The underground area leading up to the Queen’s Nest has been separated into its own level!
Progress is now saved so players can complete the planet at their own pace
Greatly expanded and adjusted enemy encounters throughout the Caverns
Access the Caverns after detonating the explosives near Drill Site 1
Holochamber Updates
Added Laser weapons to all Holochamber maps
Updated the Enemy Lists in Oterion Jungle Ruins Holochamber to reduce snowballing of enemies
Increased the amount of Holochamber floor progress that Raptors and Swamp Crawlers provide
Increased vacuum radius of Holochamber Power-Ups
New Weapons
These new Unique Weapons will appear throughout the Campaign:
New Nazuna DMR “Suzumebachi”
New Aztek Grenade Launcher “Tekuani”
New Zheng Shotgun “Leizi”
New Chatka AR “Dzhonni Riko”
New Chatka Rocket Launcher “Interzona”
New Chatka Minigun “Sasha”
New Wolf Handgun “Mickey Slim”
New Wolf AR “ARX-Prime”
Three New Kadru “Kobra” Shotguns
Two New Tawhiri “Mahuika” Laser Beams
General Updates & Fixes
Gameplay
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Assassin Slash no longer steals HP from thin air..... no joke... you could really do that...
Fixed an issue with the drills on Titus that caused abnormal behavior when starting up
Fixed an issue causing erroneous player information to appear when players drop out and then are added back in
Enemy health scaling increase based on player count has been changed for 3 and 4 player sessions:
3 Players: +20%
4 Players: +35%
Increased Power Ammo brick size
Added Orb mesh to HP pickup
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Weapons
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Rare weapons will now always drop with 2 perks
Replaced 'Rapid Fire' in the Chatka Flamethrowers’ Perk pool with 'Big Mag'
Added 'Big Mag' to the AzTek FT's Perk Pool
Fixed a bug in the Olorun Perk Pools allowing them to occasionally roll with ammo-extension (‘Extended Clip’ / ‘Extra Mags’ / ‘Big Mag’) or the ‘Agility’ perks
Added ‘Incendiary’ ‘Focus Fire’ and ‘Bulwark’ to Olorun Perk Pools to offset this reduction in the pools’ sizes
Updated Zheng Perk Pools to include ‘Incendiary’ and ‘Zapper’ across the board
Added ‘Agility’ to the Zheng Flame Thrower Perk Pool
Added ‘Extended Clip’ to the Chatka AR Perk Pool
Removed ‘Agility’ from the Chatka Flame Thrower Perk Pool
Added ‘Big Mag’ to the Chatka Minigun Perk Pool
Updated SFX for SMGs and Miniguns
Updated Belial's Flame material
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Enemies
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Elite Spyders are immune to pain
Increased purple blood VFX color brightness (Spyders, Skorlac, etc.)
Fixed logic for spawning "Elites" in Campaign
Fixed logic for spawning enemies as aggro
Added Status Effect component and Burning status logic
Updated Incendiary perk logic to utilize above
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UI
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Minimap has been changed back to a circular shape. This should hopefully make it easier to find off screen objectives and stand out from the other UI elements.
Weapon comparison data is now displayed over each weapon drop (a future update will allow players to return it to its old location above the character info)
Fixed Perk opacity on Weapon Comparison UI
"Secondary" has been renamed to "Power" throughout the game for consistency
Fixed error with Flyout Menu character icon logic
Increased perk icon size in Flyout Menu
Increased perk name and info font size in Flyout Menu
Reduced opacity and blur in the Flyout menu background in order to detect enemies in screen corners
Added UI options menu
Added "Character Info Scale" and "Flyout Menu Scale" options to UI Menu
Updated settings for several perks and HUD icons
Various HUD optimizations
Increased Character stat icon sizes
Fixed bug with P2 - P4 HUDs throwing errors on load by adding a delay before refreshing
Perks are now displayed on left side of the Weapons flyout tab
Updated settings for several perks and HUD icons
Moved “Elite” enemy icon over to make room for Status effect icons
Ammo and Health Caches will now update minimap markers and usability with the difficulty
Minor updates to Character Selection screen fonts and button spacing
Added offset to Dialogue widget input action icon
Fixed missing weapon icon bug on local HUD
Fixed “Hold Y to Open Main Menu” input on Pause Menu
Pause Menu should now correctly display total number of players in game
Titus Underground has been renamed to "Titus Caverns"
Abort Mission will now work for Titus Caverns
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Lockjaw Cell Blocks
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No enemies will spawn as "Elites" except for the Drone Guards in the Fan Control Room
Fixed fan shadow clipping
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Space Station
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Fixed logic on NPC dialogue after completing Titus
Minor art and under-the-hood NPC navigation updates in Engineering
NPC dialogue updates
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Titus
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Added Power Weapons tutorial
Added Minimap tutorial
Updated egg sac power levels
