
This is another patch that ended up being bigger than intended, but the changes are pretty important. A couple of the most confusing parts of the game had some extra (small) tutorials added so players don't get completely stuck. And more importantly, the very last boss fight was heavily updated, and should be a lot more interesting now. Along with many, many, smaller bugfixes and improvements, including lots of fixes to the ending. Additionally, some localizations were added / adjusted! Japanese language was added to the beta branch, and a revision of Portuguese was also added! You can select them in the options menu when playing on the beta branch on Steam.
Regarding the upcoming DLC, it is far in progress and is now our sole priority outside of game-breaking bugs, so expect it within the next month or so. Apologies again that it's taken so long!
Full notes ahead!
Beta Branch Only:
Localizations: A major update to Portuguese localization and a new Japanese localization were added to the beta branch only. These are still being tested so let us know if you run into any issues using them. If we feel they tested enough, we will eventually move them to the default branch, so feedback is majorly appreciated!
How to opt-in to beta branch:
Right click the game in your Steam Library and select "Properties"
Go to the "Betas" tab
Where it says "Beta Participation" Click and select "public-beta"
New Content / Features:
Ending: A big batch of additions, bug fixes and improvements to the ending, not detailed to avoid spoilers in these patch notes
Ending: Equipped jewels now carry over to the ending battle, and a point was added where you can change your jewels in the final area
Ending: Player 2 will now have more they can do during the ending segments of gameplay if playing co-op
Ending / Bosses: Greatly improved the death sequence aesthetics
Dungeon / Final: New quiet ambient sound effect now plays throughout the dungeon
Dungeon / Final: Treasure chests in this dungeon have new unique graphics
Dungeon / Water: the windows and brightness now adjust as you go deeper into the dungeon
Dungeon / Water / Tutorial: Added a tutorial message for the wind bridge mechanic
Canyon / Tutorial: Added a new short segment to help with finding the first wind orb
General / Portraits: Added a new alternate portrait for the Hiroshi Bros for certain scenes
General / Audio: Additional voice blips added for different characters dialogue
General: Added a new color effect on some summoned entities throughout the late game to help them stand out (and look cool)
Monsters / Intferno: Graphics and animations were improved, and behavior was slightly adjusted
Aesthetics / Galadine Overworld: Improved the graphics of the temporary blockade leading into the exit of the Wind Dungeon before you complete it
NPCs / Galadine Overworld: Added a couple new NPC's that exist in front of the Canyon exit, only whenever you haven't completed the dungeon yet
Bug Fixes / Adjustments:
Co-op / Bugfix: Fixed an new issue where the camera wasn't centering between p1 and p2, but instead focusing on p1
Menus / UI: Improved the positioning of the text in headers when using / brewing potions
Localization / Chinese: Fixed an issue where header text when using / brewing potions wasn't displaying correctly
Puzzles: Frozen slime blocks now get pushed farther again when hit like they used to be
Ally: Further fixes to ensure ally doesn't take damage from attacks unless the player also just took damage (it could still happen in some scenarios)
Elements: For now, water bubbles over the player won't be displayed at all during typical conversations or cutscenes (they were made dimmer last update). The exception is in the room you first learn the spell
Inputs / General: Fixed an issue where keyboard inputs wouldn't register for player 1 when they were set to gamepad while player 2 was controlled by another person
Inputs / Menu: Mouse input on the in-game menu now works no matter which player opened the menu or what controller they are set to
UI / Menu: Sanctuary and Hidden Town now get icons on your map to help you find them again after you find them the first time
UI / Menu: The menu characters now have their weapon drawn on their back instead of no weapon
Bugfix / Omdale: Adjusted boat position during a specific moment so it doesn't clip through the ground visibly
NPCs / Veyrlorn: Fixed an issue where you could find Dengy also in Marize if you leave early
Cutscenes / Veyrlorn: Added a new sound effect and fixed some issues with the camera when not playing as Rio during the scene where you get the gemstone
Secret Dungeon 2 / Aesthetics: Added 3 new sound effects for objects here, and improved the effect for hitting one of the objects
Crash / Siltens Overworld: Fixed a new crash that would happen if you lingered on a particular text box for too long after defeating the boss here.
