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Another quick hotfix, this time for a barrier in Kankan, past the Tankard boss.
Kankan Boss 后面的障碍物现在应该会正确消失了。
(简体中文翻译见帖子底部。)
Hey Yarden GRIME director here with quite possibly our biggest patch yet, focusing mainly the map.
We're fully aware that maps are kind of a big deal in these sort of games, so we've been working hard to improve its clarity by cleaning up visual artifacts, and adding some new features to it.
So, what's new?
To fill it to 100% you must find every Seal, Checkpoint, Molds & item in the area. In addition to beating every boss and every unique enemy types (Hunt Pigment & Breathcrowned, for example).
One significant oversight with the map at launch, was that the dotted lines which mark your route through the area to aid you before discovering the Seal, would not save between sessions. Making it very hard to keep track of where you were. It would also not get revealed when you finally unlocked the first Seal in the area.
This problem was worsened when players end up going passing through multiple areas without unlocking a single Seal.
To this, we've come with the following compromise.
In edition to the dotted lines, you'll also reveal the color of a newly discovered area.
Once you unlock the first Seal the details will be filled in, same as they do now.
The currently active checkpoint is visually indicated on the map.
Map Markers now appear in the Warp Menu.
Various artifacts and false rooms were cleaned from the entire map.
Now easier to select a map marker when there is a clump of markers stacked together.
Arguably the most contentious ability in the game. Since it's a relatively unusual mechanic it has been hard figuring out how to make it as intuitive as possible, especially on controllers.
One point that stuck out to me were players who mentioned it felt like a "downgrade" when they got this ability, since they could not longer easily climb up walls using the habits they've already formed using dash jumping back and forth.
Plus, after seeing so many players accidently dash off of the wall when they wanted to dash INTO it in order to trigger slide. As well as after personally putting some more time into the hardest challenges in the game, I've decided to give this new angle a shot-
So, basically. You can trigger Dash Slide while grabbing a wall. You do this by holding a direction and pressing Dash.
With this, climbing walls is much easier and faster. hopefully making the ability feel like an overall upgrade across the board while you explore.
Additionally, since you typically need to trigger Dash Slide from a distance in platforming challenges anyway, this shouldn't lower the overall difficulty of the challenges themselves. Instead, just reducing the frustration of accidentally dashing off of walls.
Classic armor set added - Mostly just for those who want to use the original player visual, and with different Chroma colors. Can be found near the first Checkpoint.
Fixed a bug with Goldhead dialogues options - Many more additional dialogues have been added to the game in the middle and final acts.
Paint/Prey Molds had their base values buffed.
Many more enemy and spike colliders improvements across the entire game.
Various weapon/armor set adjustments, buffs and nerfs.
Fixed all reported English text issues.
Farther improved clarity on Air Dash ability gates. Instead of relying on making thicker Spike Barriers, there is now usually thin wall with a small gap to Air Dash through. Examples are in: Dregbourg (before anvilhead), Nailglade (left side upwards entrance), Blade garden (Axe side path leading to the Quadblade.)
Improved clarity of the yellow glowing damage zones in starmire.
Increased saturation on attribute icons for clarity
Added a bounce pad in tree roots to make it easier to reach the Visagehand boss shortcut.
Fine edged trait wasn't working as intended. It is now much harder to land parries with it active, as intended.
Additional objective markers for increased clarity.
Fixed a bug with Scabbard Mold.
Fixed some currency drops that failed to appear.
Fixed a bug when the boss fight music wouldn't stop playing.
Dashing from a wall before getting the Air Dash will no longer do an Air Dash.
Fixed a bug causing the maximum Force collected to not be refreshed on loading the game.
Fixed Reef Diver armor set Chroma colors.
Impaled Shortblade ai fixes.
We will do additional Hotfixes if there are any other notable issues discovered after this patch is out, but otherwise, we are taking a long break from major patches while we rest, evaluate the work needed for the Switch port, and consider what kind of additional content we could reasonably afford to create.
Much like with the "Feedback Patch" of the first game, thank you once again for helping us make a better game.
嘿,Yarden,这里是《GRIME》的总监。这次我们带来了迄今为止规模最大的一次更新,重点主要放在地图系统上。
我非常清楚,在这一类型的游戏中,地图有多么关键(即使它们不总是立即完全展现)。因此我们投入了大量精力来让它达到应有的水准。
那么,有哪些新内容呢?
