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Isle Goblin Playtest · public · first seen

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Patch notes · published by the developer

4.5.4 - Improvements and Bug Fixes

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4.5.4 - Improvements and Bug Fixes

NON-BUGS
- Consumables now show the duration of the buffs gained from food/potions
- The weapon coating HUD now has a little details popup that'll show you what the fusion will do once you drag things into it.
- The chest crafting range wasn't very clear, so I made it so now if you hover over the "craft from nearby chests" in the crafting menu, it shows a simple tooltip.
- Made it so death consequences can be set in the character creation menu. It's either: Half money, half items, or nothing. This can be changed at any time in settings. This setting is saved per-character, so players with different consequences can still play together, and you can have different characters with different consequences.
- You can now scroll through the message history
- I made it so the stringboxes work a bit differently, since they felt a lot like re-skinned (or better) horns. Now, by default, they do lower range shotgun blasts. It shoots 5 shots, and is roughly 5/4ths more powerful (dps-wise) If you land all 5 projectiles into an enemy. If you land 4/5, it's roughly equal. Any less, and it's technically weaker. I think this pairs better with the "stab" attack that the stringboxes have, which you can use for a bit of distance control. The balance on here checks out math-wise, but I'll be curious to hear how it feels in game, I haven't spent a ton of time with it yet.
There is another issue here. Defense is calculated per-shot, so as enemies get beefier, the weapon becomes less effective. For example, a 50 damage sword hit against 10 defense would reduce it to 45 damage (if I recall correctly how the defense works). But 5 shots that do 10 damage each (50 damage total) would sum up to 25 damage against the same foe, so I think we have a scaling issue I need to address. I think this is best addressed with defense piercing gizmos or stringbox upgrades, or perhaps "smart defense cutting" that only applies the defense to one of the shots. I'll ponder this.
- Quest steps that have numerical goals (like "catch 20 fish") will now show your progress as a fraction.
- Added a "sleep til dusk" and "sleep til morning" button to the sleeping menu
- I rebalanced weapons a bit. Previously, the stone horn would feel stronger than the copper one, because the copper one did half "regular" and half "fire" damage. If enemies were strong against fire, this would result in the copper horn feeling weak compared to the stone horn, even though the stone one is easier to make. To fix this, I've made it so the elemental damages of each weapon are less drastic. This way, it acts as a tiny "boost" if the foe is weak/neutral against the element, but a weapon will never be weaker than the tier before it. For example, the water blade, dragonbone horn/stringbox, and toad spear are all supposed to be slightly better than stone, but not quite as good as copper. Now, they deal the same base damage as the stone weapons, but with 2 more elemental damage as a bonus. This was the best fix I could think of for the issue.
- I changed the "cold" debuff to instead slowly freeze portions of your health bar, reducing max HP.
- I also made a little shield icon appear on the damage text when you hit an enemy with an element that they're immune to... We'll see if I like this, I'm just trying it for now.
- Made it so there's now visual goop on your health hud in the top left, showing how much max HP remains. When you clean enough goo for an upgrade, a little "splurt" animation plays, showing the goo dripping down the screen
- You can now hold "ctrl" and use the mouse wheel to zoom in and out in-game
- Some people got confused about the exclamation marks not pointing to the EXACT location, it points to the general area within the circle. I made it so the exclamation marks bounce around on the map now.
- Crafting mithril anvil no longer counts towards Clang's "craft something using mithril" quest
- Made the bloodstone ore description a bit more clear
- Made clangs bloodstone quest a bit more clear
- Cancelling a bow shot was sometimes hard, now right click always cancels it
- I tried to make bow usage a bit clearer by making it so when you reach max charge, a little arrow tip sparkle appears. The overhead slider also changes color. Players weren't understanding that you don't have to time the bow shot with the flash, you just have to reach the maximum wait time.
- Individual vs group researches were unclear. I've added a little "group vs individual" note to the research HUD to make it clear whether researches apply globally or personally.
- Bows used to show their fire rate as a percentage. Not it explicitly spells out the actual time between shots for you.
- I previously had a pretty fat buff on humans (almost double the value of non-human enemies like mushrooms or other creatures in the same biome. I've reduced this from 2x damage to roughly 1.3x. This is a pretty big jump, but I think it'll be a nice middle ground. Should prevent 1 hit kills from strong foes when your armor is at the expected level for a biome.)
- The map icon being an exclamation mark (now that it moves) was a bit confusing since it made it look like the target you're looking for is moving around. I made it into a question mark so hopefully it gives more "there's something around here, who knows exactly where" vibes
- The human stringbox (the violin) was in chests that I didn't intend, should have been jungle only. Now it should be less easy to get sooner than you should.
- The huntress was dropping lots of Gold Ingots, when the expected progression has you fighting her around the iron level, making her too strong of an ore farm. I've made it so she drops iron instead
- Huntress gear is also pretty overpowered and strong enough for the bard fight when it should be just stronger than iron. I've nerfed it a bit.
- Reduced early armor requirements a bit
- Reduced the amount of goo needed per level up slightly
- made the "reset dragged menus" button not show in hte main menu, only in game.
- I made it so you can now cook at campfires, or at the beacon. I found that players didn't cook much since the cauldron is gated behind iron, so this should hopefully help. Potions will remain gated behind iron. As a result of this change you can no longer sleep at the beacon and need to sleep in beds.
- Added a grilled grubshroom
- Rebalanced healing a bit
- I'd really like to make nighttime feel very "daytime" for the goblins, and have the actual daytime be very blinding/bright to make it really feel like daytime is a miserable time for goblins, but I fear that just making the daytime be high bloom will end up just being awful to play.
- Jungle generation is now slightly less dense... Slightly.
- made fishing harpoon colliders a bit more forgiving
- added skull pepper spawning to the desert
- Added a master volume slider to the settings
- Mush floors now drop floor tiles instead of mush
- The seed extractor can be used with flowers
- Seed extractor no longer requires mithril ore
- Added a spore extractor that can be crafted at the mush crafting bench.
- Plant fiber from the floor now has a 30% chance to drop a second fiber. This way, it becomes impossible to consume all the grass.
- Made the elf mages and sorceresses have more visible shot windup
- At the end of Pike's cutscene where she asks you to bring the harpoon to her pedestal, it now points you to the general location of her town ruins
- Added 4 new wooden gates that attach to the wooden fences.

BUGS
- Fixed bug where some armors would make you appear faceless when swimming
- Fixed issue where research menu will glitch out the payment button
- Fixed visual jank with some of the spiders
- NPC shops were available when they shouldn't have been (right when you free the characters)
- The sell box wouldn't clear out between talking to different NPCs.
- Fixed bug where item quality wasn't affecting price properly
- Fixed bug where artificer wouldn't spawn
- Gizmo equipping quest wasn't completing.
- Fixed "generated world but nothing saved" bug
- I think I fixed a bug where it wouldn't let you place NPCs into a bed
- Visual issue with the cat ear vanity item
- Bug where second player (non hosting player) cannot see any characters on the map
- Livestock would sometimes hang out by their original spawn point instead of their bed.
- Fixed an issue where the NPCs would point out elder gore's location, but nothing would happen on the map. This fix won't retroactively fix for peopel who had the convo with Elix and it didn't pop up. It'll only fix that dialogue if you haven't talked to her yet.
- Desert goblins were showing as being able to be added to a bed when the player hadn't met them yet.
- Cutscene star sometimes wasnt' showing.
- Fixed bug where the "power shot" bow technique wasn't showing
- Bug where you couldn't catch the desert wasp critter
- Fixed bug where you'd sometimes find villagers sleeping during the day

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