Today we bring you a lot of fixes and balancing that was almost all of it based on reports made by you, our beloved players. The changes are the following:
Balance - Reduced the hook kick damage from 5 to 3. - Melee damage is now considered for the hook kick attack. - Sentient Artillery health reduced from 100 to 80. - Sentient Chaser health reduced from 35 to 30. - Sentient Security Handler health reduced from 30 to 25. - Sentient Rebounder health reduced from 65 to 50. - Sustained Energy Releaser ammo increased from 10 seconds to 12 seconds. - Tesla Projector ammo increased from 6 seconds to 8 seconds.
Changes - Small transition improvements in the Boss and the High Human difficulty musics. - Improved lightning in a room in Unknown. - Improved the Flamethrower's decorative particles - Updated internal tools and plugins for better performance, fixes and production speed. - The achievement Bip Bop has been renamed to Beep Boop. - Elements pushed by melee weapons and the hook kick now consider the total damage received for an extra push. - Improved the direction of certain knockbacks.
Fixes - Fixed the missiles from Missiles Director tracking the Player instead of enemies when used by a controlled enemy. - Crash fix when removing Head Start. - Fixed the Flamethrower and Back to Back decorative particles still playing when their owners were hidden. - The achievement Banned got its description updated to include its requirement since it was partially missing. - Fixed The Harvester from having its description and short description flipped. - Improved the interaction detection when many physical objects were close together. - Fixed a rare crash related to using the Gravity Gauntlet. - Fixed Collector awarding blocked passives. - Fixed Desperation being usable in Omen. - Gun Welder got its description updated since it was describing an incorrect behavior. - Fixed the VFX used in Loot Boxes from having the effect being restarted when exiting and entering the same room. - Fixed Unknown having a room with a decorative door marked as interactive. - Fixed Sentient Security Handler knockback not working. - Fixed certain attacks not triggering the stun chance system. - Fixed What Remains of Viktor Ivanov spike attack from not playing its fade out transition. - Tentative crash fix when firing the Railgun. - Tentative crash fix when firing at the Mech Bodyguard. - Tentative crash fix when destroying a body using Brutal Vampirism. - Tentative crash fix when an enemy dies having the Alien Mask. - Fixed rendering issues with the Giant Blind Crab. - Fixed So It Begins movie controls sounds when pausing not playing. - Fixed enemies remaining paused forever when pausing during So It Begins. - Fixed the room sequence not pausing during So It Begins (this is tied to the "close" effect the room has which was also not playing). - Fixed strange behaviors when dying at the same time the game is paused.
VO Added to some key scenes (Detective Fuzz is not yet finalized ;) )
JOBS and secret new ones
Hidden areas
Training area mini-game for loot
NEW Music
Beginning of the Sugar Swamp area with related hazards
Optimization and Bugfixes
Enemy balancing
Item balancing
5 NEW Agility Items
3 NEW upgrade stations.
Added some highlights to the options menu when settings are selected.
Additionally, we THINK we may have fixed that odd inventory / UI bug that made it seem like you couldn't equip items, use the inventory, or options. This is 100% due to specific controllers acting odd when plugged in. We've done some work in hopes to fix this, but do not have a complete list of controllers that cause the issue yet. IF YOU ENCOUNTER THIS BUG - PLEASE REPORT IT TO US in game through the internal report menu! If you have another controller to use, please try using that one afterwards to see if it fixes the issue!
There are still some known bugs including:
Rough VO for Detective Fuzz
Several missing SFX
Training Area Mini-game will have random encounters in the future, for now we've kept that off for additional optimization.
Cloud Factory has some odd behavior including entering from the ceiling, and some missing geometry
A couple areas have some pop-in due to recent optimizations
Using a finisher on enemies that are bubbled will often cause a softlock - don't do it!
Getting a perfect hit on an enemy as soon as they're hit with a box or barrel will make them stick to you.
Cloud Guys sometimes run with the wrong animation
AMD cards MAY have a shader bug that turns talking character darker than they should. This can usually be fixed by hitting the "PRTSC" (Print Screen) button on keyboard for some reason (we really have no idea on this one)
Enjoy the new build and let us know what you think!
Hello everyone, we are the cat shine production team. I am very happy to continue chatting with you all here. Let’s talk about this update together.
