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Beta Test - Bonechill Beta now live!


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  • Developer

Hello!

Today we are opening the Beta for our new hunt: Bonechill Quarry.

In this new location, you'll find all sorts of new content: a new boss, miniboss, enemies, equipment, decor items, powers and more.

Some things are still receiving finishing touches and so as usual, content is subject to change over the course of the beta period! We will be keeping an eye on community discussion and reading all of your F8s, so please keep the helpful feedback flowing!

Please read below for a note about what our intention is with this Hunt, and for a bit more information about what we are working on in addition to new Hunts.

image.png

 

A note about the beta and the content contained within
As with all Early Access games, Rotwood is a work in progress. At the present time, it is much easier to progress through this update than it will be at full release due to systems that have yet to be implemented.


Some updates during Early Access will feel more(or less) challenging due to systems that interact with each other not being yet fully available. Since the game is currently in active development, there are going to be some adjustments and experimentation.
We have previously made some changes to the Early Access launch version of the game that has placed us in an "Easy" phase after we tuned the game to better onboard new players. We have a much better experience for players now that we have a smoother ramp into more difficult challenges.


This update is not fully representative of what a "Hunt" is in Rotwood. While the this update does widen the game in terms of content by providing more things to do and more things to get, it does not yet deepen the game by providing further progression systems. This means, that those of you that are in the later parts of the current will not quite feel the challenge that this hunt will later provide. However this update also represents the beginning of the second half of the game which will later bring a new system that is not currently part of this beta. This new system will deepen progression further while bringing greater challenges and greater rewards.


We also want you to be aware that right now, the "grind" element of the game is being over represented for the reasons discussed above. We definitely want a grind element in the game for people who enjoy that content although it is not intended to be the focus of Rotwood and certainly not in the early game. The goal is to have progression and reward systems around a core game that you enjoy playing coupled with deeper long term elements that people can choose to take part in if they want to keep playing and further refine their builds.
If you feel that you MUST grind a specific piece of gear in order to play the game, it's because we're not quite there yet.
We have rearranged our update plans to offer players a better experience throughout Early Access while not all content and features are available yet. We'll soon be providing a roadmap that will better outline for you what you can expect from future updates; however, we want to wait to release this information until we have everything in place in that we believe is required to better illustrate what we are aiming to do with the game.


One final point. We should note, that weapons are intended to feel great for people that enjoy what any given weapon has to offer. We intend for each weapon type to be equally effective, however we do not intend for players to be equally effective with every weapon. Each weapon type should be viable throughout the game, and we are not designing each weapon to appeal to all players.


That being said. Thank you to everybody that have been sending in bug reports and feedback. You're truly helping us shape the game toward something great and we're very excited to show you what we have in store for you.

How to play

  1. Close Rotwood if it is running.
  2. In Steam, click on Library > Games.
  3. Scroll down to Rotwood.
  4. Right click, select Properties.
  5. Go to the Betas tab.
  6. In the dropdown, select the 'publicbeta' branch. (You may need to restart Steam to see this branch)
  7. In that same properties window, go to the Installed Files tab.
  8. Click Verify integrity of game files.
  9. Your game will now be updated to the beta branch.

Save files
The beta branch uses a completely separate save file, due to its experimental nature.

The beta branch is to gather feedback and ensure stability before release to the live game. If you were to copy over your existing savefile, it would work, but it is strongly recommended to store a backup of your save file if you did so. We are not treating this branch as a live branch, so we will not be taking extra precautions to support moving your save file back to the live branch.

