Recommended Level: 18-20 for the intended experience
Summary
Well, this took longer than we had anticipated (something completely unheard of in game development)! The first part of Tai Ming is here, and the "dungeon" concept introduction and some of its enemies can now be experienced.
Details
Uploading this patch is a mixed bag of feelings, because I do feel it's quality content, but holy heck did it take a long time to deliver on. This was partly due to the roughly 2-3 weeks of personal disasters in May, but mostly it's just because this temple is so work intensive we would've been executed on the spot if we pitched it to a publisher.
I'd say there's roughly 30-40 minutes of content there, if you play the game like a normal person (dying once or twice, watching the cutscenes but not talking to everybody). If you enjoy the combat, you can probably get a lot more by replaying the area on Hard and fighting in the garden. The enemy compositions haven't been this brutal since Pumpkin Woods!
We're very interested in hearing what you think of the "temple" and its enemies/inhabitants so far!
Speaking of opinions, we'll gladly take your feedback on the patch right here in the thread! If you want to provide feedback for enemy encounters etc, please provide your character level and primary skills used!
/taimingreset will reset the entire zone except for the non-story related chests.
NOTE: In classical Frontline fashion (as the old timers know), when new stuff have just been added they are without their correct sound effects! Right now most stuff have placeholder sounds, or no sounds at all. We'll add these as we receive them from the sound crew! In other words, if you want to play Secrets of Grindea in its most pristine form, stay on the Stable update branch!
Also note: There are several items that will be craftable with the items dropped by the enemies, however, the recipes aren't in the game yet! Stay tuned.
Here are the tiny, tiny patch notes:
Additions
The first part of Tai Ming is now available!
It should now be possible to use Turkish special chars in translations
Changes
Shadow clone's shadows no longer cuts through environment (boxes, bushes, etc)
Bug Fixes
Fixed a common out of bounds bug in Mount Bloom
Shadow Clone particles no longer appear if the player is invisible
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 keep working on the second area of the temple (it will be divided into three parts, each with its own boss battle), and update the game as soon as it's ready! I hope we'll be able to bring it to you quicker this time around, since many of the systems and enemies are in place, but in this business you never know what curve balls are waiting around the corner.
Recommended Level: 18-20 for the intended experience
Summary
Well, this took longer than we had anticipated (something completely unheard of in game development)! The first part of Tai Ming is here, and the "dungeon" concept introduction and some of its enemies can now be experienced.
Details
Uploading this patch is a mixed bag of feelings, because I do feel it's quality content, but holy heck did it take a long time to deliver on. This was partly due to the roughly 2-3 weeks of personal disasters in May, but mostly it's just because this temple is so work intensive we would've been executed on the spot if we pitched it to a publisher.
I'd say there's roughly 30-40 minutes of content there, if you play the game like a normal person (dying once or twice, watching the cutscenes but not talking to everybody). If you enjoy the combat, you can probably get a lot more by replaying the area on Hard and fighting in the garden. The enemy compositions haven't been this brutal since Pumpkin Woods!
We're very interested in hearing what you think of the "temple" and its enemies/inhabitants so far!
Speaking of opinions, we'll gladly take your feedback on the patch right here in the thread! If you want to provide feedback for enemy encounters etc, please provide your character level and primary skills used!
/taimingreset will reset the entire zone except for the non-story related chests.
NOTE: In classical Frontline fashion (as the old timers know), when new stuff have just been added they are without their correct sound effects! Right now most stuff have placeholder sounds, or no sounds at all. We'll add these as we receive them from the sound crew! In other words, if you want to play Secrets of Grindea in its most pristine form, stay on the Stable update branch!
Also note: There are several items that will be craftable with the items dropped by the enemies, however, the recipes aren't in the game yet! Stay tuned.
Here are the tiny, tiny patch notes:
Additions
The first part of Tai Ming is now available!
It should now be possible to use Turkish special chars in translations
Changes
Shadow clone's shadows no longer cuts through environment (boxes, bushes, etc)
Bug Fixes
Fixed a common out of bounds bug in Mount Bloom
Shadow Clone particles no longer appear if the player is invisible
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 keep working on the second area of the temple (it will be divided into three parts, each with its own boss battle), and update the game as soon as it's ready! I hope we'll be able to bring it to you quicker this time around, since many of the systems and enemies are in place, but in this business you never know what curve balls are waiting around the corner.
For Frontline players, there isn't much to see! You received this update yesterday.
