Full notes
Full Frontier Paladin update
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What changed
- Gameplay
- Performance
- UI and audio
- Fixes
- Balance
- Events
Frontier Paladin changes
Hail Paladins!
We've been trying to send this update out for a couple of weeks now, but we kept on adding one or two more fixes or features.
We've been focusing on three main areas for this patch, beyond the bug fixing and balancing.
These are:
The Tutorial, which is totally revamped. It's a lot smoother and easier to go through while still giving the player the most important information. We've also added in some more pop-ups explaining a few things that weren't before. These can be ignored if needed.
Performance. FPS gains are not huge (we're seeing 7-10% increases in certain areas) but we've spent a lot of time fixing the micro-stutter issue and this should be minimal moving forward.
Navigation - players have been asking us where to go and what to do for certain quests. So, we've added in more functionality to the compass which now will show icons for chests, quests, shrines etc. once you reach a certain distance from them. We've also been tightening up the quest language to be clearer. Players were also sometimes getting stuck on geometry and while we're trying to clean those up, in the meanwhile, you can use a short teleport function to get unstuck.
We'll continue working on these areas further too, once we get feedback.
Other changes:
The game will now acknowledge whichever resolutions your computer can handle, so ultra wide screen resolutions should now be usable.
Fixed a bug where some tower defense quests were not ending because AI would be confused and not navigate well.
Changes to how the Longbow works, now consuming stamina instead of arrows. Longbow wielders will also be unable to parry.
Placed more Dead Paladins to interact with and get equipment from in several maps. Fixed an issue with their VFX as well.
Fixed an issue with the Blacksmith would sometimes sell Halberds, Shields, and Longbows before the player was actually supposed to get them for the first time.
Several side quests have had equipment added to them as rewards, instead of gold.
Added in tutorials for new weapons when you get them explaining how best to use them.
Added area markers on the map for most quests.
Made several changes to the VFX of the Halberd.
Made the lock-on symbol visible through walls when needed.
Players can now lock-on to explosive barrels.
Healing tokens and Wristbow ammo now resets on level transitions.
Changed the grid layout for almost every tower defense quest to be more interesting.
Added in Scrolls and Tablets collected to your Codex now so they can be re-read at your convenience.
Added in VFX on the footsteps for elemental enemies.
Fixed an issue with the Mana Well not working more than once.
Fixed an issue where the Shield was taking much more stamina damage than designed for.
Fixed an issue with Ubir using phase 1 abilities in phase 2.
Fixed an issue with the Lich having un-parryable melee attacks, and one magic attack not giving the player enough time to react.
Fixed an issue with the Balm for the Weary quest showing up as Other Quest instead of Local Quest.
Troll VFX realigned.
Swapped the location of some equipment to balance out better.
Reduced the number of NPCs in the Keepsake.
Bloom intensity has been tweaked on several maps.
Lots of texture optimization for those with GPUs with less VRAM.
Dozens of small map fixes here and there.
We're hoping to drop another patch next week with more fixes and balancing changes. The primary improvement there will be for the map, which we've received a lot of complaints about. The new map will be zoom-able and pan-able, will allow you to filter icon types out depending on your preference, and icons that have already been interacted with will be greyed out. We're also aiming to be Steam Deck Verified, or atleast Playable status.
Beyond that, we are also working on the rogue-lite mode, which will be a separate mode from the story that you can select in the main menu. If it stays on schedule, we should be able to launch this mode in July. We're excited to talk about this some more and will be able to do so sometime next month.
Regards,
Ignatius
Source
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