(简体中文翻译见帖子底部。)
Hey Yarden GRIME director here with quite possibly our biggest patch yet, focusing mainly the map.
We're fully aware that maps are kind of a big deal in these sort of games, so we've been working hard to improve its clarity by cleaning up visual artifacts, and adding some new features to it.
So, what's new?
To fill it to 100% you must find every Seal, Checkpoint, Molds & item in the area. In addition to beating every boss and every unique enemy types (Hunt Pigment & Breathcrowned, for example).
One significant oversight with the map at launch, was that the dotted lines which mark your route through the area to aid you before discovering the Seal, would not save between sessions. Making it very hard to keep track of where you were. It would also not get revealed when you finally unlocked the first Seal in the area.
This problem was worsened when players end up going passing through multiple areas without unlocking a single Seal.
To this, we've come with the following compromise.
In edition to the dotted lines, you'll also reveal the color of a newly discovered area.
Once you unlock the first Seal the details will be filled in, same as they do now.
The currently active checkpoint is visually indicated on the map.
Map Markers now appear in the Warp Menu.
Various artifacts and false rooms were cleaned from the entire map.
Now easier to select a map marker when there is a clump of markers stacked together.
Arguably the most contentious ability in the game. Since it's a relatively unusual mechanic it has been hard figuring out how to make it as intuitive as possible, especially on controllers.
One point that stuck out to me were players who mentioned it felt like a "downgrade" when they got this ability, since they could not longer easily climb up walls using the habits they've already formed using dash jumping back and forth.
Plus, after seeing so many players accidently dash off of the wall when they wanted to dash INTO it in order to trigger slide. As well as after personally putting some more time into the hardest challenges in the game, I've decided to give this new angle a shot-
So, basically. You can trigger Dash Slide while grabbing a wall. You do this by holding a direction and pressing Dash.
With this, climbing walls is much easier and faster. hopefully making the ability feel like an overall upgrade across the board while you explore.
Additionally, since you typically need to trigger Dash Slide from a distance in platforming challenges anyway, this shouldn't lower the overall difficulty of the challenges themselves. Instead, just reducing the frustration of accidentally dashing off of walls.
Classic armor set added - Mostly just for those who want to use the original player visual, and with different Chroma colors. Can be found near the first Checkpoint.
Fixed a bug with Goldhead dialogues options - Many more additional dialogues have been added to the game in the middle and final acts.
Paint/Prey Molds had their base values buffed.
Many more enemy and spike colliders improvements across the entire game.
Various weapon/armor set adjustments, buffs and nerfs.
Fixed all reported English text issues.
Farther improved clarity on Air Dash ability gates. Instead of relying on making thicker Spike Barriers, there is now usually thin wall with a small gap to Air Dash through. Examples are in: Dregbourg (before anvilhead), Nailglade (left side upwards entrance), Blade garden (Axe side path leading to the Quadblade.)
Improved clarity of the yellow glowing damage zones in starmire.
Increased saturation on attribute icons for clarity
Added a bounce pad in tree roots to make it easier to reach the Visagehand boss shortcut.
Fine edged trait wasn't working as intended. It is now much harder to land parries with it active, as intended.
Additional objective markers for increased clarity.
Fixed a bug with Scabbard Mold.
Fixed some currency drops that failed to appear.
Fixed a bug when the boss fight music wouldn't stop playing.
Dashing from a wall before getting the Air Dash will no longer do an Air Dash.
Fixed a bug causing the maximum Force collected to not be refreshed on loading the game.
Fixed Reef Diver armor set Chroma colors.
Impaled Shortblade ai fixes.
We will do additional Hotfixes if there are any other notable issues discovered after this patch is out, but otherwise, we are taking a long break from major patches while we rest, evaluate the work needed for the Switch port, and consider what kind of additional content we could reasonably afford to create.
Much like with the "Feedback Patch" of the first game, thank you once again for helping us make a better game.
嘿,Yarden,这里是《GRIME》的总监。这次我们带来了迄今为止规模最大的一次更新,重点主要放在地图系统上。
我非常清楚,在这一类型的游戏中,地图有多么关键(即使它们不总是立即完全展现)。因此我们投入了大量精力来让它达到应有的水准。
那么,有哪些新内容呢?
