Secrets of Grindea - Teddy | PixelFerrets


Patch Info

Recommended Level: 23-25

Summary

Now everyone can get hot and dirty in the Dragonbone Dunes!

Details

(This patch basically moves the Frontline content to the Stable branch - so Frontline players don't need to read this)

Finally there's some new Story Mode stuff, and it's the next area: Dragonbone Dunes (aka the desert)!

The role of the desert in terms of pacing is a bit different than how we did for Seasonne and Mt Bloom. The reason why is that Tai Ming itself was so very different from the other temples!

For one, Tai Ming was very NPC-heavy. This put us in a situation where players who leave Tai Ming might feel that the next part of the game seems like a ghost town in comparison. Since this is the final non-temple area in the game, and is supposed to be this bustling trade hub, we really didn't want that! In the end, we made over 70 NPCs for the desert and its port town.

Another thing we felt was that Tai Ming pushed the story forward into a place where another forced mini-dungeon (like the Toy Factory or Lurifix quest line in Mt Bloom) would be weird pacing wise. Still, if the desert just had a lot of NPCs but no gameplay content, that would be bad as well.

Because of this, we decided we'd shift the main/side content balance a bit for the desert, with a slightly more streamlined main quest (still with a couple of bosses), but more side content to do instead. This way, people who felt Tai Ming left them yearning for a more traditional gameplay/story pace can go through it relatively quickly, and people who want to spend more time in the desert area can do so with the side quests and secrets!

Hope you all have a good time in Dragonbone Dunes!

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

We'll skip Arcade Mode for now and go straight to working on the fourth dungeon: the mysterious ship!
Secrets of Grindea - Teddy | PixelFerrets


Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: 23-25

Summary

A whole bunch of bonus content for the desert!

Details

As I wrote in the previous patch notes, and as people who played through the main story in Dragonbone Dunes probably noticed, the main story portion was fairly short. To reiterate what I said then, this was a deliberate decision since we didn't want the story to linger too much before moving on to the next dungeon.

However, we we also didn't want the desert and Port Monnaie (its harbor town) to feel rushed or empty. In fact, as the final big "friendly" area, we wanted it to be one of the best areas in the game in terms of atmosphere and amount of content!

To that end, we've been adding a whole bunch of stuff to the desert, and also to other parts of the game (we've finally made the chests blocked behind water accessible and also added some flashback orbs that will unlock after finishing Tai Ming, giving context to some lore).

The goal is that coming from Tai Ming, you can go through it quickly if you like, but if you like to take it slow there's a lot of stuff to do before tackling the fourth temple/dungeon.

At some point we're going to add even more stuff (like the story behind the huge tree in the desert), but for now we're satisfied with the amount of content Dragonbone Dunes and Port Monnaie has, and we're ready to move on full force on the next dungeon! We hope you enjoy the additions!

Patch Notes

Hotfix 0.830b
  • Jonathan and his mom now has some updated dialogue as the game progresses
  • Added a loading hint for how to craft the Best Recipes book
  • The game should no longer crash when teleporting to Port Monnaie sometimes

Additions
  • All desert enemies now have an elite version
  • Added a cave with some bonus math-based puzzles (sorry)
  • Added a side quest for the drinking guy in the saloon
  • Added a side quest for the author in Port Monnaie
  • Added a side quest for Sandie in Port Monnaie the harbor
  • Added a side quest for Finder in Dragonbone Dunes
  • The statues in the math cave can now be inspected for side-lore
  • The Port Monnaie music now alters character when close to Riley
  • The sound effects of the Desert arc has been added!
  • Card Effects and Card Art for the desert enemies have been added
  • Desert fishing and its customary achievement has been added
  • All the merchants in the Port Monnaie marketplace now have proper shops
  • Five flashback orbs will now be available outside of Tai Ming for players who have completed it
Changes
  • Misc: The Sol-Gem and Marino will no longer become aggro'd by Frosty Friend
  • Balance: Various crit items have been buffed, as well as the Brutality talent
  • Balance: Projectiles deal 30 % less damage if shielded
  • Balance: Perfect Guard damage reduction is now 66 %, up from 50 %
  • Balance: Crystal Shield Perfect Guard damage reduction is now 80 %, up from 66 %
  • Balance: Card drop rate now slowly, slowly climbs if you've been extremely unlucky with a particular enemy
  • Balance: Season Mage projectiles now deal much more damage to enemies when reflected
Bug Fixes
  • Fixed a bug that made some pet types attempt grand escapes from Arcadia
  • Fixed a few bugs related to skipping the Sol-Gem and boulder cutscenes
  • A gold charge meteor hitting a burning target should no longer cancel the burn effect
  • Getting Cammy before Oldman in Arcadia should no longer block Oldman from spawning
  • Arcade Mode now remembers how much lumber you've bought between sessions and adjusts prices accordingly
  • Fixed a bug where activating the mimic while another player was by the door would lock that player out
  • A server talking to Quemi should no longer cause the dialogue to show up for the client as well
  • The Port Monnaie NPCs should now move around properly for clients
  • The 'I Got You Covered' talent now previews the effect increase properly when leveling it
  • Canceling a dodging strike with a weapon swap can no longer be used to create invincibility fields
  • Fixed a bug where Katarina could appear at two places at once. This is not Game of Thrones!
  • Fixed a bug that made uncharged Insect Swarm stronger than the bronze charge

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

Now we're going to monitor the stability for a week while working on the coming temple. When any new bugs have been squashed, we'll upload it all to Stable! After that it's full focus on the fourth dungeon!
Secrets of Grindea - Teddy | PixelFerrets


Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: 23-25

Summary

Don't invite Rick Astley because this update will totally desert you!

This is one of those real Frontline updates! All the sounds are either placeholder or missing, and some effects aren't final etc, but the functionality should be enough for testing!

Details

About Dragonbone Dunes

Finally there's some new Story Mode stuff, and it's the next area: Dragonbone Dunes (aka the desert)!

