Experience a completely re-imagined Holomento experience in (by far) our biggest update yet!
Our most requested feature since Alpha... Jumping is finally here!
The Frigid Fjord arrives as a brand new region featuring the upgrade-able town of Fjordhome!
Eventide Pass has been reworked and vastly expanded with new mini-quests and more!
Every region throughout the Hollow has been changed with new areas, chests, obelisks and more!
Added an all new puzzle + platforming designed dungeon - The Ice Palace!
A new plague-doctor inspired Alchemist Class with a new signature throw-able bottle weapon type!
New Quests and a redesigned, more engaging and stylish Dialogue System!
Redesigned Enemy AI with new attacks, movement, tracking and path-finding!
Reworked mini-boss encounters and arenas!
Multiple game-play system updates including keys and obelisks!
A plethora of bug fixes, other features and lots, lots more!
You can read the full patch notes below!
For more information on planned features coming in future patches, check out the Holomento Roadmap!
Jumping
Overwhelmingly our most requested feature since Holomento's Alpha over 3 years ago, we've finally added jumping (and reworked and retouched most of the Hollow to compensate). We've added secrets and discoverables for you to find while exploring the world with this new traversal mechanic. The new Frigid Fjord and Ice Palace dungeon implement several puzzles and platforming challenges to maximize this new feature. We plan to add many more platforming and jumping puzzles to new and existing regions in future updates!
Overhauled Dialogue System
The dialogue system has been completely reworked both visually and functionally with many new features including:
New Dialogue Text Visuals - Dialogue text is now much more colorful, dynamic and fully animated.
Updated Response System - Dialogue responses have been updated with a new style. NPCs can now talk for multiple textboxes worth of dialogue without the player needing to interrupt them.
Cinematic Cameras - The camera can now be dynamically moved during dialogue to highlight important locations, focus on the NPC, fade to black and more!
Audio Updates - Unique NPCs now have more distinct dialogue SFX! Other sounds are played during dialogue to improve immersion and better describe situations with audio cues.
New NPCs - Added many new NPC's throughout the world including Donna Teilla, Ako, Voxifer, Sir Orion Starr, Xin' Coul, Cossar Pol and many others
Gameplay System Updates
Several systems throughout the game have been updated with new quality-of-life (QOL) features:
Reworked Class Unlock System - Classes are now unlocked by discovering a traveler class "memory" somewhere in the Hollow. A class unlock is surrounded by a low-floating pink mist and a skeleton donning the armor and items of the fallen traveler.
Updated Key System - Keys are no longer dropped upon a traveler's death. Keys are tied to the Holomento and follow the next traveler until they can find the door that they unlock. Keys have also been updated visually when picked up.
Updated Obelisks - Obelisks have been updated visually and are now located in pre-determined semi-permanent locations throughout the world.
Improved Signage - Signs have been added throughout the Hollow to help improve a traveler's sense of direction and relative location in the world
Elevators - New visuals, added dust bursts when arriving at destinations, fixed issues with pulling levers while elevators were already moving
New Alchemist Class
The Alchemist Class is a plague-doctor-inspired class featuring a new thrown weapon type: Potion bombs!
Potion Bombs - These explosive jars are filled with a travelers favorite elemental chemical stew and explode upon impact dealing AOE damage to all nearby enemies.
Alchemist Armor - Like every other Traveler class, the Alchemist brings a new set of armor with 5 upgrade levels for each piece.
Discovery - The Alchemist Class unlock can be found somewhere within one of the new region of the Eventide Hollow.
Frigid Fjord
The Frigid Fjord has been re-imagined as a brand new region with many features and areas including:
Fjordhome - This quaint fishing village on the far southwestern shores of the Hollow is home to penguins and tree-ent-like folks. Upgrading Fjordhome will reward travelers with stone and wood supplies as well as a bustling market with potions and items.
Frigid Fort - This large fortress sits atop the hills in the Southeast reaches of the Frigid Fjord. Conquering this fortress will enable travelers to journey more directly through the Frigid Fjord without having to pass through the Eventide Pass.
