Full notes
Full Goblin's Die update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Greetings! The Dark Swamp playtest is now closed. We greatly thank everyone who participated in the Dark Swamp crash testing. We gained a lot of important feedback of the new content that we are using to make it more fun and exciting. We also took this chance to update our Goblin's Die Demo before bringing it back. Here is a list of things that have changed since the previous version: Additions:
What changed
- Performance
- Maps
- Fixes
- Balance
- Gameplay
Goblin's Die changes
Enemies now STAGGER when they are successfully parried
Instanced meshes are now applied to boost performance
Players can now see their precise location on the world map
Food buff durations have been highly raised
Single player experience contains less enemies so it is more manageable
Enemy jumping is more reliable
Enemy / NPC turning animations
Light enemy stat / loot balancing
Lights and post processing rework
General optimization and misc level polish
Fixed issues:
Blazing Dragon Turtle's fire breath causes proper fire damage now (instead of nature)
Unarmed attacks now do the correct 10 damage instead of 20
Banner and trap altitude is now correct when placing at max distance and hovering something higher up
Alive enemies can no longer trigger traps and pass along the effect to dead enemies nearby in some cases
Once Blazing Dragon Turtle loot has been opened but un-looted, it can now be opened again
Have a fun week, little gobbos! ^o_o^
Source
Changelog.gg summarizes and formats this update. How we read updates.
