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Zofia News

Update Notes for Feb 18th

Some minor fixes and level additions/changes:

- Fixed power attacks not triggering the HP bar to show
- Fixed corrupted Tarby sometimes not showing HP bar at all
- Made the grapplehook section in the Abyss slightly easier
- Fixed the final checkpoint in the Abyss
- [Splitscreen] Fixed versus level lighting issues
- [Splitscreen] Fixed quick-select not saving P2's item mappings
- Vegetation magic projectile's hitbox is now ~50% smaller so it should hit unintended targets less
- Fixed some material issues on several objects
- Added some more object detail to several models
- You can no longer do magic on lightbulbs
- Temporarily removed Golden Idol's animations as he is being reworked
- Fixed a [secret] area that only Otters could reach in the prologue
- Changed the metal bar weapon to be a blunt weapon again
- Fixed a collision issue where you could get through certain walls
- Made some various map changes to Cliffside, Labyrinthian Caves, Prologue, HUB, Abyss, and Fallen City

Additions:
- Added a new WIP enemy type
- Added some new secret areas
- Added two new weapons

The Road to 1.0

Its a little too early to give a specific date but we're getting closer to getting out of Early Access - Which will be the completed 'blight' campaign.

The remaining updates you'll be seeing from here on out will be level changes/additions, story additions, a few boss tweaks, some additional content, and bug fixes. That being said, we're still open to feedback on the current implementation of features in the game.

Development of Zofia has been difficult, especially these last few months, we appreciate the feedback and support we've got from the community throughout these challenges.

Hotfix #4 for Jan 29th patch

Hopefully this is the last hotfix for a while!

- Added level up sound
- Added a hit effect to show poison/frost/fire damage on enemies
- Changed vegetation projectile particle effects
- Fixed some projectiles not updating enemy health on screen
- Fixed some enemy health values that were not replicating to clients correctly
- Fixed throwing knives being 'slightly' off to the left when thrown by clients
- Made enemy health UI slightly more transparent
- Enemy health UI should now be hidden when no longer in combat
- Fixed riflemen from displaying both the old and new HP UI
- Changed shielded enemies so they take small amounts of damage even when blocking
- Updated demo

Hotfix #3 for Jan 29th patch

This is largely a splitscreen focused patch but it includes some other elements as well.

We've had this overhead health bar for quite awhile but we've been running into issues with it.


  • Its too similar to the player's HUD
  • Its typically too high (Right above most enemies) for most Otter players
  • Certain events could cause damage to distant/unseen targets, causing a bunch of confusing pop up health bars
  • Multiple enemy health bars could have a lot of overlap which just looked messy
  • This method has rendering issues in splitscreen


So we're transitioning back to the original UI health indicator, which is a single target blue icon that turns black as the enemy is damaged.

There are more adjustments to make on this, but for right now it should work well.

Other fixes and changes:

- The airship now has an on-board compass rather than a definitive distance marker. This is to clear up screen UI.
- Asking Luna for directions will now show an arrow, rather than a definitive distance marker. This is for both cleaning up UI elements and making Luna a bit less 'gameified'.
- Changed the 'sword' icon over player heads to a smaller 'V' icon
- Added a checkpoint in the tower within the border crossing level
- Map Select now can be closed out easily with escape/back button
- Editor menu can now be closed out with escape/back button
- Fixed an issue in Frozen Fort where there was a weird hole in the ground
- Fixed clipping geometry in Labyrinthian Caves
- You can now zoom with medallions again
- You can no longer cancel traveling in Oceanside which would cause you to be unable to beat the level
- Reduced the wood break hit volume
- Fixed a magic issue on bunker metal panels
- Increased wood man's damage
- Removed health bar from Specters entirely
- [Splitscreen] Player overhead names will now show your character name and not your Steam name
- [Splitscreen] Fixed lighting issues that only occurred for Player 2 in several levels
- [Splitscreen] Fixed a save corruption issue
- [Splitscreen] You can no longer overhear local player's conversations in splitscreen
- [Splitscreen] Elemental UI effects now play on the correct player's screen
- [Splitscreen] Fade to black door transitions now play on the correct player's screen

Hotfix #2 for Jan 29th patch

Some more fixes and balance changes:

- Moving stone walls in cliffside now play sound when moving
- Fallen City magic gate build up now shows on clients
- Fixed a collision issue with Mercie
- Fixed a fireball collision issue
- IVO's submachine gun now plays sounds correctly on clients
- Fixed a mesh issue on the bamboo trees
- Significantly lowered base fireball damage (10 -> 2.5)
- Significantly reduced fireball damage of time (7s -> 1.5s)
- Reduced fireball collision size
- Ice magic is now spikier looking
- Plant magic is now more planty looking
- Plant magic projectiles now work correctly for clients
- Projectiles from stone magic now always explode on hit (And deal AoE damage)
- Fixed an issue where characters may visually revert to default customization in online games
- Fixed an issue where the icon over player heads would disappear under certain conditions
- Updated skeletons in Gilded City with new props
- Added a few magic books scattered throughout the levels
- Fixed wood magic so it doesn't shatter easily in certain conditions
- Added another lift to the frozen fort side area
- Unarmored and mage skeletons are now immune to fire damage
- All skeleton fall damage significantly reduced (~7x more resistant to fall damage)
- Parrying arrows will now deflect the arrow back
- Parrying an attack will now show a quick parry animation
- Changed character editor options so that some buttons gray out if they don't do anything
- Made small level changes
- Added some NPCs and books to certain levels