Full notes
Full Frontier Paladin update
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Repeated intro
Hello!
What changed
- Maps
- Workshop
- UI and audio
- Balance
- Fixes
- Gameplay
Frontier Paladin changes
The big improvement on this patch fixes one of the most common complaints players had - that the map was not useful enough. We've added in several functionalities such as allowing the player to zoom in and out, pan the map around, and filter in and out different types of icons that are shown on the maps.
We also fixed several issues and balanced the game further, this time looking closely at 2H weapons. The war-hammer should feel powerful, the halberd should emphasize positioning, and the longbow should allow for sustained ranged damage while having the player fear nearby enemies, We've made some changes to all three that should make them feel more distinct.
We've also tweaked the tower defense sections for a better difficulty curve and added in voice acted lines for certain actions in the TD sections.
Several new map functions
2H weapons have had work done in several areas, such as animations, VFX, damage numbers, stamina costs. In the case of the longbow, the player no longer uses arrows to shoot and instead it costs the player stamina to shoot.
Cut scenes have the pause button removed and the skip button hidden, only showing when a button is pressed.
Voice acting added for certain events during tower defense
Fixed vendor items showing up earlier than intended.
Removed health bars from non combatant NPCs
Fixed the option for the player to interact with puzzles even after completion
Now explosive barrels don't get auto locked on to when an enemy is killed and the barrel is the next best option
Fixed Ubir's Ground Smash ability's spikes fading out too soon - they were causing damage invisibly
Updated enemy character un-parryable and un-dodgeable VFX
Fixed small issues with a bunch of cutscenes
Certain equipment pieces were too strong or too weak when given to the player, so the location and timings for some were switched around
Rare and Legendary equipment costs were increased as they were far too low earlier
The Lich's Explosive Skull move had it's damage reduced
Fixed issues preventing enemies from sometimes not attacking player allied units during TD quests
Hide enemy health bars when they're still spawning in and thus invincible
The equipment screen's inventory is now arranged to show the most recently picked up items at the top left (ie first)
Multiple VFX issues with the Lich were fixed
Fixed an issue with being unable to equip an item on the 2nd ring slot
Fixed an issue with the Nimble and Haste Blessings cooldowns not working
Fixed an issue with the Allies screen navigation not working with the gamepad
Fixed an issue with the Smite Blessing not working with the Sword and Shield moveset
Starting resources for Tower Defense quests have been restored as the previous update had changed some of them inadvertently
Raghbir's health has been increased to reduce the odds of him dying
We have another patch coming soon, one which hopes to fix all the remaining input issues from using a gamepad. That'll come alongside some smaller fixes and balancing as we always do. Once that arrives, our attention will shift to the rogue-lite mode which we hope to have to you somwhere between end July and Mid August, if all goes well.
Thanks!
Source
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