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Zofia - June Update (Part 1)

This was going to be one large update, but I got knee deep into some combat and other changes and decided I should get this update out to fix some notable bugs.

There are a lot of changes here, but I will highlight some of the major ones:

- On-screen compass has been added to the top of the screen.


- A 'weapon' called the Attuned Compass can be equipped to see the location of other players and the airship. It's useful for figuring out where players ran off to.


- The 'lives' system has been removed entirely. Players now drop a percentage of their money on death. Money can be retrieved by grabbing an 'essence' that is dropped when you die.


- Checkpoints look a little better than the stone block now:


- The grapplehook has been changed significantly. It is now much 'zippier'.

Now for the patch list!

Bug fixes and Performance:
- Optimized cliff materials
- Optimized texture memory usage
- Options menu now has changeable keyboard keybindings (Not all keys yet, still adding some)
- Options menu in-game and on the main menu are the same
- Fixed some achievement issues
- Added a new particle effect for possessed armors which should be more performant
- QuickSlots now save correctly
- QuickSlots now count past 31 items correctly
- QuickSlots no longer show a number if there is only one item
- Fireballs no longer collide with each other
- Tutorials now disappear in pre-prologue after entering the fort
- Floating text now removes on level finish within airship levels
- Tutorial prompts now show correct keys if rebinded
- Fixed a stamina usage issue if using magic on metal or cloth
- Fixed some object materials
- Dialogue stuck on clients in pre-prologue is now fixed
- Fixed uncommon host character reset when going to Frozen Fort
- Ejecting Johnson off the cliff in the prologue now kills him (this technically advances the quest)
- Fixed underwater effect carrying over to new levels
- Fixed platforms in bunker being desynced when moving
- Fixed joining and disconnecting players not deleting editor character in prologue
- Buying equipment saves game correctly now
- Fixed: Ghost tunic dropped from ghosts was invalid item
- Fixed clients not seeing riflemen die correctly (?)
- Fixed Hair still visible with full helm on clients
- Fixed Client Otter Torso missing on load (?)
- Fixed Frankie being all tar for some reason
- Fixed Players taking damage from going straight up as well as falling
- Fixed Z fighting in cliffside temple area
- Fixed versus player list updates now when player leaves
- Fixed Jump prompt was wrong in pre-prologue
- Fixed broken hand animation on impact recoils
- Fixed chandelier and rug props
- Fixed a bug with the airship where the camera could roll
- Fixed a bug with the airship where it would stay suspended during a turn
- Fixed a travel bug where you couldn't cancel returning to hub
- Swimming shouldn't make you stick the surface as much
- Ropes no longer grappleable
- Grapplehook auto cancels if stuck
- Traveler moved in pre-prologue
- Interact key no longer shows on Players
- Fixed a bug with falling deaths
- Fixed some particle issues where they would render from extremely far distances
- Weapons without a special attack no longer drain stamina when attempting to attack
- Fixed uncommon bug where client players wouldn't load a character on connect
- You can no longer launch players who are still customizing their character
- Fixed uncommon bug where a joining client player may get the incorrect game info
- Enemy spawn points no longer block projectiles
- Fixed a splitscreen issue where if one player was in dialogue and using the mouse, the other player may not be able to use parts of their inventory.

Changes and Additions:
- Many maps have been added to or altered
- New sounds
- Removed 'green arrow' from on top of player's heads
- Added shield enemy
- Added new style of GP
- Simplified stats drastically (There are now only 4 weapon skills)
- Simplified magic stats drastically (There are now only 4 magic skills)
- You can now parry bullets
- Added an ammo limit for the Legion Firearms
- Added new materials for several weapons
- Added new materials for some armors
- Added several weapon schematics that can be found in the loot pool
- Added new weapons to purchase
- Added new weapons to find
- Added ammo caches
- Added max ammo upgrades
- Added max grapplehook range upgrades
- Added some new NPCs
- Added an enemy variant (Ice Fyra)
- Fyras are now significantly more accurate
- Adjusted visual design of possessed armors
- Shielded enemies can be stunned with a kick
- Erik's combat advice is a little better now
- Added wall bounce tutorial
- Added reward for tutorial obstacle course
- Removed Zofia effigies item
- Added HP bars for connected clients
- Players can now cancel map transitions (By hitting inventory or escape)
- Tutorial 'ghosts' now more transparent
- Blight zones now drain stamina instead of draining HP
- Made enemy HP darker and smaller
- Updated checkpoint asset
- Added Attuned Compass to Morrison's shop
- Changed spectator mode for versus (You can now walk around as a ghost)
- Magic now scales to stats better, increasing accuracy, stamina use, and damage
- Made collision changes to magic projectiles
- Added new magic projectile meshes
- Power attacks now gain much more XP
- Power attacks now scale better based off of weapon type
- Added zoom ability with firearms
- Checkpoints now kill all enemies within ~7m radius on activation (to prevent spawnkilling)
- Buffed nearly all enemies, except slimes who have been debuffed
- Player progress is no longer saved in versus

There will be a lot of various changes in the 'part 2' of this update, but I don't currently have a good timeline of when that will be as life seems to be pretty busy right now.

