First of all, yes the versioning got a little funky. But in an attempt to sync up the version numbers across all platforms, we had to bump PC to a new format. So here we are, 1.0.8!
Also, we’re trying to slow down to weekly patches going forward (unless some emergency necessitates otherwise). Thank you to everyone who is playing and sharing! You guys are the best <3
BIG IMPROVEMENTS
- A particular kind of swirling rock storm now properly stops the glaive, preventing weird sequence-breaking.
- Adding a chill place to wait in the courtyard.
- More prevention to escaping the final gauntlet and getting out into the world, especially via some particular start room shortcuts.
- Improvements to courtyard key run: the path from town more clearly marked, and bramble section above a bit less frustrating.
- Improving crit text and leads to better nudge you to Vos’ final location, to finish his quest.
- Ivo’s spots show on map now after examining or using them, and update their map icon based on state.
- Better hiding of Ivo’s final spot, to help prevent stumbling into it early. Added lines from Ivo to help guide you there when it’s time to find it. Also improved some weird fumbly interactions that could happen when trying to do this final spot.
BIG FIXES
- Delayed feel to a particular kind of secret environmental jump if you double-jumped first.
- Trigger alignments to their visuals for same kind of jumping.
- Getting stuck in the environment if warping too quickly through flowers or pipes.
- Sometimes getting stuck in environment when performing an advanced late-game movement ability.
- Applying the bootup crash video fix to all versions of the logo videos. (This crash was only affecting a rare user who was on a particular very new graphics card).
- Cannot respawn final Ivo seed in the same loop you lose it.
- Fixing some memory leaks that could possibly lead to degraded experience over long sessions.
- Rare soft lock on Vos/Nova town convo.
- Cleaning up some vibration and deadzone edge cases that could potentially lead to swallowed inputs / unresponsive feel.
- (Consoles only) Fixing game freezes on any dialogue after talking to Tetsa at a blip spot.
NEW CONTENT
- Delicious ambient sound updates throughout Spillways.
- Beautiful new Ivo cave ambience.
- New “tinkering” animation for Ivo, when holding the thing you give him.
- Post-planting chatter for all Ivo seeds.
OTHER IMPROVEMENTS
- More time pickups to prison block.
- Improved grappling around reservoir and Ivo, spacing points out better for cleaner movement.
- Better camera feel in the Ocean.
- Fixing door asset alignment on some of the tower doors, and slightly brightening those to stand out a tiny bit more as interactable.
- Raising an early Intermind shortcut nudge so you don't trigger it accidentally.
- Will no longer show the forced start room “Churn” tutorial if you’ve ever churned even once.
- Toning down cultist thrown knife damage and cooldown.
- Nerfing zombie on the way to Prototype Node, so he isn’t annoyingly constantly puking at you when we’ve forced the glaive away from you.
- Slightly wider allowable range for warping.
- Add a quick way to get back to Ivo after planting his furthest-away seed (there’s good dialogue there that I’m guessing most people have missed up until now!).
- "Item grounded" pfx now emits in worldspace, to not look funky when dropping, starting and stopping.
- Don't show Intermind lake nudges if you've met Ivo, since that means you’ve already been out the way she’s nudging you towards.
- Fixing asset alignment on pumphouse entry.
- Moving pumphouse sign off to the right so it doesn’t overlap interacting with Vos later.
- Better cam centering on the Tetsa / Verrik convo.
- Less intense lighting to shrines (was blowing things out in several places, and making it hard to see there was blue fire there).
- Changing the geo around the barrier at the end of the Depths loop to just be a normal walking path, not a warp. So you can’t get stuck in there from a bad warp.
- Smoother mixing between Ivo's animations.
- Pausing back'n'forth blast doors in a particular lake spot when in a certain kind of secret endgame state.
- Less intense vibration for PS5 and Switch controllers.
- Bursting into walls at an angle is smoother, no more weird catches or falls.
- Improved map feels: consistent precision for map cursor; keep map markers / pins / reticle at fixed size while zooming; map panning backwards on a light left-stick push.
OTHER FIXES
- FPS-dependent feel goofs: jump-cancel grapple and fast fall are no longer fps-dependent (meaning they will no longer be super hard to execute at very high framerates)
- Stun locks if warping down onto hazards.
- Performing Nova's quest shortcut doesn't stop her from going about her normal business.
- Fixing up Ivo behaving strangely in his final seed loop.
- Secret endgame state can expire while long-pressing for a critical final sequence action, leading instead to doing another action entirely (and an annoying, time-wasting one at that).
- Fixing unlocking achievement Miller Time early.
- Vivary softlock if warping away after activating all linkers.
- Calcified Enth use when time is running out locks into slow motion.
- Ivo’s “grab” prompt doesn’t show unless he already has the item he wants.
- Prompt for Ivo’s final spot goes away properly now after you’re done with it.
- Foreground cog in upper church had a bad pivot, and could be badly covering the security office.
- Secret room in lake approach could be revealed just from sliding.
- Cultists around reservoir can get stuck glitching between two frames, with annoying sound playing.
- A particular secret item hidden in the ocean wouldn’t have its prompt showing when it should.
- Grapple point on a particular grapple block in the quarry becomes unusable after moving it.
- Anchor Node Mercy map objective marker was way below the actual node location.
- Parallax on gears in the control room were wacky, fixed.
- Fixing OOB above skybridge.
- Fixing some of the broken girders in spillways being misaligned or flipped in build.
- Fixed zooming the map during the pin-placed shake
- Typo and markup fixes.
- More null checks and safety nets and the like.