Beta patch notes (617367)

Spoiler

Additions

  • New Hunt: Bonechill Quarry
    • New enemies, normal and elite
    • New miniboss
    • New boss
    • New armours
    • New weapons
    • New powers
    • New town decor
  • Added Emote Booth to town, interaction coming soon!
  • Added Berna's Mannequin for saving and loading equipment loadouts

Changes

  • Creatures
    • Enigmox
      • Fixed rage face swap not appearing when playing online as a client
    • Mothball
      • Increased attack cooldowns
      • Increased the startup timing of the Imbued Mothball's two attack combo to match the increased amount of damage that Imbued enemies do
    • Ribbat
      • Increased the startup time for the Ribbat's lick attack
    • Bulbin
      • After being thrown off of a Bulbin stack, single Bulbins will attack sooner
    • Snortoise
      • Imbued Snortoise's Slam attack now only does one slam, but leaves a single permanent poison pool upon landing    
    • Gourdo miniboss
      • Add unique music
    • Groak miniboss
      • Add unique music
    • General
      • Lobbed enemy projectiles can now hit the player while airborne
      • Unique encounters are now ensured to appear only once in a run
      • Updated miniboss music
      • Health of destructible props scales with Dungeon level and Frenzy level
  • Powers
    • Shield
      • Fixed bug where shield breaks could cause more than 1 damage
    • Deus Ex
      • Change baseline rarity to Legendary
    • Edited some power descriptions for brevity and clarity
       
  • Weapons
    • Spears
      • Improve attack-cancel responsiveness while rolling
      • Added missing dangly bits to assorted animations
    • Strikers
      • Made it easier to catch Strikers that have been struck
    • Cannons
      • The Keening
        • Reduce startup time of initial single reload by 2f
        • Reduce startup time of further single reloads by 1f
        • Improve responsiveness of canceling single reload into Light or Heavy attack, whether cannon is full or not.
        • Considers only the first shot a Focus Shot when doing planted cannon action
    • Hammers
      • The Bam Bamboozler
        • Hazard Totem base health increased from 800 -> 1000
        • Hazard Totem health now scales based on Hunt and Frenzy level.
        • Hazard Totem is spawned the moment the slap occurs, rather than slightly later.
        • Hazard Totem dodge cancel timing is moved to after the Totem is spawned so it is no longer possible to slap and not get the totem.
        • Fixed bug where buff could persist across rooms
           
  • Player
    • Build Mode in Town now unlocks after 5 runs
    • Small art adjustments to a few Amphibee hairs, and a brow.
  • Narrative
    • Additions
      • Nimble’s laryngitis has officially cleared up, and she looks forward to chirping with you all!
      • Added an in-dungeon Flitt chat for when you start your very first Frenzy Hunt
      • Added a Flitt chat to explain Build Mode in Town
      • Various new chats for meeting NPCs in different locations/scenarios
      • Various new quips for all NPCs, both in town and in the dungeon
      • More complete Chinese translations for pre-Bonechill Quarry content
      • Added Toot one-time explainer chats on how to use the new weapons, as well as repeatable tutorial information and occasional pop quizzes
      • Hoggins once again has some "business ventures" to offer
      • Added a few various flavour chats
    • Changes
      • Edited some Toot dialogue to make it shorter while retaining the same personality/information
      • Added more early outs to conversations for Hunters on the go
      • Flitt and some in-dungeon NPCs can chat with you about Berna and Hamish being missing once again
    • Fixes
      • Fixed Alki’s upgrade power button saying “Please do!” in incorrect situations
      • Fixed Flitt referring to the wrong Heartstone effect after a boss kill
      • Fixed general inconsistencies in chats about Berna/Hamish being missing
      • Fixed story inconsistencies arising from Hamish’s recruitment zone moving from Nocturne Grove to the Great Rotwood Forest
  • UI
    • Run Summary screen
      • Added a countdown after a player has finished reviewing stats
      • Fixed issue where player had to press button multiple times for every player that progressed past the first screen: players now view information independently.
      • Added new Flitt general quips, and quips for losing to Swarm.
      • Fixed Flitt quips sometimes being too long to fit in the UI
    • Wellspring
      • Disabling an Aspect is now achieved by holding Interact, instead of toggling between three settings
    • Weapon racks
      • Removed flavour text
    • World Map
      • Updated world map art and added animation
      • Added panning and zooming
      • Add tooltips to difficulty indicators
      • Updated Frenzy description strings
    • General
      • Improve layout of player interactor widget
      • Updated Options Screen presentation
      • Use Frenzy Level icon instead of "F"
      • Renamed town chest from "Inventory" to "Loot"
      • Gamepad players can pause with Escape
      • In singleplayer, you can mouse click to switch from gamepad to mouse or add a keyboard & mouse player instead of Enter
      • Made chat key rebindable
      • Did a pass on Mastery strings
      • Did a pass on tooltips for clarity and fixed some strings being untranslated due to hardcoding
  • Environments
    • Spring Port room
      • Updated environment art
      • Fixed animations not representing correct state in networked games
    • General
      • Made vfx and some glowing props look lit in all environments
      • Updated icon for Nocturne Grove fern art to be grass

