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Update Notes for Jan 9th

Minor patch:

Additions:
- Player can now bounce off of walls again. The wall has to be on your left or right side and must be relatively vertical
- Player can now slide on the ground again (This is still a work in progress)
- Player can kick enemies while sliding (This is also a work in progress)
- Player can now 'pillar jump' if they press the jump button in mid-air and are above a stone or icy surface, as pillar jumps can be harder to pull off on gamepads or certain combat circumstances so this should make it easier
- Updated some armor sets for the otter characters (still incomplete)
- Added some animations to actions that did not previously have any (Vaulting, wall bouncing, certain types of magic charge)
- Saved characters can be seen on the main menu after a slot is selected

Changes:
- Metal/Cloth magic can now 'overcharge' the armor shield higher than your current armor level. At some point this will put you into higher weight classes but for now it can be used as a buff

Fixes:
- Fixed some animation issues with kicking and sliding, as well as enemies falling animation
- Fixed enemy drops where sometimes an enemy drop would correctly trigger but award no item
- Fixed some collision issues on certain objects
- Game will now save correctly if you're piloting the airship and trigger a game save
- Fixed the door transition in the underground HUB area
- Various minor map adjustments

Hotfix #3 for Dec 19th patch

This should fix some of the online issues people have been seeing:

- Character race and equipment should be synced significantly better now, there are still some situations to test but so far I have not run into the issues players have reported

- Fixed some issues where some animations were not playing correctly online. There are still some that are not playing across all clients correctly (Such as the Ave flying animation), but I am still working on that

- Fixed an issue where the player's name would sometimes be incorrect when playing online

Hotfix #2 for Dec 19th patch

Mostly random fixes from issues brought up, but also some incomplete additions:

Additions:
- 'Shield' system in place that gives you a small pool of extra HP based on your armor stats (Incomplete, probably not balanced)
- Shield now negates most elemental effects if it is active
- You can now charge your 'shield' with metal or cloth objects (Incomplete)
- Enemies now emit a blue spark when they drop an item
- If an enemy drops silver, it will now automatically be distributed to the player
- Added attribute icons (Incomplete)
- Spectres now have blight 'dust' in their sight area
- Checkpoints heal the player slightly when they first touch it
- Wards now have a brief 'destruction' animation (Incomplete)

Fixes:
- Frozen Fort: Changed main hall slightly to get rid of the gaps in the roof, as well as moved the blight zones as they extended further than they appeared
- Frozen Fort: added a description box if you attempt to use the elevator switches
- Frozen Fort: Fixed the rock collision for the large ground rocks
- Frozen Fort: Planks for the old hall are now moveable/attackable
- Prologue: Fixed a blight zone
- All maps: Fixed a small camera issue with joining players
- Cliffside: Made the 'main path' easier to access
- Cliffside: Fixed roof collision
- Cliffside: Removed some temp props
- PVP: Various magic types should now properly damage other players (Incomplete)
- Block sound is correct again
- Wood magic now works at the correct angle again
- Wood magic is no longer poisonous
- EXP bars in UI work correctly now
- Removed footstep 'smoke' as it caused graphical issues
- Fixed load screen text that was misleading
- Players can now use air magic on each other
- Sentries are now destroyed if the area boss is destroyed
- Certain enemies should no longer gain HP is they take a significant amount of fall damage
- Skills will now display much smaller text on level up
- UI should no longer show multiple equipped items of the same type
- Fixed an FOV and Sensitivity issue where the settings would get defaulted and saved over on certain map transitions

Known issues (Still working on):
- When playing online, clients may see others as the default Race or wearing the wrong equipment
- Some doors/elevators/object animations look low quality (jittery) while playing online
- Level lives sometimes do not show up immediately when joining another player online
- Some particle effects do not play for clients online
- Getting stuck with arrows sometimes inhibits movement when playing online (Until the arrow despawns)
- Some animations are not playing correctly when playing online
- Some actions are occasionally jittery when playing online

Hotfix for Dec 19th patch

Quick fixes:

- Fixed an issue where you could find disembodied heads in the Frozen Fort
- Fixed an issue where using a gamepad on the map select screen would take you to the wrong map
- Fixed an issue where some lamps were floating

There are more reported bugs that I want to address but as they're a bit elusive, they'll have to be rolled into the next update.

Update Notes for December 19th

If you were on the beta branch, there was an UE5 build out there but we've run into some notable issues and have reverted it. As of now, the 'beta' is the default build.

This update is mostly fixes and small additions.

Additions:
- Added some new assets and replaced some architecture in some maps

Fixes/changes:
- Updated the dialogue UI
- Some minor UI updates
- Some minor map updates
- Fixed some dialogue issues
- Crosshair/health bar now disappears when talking to NPCs
- Made backend changes to the dialogue system to support different sound types
- Grapplehook is now more specific on what it can hit when grappling, previously some surfaces were still allowed even though they shouldn't work
- Adjusted DPI curve/font scale slightly to accommodate some splitscreen text scale issues
- When talking to NPCs, the camera should focus on the NPC a little better than before
- Removed the gunship from Cliffside as it needs to be reworked for balance reasons
- Made some of the intended 'path' on cliffside a bit more obvious