Indivisible - renderling
After quite a while since the last update, we have a new patch with a bunch of bug fixes!

General
  • Hunoch is now playable in co-op!
  • Hunoch’s additional attacks now cost ½ of a pip.
  • Baozhai and Kampan now have ammo displays.
  • Fixes for Phoebe battle AI.
  • Fixed Regional Delicacies icons showing up on the map before Kogi was recruited.
  • A bunch of Japanese localization updates.
  • New “ninja vanish” pose for Ren to use when leaving cutscenes.
  • Soldier Enemy - Lengthened their post-shot reload time so players have a longer window to interrupt them.
  • Soldier Enemy - Modified the Port Maerifa variant’s damage value to be more reasonable. Adjusted Port Maerifa / Act2 first-visit Iron Kingdom variants’ damage to be slightly lower.
  • Soldier Enemy - Updated the very first Soldier fight (after recruiting Baozhai) to have a proper battle speed.

New Game+
  • Fixed an issue that made it possible to miss the bow pickup in Vimana.
  • Fixed a bug causing Kabandha in Ashwat to stay underground.
  • Fixed an issue where Ratna and Mani would reappear in Ashwat when they weren’t supposed to.
  • Up through your first visit to Port Maerifa, Incarnations are now forced to appear in the world when you reach the cutscene where you first meet them, even if they were granted to you at the beginning of NewGame+.

Razmi Challenges
  • Fixed Platinum threshold for Challenge #5, which was too short and basically impossible to achieve.
  • Fixed a bug that caused Challenge #40 to be unavailable after you’d played it once.
  • Slightly widened an air dash gap in Challenge #34
  • Fixed several instances of spike collision not being marked as “on all sides”. Should fix being able to stand on spikes without getting hit.
  • Updated the “platinum” rank star color
Indivisible - Question_505


We are excited to announce that Razmi’s Challenges, the first DLC for Indivisible, is launching today!



Razmi’s Challenges consists of Forty specially crafted levels that will test your platforming and combat skills. Perfect your technique, and learn some new ones, as you use Ajna’s abilities to get through each cunning construct. Each level allows only pre-selected abilities, so you’ll need to combine actions in new ways to succeed. And if you don’t succeed? Razmi will be very pleased with her handiwork.



The challenges will appear in Ajna’s inner realm once you reach Mt Sumeru for the first time (or if you’ve saved past that point). If you are playing from the beginning, challenges will unlock as you learn new abilities.



We hope you enjoy Razmi’s Challenges!

https://store.steampowered.com/app/1233840/Indivisible__Razmis_Challenges/
Indivisible - Question_505
Razmi’s been hard at work inside Ajna’s brain! She’s crafted a series of fiendishly clever challenges that will require Ajna’s unique set of skills to complete. It’s Indivisible’s first official DLC and it’s available this Thursday, May 7th, on PS4, Xbox One and PC for $7.99!



Constructed by everyone’s favorite shaman, Razmi’s Challenges features forty unique levels that will test Ajna’s platforming and combat prowess. To make sure each level isn’t too easy, Razmi allows only a handful of abilities to be used in each one.



You can access the challenges by talking to Razmi in Ajna’s Inner Realm after reaching Mt. Sumeru for the first time. As you progress through the game and acquire more traversal abilities, more challenges will be unlocked!

Look for Razmi and her fancy tent, just don’t ask where she got the materials for it.



Your progress through Razmi’s Challenges is saved along with your regular game. Make sure you save your game before you log out at the end of your session or your progress will be lost.



We hope you enjoy playing though Razmi’s Challenges as much as Razmi is excited to see Ajna fall on her face trying to complete them!



https://store.steampowered.com/app/421170/Indivisible/
Indivisible - Mike Z
Dearest Indivisible fans, today we have the juiciest of FREE updates for you!
Certainly these updates are also free if you are Indivisible-ambivalent or even an Indivisible detractor, but they're not for you, then, really...

IT'S FINALLY HERE!

Upon updating your game today, you shall receive...
4-Player Couch Co-op and New Game Plus!
As well has a boatload of fixes, additions, and balance adjustments!
...for console players, these updates should be live tomorrow morning, April 16th.

Version number: 42416

There's a lot to list, so I'm gonna break it up by type:

4-Player Couch Co-op
That's right, up to FOUR BEINGS CAPABLE OF HOLDING CONTROLLERS can now play Indivisible together! Just plug in more controllers and you're good to go - drop in and out at any time. Co-op players control the Incarnation of their choice, and explore the world along with Ajna, in both platforming and battle!