Other Fixes

  • Potential fix for an issue where some save progression is lost if disconnecting during the fade between rooms while you are not the host in an online game
  • Fixed bold in Chinese font being too extreme
  • Fixed italics in chinese looking odd
  • Fixed crash when language settings used an unsupported language
  • Fix townsfolk unable to be happy after bliss, angry, or dejected emotes
  • Fixed many instances of players or enemies becoming stuck out of bounds
  • Fixed flicker in the widget that occurred sometimes when interacting with an interactable
  • Fixed rare crash when traveling between Clearings in online games
  • Fix Hunt map path draws off bottom of screen until you beat Mother Treek
  • Fixed case where projectiles appear to get stuck in mid-air permanently
  • Fix sometimes alt-tab causes incorrect player’s focus bracket to appear

Absolutely huge update, I actually haven't even beaten the new boss yet, also the new Nimble convos are mind blowing, we love silly details like this Klei pls give us more of that :D, I hope most of the current bugs get fixed when the update goes live tho.

I can't wait for the emote booth feature, here's the new emote screen (currently not enabled in game) for anyone interested, still WIP of course.

spoilers ahead

Here are two gifs from the Bonechill Beta:

Rots (Arctic Stunk / Torchfly)

Spoiler

stunk.gif.f50d03fd3b972bd8fbce0d63f81f9eca.gif snowfly.gif.df7199d17b534a56887fb22e4b4d5b1e.gif

Gifs of the other Bonechill Quarry Rots can be found in my May 2024 (Early Access Launch), Dec 2023 (Playtest 3), and Sep 2023 (Multiplayer Stress Test) posts.  

  • Developer

Bonechill Beta patch 1 (617791)

Spoiler

Additions

  • Enabled interaction on the Emote Booth, in preparation for incoming emotes

Changes

  • Creatures
    • General
      • Increase enemy aggro and vision range to reduce cases of creatures standing around
    • Meowl
      • Fixed bug where knockdown or knockback attacks would not trigger a resting Meowl’s rage
    • Cottonhail
      • Adjusted ‘hit’ animation to be more visually distinct from the startup frames of the attack animation
    • Snobball
      • Increased Elite Snowball roll distance
      • Fixed Elite Snowball juggernaut effect triggering multiple times
    • Rook
      • Updated sounds and audio mix during fight
      • During the final phase, if Rook is still alive after being knocked down twice, activate permanent Blizzard.
      • Fixed case where not all torches would be hit by Rook’s ice burst if the attack was performed while in a corner
      • Fixed erroneous “block” sound effect that played while hitting Rook sometimes
      • Remove invincibility during damage phase end and allow hitting but with reduced damage
      • Increase health slightly to account for increased attack window
      • Increased time to block on shatter_combine by 10f
  • Environment
    • General
      • Adjusted layout of big rocks to remove chance of getting stuck in between them
      • Adjusted size of non-interactable decor props in Bonechill Quarry to make it clearer what is destructible and what is not
      • Adjusted lighting of destructible props so they ‘pop’ more
    • Blizzard
      • Adjusted audio timing so it reaches full strength sooner
  • Narrative
    • Add flags to prevent certain convos from playing if you haven’t met an NPC before
    • Various typo fixes
    • You can only ask “teach me somethin’ Toot” after you’ve met Toot
    • You must interact with Alphonse at least once before Nimble will give you her intro chat
    • Added a “!” to Hamish’s recruitment convo
    • Adjusted priority of some convos
    • Adjustment to weapon locked tooltip encountered in the market
    • Added some work in progress Nimble convos (note: full functionality for these are still to come)
  • Player
    • Equipment
      • The Jackalope
        • Fix crash when attacking this weapon
      • Catuceus Staff
        • Animation polish on long poke skill
    • Masteries
      • Add Rook statue to Frenzy 3 mastery reward
    • Powers
      • Fixed Body of Light sounds not playing for all weapons/attacks
  • UI
    • The start run widget now displays that region's title decor around the dungeon title
    • Adding a second confirmation to the character deletion flow