New Hazards: Small Sinkhole and Nursery Tunnel “Grub Geyser”
Tweaked several enemy spawner enemy lists and aggro settings
Misc art updates throughout
Explosive pods no longer deal AOE damage, but spawn several Stingers instead
Added a new NPC and area in the HQ zone to showcase Stinger cocoons
Added a series of new enemy encounters with Stingers on the Eastern Approach
Added several new stinger cocoons along the Eastern Approach
Updated waypoint marker logic for battery cave and Crane interaction
Added cave minimap markers
Removed cliff rocks near lagoon worker and replaced with Caution Gate (this will unlock and open after turning on the CommsNet tower)
Added extra blocking volume to Lagoon Gate
Disabled minimap markers for Drill Site 1
Added new weapons cache on northern path
Updated spawners for 1st drill encounter
Updated the collision in the Site 4 Battery Cave to prevent several rare cases where the player could become trapped in stalagmite geometry
Broodwatcher miniboss can no longer spawn as "Elite"
Updated collision around the stalagmites in the Broodwatcher Chamber to prevent players getting stuck
Rebuilt the logic around the Broodwatcher defeat to fix several bugs related to battery pickup and quest progression
Fixed an issue causing the Broodwatcher's battery to float in the air
Added new Stinger trap cutscene before talking to Tych
Added Stinger encounter to CommsNet tower
You can no longer talk to the CommsNet bot until the sequence between Dr. Hadley and Tych is finished
Fixed an issue where players could jump down into the Crystal Gorge from the eastern area of Drill Site 5
Minor collision cleanup throughout the level
Adjusted the height of some barrels in the Blasting Zone to make them easier to hit
Added a new cluster of barrels near the entrance to the Blasting Zone
Updated Nadia's name to Natascha
Added level transition for loading Titus Caverns
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Titus Queen's Nest
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Under-the-hood fixes to save game data to allow for progression from Titus Caverns
Updated Hadley's dialogue from manually advancing text to automatically advancing
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Oterion Wetlands
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Updated weapon cache drops
Updated Maya’s follower AI
Added new Cypher Keys to map
Fixed an issue that caused signposts in the abandoned colony area to vanish from the level if the player crossed the large bridge to the Survey Zone and then went back
Stopped the Science Center signpost from floating above the ground
Slightly increased the chance of finding higher tiered weapons in the AzTek tower chest
Added a new unique weapon, the Tawhiri Mahuika to weapon chests in the city ruins at the far edge of the marsh area
Added more locked weapons caches throughout Wetlands
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Oterion Lost City
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Added pressure plate animations to Spike Traps (this change also affects the Ruined Sanctum)
Hid three Cypher keys in the level
Locked the weapon cache by the Waterworks puzzle and curated its contents with extremely heavy firepower!
Added an unlocked weapon cache and an ammo cache to the same area
Minor art updates throughout the level
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Oterion Ruined Sanctum
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Major Art update to the starting area
Added a Continue Point to the starting area, just in case (also allows Players to access their Vault in the Flyout Menu before going inside)
Improved lighting effects in the Antechamber
Players are now prevented from returning to the Antechamber once inside the Outer Court
Greatly expanded art in the sunlit corner by the Raptor encounter
Infected Toads’ regen has been reduced by 75%
Yes, seventy-five percent! Even with this change they can still completely regain their health, but only if they remain in the toxic spore pool for its entire duration
Let us know what you think about this and other changes in our Discord community
Fixed Infested Corridor door opening to prevent a clipping error
Updated and fixed several navigation issues in Combat trials
Fixed a serious bug in multiplayer that allowed platforms to move before all players were present
Fixed language on moving platforms to say 'Activate'
Fixed camera zoom logic in Puzzle Path
Updated art around the dead-end broken door in the first Puzzle Path chamber
Updated art in the back cliff face at the end of the Puzzle Path
Updated art around the dead-end broken door in the first Puzzle Path chamber
Added lighting to the standing statues at the start of the second Puzzle Path chamber for consistency
Updated art in the infested switch chamber in the latter stages of the Combat Path
Tweaked enemy spawners for the infested switch chamber
Disabled the wall spike traps by the entrance of the infested switch chamber
Misc Art and VFX updates throughout
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Known Issues
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Rygar continues to experience material errors on terrain. We are working on fixes but this will take some time to implement.