Major bits:
  • Up to four players! Have we said it enough? <3 is so last year, the new hotness is <4! :^)
  • Drop-in multiplayer: just plug in a controller and hold a button! Config is automatic for XBox or PS4 pads, but if you wish to manually configure the buttons for extra players, go to Controller Setup from the pause menu and press F2 to cycle between players.
  • Play your favorite characters in a whole new way! The Incarnations have been fully implemented with platforming abilities, and they're each unique! Jump-cancels, dashes, healing, EX moves by spending Iddhi...try them all! "All", that is, except Hunoch. We had trouble tearing him away from blasting his quads...something about "lookin' ace for the scouts"? But he's coming in a patch later this week. After leg day.
  • Control multiple characters in battle! On the Party Select screen, any player can press the corresponding face button for the slot(s) they want to control. Player 2 can control up to 3 characters in a 2-player game, etc. To unassign a player from a slot, Player 1 can highlight the slot and hold the L+R buttons / Block and Shoot keys.
  • Not enough controllers? No problem! To play co-op with the keyboard as a separate player, use the Launch Option -player1keyboardonly. This will assign the keyboard as Player 1, allowing any controllers to be Players 2-4.
  • Want to play co-op, but don't have any gamers stuck in the house with you? Try Steam's Remote Play Together, or Parsec, for that online co-op experience right from your own computer! We filmed the promo footage with Parsec - it worked great!
  • Want to beat up your friends? There's a "Friendly Fire" option too!

Small notes:
  • Player 1 still controls the menus, NPC interactions, cutscenes, and all that jazz. Razmi is cool and everything, but Ajna is the reason we're here.
  • Co-op players gain more double jumps as Ajna gains her abilities, but they gain some abilities along with her too! Just like Ajna they can slide, wall jump, dash, and break axe walls, as well as perform the Pirate's Leap, Scallywag Spring, Air Dash/Angwu's Blessing, and all the levels of Heruka Hustle!
  • There is a co-op help menu item in the pause menu with basic instructions.

New Game Plus (NG+)
Beat the game, experienced the five stages of grief, and wanna beat it again? We've got ya covered.

Major bits:
  • After beating the game, play it again with all your levels, upgrades, and Incarnations and base form Heruka abilities returned to Ajna after she discovers her powers.
  • Unlock an additional color for Ajna specific to New Game Plus! For plot reasons!
  • Enemies and bosses are harder this time around! OH MY GOODNESS are they harder. I hope your Clean Blocks are up to snuff..!
  • Meet an additional fan-favorite Inner Realm Incarnation, and fight the new Regional Delicacies for even more extra challenge!

That aforementioned boatload of fixes, additions, and balance adjustments!
We've done so much I honestly can't remember it all. Here's the bits I do remember. :^P (I'll add more as people on the dev team tell me things I forgot.)
  • Rebalanced late-game enemies to be more difficult!
  • You can now change your party in battle! HOT DIGGITY. However, swapping party members in from the Reserve during battle costs 1 bar of Iddhi and will leave them very slow until they fill one action. HP and status effects follow characters, like you'd expect.
  • Because of co-op, enemies will now "burst" if they've been in hitstun for a long time outside battle. No more cheesing enemies to death or infinite juggles with the bow, sorry.
  • Once you have reached the last save point, to aid in completing side quests more quickly you can now return to the Leylines from any Save Bell.
  • Added "Load Last Checkpoint" menu option. Does what it says, for those instances where you want to repeat yourself. For those instances where you want to repeat yourself.
  • The end credits have an all-new piece of music from Kikuta-san himself! It fits the mood much better, but if you want to hear all of it you'd better gather up those Incarnations..! (The previous credits music is now played if you watch the credits or the Contributor Credits from the pause menu.)
  • Updated the credits and the Contributor Credits. You can watch the Contributor Credits from the title screen, too.
  • Fixed a great many camera bugs, environment bugs, cleanup errors, and text bugs.
  • Fixed several occasional black screens skipping cutscenes on PS4.
  • Fixed several out-of-world exploits, none of which were particularly useful for speedrunning I hope.

And the SPOILER-related list:

  • Using Nature's Bloom on several enemies while standing on one will no longer cause the one you're standing on to unfreeze.
  • Made it much easier to jump again immediately after landing during Heruka Hustle.
[/spoiler][/list]

And finally, extra-special thanks to the person who reminded me that I needed to update the store page with shared co-op so that Remote Play Together would work. Thank you! :^)
Indivisible - Question_505
**UPDATE**
April 1, 2020

Hey, everyone! We are going to have to push the release of New Game+ and Couch Co-Op to next week. Unfortunately, this isn't an April Fools' joke. We apologize for the inconvenience and appreciate your patience as we make the update as solid as it can be for release!