Fixes

  • Fixed Meowl crash
  • Fixed cases where some rooms didn’t have exits
  • Fixed Revives not costing the correct amount of health equally in all Frenzies
  • Fixed crash at startup due to incoming MotD system
  • Fixed some in-world UI widgets consuming mouse button clicks
  • Fixed a softlock that could happen when interacting with NPCs
  • Fixed crash that could happen from things being bigger or smaller
  • Fixed crash when an ice projectile hits an invalid entity
  • Fix for some fades not disappearing when the network error dialog pops up
  • Fixed crash when handling a chat message from a disconnected client
  • Fix run summary timeout not returning to town if a client never clicks at least once
  • Fixed a handful of network crashes

Hey there! So I've put in a considerable amount of time into the beta so I've decided to compile my impressions:

As a general gist I love the new area, its atmosphere, its gimmick, the enemies, the boss fight, look of things, and the changes to interface elements. There is a lot to enjoy as it currently stands and I'm looking forward to the full release. I’ve decided to compile my thoughts on the implemented armors, weapons and enemies, to review what I like and what I hope gets revised.

 

Spoiler

Armors:

The Arctic Stunk armor (as silly of a name that is) is excellent and should be kept as is. Very cool to see armor pieces that pair extremely well with cannon usage (freezing for safe mortar shots and speed for repositioning).The chest is very helpful with your first visits, but I never felt completely forced to use it.
 

I am not the biggest fan of on-damage mechanics so the Meowl set doesn't appeal that much to me. I don't know who would ever choose 60% more crit damage when hurt over 50% more crit damage in regular circumstances. I'm down for more-extreme-stat-when-condition-is-met type gear any day (especially that it can really spice up power selection) but I feel there should be an adequate range of matching gear that can accommodate it. Currently such stats would be useful with 1. Yammo weapons and 2. if you have shield (not guaranteed currently). I'd be wayy more fond of this set if the bulbug set had potential to give the player shield in almost every clearing, as then there would be multiple cases where it just makes sense to use that armor.

(While likely a bug) It pains to say, but the most disappointing set, however, is the torchfly set. The one and only issue with the torchfly goggles is that the game will remove the spinners for seemingly ANY reason: dodging twice, taking damage, even ATTACKING (that seems unintended). This makes them extremely unwieldy and never worth the effort to use. The changes it likely needs: 1) you can have multiple spinners at once and 2) the only way a spinner disappears early is if you take damage. Given that spinners are an extension of one's hitstreak I think that's the only case where losing it makes sense. The insane power of having 4+ spinners going off at once will always be balanced by the fact that you need to do substantial damage first to recieve such power.

 

The Torchfly chest has a fun sounding stat of crit chance per second per enemy. I wish there was some way for me to keep track of it, as is with crit chance from powers. Also i am completely in the blue about the stat's decay. As the stat currently is phrased I would assume that if I hug an enemy for 25 seconds i get 100% crit chance for the rest of the clearing.

