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Hello hunters!

Part 2 of our Fall Update for Rotwood is now Live! We are introducing Gems and Anomalies, adding variation and twists to runs and allowing players to express their creativity and more easily create builds that are more consistent and powerful. For those who are struggling to complete trickier Hunts, Gems could be the extra help you need to get over the edge.

Highlights include:

  • Gems: powers that can be slotted into your Weapon to let you customize your starting build even further. Find powerful combos with the right equipment pieces to help your progress through Frenzies and Super Frenzies.
  • Anomalies: helpful or harmful mutations applied to a random location in the world, adding run variety and a way to get more rewards.
  • Tuning & Balance: some equipment and player moveset changes, such as improved Hammer dodge cancel ability, preventing too many Rots from attacking at once and increased invincibility frames on melee classes.

Once again - a big thank you to everybody who gave feedback and found bugs in the beta branch. We always appreciate your participation and support!

We're already hard at work on our next big update which we expect will hit beta in January. Coming up, we've got another Hunt along with everything that entails (new equipment, powers, decorations, traps, Rots, and of course a new Boss). In addition, we're also working on another Fabled Power family, more Super Frenzies, and more Boss weapons. 

A quick note: we see that some players are looking for more ways to interact with Gems and Anomalies -- for example, to be able to reroll what Anomaly is active. In Early Access, one of our biggest priorities has been to establish a strong base game that we can build upon. There is still plenty of room to grow and much of what you have seen since Early Access Launch has been foundational work. In the coming year, we'll begin focusing on systems and features supported by that foundation and introducing more depth to many of the things we have in the game right now. That means you're going to be seeing more Gems, more Anomalies, more Powers and importantly more ways to interact with all those things in future updates as we move forward.

Please keep the feedback and suggestions coming. We'll have an announcement relatively soon about the next beta. 

See you then!

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. 

Anomalies and Gems patch notes (644489)

Spoiler

Additions:

  • Added Anomalies and associated quests and items
  • Added Gems and associated quests and items
  • Added a Teffressence Container Gem which can be used similarly to a Proto-Weapon to allow non-Boss and non-Proto-Weapons to be upgraded past Level 9
  • Added new Frenzy remixes of every Hunt's background music
  • Added different lighting and visual presentation during Frenzies, as compared to pre-Frenzy versions of the Hunt
  • Added Ingots, Loot, and Unidentified Gems as market purchaseables

Changes:

