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Zofia News

Feb 19th - Hotfix #1

Quick fixes as certain conditions could cause the player to get stuck, and other fixes:

- Fixed a collision issue where certain objects were unattainable on Oceanside
- Added a popup note when you reach the end of the game's current content
- You will now get error messages if a level loading issues occurs (In case there is an issue like game version mismatches, or session connection issues)
- Added a failsafe check if the player gets stuck in a load screen (this shouldn't happen)
- Barrels and crates now float on water
- If you join a session that isn't the editor level without having made a character, it will now force you to create a character after you join
- Added an error message if you attempt to join an invalid session (Such as trying to join a game that someone is currently closing down)
- The escape/exit menu should now take priority over other UI/HUD elements (Even the load screen)

Update Notes for Feb 19th

Small update!

Additions:
- Added Zofia effigy to Morrison's shop, which grants you another life
- Added Steam achievements

Changes/Fixes:
- Small additions and changes to various maps
- Fixed a bug that could happen if you complimented Erin's green boots
- Changed Ward look
- You can no longer grapple onto slippery surfaces
- Changed some weapon power attack abilities (incomplete)
- Fixed a main menu bug

Small Zofia Demo Update

It has been reported that the demo will sometimes get stuck in a loading screen after making a character. - This issue should be fixed now.

The demo has also received the UI updates, options, character fixes, and some of the other minor level fixes that are in the main build.

Update Notes for Jan 31st

New testing map! And some fixes of course:

Additions:
- New Map (Oceanside) that happens after Cliffside - It's still incomplete as we're doing multiplayer testing with the airship (among other things)
- New sounds
- Parrying is now possible again and grants shield on a successfully parry. Most melee enemies will stagger when parried, opening them up for extra damage
- Added several extra items (Hunter Aloe Potion, Witches Fern Potion, Greater Health Potion, Spiced Tea, Scrolls, Wire, Orpal Crystal, and several more)
- Added purchasable Hunter Aloe Potion to Morrison's shop
- Added a grapplehook aim helper into the options (Still a bit finicky, working on it)
- Main Menu has been updated, you can now switch back to the profile select, and the options menu is a little better
- Main Menu options has been updated to include more graphical options, such as V-Sync, HDR, Frame Rate limits, etc (There is more to be done here)

Changes/Fixes:
- Chests/Baskets loot tables have been completely redone, and added a rarity system so different chests will yield different loot tiers
- Hunter Aloe now stops poison as it was supposed to
- Poison now stops after you die
- Moved the 'continue' button for dialogue to where the other dialogue answers are
- Fixed candle flame sound
- Significantly reduced direct damage from the Stone/Ice pillar magic attack (It's high damage and knock effect often triggered fall damage if the enemy is knocked high enough, leading to way more damage output than intended)
- Fixed the floating gravestones in Frozen Fort
- Fixed the roof lighting in [Secret area] of Frozen Fort
- Added a small new area in Cliffside (that will get more attention later)
- Added some various details to the Frozen Fort
- Lowered Sentry HP
- Disabled magic on magic launching temporarily until a weird bug can be fixed with it (Using magic on a magic cast will now just destroy it)
- Ghost Knights now die properly
- Changed ghost death animation
- Added more details to Johnson ghosting the player
- Fixed lights on Unified Magic Switches
- Ghost Knight will now use magic sword projectiles if in range
- Made magic platforms more distinguished
- Fixed an issue with the airship falling out of the sky when game was running in background
- You can no longer kill enemy airships by hitting them with your airship's propeller blades
- Fixed most magic projectiles as they were using a less-than-ideal collision setting, causing them to sometimes invalid targets
- Fixed some meshes that had bad collision or a bad UV map
- Fixed a minor water issue

Upcoming Updates - January

The new year has definitely been bringing in some new challenges. I intended on having some of the new levels out but I've ran into some interesting issues.

[h2]The Airship[/h2]

I have some transition maps where you can pilot the airship. The idea being, some of these areas are quite far from each other so you can have a generally more 'adventurous' open section where you can go through a lot of vertical space but also new enemies.


(This area is still a work in progress)

This has introduced a lot of unanticipated problems where the airship starts becoming a liability to deal with, which isn't really what I intended.

I suspect there will be some major revisions with the airship, but it may go down to just putting it out there and seeing how it goes or what people think.

[h2]The Grapplehook[/h2]

The grapplehook is a little quirky to mess with - I have tweaked it in the past to go faster, have more dramatic swing, or allow super jumps, but if it goes too far it can actually hinder the utility of it.

That being said, an unintended effect is that it's become a precision tool, where sometimes you end up needing to make very accurate shots on small wooden targets. This is alright, but on gamepads (especially on splitscreen) this makes some grapplehook areas way more difficult than intended.


(Not the final icon... probably)

The solution will be some sort of light auto-target that aims the grapplehook at wood if its relatively near your center cone of vision. This might only activate if you're using a gamepad, but that might require more testing.

[h2]The Main Menu[/h2]

I built the main menu awhile ago now, and its in need of an overhaul. Specifically, I hope to include more host options, better options, and some additional buttons for ease of use.



Not exactly exciting, but definitely a thing.


[h2]Character Editor[/h2]

I don't actually get a lot of feedback on the character editor, but one of the things that has been bothering me is you can't select your starting skills, only your attributes, and you have no options on starting gear.



I'm actually currently unsure if the end result will be a point-buy, choosing a background to determine skills/attributes, or another system entirely.

Regardless, the character editor is also in need of some updates, so I hope to expand that here soon as well.

Let me know your thoughts on any of these.