After we released the updated satellite on August 13, our project team has invested in the development of corresponding subdivision work. have to say. The initial bragging was a bit big, but the updated content still exceeded our expectations. There were also many irreversible changes in the process. Fortunately, apart from the DLC issues, Forbidden Trial 2.0 is still under intensive production and is available to everyone. I am very grateful to most of the players in the Q group. We do not have enough testing. In the pioneer bug test of the many enthusiastic players in the Q group, we found many bugs, including system, numerical and experience problems. . To ensure that the final Taboo Trial 2.0 for everyone is relatively stable. Although there were some occasional bugs that were not tested, they were no better than the embarrassment we had when we first went online. Here, thank you again to the leaders of Q Group Pioneer Test. Kowtow.jpg
In addition, the review of DLC is also bumpy. We have given the official experts 10 days in advance for review, but have been rejected 3 times, and each repeated review takes a relatively long 4-5 working days. During this period, we made various modifications to the DLC materials and urged the customer service guys in various ways. Finally, it finally came online, but I didn’t catch up with the update of Forbidden Trial 2.0, and I didn’t catch up until the last train with a discount. It also completely disrupted our plans.
Our original expectation was to simultaneously update the main body of Forbidden Trial, add gameplay, launch DLC, and start discount promotions. Although it stumbled in the end, the satellite finally landed.
Let’s talk about DLC again. First of all, I am personally responsible for this DLC. Let me first say sorry to everyone: I'm sorry. Our earliest thoughts were: 1. We will continue to update the rich gameplay in the main body and will not add it to the charging system. This time we will launch the new challenge map, new genre, affix, camera system, etc. in the main body update system. Including the defeat map of the main character that will be updated in the future, weapon skin updates, etc., they are all available to everyone without spending any money. After all, forcing krypton is something our development team doesn’t want to see. 2. We define the attributes of the DLC as character skin items. We are not willing to add value to the skin, and we also do not want players to have to pay compulsorily because of the strength. Of course, some people may think that your development team is just a bitch and has to build a memorial arch. You don't like the character strength payment model of mobile games, but you also have to pay for character items. The main reason is that we really don’t know how to maintain the resource investment required for normal updates of a game and how to develop a good business model. We can only apply the experience of senior game developers who can continue to update the game for a long time. (I do want to add a new weapon system, but this is really too much work) 3. Regarding the quality issues of DLC characters raised by everyone, the quality of the models is not as good as that of the main characters. We feel that most of the earliest original characters have female body types, with Yujie style, ascetic style, and Sanwu style. I would like to try some new things: Loli (never smelting copper) and Furui Xiang. I take full responsibility for failing to consider the needs of the public. Personally, I prefer this one (it’s considered a private product), and I want to make XP richer. In addition, we will also hear different voices from players, hoping that some serious characters can be broadcast live or played in public view. Anyway, I will listen to your opinions more in the future: black and white silk, dead stock water, black long straight, villain sister, and wedding dress series may be something you are willing to see. understood.
Of course, we also think that everyone will like the impossible character content. If we have character DLC updates in the future, we will describe the new content more clearly on the store page, including previews of the characters. Once again, we sincerely appeal to everyone: if the character is not your XP, do not buy it! Don't buy something you don't like in order to support us. After all, no one's money comes from the strong wind. Enjoy the content of the main body and wait until you have a character that pokes fun at you before you consider buying it. Protect your wallet and be cautious first.
Let’s talk about whatever comes to mind today. As for the follow-up update plan, we will inform everyone as soon as possible after internal discussions are completed~
Thank you all for your support and opinions. Again, sometimes we can easily be blinded by a leaf and fall into a vicious circle. With your voices, Forbidden Trials will get better!
I changed the "Shadows" tab in the settings to "Lighting" and I had it change a few more lighting settings so the game could be more optimized for lower-end hardware
When an enemy dies while Frozen, deal damage equal to 10% of Max HP to all surrounding enemies. If an enemy dies to this damage, they will be considered to have died while Frozen.
Nightmare Amulet
When picked up, suffer 5 non-fatal damage. Increases the materials required for your traps by ???%, and damage by ???%. The effects of this Relic will increase as the difficulty of the game increases.
Rotten Flesh
Whenever an enemy dies from Burn damage, gain 10 materials.
Fatal Bonds
Whenever an enemy dies from falling into a pit, deal damage to the enemy on the field with the highest tier, and Slow by 25%. Damage dealt is the higher of 125 or 2% of Max HP.