Upcoming Updates - May

Hey everyone! I was trying to generally keep going with an update every month, and if all goes well, there should be an update towards the end of May.

This is an incomplete and generalized list of some of the bigger changes you can expect:

- The options menu has been redone. Player FOV, sensitivity, deadzone, and other player options are now more easily accessible, and you now have the ability to change keyboard bindings.

Previously the options menu in-game and on the main menu were slightly different (for dumb reasons), which are being fixed to be the same option settings.

I'd like to have changeable gamepad keybindings, but currently it will change all local player's controls, which isn't ideal for splitscreen. Still working on this one.

- Some new enemies, such as shield guy who requires a different strategy rather than spamming light attacks.



- Made some performance enhancements to reduce texture memory usage in some areas.

Some of the particle effects and 'armor debris' effect have been touched up so they're less resource heavy, as well as optimized some of the environmental materials.

- A lot of weapons and armors have been retextured

Some of the weapons and armors had temporary textures as place holders, but I'm slowly going through them all to get them corrected. They should also get real inventory icons, and not just the generic bag icon.



Some other noted changes:

- Additional music and sounds
- Items in your inventory will now stack (Finally...)
- Grapplehook has been overhauled
- Some areas have been touched up or expanded


There also has been some significant story rewrites on the back end. This, combined with some level changes, has been a surprisingly large time sink. I'm kind of a slow writer, and some of these dialogue trees end up taking hours to complete, even for some of the more basic NPCs.

I hope to talk more about these updates later this month when they go live.

Update Notes for April 9th

Mostly bug fixes and changes and a few art fixes:

Art:
- Player hair styles should now be a more consistent art style
- Witches Fern and Hunter Aloe now look visually closer to the rest of the game art (They also slightly glow)
- Removed some old 'marker' materials from some objects
- Fixed Lucid robes materials
- Ghost Knights have hands/feet now (The boss/elite variants do not for now, for reasons too dumb to list here)

Additions:
- Added option to set lives amount in versus
- You can now double tap jump to pillar launch on vegetation/rock

Changes/Fixes:
- Aves now take a little longer to start flying
- Fixed an airship bug where would could flip it
- Vegetation/Rock will now correctly fire a 'leaf blade' instead of wood spikes
- Ranged attacks should no longer trigger magic attacks when attacking pillar magic
- Charged attacks no longer work with no stamina
- Stamina will now correctly flash if you attempt to do something without any stamina
- Fixed some inventory UI icons
- Fixed some text scaling issues within the inventory
- Several maps have had some minor fixes and changes

Other:
- (Experimental) Made build changes to try and eliminate an error that occurs on some Linux computers that have certain Nvidia cards installed

Update Notes for March 15th

Additions:
- New sounds!
- Added the ability to map things to quick-select
- Added some UI animations
- Traveling through certain doors will now have a fade effect
- You can now boost with the airship
- There are now additional settings you can set in the player's options (Gamma, dead zone, invert Y)
- On the first ever launch, the game will now do a quick hardware test and set graphics options accordingly (By default it launches on max and this may cause a lot of lag for lower end machines)
- You can now unequip (but not drop) your weapon with the 'H' key (There is no binding for the gamepad yet)
- Flora magic has temporarily been changed to something much closer to rock/ice magic

Changes:
- Many maps have had some visual updates/tweaks as well as audio changes
- Difficulty options are now presented before launching a map
- Introduction has been changed
- Many sounds have been tweaked/changed
- Some blight visuals have been updated
- Aves bird wings are now smaller/cleaner
- Fixed some collision issues
- Fixed some spelling errors in various dialogue ːsteamfacepalmː
- When starting to drive the airship, the player will now automatically move to the captain's spot

Known issues: (Still working on these)
- Ran into an issue with remapping keybindings. The tab for it is there within the options but you can't currently remap anything.
- The inventory UI can slightly resize when highlighting certain items/weapons.
- If you have a lot of items, some of them become difficult to select when on gamepad.

Feb 19th - Hotfix #2

Changes for a few issues we ran into when testing, and balancing changes:

- Frozen Fort music should play for all now
- Shrunk heretic sword + legion axe as they took a lot of screen space
- A bug where sound would be distorted if traveling to a new level underwater should be fixed now
- Making a new character will clear out the save slot you're using, as opposed to doing a character 'merge' of saves
- Added green markers over player head to make them visually easier to see
- Versus UI should be correct for clients now
- Adjusted water in hub that made it difficult to swim upwards sometimes
- Client players should have an easier time customizing their characters now in co-op
- Fixed some Otter animation issues with power attacks
- Changed deathmatch rules to be lives based as opposed to kill count (This is incomplete - Currently working on a way to change rule values)

Other Balancing changes:
- Light attacks no longer take stamina (for most weapons)
- Charge/heavy attacks now take considerable stamina (for most weapons)
- Kicks now take 75% less stamina to use
- Slide kicks now take stamina on use