Frigid Ruins - This mini-boss arena sits at the far Northwest edge of the Fjord on the edge of the sea. Defeating the mini-boss here grants access to the central coastal region of the Hollow.
Ice Palace - The entrance to the Ice Palace lies in the southern region of the Frigid Fjord and can only be accessed after working cooperatively with the mysterious Cossar Pol.
Ice Palace Dungeon
The Ice Palace Dungeon is the latest dungeon to sprout up in the Eventide Hollow. With a focus on platforming and puzzle elements, the Ice Dungeon sets itself apart from all others we've released so far. With two distinct paths forward and a focus on verticality, the Ice Palace presents itself as a monumental climb for any travelers brave enough to make the journey.
Enemy and Boss Updates
New Dungeon Boss - Jotu the Unseely King The Unseely Ice King lurks deep within the frozen spires of the Ice Palace. Wielding a menacing whip-sword combo, this large frosty foe showcases the new enemy AI attack system through several might whip and sword slashes. New Enemy Functions To improve engagement and combat dynamics, most enemies now have advanced functionality in their attack animations improving:
Player Tracking - enemies will now track a traveler more accurately during attack animations
Dynamic Attack Movement - enemies can now move towards, away, through and around a traveler during any attack animation
Telegraphed Attacks - most enemies now have improved attack telegraphing to better indicate when they will strike and what kind of attack it will be.
Variable Animation Speed - attacks now have adjusted attack animation speed based on the size and tier of the enemy.
New Enemy Attacks
Sword & Shield enemy variants now have "gap closers", dynamic shield blocking, ranged attacks and "gap increasers"
Twinsword enemy variants now have strafing, sidestep dodges (side flips), "gap closers", "gap increasers" and dash attacks
Spear enemy variants now have AOE "gap closers", "gap increasers" and ranged "hitscan" attacks
Greatsword enemy variants now have "gap-closing combos", ranged attacks, ranged attack deflection and AOE "gap closers"
New Enemies
Sword & Shield Armored Skele - A new Tier 2 Skele that's more powerful than a regular Sword & Shield Skele but not quite as strong as Dark Knights wielding Swords & Shields
Twinsword Armored Skele - A new Tier 2 Skele that's more powerful than a regular Twinsword Skele but not quite as strong as Dark Knights wielding Twinswords
Spear Armored Skele - A new Tier 2 Skele that's more powerful than a regular Spear Skele but not quite as strong as Dark Knights wielding Spears
Greatsword Armored Skele - A new Tier 2 Skele that's more powerful than a regular Greatsword Skele but not quite as strong as Dark Knights wielding Greatswords
Overhauled Many Existing Enemies
Necromancer Skeles
Sword & Shield Skele
Twinsword Skele
Spear Skele
Greatsword Skele
Archer Skele
Sword+Shield Dark Knight
Twinsword Dark Knight
Spear Dark Knight
Drake Hunter
Wolves
Giant Skele
Armored Wyrm
Watcher Beetle
Scorpic Stone
Hornets
Plant Spitters
Plant Roots
Reworked Minibosses
Cha Demon - The Cha Demon has received a new look, animations and attack patterns. The Demon is much more aggressive and leaves few openings for attack.
Royal Knights - Royal Knights are now mini-bosses that share many characteristics and attack patterns as their less powerful Dark Knight counterparts.
Updated fall damage system to be "total distance fallen" based instead of velocity based. Scaled fall damage with a curve with key heights based on several locations throughout the Hollow.
The fall damage curve is applied as follows: 12m: 0%, 18m: 25%, 24m: 50%, 32m: 85%, 36m: 95%, 40m: 100%
Consolidated materials for static meshes throughout several regions
Added new material functions to smoothly and efficiently blend between different static meshes
Fixed several performance issues found in the enemy AI logic
Fixed performance issues in Eventide Pass caused by bad pathfinding routes
Fixed dialogue issues for most regions including Autumn Forest, Central Valley, Dragon Bone Desert, East Valley, Eventide Pass, Frigid Fjord, Lush Valley and Tori Jin Temple.