We are excited to announce that our next game update will include two new game modes! New Game+ and Couch Co-Op will be arriving on all platforms for FREE on April 2nd.

New Game+ let’s you replay Indivisible with abilities, weapons and incarnations acquired in your previously completed game. Right from the start, you’ll be able to access secret areas and take shortcuts that require advanced abilities. You’ll also have your full roster of friends fighting alongside you, because everyone should get the chance to help smash Lord Ravannavar’s face in!



Don’t think it’s going to be easy!  We’ve made all the enemies tougher and added a number of twists along the way to keep you on your toes.

Oh, Ajna also has a brand new look inspired by the finale of the game. 



If you've previously completed the game, we will try to automatically detect your progress and add a "Game Clear / New Game+" button to your save game files. Some players may need to complete the final challenge of the game one more time. We’ve added a bonus track to the end credits by Indivisible composer Hiroki Kikuta as a reward! It's a preview of the OST PLUS album that will include demos, outtakes, alternate versions, and 'inspired by' tracks from the Indivisible soundtrack that is being released by Scarlet Moon Records on April 21st.

Couch Co-Op allows you to play Indivisible with up to three additional local players! Plug in extra controllers and jump in and out of the game any time you aren't in combat. Your friends will be able to run alongside Ajna (always Player 1) and use basic jumps to keep up while exploring. Additional players don't have Ajna's leaping and axe hang skills, but that's okay. When they fall behind, they'll be able to instantly teleport to Ajna's position. 



Once a fight starts, each player is in control of their incarnation and all of their attacks! There’s no fun like beating up on a Pindayar with your besties!

Look for the update across all platforms beginning on April 2nd. 

We hope you enjoy the new modes! Thanks for being fans of Indivisible.



How to start NG+:

  1. After downloading the update, if you've previously completed Indivisible, look for the "Game Clear" button. Press it and get started!
  2. If it does not appear, you will need to complete the final challenge of the game and watch the credits, even if you previously completed the game.
  3. When prompted. Save your game into one of the save slots.  
  4. The next time you open the Load Game menu, you’ll see a new button appear in the save slot.

  5. Press the button!

  6. You’re good to go! Have fun exploring with New Game+!

How to start a Couch Co-Op game:
  1. Plug in 1-3 extra controllers
  2. Press an attack button
  3. Done! Go have co-op fun!


Indivisible - Mike Z
Title screen build number 40093

PCバージョンの言語設定に日本語を追加しました!大変お待たせ致しました!
(Added Japanese text to the PC versions! Thank you for your patience. :^)
Spoilers

- Fixed the Manote's second summon group so it comes out even if the enemies from the first group are alive, again.

Balance Spoilers

- Updates to Frug and Paidal. Sorry, I'm unable to be more specific at this point. :^)
Indivisible - Mike Z
Title screen build number 39986

General
  • Added a 4th digit to the hits counter; new maximum is now 9999!
  • After running up and attacking, characters now stay in place until the player's combo fully ends instead of running back to their idle position after about half a second. Should help with combos.
  • Hitting a sprite that's being grabbed now correctly deals armored damage to the victim without liberating it from the grab. Fixes a LOT of things.
  • Fixed a sprite culling bug - stretched sprites are now properly displayed onscreen even if their origin is offscreen.
  • More environment fixes!
  • More credits fixes! We even sped them up so the end-game credits are a whole two minutes faster! And here you thought the excitement was dying down...!!!!!!!!!!!
  • Upgrade/Ringsel info line at the top of Party Select no longer cuts off the end after you have enough upgrades/Ringsels to make the text really long.
Spoilers

- Fixed a bug where the some attacks from the Preta (evolved Hungry Ghost) would mistakenly cost you Iddhi after recovering from Clean Blocking them.
- Status effects now correctly apply when you hit armor.
- You can Hustle into Tanks again without starting a battle, because it was fun. :^)
- Added a small unskippable section after the Port Maerifa Chakra Gate cutscene to make it more difficult to accidentally skip the following cutscene.
- Fixed Garuda occasionally doing his flyby at the wrong height.
- Improved the Clean Block tutorial in Vimana.
- Removed Nuna from Hunoch's quest if she's not in your party yet.
- Incarnation motes now travel back to Ajna in a maximum of 44 frames, instead of a maximum of "never actually getting there". :^)
- Ajna being thrown while next to a wall no longer spawns Incarnations inside the wall when battle starts.
- Corrected the attack indicator for Frug's roll.

