
First off, thanks to everyone who has provided feedback on the playtest already – it has been incredibly helpful, and the team has been hard at work sifting through it.
There are many bits of feedback we haven’t had time to address yet, but we wanted to patch in some early key changes to help ease people’s experience.
We’ve heard many requests for key additional settings. While our input rebinding system is still in development, the following options have been added to the build:
Invert Camera Y Axis
Camera Sensitivity controls on X and Y
Centered Camera – for users that find an offset camera less comfortable, you can now check this box to keep the camera centered on your character.
FOV – Particularly for players that experience motion sickness, we have exposed an FOV slider.
Camera Target Ease Yaw and Pitch – We’ve exposed two sliders that let you control how ‘sticky’ the camera is when targeting an enemy. A value of 0 will see your camera ignore targeting, while 1 will hard lock onto your enemy. We’ve also tuned it so that pitch is less sticky by default.
Brightness – There is now a menu to adjust the game’s brightness – particularly for players who experienced floor 1 of The Radiance being too dark.
While the time we had to prepare this patch was limited, we wanted to squeeze in some important fixes for gameplay. Please be aware that these won’t fully address all of the gameplay issues that have come up, but should hopefully help with some key issues.
Fixed a bug where enemy attacks would ignore their maximum distance, resulting in enemies ‘warping’ to the player in some situations
Improved dodge and Swift Step functionality
Fixed AI bugs which caused the Carrion (crystal crab) enemies to never or rarely use some abilities
Fixed an AI bug that caused enemies to rarely or never dodge
Fixed a bug with hit reactions so that players get stun locked less by enemy attacks
Fixed several Withering effects (particularly in the Passion dungeon) so that their tuning falls into more reasonable lines
Greatly reduced the rate that Gut Rot occurs
Added Traveler's Demise dagger
Removed previously visible debug text and meshes
Collision adjustments have been made in multiple instances
Wood is now more prevalent in each dungeon
Fixed a missing gate in Ingenuity
Some missing materials should be replaced now
The torch now has an updated material and new VFX
Ingenuity has new resource art
Audio levels have been adjusted across the board
Chimes and reverbs in Harmony while being on max withering have been toned down