区域进度追踪器
要将某个区域填充到100%,你需要找到该区域内的所有封印(Seal)、检查点(Checkpoint)、模具(Molds)和物品。同时,还需要击败所有Boss以及每一种独特的敌人类型(例如 Hunt Pigment 和 Breathcrowned)。
封印前地图(Pre-Seal Map)
游戏刚发售时,地图存在一个比较严重的疏忽:在你发现封印之前,用于标记你在区域中行进路线的虚线不会在不同游戏会话之间保存。这使得玩家很难追踪自己走到哪里了。而且,在你最终解锁该区域的第一个封印时,这些路线也不会被揭示出来。
当玩家在未解锁任何封印的情况下穿越多个区域时,这个问题会变得更加严重。
针对这一点,我们做出了如下折中方案:
除了虚线之外,你现在还会逐步揭示新发现区域的颜色。
一旦你解锁了第一个封印,地图的详细信息就会像现在一样被完整填充。
其他地图更新:
当前激活的检查点现在会在地图上以视觉方式标示出来
地图标记现在会显示在传送菜单(Warp Menu)中
清理了整个地图中的各种错误遗留物和伪房间
当多个标记堆叠在一起时,现在更容易选择目标标记
冲刺滑行(Dash Slide)
可以说,这是游戏中最具争议的能力之一。由于它是一种相对不常见的机制,尤其是在手柄操作下,很难让它变得直观易用。
一个比较突出的反馈是,有玩家觉得在获得这个能力后反而像“被削弱”了,因为他们无法再像以前那样通过来回冲刺跳跃轻松爬墙。
另外,我们也观察到很多玩家在本想朝墙冲刺以触发滑行时,却不小心从墙上冲了出去。同时,在我自己挑战游戏中最困难内容并投入更多时间后,我决定尝试一个新的改动方向:
现在,当你抓在墙上时,也可以触发冲刺滑行。
有了这个改动,爬墙会变得更简单、更快速,希望能让这个能力在整体上更像是一次“强化”。
此外,由于在平台挑战中,你通常仍然需要从一定距离触发冲刺滑行,这项改动不会降低关卡本身的难度,只是减少了因误操作从墙上冲出去带来的挫败感。
其他更新说明:
新增经典护甲套装——主要供想使用原始角色外观的玩家选择,并附带不同的 Chroma 颜色。可在第一个检查点附近找到。
修复了 Goldhead 对话选项的一个错误——在游戏的中期和最终章节中新增了大量额外对话。
增强了 Paint/Prey 模具的基础数值。
对整个游戏中的敌人和尖刺碰撞体进行了更多改进。
对各种武器/护甲套装进行了调整、增强和削弱。
进一步提升了 Air Dash 能力限制的可读性。不再依赖更厚的尖刺屏障,现在通常会有一面带小间隙的薄墙,供玩家使用空中冲刺通过。例如:Dregbourg(铁砧头之前)、Nailglade(左侧向上的入口)、Blade Garden(通往 Quadblade 的斧头路径)。
提升了 Starmire 中黄色发光伤害区域的可视清晰度。
提高了属性图标的饱和度以增强辨识度。
在树根区域新增了一个弹跳板,使玩家更容易到达 Visagehand 的捷径。
Fine Edged 特性此前未按预期工作。现在在其激活时,更难成功触发招架(符合设计预期)。
增加了更多目标标记以提高清晰度。
修复了 Scabbard 模具的一个错误。
修复了一些未能出现的货币掉落问题。
修复了 Boss 战斗音乐有时不会停止的问题。
在未获得 Air Dash 前,从墙上冲刺将不再触发空中冲刺。
修复了加载游戏时已收集的最大 Force 未刷新的问题。
修复了 Reef Diver 护甲套装的 Chroma 颜色问题。
修复了 Impaled Shortblade 的 AI 问题。
修复了 Bishop 第二阶段过渡动画有时会触发两次的问题。
为 Drop Pot 6 尖刺区域伤害新增了视觉效果和反馈。
如果在此次更新发布后发现其他重要问题,我们会继续推出热修复补丁。不过除此之外,我们将暂时停止大型更新,好好休整,同时评估 Switch 移植版本所需的工作,并考虑我们在资源允许范围内还能制作哪些额外内容。
就像初代游戏的“反馈补丁”一样,再次感谢大家帮助我们把游戏做得更好。
Another hotfix that caused some players to have progression issues with Yr'Gog's 3 components quest.
The 4th Major Patch is going to delay to next week, since the map updates has been been pretty complex to implement. But one of the things we already got working is a progression tracker for each area of the map, showing a completion percentage that counts everything that can be discovered in the area: Items, Hunt Pigments, Bosses etc...
So even if there are some areas that still show some fog, once you've hit 100% you can rest assured you've found everything there was to find in that area.
We still need to have it tested before it goes live, and that's not the only map feature we're planning on adding, so this is going to end up being a pretty significant patch.
又一个热修复,解决了一些玩家在 Yr'Gog 的三组件任务中遇到的进度问题。
第四个大型补丁将推迟到下周发布,因为地图更新的实现相当复杂。不过,我们已经完成的一项功能是:为地图的每个区域加入进度追踪器,显示完成百分比,统计该区域内所有可发现的内容,包括物品、狩猎颜料、Boss 等。
因此,即使某些区域仍然显示有迷雾,只要进度达到 100%,你就可以确认已经找到了该区域中的所有内容。
在正式上线前,我们仍需要对其进行测试,而且这也不是我们计划添加的唯一地图功能,因此这将会是一个相当重要的更新补丁。
Another quick Hotfix for players who advanced into the middle act after freeing Yr'Gog before getting their Breathcrown. As well as another fix for after returning the weapon parts but not being able to find Ver in order to progress the questline.
Still working on the 4th Major patch, please be patient!
又一个快速热修复,针对那些在解救 Yr'Gog 之后、尚未获得 Breathcrown 就推进到中期流程的玩家。同时也修复了在归还武器部件后却无法找到 Ver、从而无法推进任务线的问题。
我们仍在开发第4个大型补丁,请耐心等待!
A quick Hotfix for the "The Forged" fight in Dregbourg.
You should now be able to properly fight through and finish the encounter.
This bug also caused Grasp to no longer function properly in the area.
We will be back with a larger patch later next week.
在德雷格堡(Dregbourg)中“锻造者(The Forged)”战斗的一个快速热修复。
你现在应该可以正常进行战斗并完成该遭遇。
这个 bug 也导致该区域中的“抓取(Grasp)”功能无法正常使用。
我们将在下周晚些时候带来一个更大的补丁。
(简体中文翻译见帖子底部。)
Hey Yarden GRIME director here and... despite what I said at the end of the last patch about taking a bit of a pause.... I guess we ended up doing another big patch with an entirely new system as well... woops, I guess?
First thing's first. A new system?
So while debuff weapons that apply stuff like poison and combustion can be fun with bosses, it's very lackluster when used against anything else. So... for the majority of the time.
The problem is, of course, that by the time you get to proc those effects the enemy is already long dead.
So what changed?
Everything that isn't a boss will have debuffs trigger much, much quicker. All the way to double on regular enemies.
Large enemies, Hunt enemies and Breathcrowned enemies will all have greater resistance but it will still be much faster to accumulate on them than on bosses.
In addition, Combustion damage was buffed. And Starust poison can now far more easily have multiple instances trigger at once on a target.
Secondly, there has been some small changes to the world... basically...
Something I've been noticing that can affect drag player experience in the middle act is playing the majority of it with a single heal.
Having just 2 heals can do wonders for pacing, allowing you to gain Breath in order to charge up a secondary heal while still having a backup.
So 3 new Alveoli Breath drops have been scattered earlier into the act, starting with 1 in Lower Kankan, with the goal of maximizing the likelihood of players starting the act with 2 heals, or at least getting 1 extremely early into it.
The locations are: Bottom Lower Kankan, Middle Nailglade, and a path accessible only from Jagged Forest.