The legs just give conditional 20% resistance on dodge recovery, I'm not sure why anyone would ever use that over 40% resistance when not attacking. I would like to see a different stat all together. In fact I would love if the entire torchfly set was hitstreak-based.

A general thing i do find odd is that we so far only have 1 armor piece that interacts with the cold mechanic in any way. I remember people complained that the molded grave had wayy too many armor pieces centered around acid negation at the cost of having cool armor useful all the time. With Bonechill I feel we have the opposite effect taking place. There are so few armors and weapons that interact with freezing to where freezing feels like straightforward threat. With acid there wasn't one trivial way to go about negating its damage. Yammo weapons, Ballmerang with its Dribble, Wollusk Helm and Snortise pants were all interesting choices that let you helped negating (or even harnessing!) acid damage in a different way. Only the snortise helm and the purpose-lacking gloop set were extra acid-themed fluff that didn't add much. I would love to see more pieces that interact with cold and freezing in unique ways. For example a reworked torchfly piece that is something like

When your hitstreak is greater than X, emit heat (and provide some health regeneration?) in a small radius
Spoiler

Weapons:

The Jackalope is the weapon I've been using the most, and honestly it's kinda overpowered in its current state. The number of full-damage striker hits it allows you to get in quick succession by either bouncing it between a wall and an enemy or inside a large enemy sometimes is ridiculous. That being said the weapon is still very enjoyable and it fixes the gripe non-striker fans had with the tempo of the thrown balls. Because they tend to attack faster than you can juggle 2 so I found myself often playing with just 1 striker and forgetting where the second one is because my damage was sufficient, and i never felt slowed down, as I would if I played using 1 regular striker. Carrying 2 strikers was only useful when doing immense cheesy wall-bouncing damage or when juggling from very far. For the sake of this striker not overshadowing all the other ones, I think a nerf where you only carry 1 jackalope striker would be well-justified and could allow for some interesting skill in place of the then-defunct horizontal recall.

 

I don't have as much to say about the new hammer or spear at the moment other than they feel pretty basic. But I wouldn’t say they are bad.

An issue I've seen with hammer in general is that it's notably harder to hit to amass large hitstreaks compared to other weapons. Obviously it's by design, but it makes it feel hindered when it comes to hitstreak powers or even doing the 5 hits needed to reactivate a frozen brazer. Hopefully a revised torchfly hat will help in making the damage output easier!

Spoiler

Enemies:

I am a bit disappointed to see the elite snortise get its attacks trivialized, to the point they feel no different from fighting a regular snortise. I think all elites should have a one-up mechanic that drastically changes how you approach fighting them, and the current version feels no different from fighting regulars. While they were the source of ending many newbie runs, they still should pose a decent threat. 3 jumps without side acid or 2 jumps with side acid would be a more reasonable nerf. Otherwise, I do hope we get to see its previous version again soon.

Most enemies in the Bonechill Quarry are fun and enjoyable to fight, but I've seen the elite meowl getting on many people's nerves in terms of how easy it is to enrage and how difficult its enraged form is to dodge. I personally love the idea of an enemy you absolutely shouldn't attack, but in their current state they can be one-man run-enders. 3 changes I would like to see are:

  1. When the last enemy type remaining, meowls wake up/don't sleep (much like Zuccos don't hide nor set traps)

  2. Add a window between the first two charges long enough to complete a shotgun dodge and do a perfect-reload without getting hit.

  3. Make them entering the enrage state more forgiving (2 hits instead of 1) when the player is far away/they aren't hissing. Shock, Big Stick, Thin the Herd, Striker Recall and shotgun pellets while dodging are all annoying sources of accidental enrages.

I really have enjoyed the beta so far and I hope my feedback was useful at least a little!