Balance Spoilers

- Updated some Oont (wizard) damage values, hitboxes, and made some attacks Clean Block only.
- Altered behavior of Pelesit (insect/bottle): bottle idle initially has lots of hits of armor; snap speeds up all enemies.
- Gremlin (gremlin :^) taunt increases their battle speed.
- Updated damage for Rompo (chainsaw wolf), Gremlin, Pelesit, Fallen Deva (rainbow ring).
- Rompo now summons some friends by howling; only once per battle.
- Iron Kingdom Soldiers now reload after firing, but the reload animation counts as not part of their turn. If you interrupt it, they will have to waste a turn reloading next time.
- Soldiers will now shoot at you from farther away during platforming.
- Makara (alligator) now has armor, instead of blocking.
- Yaksini (naga) will now KISS ya if it lives long enough. Bewaaaaaaaaare!
- Late-game Hungry Ghost lick applies Slow, is Clean Block only.
- Re'em (goat/ram) is now 80% as big. Still 100% as adorable.
- Multiple updates to the Waieri (shaman sitting in a shell).
Indivisible - Question_505
Title Screen Build Number: 39810 / PS4: 1.06 / Xbox One: 1.0.0.8

General
  • Fixed a few more issues where you could outrun the world loading and end up in walls or fall into the abyss (Ashwat, etc.)
  • Battle bugfixes:
    • Characters and enemies spread out from walls again, inadvertently removed after the last Backer Preview.
    • Sprites remember their last grounded position if they fall into a pit, and try to drop down from high platforms if they're way higher than their target.
    • Inputting a super on the exact frame a normal attack begins no longer just wastes iddhi without actually doing a super.
    • In addition to pressing both buttons simultaneously, Ajna's heal super now has an alternate input of "Hold Meter Burn and press All Guard", the same way all other supers can be input as "Hold Meter Burn and press an attack button." Hopefully this helps!
  • The in-game timer now ignores all loading times!
  • Tweaked various colors throughout the game to look better. Ren is now EVEN MORE FABULOUS.
  • Fixed clipped sprite shadows.
  • Fixed a bug in the sprite culling routine; prevents multi-part sprites from randomly flickering. Oops.
  • The Contributor Credits are now accessible from the title screen! Previously you could only view them from the pause menu. Thank you, person on Twitter, for indirectly pointing this out. <3
  • Game-wide environment polish.
  • Fixed another possible bug if Ajna is held at the edge of a diagonal wind region.
  • Even more credits fixes! The fun never ends!
Console Only
  • PS4 in-game timer no longer counts time spent in rest mode.
  • Adjusted the base volume for sound effects on PS4, it was way too loud before compared to other platforms.
  • Fixed a bug with sprite silhouettes on PS4.
Spoilers

- Polished various Incarnation quests.
- Fixed a progression issue in destroyed Lhan.
- Fixed position of effects on Ajna's real cool pose late in the game.
- Added extra checkpoint saves after completing various quests.
- Removed the ability to trigger Kaanul totem cutscenes while in battle.
- Fixed another bug with wind in the desert.
- Wootz no longer gets an unavoidable first attack if you skip the pre-fight cutscene...thought you were real sneaky, didn't ya, Wootz? :^P
- Put Maha Ravannavar in his place. Literally and figuratively.
- Cihuateteo (useful birds) for platforming will now respawn without requiring you to leave the screen and come back.
- Relocated a Kabandha from Kaanul where you often got knocked onto spikes.
- Fixed up some Nature's Retribution shortcut spots in Mid Sumeru.
- Iron Kingdom Soldier pitched battle now uses the correct type of Soldier.
- Fixed a potential softlock, and other bugs, during Garuda's fight.
- Fixed Nature's Retribution's text on the Abilities screen.
- The Maha Ajna fight now will only fill your party with Incarnations you are currently able to play as. :^P It will also correctly fill your whole party, instead of leaving a blank spot if Dhar was already in the party.
- If Ajna is alone in battle, she's always in the "first" position. Fixes various bugs.
- Dhar dhoesn't take dhamage, or grunt, if you enter battle with the first Hungry Ghost without attacking it.
- Removed the ability to remove Dhar from the party before he has come out the first time, so he actually comes out at that point. :^)
- Added a Clean Block tutorial in Vimana.
- Various enemies now behave properly when tangled, instead of looking around anyway.
- Fixed a bug where you could get irrevocably stuck in terrain with a pixel-perfect slide into a tunnel.
- Improved that new cutscene we added before the last boss.

