[h3]Greetings, Loners!
[/h3]While deep in the production of the first Major Update, we are continuing our streak of constant releases with various improvements based on your feedback!
Some highlights are: [b]Revamped visuals[/b] with a polished [b]City of Sands[/b], new [b]VFXs[/b], and finalized models for [b]Area Hold[/b] and [b]Taka-chan[/b].
We’ve also refined the gameplay experience with [b]quality-of-life upgrades[/b], such as improved curio stat displays, thicker strikethroughs in the UI, and capped size increases for those big [b]Snowbros[/b].
As for gameplay balance, [b]Train Plateau[/b] and [b]Twilight Dam[/b] feature smarter enemy adjustments, rebalanced objectives, and updated Memento unlock costs for a fairer challenge. Newer players who find the First Map a bit challenging will feel this change the most.
Oh, and placeholder green cubes? They’re officially out. 😉
[h3]What's New
[/h3][b]Visual Improvements[/b]
[list]
[*] Revamped visuals for [b]City of Sands[/b].
[/list]
Old City of Sands
[img]{STEAM_CLAN_IMAGE}/43314424/b97bc6c6883618e374287df7a568a84782bd5565.jpg[/img]
Revamped [b]City of Sands[/b]
[img]{STEAM_CLAN_IMAGE}/43314424/3a725c2a44858f65e8d507d82af7d4bd1444037f.jpg[/img][img]{STEAM_CLAN_IMAGE}/43314424/7bf6f8bad10c095100eb8db2dff3e17057b6529e.jpg[/img]
[list]
[*] Reduced shine on [b]Icy Orbs[/b] when increasing in size.
[*] New [b]Hani Galvanized (Active Skill buff)[/b] Icon.
[*] Final models for [b]Area Hold[/b] and Reward Chest ([b]"Taka-chan"[/b]).
[*] New VFX for:
[list]
[*] [b]Bitter Barking Brew[/b] safeguard.
[*] [b]Bonnie's Unstable Debuff.[/b]
[/list][*] Removed placeholder green cubes from visuals.
[*] Polished [b]Loadout UI[/b] for a cleaner look.
[*] XP drop color adjustments for better clarity.
[*] New animations [b]added to Objectives UI[/b].[/list]
[b]Quality of Life Improvements[/b]
[list] [*] Thicker [b]strikethrough[/b] in the UI for improved readability.
[*] Positive curio stat changes are now displayed on top of negative changes.
[*] "Alternate Actuality" [b]Snowbro[/b] Model now has a capped size increase.
[list]
[*] Although the Area can still increase, Snowbro won't be huge now if you focus your build on Area Size 🤣
[/list]
[/list][h3]Gameplay Changes[/h3]
[b]Balance Updates[/b]
We’ve made adjustments to keep gameplay challenging but fair:
[list]
[*] [b]Friaca[/b] is slightly nerfed to improve fairness.
[*] [b]Memento Changes:[/b] You now need to unlock [b]Banish and Purify[/b] Mementos before use.
[list][*] (Previous cost: 470 / 1250 / 2020).
[*] Banish: 920 / 2010 / 4000.
[*] Purify: 920 / 2010 / 5000.[/list]
[/list][b]Tutorial Enhancements[/b]
[list]
[*] Every Loner starts somewhere, and now our [b]tutorials[/b] make learning the ropes more intuitive
[*] Devices now [b]reset automatically[/b] in learning areas.
[*] Arrows were added so that paths could be readable better.
[*] Healing shrines now feature [b]target signs[/b], letting you know they can (and should) be shot for recovery.
[/list][b]Combat[/b]
[list] [*] Increased all [b]enemy spawn distances.[/b]
[*] Adjusted [b]miniboss and boss HP[/b] for solo play.[/list]
[b]Explosives Rebalance[/b]
[list] [*] Updated spawn behavior and damage for explosive interactions.[/list]
[b]Map-Specific Tweaks:[/b]
[b]Train Plateau:[/b]
[list] [*]Reduced [b]elite snacks[/b] required as objectives (from 4 to 2).
[*] Replaced [b]snacks with gunners[/b] for certain objectives.
[*]Rebalanced [b]gunners[/b]: they now take longer to increase the max number of enemies.[/list]
[b]Twilight Dam:[/b]
[list][*] Swapped [b]gunners for snacks[/b] in objectives.
[*] Balanced [b]snacks[/b] to better-fit gameplay.[/list]
[h3]Fixes to keep the action flowing[/h3]
Here’s what’s been patched up:
[list]
[*] Resolved [b]Loadout character animation freezes[/b] when navigating back from skills.
[*] Fixed [b]Purify and Banish buttons[/b] becoming unresponsive on the first level-up.
[*] [b]Nightmode Octavio[/b] now correctly takes damage when hit in the eye.
[*] Curios are now only selectable [b]after completing their animations.[/b]
[*] [b]ESC Menu[/b] no longer fails to open during Purify/Banish selections.
[*] Prevented players from walking over water in camp.
[*] [b]The timer now displays the total run length[/b], including pauses and level-ups.
[/list]
[h3]Known Issues[/h3]
[list]
[*] Gold Goblin can get stuck in specific places in Twilight Dam
[*] There are some missing textures on Loner's Camp and Twilight Dam
[*] The game starts stuttering, freezes, and clients are disconnected
[*] Dead ally might be invisible to other players
[*] Safeguard while downed blocks the user from continuing playing
[*] Inviting through Steam makes friends join random people
[*] Ash's Ultimate and Gear Dash Combo Allows Unintended High-Flying Out of the Playable Area
[*] Placeholder Cubes are Being Used as Debuff Indicators
[*] Incorrect Prompt for Curios Screen: "TouchPad" is Shown Instead of "Share" on the DualSense Controller
[*] The player can get stuck in a gap and fall out of the map area
[*] Selecting 'Unlock Skills' on an unlocked character and then switching to a locked one allows purchasing skills for a locked character
[*] The game starts stuttering during the transition to the Final Boss stage
[*] Opening Taka-chan and then instantly leveling up might cause the Taka-chan screen to freeze
[*] Music starts stuttering and stops playing until the game crashes or the user returns to Camp in co-op
[/list]
[h3]Director's Note[/h3]
Hey everyone!
We're right in the thick of development for the next Major Update, and it's progressing very nicely! I wanted to come here and tease you a bit of what's to come ;)
[img]{STEAM_CLAN_IMAGE}/43314424/398c18637fd11dff8ac8ff3f07bd20464a40e8d4.gif[/img]
I'll leave you all to figure that one out. 😛
See you guys in the next update!