The role of the desert in terms of pacing is a bit different than how we did for Seasonne and Mt Bloom. The reason why is that Tai Ming itself was so very different from the other temples!

For one, Tai Ming was very NPC-heavy. This put us in a situation where players who leave Tai Ming might feel that the next part of the game seems like a ghost town in comparison. Since this is the final non-temple area in the game, and is supposed to be this bustling trade hub, we really didn't want that! In the end, we made over 60 NPCs for the desert and its port town.

Another thing we felt was that Tai Ming pushed the story forward into a place where another forced mini-dungeon (like the Toy Factory or Lurifix quest line in Mt Bloom) would be weird pacing wise. Still, if the desert just had a lot of NPCs but no gameplay content, that would be bad as well.

Because of this, we decided we'd shift the main/side content balance a bit for the desert, with a slightly more streamlined main quest (still with a couple of bosses), but more side content to do instead. This way, people who felt Tai Ming left them yearning for a more traditional gameplay/story pace can go through it relatively quickly to get to the next temple, and people who want to spend more time in the desert area can do so with the side quests and secrets!

That means this Frontline update is a bit unusual, as well. For the other areas, we first released only the main quest and no side content, but since the side content is a more integral part of the experience, we decided to add a portion of the side content to the Frontline patch!

Of course, since this is the first Frontline patch of the area, we're going to polish things up a bit and also add more stuff to do in coming updates, before shipping it all in one big lump to Stable.

Hope you all have a good time in Dragonbone Dunes!

Patch Notes

Hotfix 0.820c
  • Added some polish to NPC behaviors in Port Monnaie
  • The Cacute aggressive state now reverses if you leave them alone for a while
  • Perfect guarding the first tick of the Solem laser now interrupts the attack
  • Perfect guarded Cacute projectiles now move faster and deal significantly more damage to enemies
  • Fixed a number of multiplayer bugs in the desert
  • Bees no longer spawn en masse outside of bounds in Pillar Mountains

Hotfix 0.820b
  • Added some chat commands for desert reset: /desertreset (entire desert), /desertsidereset (all side quests), /desertmainreset (the main quest), /farmareset (only the Farmamera battle), /solgemreset (only Sol-Gem battle), /marino2reset (only Marino battle)
  • You can no longer stand next to Sol-Gem during its shockwave attack
  • You can no longer blink past the Marino cutscene trigger
  • Candy should now accept that you completed her objective in the museum quest and move on
  • The vegetable enemies should now keep spawning properly next to the farm after their quest has been finished

Additions
  • The desert and its storyline are now accessible
Changes
  • Balance: Chain Lightning's gold charge damage has been increased
  • Balance: Earth Spike's damage has been slightly decreased
  • Balance: Meteor's damage has been slightly increased on silver and gold
  • Balance: Enemies now build up stun resistance a short period after being stunned, preventing chain stunning
Bug Fixes
  • Fixed a skill-related underflow bug

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

As always we'll be fixing bugs, and then we'll add a bunch more side content to the desert (including some obvious stuff like giving the cards art and effects, elite enemies, fishing and content for the shops). After that we'll put it all on the Stable branch and sail away to the next temple!
Secrets of Grindea - Teddy | PixelFerrets


Patch Info

Recommended Level: Everyone's invited

About the Arcade Mode update

(Those of you who've already read the frontline news can scroll past this part!)

Until now only a small percentage of players got much enjoyment out of Arcade Mode. The mode was a cold, hard place with little of Story Mode's charm, but with all of the combat's brutality. Basically, we didn't feel like the game mode felt much like Grindea, and we wanted to change that, while also giving players who previously loved the mode more varied and interesting stuff to sink their teeth into.

We did several things to improve the general Arcade Mode experience, but the biggest by far is the complete revamp of the hub town, Arcadia. Before, your total score made some minor changes to the town and added a few NPCs with quests. Now, you earn gold by doing runs, which you can then spend on different buildings that all provide some useful or not-so-useful feature! Among the useful features, you'll now be able to practice against bosses you're having trouble with, make the mode easier (or harder) with treats and curses, train perfect guarding in the dojo, and getting potions to help you out.

We hope having this anchor will help people find purpose with the mode, and perhaps accidentally find meaning with becoming better at the game as well!

Aside for that we've made some pretty big changes inside the runs as well, like new Event Rooms that buff you or give you special treasure, and new NPCs that help you out in different ways.

Four new floors have also been added, ending the mode on floor 16 instead of floor 12 (featuring Mt Bloom and Tai Ming).

...but most importantly, you're now accompanied by your new best bud Trunk!

Regardless if you enjoyed the mode before or didn't care for it much, please do try the revamped version out! We hope with these changes we can capture the hearts of more players now than before!

The Future of Arcade Mode

We feel we now have a very solid foundation for Arcade Mode, which we can expand upon quite easily in small bursts by adding new NPCs, upgrades and quests bit by bit.

If you get good at the mode you're probably going to notice a shortage of quests that take place on the final floors; the idea here is that we're going to make some of the buildings upgradeable, and these upgrades unlock higher level quests (like adding a second floor to the tavern, for example). That's for another time, though!

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

It's (let's all say it together) finally time for me to start implementing the next part of the story, which takes place in a desert and a port town! I'll put the Stable build in its own dev fork and parallel to doing desert stuff I'll fix any serious issues that might've escaped the Frontline crowd.
Secrets of Grindea - Teddy | PixelFerrets


Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: Everyone's invited

Summary

This is one of those real Frontline updates! All the sounds are either placeholder or missing, and there are some placeholder graphics! The gameplay should hold up well, though (I hope!)

Why update Arcade Mode?! It took forever!

Yes, well, when we began this effort we naively thought it wouldn't take very long to fix Arcade Mode up, but, uh... onto the "why"!

