What changed
1 fix1 addition2 changes0 removals
changedDifficulty Changes HARD - Flynn now receives 2x damage from all sources except pits. To rebalance this we brought the gem loss percentage on death down to the same as normal difficulty. A lot of players felt the difficulty change from Normal to Hard felt too little and could still tank a lot of damage. This by no means is the best way to counter the aforementioned issue but at this stage we feel it gives a decent challenge to hard mode in particular.
changedEASY - Crimson meter auto-charges 50% faster. A simple tweak to the auto-regen of the player crimson meter, this should allow you to use your special attacks more frequently.
addedQuality of Life -Crimson no longer resets between levels -Ladders are easier to grab -You can now grab ledges/ropes mid-dodge roll -Coyote time (jumping later from ledges) is more forgiving -Sanctia dummies have 50% less health -Wall jumps now have a small time of locked input to allow for quick direction changing after jumping from a wall -Crimson Control is filled once unlocked at the Crimson Sanctuary -Attack combo skills have been reduced in price (we want to encourage players to experiment with combos) -Relics now offer 1,250 gems when sold, that's a 25% increase for every relic! -Citadel Reach Dex sequence has been tweaked to stop potential motion sickness (removed screenshake and slowed down slightly) -Mouse input can be used to select levels & advance dialogue -Bax sightings are saved between sessions
fixedBugs Fixed -Interacting with objects + pressing menu (Dex cutscenes mostly) no longer places the game in a strange state -Warping to Sanctia/Scourge with "HEAL" bound to level entry input (e.g. ‘A’ on Xbox) now prioritizes level entry rather than warping -Holding rock and pressing down on jump-through platforms no longer drop you through on rare occasions -Fixed typos in some dialogue entries -Lots of minor bug fixes/tweaks
Flynn: Son of Crimson changes
changedDifficulty Changes HARD - Flynn now receives 2x damage from all sources except pits. To rebalance this we brought the gem loss percentage on death down to the same as normal difficulty. A lot of players felt the difficulty change from Normal to Hard felt too little and could still tank a lot of damage. This by no means is the best way to counter the aforementioned issue but at this stage we feel it gives a decent challenge to hard mode in particular.
changedEASY - Crimson meter auto-charges 50% faster. A simple tweak to the auto-regen of the player crimson meter, this should allow you to use your special attacks more frequently.
addedQuality of Life -Crimson no longer resets between levels -Ladders are easier to grab -You can now grab ledges/ropes mid-dodge roll -Coyote time (jumping later from ledges) is more forgiving -Sanctia dummies have 50% less health -Wall jumps now have a small time of locked input to allow for quick direction changing after jumping from a wall -Crimson Control is filled once unlocked at the Crimson Sanctuary -Attack combo skills have been reduced in price (we want to encourage players to experiment with combos) -Relics now offer 1,250 gems when sold, that's a 25% increase for every relic! -Citadel Reach Dex sequence has been tweaked to stop potential motion sickness (removed screenshake and slowed down slightly) -Mouse input can be used to select levels & advance dialogue -Bax sightings are saved between sessions
fixedBugs Fixed -Interacting with objects + pressing menu (Dex cutscenes mostly) no longer places the game in a strange state -Warping to Sanctia/Scourge with "HEAL" bound to level entry input (e.g. ‘A’ on Xbox) now prioritizes level entry rather than warping -Holding rock and pressing down on jump-through platforms no longer drop you through on rare occasions -Fixed typos in some dialogue entries -Lots of minor bug fixes/tweaks
Patch Notes:
Hero Mode Replay the game from the start with all weapons, skills and abilities. (Unlocked at the file selection menu with a 101% save file).
Difficulty Changes HARD - Flynn now receives 2x damage from all sources except pits. To rebalance this we brought the gem loss percentage on death down to the same as normal difficulty. A lot of players felt the difficulty change from Normal to Hard felt too little and could still tank a lot of damage. This by no means is the best way to counter the aforementioned issue but at this stage we feel it gives a decent challenge to hard mode in particular.
EASY - Crimson meter auto-charges 50% faster. A simple tweak to the auto-regen of the player crimson meter, this should allow you to use your special attacks more frequently.
Quality of Life -Crimson no longer resets between levels -Ladders are easier to grab -You can now grab ledges/ropes mid-dodge roll -Coyote time (jumping later from ledges) is more forgiving -Sanctia dummies have 50% less health -Wall jumps now have a small time of locked input to allow for quick direction changing after jumping from a wall -Crimson Control is filled once unlocked at the Crimson Sanctuary -Attack combo skills have been reduced in price (we want to encourage players to experiment with combos) -Relics now offer 1,250 gems when sold, that's a 25% increase for every relic! -Citadel Reach Dex sequence has been tweaked to stop potential motion sickness (removed screenshake and slowed down slightly) -Mouse input can be used to select levels & advance dialogue -Bax sightings are saved between sessions
Bugs Fixed -Interacting with objects + pressing menu (Dex cutscenes mostly) no longer places the game in a strange state -Warping to Sanctia/Scourge with "HEAL" bound to level entry input (e.g. ‘A’ on Xbox) now prioritizes level entry rather than warping -Holding rock and pressing down on jump-through platforms no longer drop you through on rare occasions -Fixed typos in some dialogue entries -Lots of minor bug fixes/tweaks
Notes: Hero Mode is better viewed as a sort of "Cheat mode" for players who have already finished the game. This mode allows players to beat the game in a nonlinear fashion and access regions out of order. Doing so can throw the dialogue off and have some NPCs tell you things you've either already done or haven't accessed yet.