However, this means players have access to an additional heal charge by the end of the game. So to maintain the challenge, especially of bosses, several changes were made to compensate for that addition.
Crown heal was reduced.
Boss HP was increased.
These changes brings me the next part of this patch notes...
Paint/Prey Mold Scaling increased - Collecting Molds from enemies is a core feature of the game, and they should feel rewarding to use.
Pliability Molds Speed Increased - This should make some of the slowest Molds in the game much more intuitive and fun to mix in between your other attack.
Various weapon specials had their damage and speed buffed.
Attuning has been tuned down - Come on, you knew this was coming.
Force is no longer consumed outside of combat.
Area balancing changes - I originally intended most players to start the game with Jagged Forest, this has clearly not ended up being the case, with Dregbourg being the most popular starting point of the middle act. So:
Dregbourg basic enemies were nerfed, namely the Pebbles.
Dregbourg enemies drop less XP and Currency.
Jagged Forest has been buffed to more align with Dregbourg difficulty - Jagged Forest was laughably easy before, especially considering how late player tend to do that area.
Jagged Forest, Dregbourg and Nailglade are now all relatively balanced as the starting points of the Middle Act.
Blade Garden has been buffed.
Anvilhead has been buffed the most and now has an Air Dash barrier to enter the fight.
Visagehand XP rewards increased + a ton more fixes once more.
Here are some final changes that will hopefully make the overall platforming experience much more enjoyable for everyone.
Spike damage colliders have been improved all over the game to better match their visuals.
Dashing from a wall no longer count as an Air Dash/Evade - Basically, if you dash away from a wall (after getting "wall jump"), you'll be able to do an air dash afterwards.
Wall Jump height increased - should make it feel better and quicker to scale walls.
Sliding speed is now consistent on a controller.
Slide can be stopped by pressing the opposite direction.
Jumping from ceiling Slide won't accidentally trigger a Handjump.
Handjump range extended
Map Icons have thicker outlines for better clarity.
Final Paint reef boss (MS) now has improved clarity on her final phase so that players wont continue attacking her on 0 HP.
Fixed Smashing Block Cooldown (it was supposed to be 12 seconds not... 1.2 seconds.....)
Faulty collider fixed in Starmire plaforming challange.
New, better rewards added to Starmire and Wanting Tree in the form of Breathmarks (Crown upgrades).
Mountainborn objective marker fixed.
Fixed faulty platforming challenge between Mountains and the Wanting Tree.
Changed Impaled Longblade reward from paint to 2 hunt points. (4 Paint Bars should be the max)
Reduced the throw range of the rock throws by the kneelers to make Melded Giant a bit less annoying.
Some retracting pullable blocks slowed down so they wont crush the player into the celling.
Fixed an issue with certain items sometimes not appearing in Faceless Mountains and Mudfalls.
Paint Reef is better blocked from players who don't yet have burst jump + Air Dash.
Nailglade has been better blocked from entering without Air Dash on the left side.
Fixed a bug with Ver blocking the path in Paint Reef.
Lots of the usual clarity/collider improvements on various enemies/bosses (VISAGEEEEHAAAANDDDD!!)
Greatblade Preacher sword collider adjusted to better fit the visual.
Fixed an issue with the Warp map be uncontrollable for a few seconds.
Fixed a bug with Impaled Longblade knife Projectiles not coming out of the ground.
Fixed a certain unfortunate spot where you could fall without being able to get out.
And that's it for this week's Major Patch!
On another note, these last 4 years of development have been pretty intensive and everyone's been dying for some kind of break. I think we may do one more significant patch next week (potentially map focused, but no promises just yet) and then finally take a much needed short break while we consider our next steps.
嘿,我是《GRIME》的总监 Yarden……尽管我在上个补丁说明的结尾说过要休息一下……但我想我们最终还是搞出了另一个包含全新系统的大型补丁……哎呀,怪我咯?
言归正传。一个新系统?
虽然施加毒和燃烧等减益效果的武器在打Boss时很有趣,但用来对付其他敌人时却非常乏力。所以……在大多数情况下都是这样。
问题当然在于,等你触发这些效果的时候,敌人早就死透了。
那么,有什么改变呢?
所有非Boss敌人的减益效果触发速度将会快得多。在普通敌人身上甚至能快上一倍。
大型敌人、猎杀目标(Hunt enemies)和冠息(Breathcrowned)敌人的抗性会更高,但在他们身上积累异常状态的速度仍然会比Boss快得多。
此外,燃烧伤害得到了加强。而且星尘(Starust)毒素现在更容易在目标身上同时触发多次。
其次,游戏世界发生了一些小变化……基本上就是……
我注意到,在游戏流程的中段,玩家大部分时间都只有一个治疗次数,这可能会拖累玩家的游戏体验。
仅仅拥有2个治疗次数就能对游戏节奏产生奇效,让你在获取气息(Breath)以充能第二个治疗的同时,仍然有一个备用治疗。
