Howdy, y'all!
After releasing the game and pushing out the first couple patches, we took some time off to recharge our batteries a bit. (Turns out, it's exhausting work to release a game. Who knew!) We're now winding back up to address more issues and bugs.
For Patch v1.0.3, we're shaking off the summer rust with some simple features and bugfixes. (So many bugfixes!)
Notably, this patch does NOT include fixes for a recently-discovered softlock involving crouching in a certain location, nor for various controller input issues. These are among our high priority fixes to address soon.
For what this patch DOES include, read on:
FEATURES
Gameplay
The player can no longer take damage from the Pioneer (Mines Boss) during its death sequence.
Depo's shop now levels up when the player finds the Mt. Yore Branch, even if the boss of Fungal Grotto isn't yet defeated.
Changes to loot drops for some enemies:
Mountain Chuck can now drop Verminhide (previously dropped nothing)
Bouncer Ooze can now drop Mire Gel (previously dropped nothing)
Snow Wheel can now drop Esoteric Parts (previously dropped nothing)
Hatter can now drop Powersilk (previously dropped Hardyard)
Various other enemies have had their drop chances adjusted, largely in favor of reducing grind times. (Certain enemies now guarantee a drop every x kills in case of bad luck.)
A certain Baluster Core will now only appear after defeating the relevant boss. (Relevant to sequence breaking)
Hatter’s Gears will now expire before their bounce limit if they are off-screen for a certain amount of time (only relevant for specific situations, but those specific situations could be pretty annoying!)
UI/UX
Boss introduction/defeat sequences can now be skipped.
Just like skipping other cutscenes, pressing Menu during these sequences will pause the game and give you a Skip Scene option.
Highlighting items in the Options menu now displays help text in the help field below, why not!
Visuals/Audio
A smattering of visual updates to certain stages. Notably, the purple terrain in the Mucktunnels/Grotto areas now have a discrete look rather than being a recolor of the mines cave floor. And there’s new cave decor!
A handful of new animations have been added to the Manitari. These are seen primarily during the Fungal Grotto quest.
New sound effects added for Mushroom objects and the Hatter enemy.
BUG FIXES
Fixed an issue that caused the Sunken Skyline stage to have unintentionally difficult platforming if the water level is lowered before obtaining certain movement upgrades
Fixed an issue where it was possible for the final boss battle to initiate before the conclusion of the penultimate cutscene, causing a softlock.
Fixed an issue where firing missiles off-screen in the lake area of Mt. Yore could trigger an off-screen Bell, spawn Cap’s vessel, and cause a softlock. Nice!
Fixed an issue where, if a player used a sequence break to skip the first Manitari Gatekeeper, the game could crash when later visiting that room and defeating the Blighthopper
Fixed an issue where defeating Celaeno during her super attack could cause her tornado to persist indefinitely, likely (and rudely) killing the player.
Fixed an issue where upgraded Power Armor provided +1 Durability instead of +1 Armor
Fixed an issue where boxes would fall on Iris' head if she entered the secret Salamander's Tail room from below, pushing her back down.
Fixed an issue where the boss of the Aqua Baluster would be missing if the player sequence broke and defeated the boss of Fungal Grotto first.
Fixed an issue where Hatter's rolling gears would just stop moving and pause in place indefinitely
Fixed an issue where a chest in Timber Edge would fall off of its platform when the player enters the area
Fixed an issue that was causing a chest in Fungal Grotto to clip visually into the player’s path
Fixed an issue where, after dying and respawning in the room at least once, the battle theme for a miniboss in Fungal Grotto would persist after its defeat
Fixed issue that was making the waterfall in Manitari Village more difficult to get through than intended
Fixed some inconsistent ceiling height between two rooms in the Fungal Grotto
It’s now just a little harder to glitch bullets through drawbridges.
And that about covers it! As always, let us know on the forums or discord if you run into any issues! We're continuing to work our way down the list. Thanks y'all for playing Clockwork Ambrosia!