区域进度追踪器
要将某个区域填充到100%,你需要找到该区域内的所有封印(Seal)、检查点(Checkpoint)、模具(Molds)和物品。同时,还需要击败所有Boss以及每一种独特的敌人类型(例如 Hunt Pigment 和 Breathcrowned)。
封印前地图(Pre-Seal Map)
游戏刚发售时,地图存在一个比较严重的疏忽:在你发现封印之前,用于标记你在区域中行进路线的虚线不会在不同游戏会话之间保存。这使得玩家很难追踪自己走到哪里了。而且,在你最终解锁该区域的第一个封印时,这些路线也不会被揭示出来。
当玩家在未解锁任何封印的情况下穿越多个区域时,这个问题会变得更加严重。
针对这一点,我们做出了如下折中方案:
除了虚线之外,你现在还会逐步揭示新发现区域的颜色。
一旦你解锁了第一个封印,地图的详细信息就会像现在一样被完整填充。
其他地图更新:
当前激活的检查点现在会在地图上以视觉方式标示出来
地图标记现在会显示在传送菜单(Warp Menu)中
清理了整个地图中的各种错误遗留物和伪房间
当多个标记堆叠在一起时,现在更容易选择目标标记
冲刺滑行(Dash Slide)
可以说,这是游戏中最具争议的能力之一。由于它是一种相对不常见的机制,尤其是在手柄操作下,很难让它变得直观易用。
一个比较突出的反馈是,有玩家觉得在获得这个能力后反而像“被削弱”了,因为他们无法再像以前那样通过来回冲刺跳跃轻松爬墙。
另外,我们也观察到很多玩家在本想朝墙冲刺以触发滑行时,却不小心从墙上冲了出去。同时,在我自己挑战游戏中最困难内容并投入更多时间后,我决定尝试一个新的改动方向:
现在,当你抓在墙上时,也可以触发冲刺滑行。
有了这个改动,爬墙会变得更简单、更快速,希望能让这个能力在整体上更像是一次“强化”。
此外,由于在平台挑战中,你通常仍然需要从一定距离触发冲刺滑行,这项改动不会降低关卡本身的难度,只是减少了因误操作从墙上冲出去带来的挫败感。
其他更新说明:
新增经典护甲套装——主要供想使用原始角色外观的玩家选择,并附带不同的 Chroma 颜色。可在第一个检查点附近找到。
修复了 Goldhead 对话选项的一个错误——在游戏的中期和最终章节中新增了大量额外对话。
增强了 Paint/Prey 模具的基础数值。
对整个游戏中的敌人和尖刺碰撞体进行了更多改进。
对各种武器/护甲套装进行了调整、增强和削弱。
进一步提升了 Air Dash 能力限制的可读性。不再依赖更厚的尖刺屏障,现在通常会有一面带小间隙的薄墙,供玩家使用空中冲刺通过。例如:Dregbourg(铁砧头之前)、Nailglade(左侧向上的入口)、Blade Garden(通往 Quadblade 的斧头路径)。
提升了 Starmire 中黄色发光伤害区域的可视清晰度。
提高了属性图标的饱和度以增强辨识度。
在树根区域新增了一个弹跳板,使玩家更容易到达 Visagehand 的捷径。
Fine Edged 特性此前未按预期工作。现在在其激活时,更难成功触发招架(符合设计预期)。
增加了更多目标标记以提高清晰度。
修复了 Scabbard 模具的一个错误。
修复了一些未能出现的货币掉落问题。
修复了 Boss 战斗音乐有时不会停止的问题。
在未获得 Air Dash 前,从墙上冲刺将不再触发空中冲刺。
修复了加载游戏时已收集的最大 Force 未刷新的问题。
修复了 Reef Diver 护甲套装的 Chroma 颜色问题。
修复了 Impaled Shortblade 的 AI 问题。
修复了 Bishop 第二阶段过渡动画有时会触发两次的问题。
为 Drop Pot 6 尖刺区域伤害新增了视觉效果和反馈。
如果在此次更新发布后发现其他重要问题,我们会继续推出热修复补丁。不过除此之外,我们将暂时停止大型更新,好好休整,同时评估 Switch 移植版本所需的工作,并考虑我们在资源允许范围内还能制作哪些额外内容。
就像初代游戏的“反馈补丁”一样,再次感谢大家帮助我们把游戏做得更好。