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Full GRIME II update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey Yarden GRIME Director, (向下滚动查看中文翻译)
What changed
- UI and audio
- Gameplay
- Events
- Fixes
- Maps
- Balance
GRIME II changes
As I've said before, we've been working hard to improve the overall experience with the game and catching whatever issues have been brought to us in the Steam Forums and Discord.
And what better proof of just HOW hard we've been working... than with a 2nd Major Patch in less than 1 week.
So, let's get into it:
Starust / Poison
As more of you have been reaching the Final Act of the game, I've been able to gather more information and focus my attention there.
It seems figuring out how Starust (poison) works in Mudpits has been far harder than intended. Hopefully this extra clarity on the Mold HUD will help change that -
Basically, expel that poison by casting Molds. The poison is also a benefit, when you expel it you deal extra damage and knockback nearby enemies.
Late game Rewards
Many of you have expressed disappointed that completing some of the hardest platforming challenges in the game yield boring rewards such as currency or XP.
My rational at the time was that I rather players get access to as many tools as early as possible so they'll actually get to play around with them and construct builds rather than only get a favorite item/weapon etc... in the very final area or so of the game, getting to make little to no use out of it.
However, that doesn't make those rewards any less... rewarding.
So my changes are as follows:
Some items had their Tier 3 requirement increased, and were additionally buffed as a result, in order to have some of them placed on those late game spots.
I opted for higher XP items over Currency.
An entirely new find was added as a reward in the final area. Break it to obtain a Hunt Pigment.
Platforming
Starting Air Evade distance increased - The starting version of the ability to Dash in the had its forward momentum increased. To make it more intuitive to use it to pass through the thin platforming barriers. (this is NOT Air Dash, it's before that upgrade.)
Farther improved Slide controls - Slide no longer requires you to HOLD a direction, you can just tap it once and the player will slide in that direction. Choosing the opposite direction or jumping/dashing will exit slide. I changed tutorial messages to better reflect that. + The boundaries with a controller have changed to make it much, much harder to choose an unintended direction or to accidently exit.
Overall Spike collider improvements - Reporting bad colliders are usually easy enough fixes, but we need reports with an image/clip to track them down.
Seal & Surrogate Trails
Seal Trail has been extended for some areas - You can now discover and begin the hunt for the Seal earlier and quicker into some areas.
Surrogate Hand Trail now glows - Hopefully this will also aid players to better spot the hand trails that lead to a Surrogate.
Notable Bugs & Tweaks
Volume resetting to default - Finally fixed.
Map movement with a controller - fixed.
Additional Zoom Levels for the map.
Increased Atrium (Currency) drops in the early-mid game.
Growth menu showing wrong stat numbers when leveling up - fixed.
Picking up and grasping an item at the same time - fixed. This could cause you to create duplicates that could break the game.
Combat Gauntlet blocker bug - fixed
Fixed a bug preventing progression in Reef, with Ver refusing to clear the path.
Fixed some projectiles not being reflected correctly to enemies after a parry.
Combat
Numerous Hitbox and Clarity Issues Fixed.
HP attribute buffed a little more - For context, last patch buff was smaller than intended, with just 10 extra HP at rank 30.
Handvisage will stop dying on the left side spikes.
Late Damage basic enemy damage curve improved - There shouldn't have been this point were the damage spikes so hard. It should always be a gradual growth that the player can adapt to over time.
On the topic of these combat updates. To players complaining we are making the game too easy:
Adding stats & trait enhancements to armors in GRIME made the game a little easier...
Adding a refreshing consumable Healing Item to GRIME also made it a little easier...
I nerfed the shit out of Burning Needle to no longer one-shot players who don't dodge out of it...
I can go on... many of you draw comparisons to the first game months or a year after its difficulty curve and numbers were done being balanced with patches.
GRIME II is a far, far more complex game, far more non-linear with far more considerations for balancing.
If you think GRIME was improved by our patches, I ask that you trust my judgment again here.
We'll take a longer break from making such large changes while I try to evaluate the current state of the game. Most likely the next patch will be smaller and focus on fixing more individual problems/bugs/number tuning.
As always, we appreciate your patience and trust. Thank you!
You can continue to help us by improve the game by posting bugs to the Steam forums or Discord.