For the Stable branch players (if you have no clue what I'm talking about you're on Stable), this update should add something like 45-60 minutes of main story, and about as much optional content. It takes you through Mt Bloom, and ends just before the next "temple"!
It should also add an improved translation support for all languages, but most notably glyph heavy ones (Chinese, Japanese, Korean).
If you're having severe issues with this new patch and just want to play, the previous Stable build has been archived and can be accessed under the beta tab in the game properties on Steam!
Patch Notes
For stable users, complete patch notes can be read by checking out these two threads:
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 go back to Frontline, and work our way through the next temple: Tai Ming! We're not 100 % sure how we'll approach the Frontline updates during the temple, but Temple of Seasons was divided into three separate updates, and it's quite likely we'll do something similar for this one. Stay tuned!
For Frontline players, there isn't much to see! You received this update yesterday.
For the Stable branch players (if you have no clue what I'm talking about you're on Stable), this update should add something like 45-60 minutes of main story, and about as much optional content. It takes you through Mt Bloom, and ends just before the next "temple"!
It should also add an improved translation support for all languages, but most notably glyph heavy ones (Chinese, Japanese, Korean).
If you're having severe issues with this new patch and just want to play, the previous Stable build has been archived and can be accessed under the beta tab in the game properties on Steam!
Patch Notes
For stable users, complete patch notes can be read by checking out these two threads:
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 go back to Frontline, and work our way through the next temple: Tai Ming! We're not 100 % sure how we'll approach the Frontline updates during the temple, but Temple of Seasons was divided into three separate updates, and it's quite likely we'll do something similar for this one. Stay tuned!
This update adds a bunch of side content to Mt Bloom, including infuriating phase shift puzzles and a few sidequests! And... a... new... pet!
Players who played the previous Frontline update, be advised that a new zone has been added behind Steve, so be sure to check inside there in order to not miss any content!
NOTE: In classical Frontline fashion (as the old timers know), when new stuff have just been added they are without their correct sound effects! Right now most stuff have placeholder sounds, or no sounds at all. We'll add these as we receive them from the sound crew! In other words, if you want to play Secrets of Grindea in its most pristine form, wait for the Stable update, which should arrive next week!
Additions
Added a few quests to Mt Bloom
Added a couple of optional areas in Mt Bloom
Added a new pet!
Added card effects to all Mt Bloom enemies
Changes
Defeating a Larvacid now shortens the duration of its acid trail by a lot
After defeating the Power Flower, you must now patiently wait while watching the epic death animation before proceeding
All annoying stuff (poison, gas, etc) will despawn after Power Flower has been defeated
A small input buffer has been added to autoattacks, making chaining them easier and reducing the feeling of the game 'eating' inputs
Pressing the shield button together with a direction now has some timing leniency (you can turn the first shield frame)
The large Crystal Hat now requires 15 large crystals, down from 25
Translations can now be subscribed to from outside the game, and they will be applied on startup
Almost all shop titles have been fancified a bit
Nerfed the Season Temple cards a bit
Bug Fixes
Fixed numerous issues related to displaying languages with custom fonts (such as Chinese, Japanese, Korean)
While doing the 'no health orb' challenge in Arcade Mode, the map won't display the health orb icon
Lantern Jacks no longer says weird stuff in chat when they fire projectiles at you!
The mirror puzzle in MtBloom will now refuse to rewind if one player stands inside the puzzle
When returning to a certain poisonous cavern after finishing it the first time, you no longer walk through the environment
Canceling a Spinsect spin with a knockup no longer makes them glide around all over the place
Titan's Throw no longer flies completely the wrong way in certain rooms
The Season Temple map marker is now displayed properly on the World Map
Using the Smash skill with certain weapons no longer looks super weird
You no longer get to keep Amalet and a certain batch of honey in your inventory after completing the related quests (though you'll still keep them if you already have them)
Tracking recipes no longer shows unknown ingredients
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?
With Mt Bloom fleshed out, we'll spend a week on implementing all the sound effects as well as fixing bugs as they appear. Then we're going to patch both Frontline and Stable with those additions, and after that it's finally time to move on to the temple!
This update adds a bunch of side content to Mt Bloom, including infuriating phase shift puzzles and a few sidequests! And... a... new... pet!
Players who played the previous Frontline update, be advised that a new zone has been added behind Steve, so be sure to check inside there in order to not miss any content!
NOTE: In classical Frontline fashion (as the old timers know), when new stuff have just been added they are without their correct sound effects! Right now most stuff have placeholder sounds, or no sounds at all. We'll add these as we receive them from the sound crew! In other words, if you want to play Secrets of Grindea in its most pristine form, wait for the Stable update, which should arrive next week!
