Patch 0.660a - Quick! To the DeLorean!
Summary: Well, this took longer than we had anticipated (something completely unheard of in game development)! The first part of Tai Ming is here, and the "dungeon" concept introduction and some of its enemies can now be experienced.
Recommended level: around 18-20
Update Description
Copypaste disclaimer: This is one of those real Frontline updates, meaning the polish level is at maybe 80 % or so. Place holder sounds, some missing effects, etc! The older timers will know what to expect!
Also note: There are several items that will be craftable with the items dropped by the enemies, however, the recipes aren't in the game yet! Stay tuned.
Uploading this patch is a mixed bag of feelings, because I do feel it's quality content, but holy heck did it take a long time to deliver on. This was partly due to the roughly 2-3 weeks of personal disasters in May, but mostly it's just because this temple is so work intensive we would've been executed on the spot if we pitched it to a publisher.
I'd say there's roughly 30-40 minutes of content there, if you play the game like a normal person (dying once or twice, watching the cutscenes but not talking to everybody). If you enjoy the combat, you can probably get a lot more by replaying the area on Hard and fighting in the garden. The enemy compositions haven't been this brutal since Pumpkin Woods!
We're very interested in hearing what you think of the "temple" and its enemies/inhabitants so far!
We'll gladly take your feedback on the patch right here in the thread! If you want to provide feedback for enemy encounters etc, please provide your character level and primary skills used!
/taimingreset will reset the entire zone except for the non-story related chests!
Here are the tiny, tiny patch notes:
Additions
Changes
Next Patch, 0.670 Frontline: The second, slightly larger zone of the town will be made available. It features a new type of enemy that poses a different threat depending on what other enemies are nearby!
Summary: Well, this took longer than we had anticipated (something completely unheard of in game development)! The first part of Tai Ming is here, and the "dungeon" concept introduction and some of its enemies can now be experienced.
Recommended level: around 18-20
Update Description
Copypaste disclaimer: This is one of those real Frontline updates, meaning the polish level is at maybe 80 % or so. Place holder sounds, some missing effects, etc! The older timers will know what to expect!
Also note: There are several items that will be craftable with the items dropped by the enemies, however, the recipes aren't in the game yet! Stay tuned.
Uploading this patch is a mixed bag of feelings, because I do feel it's quality content, but holy heck did it take a long time to deliver on. This was partly due to the roughly 2-3 weeks of personal disasters in May, but mostly it's just because this temple is so work intensive we would've been executed on the spot if we pitched it to a publisher.
I'd say there's roughly 30-40 minutes of content there, if you play the game like a normal person (dying once or twice, watching the cutscenes but not talking to everybody). If you enjoy the combat, you can probably get a lot more by replaying the area on Hard and fighting in the garden. The enemy compositions haven't been this brutal since Pumpkin Woods!
We're very interested in hearing what you think of the "temple" and its enemies/inhabitants so far!
We'll gladly take your feedback on the patch right here in the thread! If you want to provide feedback for enemy encounters etc, please provide your character level and primary skills used!
/taimingreset will reset the entire zone except for the non-story related chests!
Here are the tiny, tiny patch notes:
Additions
- The first part of Tai Ming is now available!
- It should now be possible to use Turkish special chars in translations
- Shadow clone's shadows no longer cuts through environment (boxes, bushes, etc)
- Fixed a common out of bounds bug in Mount Bloom
- Shadow Clone particles no longer appear if the player is invisible
Changes
- The statue time puzzle has received some 'environmental hints', since it was unclear to a lot of people
- Perfect guarding Ancient Statues now delays their next jump by one second
- The Oni Mask can no longer be obtained from a Present Day chest - it will be moved further into the dungeon
- Players getting pushed or thrown away at high speeds should no longer go out of bounds or get stuck
- Bishop should no longer toy with your heart by spawning rewards in unreachable places in Arcade Mode
- Fixed a bug allowing Thorn Worms to dig through the level bounds and escape into a brand new world
- Defeating the Cursed Priestess at a specific moment no longer removes player collision (allowing premature time warps and softlocks)
Next Patch, 0.670 Frontline: The second, slightly larger zone of the town will be made available. It features a new type of enemy that poses a different threat depending on what other enemies are nearby!
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