因此,我们在这个阶段的早期分散放置了3个新的肺泡气息(Alveoli Breath)掉落物,首先是在下部坎坎(Lower Kankan)放置了1个,目的是尽可能让玩家在进入这个阶段时就能拥有2个治疗,或者至少能在非常早期就获得1个。
树位于以下这些地点:下方的 Lower Kankan,中部的 Nailglade,以及一条只能从 Jagged Forest 进入的小径。
然而,这意味着玩家在游戏结束时会获得一个额外的治疗充能。所以为了保持挑战性,特别是Boss的挑战性,我们进行了一些改动来平衡这一新增内容。
王冠(Crown)治疗量减少。
Boss生命值增加。
这些改动引出了本次补丁说明的下一部分……
颜料/猎物模具(Paint/Prey Mold)加成提升 - 从敌人身上收集模具是游戏的核心机制,使用它们应该让人感到物有所值。
柔韧模具(Pliability Molds)速度提升 - 这应该能让游戏中一些最慢的模具变得更加直观,并且在你的其他攻击中穿插使用时更加有趣。
各种武器的特殊攻击在伤害和速度上都得到了加强。
同调(Attuning)被削弱 - 拜托,你们早就料到会有这么一天了。
体力/耐力在战斗之外将不再消耗。
区域平衡性调整 - 我原本打算让大多数玩家从锯齿森林(Jagged Forest)开始游戏,但显然事与愿违,德雷格堡(Dregbourg)成为了中段流程最受欢迎的起点。因此:
德雷格堡(Dregbourg)的普通敌人被削弱了,也就是卵石怪(Pebbles)。
德雷格堡(Dregbourg)敌人掉落的经验值和货币变少了。
锯齿森林(Jagged Forest)得到了加强,以更符合德雷格堡的难度 - 锯齿森林以前简单得可笑,尤其是考虑到玩家通常很晚才会去那个区域。
锯齿森林(Jagged Forest)、德雷格堡(Dregbourg)和钉刺林地(Nailglade)作为中段流程的起点,现在都已经相对平衡了。
剑刃花园(Blade Garden)得到了加强。
铁砧头(Anvilhead)的加强幅度最大,现在进入战斗前有一个需要空中冲刺(Air Dash)才能通过的屏障。
巨面手(Visagehand)的经验值奖励增加 + 以及一大堆其他修复。
以下是一些最后的改动,希望能让大家整体的平台跳跃体验变得更加愉快。
全面改进了游戏中的尖刺伤害碰撞体,使其更好地贴合视觉效果。
从墙壁上冲刺不再算作空中冲刺/闪避 - 基本上,如果你从墙壁上冲刺离开(在获得“蹬墙跳”之后),你将能够在之后再进行一次空中冲刺。
蹬墙跳高度增加 - 这应该会让你在攀爬墙壁时感觉更好、更快捷。
现在使用手柄时的滑行速度保持一致。
按下反方向键可以停止滑行。
从天花板滑行跳跃时不会再意外触发抓握跳跃(Handjump)。
抓握跳跃范围扩大
地图图标的轮廓变粗,以便看得更清晰。
颜料礁(Paint Reef)的最终Boss (MS) 现在在她的最后阶段有了更清晰的提示,这样玩家就不会在她0血时继续攻击她了。
修复了猛击格挡(Smashing Block)的冷却时间(它本应该是12秒,而不是……1.2秒……)
修复了星光泥沼(Starmire)平台跳跃挑战中错误的碰撞体。
在星光泥沼(Starmire)和渴求之树(Wanting Tree)中添加了新的、更好的奖励,形式为气息印记(Breathmarks,王冠升级道具)。
修复了山脉之子(Mountainborn)的目标标记。
修复了山脉和渴求之树之间的平台跳跃挑战故障。
将刺穿长刃(Impaled Longblade)的奖励从颜料改为2个猎杀点数(Hunt points)。(4条颜料栏应该是上限)
缩小了跪地者(Kneelers)扔石头的范围,让融合巨人(Melded Giant)变得稍微没那么烦人。
减慢了一些可拉动缩回方块的速度,这样它们就不会把玩家挤扁在天花板上了。
修复了特定物品有时在无面山脉(Faceless Mountains)和泥瀑(Mudfalls)不出现的问题。
颜料礁(Paint Reef)现在能更好地阻挡尚未获得爆发跳跃(Burst jump)+ 空中冲刺(Air Dash)的玩家进入。
钉刺林地(Nailglade)的左侧现在能更好地阻挡没有空中冲刺的玩家进入。
修复了维尔(Ver)在颜料礁挡住道路的Bug。
对各种敌人/Boss进行了大量常规的清晰度/碰撞体改进(巨——面——手——!!)
巨刃传道者(Greatblade Preacher)剑的碰撞体已调整,以更好地贴合视觉效果。
修复了传送地图会有几秒钟无法控制的问题。
修复了刺穿长刃(Impaled Longblade)的飞刀投射物没有从地下钻出来的Bug。
修复了某个倒霉的地点,掉进去后会出不来。
以上就是本周大型补丁的全部内容!
另外,过去这4年的开发工作非常紧张,大家都迫切渴望能休息一下。我想我们下周可能会再发布一个重要的补丁(可能侧重于地图,但现在还不打包票),然后我们终于可以稍微喘口气,享受急需的短暂休息,同时思考我们接下来的计划。
Hey Yarden GRIME Director, (向下滚动查看中文翻译)
As I've said before, we've been working hard to improve the overall experience with the game and catching whatever issues have been brought to us in the Steam Forums and Discord.
And what better proof of just HOW hard we've been working... than with a 2nd Major Patch in less than 1 week.
So, let's get into it:
As more of you have been reaching the Final Act of the game, I've been able to gather more information and focus my attention there.
It seems figuring out how Starust (poison) works in Mudpits has been far harder than intended. Hopefully this extra clarity on the Mold HUD will help change that -
Basically, expel that poison by casting Molds. The poison is also a benefit, when you expel it you deal extra damage and knockback nearby enemies.
Many of you have expressed disappointed that completing some of the hardest platforming challenges in the game yield boring rewards such as currency or XP.
My rational at the time was that I rather players get access to as many tools as early as possible so they'll actually get to play around with them and construct builds rather than only get a favorite item/weapon etc... in the very final area or so of the game, getting to make little to no use out of it.
However, that doesn't make those rewards any less... rewarding.
So my changes are as follows:
Some items had their Tier 3 requirement increased, and were additionally buffed as a result, in order to have some of them placed on those late game spots.
I opted for higher XP items over Currency.
An entirely new find was added as a reward in the final area. Break it to obtain a Hunt Pigment.
Starting Air Evade distance increased - The starting version of the ability to Dash in the had its forward momentum increased. To make it more intuitive to use it to pass through the thin platforming barriers. (this is NOT Air Dash, it's before that upgrade.)
Farther improved Slide controls - Slide no longer requires you to HOLD a direction, you can just tap it once and the player will slide in that direction. Choosing the opposite direction or jumping/dashing will exit slide. I changed tutorial messages to better reflect that. + The boundaries with a controller have changed to make it much, much harder to choose an unintended direction or to accidently exit.
Overall Spike collider improvements - Reporting bad colliders are usually easy enough fixes, but we need reports with an image/clip to track them down.
Seal Trail has been extended for some areas - You can now discover and begin the hunt for the Seal earlier and quicker into some areas.
