Patch 1.1.8 (16 November 2022)
- Fixed an issue where players could simply walk around the first two toxic mushrooms in the Undergrowth, fully dodging the Spriteling learning moment there.
- Fixed an issue in Wispwagon where Spritelings could panic to the wrong side of a particular corruption group, leaving them stranded.
- Improved the look and feel of hit shakes on attackables.
- Fixed an issue in Settings menu where some players were accidentally toggling on a debug control scheme.
- Added some safety nets to pregrown vines, to make sure they're definitely never not grown.
- Attempted fix for a super rare unclimbable Undegrowth vines (or any pregrown vines?) issue. Possibly was only affecting low framerates?
- Fixed a who-knows-how-long-it's-been-there issue where our hitstop was using the wrong time scale O_O Found while working on our new game!
- Fixed issue where credits could sometimes scroll very fast.
- Diagnosed and patched a bunch of NullReference errors that could lead to one-time crashes or weird issues. While almost all were very rare, we suspect they might have been affecting a small percentage of players.
- Added more info to crash reports, so we can better assist in fixing them.
Patch 1.1.5 (1 February 2022)
Hello dear players! We have another minor patch ready to deliver. This will likely be our last update for the foreseeable future. We will of course continue to hotfix any critical bugs that pop up, but otherwise it's time for us to move on. A massive, tear-swelling thank you to everyone who has played the game and supported us so far - it means the world! You guys are the best <3 <3 <3 The exciting flipside of all this is we're ramping up work on our next project! No shareable details on that just yet, but we're stoked for it and can't wait to be able to talk about it. Stay tuned!
- Big improvements to loading times, especially on Switch. Smaller areas won’t notice it much, but the larger areas are now loading 25-35% faster.
- Adding a Stash Box and a Crafting Workbench to Umbral Lethea, so you can actually prep for the final boss fight.
- The Night Countdown music track now carries across scene transitions.
- Rebalancing how many Spritelings are automatically killed if a PC dies at night (was too punishing before).
- Making Spriteling Cap upgrades cost more in Adventurer mode.
- Making Lotblops a little harder in Adventurer mode.
- In Frostfields, adding a little safety wall around that first Crud puddle, so Spritelings don’t accidentally die so much in it.
- Giving the player a bunch of Spritelings back automatically at the start of the post game, for certain reasons that will be clear if you’ve beaten the game already.
- Fixing an issue at low framerates where Spritelings would jitter back to the PC after finishing a pushable that was followed by a mini “puzzle complete” cutscene.
- Fixing issue where Spritelings who dropped off the pearl in Crystalfall Coast wouldn't return from the warp pad, nor respond to soft pull.
- Fixing an issue where certain controllers couldn’t get through Title login.
- Fixing rare issue where Spritelings will sometimes show in the wrong place on the map.
- Fixing issue where PC could run in place when interacting with a Grove building straight out of a run.
- Fixing some camera jumpiness at the beginning of the final boss fight.
- Fixing the save logo animation cutting off early.
- Fixing speech bubble not showing up for a certain Dream character.
- Fixing weird rectangular fog-of-war chunk in the Undergrowth map.
- Retro fix to rare players who acquired a Spriteling type but that type isn’t accessible anywhere, because their herd was over-full at the time. (Also preventing the “over-full herd” bug from even happening anymore.)
- Adding a safety recheck to popping the Cats achievement.
Hotfix 1.1.3.0 (1 December 2021)
- Urgent fix to a soft lock that could happen in Sunken Grotto, if you killed the bottom-most Knightcap in the Buff Puff fight room, before triggering the little tutorial cutscene that introduces the Buff Puffs.
- Small optimization to make the foxglove plants to use our sway shader instead of a sway tween.
- Safety checks for some rare null refs and out-of-bounds errors throughout the codebase.
Patch 1.1.1.0 (18 November 2021)
- Urgent fix to Chinese dialogue and text being broken and unreadable throughout the game, as of version 1.1. Big apologies for that!
- Fixed some missing characters in Japanese and Korean, as of version 1.1.
- Greatly improved inventory sorting! Now crafted items group together by type, the types are ordered by most frequently used, and Pips always sort to the back.
- Fixed localization issue where the Play Style UI subheader would show the an ID for non-English languages.
- Fixed soft lock for players that had already defeated the Buff Puff + Knightcaps in Sunken Grotto, then updated to version 1.1, and then tried to walk back through that room. (We added a new visual tutorial for this fight, but forgot to make sure the player hadn't already finished the fight!)