Changes to the character info or Flyout Menu made in the UI Menu are not currently saving. A fix for this is incoming but we could not delay our “post-ATG update” any longer!
Thank God it’s Friday! We’re happy not only about the end of this work week and the new diary entry, but also about the fact that we definitely have some news to share with you. Let’s start already!
Questions for the Developers
You asked us many different questions on social media, and we promised to answer them, as well as release something new and unusual. Well, here it is! Yes, it's the video developer-diary, but... well, you'll see for yourselves.
Let's say right away, we liked it, and we hope you will, too. So, we're looking forward to your comments and new questions. Support us with a like if you find this format interesting.
Choosing a Trophy Is an Important Decision
If you've played KOTCL at least once, you'll definitely agree with the statement above. To make that choice less agonizing and clearer, we asked you to vote for the best-looking arrows in the trophy-choosing screen. The voting is over now, and with the majority of votes, the winner is … *drum roll*… option #2!
You've decided that these arrows better suit the game's style, and at the same time they are more informative, which we agree with. Of course, we'll add expressive visual effects; for example, the trophy card will get bigger and more vividly show the item the player chooses keep. We're also considering highlighting the card.
Thanks to all the voting participants! Great team work!
Animation Workshop
Remember we had a card workshop? Well, now the main part of creating card art is complete, so it’s our animation workshop that’s working at full speed. There’s a fresh batch of animations this week too. We can’t leave you without animations.
Here’s one of the most productive workers of the Northern Gate (can't argue with that). Although he’s a demon, he does a very important job and can help players before an upcoming battle. The main thing is you have to find the way to his forge.
It definitely looks like conversations about Midian politics happened at this table. Not very successful conversations, by the looks of it.
You’ve definitely seen this image before. The most keen-eyed ones among you might have noticed that the background quality was a bit lacking, to say the least. Oh well, anyway, we’ve improved this image and soon, we'll update it in the game.
How About Some Chit-Chat?
Andrew aka Innrey, the founder of RedBoon is here with you again. It’s funny that I appear both at the beginning and at the end of this diary. Everything is a circle in the world… But that’s not what I’m going to talk about.
I hope you've already watched the video diary. We tried to answer the most interesting and pressing questions you sent us on social media, and we succeeded, it seems. There were so many questions that we had to reduce their number for the video this time, otherwise it would have been the longest developer's video diary in the history of KOTCL :)
It was a very interesting experience, and I’d like to continue releasing videos as a means of communication, inviting other team members and asking them more specific questions from the audience. If you enjoyed it too, feel free to drop a like or add a comment. That will greatly support us.
In this episode, I talked about many things, probably even more than necessary, but I have no regrets. I like sharing plans without spoilers and discussing various topics, especially when they touch on not only development but also our studio and life in general. It's nice to share my experience and realize that someone might find it useful and apply it in practice.
Since we've already announced the release date, we ask you to send us bug reports and tell us about any errors or inaccuracies; this is crucial for us. Soon, we’ll begin polishing the game intensely, and I really want it to be ready by the release date, allowing players to shape the destiny of the heroes smoothly and without hiccups.
For example, during the rework of Vanadis, we dedicated a lot of time to the Crimson Steppes and discovered many bugs and inconsistencies in the events. Surely you've had some moments when events should be connected, but something goes wrong, and nothing fits together. It may seem like it was intentional, but I'm sorry to disappoint you (and myself as well) – we’d planned it differently.
If you have doubts about the development of a certain event, or if you want continuation and further development of events, or if some events are not giving the desired effect or reward, most likely something is broken there. In such cases, feel free to report it to us. I repeat: we want to make KOTCL as good as possible before its release. Remember that reports can be sent directly from the game; this way, they’ll reach us along with the important log files of your game, which greatly helps us address the issue faster.
To wrap up: we're eagerly waiting for your feedback, and in the meantime, we'll continue reworking, getting enraged, and tending to other important matters.
Changed the way that the drag/friction on the player works, which should make your jump height more consistent. Other important bug fixes were also done
Before we delve into this week’s post and delve into the two distinct, yet intertwined locales that are the Coral Highlands and Rotten Vale, we just wanted to say a big WELCOME to all the new (and returning) hunters who picked up Monster Hunter: World in the recent discount, it’s awesome to have you with us!
If you’re looking for some early-game pointers to help you settle in whilst you get your hunting groove on, you can check out some of our earlier posts like hunting your first large monster, as well as some handy tips and tricks! For any more experienced hunters, feel free to share your personal top tips and advice in the comments too!