Additions
Added a few quests to Mt Bloom
Added a couple of optional areas in Mt Bloom
Added a new pet!
Added card effects to all Mt Bloom enemies
Changes
Defeating a Larvacid now shortens the duration of its acid trail by a lot
After defeating the Power Flower, you must now patiently wait while watching the epic death animation before proceeding
All annoying stuff (poison, gas, etc) will despawn after Power Flower has been defeated
A small input buffer has been added to autoattacks, making chaining them easier and reducing the feeling of the game 'eating' inputs
Pressing the shield button together with a direction now has some timing leniency (you can turn the first shield frame)
The large Crystal Hat now requires 15 large crystals, down from 25
Translations can now be subscribed to from outside the game, and they will be applied on startup
Almost all shop titles have been fancified a bit
Nerfed the Season Temple cards a bit
Bug Fixes
Fixed numerous issues related to displaying languages with custom fonts (such as Chinese, Japanese, Korean)
While doing the 'no health orb' challenge in Arcade Mode, the map won't display the health orb icon
Lantern Jacks no longer says weird stuff in chat when they fire projectiles at you!
The mirror puzzle in MtBloom will now refuse to rewind if one player stands inside the puzzle
When returning to a certain poisonous cavern after finishing it the first time, you no longer walk through the environment
Canceling a Spinsect spin with a knockup no longer makes them glide around all over the place
Titan's Throw no longer flies completely the wrong way in certain rooms
The Season Temple map marker is now displayed properly on the World Map
Using the Smash skill with certain weapons no longer looks super weird
You no longer get to keep Amalet and a certain batch of honey in your inventory after completing the related quests (though you'll still keep them if you already have them)
Tracking recipes no longer shows unknown ingredients
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?
With Mt Bloom fleshed out, we'll spend a week on implementing all the sound effects as well as fixing bugs as they appear. Then we're going to patch both Frontline and Stable with those additions, and after that it's finally time to move on to the temple!
Story Mode stuff again! This patch was supposed to have a higher version number, but I totally dropped the ball on that one!
You can now continue where the story left off after the festival! This update features the main adventures in Mt Bloom, which is the area before the next temple (kind of like Seasonne and its Toy Factory).
The new content ends just before reaching the next temple, and should last for about 30-45 on average depending on how much fighting you do, and how strong your characters are!
This update adds the main quest component of Mt Bloom ONLY. We'll now start working on another patch, which will expand the mountain and add some side content to make it feel more complete.
Other Stuff
There's been a lot of changes under the hood for this one, as well. The phase shifting has been reworked both visually and code wise, because it was needed for some of the Mt Bloom puzzles to work in multiplayer (and it didn't look that pretty).
Another pretty big change is that a lot of the game (including Mt Bloom) has been reworked a bit on the multiplayer aspect. I'm not done with that rework yet (I do that bit by bit when I get the chance while waiting for assets from Fred & Vilya), so it's only done up to the Marino battle. For most enemies I've just added some more client prediction to smooth out the latency, which should make it easier to shield and dodge stuff if you've got high ping. Other things, like Phaseman and Gun-D4m has received larger reworks that should really improve things!
So, as with most major changes and additions... beware of scary bugs!
If you have feedback on the new content, you can give it to us in the comments below. When giving feedback on combat, please tell us what level you were, what skills you used and if you played on Normal or Hard!
NOTE: In classical Frontline fashion (as the old timers know), when new stuff have just been added they are without their correct sound effects! Right now most stuff have placeholder sounds, or no sounds at all. We'll add these as we receive them from the sound crew! In other words, if you want to play Secrets of Grindea in its most pristine form, wait for the Stable update!
/spinsectreset will reset the first challenge of MtBloom /flowerreset will reset the second challenge /phasereset will reset the last challenge /mtbloomreset will reset the entire mountain
(NOTE: These commands alter the local state, so in multiplayer all clients must type this in before the server to prevent desync)
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're pretty happy with how the core experience of Mt Bloom turned out, but the area is kind of shallow, since there are no side quests or secrets! So, we're going to flesh out the mountain a bit with just that, then we're going to patch Stable, and after that it's TEMPLE TIME!
Story Mode stuff again! This patch was supposed to have a higher version number, but I totally dropped the ball on that one!
You can now continue where the story left off after the festival! This update features the main adventures in Mt Bloom, which is the area before the next temple (kind of like Seasonne and its Toy Factory).