嘿,Yarden,《GRIME》总监,
正如我之前所说,我们一直在努力改进游戏的整体体验,并处理在 Steam 论坛和 Discord 上反馈给我们的各种问题。
而最好的证明我们到底有多努力……就是在不到一周的时间内推出了第二个大型补丁。
那么,让我们开始吧:
星尘 / 毒素
随着越来越多的玩家进入游戏的最终章节,我得以收集更多信息并将注意力集中在这一阶段。
看起来,在泥沼区域理解星尘(毒素)的机制比预期要困难得多。希望这次在 Mold HUD 上增加的说明能有所帮助——
简单来说,通过施放 Mold 来排出毒素。毒素本身也是一种增益,当你排出它时,会对附近敌人造成额外伤害并产生击退效果。
后期奖励
很多玩家表示,完成游戏中一些最困难的平台挑战后,只获得货币或经验值这样的奖励让人失望。
我当时的考虑是,希望玩家尽早获得尽可能多的工具,这样他们可以实际体验和构建流派,而不是在游戏最后才拿到喜欢的装备却几乎没机会使用。
但这并不意味着这些奖励就真的“有吸引力”。
因此我做了如下调整:
一些物品的三级解锁条件被提高,同时也进行了强化,以便将它们放在后期区域中
相比货币,我更倾向于提供更高的经验值奖励
在最终区域新增了一种全新的可发现内容,打破后可获得狩猎颜料
平台跳跃
初始空中闪避距离提升 —— 初始的空中闪避(不是空中冲刺升级)前进动量增加,使其更直观地用于穿越狭窄的平台障碍
滑行操作进一步优化 —— 现在滑行不再需要“按住”方向,只需轻按一次即可朝该方向滑行。按相反方向或跳跃/冲刺即可退出滑行。同时教程提示也已更新。手柄操作的判定范围也进行了调整,大幅降低误操作或意外退出的概率
更多碰撞体优化 —— 修复这些问题通常不难,但我们需要带截图或视频的反馈来定位问题
印记与替身轨迹
部分区域延长了印记轨迹 —— 现在你可以更早、更快地发现并开始追踪印记
替身之手轨迹现在会发光 —— 希望这能帮助玩家更容易发现通往替身的路径
显著的 Bug 与调整
音量重置为默认值 —— 已修复
使用手柄移动地图 —— 已修复
在游戏中早中期增加了中庭(货币)的掉落量。
地图新增额外缩放等级
升级时成长菜单显示错误属性数值 —— 已修复
同时拾取并抓取物品 —— 已修复。这可能导致生成重复物品,从而破坏游戏
战斗试炼障碍物 Bug —— 已修复
修复了在礁石区域无法推进的 Bug,Ver 拒绝清理路径的问题
修复了部分抛射物在招架后未正确反弹至敌人的问题
战斗
修复了大量判定箱与表现清晰度问题
生命值属性再次小幅增强 —— 上个补丁中在30级时仅增加10点生命值,低于预期
Handvisage 不会再在左侧尖刺处死亡
后期基础敌人的伤害曲线优化 —— 不应出现伤害突然暴涨的情况,而应是玩家可以逐步适应的平滑增长
关于这些战斗改动,对于那些认为我们让游戏变得太简单的玩家:
在《GRIME》中:
给护甲增加属性和特性确实让游戏变得更简单了一些
添加可恢复的消耗型治疗道具也让游戏更容易了一些
我还大幅削弱了 Burning Needle,不再会秒杀未能闪避的玩家
类似的例子还有很多……但很多人拿现在的版本去和初代经过数月甚至一年平衡调整后的版本比较。
而《GRIME II》是一个复杂得多的游戏,更加非线性,需要考虑的平衡因素也多得多。
如果你认为当初的补丁让《GRIME》变得更好,那么我希望你这次也能相信我的判断。
接下来我们会暂时减少这种大规模改动的频率,以便评估当前游戏状态。下一次补丁很可能会更小,重点放在修复具体问题、Bug 和数值微调上。
一如既往地,感谢大家的耐心与信任。
你们可以继续通过在 Steam 论坛或 Discord 上反馈 Bug 来帮助我们改进游戏。我只是一个人,相比起这些渠道,我不太可能逐条查看评论,因为我需要能够进行讨论并获取更详细、具体的信息。而评论更像是表达观点的地方,而不是用于收集信息并解决问题的渠道。
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