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Zofia News

Update Notes for March 5th

Mostly random fixes and additions for this patch:

Additions:
  • Added some new dialogue and NPCs
  • Added an ending slide
  • Added separate volume controls for music and effects
  • Alexandria in the HUB can now summon enemies for you to fight (WIP)
  • Added various sound effects to several objects/areas
  • Added effect for when Gilded City quest is complete
  • Updated tank model
  • Added more weapons to be found
  • Added all weapon/armor/item icons
  • Key maps on inventory screen should be correct now
  • Using a consumable from your inventory will now automatically close your inventory
  • Added illusions
  • Added a proper way to kill specters
  • Added more zone text to areas that didn't have it


Fixes/Changes:
  • Various map additions/changes
  • Various dialogue/story changes
  • Changed summoned skeletons to only live temporarily
  • Map select can be completely filled out now
  • Prologue Murder Mystery quest is now more obviously optional
  • Removed item/money drops from basic skeletons
  • Fixed Otter's Fallen Knight helmet armor (It had a gap in the mesh)
  • Fixed Otter's Fallen Knight chest armor (which caused a colliding hand mesh)
  • Frozen Fort key card works again
  • Reduced Jacque's quest from 10k silver cost to 1k silver cost
  • [Splitscreen] Fixed Player 2 not being able to see name over Player 1's head
  • Character editor music will no longer play if another music track is playing
  • Added more top coverage to certain female characters
  • Fixed an issue where some character's equipment would not match the playing animations
  • If Mercie is killed, she will no longer show up in the HUB


The Demo has also been updated with these fixes/changes.

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