  • Developer

Bonechill Beta patch 2 (618064)

Spoiler

Changes

  • Creatures
    • Meowl
      • Fixed bug where Meowl's double kick was hitting players twice per kick
      • Increase health slightly
      • Remove damage reduction while Meowl is in the process of becoming enraged
      • Fixed knockback resistance on Imbued Meowl
    • Cottonhail
      • Add FX to Imbued AOE stomp attack
      • Fix AOE stomp attack not always causing knockdown
    • Torchfly
      • Fixed knockback resistance on Imbued Torchfly
    • Arctic Stunk
      • Fixed knockback resistance on Imbued Arctic Stunk
    • Totolili
      • Fixed knockback resistance on Imbued Totolili
    • Rook
      • Remove short tree destructible props from boss encounter
      • Adjusted decor props in boss encounter
      • Increase damage reduction during phase end to 100%
    •  
  • Environment
    • Destructible Props
      • Health of the following props now scales properly with dungeon and Frenzy level:
        • Enigmox Stalactite
          Rook Ice Crystal
          Wollusk Shell
      • Engimox Stalactite has increased health
      • Rook Ice Crystal has increased health
  • Narrative
    • Disable work in progress convos
  • Player
    • Equipment
      • Catuceus Staff
        • Further iteration on weapon art and animation
        • Renamed skill to As-You-Will
        • Added skill icon
    • Powers
      • Sheepdog
        • Fixed heal not working for other players
      • "WIP Power"
        • Add functionality
        • Add description
  • UI
    • Mastery claim button shows mastery tooltip

Fixes

  • Fix crash in NPC rooms mid-run
  • Fixed emote booth emotes not saving and loading  correctly
  • Fixed tab-navigation through Frenzy selection screen
  • Fixed Mastery claim button not showing its tooltip
  • Fixed various crashes
  • Fixed lobbed projectile crash when on the network
  • Fixed missing dungeon map tiles on map screen
  • Fixed crash when interactable loses focus during level transition
  • Fixed crash spawning powers immediately after a network disconnect

Thanks for all your hard work!

A gameplay note.

I'm having a hard time grasping when someone would want to change their weight class mid-run via an RNG power and why it warrants 3 (IMO) useless powerups that now appear in my runs and effectively take away one of my choices for a power-up. I will never use these; I build around being nimble. I mean I can understand someone making a cool heavy build that uses this, but they would be depending on luck that they would get the right weight class that would trigger their plan. 

 

  • Developer

Bonechill Beta patch 3 (618235)

Spoiler

Changes

  • Creatures
    • Meowl
      • Added FX for Meowl and Imbued Meowl
      • Added initial hitbox to Meowl’s ice ball spawn to hit players standing next to it.
      • Adjusted spawn position of Meowl’s snowball
    • Antleer
      • Added FX
  • Narrative
    • Adjusted animation on Alphonse’s enticing wink
  • UI
    • Discord now shows correct images for Bonechill Quarry

Fixes

  • Fixed destructible prop rubble FX crash
  • Improved stability when interacting with shop items
  • Fixed Rook electricity sound loop getting stuck on
  • Fixed Shrapnel not triggering on the torches
  • Fixed equipment screen crash
  • Fixed various Nimble crashes
  • Fixed crash when interacting with remote frozen entities
  • Improve network bandwidth from sound events, and reduce cases of events being lost in the mix
  • Developer

Bonechill Beta patch 4 (618560)

Spoiler

Changes

  • Creatures
    • Cottonhail
      • Add Imbued Cottonhail FX
    • Antleer
      • Increase base damage from 140 -> 180
      • Revise death FX colour
    • Rook
      • Adjust prop placement to fix issue where players can get stuck
      • Remove permanent blizzard that triggers when staying too long in Rook’s final phase
  • Environment
    • Add more visible states of destruction to braziers to better understand their damage state
  • UI
    • Add selection brackets and animation to equipment comparison screen