Until now only a small percentage of players got much enjoyment out of Arcade Mode. The mode was a cold, hard place with little of Story Mode's charm, but with all of the combat's brutality. Basically, we didn't feel like the game mode felt much like Grindea, and we wanted to change that, while also giving players who previously loved the mode more varied and interesting stuff to sink their teeth into.

We did several things to improve the general Arcade Mode experience, but the biggest by far is the complete revamp of the hub town, Arcadia. Before, your total score made some minor changes to the town and added a few NPCs with quests. Now, you earn gold by doing runs, which you can then spend on different buildings that all provide some useful or not-so-useful feature! Among the useful features, you'll now be able to practice against bosses you're having trouble with, make the mode easier (or harder) with treats and curses, train perfect guarding in the dojo, and getting potions to help you out.

We hope having this anchor will help people find purpose with the mode, and perhaps accidentally find meaning with becoming better at the game as well!

Aside for that we've made some pretty big changes inside the runs as well, like new Event Rooms that buff you or give you special treasure, and new NPCs that help you out in different ways.

Four new floors have also been added, ending the mode on floor 16 instead of floor 12 (featuring Mt Bloom and Tai Ming).

...but most importantly, you're now accompanied by your new best bud Trunk!

Regardless if you enjoyed the mode before or didn't care for it much, please do try the revamped version out! We hope with these changes we can capture the hearts of more players now than before!

What's left before Arcadia 2.0 comes to Stable?

We want to add a few more quests related to some buildings, and also add achievements for the higher floors... and of course fix all the bottles of bugs you guys are probably going to hand us!

Ok, ok, I get it, but... what about the story?

Arcade Mode has mostly been super intensive on the code side, with all the new features and floors that have been added. This means that while I've been stuck on this update during all this time, Fred and Vilya have made good progress on the art for the story! In fact, most of the areas and NPCs we need for the next segment have already been made, which hopefully means that when Arcade Mode is ready for Stable, I can start implementing the desert storyline right away.

Basically, if it weren't for Arcade Mode I would've been in a severe graphics bottleneck for a long time!


Patch Notes


Fixes for 0.780l (May 8)
  • Added a new late game two handed weapon to Arcade Mode: the Spiked Club (will be aquirable in Story Mode later)
  • Changed how Arcade Mode shops select items to sell to allow for greater variety
  • Skipping Story Mode quests completed in multiplayer games now actually works
  • The Arcade Mode Toy Machine should now spawn its first wave of presents correctly on clients
  • The Squire's Sword no longer takes the place of the Steel Sword in the Arcade Mode Loot Pool
  • Buff Shrines should no longer flip out completely for clients

Fixes for 0.780k (May 7)
  • While using Berserker, buff stacks now decay gradually instead of being lost all at once
  • While using Berserker, perfect guarding now stops the buff stack decay for a while
  • Teddy and Freddy should no longer get stuck on some patterns in the Black Ferrets fight
  • Unequipping the Big Quiver perk now reduces the arrows in your quiver to the correct amount
  • The 'Kill In Order' challenge in Mt Bloom should no longer occasionally spawn shrooms out of bounds
  • Spinsect spawning in the Temple of Seasons due to the Big Brother curse in Arcade Mode should now keep to the walkable areas
  • Hopefully fixed the bug where using the time crystal in multiplayer sometimes spawned players as ghosts
  • The Giant Thorn Worm should now have its HP correctly adjusted in multiplayer

Fixes for 0.780j (May 4)
  • Fixed a replay bug! What a day!
  • Unlocking Candy in multiplayer should now work for everybody
  • Clients should now be able to use Gift Boxes in Arcade Mode
  • When fighting GUN-D4M, clients should now be able to see punches directed at Frosty Friend
  • Clients should now be able to see the first snowstorms in the Seasonne snowstorm challenge
  • The Black Ferrets fight should no longer desync on certain throw patterns in multiplayer
  • Vilya should now always display her pattern bubble before a throw, even on clients

Fixes for 0.780i (May 3)
  • Fixed even more replay bugs!!
  • When using gamepad the character should no longer pull up the shield after dialogues
  • The game should no longer accuse you of cheating just because you used a time crystal
  • Clients should now be able to catch pets in Arcade Mode
  • Bishop's nightmare runs should now work properly in multiplayer
  • The Clock Tower should now work properly in multiplayer
  • Using end run in multiplayer no longer allows players to keep their summons
  • The client should no longer lose furniture and gain taming items after an Arcade Mode run
  • Using the arrow potion in multiplayer should now grant the arrows to the person using it

Fixes for 0.780g (May 1)
  • Increased the par time in Arcade rooms with ice winds
  • Solo hydras in Arcade Mode will now stay on the ground much longer if they are the last enemy in the room
  • Hydras on Hard Mode now stay on the ground longer after being knocked down
  • Fixed a gazillion more replay bugs, hopefully most are fixed now (note: this doesn't repair old replays)
  • The small Lood Chests no longer absorb arrows mid fight
  • Fixed a few continuity bugs related to Remedi's alchemy quests

Fixes for 0.780f (April 27)
  • Reduced the amount of tornadoes spawned by Autumn on Hard
  • Dying at the same time as a boss in Arcade Mode will no longer result in a full health revive
  • Pressing left at the first visible boss in the Arcadia Arena no longer crashes the game
  • Using certain potions right before zoning no longer leaves a permanent color tint on the character
  • Fixed a gazillion Cinema bugs (some still remain and will be fixed in a later patch)

Fixes for 0.780f (April 24)
  • Typing /neversubmit in chat will disable the 'Upload to Steam?' query after a run
  • Typing /toggletrunk in chat will let you enable/disable Trunk's speech bubbles
  • Pressing the menu button (ESC/Start) when a quick equip notice is visible now closes it without going into the menu
  • The bottom barricade bushes in forest areas have been lowered so they don't obstruct the playfield as much
  • The Grindea Chests now contains a Health Potion instead of a Health Orb if your HP is at maximum
  • Reducing the number of roaming pets to 0 no longer removes the Manage button from the farm menu
  • The option to expand the farm is now based on the total amount of pets owned, not the amount in town
  • Consumable Health Potions should now get auto-equipped regardless of how it was received, and no longer get equipped in multiple slots
  • The furniture Phase Shift plates should now work properly in Arcadia
  • The furniture Season Orbs should now work properly in Arcadia
  • Game should no longer crash if inspecting an egg spot in certain circumstances
  • The Shadier Merchant should now take the correct amount of health even when using HP modifiers
  • You can no longer enter the menu while doing Dojo Challenges