Surrogate Hand Trail now glows - Hopefully this will also aid players to better spot the hand trails that lead to a Surrogate.
Volume resetting to default - Finally fixed.
Map movement with a controller - fixed.
Additional Zoom Levels for the map.
Increased Atrium (Currency) drops in the early-mid game.
Growth menu showing wrong stat numbers when leveling up - fixed.
Picking up and grasping an item at the same time - fixed. This could cause you to create duplicates that could break the game.
Combat Gauntlet blocker bug - fixed
Fixed a bug preventing progression in Reef, with Ver refusing to clear the path.
Fixed some projectiles not being reflected correctly to enemies after a parry.
Numerous Hitbox and Clarity Issues Fixed.
HP attribute buffed a little more - For context, last patch buff was smaller than intended, with just 10 extra HP at rank 30.
Handvisage will stop dying on the left side spikes.
Late Damage basic enemy damage curve improved - There shouldn't have been this point were the damage spikes so hard. It should always be a gradual growth that the player can adapt to over time.
On the topic of these combat updates. To players complaining we are making the game too easy:
Adding stats & trait enhancements to armors in GRIME made the game a little easier...
Adding a refreshing consumable Healing Item to GRIME also made it a little easier...
I nerfed the shit out of Burning Needle to no longer one-shot players who don't dodge out of it...
I can go on... many of you draw comparisons to the first game months or a year after its difficulty curve and numbers were done being balanced with patches.
GRIME II is a far, far more complex game, far more non-linear with far more considerations for balancing.
If you think GRIME was improved by our patches, I ask that you trust my judgment again here.
We'll take a longer break from making such large changes while I try to evaluate the current state of the game. Most likely the next patch will be smaller and focus on fixing more individual problems/bugs/number tuning.
As always, we appreciate your patience and trust. Thank you!
You can continue to help us by improve the game by posting bugs to the Steam forums or Discord.
嘿,Yarden,《GRIME》总监,
正如我之前所说,我们一直在努力改进游戏的整体体验,并处理在 Steam 论坛和 Discord 上反馈给我们的各种问题。
而最好的证明我们到底有多努力……就是在不到一周的时间内推出了第二个大型补丁。
那么,让我们开始吧:
随着越来越多的玩家进入游戏的最终章节,我得以收集更多信息并将注意力集中在这一阶段。
看起来,在泥沼区域理解星尘(毒素)的机制比预期要困难得多。希望这次在 Mold HUD 上增加的说明能有所帮助——
简单来说,通过施放 Mold 来排出毒素。毒素本身也是一种增益,当你排出它时,会对附近敌人造成额外伤害并产生击退效果。
很多玩家表示,完成游戏中一些最困难的平台挑战后,只获得货币或经验值这样的奖励让人失望。
我当时的考虑是,希望玩家尽早获得尽可能多的工具,这样他们可以实际体验和构建流派,而不是在游戏最后才拿到喜欢的装备却几乎没机会使用。
但这并不意味着这些奖励就真的“有吸引力”。
因此我做了如下调整:
一些物品的三级解锁条件被提高,同时也进行了强化,以便将它们放在后期区域中
相比货币,我更倾向于提供更高的经验值奖励
在最终区域新增了一种全新的可发现内容,打破后可获得狩猎颜料
初始空中闪避距离提升 —— 初始的空中闪避(不是空中冲刺升级)前进动量增加,使其更直观地用于穿越狭窄的平台障碍
滑行操作进一步优化 —— 现在滑行不再需要“按住”方向,只需轻按一次即可朝该方向滑行。按相反方向或跳跃/冲刺即可退出滑行。同时教程提示也已更新。手柄操作的判定范围也进行了调整,大幅降低误操作或意外退出的概率
更多碰撞体优化 —— 修复这些问题通常不难,但我们需要带截图或视频的反馈来定位问题
部分区域延长了印记轨迹 —— 现在你可以更早、更快地发现并开始追踪印记
替身之手轨迹现在会发光 —— 希望这能帮助玩家更容易发现通往替身的路径
音量重置为默认值 —— 已修复
使用手柄移动地图 —— 已修复
在游戏中早中期增加了中庭(货币)的掉落量。
地图新增额外缩放等级
升级时成长菜单显示错误属性数值 —— 已修复
同时拾取并抓取物品 —— 已修复。这可能导致生成重复物品,从而破坏游戏
战斗试炼障碍物 Bug —— 已修复
修复了在礁石区域无法推进的 Bug,Ver 拒绝清理路径的问题
修复了部分抛射物在招架后未正确反弹至敌人的问题
修复了大量判定箱与表现清晰度问题
生命值属性再次小幅增强 —— 上个补丁中在30级时仅增加10点生命值,低于预期
Handvisage 不会再在左侧尖刺处死亡
后期基础敌人的伤害曲线优化 —— 不应出现伤害突然暴涨的情况,而应是玩家可以逐步适应的平滑增长
关于这些战斗改动,对于那些认为我们让游戏变得太简单的玩家:
在《GRIME》中:
给护甲增加属性和特性确实让游戏变得更简单了一些
添加可恢复的消耗型治疗道具也让游戏更容易了一些
我还大幅削弱了 Burning Needle,不再会秒杀未能闪避的玩家
类似的例子还有很多……但很多人拿现在的版本去和初代经过数月甚至一年平衡调整后的版本比较。
而《GRIME II》是一个复杂得多的游戏,更加非线性,需要考虑的平衡因素也多得多。
如果你认为当初的补丁让《GRIME》变得更好,那么我希望你这次也能相信我的判断。
接下来我们会暂时减少这种大规模改动的频率,以便评估当前游戏状态。下一次补丁很可能会更小,重点放在修复具体问题、Bug 和数值微调上。
一如既往地,感谢大家的耐心与信任。
你们可以继续通过在 Steam 论坛或 Discord 上反馈 Bug 来帮助我们改进游戏。我只是一个人,相比起这些渠道,我不太可能逐条查看评论,因为我需要能够进行讨论并获取更详细、具体的信息。而评论更像是表达观点的地方,而不是用于收集信息并解决问题的渠道。
Hey Yarden GRIME Director, (向下滚动查看中文翻译)
We are well aware of the current significant bugs disrupting progression, as well as the numerous issues with certain aspects such as platforming and balancing. We'll tackle all of them, as quickly as we can.
