Multiple quests in HotS had issues on detecting objective completion or did not require them. The issue has been tracked down and the following should now work correctly
The Word is Silent, should now start correctly
Last Voyage, now opening a certain chest works correctly.
Fixed Bounty Hunting Quests in Horns of The South region
Now progress correctly:
Black Tar Prophecies
Whispers in The Dark
Iron Works
Price of Forgiveness
Quality of Life: Marker in quest: Shadow of The Horns, now marks statue instead of dungeon.
Fixes
Fixed an infinite item dupe for some cases when saving the game while having container open
Weapons held by the player should no longer blur with motion blur turned off
Uncanny Spell should no longer soft lock the game
Exiting quarantine hut should now correctly prevent player from using Uncanny Spell
Talent which unlocks piercing for arrows and throwables should no longer work with spells
Travellers set now only activates when equipped
Balancing
Galahad deals less damage but has more health
Perceval has more Health
Enemy archers deal less damage
Rebalanced all Bow damage to be more in line with other weapons
Rebalanced Block for all Shields and Weapons (blocking is now a viable tactic)
Fixed some minor bugs with talents and statuses applying stats on damage received
Spells accessible in new locations:
Flame Torrent (top of Ruined Tower near King's Road)
Banish (in a locked chest hidden on a high rock in Necromancer's Crypt)
Projectile Deflection (locked chest in an opened sarcophagus in Mistbearer Dungeon)
Arcane Aegis (Allmother's Temple altar)
Thunderstrike (pinned to a door with a Parrying Dagger in the Stronghold)
Dearg Due’s Kiss (dead body at the end of Small Crypt in the Graveyard) [additionally fixed crit chance]
After a long development phase, we have released the demo of our game, "The Carnival Of Company" In just a few days, we identified and fixed some major bugs.
We want to tell the story of an ambitious and successful engineer's journey to the "Horizon of Terror." Our two-person team spots some shortcomings every day and works hard to address them. We want to create something that players will be glad they played.
During the demo period, we will fix bugs and work on better explaining the game's mechanics. We hope you play the demo, provide feedback, and if you enjoy it, add it to your wishlist.
I've received more feedback about how difficult the boss was (even after the first nerf), so I've decided to make some changes.
- You can now choose the difficulty for this demo. - Mosquito DNA vials will now also affect bows and knives. - Moved the Dodge/Dash technique to the first row of the Technique menu. - New game +. Feel free to defeat the boss as many times as you want to unlock more technique points! - Added some hints at the beginning in case you feel lost. - Added a message after you've picked a weapon. - Changed the button tutorial icons to match the Steam Deck layout. - Fixed a bug where the DNA Vials menu froze if you pressed the Left Mouse button on it.
That's all, thank you for reading! Follow and wishlist the game to keep track of upcoming news that I'll be introducing into the game.
It's a busy weekend at the Nightwell Forge! First, we'll be showing Surradia at the SoCal Gaming Expo in Pasadena. Come by the BAD Collective booth to snag stickers, swag, and an exclusive free paper puzzle. Rumor has it you may also be able to glimpse the very first paper version of our next puzzle game!
If you can't make it to Pasadena, be sure to check out the Women-Led Games Steam Event, also featuring Surradia. We are delighted to support other women in games with this event.
To celebrate these events, we've released a shiny new build! The following issues have been fixed: -Windows launch showing a second, empty launch option -Game crashing when you switch quickly between Main Hall and Room 1 -Hints in Room 3 -"There are no hints remaining" displaying multiple times -Ability to keyboard focus on disabled fields -Positioning issues with expanded views of objects, and positioning of the expanded view buttons
And we have added the following features based on feedback: -We've removed a couple of puzzle fields from Room 2 to make it a little easier. -Contextual hinting: The hints were always contextual (the game checks which fields you have wrong and makes a best guess as to what you probably missed), but this wasn't apparent since it didn't indicate which puzzle field the clue was related to. Hints now appear next to the field they relate to, and highlight that field. -Puzzle fields are now colored to indicate the part of speech. -The game now highlights museum objects and pages you haven't yet visited.
The following issues have not been addressed: -Scrollwheel support: This is a Godot bug. It's supposed to be addressed in the next Godot update. -Audio playback speed: This is a complicated sound engineering problem. We won't be able to address it unless we earn enough money to hire a sound engineer. -Screenreader support: We're really bummed about this one, but this is another Godot compatibility issue. We're looking into alternate ways to make the game screenreader-accessible but it's turning out to be a way bigger task than we anticipated. -Art updates: We are planning to replace some of the difficult-to-read fonts with more legible ones, but that requires rerendering all the art, and we just didn't have time. We'll do this in the next update. -We may simplify the spell puzzle in Room 2, but this also requires redrawing all the art in the grimoire, so we'll look into it for the next update. -The last page of the grimoire transcript not matching the text in the book: Gonna be dead honest, we didn't see the message about this until we'd already compiled the new build. It'll be fixed in the next build.
P.S. One additional tip: The background of a puzzle turns darker green the closer you are to the solution.