- Fixed issue where Temp Hearts wouldn't apply to Passive if Player already had some.
- Fixed a rare a soft lock that could occur if a Shiny Rock call came in right as a separate cutscene was starting.
- Fixed the climbing animation not playing if initiating a climb during character switch animation.
- Fixed a bug where quick-crafting a Hearty Meal from three Poop Fruit would instead produce a Mush Sammy.
- Fixed a Map issue where one of the lost Greenshield markers could show up before it should have, if the player stepped into Wispwagon in Chapter 1.
- Fixed Spriteling emote icons not fading out anymore, as of 1.1.
- Fixed Spritelings becoming unresponsive after the Rattlebrook "reunite" scene, if they were carrying any resources when the cutscene started.
- Fixed issues with Faeflies drifting by in a straight line after cutscenes, ignoring player and Spritelings.
- Fixed some Map fog slightly overlapping into adjacent areas.
- Small optimization to large amounts of Scrap and Glint spawning from chests.
- Some rebalance to Mushroom Sammy and Craft Honey heal amounts.
- Slightly larger spawn intervals for Faeflies in Adventurer.
- Hiding the new Shiverling hint sign past Chapter 2.
- Nerfed that one Bitterblop in Frostfields that Kirby has to fight solo with only a few Spritelings, since it's pretty tough in Adventurer now.
The Field Guide Update 1.1 (16 November 2021)
Welcome to version 1.1, the Field Guide Update! We’ve watched, listened and tested throughout the summer and into the fall, and we’re ready to present this quality-of-life update packed with new features, new ways to play, boatloads of performance improvements and usability updates, and more! Let’s dive right into what’s new.
Play Your Way!
You can now choose between two different play styles when starting a new game: “Wanderer” or “Adventurer”.
While we were of course very proud of the game as it has been, we’d occasionally get feedback that some felt it was too hard in spots, causing spikes in an otherwise chill game. Others would chime in that the game was overall somewhat easy, and that the crafting system felt superfluous. Now you have a choice! “Wanderer” for those preferring a focus on exploration and story, and “Adventurer” for those wanting more of a balance between combat, exploration and story. The latter choice, with its added challenge, will also put more of an importance on the crafting system, as enemies will be tougher and try to attack the player more often, as opposed to mostly just focusing Spritelings.
We hope this new choice of play style will give more focused experiences, and have something for everyone. It can also be changed at any time, so if you don’t like your choice and want to switch, or just want to change temporarily, you’re free to do so!
Recall Waystones
One of the most common pieces of design feedback we’ve gotten, both pre-release and post, was “can you give me a way to just call all my Spritelings back to me? I sometimes lose them and don’t realize it.” To be frank, we were stubborn about this for a long time! We felt like it was in the DNA of the genre to manage your herd, and be smart with your time about re-gathering lost Spritelings up if needed. But we’re here to say: we were wrong! So yea, this feature has been a long time coming, and we’re glad to finally deliver it :) Introducing Recall Waystones!
At these magical stones scattered throughout the world, you can spend Glint to warp all Spritelings in that area back to you. The cost of the Waystone differs slightly between Wanderer and Adventurer styles, but in both cases is balanced to be pretty friendly. Sorry it was so long coming everyone! And thanks to all the fans who suggested a feature like this to us <3
“Wait for Night”
Another oft-requested feature was some way to jump to nighttime, since there are a few night-specific tasks and puzzles throughout the game. We heard you, and it’s here!
New Accessibility Features
We’ve added a handful of new settings to make the game more accessible to all:
- Vacuum Motion: Toggles extra camera motion on/off while vacuuming.
- Hold To Throw: Allows the user to hold LT (or left mouse) to throw Spritelings while aiming.
- Throw Sensitivity: Adjusts how sensitive Spriteling throw-aiming is, both in terms of pushing the arc in and out, and rotating.
- High Contrast: Greyscales the game except for characters, enemies, Spritelings, and important interactable elements.
Reworked & Rebalanced
We’ve smoothed out a few of the game’s quirks, some important spots we always wanted to polish more and now finally had the time for!
- Buff Puffs: Added a mini cutscene that quickly introduces the relationship between Buff Puffs and Knightcaps, the first time you encounter them in Sunken Grotto.
- Finding Shiverlings: A new sign has appeared in Frostfields that hints at where the Shiverlings will eventually be found, when it’s time.