We haven't been sitting idly since launch this. The opposite really. We are taking all of these issues very seriously, and we want to prove to you how quick and how willing we are to resolve ALL of these issues.
So, let me show you, by getting straight to the Patch Notes.
Boss Rewards bug - Every single player which died alongside a boss and lost access to it's rewards for any reason, you can go to their arena now and gain that reward. Missing progression items will appear in your inventory upon loading your save with this patch.
Missed Bosses - Bosses that previously died randomly due to a bug has gotten extra protections to prevent such cases. The reward you lost should be in the arena. We can't safely return to bosses to your save in order to fight them, but we'll use this as an incentive to explore an earlier re-introduction of the boss gauntlet system from GRIME.
Kankan wall blocker - Anyone who got stuck behind a one sided wall in Upper Kankan can now simply break it from both sides to get out.
Attribute value increased - You now gain more value out of your attribute stats. Especially from Health, with a smaller drop-off every milestone. This will increase a lot of your power in the late game.
Healing increased - All Breathcrowns healing value has increased across the board, giving you more value per heal.
Parry Immunity has been extended.
Player Immunity upon taking a hit has been extended.
Dash Counter range increased significantly, making it easier to perform.
Dash Counters which require you perform them from the air had their VFX updated to be clearer.
Visagehand major bug fixes and polish.
Updates to various bosses' hitboxes, clarity and cooldowns.
Quadblade now has a Breath-ward in their HP.
Various attacks have been slowed down.
Many, many more.
Boss ability - "Advanced Reform" is now "Flawless Reform" - Upon obtaining this late game ability, ALL damage taken from platforming spikes is fully recovered. Take as much time as you want without any pressure with those later, harder challenges.
Changes to Slide Controls - You no longer to hold a direction during slide. Just press once to go that direction, then jump or dash to exit.
Dash Slide Quality of Life - After dashing into a wall, there is now an extra second before you need to select a direction.
Overall damage from platforming spikes have been reduced.
Green Bounce Pad platforms activation range increased - Basically, it will be much, much easier to trigger these platforms and won't require much precision.
Green Bounce Pad platforms activation delay increased - You will have more time to pick a direction before being launched. (Most relevant for the Underheads and Orchard variant)
Green Bounce Pads immunity extended.
Grasphook Immunity extended - making it far less likely you'll take any damage or have to restart a challenge because of damage you took AFTER already triggering a grasphook.
Improvements to slide immunity.
We are not done with platforming. Next Major Patch we'll focus on improvement the feel and control of Slide, especially Dash Slide with a controller.
Overall sound improvements - New sounds added across the board for various actions. From menus to weapon dragging and coming into contact with the ground.
Low Force Indicator (green vignette) can now be turned off in the game settings.
Dropot containers increase to 5 across all tiers, in world and at the trader.
EDIT : ^ The above issue regarding the Dropots has now been hotfixed since version -1.0.17551e
Trader prices will no longer increase after a purchase.
Some shop prices were reduced.
XP/Fragments pickup value increased.
Various Optimizations - mainly to Paint Reef.
Alternative Entrance to Dregbourg added - You can now enter Dregbourg from Reef as well.
Fixed a bug causing the Growth menu to not reset the attribute points properly.
Map Artifact Fixes - misleading spaces in the map have been removed.
Main menu music lowered by default.
Player is protected for a duration after beating a boss, to avoid any leftover damage from ruining the moment.
Various spike zone and general environmental collider fixes.
The AOE circle effect of a certain creature is now white rather than red.
The Forged Littles in Dregbourg will no longer respawn, for greater levity.
Various bug fixes for the Projectile Grasp trait.
Various typos and grammar issues in English have been fixed.
There are pages upon pages of other, smaller fixes that all accumulate for this one, massive patch.
As I said, we are far from done. Please, be patient and use the Steam forums and Discord to let us know of any issue. I promise we'll get to it all. But we can't do it without your support and understanding.
While I explore various possible improvements to Platforming for the next patch, please feel free to write your feedback here. I read it all.
https://steamcommunity.com/app/2529790/discussions/0/800092239616295578/
嘿,Yarden(《GRIME》总监),
我们非常清楚当前存在的严重问题——包括影响流程推进的重大Bug,以及平台跳跃和数值平衡等方面的诸多问题。我们会尽快逐一解决这些问题。
自游戏发售以来,我们并没有闲着,恰恰相反。我们非常认真地对待这些问题,并希望向大家证明,我们有多迅速、多积极地去解决所有这些问题。
那么,直接来看本次更新补丁说明:
Boss奖励问题 任何与Boss同归于尽、因此丢失奖励的玩家,现在都可以回到Boss场景重新获取奖励。使用本补丁加载存档后,流程关键道具也应该自动发放。
Boss异常消失 此前因Bug随机死亡的Boss,现在已加入额外保护机制防止再次发生。丢失的奖励会出现在Boss场景中。 我们目前无法安全地让Boss重新回到你的存档中供再次挑战,但未来可能会借此机会提前引入《GRIME》中的Boss连战模式。
坎坎(Kankan)墙体卡死问题 在上层坎坎被单向墙卡住的玩家,现在可以从任意一侧破坏墙体脱困。
属性收益提升:属性成长整体增强,尤其是生命值,每个阶段的衰减更小,后期强度大幅提升。
治疗提升:所有“气息皇冠”(Breathcrowns)回复量全面提高。
延长格挡无敌时间
延长受击无敌时间
冲刺反击判定范围大幅增加,更容易触发
空中冲刺反击的特效更清晰
Visagehand大量修复与优化
多个Boss的判定、清晰度与冷却优化
四刃敌人(Quadblade)新增生命保护机制(Breath-ward)
多种攻击速度被减慢
以及更多调整
Boss能力调整 “Advanced Reform” → “Flawless Reform” 获取后,在后期所有平台尖刺伤害都会被完全恢复,你可以慢慢来,无需压力完成高难挑战。
