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Hello!

Today we are releasing 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.

A huge thank you to everybody who participated in the beta and helped us with bug reports and feedback. We very much appreciate all of the kind words and support. Thank you!

About Early Access and Rotwood. 

Klei has operated and refined nearly a dozen titles through pre-launch testing and Early Access. Our process has always been to put down a solid, enjoyable experience that is worth playing for the price you paid for it and then we refine from there based on player feedback and what it is specifically that we are trying to accomplish with that game.

Rotwood is not a roguelike. It's not a brawler. It's not a souls-like and it's not a dungeon crawler. While Rotwood can be described using these terms and it certainly contains elements of each of them, it comes from a place of love for all these types of games, but it is not defined or limited by them.

Klei, as a studio attempts to do something interesting and new with our games. We take interesting ideas and see where we can go with them.

But this can sometimes result in time needed to help us adapt the game we are trying to make so that it better communicates what we are trying to accomplish. This was true in 2012 and it is true now. 

To better communicate our vision we have two things coming for you soon. Shortly we will be sharing a more descriptive roadmap as well as a sneak peek into our minds and the future of the game. 

Coming Soon!

We're aiming for a teaser update before the end of August. This update will bring a new "Super Frenzy" system for the first hunt. A Super Frenzy is when the game begins to change up gameplay to be significantly more difficult requiring not only tuned gear, but also a deeper understanding of the combat mechanics and tactics. 

With the game only having the lower half of the game present, much of the difficulty and power progression is being condensed at the lower levels. This result is a more grindy experience with overall less progression happening in shorter time periods than there will be when more systems and content are present. 

Many systems that existed in the playtest version of the game are still coming as support systems for these different progression mechanics. 

Please read below for notes about what our goal is with this Hunt.

Spoiler

The Following was posted with the beta for this update. We are including it here for those that may have missed it. 

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.

Save files
Save files are NOT transferrable from the Beta Branch. Due to changes made during the beta, transferring the save from the beta branch to live will irreversibly break your save. Please DO NOT move your save. We will leave the beta branch open for 7 days in order for you to finish out your previous save if you like. 

Bonechill Quarry patch notes (623234)

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
  • Added Berna's Mannequin for saving and loading equipment loadouts
  • Added Nimble Challenges for all Hunts
  • Added unique Main Menu art based around the update
  • Added Message of the Day system

Changes

  • Creatures
    • Bulbin
      • After being thrown off of a Bulbin stack, single Bulbins will attack sooner
    • Bulbug
      • Fixed Charmed Bulbugs don't properly apply Shield to players
    • Enigmox
      • Fixed rage face swap not appearing when playing online as a client
      • Engimox Stalactite has increased health
    • Gourdo miniboss
      • Add unique music
    • Groak miniboss
      • Add unique music
    • 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
    •  
    • Snortoise
      • Imbued Snortoise's Slam attack now only does one slam, but leaves a single permanent poison pool upon landing    
    •  
    • Totolili
      • Fixed knockback resistance on Imbued Totolili
    •  
    • 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
      • Increase enemy aggro and vision range to reduce cases of creatures standing around
      • Fixed miniboss spawn position being slightly randomized during intro cinematics
  • Powers
    • Body of Light
      • Fixed Body of Light sounds not playing for all weapons/attacks
    • Destruction Therapy
      • Changed from "every Environmental Object" to "the first Environmental Object per clearing"
    • Deus Ex
      • Change baseline rarity to Legendary
    • Insult to Injury
      • Updated icon to not appear visually similar to Tuck and Roll icon
    • Shield
      • Fixed bug where shield breaks could cause more than 1 damage
    •  
    • Sheepdog
      • Fixed heal not working for other players
    • 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
    • General
      • Build Mode in Town now unlocks after 5 runs
      • Small art adjustments to a few Amphibee hairs, and a brow.
      • 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
      • Fixed offscreen indicator obscures players as they drop down from the Damselfly in town
      • Fixed issue where sometimes player attack didn't follow mouse cursor
      • Fixed issue where you can't pick up a power if you were standing in the position it landed
    • Masteries
      • Mastery description and title pass
      •  
      •  
  • 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
        • Added a “!” to Hamish’s recruitment convo
        • Adjustment to weapon locked tooltip encountered in the market
        • Adjusted animation on Alphonse’s enticing wink
      • 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
        • Add flags to prevent certain convos from playing if you haven’t met an NPC before
        • Various typo fixes
  • 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
      • The start run widget now displays that region's title decor around the dungeon title
      • Fixed tab-navigation through Frenzy selection screen
    • 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
      • Adding a second confirmation to the character deletion flow
      • Mastery claim button shows mastery tooltip
      • Add selection brackets and animation to equipment comparison screen
      • Do not show boss health text by default, change to % value and add an option to enable/disable
  • 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
      • Adjusted lighting of destructible props so they ‘pop’ more
      • 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
  • 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
  • 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 crash in NPC rooms mid-run
  • Fixed lobbed projectile crash when on the network
  • Fixed crash when interactable loses focus during level transition
  • Fixed crash spawning powers immediately after a network disconnect
  • Improved stability when interacting with shop items
  • Improve network bandwidth overall
  • Fix crash when hitting F8 twice fast
  • Fixed chat history not clearing when leaving one game and joining another
  • Fixed can't move sometimes when you start your game
  • Fixed cases of rooms appearing with no exit
  • Fixed issue when P2 spawns in town, they make P1 do their town spawn cine
  • Fixed many other assorted crashes

View full update

  • Like 6
  • Thanks 3
  • Health 1
  • GL Happy 1

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