Join EA Play to make your games more rewarding with access to great player benefits and a library of top titles. Members get more from your game including great recurring rewards like XP Boosts in F1® 24. And when it’s time to find your next favorite game, we’ve got you covered with an ever-expanding library of our fan-favorite series and premium games. You can even try out select new-release games with no commitment. If you decide to buy, your saved progress will carry over, so you can continue where you left off. Our members also save on purchases of EA digital content, with a 10% member discount. Letting you save on full games, points packs, and DLC. Find out more about upcoming EA Play benefits at https://store.steampowered.com/subscriptions/ea or follow us on X (Twitter) and Instagram @eaplay!
We're thrilled to announce that we've been working with Makeship on a plush toy of the titular character from A Monster's Expedition, who is also the very same train driver you'll recognise from Cosmic Express! This plushie is available for the next 5 days only - after which point it will be gone forever. So if you've ever wanted your very own Monster, now's your only chance.
Additionally (and perhaps most importantly), we need to hit a minimum threshold of 200 plushies pre-ordered to ensure it gets made, so please pre-order, signal boost, and share with anyone else who might want this! We have one in-hand and the quality is incredible.
We wanted to take a moment to thank you all for the helpful feedback on Reddit, Discord and our other social channels. We're diligently consuming all of your suggestions and will be making a number of changes based on the info we've gathered following launch.
Before we dive into various fixes and improvements coming in this patch, we wanted to mention that Iron Giant has been taken back to the shop for maintenance and is not available to play with right now. We should have a status update by next week.
We're also planning to address several highly requested changes soon, such as the additional performance improvements, end of game stats, options to turn off team colors, the ability to swap side and neutral attack, and the addition of adjustable input buffer settings. We'll keep you posted on timing.
Let's dive in and see what's new in this patch.
General
Lowered Hit Pause on all Hits by 10% in 1v1 modes
Players can now try all Fighters in Training Mode, including Fighters they do not own
Battlepass XP will now be granted after each PvP Match in addition to Events and Missions.
Bug Fixes
Fixed an issue where players could not complete daily rewards in Rifts Mode
Fixed an issue that was impacting performance on Xbox Series X|S
Fixed an issue where beam visual effects were occasionally invisible on PlayStation consoles
Fixed an issue where certain keyboard configurations would cause phantom inputs in matches
Fixed an issue with pause input conflicts in Training.
~ Reduced input buffer window for follow-up attacks
Banana Guard
The goal of this change is to reduce the extreme kill power on Banana Guard's side specials and bring it more in line with the damage of the rest of the cast.
Aerial Side Special
- Reduced damage to 10 from 12
Ground Side Special
- Reduced damage to 12 from 14
Bugs Bunny Neutral Special
* Fixed an issue causing the Safe to hit repeatedly and rapidly in succession
Garnet Down Special
* Fixed an issue where Garnet and an enemy could be frozen at the end of her Star Grab
Gizmo Up Special
- Ally attach cooldown now begins when Gizmo detaches from his ally, instead of beginning when Gizmo attaches to his ally.
Iron Giant
The goal of these changes is to prevent Iron Giant from chaining certain sets of attacks infinitely. While these fixes address some of the issues on Iron Giant, it will require additional fixes to bring Iron Giant fully back online. Iron Giant will remain down for repairs until those fixes are implemented in a future patch.
Ground Down Attack
~ Knockback angle is now more horizontal
Aerial Neutral Attack
~ Final hit now always knocks away regardless of charge
Ground Side Attack
- Jab first hitbox is slightly smaller
Rage Mode Pilot Special
~ Reduced strobing visual effects
Rage Mode Up Special
- Reduced final hit damage to 5 from 6
Jake Aerial/Ground Up Special
* Fixed some issues with game performance
Jason Ground Down Special
* Fixed an issue where one player would disappear when Jason grabbed two players with the sleeping bag
LeBron Basketball
- Basketball can now only hit one time per target
Marvin Aerial/Ground Neutral Attack
* Fixed an issue where Marvin could ringout opponents instantly due to a Side Special projectile interaction with Neutral Attack
Reindog Aerial Side Attack
~ Knockback Angle is now more horizontal
Aerial Up Attack
~ Knockback Angle is now more horizontal
Shaggy
The goal of this change is to not allow Neutral Air Attack to combo back into the Jab combo at all damage levels. There are feel issues introduced with this change that we will address in the next patch. Aerial Neutral Air
~ Base Knockback increased to 1700 from 1300
~ Knockback Scaling increased to 14 from 13
~ Knockback Angle is more horizontal
~ On-Hit cancel window delayed by 10 frames
Steven Aerial Up Attack
~ Sweet spot hitbox delayed 1 frame later to match when Steven has his hands clapped together
Aerial Down Attack
- On-Hit cancel window delayed by 3 frames
Stripe Aerial Down Attack
+ More downward momentum is maintained on attack start-up
Taz Aerial/Ground Side Special
+ Increased damage on non-cooldown tornado final hit to 8 from 7
Wonder Woman
Wonder Woman's lasso was a bit too oppressive to play against without any limiter, so we decided to add a short cooldown to the ability. Aerial/Ground Neutral Special