  • Creatures
    • Bullrog: Changed behaviour against ranged attackers to forward dash towards them instead of blocking. Fixes a block stun loop when in MP against ranged & melee players
    • Eggbert: Fixed projectiles hitbox on explode to match visuals
    • Plumper: fixed not plumping when a remote player walks into it
    • Plumper's: fixed plump attack sometimes hitting players multiple times during no-interrupt states
    • Sound: Iteration on various creature sounds
    • Sound: Added coverage for various missing creature sounds
    • Networking: Like Bosses, Minibosses are now no longer considered "transferable" and so their fights will be closer to intended, rather than getting brain-jammed
    • Golden Zucco: Make more rewarding. Always drops gems on death and more loot, ingots based on frenzy level
  • Equipment
    • Basic Headband: Increase health bonus
    • Bugbuster: fix bug where fading light attack is considered landed for 1 frame
    • Bulbin Buddy: Increase damage dealt by roll attack
    • Gustree Greaves: no longer require wearer to be stationary to gain Wind Resistance
    • Meowl Mitts: Increase bonus time
    • Meowl Booties: Increase bonus time
    • Meowl Booties: Now triggers on taking damage, not on quick rise
    • The Scrambler's Shellcap: fixed bug where this wouldn't lose charges if total damage was reduced to 0
    • Torchfly Goggles: Increase damage dealt by spinner
    • Hide "%" sign on a lot of equipment powers that aren't actually modifiers
    • Mother of Methuselah skill: Now hits airborne targets
  • Hunts
    • Ice Blocks: Improvements on sounds
    • Eggbert: Environmental eggs are considered environmental objects once the room is cleared
    • Falling Stalactite: Adjust stalactite trap camera shake to start when the target marker appears on the ground so it is less confused with the groak trap camera shake
    • Clearing Exit countdown: increased base timeout from 20s to 30s
    • Client machines only save state at the end of a room, rather than upon hitting "exit to menu". Update strings to reflect this behaviour
  • NPC
    • Added new conversations for various characters
    • Iterated on storyline conversations throughout the first few hours of the game
    • Iterated on pacing of various conversations
    • Fixed Toot conversation that was incorrect about when Reviving starts costing health
  • Player
    • Reduce amount of attacks that are allowed to target one player at any given time
    • Reduce amount of attacks that are allowed to target melee weapon classes, even further
    • Bow: Sound improvements
    • Hammer: Allow chain dodge cancelling nearly immediately after any attack hits
    • Hammer: Allow chain attack cancelling nearly immediately for some attacks into other attacks on hit
    • Hammer: Light Attack 1 - Increase range
    • Hammer: Light Attack 1 - Allow quickly switching to dodge before the attack comes out
    • Hammer: Light Attack 2 - Allow quickly switching to dodge before the attack comes out
    • Hammer: Light Attack 2 - Allow dodging earlier, while still airborne
    • Hammer: Heavy Attack - Allow ability canceling earlier while in recovery
    • Hammer: Spinning heavy attack is considered "grounded" slightly later
    • Hammer: Golf swing attack now hits airborne_high enemies
    • Hammer: Spinning Heavy Lariat attack has significantly more lenient dodge cancel windows, attack cancel windows, and walk cancel window for all levels of swing
    • Hammer: increase responsiveness dodge canceling out of a fading light attack
    • Spear and Hammer: slightly smaller hurtboxes
    • Spear and Hammer: add more invincibility frames to dodges
    • Allow dodge-cancelling out of "got hit" state earlier
    • Hurtbox is slightly smaller after getting hit
    • More invincibility after getting hit
    • Allow dodge-cancelling and walking out of power pickup state earlier
    • Increase invincibility time after picking up a power
    • Players are now invincible during conversation
  • Powers
    • Juggernaut: players are invincible while becoming juggernauted
  • Sound
    • Boss music intensity increase, through loudness and dynamic mixing changes
  • Town
    • Weapon and Armour Fortification: improved understandability and discoverability for fortification process, and added tutorial popups at various stages
    • Proto-Weapons: show a popup explaining this system to the player
    • Loadout Mannequin: Now considers normal, broken, and charged Proto-Weapons the same weapon when equipping items
  • UI
    • Player Status Widget (press Back/Select): updated to include more information, show Nimble's challenges, and be easier to navigate
    • Showing a hint on how to leave item pick up mode
    • Building: Show messages on the crafting screen when the player isn't allowed to place items in town due to permissions
    • Armoury: Make it clearer which items can still be upgraded in the equipment ui

Fixes:

  • Fixed issue where Town Building quest was not showing up for some players
  • Fixed issue where Boss Loot would not get collected successfully if the run was ended before it got vacuumed up
  • Bow: Fix "Thwack Follow-up" mastery can be accomplished on training dummies
  • Bullrog weapons: Fix skill doesn't gain critical hit bonus from Floracrane Skirt
  • Fixed an issue where the indicator that showed where Plumper will appear did not display properly on remote machines
  • Fixed boss loot not dropping on host
  • Fixed an issue where sometimes NPCs wouldn't spawn in town even though they were unlocked
  • Fixed control issue where enchanting a Heavy attack with a Mother of Methuselah would result in a double-trigger if pressed late
  • Fixed a bug where fabled powers would drop nothing if the power dropper didn't find a valid power inside the family it was told to drop
  • Fixed an issue where players swallowed by a Groak don't get spit out when that Groak itself is swallowed & spit out by another Groak
  • Fixed softlock when players get stuck in a teleport loop with stacked wormhole pairs on top of one another
  • Fixed a soft-lock when Mother Treek is hit with acid while dying
  • Fixed an issue where getting sucked in by Groak while wearing fully upgraded Gustree Greaves can get players temporarily stuck in mid-air
  • Fixed a major performance slowdown during level generation
  • Fixed Alki still mentioning free upgrades in Super Frenzy
  • Fixed issue where B and Y will trigger Build or reset Chat if you mouse off the chat input after opening it
  • Various UI focus bracket fixes
  • Assorted crash fixes

 

View full update

 

  • Like 7
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  • GL Happy 1
1 hour ago, jambell said:

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. 

