Combat Arena: Beta 1.0.2 Patch Notes


 
 

New Features

  • New Arena: Training Ground. This will be the default arena from now on when fighting the Guild Officer in camp. The arena is also visible from camp, but only accessible during combat.

  • New character model display when choosing a starter in the cutscene at the start of the game.

  • Melee abilities and dashes now fire in the character's forward direction instead of the camera forward (Only when lock on is not active. When lock on is active the ability is aimed at the lock on target.)

  • Melee abilities have a short window of time at the end of the prelaunch animation where the aim can be adjusted.

  • NPC AI is much better at handling players at the edge of their leash, and extra precautions are in place to prevent players cheesing NPC AI by strafing an NPC’s leash.

  • Kinfolk levels are now shown in the Party UI on the left.

  • Firing Leaf Barrage while lock on is active should now allow all the leaves to fire before returning camera control to lock on.

  • It is now much more difficult to summon Kinfolk inside tents, trapping them.

  • Added colliders to Hayes’s shop inside Ether Run to prevent small characters from being able to enter through the windows.,

  • Added a door interaction inside the Hayes shop that allows the player to leave that building if they somehow got pushed inside of it, preventing the player from being trapped. The door is one way and only allows exiting the building, not entering.

  • The Teleport ability now immediately breaks lock on if the user of Teleport was a lock on target.

  • The game now waits to show the death/soul flame or the shrine/revival tutorial popups until the player is out of combat. (When they were showing in combat, players seemed to just close the tutorial ASAP without reading so they could keep fighting.)

  • Added restless eyes to the restless Brihorn found in Ether Run.

  • Added animation to the quick use UI when cycling items left or right.

  • Dialogues, shouts, and soul lanterns in inventory should now show Kinfolk nicknames.

  • Human character can pickup powerups inside Ether Run.

  • Human character, or currently focused Kinfolk have their powerups/item effects displayed under the healthbar at the top left of the screen in Ether Run.

  • Loadout Improvements:

    • Loadout boxes now have much better support for story mode progression. For example, if you level up, evolve a Kinfolk, or allocate EVs, all loadout boxes containing that Kinfolk are updated to match.

    • Fixed an issue where loadouts could duplicate Kinfolk if you equipped a loadout while that Kinfolk was a soul flame. Loadouts no longer allow you to equip a Kinfolk if that Kinfolk is currently a soul flame. Added a soul flame icon to loadout cells that can be displayed to help visualize this.

    • Fixed a regression where Kinfolk could be duplicated by reviving them multiple times using a shrine.

    • Loadouts now visualize each Kinfolk's equipped abilities.

    • "Info" option for loadouts was changed to "Abilities" to more easily modify loadout abilities.

    • "Part Ways" option for loadouts was changed to "Clear Cell" to empty a single slot in the loadout.

    • When a Kinfolk dies or the player parts ways with them, that Kinfolk is automatically removed from all loadouts.

    • Polished storage box UI visuals.

    • Added an icon for phantom Kinfolk that is displayed for each storage box slot that contains a phantom Kinfolk.

    • Loadouts no longer allow for item Duplication. Previously, whenever the player equipped a loadout, it duplicated a new item for the Kinfolk to hold. Instead, these items now come from the player’s inventory. If the player doesn’t have enough of that item in their inventory, the Kinfolk ends up having no held item. In this sense, held items on loadout characters are more like "Requests" for an item.

    • Giving/Taking an item on a loadout character no longer consumes or adds items to the players inventory. To better clarify this, the "Give/Take" item options were changed to be "Assign/Clear".

    • If the player doesn't have enough of an item, a red warning indicator is shown on that held item sprite in the loadout. This visualizes when the loadout character would have an empty held item slot if the loadout were equipped.

    • For extra quality of life when assigning held items to loadout characters, we show the pool of all available items that the player owns. This means we show the players inventory AND all the held items of any characters in storage boxes. When equipping a loadout, we allow items to be automatically moved onto the newly equipped characters.

  • Don't allow evolution to occur in Ether Run or arena matches.

  • The remote player's Kinfolk will now have all of their data, such as EVs and IVs, carry over into PvP matches.

  • Enemy healthbars in PvP now show the Kinfolk's nickname

  • The remote player's phantom Kinfolk will now correctly show as phantoms.

  • Added controller support to stats page for allocating EVs.