Fixes for 0.780e (April 23)
  • The Mimic should no longer crash the game when facing it in the Arcadia Arena
  • Trying to download more replay entries no longer crashes the game
  • The Shadier Merchant should no longer try to sell you a time crystal if you already have one
  • The Time Crystal now properly re-apply card bonuses after being activated
  • Card bonuses are now activated at the same time across clients/server, avoiding some extreme edge case bugs
  • Reaching Biline's event rooms when Vavani has fled no longer crashes the game
  • Beating a Dojo challenge and then quitting another no longer adds a temporary participation medal on the failed challenge
  • You can no longer change the difficulty to Normal while the A Little Harder curse is active (haha...)
  • Spam-talking to Master Ji after accepting one of his dojo challenges no longer starts multiple challenges at once
  • Buffed the HP of a couple more Arcade Mode bosses, especially on Hard
  • Changed the S-rank time for some of the bosses previously buffed
  • Trunk no longer calls Arcade Mode a 'Trail of the Goddess' to avoid insinuating that Faita went to Arcadia

Fixes for 0.780d (April 18)
  • The EP-potion now has longer recharge time in Arcade Mode
  • A few bosses have gotten buffs HP-wise in Arcade Mode
  • Chain Lightning has gotten a slight nerf to its MATK-scaling
  • Using the Guaranteed Elite curse in Arcade Mode no longer infinite loads if there are no elite-able enemies in a room
  • Reflecting the shockwaves in a mimic challenge room no longer crashes the game
  • After defeating Black Ferrets 2 in Arcade Mode, you can now go back south again
  • Accepting a cloning bet in Tai Ming does no longer create immortal statues
  • Eggs now take the intended amount of time to hatch (previously only two minutes)
  • If a Frosty Friend dies or is damaged before a Time Crystal gets used, it will now heal back
  • If a character is supposed to own the chicken pet but doesn't, that issue should auto-fix now

Hotfixes for 0.780c
  • Hotchange: The Shadier Merchant price for HP Pots now scales with more sanity
  • Hotfix: The game no longer crashes when perfect guarding red projectiles in a challenge room
  • Hotfix: Clients can now open and receive the reward of the Grindea Chest event rooms
  • Hotfix: Finishing Chix chicken quest in Mt Bloom no longer crashes the game
  • Hotfix: The store discount treat no longer work while in the Arcadia town
  • Hotfix: The Arcade Mode Queen Bee fight no longer spawns adds that give exp
  • Hotfix: Buying stuff so that your Essence reach 0 no longer locks you out of managing perks
  • Hotfix: You can no longer press Escape to get out of the taming item selection and lose your invested gold
  • Hotfix: Fixed a number of bugs related to pets in Arcade Mode multiplayer
  • Hotfix: Using a Time Crystal should now work in multiplayer as well
  • Hotfix: Connecting to someone in Arcadia now sets the score multiplier correctly
  • Hotfix: Game should no longer crash randomly when arriving at floor 17
  • Hotfix: Time Crystals no longer reset used pet items
  • Hotfix: Watching replays and fighting in the arena no longer creates taming items
  • Hotfix: The score multiplier is now set correctly in replays

Additions
  • Arcade Mode: It's a bit of a bunch of a lot of new stuff
  • Translations: Challenge descriptions (like 'Herd The Chickens') can now be translated
  • Translations: Grade type names (Clear Time, Damage Taken, etc) can now be translated
Changes
  • Balance: Shielding Rabbys now creates a small delay between their attacks
  • Balance: Frosty Friend can now only aggro multiple enemies at once when in Gold Charge
  • Balance: Elite Boars have been tuned down slightly. Just slightly.
  • Balance: Boss multiplayer scaling in Arcade Mode is a bit less brutal
  • Gameplay: The bow can now be cancelled into from attacks
  • Arcade Mode: The game will now remember what name you chose last time you played
  • Arcade Mode: Enemies spawning as elites now increase the time limit for S rank more than before
Bug Fixes
  • Multiplayer: Clients should no longer be able to be left behind when fighting the Mimic
  • Crash: Fixed a bug where Marino could sometimes get damaged by the player during the chase scene, crashing the game
  • Oops: Freeze duration reductions between elites and bosses were flipped! Now bosses are more resistant than elites
  • Multiplayer: Halloweeds won't use their root spell anymore if there's only one player alive
  • QOL: Reflected Wisp projectiles should now hit their previous owners (or some other enemy) more reliably
  • Oops: Fixed a bug where sometimes you turned into a static phase shift ball when battling GUN-D4M

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

We'll fix any issues that come up on Frontline and tweak stuff according to feedback, we'll add achievements and their rewards, and we'll add a few quests. When that is done, and we've gotten all the new sounds from our sound dude, the whole shebang will go off to Stable!
Secrets of Grindea - Teddy | PixelFerrets


Patch Info

Recommended Level: everyone's invited - these improvements affect all stages of the game!

Summary

This patch brings all the new reworks, balancing and Utility skills to Stable! For Frontline players, there's nothing new to see - this is basically 0.729c

Details

The following patches have been brought to Stable:

(If you want to know more about something, click the patch name to see the relevant patch notes!)

Utility Skills - Support players can be a bit more supportey, and solo players can vary their builds more!