The Coral Highlands & Rotten Vale!
If you’re at the point where you’ve successfully hunted Anjanath in its dedicated Assigned Quest, you’ll soon be finding yourself in two new locales, each vastly different yet closely linked, the Coral Highlands and Rotten Vale!
An early concept art of how the two areas are linked!
We won’t go into too much detail on the monsters that roam these areas, as at this point you’re probably well settled into Low Rank and ready to face whatever comes your way! Just be prepared for even more monsters unlike anything you’ve faced so far, from their size and fighting behavior to the elements they wield and status effects they can inflict on you, these monsters will test what you’ve learned so far as you step ever closer to High Rank!
The Coral Highlands
The Coral Highlands, the third locale you’ll explore on your quest to track down Zorah Magdaros! This vibrant area can be found nestled high up among the clouds, giving home to a range of monsters that are perfected suited to thrive in this high-altitude environment!
Keep a lookout for the friendly Wiggler endemic life that can be found in this area!
Verticality is an apt description for this locale, so get ready to explore the crevices and peaks of the highlands. The monsters you’ll encounter here are well suited to take advantage of this terrain too, with many utilising flight and mobility to gain the upper hand on their prey.
Paolumu make look cute, but it’s far from cuddly! Watch out for sudden attacks from the air!
As you trek through the Coral Highlands, you may hear the shrill shrieking of the area’s Apex monster, Legiana, which can often be found in the highland’s upper reaches! When seeking out this monster, be ready for a frosty reception.
A glimpse at the highest reaches of Legiana’s domain.
Talking of exploring the Coral Highlands, just a gentle reminder to make sure you’re gathering from any Bone Piles and Ore Nodes you see to start building up your stockpile of region-specific materials for your armour and weapon crafting needs!
Now it’s time to delve deeper…
The Rotten Vale
After landing in the Coral Highlands, it won’t be long until you’re also delving into a realm of decay and malaise, The Rotten Vale. A stark contrast to the vibrance and teeming life of where you’ve just come from, this locale revolves around festering decomposition.
Welcome to the Rotten Vale.
As you descend deeper down the twisting paths of rock and bone in this locale, you’ll have to contend not only with the vicious monsters that inhabit this area, but the environment itself!
Crystal clear pools of harmful acid and dark green clouds of Effluvium gas cover swathes of the area, causing varying degrees of damage over time, so watch your health when traversing and fighting in these areas.
Helpful Tip: Wearing Mantles in areas where the Effluvium is gathering can stop the damage caused by the Effluvium. Alternatively, shooting Torch pod piles into the ground can create a safe area to fight or rest in without reducing your health. Just make sure to refresh them when they burn out! In addition, a Vitality Mantle can temporarily stop the damaging effects of the acid pool whilst it’s active. Also, since it’s not possible to fully stop the damaging effects of the acid pool without a Vitality Mantle, be careful to not run into the acid pool or worse, get knocked into it!
Watch your step!
If you’re finding yourself spending extended amounts of time in the Effluvium or acid pools during your hunts in this area, both the Girros Coil and Hornetaur Mail armour pieces offer the “Effluvial Expert” armour skill, nullifying the damage over time you’d suffer from Effluvium effect and reducing the damage you take from acid whilst standing in it. Something to consider if you feel it’ll support your set and playstyle whilst you’re in the Rotten Vale!
Speaking of things that are out to get you here, it’s not just the environment, but the monsters too!
Odogaron taking their food to go!
One such monster is the striking, red Fanged Wyvern, Odogaron. This monster uses unrelenting aggression and speed, backed up by razor sharp teeth and claws, to overwhelm any that dare stand before it. You’ll want to be quick on your feet and ready to block, if you can, when clashing with this monster.
Oh, those sharp claws we mentioned, they can also cause the Bleeding status effect. Whilst bleeding, you’ll periodically take small amounts of damage when performing actions such as attacking, evading and moving – which presents quite the challenge when dealing with a monster that’s as fast and aggressive as Odogaron, so you’ll want to deal with it quickly!
You can do that by either crouching for a short period of time (you can move whilst crouched without stopping the curing effect), or consuming some Astera Jerky, Sushifish Scale or a Well Done Steak – so get shopping, fishing or cooking for your preferred curative!
Watch out for Great Girros, its paralyzing bite will leave you wide open to a follow-up attack!
That wraps up our swift overview of the Coral Highlands and Rotten Vale locales! There’s even more to explore and secrets to discover in these areas, which we’ll leave you to find out!