By the way, is there any other reason that makes the beta save not compatible than this issue? :

On 11/23/2024 at 6:36 AM, jambell said:

Fixed an issue where a player could be considered having completed the Gem Tools and Mysterious Device quests if they played with a Host which had already completed it. NOTE: Saves with this issue will continue to be broken, but when you play outside of the Beta all new instances will be fixed. As is always the case, we will not be taking extra precautions to support moving your save file back to the live branch, so if you have this issue, especially do NOT move your save back to the live branch after Beta has concluded.

 

  • Like 1
19 hours ago, HeatAndRun said:

By the way, is there any other reason that makes the beta save not compatible than this issue? :

Yeah good question.

I moved my save to beta branch fairly late in to the beta and never had the gem tools bug, does this mean that I can move it back to to live branch?

I had backup files just in case but still, I grinded fair amount of loot in beta so It would be nice if I can just continue my beta save.

Edit: Just to clarify, I moved my beta save to live branch and its seems like nothing bad happened. :)

Edited by mkemal23
Issue no longer exists
  • Like 1
  • Thanks 1

Dear Rotwood Dev Team,

I sincerely apologize for the salty post in advance, and I will try my best to keep it professional. I have qualms about the lack of being able to retrofit character saves. I understand that it may be currently technologically infeasible, but it should be worked on because your beta player base, including me, have grinded (ground?) numerous hours to play the new content and to test out the beta. While some of it may have been motivated out of the goodness of the heart to help with stamping out bugs and speeding the development, others did it because they wanted to farm items (me included). If I knew in advance that the beta would not retrofit, I would not have come over to the beta and spent that many hours to farm items (both the new ones and the old ones) to 100% the game (which includes farming items for upgrading armor). Instead, I would have stayed in the main branch and farmed there where my time actually has a meaningful impact on my gameplay. If there are other players like me, then going forward, I worry that beta participation will be low because there is no incentive.

Also, what did you hope to achieve by writing:

Quote

We will leave the beta branch open for 7 days in order for you to finish out your previous save if you like. 

What would you like your beta players to do? What is there left to do in terms of "finish[ing] out your previous save" especially if it won't carry over?

From a concerned player.

  • Like 1
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  • Sad Dupe 2

I'm surprised that the Healing Winds Anomaly hasn't been changed at all. The lack of overall enemy healing associated with this anomaly seemed noticeable enough that something would be changed.

Anyway, I wish the entire team behind Rotwood a Merry Christmas, which is slowly approaching. I'll be looking forward to next year's update with the new hunt and Super Frenzies.

  • Like 1
  • Big Ups 1

Great job on this game, guys! I can already see how amazing it will be when it's released!

I still can't understand how this game hasn't had a big boom yet, but I hope it does when it's officially released!

Rotwood is already infinitely better than many games of its kind. :wilson_love:

  • Big Ups 2
4 hours ago, Yarmoth said:

Not a fan of making persistent upgrades as part of the mid-run market. Shouldn't that be something you do outside of your runs?

Fully agreed. While the part 2 of the update added something not market related - finally. I absolutely HATE the fact that the core progression of the game now revolves around visiting the market space and hoping rng gives you what you were looking for

Edited by RancorSnp
  • Health 1
4 hours ago, Tundr4 said:

What kind of quests do you mean?

After clearing an anomalous run - Flitt will have a quest for you, this unlocks anomaly rewards
Anomaly rewards will have gems - Hamish will have a quest for you after obtaining a gem, this unlocks the gemcutters bench

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