HomeGamesUpdatesPricingMethodology
Steam News5 March 20179y ago

Update V1.3.0

New Features: Added the ALL-IN-ONE hero mode for single player. You can play like in Trine - switch between three heroes but only one will be in the scene; Added a lot of hidden treasures in the levels!

Full notes

Full Axe, Bow & Staff update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix11 additions11 changes0 removals
  • Gameplay
  • Balance
  • Performance
  • UI and audio
  • Maps
addedNew Features:
addedAdded the ALL-IN-ONE hero mode for single player. You can play like in Trine - switch between three heroes but only one will be in the scene;
addedAdded a lot of hidden treasures in the levels!
addedAdded a new element: the conveyors;
addedReplaced the "Slowmo Time" item with a new passive item: Lifesaver's Watch. The time will freeze time when a hero is falling too behind or too low health, giving you 3 seconds to adjust;
changedOptimizations:
offering price for the gold nugget200100offering price for the gold nugget decreased, nerf

New Features:

  • Added the ALL-IN-ONE hero mode for single player. You can play like in Trine - switch between three heroes but only one will be in the scene;

  • Added a lot of hidden treasures in the levels!

  • Added a new element: the conveyors;

  • Replaced the "Slowmo Time" item with a new passive item: Lifesaver's Watch. The time will freeze time when a hero is falling too behind or too low health, giving you 3 seconds to adjust;

  • Pressing L (B on Xbox-compatible joysticks) key when in the back of a row can push the hero in front of yours forward;

Optimizations:

  • Decreased the CPU load in game;

  • Added a button to quick create a local co-op game;

  • Re-did the level entry panel in the world map scene. Now you can start a level with 3 modes: Single Hero, Multiple Heroes, and Local Co-op;

  • Added the VFX for hero death;

  • Added the animation for hero reviving;

  • Added the animations of hero running towards the finish line;

  • Added the VFX for picking up the energy gems;

  • Optimized the SFX for picking up items, discovering hidden paths, and hero level-up;

  • Added the SFX of meow!

  • Optimized the end cutscene for level 2-1;

  • After selecting a save slot, you will enter the unfinished level instead of the world map scene;

  • The item cursor will jump to corresponding grid after selecting an accessory or consumable item;

  • Staff's AI will teleport a snap trap only when it's needed;

  • ... and again, a LOT of optimization on the level design!

Bug Fixes:

  • The control mapping was not saved properly;

  • The death animations of the thieves and the bosses were not played properly;

  • When a hero bounced up on an energy, he could be hit by the monster in the upper lane;

  • The barrels were not spawned in the boss fight in level 2-2;

  • In level 5-1, the enemies would attack even the hero in their lane was dead;

Balancing:

  • The snap trap will no longer trigger when hit the switch button;

  • Decreased the duration of the Turbo Mode by 1/3;

  • Changed the offering price for the gold nugget from 200 to 100;

  • Eased the difficulty of the dragon boss fight in level 5-1;

  • Eased the difficulty of the boss fight in level 5-4;

Planned updates:

  • Hidden levels;

  • Mini-quests;

  • More level optimization;

Source

Steam News / 5 March 2017

Open original post

Changelog.gg summarizes and formats this update. How we read updates.