Bugfix / Siltens Overworld: Fixed a minor issue after the same cutscene where the ally character could sometimes temporarily warp some distance away at the end of the cutscene
Water Dungeon: The full door sprites now display (the top was cut off by the ceiling before)
Water Dungeon: There's now tracks to show where the saws are moving
Water Dungeon: Improved the visual effects and sound effects of one of the cutscenes
Water Dungeon / Boss: Improved some visual effects and sound effects for the boss
Water Dungeon / Puzzles: If you manage to cheese the boxes in the puzzle rooms without using the orb, the acid puddles will now also be possible to remove
Water Dungeon: Added sound effects when opening the big door
Reima / Charge Attack: Fixed a bug where her attack would go through a wall if you stood right up against it
Cutscenes / Yuril: Fixed an issue where Rio could walk through a wall when triggering the cutscene when you return to Carolyn's house
Dialogue / Yuril: Fixed an issue where one of the dialog boxes for the postcat in Yuril wouldn't display the postcat's name
Dialogue / Yuril: Fixed some conversations which would think Rio was there when you have only a party of Reima
Bugfix / Yuril: Fixed an issue where Reima could escape the Yuril Pyragord story sequence alone via the Spring
Cutscene / Pyragord: Examining the rock blocking the Crystal dungeon while in certain formations will no longer make the scene play out incorrectly. Also some minor improvements to the scene itself
Secret Dungeon 2 / Boss: Fixed a new issue where the reward for the fight would not be visible despite being there
Cutscenes / General: Starting a conversation while the other player is in their idle dance will now properly stop the idle dance
Monsters / General: Attack tell purple flashes no longer get removed by red hit flashes, so they should be easier to see now
Balancing:
Bosses / Final: The final boss stats, behavior, and some attacks were majorly adjusted, including adding a new mechanic to the battle. Should be a bit more balanced regardless of player level now, though the attacks are more threatening in general now
Bosses / Final: Boss HP now starts scaling from level 15 instead of level 20. The secondary parts of the boss now also have less defense. This should make lower level runs less painful, though you'll still have a challenge ahead of you
Bosses / Ending: The first boss after the point of no return is now a bit less fragile now
Bosses / Ending: Added a new sound effect when hitting the penultimate boss fight
Bosses / Secret Dungeon 2: Fixed the hitbox shape of one its attacks to be more accurate. Increased it's low HP pool to something more formidable. Adjusted it's resistances and weaknesses to be more interesting
Bosses / Veyrlorn: You can no longer destroy the acid projectiles in the air unless you current have the water element active
Bosses / Groonis: Fixed an oversight that was causing the boss to not get knocked back as much as they were supposed to when hit
Bosses / General: Adjusted multiple bosses to be easier to hit the primary target with lightning magic (crystal dungeon boss, ice boss, secret dungeon 2 boss, water dungeon boss)
Bosses / General: Secret Dungeon 2 boss and Ice boss individual parts now take more damage from damage over time effects, and are immune to stun and freeze. Additionally, killing one piece no longer sometimes freezes the boss in place for a moment. And adjusted slightly the "got hit" sound of the boss to be more interesting
Monsters / Pyragord: The hitbox of the ice ball spell cast by magic monsters now doesn't trigger until the ball starts moving
Monsters / Erbos: Fixed sound effect and improved tell on attack. Also improved positioning of healthbar
Monsters / Zeraph: Improved the position of the healthbar
Monsters / Secret Dungeon 2: Reduced the volume for one of the sounds on the first new monster here
Mapping:
Dungeon / Light: Some tiling cleanup
Dungeon / Tunnel: Occlusions, transitions, and collisions cleaned up a bit
Dungeon / Wind: Some shadow / tiling cleanup
Dungeon / Earth: Some shadow / tiling cleanup
Dungeon / Water: Collisions, layering, tiling, occlusions, shadows improved for the dungeon
Pyragord: Improved the screen transitions and did some other minor fixes for the summit and adjacent rooms
Dungeon / Final: Fixed a couple minor tile layering issues in the first room
Yuril Overworld: Some minor decoration improvements in the room before the dungeon
Marize Overworld: Some tiling errors fixed in one room
Siltens + Siltens Overworld: Occlusions and Shadows adjusted in a couple rooms
Galadine + Galadine Overworld: More fixes to the collisions in the room with the mushroom pond, some cleanup of the caves, some fixes to Galadine and Castle Galadine
Belkhar Overworld: Some cleanup of the caves
Sanctuary: Fixed the room offset (position) on the world map while in the area
Omdale Overworld: Some tiling cleanup
Marsh Overworld: Some tiling cleanup in the overworld and caves
Pyragord Overworld: Fixed collision and layering issues in the room containing the entrance to the dungeon