- Length of Day: Slightly increased the length of a full day, to give a little more exploration time. We've wanted to do this for awhile but didn't want to exacerbate the problem of having to occasionally wait around for night-based tasks. Now, with “Wait for Night”, we can finally do it safely!
- Healing: Until now, consuming a healing item would always heal both PCs. This was actually never our ideal design, we just ran out of time to create the UI necessary to pick who to heal. So now you’ll be able to choose which PC the healing item applies to. While this does change the balance of healing a bit, it helps support the challenge of the Adventurer play style. Meanwhile, Wanderer will be largely unaffected since health management doesn’t play a big role in that play style.
We’ve also continued to tweak and tune the balance of all the game’s systems, from combat to items to resource drops to economy. This will make for a better, more seamless experience across the board. For a full list of what was adjusted, see the “Balance Notes” section below.
Map Improvements
The Map has been reworked so that the areas don’t appear so spread out from each other, resulting in a tighter, easier-to-navigate layout. Dotted paths also appear now between areas when respective transitions are taken. All told, the Map now has a more cohesive look-and-feel to it!
Additionally, we’ve added a handy new option to refocus the player on the map, and fine-tuned the feel of panning and zooming.
Fun Random Stuff
Some new things we just wanted to do for fun, more for ourselves than anything - we hope people enjoy them as much as we do!
- A new "Going to Sleep" music jingle plays when you sleep at tents or in the Grove.
- Rubbish now has a full range of animations, with brand new sound design to go along with them.
- Added a couple new lines of dialogue when Wake and Kirby talk to Brussel in the Grove.
- CATS!!! You can now pet Litterbox’s cats. Finally.
A Smoother Experience
We’ve left no stone unturned in our hunt to make the game as performant as possible! With massive performance overhauls and lengthy optimization refactors (sounds fancy, right?) we’ve created a smoother, more stable experience for all. For anyone curious about some of the specific updates we made surrounding all this, see the “Optimization Notes” section below.
More Improvements
- Spritelings thrown at a Faefly but miss will return back to the player, instead of just standing around.
- Additional text effects to various cutscenes and dialogues throughout the game.
- New “destroy” effect to Faefly Hives.
- For certain heavy carryables that require the use of a certain Spriteling type, we’ve tinted the UI of that carryable to the Spriteling’s color, as a little tell.
- Buff Puffs buff Knightcaps way more, to incentivize the proper tactics. Combined with the new tutorial mentioned above, it makes for a more fun fight.
- The worldspace UI on the big southern boulder in Central Deep Woods pops from further away, since you approach from the back and need to see it from further away.
- Added a sound for when Brussel poofs away into the tree during the intro.
- Removing option to recycle Stash items with Rubbish - items must come from Bag. (This was always the intent, just finally getting around to fixing it!)
- New header icon for the Recycler UI.
- Adjusting the positioning and visibility of a couple Lootbacks, so they don’t get lost behind scenery as much.
- The Lunaling dance area now gets cleared of all Spritelings before the dance starts. Wake and Kirby also move off to the side and sit down.
- Updating the night boulder hint sign to be slightly more obvious in its riddle.
- Big audio mix pass.
Bug Fixes
- Fixed a few unlocalized headers in the credits.
- Fixed some snow ground decal flickering in Central Deep Woods.
- Fixed a header overlap issue in Stash's Info overlay, if it was too long (like Chips).
- Fixed carry paths being visible over water in Map.
- Fixed issues of button prompts on the Map not being consistent sizes.
- Fixed some loc overlap issues on Map.
- Fixed a little annoying thing in Heartlands where trying to vac the main whirly from the ramp side, before the one-sided wall is down, would be obstructed by the wall, even though visibly it looked like it should work.
- Fixed a bug where Wispwagon Shrine door didn’t visually stay open when returning to the scene after completing the mural.
- Fixed issue where silhouette shader was happening on ground bits in Central Deep Woods, causing the PCs’ feet to clip through the floor.
- Fixed some text spacing on KBM prompts in Recycle UI.
- Fixed Kirby squeeze logs layering in certain situations.
- Fixed SFX for farewell hug being slightly off.
- Fixed Kirby Statues not having correct SFX loop.
- Fixed a longtime issue where Recall Tonic would also warp back the Passive's herd, without resetting them, so they would be broken/frozen.