整体尖刺伤害降低
滑行控制更改 — 现在滑行时无需持续按方向键。只需按一次即可朝该方向滑行,然后跳跃或冲刺即可退出。
冲刺滑行体验优化 — 冲刺撞墙后,现在有额外一秒的时间来选择滑行方向。
绿色弹跳平台(Green Bounce Pad)优化:
触发范围大幅增加(更容易踩中)
触发延迟增加(有更多时间选择方向)
无敌时间延长
抓钩(Grasphook)无敌时间延长 → 已触发后更不容易因后续伤害失败
滑行无敌优化
我们还没有完成平台跳跃优化。 下一个大型补丁将重点改进滑行手感,特别是手柄下的冲刺滑行。
整体音效优化 —— 为各种操作新增音效,从菜单到武器拖动以及接触地面等都有改进。
低能量提示(绿色边缘效果) 现在可以在设置中关闭。
Dropot容器数量提升至5个(所有等级,在世界中和商人处均适用)。
编辑:以上关于 Dropots 的问题已在版本 -1.0.17551e 中通过热修复解决。
商人价格 在购买后不再上涨。
部分商店物品价格下调。
经验值 / 碎片拾取数值提升。
多项性能优化 —— 主要集中在 Paint Reef 区域。
新增进入 Dregbourg 的替代路线 —— 现在也可以从 Reef 进入。
修复成长菜单(Growth)属性点无法正确重置的Bug。
地图神器(Map Artifact)修复 —— 移除了地图中具有误导性的区域。
主菜单音乐默认音量降低。
击败Boss后提供短暂无敌时间,防止残余伤害破坏体验。
多个尖刺区域与环境碰撞体修复。
某个生物的 AOE范围提示圈 现在改为白色(而非红色)。
Dregbourg中的小型锻造敌人不再刷新,以减轻压力。
“投射物抓取”(Projectile Grasp)特性相关的多项Bug修复。
此外,还有大量小型修复与优化,共同构成了这次大型更新。
正如我所说,我们远未完成。请保持耐心,并通过Steam论坛或Discord反馈问题。我们一定会逐步解决——但这也离不开你们的支持与理解。
在我继续研究下一步平台跳跃优化方案时,也欢迎你在这里留下反馈,我都会阅读:
https://steamcommunity.com/app/2529790/discussions/0/800092239616295578/
Hey, so as many of you well know by now... a fix for the entrance to Kankan instead led to a worse bug. Preventing re-entry to Kankan by not allowing you to interact with the Impaled Mountainborn NPC.
This hotfix is aimed purely at fixing that one specific issue.
Hey Yarden GRIME director here, and I hear you guys loud and clear! We are going to work our hardest on addressing your issues as quickly as we can.
Starting with the following:
NPC Qissa no longer stunlocks you in place with their yapping.
The aim reticle should properly enable now on activating a controller on the map.
Pressing the 'Cancel' button with a controller now closes the Map.
Fixed an issue causing the map markers to not be properly selectable while using a controller.
Added a failsafe for players unable to enter Kankan via the Impaled NPC. Try walking to them from the Surrogate in order to trigger the interaction prompt again.
Fixed an issue causing the air dodge (air dash before unlocking the air dash trait) to not trigger air-only dash counters.
Fixed an issue causing NPCs to not be loaded in the hub.
Fixed a softlock issue happening when opening the inventory before the message popup appears in the tutorial.
Fixed a Meekpalm visual bug on defeat.
There are still quite a few things we're looking to work on and improve. But I'll share more of those with the next patch, which will be bigger and include far more improvements. Trust that we are working on it and I remind you that the first game launched with: half the Fast Travel points (Nervepaths), no stats on armor and a bunch of missable or broken achievements. To name just a few.
Thank you for your patience!
If you have any issues, please feel free to report them directly to us on Discord or the Steam Forums and we'll do our best to make sure it's addressed!
Hey everyone! Please have fun playing GRIME II!
I hope playing it will make you feel like you've been listened to all those years since the first GRIME came out! :)
ITEMS - No more finding an item you'll likely never use at the end of a difficult challenge. -> Every item is, useful, permanent and evolves throughout the game.
NON-LINEAR - The world is far more open and can be tackled out of order.
VISUAL VARIETY - Each area is designed to be far more visually distinct and full of personality.
FAST TRAVEL - Has been changed away from the "stag-station" style system and should be far more convenient, while still earned.
STORY - The world has a far richer history with many more NPCs and stories to discover. (But impatience is a highly desirable trait, and those wishing to skip can choose to do so.)
BUILD VARIETY - Play however you want! Melee or ranged, with or without parry. And over 40 unique abilities!
STRATEGY BEYOND STAMINA - Stamina limitations are gone, but the combat in GRIME II hasn't lost its methodical complexity, if anything, the challenge has only grown.
SCALE - With far more content, secrets, and over double the bosses, you can expect your return to the world of GRIME to be longer than your the first.
And there is much, muuuuuch more. But I'll leave the rest for you to discover yourself!
If you have any issues, please feel free to report them directly to us on Discord or the Steam Forums and we'll do our best to make sure it's addressed!
Hey Yarden GRIME director here! Here's the final demo patch before the game launches in just two weeks (!), bringing it up to date with the rest of the changes we've made.
So, what are those changes?
Added control over attack movement - Tired of attack walking straight into those spiked enemies? Well, now if you don't hold a direction while attacking your forward movement will be greatly reduced, while if you are holding a direction as you attack it will carry you forward as it used to before. (This applies only to basic attacks, NOT special attacks!)
Better Controller UI navigation.
interactive messages with no bound input now automatically fall back to default continue button
Switching usable categories in surrogates now apply selection on first usable on category.
Buffed shadows settings to fix shadow artifacts in some backgrounds.
Loading screen now dissolves instead of fades.
Fixed an issue where equipped weapons would display in the 'Surrogate' menu.
Polished lighting and assets across various areas.
Fixed a black screen issue during the 'Template of Hands' transition.
Fixed various text and localization issues in French, Japanese, and German.
Item pickups will no longer respawn if the player dies immediately after collecting them.
And finally, we are happy to announce that GRIME II will be available on BOTH PlayStation & Xbox on March 31st as well!