Fixed several bugs with the Evenfall questline to ensure it works properly and upgrades correctly
Fixed stairs to the Eventide Pass Bridge key (in the fort) that had bad collision
Fixed wolf performance that was adversely affected by avoidance
Added collision checks for enemy jump forward, back, lerp towards and away from player during attacks
Fixed plant root death sometimes not animating
Fixed plant spitter death animation being reset to base pose
Fixed a bug where falling from ragdoll height into water would make you ragdoll and break fly high into the air
Reduced Archer "tell" SFX to a maximum distance of 30m
Fixed several issues with loading screens being inconsistent
Loading screens now smoothly fade in and blur the screen before smoothly fading out
Fixed a bug where the guild upgrades wouldn't properly work
Fixed a bug when you attack Skeleton Archers with the bow before they aggro (very long range) and kill them, they sometimes do not despawn but lose their head, keep attacking you and become untargetable (their collider stays) EDIT: Happened with the ice cannons as well
Fixed a bug where reloading (and respawning) either completely despawns enemies if they had aggro on you before (always) or, if not, removes their collider and aggro zone (sometimes, happens more often with melee enemies?) until you run through/past them (might be related to your "respawning properly reset enemy spawners" issue)
Fixed stair collision issues throughout the Hollow
Fixed a bug where Black Knights would cancel animations and reset their HP, also seen a few times with partially black-armored skeletons (dual wield) - really frustrating since it can take a while to defeat them and they just reset
Fixed some potential full-game freezes throughout Eventide Pass and Frigid Fjord
Fixed a bug where opening the second Frozen Palace gate together with Cossar Pol results in the camera being stuck in cinematic mode
Fixed a bug where the camera position of the last dialog entry with Artimus was below ground
Fixed a bug where you could not autotarget melee attacks against mortars
Fixed a bug where falling down would sometimes cause a "rocket-ragdoll" into the air
Fixed a bug where after opening the gate for Cossar Pol, pressing E re-triggers his dialogue even though he's not next to the gate anymore. Happens again when talking to him in Fjordhome. Saving and reloading fixes this!
Fixed a bug in the Eventide Pass where the lift would not move when the lever is activated
Fixed a bug where you could get stuck behind the bridge gate at Greatwood Crossing
Fixed a bug in the Frigid Fjord where enemies could get stuck in ground underneath several stairs
Fixed a trigger area to interact with a door in the Frigid Fjord that was too short
Fixed a bug with an elevator where it would only activate after pulling the lever twice in the Frigid Fjord
Fixed issues with missing collisions in the “Mayor’s Retreat”
Fixed issues with entrances / exits connecting the Cistern with Eventide Hills are not linked up to the right locations
Fixed several bugs with colliders that were too big in the Eventide Pass, Frigid Fjord and Ice Palace
Fixed a hole in the map in the Autumn Forest
Added additional collision checks for fishing, guaranteeing that the player could no longer try and fish outside of water
Fixed a missing re-director orb in the Autumn Forest
Fixed a bug where pulling an elevator's lever while it's moving up causes the platform to despawn/reset to the ground abruptly
Fixed a bug where the player could fall through several bridges throughout the world
Fixed several bugs with grindrails throughout the world
Fixed several puzzles that could now be circumvented by jumping
Fixed a bug where bee hives sometimes wouldn't spawn
Fixed a bug where some invisible walls would unintentionally block projectiles
Fixed a bug where some skeleton archers had no hitboxes
Fixed a bug where archers would never lose aggro on the player
Fixed a bug where HP bar of aggroed enemies which fled can be seen across map
Fixed dialogue where after the Mayor returned to town, Magic Smith Ako has brackets in their dialogue text box
Fixed a bug where Toukie's text had some property/styling issues
Fixed a bug where dialogue responses would sometimes be doubled up
Fixed several NPCs that had "example passive text" throughout the game
Fixed a bug where the Spa Clerk options were incorrect and reversed
Fixed a bug where all fish are called "Fish Name" in some regions
Fixed a bug where holding left click when using a Talisman causes the dual-wielding black knight to do endless side-flips
IMPORTANT NOTE: A critical bug has been discovered with the respawn system that was not able to be fixed in time for this patch. The respawn system has been temporarily disabled until this bug can be properly addressed.