- Fixed longtime issue where non-following Passive would incorrectly break out of Sit anim if the Player initiated dialogue or a cutscene.
- Fixed issue where Kirby would sometimes do a cringe-face if she was following Wake when he started vacuuming.
- Fixed an issue where Faefly motion sometimes wouldn’t pause during cutscenes.
- Preventing Spritelings from rebounding off a defeated Faefly, before they poof away.
- Fixed issue in Wake's backyard where camera bounds could rarely get messed up.
- Fixed issue where the ground under the big Luna boulder in Wispwagon flickers.
- Fixed issue with the achievement "Look Ma, No Hands!" would not unlock if attempting to solve it using the Separate command.
- Fixed issue where only the top halves of Crafting tabs were clickable with mouse.
- Fixed issue in Crystalfall Coast where the music wouldn’t fade cleanly from daytime to night, only during the post-game.
- Adjusted some carry paths in certain areas to avoid awkward Spriteling position-snapping when crossing bridges.
- Fixed issue where walking along the south wall at the east exit of the Sunken Grotto would not trigger the scene transition.
- Fixed issue where you could leave all your Spritelings in Central Deep Woods before visiting Grey Coat at the Catafalque, then return to the Grove, then not be able to leave again because of the message reminding you to take Spritelings with you.
- Fixed issue where Spritelings weren’t playing their “Land” animation if landing from a vacuum fling.
- Fixed rare issue where the game could soft freeze if you have the Crafting menu open when a Grove building piece is warped away.
- Fixed issue of lilypad bridge popping in/out of view in Central Deep Woods near camp when high on cliff.
- Fixed issue when meeting Kirby, after she steps on the plate to reach Wake, where Wake's vacuum effect would continue playing through the whole cutscene if it was already playing when the cutscene began.
- Fixed issue when meeting Kirby, if a Spriteling is carrying an item when the reunite cutscene starts, the Spriteling becomes unresponsive after the cutscene.
- Fixed Passive sometimes running in place after the player has stopped moving.
- Fixed “Push Camera” prompt in Controls menu having one arrow pointing the wrong way, when displaying KBM controls.
Balance Notes
- Adding touch damage to Blazeblops.
- Increasing touch damage on Bitterblops, Blazeblops, and Blazeblop fire trails (Adventurer only).
- Rebalancing heal amounts from Meals.
- Lowering, just a little, some of the loose resource amounts in a few areas.
- Lowering the spawn chance of Loose Parts from Junk Piles and some Trash Bags.
- Lowering some Mesmerite drops in a couple places.
- Slightly adjusting Burly Burr drop chance.
- Upping Beastie Guts drops for some of the beefier enemies.
- Lowering Burly Burr drops from Frostflies and Frostfly Hives.
- Lowering Honeycomb drops from Faefly Hives.
- Power Tonic increases damage by 100% (instead of 50%).
- Sturdy Tonic grants Spriteling invulnerability for 15 seconds (instead of 20).
- Lowering Gumblop bounty requirement to 10 (from 25).
Optimization Notes
- Garbage collection cleanup throughout the code base.
- Spreading Spriteling “Follow” update over several frames, since it gets expensive with a large herd.
- Don’t update offscreen Spine animations (that aren't PCs).
- Caching a bunch of variables and object references, so they don’t have to be null-checked anew so frequently.
- Moving velocity clamping off of Job System.
- Moving grounded check off of Job System.
- Reducing overhead of updating tweens.
- Cleaning up Spriteling follow logic a bit, for less expensive update.
- Optimizing Game Time (GTime) ticking code, and caching some updates.
- Converting some properties over to variable fields.
- Preloading more VFX into the pool, for less on-the-fly instantiating .
- Caching more tweens throughout the code base, since killing tweens is expensive.
- More minor efficiency fixes.
Patch 1.0.21.0 (5 October 2021)
- Fixed a bug where Lunalings could get stuck running in place when overthrown at large boulders.
- Improving Lunaling spacing when they're carrying heavy items at night.
- Improvements to Frostfields scenery and polish.
- "Play Time" no longer ticks during inventory / pause menus.
- Adding explanatory text to in-game Exit options, to better communicate where you'll be when you load back in.
- Improving behavior and stability to all varieties of Shelterhorns.
- Improving a particular bridge area in Wispwagon where attempting to toss Spritelings across could result in them examining the bridge, then attempting to run back through the Crud. Now they will no longer attempt that precarious run, and will instead stay put (and out of harm's way).