Balance Spoilers

- Late-game Belu regular slash is Clean Block only.
- Belu's swan dive attack, Belu Flop (of course!), is now Clean Block only.
- Ahools (bats) in desert now fight in groups. Grr! Reduced HP/XP/damage to compensate.
- Ahp (hair ghost) has the correct chance to Drain.
- Boss Ren actually does stuff, and no longer dies in one hit. He spent the last few years building up an immunity to iocane powder, you see...
- Updated HP of Paidal (sword guards) guarding Yan.
- Various Paidal can do various attacks they couldn't before.
- Fixed battle indicators on the Oont (wizard).
- Rakshasa (big demon) slash and bite are now Clean Block only; other balance adjustments; fixed a bug where it would occasionally disappear while still onscreen.
- Nerfed midgame Bandit (bandit :^) HP.
- Re-added a removed Frug (coconut frog) attack.
- Kinnari (extremely poised horse creature) tail stab is now Clean Block only.
- Preta (bipedal Hungry Ghost) can now slap ya face again.
- Yahui (snake lady) balance adjustments, improved the telegraph for swipe.
- Iron Kingdom Tanks will now attempt to start battles with you when hit, instead of never.
- The gold Paidal very late in the game now does a sane amount of damage. :^P
- Added an extra attack for the Manote.
- Allowed you to reach Ren in Tai Krung properly even if you sequence break to get there.
- Tzitzi balance adjustments; Dash attack is now Clean Block only.
- Unknown Meownster (????) can no longer miss with melee attacks when it gets bigger. Rawr!
Indivisible - Mike Z
Title screen build number 39504

General
  • Added musical fanfare to all the "Get" screens.
  • Enabled better culling of sprites to improve framerate! Sprites that aren't onscreen are totally skipped. (If you encounter problems with sprites not displaying or flickering, tell me in the comments so I can instantly feel terrible. :^)
  • Improved shadow performance across all platforms; also improves framerate.
  • Continued, the balance updates are! Mmmm. Yes.
  • Additional environment and camera polish.
  • Even more credits updates! Edge-of-your-seat action every time!
PC Specific
  • Fixed a freeze on startup on some computers! The default video (in case a video fails to load) was not a valid video file. It has now been replaced with something appropriately ridiculous. :^)
  • Steam version now writes savedata in a much more fault-tolerant way, to help prevent loss of savedata if it crashes while writing.
Console Specific
(PS4 1.05 / XBox 1.0.0.7)
  • PS4 no longer shows a fullscreen flash of color before playing videos!
  • Fixed z-fighting issues in certain cutscenes on XBox.
  • PS4 now tracks progress in the case of several trophies that had multi-part requirements, so they don't have to be done in one session. You still have to do all the parts to get the trophy.
  • Potential fix for videos randomly playing very slowly on PS4. (Perhaps this helps the issue some players had where the ending video was way out of sync with the music.)
Spoilers

- Fixed a bug in the cutscene determining how many of the first three Chakra Gates you had unlocked. Gameplay is unaffected.
- Removed I-accidentally-a-savepoint in Ocean of Milk.
- Fixed issue where you couldn't focus in battle against the Serpent Queen.
- Fixed an issue where Ajna would jump during her turn if you got in battle in a very specific spot in Kaanul.
- Added a cutscene before the last boss to help new players figure out what to do a bit more quickly. (;_;)7
- Removed extra debug Ringsel from Kaanul, because you could hear it from inside the level. Oops.
- Added a missing "..." in French. :^P
- Fixed bugs in Leilani and Ginseng's quests.
- Fixed a group of Iron Kingdom conveyor belts that correctly changed direction, but didn't change direction visually.


Balance Spoilers

- Adjusted AI behavior and damage/HP/XP for Cihuateteo (useful birds).
- Made Ahool (bat) more difficult later in game, and made 'em smaller everywhere.
- Ahp (hair ghost) drain attack now does a percentage of your maximum HP; for the more-powerful versions, spit and drain can apply poison.
- More damage and HP adjustments throughout the game.
Indivisible - Mike Z
Title screen version number: 39320
This version SHOULD also now be live on PS4 as version 1.04, and XB1 ... sometime soon?