  • Starters now get random IVs instead of having 0 IVs.

  • Don't allow soul flames to burn out while another character is evolving.

  • Don't allow loadout Kinfolk in PvP to equip a held item if the player doesn't own enough of that item.

  • We now force valid IV and EV values in PvP by clamping values. This prevents hacked/exploited Kinfolk having too many Ivs or Evs in PvP.

BUG FIXES

Thank you so much to everyone who submitted bug reports in our Discord, many of these bugs would’ve been much more difficult to fix without you!

  • Fix phantom Kinfolk don't show as phantoms when you set them to follow you.

  • Fix lunge inputs happening while another ability is animating, allowing the user to fly if they chain lunge inputs repeatedly.

  • Fix interactable popups not showing the correct keybind if you rebound the "Interact" key. This was happening for gatherable plants, rock salt, etc.

  • Fix item quick use via the hotbar was not correctly cleaning itself up when using the last item in a category.

  • Fixed Slyphur's bounce launch animation happening too slowly after releasing the dash key.

  • Fixed player character not always playing the dodge animation when jumping and dodging.

  • Fix soft lock if the team UI was open when entering evolution.

  • Fix Kinfolk never trying to evolve again if you canceled evolution the first time.

  • Fix info page for Kinfolk displaying what their disposition was as an npc (aggressive, neutral, timid) since these are just used for npc AI. Instead we now only display the Kinfolk's Personality.

  • Fix regression with held item sprites overlapping with health bar after adding Kinfolk levels to the party UI on the left.

  • Fix incorrectly sized invisible colliders in Ether that could block the player in odd locations.

  • Fixed NPC projectile attacks colliding with other NPCs on the same team as them. This was causing many attacks to prematurely collide into the backs of other NPCs in Ether Run.

  • Fix Restless flames vfx not showing when a restless NPC dies.

  • Fix incorrectly rotated navmesh component which was causing restless NPCs to get stuck at one of the purchasable doors. (Particularly the one in the starting room on the right, leading towards the earth painting and Kinfolk statue.)

  • Fix stats UI not correctly resetting when closing it, allowing Kinfolk to have near unlimited EVs allocated to their stats.

  • Fix bug where characters would full heal if you allocated health EVs.

  • Fix bug where characters would full heal if you placed them in a storage box.

  • Fix bug where stamina bar within the stats UI would shrink if you allocated stamina EVs.

  • Fixed potential Kinfolk duplication when entering PvP with a loadout that contains a Kinfolk that is a spirit flame.

  • Fixed cooked food items are always initially crossed out when added as a held item to a loadout.

  • Don't show +1 icon for items when equipping a loadout.

  • Fixed party Kinfolk staying in empty slots if you equipped a loadout with less than 4 Kinfolk.

  • Fixed potential accidental Kinfolk deletion when using loadouts with less than 4 Kinfolk.

  • Fixed adding Kinfolk with less than 5 abilities to a loadout caused all other loadouts to show less than 5 abilities at that slot.

  • Fixed clearing a loadout slot could effect other loadouts.

  • Fix swapping evolving character to other team slots could result in repeated "ready to evolve" dialogues that stacked.

  • Don't show controller bumper button glyphs in Kinfolk info page UI when using mouse/keyboard.

  • Don't allow swapping abilities to have an empty basic attack slot.

  • Reduce range of beam attacks to prevent cheesing NPCs from very far away.

  • Fix regression where Salamurder didn't have any abilities after bonding with one.

  • Fix regression where Salamurder wouldn't have appropriate stat scaling after capturing one.

  • Fix lunge inputs could be activated when digging or using self buffs.

  • Fixed Kinfolk stuck shielding if the Kinfolk was shielding when certain cutscenes activated.

  • Fix first time moving a Kinfolk in storage box UI will show the "selected Kinfolk" slot holding a Chrysanthedote when the Kinfolk isn't holding an item.

Known Issues

(Non-Exhaustive)

  • In some instances held items aren’t brought into Multiplayer.

  • Kinfolk nicknames are not always displayed in some conversations.

  • Ripple’s effect in Ether Run stays on Kinfolk after they respawn.

  • HP numbers on enemy health bars don’t reflect exact damage taken.

  • Pathfinding issues and NPCs still getting stuck in Ether Run (although improvements were made in this patch).