- More improvements to the "Crud" hazard, to help prevent accidental Spriteling deaths when moving around nearby.
- Some minor cleanups to ground texture layering in certain spots.
- Polishing up the first few cutscenes with Brussel in North Willowvale Woods.
- Fixing issue where a creaky wooden door sound would play when entering and exiting shrines.
- Improving GPU performance by adjusting the render settings on certain ground textures/
- Improved performance when viewing the map.
- Fixing layering issues with Kirby entering and exiting some of her Log Squeezes.
- Improved performance to loading and unloading Spritelings.
- Fixing visual walk-off bug when exiting Undergrowth for Forgotten Path.
Patch 1.0.20.0 (10 August 2021)
- New-and-improved objective markers on the map! Main progression goals now have a few more incremental pins along the way, to help better guide to the next objective (especially when they're far away and the path to them isn't directionally intuitive).
- [PC] Adding official support for Switch Pro Controllers.
- Lootbacks are now tracked on the map with other chests after acquiring the .
- In Crystalfall Coast, the are now tracked on the map, after getting the corresponding quest from .
- When Spritelings finish breaking a Pip Squash, they will now continue on to other nearby Pip Squash if there are any.
- Added polish dust fx to hops, lands and kicks.
- Clearer visual cues to know when a Kettle Bomb has started ticking.
- Polish and cleanup to audio transitions as scenes load in and out.
- Improved audio performance.
- Fixing issue on map where the fog-of-war clear radius wasn't consistent across different areas, and was in fact way too big in some.
- Fixing issue in Frostfields where one of the crates would look like it was stuck, not moving, before lowering a nearby gate.
- Fixing an issue where nighttime campfire chat scenes would sometimes happen too often.
- Fixing long-time issue where you can hear footsteps at the end of early Never ambush cutscene in Heartlands, as the scene is fades out.
- Fixing issue where the chosen in-game language setting wouldn't be respected during bootup splashes.
- Fixing subtle animation issue where you could occasionally seen a couple frames of the previous animation when rotating to a new direction, due to stale animation states.
- Fixing issue where large boss health bar could be seen on aspect ratios that aren't 16:9.
- Fixing an issue where Barblings could sometimes get stuck in a state where they wouldn't .
- Some minor improvements to Spriteling's follow and return behavior .
- Improving some UI lists to wrap.
Patch 1.0.18.0 (16 July 2021)
- Spriteling animations are now way more efficient, meaning better performance for all! But especially on older hardware.
- Tons of other general optimizations to slow code, making the game even more performant.
- Fixed stuttering caused by lighting that some players were running into.
- Fixed audio issues some people were having on Xbox consoles where audio would get corrupted and stay that way, or just go out altogether, until a full game reboot. (Unfortunately some distortion may still be present in scenarios with lots of sounds firing at once, but the audio system will now fix itself at least. More improvements to audio coming hopefully in the next patch!)
- Fixed issue where Spritelings near camp but not in your herd would not auto-home into the Well on sleeping.
- Added new teaching moments for the “Split Up” action, for manually separating Wake and Kirby from each other. (We got a good bit of feedback about some folks not even knowing that action existed! Oops!)
- Some World Map improvements: entrance/exit icons for all areas, easier-to-see arrows pointing to offscreen objective markers, new “Map” prompt on the bottom of inventory menu
- Moving the Grove to the top of the warp menu list, since it’s by far the most frequently used warp option
- Enemies now take a little longer to respawn after being killed.
- Toning down how often the Crud Croaker can do its toxic sludge attack
- Improving some guidance around the puzzle leading up to the area where you first get Emberlings
- Made Kettlebomb a bit heavier so it's easier to pull Spritelings away from them without also dragging the bomb along.
- Slight rebalance to the Toothpicks’ Shelterhorn bounty, to make it a little less tedious.
- Some minor polish and improvements to a few cutscenes.
- Adding a much-overdue little reaction animation to Spritelings getting broken out of ice
- Added a handful of new sounds
- Fixed issues with players were getting stuck on some geometry.
- Fixed some visual layering issues throughout.
- Fixed issue where you could warp out of the grove when you were supposed to be locked in it for the ch2 ending (wonder how many of you found this!)
- Fixed issue where music could cut off instead of fading out when leaving a scene via a lift.
- Fixed issue where the shake sounds in the dreams would cut off abruptly when loading next scene.
