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Small Update: Mimic & Memory Fixes, Spell Balance, Death penalty +

[p]Hey everyone!

Here’s a small maintenance patch addressing a few issues reported internally and by early players.
[/p][hr][/hr][h2]
Fixes & Improvements[/h2]
  • [p]Mimic shard drops updated. Bound by Magic IV Shard 4 was missing from the drop table. It’s now included.[/p]
  • [p]Fixed a bug where Mimic would not give shards at all.[/p][p]Shard rewards now work reliably.[/p]
  • [p]Lightning Spell Lv.2 MP cost increased (6 → 12).
    Matches other Level 2 elemental spells for consistency.[/p]
  • [p]Mimic no longer displays misleading “stolen items” messages.
    Her behavior text now matches the actual outcome.[/p]
  • [p]Final EA boss HP bar now disappears correctly after the boss is defeated.[/p]
  • [p]Memories tab now plays sound on hover for better feedback and clarity.[/p]
  • [p]Memory notifications on the node map corrected.
    They should no longer mislead you into thinking a memory was collected when it wasn’t.[/p]
  • [p]“Hunter & Prey I” memory fixed.
    It now appears in the Memories tab even if partially completed (not only at 100%).[/p]
  • [p]Losing money on death re-enabled.[/p][p]This system was accidentally disabled in the previous patch. It now works as intended.[/p]
[hr][/hr][h2]
Thanks for playing![/h2][p]Another small step in tightening the early game experience.
More fixes and improvements are on the way — and thank you for every report. They help a lot during these first days of EA.[/p]

Quick Fix Update: Progression, Rewards, Shop Fixes

[p]Hey everyone!
Here’s a small follow-up patch addressing a few issues reported after today’s Day 1 update.[/p][hr][/hr][h2]
Progression Fix[/h2]
  • [p]Players dying on later maps now correctly restart from the beginning.
    Previously, some runs were not resetting properly after death. This has been fixed.[/p]
[hr][/hr][h2]
Foxy Shards Reward Fix[/h2]
  • [p]Clicking the Foxy reward shard could be triggered multiple times but granted no rewards.
    This has been fixed, and any player who reached this reward will now be able to collect it properly.[/p]
[hr][/hr][h2]
Spell Balance[/h2]
  • [p]Ice Spell Level 2 MP cost increased from 6 → 12[/p]
[hr][/hr][h2]
Shop Behavior Fixed[/h2]
  • [p]The shop was resetting its items after every purchase.
    It now behaves correctly and refreshes only at intended times.[/p]
[hr][/hr][p]
Thank you again for all the reports! These quick fixes help strengthen the foundation for the next bigger update. More improvements are on the way!

Thank you for your patience and support![/p]

Day 1 Patch. Wave Battle Fix, Progressive Difficulty, and more

[p]Hey everyone! This update focuses on unblocking players affected by the Wave Battle issues, smoothing out late-run progression, and tightening a few smaller systems.[/p][hr][/hr][h2]
Wave Battle → Temporary Ambush Fix[/h2][p]We’ve confirmed that the Wave Battle could lock up the game for some players.
The underlying issue came from UE5 not destroying defeated enemies reliably, causing the wave logic to break: sometimes on Wave 1, sometimes after the first wave, sometimes every time.[/p][p]To ensure no one gets stuck, the Wave Battle has been temporarily replaced with an Ambush event, which:[/p]
  • [p]spawns stronger enemies[/p]
  • [p]gives higher Dust rewards[/p]
  • [p]always lets you continue your run[/p]
[p]We’ll bring back the proper Wave Battle once we rebuild it on a stable base.
Our vision is a fully featured encounter with modifiers, scaling rewards, and multiple waves. But first the core needs to be rock solid.[/p][hr][/hr][h2]
New Setting: Progressive Difficulty[/h2][p]Players reported difficulty jumps too much between runs, so we’re giving you direct control:[/p]
  • [p]ON → Each run becomes harder after defeating the current EA final boss[/p]
  • [p]OFF → Keep runs at a consistent difficulty for relaxed farming[/p]
[p]This will evolve into a more gamified system later, but for now it puts the pacing in your hands.[/p][hr][/hr][h2]
Inventory Fix: Phantom “None” Items Removed[/h2][p]One of the events could generate invalid items labeled “Text”, causing clutter or strange text entries to appear in battle Item menu.
[/p][p]This patch includes:[/p]
  • [p]a fix to prevent the issue[/p]
  • [p]an automatic cleanup that removes any existing invalid items when you enter the Main Screen[/p]
[p]If you saw weird blank or placeholder items before, they should now be fully gone.[/p][hr][/hr][h2]
Minor Improvements[/h2]
  • [p]Will-o-Wisp: Updated SFX to better match its lore[/p]
  • [p]Poison Bomb: Resized visuals (smaller puddle, less “poison lake”)[/p]
  • [p]Skeleton Parry Assist: Timing corrected (off by ~100 ms)[/p]
  • [p]Nature’s Palm Shield: Wrong mesh fixed[/p]
  • [p]Dagger of the Veil: Rotated to better fit in hand.[/p]
[hr][/hr][h2]
Thank you for the reports![/h2][p]Your feedback helped us pinpoint these issues quickly, especially the Wave Battle lockups.
We’re watching everything closely and pushing fixes as fast as we safely can.
[/p][p]More updates soon![/p]

Urgent Update. Wave Battle Fix Coming Today

[p]Hey everyone,

We’ve confirmed an issue where the Wave Battle can lock up the game.
This is a progression blocker, and we’re treating it as our highest priority.
[/p][p]A fix is already in progress and will be patched in today.
[/p][p]We’re also adding a new option for next-run enemy scaling, since the current scaling is causing difficulty spikes we didn’t intend.
[/p][p]Thank you for your patience and for reporting this so quickly.
We’ll update again as soon as the patch is live.[/p]

Hotfix 5 - No enemies after beating EA boss.

[p]Fixed - No enemies in battle after beating current final EA boss.[/p]