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Full CHORDIOID update
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Repeated intro
Hey chordheads! It's been about two weeks since CHORDIOID: First Breath released, and the response has been incredible. After hearing your feedback (and seeing some really sketchy speedrun tech), we've gotten the first proper patch together to address some pain points, balance issues, and a bunch of bugs.
What changed
- Balance
- UI and audio
- Gameplay
- Performance
- Fixes
CHORDIOID changes
This patch is largely focused on improving the difficulty balance - we've done our best to make the Accessible and Balanced difficulties a bit more forgiving, while keeping Challenging... well, challenging. We've also added some new QoL features, and a couple new mechanics meant to discourage some really boring battle strategies.
We're still getting the hang of this whole "making a videogame" thing, so please let us know what you think, and we'll take your feedback into account for future updates!
CHORDIOID: First Breath v1.1 Changelog
Balance
Introduced Burnout mechanic to discourage spamming attacks with a single party member
Introduced Downed Damage Redistribution mechanic to punish misses for downed party members
Parries from downed party members no longer reward any TIDE
Each party member can now use only one Item per Round
Several Charms now have an associated DEF debuff
Fixed a duplicate collectable Charm in the world (and introduced a new Charm by extension!)
Scaled up party HP to allow for more nuance in damage numbers
Tweaked the values of various healing items and spells
Moved some subtle stat effects from the physical (ATK/DEF/HRT) to the tidal stats (KEY/STR/WND)
Tweaked most enemy ATK and DEF values to improve difficulty progression
Added hidden VIVIDITY stat to certain enemies that affects SPELL damage
Increased final boss HP to 350, and EXP reward to 100 (not that it really matters yet)
Altered final boss Aspect affinities
Decreased StarSoda TIDE gain to 20%
Decreased Djentman 7 attack boost from 5 to 3 (sorry! too busted)
Decreased STR Bonding charge time
Decreased KEY Piercing damage a bit
Decreased damage multiplier for Aspect weakness from 1.5x to 1.333x
Increased damage multiplier for Aspect resistance from 0.5x to 0.666x
Tweaked enemy and player damage formulas
Adjusted difficulty-based damage scaling
Quality of Life & Other
Added basic Assist Mode to the Settings
Strum inputs are now able to be rebound
Introduced new input icons that fit the game's art style much better
Added FPS Limit setting to Video options
Added a Key Items section to the Items menu
Changed Diner Gate Key from a hidden flag to a Key Item
Shrunk Sam's battle portrait to be more consistent with the others
Added Notes submenu to Journal for information about various game elements
Party members now show a "DOWN" label when dropping below 0 health
Camera zoom is now preserved through most dialogue boxes, and restored after cutscenes
Encounter data for overworld enemies is now loaded on battle start, rather than at room load
Bugs
Fixed section looping softlock caused by ending a battle with WND Halting active
Fixed mouse clicks not being registered consistently if bound to an action
Fixed party member attack animation not playing correctly if restarted before it ends
Fixed various overworld state problems caused by saving in a certain lookout spot
Fixed Downed & Game Over states not being triggered properly if caused by full-party damage
Fixed a lighting/layering bug in the cutscene before the final boss
Fixed final boss music stopping too late on Game Over
Fixed some jank around section transitions
Fixed a visual bug in the spell charging animation
(Please note that save files from v1.1 will not load in prior versions! We had to change some stuff which necessitated upgrading the save format version. 1.1 will load 1.0.x save files just fine, though.)
That's all for now! Thanks for playing CHORDIOID: First Breath <3 -Ash
Source
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