Summary: A ton of quality of life additions, changes and bug fixes! No new story, sadly. These things were done with programmer down-time while waiting for all the graphics needed for the last part of Tai Ming!
Recommended level: N/A
Update Description
Okay, so the third and final Tai Ming zone is pretty stacked with animations for Fred to churn out, so I took this opportunity to add a bunch of things from our list of improvements we wanted to add. A lot of these things are a direct result of player feedback and suggestions!
So no new story, but presumably a ton of juicy bugs, which is the reason this patch comes early and was not bundled into the final Tai Ming patch.
Here are the biggest changes:
World Map Completion: Based on one of @Own's suggestions, we've added completion tracking for the World Map! It tells you how many cards, drops, fishes, quests and secrets you have yet to find in any given area. This should help people figure out what it is they're missing for that juicy 100 % completion! Note that the Achievements and Crafting completion is still tracked via their own menus.
Damage Numbers: The new default setting for displaying damage numbers is "Composite", which turns your damage into one big number (per enemy) instead of many small numbers. We did this change mainly because some builds dish out so many hits that the old damage numbers cluttered everything, and in multiplayer this happened pretty much regardless of builds. It also makes damage over time a bit more readable, as well as how much damage a flamethrower or blade flurry cast actually does in the end! For people unhappy with this change, there's a "Classic" option that mimics the old style, as well as an even more streamlined option called "Minimalistic", and of course... an option to turn off damage numbers completely!
HP Bars: Enemies now have HP bars above their heads by default. These appear after an enemy has taken damage, and fade away after a while if no new damage is taken! Also, low HP allies in multiplayer also have their HP displayed above their heads. Both of these types of HP bars can be disabled, or set to always appear if an enemy or player is below full HP.
Without further ado, here are the patch notes:
Additions
Recommended level: N/A
Update Description
Okay, so the third and final Tai Ming zone is pretty stacked with animations for Fred to churn out, so I took this opportunity to add a bunch of things from our list of improvements we wanted to add. A lot of these things are a direct result of player feedback and suggestions!
So no new story, but presumably a ton of juicy bugs, which is the reason this patch comes early and was not bundled into the final Tai Ming patch.
Here are the biggest changes:
World Map Completion: Based on one of @Own's suggestions, we've added completion tracking for the World Map! It tells you how many cards, drops, fishes, quests and secrets you have yet to find in any given area. This should help people figure out what it is they're missing for that juicy 100 % completion! Note that the Achievements and Crafting completion is still tracked via their own menus.
Damage Numbers: The new default setting for displaying damage numbers is "Composite", which turns your damage into one big number (per enemy) instead of many small numbers. We did this change mainly because some builds dish out so many hits that the old damage numbers cluttered everything, and in multiplayer this happened pretty much regardless of builds. It also makes damage over time a bit more readable, as well as how much damage a flamethrower or blade flurry cast actually does in the end! For people unhappy with this change, there's a "Classic" option that mimics the old style, as well as an even more streamlined option called "Minimalistic", and of course... an option to turn off damage numbers completely!
HP Bars: Enemies now have HP bars above their heads by default. These appear after an enemy has taken damage, and fade away after a while if no new damage is taken! Also, low HP allies in multiplayer also have their HP displayed above their heads. Both of these types of HP bars can be disabled, or set to always appear if an enemy or player is below full HP.
Without further ado, here are the patch notes:
Additions
- A flashback orb has been added to Mana's house in the second zone of Tai Ming
- You can now find and craft the Monkey Ears and the Banana Hat
- Added an NPC that will sell you treasures you missed (at high prices) after beating a Tai Ming zone
- Details have been added to make the water in Tai Ming Zone 2 look more alive
- Predictive loading has been added to Evergrind City and Tai Ming, which should decrease loading times during linear play significantly
- A new damage display system has been added, compositing combo damage into a single number
- There's now an option for changing the damage display between the old version, the new version, a minimalistic version, or disable them completely
- Non-boss enemies will now display a small HP bar above their heads for a while after taking damage
- HP bars will appear over the heads of low HP allies
- An option to alter where and when HP bars appear has been added to the Options menu
- Translators can now choose to use elite enemy prefix titles instead of suffix titles (I think @TsReaper wanted this one!)
- The (currently rather uneventful) area north of Evergrind Fields: West can now be accessed
- The Shady Merchant now acts as a buyback store, selling you items you've sold (after this patch)
- To replace the accessory function of the Shady Merchant, a new merchant and her family has moved into Evergrind!
- It's now possible to bind actions to mouse buttons
- On gamepads, it's now possible to move the attack and shield buttons to Y or B via the equipment menu
- A quest update indicator has been added to make quest progression more noticeable
- It's now possible to translate a few more menu options into Chinese, Korean and Japanese
- You can now see each area's completion progress on the World Map
- The drop rates for the Slime Hat and Rabbit Foot have been adjusted
- The monkeys in the Puzzle World Key challenge has returned from their bootcamp with better judgement and wallhack
- Archie the Archeologist has helpfully cleared the way through the first zone of Tai Ming!
- The Puzzle World got a new theme (the old one was a placeholder!)
- The EP Regen stat now affects the EP depletion rate of Berserker Style
- Wisp projectiles no longer lock onto players who are hit invincible
- Things can now hit your shield even during your post-damage invincibility
- Changing directions while chaining basic attacks should now feel a bit more responsive
- 'Talk to X' quest objectives now gets updated after the dialogue, instead of at the start
- Perfect guarding the Queen Bee's dive attack will now let you defeat her in two cycles
- [Translation Tool]Using 'Next Unsaved' when translating to Chinese/Korean/Japanese should now work much better
- The Season Hydra name bars should now be rendered in their proper locations again
- Kailan, the engineer in Tai Ming, is no longer confused about his own name
- Tai Ming received some optimizations that will hopefully help when playing on older machines
- Fixed a visual bug making the rocks surrounding some floating blocks appear above blocks in front of it
- The chest in Puzzle World can no longer be opened diagonally
- It's no longer possible to enter the time rift on the bridge's edge from below in Tai Ming Zone 2
- Fixed a metric ton of spelling errors in Tai Ming Zone 2
- Exiting the game and reloading while in the Giant Thorn-Worm battle now repairs the courtyard
- After finishing Tai Ming Zone 2, Faita should no longer hide inside Kinton
- A statue dying while a monkey is carrying it should no longer make it immortal
- Spirit Slash and Chain Lightning now target each part of the Giant Thorn Worm individually
- Monkeys knocked into the air while lifting or throwing things should no longer become immortal
- Fixed a bug causing chilled boars to enter new actions much too quickly
- The Statue Mask is now correctly marked as a mask and will appear in both head slots
- You can finally talk to Anita after getting the quest to find turkeys
- Interrupting the Bossling with a knockup during his snowball barrage no longer locks his AI
- Marino should no longer faultily render above players while being chased
- Fixed bug where shielding correctly against the Giga Slime spin sometimes didn't work
- Defeating the Enraged Toy Machine will now always mute the darn alarm bells
- Talking to someone while an accessory quick equip prompt is available no longer equips the item
- Mr Plott should no longer hysterically yell out 'string_not_found' when you compete in the Festival
- The /respec beta cheat command now resets talents properly, removing the need to reload the save
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