Can y’all believe it’s less than a couple of weeks until Lightyear Frontier lands in Early Access on the 19th? As the team is fixin’ to get ready for the big launch, we thought it’s high time to kick back a spell and shine a spotlight on some good ol’ fun we've been havin’ ‘round these parts this past week.
WINGS Sale and International Women’s Day
We are just delighted to let y’all know that we’re right smack in the middle of the Women’s Day Sale, wrapping up on March 10th. This sale’s got a wide spread of games, demos, and discounts, all brought to you by teams led by women and other gender-marginalized developers. With that said, Happy International Women’s Day y’all!
Dino vs Robots Fest: Community Photo Contest
Kickin’ off the Dino vs Robots Fest, we threw a fun Photo Challenge over on our Discord where we dared you folks to snap the downright most epic, legendary, history-in-the-making snapshot of your trusty ol’ mech in the Lightyear Frontier demo.
Created by dorikic
Created by ryzzaau
Created by magostitania
Created by altruemi
A big ol' congrats to our winners, and a heartfelt thanks to all y'all who jumped in on the fun! Picking the winners was tougher than a three-day rain, because each and every one of y'all sent in some mighty fine shots. Keep them peepers peeled for more community events happening over on our Discord!
Hold onto your hats, folks! Next week, we’ll be sharing some more posts and spilling the beans on all the latest news about the release. Don’t stray too far – there’s more excitement coming your way!
-- Follow our social pages for the latest on Lightyear Frontier:
Disabled when too many structures are damaged or when a lag report is generated
Challenges
7 Challenges under the new Simulations Mission tab.
Each challenge unlocks an upgrade with their theme once they are completed.
Build Saving
You can now save your auto upgrade priorities with ctrl+number, then load it by pressing that number
Upgrades
Purple Upgrades:
Static: Projectiles create lightning on impact.
7 Challenge-related upgrades
Specializations
2 new specs, one for minefield deployer and one for tesla tower
Equipment
Tesla Tower: Allows you to build tesla towers and gives access to their specialization
Random Blueprint: Transforms itself into a random tower blueprint when a mission starts
New Enemies
Ice Ball
Has a ranged attack
Slows
Attacks multiple buildings at once
Wyvern
Attacks by sweeping over your buildings
Resource Blobs
Experience and Resources now spawn as small blobs that are absorbed by buildings
Run Rebooting
The game will now try to reboot your run at your last value drift if something crashes it.
Buff and Debuff system for buildings
Includes new buffs and debuffs such as "Slowness", "Shielding" and "Multishot"
Balance Changes
New Tower unlocks now happen every 15 difficulty instead of 20
Building near lava now aggro it after 2-4 seconds
Ocean is no longer a suitable biome for spawning
Tower Changes
Behemoth
Damage decreased from 20 to 15
Attack speed reduced from 0.16 to 0.1
Accuracy reduced from 1 to 0.33
Machine Gun
Damage increased from 0.5 to 1
Base attack speed increased from 1.5 to 2
Attack speed bonus from firing increased from up to 3x to 5x
Now properly lose their attack speed bonus from firing when idle
Earthquake Generator
Shooting cooldown reduced from 10 seconds to 5 seconds
Range increased from 0.5 to 0.75
Sniper
Range increased from 1.6 to 2
High-Density Spheres
Doubled knockback chance
Upgrade Changes
Machine Learning
Scaling reduced from 1% to 0.25%
Scales based on kills from every building of the same type
Keeps values on value drifts
Combined towers count as "Structure" building type
Frenzy
Duration increased from 2s to 5s
Smite
Damage increased from 1% to 5%
Radius heavily reduced
Now bounces 10 times per second instead of instantly and can bounce outside the initial radius, this applies to every source of lightning damage within the game
Frenzy Surge
Cooldown increased from 30s to 60s
Is now global
Now has an animation
Scan
Now has an animation
Cryogenic Technology
Longer chance based
Can now apply multiple stacks per hit and even applies non-integer number of stacks
Now affects bosses, although it doesn't slow them.
