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Full notes
Full Feeble Origins: Path of a Hero update
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What changed
- Gameplay
- Balance
- UI and audio
- Fixes
- Maps
- Store
Feeble Origins: Path of a Hero changes
New Content
Gifts of the Fallen
Remains of fallen adventurers can now be found throughout the North Woods. These remains can be searched for loot.
Item Affixes
Items that drop as loot can now have a prefix that affects their stats. These prefixes are currently all negative, like Rusty, Weathered, and Bent, since they are meant to be damaged or old gear from fallen adventurers, but there is plenty of opportunity to get upgraded gear drops.
Other Content
Minor changes were made to the first floor of the Catacombs to make it more interesting.
Several new enemies were introduced to the Catacombs.
Important Changes
Weapon Changes
Swords are meant to have a balanced max damage and the most narrow min-max damage range of any other weapon type. All straight swords now stab, and curved blades spin. Except for the fencing swords, which stab as their main attack and spin with secondary.
Spears have a balanced max damage and a balanced min-max damage range. They have a narrow collision but make up for it in range. All spears stab with primary and spin with secondary, their spin being weaker but quicker with more area.
Axes and maces can both have a very high max damage, but have a wild damage range. Both types do a normal swing with primary and spin with secondary. Axes are much heavier and slower than maces.
Picks have similar properties to axes and maces except instead of high damage, they are light and quick.
Hammers are a new weapon type and also have a very high max damage and wild damage range. They do a normal swing with primary and a slam attack with secondary that knocks all enemies around the player back a significant distance.
Daggers are another new weapon type with extremely low damage and extremely fast speed. It is an advanced weapon type that forces the player to get close to enemies and hit them many times while they're busy. Daggers do a quick jab for primary attacks and a weaker spin for secondary. There are only 2 daggers in the game right now and one is the starting dagger, the other is end-game.
And finally, an Adamantine weapon of all types except a pick were added in order to support more playstyles for the end-game.
Shield Calculation
Shields now block up to the block value instead of all or nothing, checking the percentage for each damage point. This allows for much more variability and range on shields.
Balance Changes
Added several new enemies, particularly in the catacombs, to support the new balance of upgrading gear more often. Harder enemies have been scaled up in difficulty.
Most bosses now spawn minions depending on difficulty level.
Miscellaneous Updates
Major balance changes to improve progression. The intention being upgrade gear more often.
Added an option to hide your helmet.
Added an unstuck feature if you hold down backspace or the back/select/preview button on the gamepad.
Fixed issues in the main menu with switching from keyboard to gamepad where no button would be selected for the gamepad.
Added many new weapons and some new shields.
Coins, gems, and hearts now gravitate toward the player making it easier to pick them up.
Coins, gems, hearts, and Heart of Aria's now have an effect when collected
Quest indicators now show up for more incremental quest progress to better guide the player.
Fixed an issue where weapon and shield wouldn't respect the level's reflection material.
Moved Edith and Aldwin to their home after freeing him from the North Woods.
Fix for icons not showing up on map load
Now sorting inventory properly based on item type.
Fix for HUD action icon not showing up after interacting with an object.
Fix for quests not resetting properly after going to the main menu and back to another save.
Fix for Gaia's Garden quest opening chest prematurely.
Fix for some inventory scrolling edge cases.
Changed player marker on map to an arrow to see your direction easier.
Fix for new game window not highlighting the correct hair colors.
Fix for UI action bar not showing up in keyboard mode to explain how to drop and sell items.
Looted and dropped items can now persist between level transitions and game sessions.
Modified Blacksmith's Errand quest to be obtained from the bulletin and the ore to be mineable before talking to the blacksmith.
Fixed a bug that didn't allow you to drop items.
Now, when you drop items they actually drop on the ground and persist in your save forever.
Arthan quest indicator now lights up at each turn in.
Fixed an issue where item tooltips didn't update when selected item changes due to equipping, using, or selling an item.
Added sounds to enemies when they're hit
Looted leather armor now gives more movement penalty than purchased armor to give incentive to buy it
Knockback calculation has been adjusted to feel better for all weapon types
Enemies now path towards the player if they're not in line of sight
Pickups are now retrieved quicker and can be picked up while rolling
Source
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