- Fixed issue where some sfx cut off too early on scene fade outs (e.g. Spritelings jumping into well sfx on sleep)
- Fixed a physics issue where scrap could occasionally fling wildly out of chests.
- Fixed issue where a frozen Barbling could unfreeze itself and other Spritelings if it itself was frozen in air.
- Fixed some minor translation and localization issues.
- Fixed a handful of (English) typos.
- Continued general improvements and maintenance to all levels and areas of the game.
Patch 1.0.17.0 (15 June 2021)
- More Pinnable Map Icons! We've added 5 new icons to the Map Pin menu that players can use to mark points of interest on their map. The icons include: flower, fire, snowflake, crystal, barbs, and corruption.
- The Map Pin menu also wraps around now, a small but much-needed improvement (especially with the expanded icon set).
- Adding a landmark icon for Rubbish to the world map.
- Making sure "Play Time" doesn't tick when the player is tabbed away from the game (sorry about that speedrunners!).
- Adding more feedback when hitting Faeflies in the air, so it's clear they're being hit even if they're currently animation-locked.
- Fixing issue with a certain large Frostfields Relic that would go backwards, into the wall, if it was moved before making the "bridge" to the left of it.
- Fixing an issue where "Herd" count can be larger than "Field" count (which should be impossible, by design) if sleeping when one character is far from camp, and they have a herd.
- Fixing issue in Frostfields where a Log Squeeze and some Vines were too close together, which could lead to occasional bugs when the player attempted to interact with one or the other.
- Fixing issue where Spritelings' arms and mouths were occasionally clipping through held resources (we attempted to fix this in an earlier patch, but then had to revert that fix as it caused new issues! but here we've fixed it for real).
- Fixing issue where Lunastones will stay active if Lunalings are knocked off of them by an attack.
- Fixing a funny oversight where the "Rations" and "Plans" Key Items would be re-added to the player's inventory if ever returning to Undergrowth.
- Fixing issue where all Scrap dropped on death would be in one tiny little single pile after respawning.
- Fixing visual issue in Frostfields where one of the log bridges would have an end floating over water, without ground under it. (Wasn't causing gameplay problems, just looked funny.)
- Fixing some rare soft locks that could occur around Vines, if rejoining characters at just the right (or rather, wrong!) moments.
- In patch 1.0.15.0 we introduced an audio bug where the nightfall countdown music was very quiet (sometimes inaudible). This is fixed now.
- Added some safety code to make super sure the audio system can't have two "listeners" at the same time (which could result in certain sounds doubling up / stacking on each other).
- Fixing a couple music stingers that weren't playing (one when you meet the Twins, and one when you meet Paper Planes).
- Fixing a rare issue some people are seeing where they'd pickup Journal pages, but they wouldn't be in the Book.
- Fixing a rare issue where sometimes on Title screen, the "A" button doesn't work, requires a reboot (we only saw reports on Xbox actually, but when looking into the code it does seem possible it COULD have happened anywhere... anyways, fixed now!).
- We had one report that someone got stuck in Crystalfall Coast between some gates, even though the mechanic to lower those gates was already completed. We addressed this for that person, and ensured it can't happen to anyone else.
- Two people reported a super rare issue where they got stuck in a state right before the endgame where Grey Coat was telling them to do one thing, but then that thing wouldn't let them do it (staying vague to avoid spoilers!). We fixed this for those folks, so they can continue, but also ensured no one else can run into this.
- Fixing some minor translation and localization issues.
Patch 1.0.16.0 (3 June 2021)
- Exact saved player positions are no longer used when loading into a save file. Hopefully this is somewhat temporary! But we kept seeing strange rare issues where some folks would load into a wall, or on top of a cliff, etc, and were just stuck. So now we use the saved position and load you to a camp if you're near one, or otherwise just to the area entrance. A bit of an inconvenience to not load you exactly where you left off, but hopefully it will make for a smoother, more bug-free experience for all :) And again, we hope to be able to reinstate exact position loading eventually, when we have more time to debug everything.
- Hotfixing new rare issue from an earlier patch where people would come back down from Frostfields only to find the gate still up, and thus be stuck. This will no longer be an issue for future players, AND for players that are currently stuck.
- Hotfixing new rare issue from an earlier patch where people would come back east from the coast only to find the enemy gate in Sunken Grotto still up. Not as game-breaking as the last one, since there's a warp pad. But still extremely annoying! This will no longer be an issue for future players, AND for players that are currently stuck.