We have a new trailer to celebrate watch below! Strong ones join our Discord and don’t forget to follow us on social media at @Play_GRIME for the latest updates!
Yarden GRIME director here bringing YOU a BIG update to the demo! We are excited to see how you all react to the new content but here's a rundown on whats added!
A slice from the next area has been added.
New enemy types.
New NPC interactions.
A major reworking of the traits system.
Visual improvements to Temple area and bosses.
Difficulty Options.
Addition of Stunbreak to replace the rage attacks in the demo.
And much much much much... much more.
Saves from this latest version of the demo will carry over to the full game.
Unfortunately, despite our best intentions, there were too many overhauls since the previous demo to allow saves from it to carry over.
All of these changes were made thanks to your feedback, please continue sharing your thoughts and help us make GRIME II the best it can be. :) https://store.steampowered.com/app/4025170/GRIME_II_Demo Strong ones join our Discord and don’t forget to follow us on social media at @Play_GRIME for the latest updates! Click the buttons below to join our Discord or comment on our social media channels!
Hey Yarden GRIME director here! Here's the 2nd patch notes for the GRIME II demo.
This is a smaller patch to address a few other things before we re-focus back on the full game.
That isn't to say that we won't implement many more of your requests in a later future patch, we still aim to make improvements to:
UI controls.
Give you more freedom with keybindings,
Polish control of the player, including experimenting with giving you a measure of control over how much an attack moves you forward.
Balancing.
A difficulty option of sorts.
And obviously, much, much more.
When these improvements are finally brought to the Demo again, it will also include more NEW content!
Now, with that out of the way, unto the patch notes:
Localization - Sweeping updates to localization across the demo texts.
Map reveal - updated again, the player's discovery range is larger now.
UI & Keybinding:
Can no longer switch tabs within the surrogate menu while equipping Molds using a controller.
Weapons can no longer be unequipped in the 'Molds' section of the Surrogate menu.
Fixed the 'Cancel' button in the 'Control' section when attempting to rebind keys.
Various bug fixes:
Player NOW can't attempt to parry multiple times in air. Unless they successfully parried something.
Maul Axe Special attack now properly deals continuous damage to Frail Shell.
Fixed the side notifications displaying the incorrect image for the obtained item.
Fixed an issue where the player gets stuck mid-air when doing a plunging attack.
Rage attack tutorial message should no longer mention the rage state.
Fixed a bug of the player suddenly bursting and re-appearing a distance away when dashing under low wall.
And several more.
Hey Yarden GRIME director here! And it's time for our FIRST patch for the GRIME II demo.
So first of all, a MASS-IVE thanks to everyone who played the demo and shared their thoughts!
This was the first time the game was available to so many players and it allowed us to identify and tweak a crazy amount of stuff.
It was also very reassuring to hear that the overwhelming majority of you seem to approve of the new gameplay changes and overall direction. Up until now, I just had no way of knowing for sure if I hit or missed the mark whole molds&wards mechanics, among many other things.
So again, thank you. My stress levels are finally back down to just regular game-development-levels. :)
Now, on to the Patch Notes:
DESIGN
- The Rage state mechanic has been removed from the demo area and pushed to a later point, where it can be accompanied by clearer VFX and a tutorial message that will more properly explain how it works.
- Weapons are balanced around their specials and you are expected to make frequent use of them. To emphasize this better, the Maul Axe special hitbox was improved. The damage of it's initial impact was increased. And a painted wall message was added to remind you of that after the first "boss. + The HUD VFX for it was also enhanced to make it clearer to understand when you've gotten a charge.
- Stagger resistance should now work better on slow weapons during their swings.
- Apologies to the Air Parry spammers - The player can now only attempt to parry once mid air. Reset on a successful parry or on landing.
- Low Force indicator on the screen borders adjusted to only work during fights. It can also now be turned off via the Gameplay menu.
- Dash fixed to be more precise in the Bound Shell boss fight.
- Fixed issue that caused Projectiles homing to become fps dependent, Projectiles Homing Calculations are now identical in all fps counts.
- Fixed Throwing Thumbs force bonus damage + attacks not giving paint.
MAP
- Map scrolling speed adjusted to no longer shoot off at warp speed.
- All of the map pins have been redesigned.
- 2 new pins were added to the map.
- Pin capacity increased.
- Changed the way the map is revealed. Now the player should reveal more area he can actually see. Hopefully, this means less "unnecessary" dark patches in the area.
- Map icons size and resolution improved.
UI & Keybindings
- \ character binding added to the keybinding menu.
- Unlocked the ability to change basic and special attack bindings in the binding menu.
- You can now right-click to equip a mold in the checkpoint menu. Same as with the Inventory screen.
- The player can no longer access different menus while the weapon equip window is open using a controller.
- You can no longer unequip weapons from the mold menu.
+Various other minor bugs.
Our next patch will include improvement to localization, along with a variety of other fixes!
We know you’re hungry to learn when GRIME II will release, but please know we’re working hard to make it the best game possible. We’ll share the release date when we’re ready but, until then, we hope you can enjoy the demo and this new trailer!
GRIME II is in very large part the result of ABSORBING your feedback for GRIME over the years. So please, help us GROW. We would love to hear whatever thoughts or feedback you have for the demo! :)
Become a stealer of forms in GRIME II, the sequel to 2021's acclaimed action-adventure metroidvania. You are a Formless - an art mimic, absorbing creatures and summoning molds in their shape. Venture into a new and mysterious land in the GRIME universe, where danger and wonder await around every corner. Use your surroundings in tandem with your summoned molds to overcome deadly enemies and epic bosses, all the while exploring a deep world full of diverse cultures and characters. Create your own playstyle by choosing from a variety of abilities, weapons, and mold summons. Learn the makings of your enemies as you summon their form to both aid you in combat, as well as in exploring the various secrets paths of the world. Strong ones join our Discord and don’t forget to follow us on social media at @Play_GRIME for the latest updates! If you run into any bugs or if you have any feedback you’d like to share with us, please post it in the Steam Forms or in our Discord in the Bugs + Feedback channel so we can pass them to our QA team!
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This page aggregates Steam news feeds, patch notes, and developer announcements for GRIME II, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main GRIME II statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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