Rebalance Patch - Overhauled every single skill in the game, reworked some, and introduced magic weapon projectiles

Talent/Bow Patch - Introduced 21 new talents and added upgrades and charging for the bow

Potion Patch - A potion rework involving recharging flasks and a ton of new potions

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

The current list of non-story content:
  • Player Housing Done!
  • Skipping quests completed in multiplayer Done!
  • Support Skills Done!
  • Skill Balancing Done!
  • Potion Changes Done!
  • Arcade Mode Updates <-- Finally time for this one!

What's in store for Arcade Mode?

First off, we'll add Mt Bloom and Tai Ming, resulting in four new floors for people to die on!

Then we're going to rework Arcadia to be much larger and have more stuff to build. We're also going to let the player choose how to expand Arcadia instead of having it tied to total score! We'll be introducing a new currency, gold, which will exist alongside Essence. Players will use gold (which is more forgiving to obtain) for expanding the town, while essence is used as payment in some of the places built. We wanted to separate these two things to avoid players having to deal with the headache of choosing between expanding the town and, say, purchasing a new perk!

Arcadia will become roughly three times as large and feature both silly and useful things to build. Among the new buildings are:

Dojo - Train versus enemies and complete Perfect Guard challenges to earn rewards
Arena - Train against bosses you're having trouble with
Aquarium - Look at fishes you've caught!
Bank - Convert gold to essence and back
Cinema - Watch replays of your previous runs!
Player House - Your own house to decorate, like in Story Mode
Alchemist Shop - Equip potions for your run
Candy and Muffin's Shops - Make the next run harder or easier in exchange for getting more or less score
Clock Tower - Change the time of day in Arcadia (the best building)

Last but not least (well, it's probably the least to be honest) we'll add a bunch of new kinds of event rooms to the mode itself!

Cool, but what of the story??

When the Arcade Mode updates are done, we'll finally be able to go back to working on the continuation of the Story Mode adventure!
Secrets of Grindea - Teddy | PixelFerrets


Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: Everyone's invited

Summary

Potion system rework, with a new quest and lots of new potions!

Patch Description

Potions: Old vs New System

Before, you would stack up on the potion of your choice, equip it on a quickslot, and then just spam it for what amounted to a permanent buff with close to zero effort from the player. It just wasn't a very interesting system!

With the new system, you can gain up to three magical flasks, and you can assign a potion type to each of them. When you drink one of the potions, the flask will begin to recharge, with a much increased rate as long as you're dealing damage. Only one of the flasks can recharge at the same time, so you'll have to consider that when drinking multiple potions in a row!

Which brings us to another big change: unlike before, you can now combo multiple potion buffs to create great spikes in power, but since only one potion can refill at the same time, such combos can not be used frequently!

We feel this new system gives the player a wider variety of interesting choices and trade-offs. Do you drink the always useful but fairly weak Health Potion, which takes a long time to regenerate, or do you favor aggressive potions, which refill quickly and can help you get rid of dangerous enemies?

Since these potions haven't been tested yet (except by us), we fully expect to need to fine tune some stats and durations, but even as they are we hope they will provide some interesting gameplay!

Old Potions become Pet Food

Most players didn't bother much with drinking the old potions (despite them actually being quite useful). A more popular use case was to just pour them all into your pets! Since this seems to have been an appreciated use case for the more grind-minded players, we've decided to let Oak (the guy who owns the farm in Evergrind Fields: West) follow his dream of opening up a Pet Food Shop!

So, all the existing potions in your inventories will turn into pet food, and if you've caught both the Slime and the Rabby, you'll be able to buy more pet food from Oak on his farm!

Patch Notes

Additions
  • The Potion system has been reworked - visit Remedi in Evergrind City to try it out!
  • A new NPC has come to town, and he has a potion related quest to give
  • Oak, the farmer, now has a pet food store where he sells pet food
Changes
  • Talent: Fine Taste now increases potion effect rather than potion duration
  • Quest: The story and reward surrounding Remedi's first quest has been altered - redo the quest for the new reward
  • Arcade: Upon entering a new room, players do not have collision against each other for one second
  • Pet Food: The feeding value of fish has been increased, and changed to better reflect fish rarity
  • Pet Food: A lot more of enemy drops can now be used as pet food
Bug Fixes
  • Gameplay: Dying in Arcade challenge rooms and waiting for the time to run out no longer fake-resurrects players
  • Quest: You can now turn in the Cooking Witch Candy-quest even if you found the last ingredient in the same zone as her
  • Housing: Adding and deleting new rooms should now work as intended for visitors in multiplayer

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

We'll fix any issues that come up on Frontline, and if it seems stable enough we'll finally patch Stable, which will get months worth of game improvements at once! After that, we're onto our final stop before going back to working on the story full time: updating Arcade Mode.

The current list of non-story content:
  • Player Housing Done!
  • Skipping quests completed in multiplayer Done!
  • Support Skills Done!
  • Skill Balancing Done!
  • Potion Changes Done!
  • Arcade Mode Updates <-- Finally time for this one!

...and when that list is completed, it's back to focusing on the story!
Secrets of Grindea - Teddy | PixelFerrets


Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: Everyone's invited

Summary

21 new talents (11 general, 5 magic, 5 melee)

Also, the bow has been changed up quite a bit! Still a secondary weapon, but now with a bit more potential.

Patch Description

Talents

The General category has received 11 new talents (one of which is disabled until next patch), and the Magic and Melee categories have received 5 new talents each! Hopefully this will provide some more interesting combinations, as well as help with certain existing play styles.

The Bow

The Bow, the black sheep of the game, is now more like the grey sheep it was intended to be! Still a definite secondary weapon, but unlike before it can now actually complement various builds quite well (if upgraded).

Before, the bow was actually pretty decent right where you got it, but quickly became nearly useless despite scaling (poorly) with player level.

Now it can be upgraded up to three times. The first upgrade is unlocked straight away, but is most likely acquired after Flying Fortress for cost reasons. The second unlocks post Temple of Seasons, and the last one unlocks after Tai Ming!