Fixes

  • Fix permanent blizzard during a run
  • Further improve network bandwidth
  • Further improve stability when interacting with interactables
  • Fix incorrect end-run quips playing for Colossapphire
  • Fix remote players can’t trigger Meowl’s rage while it is in its warning states
  • Fix bug where frozen entities would sometimes slide along the ground
  • Fix typos and incorrect name on Discord presentation for Bonechill Quarry
  • Fix crash when hitting F8 twice fast
  • Various crash fixes
On 6/29/2024 at 2:32 PM, Gunhaver said:

 

I'm having a hard time grasping when someone would want to change their weight class mid-run via an RNG power and why it warrants 3 (IMO) useless powerups that now appear in my runs and effectively take away one of my choices for a power-up. I will never use these; I build around being nimble. I mean I can understand someone making a cool heavy build that uses this, but they would be depending on luck that they would get the right weight class that would trigger their plan. 

 

I kind of like it so the mysterious stranger can sabotage your run when he hands out a random power 

On 7/4/2024 at 12:06 PM, the_flunky3 said:

I kind of like it so the mysterious stranger can sabotage your run when he hands out a random power 

Oh I agree, I think the mysterious stranger could randomly hand out (stranger exclusive) debuffs; that would be interesting. MY problem is that these "power-ups" feel like debuffs and they are littered all over my runs now. 

  • Developer

Bonechill Beta patch 5 (622267)

Spoiler

Additions

  • Player
    • Equipment
      • Add Colossaphire equipment abilities
    • Added Aspect of Rook
    • Added Nimble Challenges for all Hunts
    • Added "Solo Them", the first set of challenge masteries
  • UI
    • Add update-themed background art to the main menu
    • Add Message of the Day system

Changes

  • Creatures
    • Antleer
      • Check for obstacles between Antleer and the target before it starts its charge
      • Now bounces off of obstacles similar to how it bounces of of arena bounds
      • Add attack effects
    • Meowl
      • Less cooldown for taunt
      • Fixed issue where Meowl can stay in warning state indefinitely
      • Lowered range and attack minimum distance for snowball attack positioning
      • Fix permanently looping warning sound
    • Colossapphire
      • Fixed camera not shaking during intro cinematic
      • Revised timing and tuning of camera shake
      • Fix intro cinematic projectiles sometimes hitting remote players
      • Tighten up minimum follow distance so it doesnt flip back and forth as often when players are hugging close to it
      • Audio mix improvements during the fight
    • Arctic Stunk
      • Elite Arctic Stunk now shoots multiple projectiles to better separate it from normal Arctic Stunk
      • More effective at following up after a burrow
      • Fix missing swipe effects
      • Fixed fart cloud disappearing immediately, now properly animates away
    • Rook
      • Fixed last phase timing so Blizzard and Charge/Body Slam do not happen at the same time, but one after another.
      • Fixed missing FX on crystals
      • Improve camera positioning when players are at the bottom of the screen
      • Fixed case where sometimes Rook wouldn't shatter when all the crystals were destroyed
    • Cottonhail
      • Added cold cloud to the end of Imbued Cottonhail attack
    • Torchfly
      • Fixed Imbued Torchfly warming effects being too large
    • Snobball
      • Fixed projectile attack not properly registering as an attack from Snobball
    • Bulbug
      • Fixed Charmed Bulbugs don't properly apply Shield to players
    • General
      • Fixed some enemies not being able to be Frozen
      • Fixed destructible props and dummies can't be frozen
      • Fixed "you got frozen" sound playing repeatedly in some cases
      • Audio mix improvements in Bonechill Quarry encounters
      • Bonechill Quarry enemy count balancing
      • Fixed missing sound on Rook heartstone
  • Player
    • Equipment
      • Colossapphire Weapons
        • Improve ability to cancel out of this skill into Dodges, Attacks, or another Skill
      • Catuceus Staff
        • Spear counter-shove mastery no longer triggers on As-You-Will skill
      • Bugbuster
        • Fixed the start of a charged Light Attack 3 being considered a "landing"
        • Audio improvements
      • Torchfly Goggles
        • Updated effects and sound of Spinner ability
    • General
      • Emote animation polish
      • Fixed animation pop when finishing any "hold" object interaction
      • Made it less easy to accidentally "hold" an interaction when intending to "press" an interaction
      • In town, local players now spawn with their friends instead of sometimes offscreen
      • Fix offscreen indicator obscures players as they drop down from the
        damselfly in town
      • Sound tuning on pow
    • Masteries
      • Mastery description and title pass
    • Powers
      • Added name for "WIP Power"
      • Insult to Injury
        • Updated icon to not appear visually similar to Tuck and Roll icon
      • Destruction Therapy
        • Changed from "every Environmental Object" to "the first Environmental Object per clearing"
           