You’re getting closed to High Rank now, you’ve got this!
Quest Complete – We’ll See you next time!
Return to World Stream #7
Our next Return to World stream takes place on Thursday, February 22 at 10:00 PST/ 18:00 GMT, following a short break as we hunt out a new High Rank set!
It's us, the devs, and we're using neuro-marketing tools known as clickbait to announce that next week we're going to launch new things. We've been working on improving the game since we launched Nerdvana.
I'll leave the link down below so the clickbait has an interest funnel that ends in a potential sale ($$).
After this advertising break, we would like to present the features we're going to launch next week:
Character switching between matches: If you've ever thought about how you could beat your rivals if you changed characters between matches, you're in luck! This feature will make trips back to the HUB less frequent, or so we hope. *people clapping*
Deck switching between matches: Actually, we could have included this feature with the one above, but it gives better formatting to the text and makes it seem like we've done twice as much. *people clapping*
More card decks available: Knowing that the previous feature would be uninteresting if there weren't many possibilities, we've extended the number of saved decks from 4 to 8 (we know that people might need more, but for now, we didn't want to break things in the interface). *people clapping*
PalPrizes will no longer steal your organs: We're going to streamline and reduce the use of PalPrizes so you’ll have the opportunity to win an incredible skin every day, with the risk of getting a (not very exciting) keychain, profile picture, or (more exciting than the other options) card back. *people clapping*
Reveal of the Week
Next week, a new element will appear in the HUB commemorating an achievement by a member of the community, putting an end to an issue that the game has been dealing with since its release. Many of you will be grateful for their sacrifice.
We've blurred the image so that you can speculate on what it is while we have time to finish it for next week.
Community Spotlight
This week's spotlight is on CHILCHUCK who created this incredible fan art based on the character from our latest DLC, NERDVANA. BUY IT NOW!! (If I had put the link here again, it would have been too obvious clickbait)
Mayor’s Message
Hey folks, it’s me. The Mayor of Friendtown.
I'm using this newsletter to tell you to pay attention to the store that opened last month called NERDV-.
Gearing up for the launch of the main game! In the meantime I have merged some of the changes.
Weapons that are planted horizontally can now be used as a Spring board. Not many uses in the prologue, but a useful mechanic in the main game.
Plunge attack is now on alternate attack button. Before, it would automatically execute a plunge attack at height. This just allows the choice between standard attacks and plunge attack at height.
Introducing "Let's Travel: Welcome to France" – Your Passport to Match-3 puzzle paradise! Immerse yourself in the allure of this picturesque country as you swap, match, and explore your way through iconic landmarks and charming locales! Get ready to indulge your wanderlust and satisfy your puzzle-solving cravings as you discover France's hidden treasures and conquer a myriad of Match-3 challenges, each more delightful and rewarding than the last. Explore the vibrant markets of Nice, the lavender fields of Provence, and the mysteries of the Louvre Museum along the way! Let's go explore!
Choose from three Difficulty levels! Solve over 30 puzzles and open France for yourself! Explore 100 levels for hours of gameplay! Relax to incredible soundtracks with native instruments!
We are happy to see your ongoing interest in the Infection Free Zone's Prologue. The recent reviews are Overwhelmingly Positive and we couldn't be more happy about it. Still, our current focus lies in the preparation for Early Access. That's why we want to ask you, the Prologue players, to assist us.
Mark your preferred locations!
Right now we want to make sure that the EA launch will be as smooth as possible. For that, we need to ensure that the servers can withstand the huge interest from all the players who will want to play the game. To deal with the huge traffic, we plan to upload as many popular tiles from around the world to the Content Delivery Network (CDN) as possible.
How do we plan to select those tiles? With your help, of course! If you have Infection Free Zone - Prologue installed on your PC, we will be extremely thankful for dedicating a few minutes of your time to show us the locations around the world that you care about. Whether it's your hometown area or the place you always wanted to visit - doesn't matter. Just let us know about all the locations that you would like to use for your gameplay in the future.
Quick Instruction
To properly mark your preferred locations, please follow these steps:
Launch Infection Free Zone - Prologue.
Start a "NEW GAME" from the Menu.
Type in your preferred location in the search bar at the top of the screen.
Adjust the tile on the map to your liking, selecting the square that you would like to use for your gameplay.
Click on the "MARK AS PREFERRED LOCATION" button in the bottom right corner of the screen and confirm your decision with the "OK" button.
Performing these actions will not only make it easier for us to deal with the initial crowds on our servers but will also ensure a quick, stable start of the game for you on selected maps. Thank you for your help!