The bow can also be charged up to deal more damage. With the standard bow, the uncharged damage is a little bit less now than it was before, while a charged shot deals more. At Upgrade 3, the bow can be charged even further, piercing through multiple enemies.

Patch Notes

Additions
  • 21 new talents have been added (11 general, 5 magic, 5 melee)
  • The Utility skills have recieved their real sound effects
  • You can now upgrade the bow once per cleared temple (up to 3 times currently)
Changes
  • Skill: Buffs can now be cast on multiple allies while holding down the spell button
  • Skill: Taunt can now be canceled quicker after being cast
  • Skill: Taunt can now be canceled quicker after being cast
  • Skill: Barrier's duration has been increased
  • Bow: The bow can now be charged to deal a bit more damage
  • Bow: The default quiver size has been reduce slightly
  • Bow: The chance of finding arrows has been increased
  • Bow: Leveling up now grants full arrows (outside of Arcade Mode)
  • Bow: You can now turn around while charging the bow
  • Enemy: Boars and Scarecrows have received a slight increase in HP
  • Enemy: Elite Echoes of Madness must now do at least one normal attack between its special attack
Bug Fixes
  • Gameplay: Speed buffs no longer stack on clients if cast just before a cutscene
  • Gameplay: EP Regen no longer increases the rate at which EP is drained in Berserker Style
  • Housing: Shrinking a wall from the right no longer erases reshaped lower walls
  • Visual: The Spirit Potion icon is now back

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

When writing the previous "what's next" I totally forgot about the potion rework! We're going to replace it with a potion belt, where you can equip a few unique potions, and have them recharge by fighting instead of just buying a bazillion pots and have a basically infinite duration after that!

We'll turn any current pots you might own into something you can feed your pets with (and maybe make that item purchasable somewhere else).

Compared to the other changes we've made, this one should be pretty straightforward! After that, Stable will get the support spells, new talents, rebalance, bow and potion reworks all at once. Then it's really time for the last stop before the story continues: Arcade Mode updates.

The current list of non-story content:
  • Player Housing Done!
  • Skipping quests completed in multiplayer Done!
  • Support Skills Done!
  • Skill Balancing Done!
  • Potion Changes <-- Oh, right, that one
  • Arcade Mode Updates
Secrets of Grindea - Teddy | PixelFerrets


Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: Everyone's invited

Summary

A complete rebalance of all melee and magic skills in the game, along with various other balancing changes!

This is one of those real Frontline updates! All the sounds are either placeholder or missing, and some effects aren't final etc, but the functionality should be enough for testing!

Patch Description

Intro

So, as many of you know, the skills in the game have been very unbalanced. Most magic has been outright bad and normal attacks has been way too good (which in turn made Shadow Clone extremely good). Players maining, say, Chain Lightning would find a much tougher experience than someone who chose Heroic Slam or Flamethrower.

Needless to say, that's not ideal, and for a long while we've wanted to rebalance everything completely, but only recently did we reach a point where we had the two things we needed before a proper rebalance could happen: a place to test the gold charges (Tai Ming), and the support skills replaced (the Utility skill page).

So with this update, the game has changed significantly for almost every build. For the most part we've decided to juice up all the bad skills instead of nerfing the good ones, with the exception of Shadow Clone, which was just silly!

This means that for most builds the game just got noticeably easier, but lovers of difficulty probably don't need to worry: Hydras & Friends will still eat newbies like salmon sushi - it's just that all builds now have a fighting chance (if used wisely).

Anyways, let's get into the details of what's been happening this past month:

Wand Projectiles

Both 1H and 2H magic weapons now creates a projectile when swung! 1H Weapons will create a small, fast projectile that explodes on impact. 2H Weapons will create a wider projectile that goes through enemies.

This change was added to let magic users do something with their lives while waiting for EP (apart from using Focus). It also lets magic users finish off low health targets without breaking their long range play style by having to go Rocky Balboa on their enemies all of a sudden.

Attack/Cast Speed now affect skill animations

Probably the most radical change. All skills and spells now have a component that scales with ASPD or CSPD. For the melee skills, it's usually pretty straightforward by having the attack animation sped up. All sub-parts of the spell also gets sped up, like the Spirit Slash shadows coming out faster. For magic spells, the cast animations are faster, meteors have a reduced delay, fireballs travel faster, etc.

Some things, like summons, do not scale 1:1 with CSPD, but it will still affect them.

Of course, just like before ASPD and CSPD will decrease the time it takes to charge the spell as well!

One Handed Basic Attack Nerf

The one handed basic attacks have had their damage reduced by a whopping 30 % - before they used to be so strong that using skills actually decreased your DPS in some cases, which was not a great place to be. Shadow Clone builds could easily get to a point where only mashing the attack button while tanking damage could beat almost all bosses, even with moderate farm levels.

As it is now, basic attacks are still strong for when you're out of EP, but using skills are always a good idea. Shadow Clone builds are still viable, but now you need to put in the work to use it smartly!

EP Regen

Before, EP Regen didn't kick in until a full second after casting a spell. This was silly, and now it will kick in almost immediately, which makes it more straightforward to predict.

QoL Changes

A couple of often requested quality of life changes have been made.

Firstly, getting to a boss will now refill your HP and EP, so you're always ready for a fair battle. This might be extended to some of the regular enemy gauntlets as well, but right now those work like before!

Second, if you have a persistent spell (summon, shadow clone, etc) active when you die, the spell will now be recast automatically when you get revived.

Significant Reworks

While every single spell has been changed in some way, two spells have been changed in a more extravagant fashion! Oh, and Freeze.

Smash!: When charging up the smash, you will now be able to summon one or more smash balls. The smash balls persists for three hits, powering up with each one. The final hit will explode and deal AoE damage upon hitting a wall or a large enemy!

Throw: You can now call back your weapon on all charge levels, although it's only Gold Charge that deals damage on its way back. Importantly, you can still pick your weapon up, and doing so will refund a portion of the EP cost and also deal additional AoE damage!