If you were on the Unstable build, you can go back to the normal build now and your savedata should be okay.

General fixes:
  • Adjusted Enemy HP, damage, and do-they-block-or-not for many late-game enemies, as well as in quests. Begun, the balance fixes have!
  • Updated the save file format, files are much smaller. Old saves still work! They will be automatically converted.
  • Fixed more battle softlocks.
  • Fixed garbled text in Korean and Chinese.
  • Save/load screen now defaults to the most recently used save slot.
  • Options menus now remember the former cursor position when you back out of a submenu.
  • Collapsing collision no longer restores itself in battle; fixes some possible softlocks.
  • Various translation fixes, Ajna no longer says a German line in the Italian version, etc.
  • Fixed various textures appearing as pink before they were loaded.
  • Fixed a bug where you could hit collision that was disabled; fixes several crashes when attacking random walls.
  • Adjusted level links to prevent several situations where you could outrun collision appearing before it loaded and either get stuck or fall into the abyss.
  • Fixed a possible crash when collecting a Ringsel juuuust right.
  • Level-up screen for killing enemies during platforming now correctly displays that you only earned 1/3 the XP you would have from killing that enemy in battle.
  • Dialogue bubbles are somewhat better positioned vertically, instead of all being the same height.
  • Updated the credits and the backer credits! YEAH! There are more credits updates to come, please remain appropriately excited! :^)
PC only:
  • The game now mutes itself if the window is unfocused. Use Launch Option
    -dontmutewhenunfocused
    to disable this.
  • Divided up the data differently between packages to reduce future update sizes! This one will be the full game because everything changed, but after this they'll be MUCH smaller!
  • Fixed crash on startup on dual-core machines.
  • The "Got Character" screen now properly accepts the Esc and Enter keys.
  • Fixed a PC-only possible scenario where the save data could be corrupted if the game exited at just the right time.
  • Fix crashes related to potentially reading from uninitialized memory on certain versions of Windows.
  • Accidentally improved loading times somehow!
  • Added the -win Launch Option to force the game to start in a window.
Console only:
  • Overall framerate improvements on PS4.
  • Drastic speedups in battle on PS4 and XB1!
  • Fixed a console-only possible scenario where the save data could be corrupted if the game crashed at just the right time.
  • Fixed a rare crash on XBox without internet. (The game doesn't use the internet for anything, but the crash was related to this.)
  • Fixed some objects appearing in front of cutscene fades on PS4.
Spoiler'd:
The spoiler tag doesn't like lists - it makes them difficult to mouseover - so this is an old-style hyphenated list! How nostalgic...

- All the helpful useful ability-related enemies in various areas now have unlimited lives.
- Fixed non-functional collision in Nuna's quest!
- Fixed a possible softlock during Leilani's quest battle.
- Removed the Oont (wizard) from Vimana after Tungar; it was lost, and we nicely helped it get home.
- Fix a rare bug when encountering the Ahp (hair ghost) in Zahra's quest while in battle.
- Ajna's Lv5 now correctly moves to the enemy's Z position on startup.
- Lanshi can no longer accidentally waste pips by attacking at the wrong time during the recovery of another attack.
- A perfect spear throw on Baozhai's Lv1 now adds 66% of the base damage, instead of always adding a flat 1000 damage, because that was a trivial amount later in the game.
- Ginseng's Lv3 now heals everyone for 40% and revives dead characters ALL the time, instead of only doing this to characters that are at a positive X position in the world. (Oops.)
- Improved some of Ginseng's sound volumes.
- The fights while leaving Vimana are now much shorter.
- Prettied up enemies in Sumeru Base.
- Fixed Zebei's, Yan's, and Dhar's Inner Realm dialogue so they say the correct things now at various points in the plot.
- Fixed various bugs with Inner Realm Incarnations.
- Baz is more of a challenge now! Previously he was balanced for the wrong Act. Oops.
- Fixed Yan's color 4 being a duplicate.
- Lanshi no longer takes contact damage from barking at enemies that deal contact damage.
- Fixed a possible softlock, as well as visual issues, with the conveyor belts in Iron Kingdom.
- Improved Divine Wheel camera lookahead!
- Lighting polish in many places.
- Fixed Baozhai appearing in Ren's IR dialogue even if you don't have her.
- Pirate's Leap is now actually locked until you get it. :^P
- Roti now makes footstep sounds while running; Roti now makes NO sounds during all cutscenes.
- Fixed getting stuck on top of horizontal wind in rare cases.
- Added various map markers.
...

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