrets now open correctly.
  • Fixed camera colliders in some locations.


Quests
  • "Beasts of Legend": Nix appears in the village if the rumor is closed on one of the endings.
  • "Promised Land": Added a marker on the mini-map for the Frozen Gates.
  • "Explosive Temper": Added a marker on the mini-map where Hakim is waiting.
  • "Broken Heart": Added a marker for turning in the quest.
  • "Swamp Witch": Fixed a bug where the player could get stuck in a texture during dialogue with Nix.
  • "Hunting Wisdom": Nix now walks along the designated path.
  • "And He Created a Miracle": Fixed the appearance of the "wrong" Hakim in Clio’s room after the "Tiny Big Secret" quest; Hakim and Jasper leave after the dialogue.
  • "Root of Evil": Added a marker on the local map for the "Find the fruit-bearing plant" objective.


Interface
  • 🧭 Added an option to disable "screen shake."
  • 🧭 Adjusted the confirmation delay. Now everything works correctly without having to restart the game.
  • 🧭 Added an option to invert weapon placement when switching via "Carousel"—you can now set the order of weapons.
  • 🧭 The global map now shows boss status (Alive/Defeated).
  • Fixed empty windows in the archive.
  • Corrected the timer widget.
  • Fixed the implants panel.
  • Improved the health widget.
  • 🧭 Fixed the inactive "Continue" button in the main menu.
  • Increased the brightness of the spell-lock animation when leveling up.
  • Adjusted the positioning of some icons.
  • Improved the interface in the leveling trees.
  • 🧭 Fixed how markers placed by players appear on the map.


Bosses and Enemies
  • Corrected effect layers on the Licker’s tongue.
  • Fixed the Feeder’s behavior so it now correctly attacks near the left wall.
  • Adjusted the damage zones on the Constructor’s "disco ball," making it much easier to jump through the middle.
  • Increased wall damage for the Many-Faced (it previously dealt 24 damage).
  • The Many-Faced’s Haptophobia achievement now grants correctly.
  • Slightly reduced enemy damage on "High" difficulty.
  • 🧭 Slightly reduced the flower’s damage in the first phase of the fight.
Commentary: The flower posed a pretty high challenge after the calmer Prologue and early game, so we decided to reduce the damage from some of its direct attacks by about 30%.
  • Hybrid Assassins no longer apply Nanites if the player has taken the corresponding talent.
  • Adjusted the bomber’s projectile in the Iron Wastes.
  • 🧭 Slightly increased health for several end-game bosses based on your feedback.
We really didn’t want to increase their health, but it was indeed quite low late in the game. We’ve increased it by about 20%. We’ll closely monitor your feedback and continue refining the game’s balance.

Sounds
  • 🧭 Restored the teleport voice-over.
  • Fixed the boss track versions for the Centurion and the Butcher.
  • Added missing sounds for the Sacred Beetle.
  • Added missing sounds for the Rider.
  • Adjusted music triggers in various locations.
  • Voice-over tweaks.
Commentary: Thank you for pointing out Inayah’s voice-over! Yes, we also notice some moments we’d like to improve. We’re already discussing it with our voice actress. High-quality fixes take time, so please be patient. We’ll do our best!

Visual Effects
  • Fixed the visual effects for Hybrid Assassins.


Abilities, Talents, and Progression
  • Talents have been reset (you’ll need to level up again).
  • 🧭 The Chakram animation can now be canceled at any time via Parry, Jump, or Roll.
Commentary: It seemed like the Chakram animation was disrupting the overall mobility of the blades, so we removed the restriction on canceling it. Let us know in the comments how it feels now!
  • Chakrams now gain bonuses regardless of the upgrade type.
  • The Chakram no longer receives double bonuses from passive buffs.


Talents
  • 🧭 Fixed the video previews in the talent tree.

[h2]Blades:[/h2]
  • 🧭 Buzzsaw now flies and remains where it hits the enemy.
  • The Sharp Edge ability now works correctly.
  • Fixed the cost of the Sword Attack Master talent.
  • The Blade Attack Master, Blade Defense Master, and Blade Combat Master talents now grant temporary bonuses when you spend Zeal.
Commentary: We changed our approach to these talents to make them more specialized for each weapon.
  • Endless Dance now stacks up to 9 times.
  • Sharp Edge now stacks up to 9 times.
Commentary: This branch was underperforming compared to others, so we aimed to make it a more interesting alternative.
  • 🧭 The Vampiric Blade no longer requires a critical hit; its effect now works correctly.
  • Accuracy now displays correctly in buffs.
  • 🧭 Restoration now works correctly.

[h2]Fists:[/h2]
  • The bonus critical damage from Kindling is reduced to 100%.
  • Blaze has been refined: “pistol-fists” now increase projectile damage but reduce normal attack damage.
Commentary: We’ll continue to refine this branch in the future because it’s not yet doing everything we want. We appreciate your feedback in the comments!
  • Swapped the Explosion and Cauterization talents.
  • Protective Flame got a bonus to the proc frequency of Blast Wave.
  • Explosion got an additional damage bonus for Blast Wave.
  • Flaming Body now works correctly.

[h2]Flail[/h2]
  • Damage Restoration has been changed to a percentage of maximum health.
  • Enhanced Impulse and Adapted Nerve are now mutually exclusive talents.
  • The Flail Attack Master, Flail Defense Master, and Flail Combat Master talents no longer require maximum Impulse but simply any Impulse.
Commentary: Like the equivalent sword talents, these weren’t really about Impulse, so we adjusted them.
  • 🧭 Colossal Strike now works correctly.
  • The connections in the Charged Strike tree have been reworked.
  • Directed Blast now reduces incoming damage by 30% for 15 seconds.
  • Awakening now increases outgoing damage by 100% for one attack.
  • Replenishment now works properly.


Injectors
  • "Bellybloom" now restores 10% of max health every 5 seconds.
  • "Bloodbloom" has been reworked: Using the Injector now deals damage equal to 25% of your current health instead of healing. The critical damage of your next attack is increased by 50% of your missing health.
  • "Dark Radiance" now correctly consumes its charges.
  • "Swampdweller" now restores all ability stacks.
  • 🧭"Frostbloom" now correctly adjusts Injector stacks upon removal.


Implants
  • 🧭 "Launch" is no longer interrupted when encountering enemies (only by damage zones and walls).
  • "Adrenaline Surge" damage increased to 100%.
  • "Dominance" damage increased to 200%.
  • "Dense Bone Marrow" health threshold raised to 75%.
  • "Specialization: Sword" grants +5 sword damage.
  • "Specialization: Fist" grants +5 fist damage.
  • "Specialization: Flail" increases flail damage by 30%.
  • "System Amplifier" damage increased to 25%.
  • "Circulatory System" frequency reduced to 5 seconds.
  • "Second Wind" now works correctly.


Demo
  • 🧭 Configuration files from the main game accidentally slipped into the demo version - fixed.


Looks like I haven’t forgotten anything... Hurry and get going, but if you get lost - message me on Discord and await more maps! The Chief Pathfinder is always ready to help!