Freeze/Chill: You can now Freeze and Chill bosses! Bosses are frozen for a shorter duration than regular enemies. Frozen enemies will break after up to three hits, and those three hits have a bonus crit chance of 50 %.

Changes Sorted by Skill

I thought about just adding these in the patch notes, but this is probably easier to read. So let's get on with it!

One Handed

Piercing Dash: Damage up on all charges, gold charge now moves slower to allow for a mortal human to cancel it into attacks or other skills.

Blade Flurry: Damage up on all charges, and the animations on the higher levels have been tightened to dish the damage out much faster. Also slightly increased range.

Spirit Slash: EP cost down for silver and gold, damage up on silver and gold, extra damage up for the gold charge non-finisher shadows

Dodging Strike: On a perfect dodge the dash will automatically extend if it can't reach its target, damage has been increased on all levels, stun duration has been increased, and the gold charge debuff is now a proper Reaper's Blade instead of a flat damage increase

Shadow Clone: Shadow Clone itself has not been nerfed, but due to the changes to basic attacks its damage output is much lower.

Two Handed

Heroic Slam: Damage slightly down on gold charge

Whirlslash: Damage up on all levels, EP cost up, level 1 slash has a slightly longer delay before it can be canceled

Throw: Can now be called back on all levels, can be picked up for an additional attack and partial EP refund, damage up on all levels, damage between throw and explosion can no longer be combined, faster charge time

Smash!: Smash balls can now be summoned to be used for ammo instead of enemies (always useful, but on bosses especially), damage up, charge time down

Berserker Style: Since skills now scale with ASPD, it plays very differently to begin with. Damage bonus increased on all levels, damage received increased on all levels, maximum attack speed gained has been lowered on all levels, EP decay is slower, EP decay is slowed down for a while after landing an attack or skill, EP decay is slowed down while charging a skill, EP recovery per hit has been lowered on higher levels

Fire Magic

Fireball: Damage up on all levels, and most importantly... new graphics!

Meteor: Damage up on all levels, EP cost down on gold charge

Flamethrower: Movement during silver charge slower, ep cost up on high levels, duration down, dps up, knockback removed, startup is faster, can withstand one weak hit without breaking (yes, looked like we buffed it, we thrive in chaos)

Ice Magic

Ice Spikes: Can now freeze! Damage up on all levels, ep cost down

Ice Nova: EP cost up, greater chance to freeze, damage up

Frosty Friend: Damage up on all levels, HP down on all levels, now has a maximum amount of targets that will be drawn towards it (1 on the tiny version, 2 on the medium and large version)

Earth Magic

Earth Spike: Reduced charge time, damage up, easier to land knockups, EP cost down for silver and gold

Summon Plant: Melee plants have increased range and damage, ranged plants have reduced range, plants will have a longer duration if not hitting stuff, but shorter if hitting stuff, the boss plant's two permanent minions are now weaker, moving the boss plant now costs a little bit of EP

Insect Swarm: Damage is dealt faster, damage slightly increased

Wind Magic

Chain Lightning: Damage increased on all levels, EP cost up, if nothing is in range no EP is lost, will now primarily damage whatever enemy the player is facing, damage is now more focused to one target, range up on higher levels

Cloud: Damage up on all levels - especially gold, damage per hit down but responsiveness and attack speed is increased

Static Touch: Damage up on all levels, no longer stuns, EP cost up, casting it now summons max cubes, cubes now disappear when zoning or entering a cutscene, you no longer lose cubes from getting hit, cubes trigger quicker on silver charge

Utility

Focus: Now scales with EP Regen - basically if you have no ep regen in your kit, it will be less effective, and if you have some EP Regen it will be more effective. The 'Focused' buff now reduces the cost of the next spell by 50 % instead of making it free.

Barrier: Barrier hits now grant a short hit immunity, if a barrier breaks the stun and knockback of the attack will now affect the player regularly, damage numbers are purple now to differentiate it from shield blocked attacks, in Arcade Mode a broken barrier means no more barrier that room, and it will also count against your score


Other Patch Notes

Hotfix 2017-09-12
  • Balance: The EP cost of Empower and Fortify has been lowered to 30
  • Balance: Most spells have had their bronze charge made stronger to better reflect the added cost and charge time
  • Bugfix: Getting hit while trying to retrieve a thrown weapon no longer makes the weapon unretrievable
  • Bugfix: The Mimic's hourglass slow no longer condemns clients to an eternity in slowland
  • Bugfix: Dying during a boss battle and then getting revived by a cutscene no longer gives a permanent MaxEP boost
  • Bugfix: Certain miss timings in Robin's arrow game should no longer give negative combo values in multiplayer
  • Bugfix: Freezing an enemy by perfect guarding with the Winter's Guard shield now uses the correct Freeze code
  • Bugfix: You can once again turn off shadow clone, berserk and the cloud as a client!
  • Bugfix: Freezing the Mimic before it wakes up no longer turns him into Briar Rose
  • Bugfix: Fortify now actually works
  • Bugfix: Piercing Dashing into a new zone as client no longer gives a supersonic speed boost
  • Bugfix: (Housing) Placing a candle on a table, moving said table, then canceling a move of only the candle no longer crashes the game
  • Bugfix: Dying in with a summon active no longer blocks resummoing it the next run
  • Bugfix: Clients no longer seem to lose HP from a broken barrier
  • Bugfix: Hovering over Angel's Thirst when it's equipped now shows the correct ATK within the parentheses
  • Bugfix: Holding up pet taming items should now display properly on clients