Frostbite
Now scales in hits per second instead of dps only
Can hit on uneven tick intervals and even multiple times per tick
Can still trigger every on-hit effect
Growth
Can happen on uneven tick intervals and even multiple times per tick
Specs
Many of these now scale with player-level
Primed Shot
Chance is now fixed at 25%
Damage and radius increase changed from 100% to level*4
Ignite
Damage changed from 40% to level%
Slow But Steady
Damage increase changed from 100% to level
Barrage
Attack speed increase changed from 100% to level
WeakSpot Detector
Damage increase changed from 400% to level*20%
Synthetic Aperture
You now keep the benefits of telescopes when you value drift
Unusual Lubricant
Can no longer target enemies in the fog of war
Enemy Changes
Shark
No longer swims through land
Ice Shards
No longer spawn within a radius of 6 blocks of the spawning position
No longer show up on the map view
Shoots shards on destruction that slow towers for 15 seconds
Fire Bat
Fire now ticks twice per second instead of just once, total damage is unchanged
Sulfuric Geyser
Can now be killed
Snowballs
Drastically reduced growth cap
When hitting the growth cap, it will break into 2 smaller snowballs, with growth reset
General Changes
Changed the behavior of replacing your active skill to something more intuitive
Made it so that seeing the enemy is enough to unlock its database entry
Colonies now show their checking area when hovered with alt
The relationship between hotkeys and equipment slots is now consistent
Mission selection drop list now also shows upgrades available conditionally
Made some changes to the lag compensation so that the game feels more responsive at lower tps
Visual Changes
Made earth fissures emerging from the boss lair denser and with more branches
Menu should be more widescreen friendly with virtual black bars
Added icons for all Kokatune biomes
When starting a mission or on value drift, the name of the planet is now shown
Rewritten lag reports so that they are more readable
Action icons when selecting a building are now a bit smaller than one tile, so that you can select the adjacent tile without clicking on it
Added indicators to when upgrades trigger, both in the map and on the left side of the UI
Fixes
Fixed "Invalid key to next" error screen
Fixed gathering missions not showing on Kokatune
Fixed a crash with some flamethrower merges
Potential drops are now correctly positioned on the mission screen
Fixed nuke auto-casting at mouse position when there are no enemies
Notification camera movement should be a lot more reliable now
Design - Overhauled tutorial flow - Buffed stats for Sonya's Kuroko summons - Removed mana match healing from various enemies - Added damage immunity from lava tiles to Magmaws enemy
Polish - Added animation when pits are destroyed - Added VFX when forcefields are damaged or destroyed - Added VFX when player obtains their first set of equipment - Added VFX to Boss HP bar when bosses take damage - Added VFX to Wall Chests - Tweaks to SFX for Time Set animations - Tweaks to SFX for Mana matches - Added confirmation screen when player attempts to skip their turn - Added more button prompt indicators to Main Game screen - Added fade transition when player toggles Mana visibility - Tweaks to pinch touch gestures on Map screen - Optimized level loading - Added credits screen
Bugfix - Bugfix for mana manipulation VFX displaying before player has picked up their first set of equipment - Bugfix for Cryovolcanic rooms displaying the wrong wall assets - Bugfix for enemies not moving if player is standing on an ice tile - Bugfix for game hanging if player opens Map screen in the middle of performing an action - Bugfix for enemy info overlay appearing on top of Options screen - Bugfix for controller UI navigation in Start screen