  • Environment
    • Bonechill Quarry
      • Iteration on warm area glow FX
      • Only show torch area ring when players are near it
      • No-torch encounters only appear in Hard rooms
  • UI
    • Add selection brackets and animation to equipment comparison screen
    • Rearrange main menu to support incoming new features
    • Do not show boss health text by default, change to % value and add an option to enable/disable
    • Fixed issue where using button shortcuts to tab between Frenzy levels would behave unreliably

Fixes

  • Fix Bonechill Quarry Spring Ports don't give endless rewards after fully leveling
  • Fixed chat history not clearing when leaving one game and joining another
  • Fixed can't move sometimes when you start your game
  • Fixed notifying beta players about beta every time they run the beta
  • Further improve network optimization
  • Fixed a case of rooms appearing with no exit
  • Fixed issue where sometimes player attack didn't follow mouse cursor
  • Fixed issue when P2 spawns in town, they make P1 do their town spawn cine
  • Fixed issue where you can't pick up a power if you were standing in the position it landed
  • Fixed tooltips being broken when using mouse
  • Fixed miniboss spawn position being slightly randomized during intro cinematics
  • Fixed flicker in map screen when revealing a new location
  • Fixed many assorted crashes

Am I the only one with this? the sound of the golem's ice crystals appearing is too loud relative to all other sounds, this has been happening since the very beginning of the beta test and it has not yet been fixed; it is simply impossible to fight the golem with the sound on.

On 6/29/2024 at 11:32 AM, Gunhaver said:

Thanks for all your hard work!

A gameplay note.

I'm having a hard time grasping when someone would want to change their weight class mid-run via an RNG power and why it warrants 3 (IMO) useless powerups that now appear in my runs and effectively take away one of my choices for a power-up. I will never use these; I build around being nimble. I mean I can understand someone making a cool heavy build that uses this, but they would be depending on luck that they would get the right weight class that would trigger their plan. 

 

The "reroll" mechanic addresses my concerns completely! Thanks Devs!

  • Developer

Bonechill Beta patch 6 (623027)

Spoiler

Fixes

  • Fixed an issue where Nimble would stop telling you about other Nimble Challenges after learning about one
  • Nimble will now appear to give you Nimble Challenges even if you have never talked with Toot
  • You can no longer claim completed masteries during the end run screen if you are using a controller
  • Flitt now properly tells you what Rook's Aspect does
  • Elite Wollusk Shells now count towards Nimble's Market 1 challenge in The Molded Grave
  • Improved sound effects all over the Tundra
  • Fixed various crashes

Oh hey, 

I played a bunch of Rotwood via Steam -- last month I saw the post about the new powers and upcoming beta, but there doesn't seem to be a post on Steam about it yet, so I figured it was delayed. 

Turns out it's been live for several weeks, I just had to look here to track it down. Started playing a bit last night, ran into Nimble and then couldn't figure out what to do once his first challenge was complete - looks like that just got fixed! 

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