Additions
  • Command: You can now type /repet in the chat to reset the stats of your current pet
Changes
  • Network: A lot of skills and spells should now feel more responsive as a client with high ping
  • Gameplay: Giga Slime now has a minimum cooldown on the saw attack
  • Gameplay: Monkeys no longer become invincible and run away during long combos
  • Gameplay: All spells should now be able to crit (if they can't it's a bug)
  • Housing: You can now buy more candles from Carpenter
  • Misc: The Apprentice's Rod has been replaced by the 2H magic weapon Apprentice's Staff, and the Rod will become Magician's Rod, replacing Ruby Rod
  • Misc: The cost for refunding has been significantly reduced, and is now based on main story progress, not character level
  • Misc: Dying against Marino now spawns you right outside the gate
  • Misc: Stasis now freezes the countdown on Reaper's Blade
  • Misc: When a buff expires due to zoning, the player will now be notified of this
  • Misc: Damage done to a Barrier now has a different color, to distinguish it from shield blocking
Bug Fixes
  • Network: Fixed an issue where the game compensated for lag a bit too much if the connection was good
  • Fixed a bug where you could blink past Teddy and Freddy without fighting them
  • Fixed a bug where you could blink past the cutscene outside Flying Fortress
  • Fixed a bug causing Berserker Mode to continue stacking permanent ASPD for clients
  • The pet taming minigame now respects rebinds on controllers for the Attack and Shield presses
  • Fixed some issues with Blink going through supposedly-path-blocking NPCs
  • Barrier damage now counts against your Arcade Mode score, and damaging it fails 'Don't Get Hit'-challenges
  • Perfect blocking with Barrier no longer applies the equipped shield's special effect
  • A Barrier perfect block only negates the first hit - following hits can break the barrier
  • Gold Charge Piercing Dash no longer goes through the Inner Shrine Gate of Tai Ming
  • Made some changes on how server and client communicate skill charges that will hopefully fix som desync issues
  • Phase Shifting while charging skills no longer leave the charge effects around
  • The mirror puzzle in the Flying Fortress no longer needs all players to reset it, preventing locking out friends
  • Monkeys now break out of their ice prison if panicked while frozen
  • Fixed a crash that happened if a Barrier was broken twice the same frame
  • Fixed a bug where the server would sometimes ignore basic attacks if the client spammed the button with great fervor and intensity
  • Reaper's Blade no longer automatically fills up when battling against The Cursed Priestess
  • Fixed a bug where blink would cause the camera to 'snap' to the target location after doing the Mt Bloom Phase Shift segment
  • Perfect dodging poison clouds no longer crashes the game (nor does it trigger a perfect dodge)
  • Fixed a bug where playing with Frosty Friend for a long time would cause ever increasing performance slowdown

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

Apart from further balancing (this will be a continuous process), we're going to add 5-10 talents to each of the talent categories (so 15-30 total). When those are in the game, the utility skills, rebalancing and the new talents will be uploaded to Stable and we can get on with the next task!

The current list of non-story content:
  • Player Housing Done!
  • Support Skills Done!
  • Skill Balancing <- Nearly done
  • Arcade Mode Updates
  • Skipping quests completed in multiplayer Done!
  • ...and other stuff!
Secrets of Grindea - Teddy | PixelFerrets


Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: Everyone's invited

Summary

Support Utility Skills yo!

This is one of those real Frontline updates! All the sounds are either placeholder or missing, and some effects aren't final etc, but the functionality should be enough for testing!

Details

The Utility Skill prototypes have arrived! There are nine of them: three defensive, three offensive and three regular ol' buffs!

The utility skills differ a bit from regular skills in two ways: first off, they have no charge levels, meaning they will cast at full power with a tap of the button. Second, they only need three skill points to reach max level. We did this to make each level a bit more worthwhile, since unlocking charge levels is no longer the main goal with leveling. Also, it makes it so it's a bit more viable to skill for full support playstyles. It makes the support skills a bit less of a "silver point dump", but we're considering other mechanics for that instead!

Our hopes with these skills are not only to allow for people to go for supporting playstyles (buffing friends, debuffing enemies, crowd control, etc) but also to add more options for tweaking play styles in single player.

Now we'd love to hear your feedback on all sorts of things! Please share both if you dislike something, or if you enjoy a skill! Is the skill satisfying to use? Is it nice visually? Is it confusing? Does it seem too weak or too powerful?

For us to be able to evaluate the feedback properly, remember to add the circumstances when you played! Such as if you played alone or with friends, where you were fighting and if you were under- or overleveled compared to the enemies!

Something to note: This patch does not include some of the Utility-related talents we've planned. These include talents that heavily reduces EP cost when casting many buffs in a row, for example, and they will primarily make it more viable to play a full support. Right now managing EP for such play styles is a bit too tough!

Patch Notes

Additions
  • The real Utility Spell Page has been added! (formerly known as 'Support')
  • Most importantly, you can now do a new emote by typing /annoyed
Changes
  • The Haste and Protect spells have been removed (if you've put points in them, they've been refunded)
  • If Marino runs through a player during the chase sequence, the player will get shoved away instead of just run through
  • Santa Fae now counts as a safe zone and entering it refills HP and arrows
Bug Fixes
  • Naniva's introduction banter with Bag is back after disappearing a few patches back
  • Quinton no longer keeps his quest update icon if you don't talk to him when returning with Amalet
  • Tai Ming's second zone's farming spot now properly counts statues as active enemies when deciding whether to add more respawns
  • When defeating Freddy and Teddy on the bridge, the fist one defeated no longer 'bonus twirl' when the other faints
  • Housing: You can no longer confuse the Carpenter to give you a couple of billion lumber and some pocket money to go with it
  • Housing: Entering and exiting the housing menu quickly while moving Miki's ball no longer create multiple copies of her

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

We'll see what we'll do with the Utility spells based on all of your feedback! I imagine we'll be tinkering some with effects and numbers based on what comes up during testing. Whenever the spells are ready, we'll move on to the giant balance overhaul (called "Skill Balancing" in the list below)!

The current list of non-story content:
  • Player Housing Done!
  • Support Skills (< Here we are!)
  • Skill Balancing
  • Arcade Mode Updates
  • Skipping quests completed in multiplayer Done!
  • ...and other stuff!
...

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