The new content ends just before reaching the next temple, and should last for about 30-45 on average depending on how much fighting you do, and how strong your characters are!
This update adds the main quest component of Mt Bloom ONLY. We'll now start working on another patch, which will expand the mountain and add some side content to make it feel more complete.
Other Stuff
There's been a lot of changes under the hood for this one, as well. The phase shifting has been reworked both visually and code wise, because it was needed for some of the Mt Bloom puzzles to work in multiplayer (and it didn't look that pretty).
Another pretty big change is that a lot of the game (including Mt Bloom) has been reworked a bit on the multiplayer aspect. I'm not done with that rework yet (I do that bit by bit when I get the chance while waiting for assets from Fred & Vilya), so it's only done up to the Marino battle. For most enemies I've just added some more client prediction to smooth out the latency, which should make it easier to shield and dodge stuff if you've got high ping. Other things, like Phaseman and Gun-D4m has received larger reworks that should really improve things!
So, as with most major changes and additions... beware of scary bugs!
If you have feedback on the new content, you can give it to us in the comments below. When giving feedback on combat, please tell us what level you were, what skills you used and if you played on Normal or Hard!
NOTE: In classical Frontline fashion (as the old timers know), when new stuff have just been added they are without their correct sound effects! Right now most stuff have placeholder sounds, or no sounds at all. We'll add these as we receive them from the sound crew! In other words, if you want to play Secrets of Grindea in its most pristine form, wait for the Stable update!
/spinsectreset will reset the first challenge of MtBloom /flowerreset will reset the second challenge /phasereset will reset the last challenge /mtbloomreset will reset the entire mountain
(NOTE: These commands alter the local state, so in multiplayer all clients must type this in before the server to prevent desync)
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're pretty happy with how the core experience of Mt Bloom turned out, but the area is kind of shallow, since there are no side quests or secrets! So, we're going to flesh out the mountain a bit with just that, then we're going to patch Stable, and after that it's TEMPLE TIME!
For Frontline players, there isn't much to see (but there is a lot to hear)! The changes between 0.603 and 0.610 is mostly polish and some bug fixes, which is exactly what's needed to merge the branches again! The final bottleneck was getting the sounds to all the new stuff.
For the Stable branch players (if you have no clue what I'm talking about you're on Stable), this update should add something like 30-45 minutes of gameplay, I think. It sets the story up for the upcoming adventure into Mt Bloom and beyond!
Also new is an automatic backup system which will make frequent temporary backups, and hourly permanent backups, and it will also attempt to restore the latest backup if a save file gets corrupted.
Oh, and Stable users will now be able to download and use translations from the workshop! Hurra!
To see all patches between 0.600 and 0.610, check the patch notes in-game!
If you experience severe issues with the 0.610 patch, you can switch back to 0.600 via the Beta tab in the game's properties on Steam!
Coming Next
We'll go back to patching Frontline builds for a while, with the next one being when all the three main challenges of the caves are ready for testing. While waiting for the sounds to come in, we've made pretty good progress on the main Mt. Bloom area, as you might've seen if you follow the devblog! Speaking of devblogs...
More Insight
If you ever find yourself wondering "omg pls what are they doing??", you can check out our DevBlog! Be warned that it contains spoilers, though!
For Frontline players, there isn't much to see (but there is a lot to hear)! The changes between 0.603 and 0.610 is mostly polish and some bug fixes, which is exactly what's needed to merge the branches again! The final bottleneck was getting the sounds to all the new stuff.
For the Stable branch players (if you have no clue what I'm talking about you're on Stable), this update should add something like 30-45 minutes of gameplay, I think. It sets the story up for the upcoming adventure into Mt Bloom and beyond!
Also new is an automatic backup system which will make frequent temporary backups, and hourly permanent backups, and it will also attempt to restore the latest backup if a save file gets corrupted.
Oh, and Stable users will now be able to download and use translations from the workshop! Hurra!
To see all patches between 0.600 and 0.610, check the patch notes in-game!
If you experience severe issues with the 0.610 patch, you can switch back to 0.600 via the Beta tab in the game's properties on Steam!
Coming Next
We'll go back to patching Frontline builds for a while, with the next one being when all the three main challenges of the caves are ready for testing. While waiting for the sounds to come in, we've made pretty good progress on the main Mt. Bloom area, as you might've seen if you follow the devblog! Speaking of devblogs...
More Insight
If you ever find yourself wondering "omg pls what are they doing??", you can check out our DevBlog! Be warned that it contains spoilers, though!