- Fixing a very rare issue where one of the post-game cutscenes would never fade back up from black at the end, forcing a reboot.
Patch 1.0.15.0 (29 May 2021)
- Giant audio mix pass! Including some new juicy sounds :)
- New helper feature that will always ensure at least 3 backup Twiglings will be in the Spirit Well if all other Spritelings have died
- MAJOR fix for non-English systems that were parsing all kinds of data weirdly, which could cascade into a number of bad bugs (e.g. displaced items, random save spots, missing Spritelings, missing text, repeat dialogue text, and more!)
- Fixing issue in Frostfields where the fridge item could get stuck on the Faefly Hives
- Improving the feel and friction around that same puzzle, leading up to the fridge item
- Fixing the final pressure plate in Sunken Garden to always lower its gates, regardless of whether it was pressed down with characters or with Spritelings
- Fixing issue in Forgotten Path where you could throw Spritelings out of reach across the creek, and never be able to get them back
- Fixing rare issue where the heart upgrades achievement would never unlock
- Greatly improved environmental teaching surrounding Kirby Lantern statues, since people seemed to be getting stuck at that point in Sunken Grotto
- Fixing an issue where a couple important icons weren't displaying properly on the map, even if you had purchased those charts (it was one Cat and one Chest)
- Fixing an issue where it would seem like the Geography Buff achievement wasn't possible to unlock, but only because of some tricky UX in The Grove
- Fixing some issues where saving could get locked in rare cases
- Fixing stutters and hangtimes associated with autosaves, and balancing the amounts and timings of autosaves
- Spacing backup saves out more, so that if you need to go further back in time, there are more options
- Fixing a rare issue where you could load to the Frostfields camp after a death, and then be stuck on that side (both for future players and retroactively for stuck players!)
- Fixing a game-breaking issue where running into the dream fog in the final dream could reset you to an earlier dream, locking you out of the end sequence
- Fixing an issue where quitting during the final cutscene could lock you out of getting back into it
- Improving some accidental Spriteling deaths in Frostfields, around the Crud near the first clone tree
- Improving some situations where Spritelings will sometimes bounce off the front of the character and fall forward into a pit, instead of properly flinging backwards over the character's head
- Some early attempts at addressing reports of audio issues on lower-end hardware
- Improvements around trapped Spritelings auto-detaching themselves from the herd (including a fix where Spritelings that landed in water directly from a hard pull wouldn't detach themselves)
- Fixing a rare issue where all herd followers could start walking in place and become unresponsive when re-entering a camp
- Fixing common issue where carry items in Central Deep Woods could get stuck on the Blisterroots (fire plants)
- Fixing flickering / layering issue on Spritelings carrying resources
- Fixing some localization issues with text overlapping / running out of bounds
- Fixing issue in Central Deep Woods where you could lower the ramp into Wispwagon prematurely, leading to a sequence break
Patch 1.0.13.0 (24 May 2021)
- Raising the allowed stack count per item in a Bag slot
- Balancing respawn times on some loot breakables
- Balancing Glint drops from enemies
- Balancing Scrap drops from trash bags and vacuumable piles
- Fixing issue where sometimes Player Character would walk in circles or rubberband around a target, and never quite get there (thus leading to a soft lock of sorts)
- Fixing a wall Spritelings could get stuck on in Heartlands
- Fixing some typos (English)
- Fixing issue where exiting the Wispwagon Shrine would put you at the camp, instead of right outside it
- Improving the carry paths for the Relics in Crystalfall Coast
- Making autosaves trigger a little less frequently. Currently they can cause slight hitches / lags (an issue we're investigating separately!), so we'll just tune them down a tad until we get that under control. (Also for players that prefer to scum, too frequent of autosaves can be annoying.)
Patch 1.0.12.1 (21 May 2021)
- Making Spriteling ability targets (e.g. grow bulbs, ice bridges and brambles) be a little easier to fill, and drain a little slower.
- Slight rebalance to Bounty requirements
- Fixing issue where Glint Bulbs could respawn too frequently
- Fixing issue where the note Wake leaves in the beginning of the game wasn't showing
- Fixing some text overlap in the save slot UI
- Fixing a tiny visual glitch in the HUD, an element being partially visible that shouldn't have been
- Adding in a safety-net where, if a main save file gets corrupted (e.g. if the game force-closes while writing to disk) it will attempt to automatically pull in a backup save and make that the main save