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Steam News2 December 20241y ago

Version Update 1.7.4

Hello everyone! Good news! I've managed to get some work done quicker than expected, so I thought I’d release this version ahead of schedule to give myself more time to work on the next update!

In this update11

Full notes

Full Requiem For a Lost World update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everyone!

What changed

14 fixes9 additions21 changes2 removals
  • UI and audio
  • Gameplay
  • Balance
  • Fixes
  • Events
  • Maps
changedRune SystemThis is a pretty significant UI and functional change, so let’s talk about it! First of all, I wanted to make working with runes as effortless as possible. I still feel there’s room for improvement, but I’d love to hear your feedback first.
addedRune SystemTo summarize new features:
addedRune SystemRunes can now be upgraded (with a chance of being destroyed)
addedRune SystemYou can now filter runes by their type, stat and rarity
addedRune SystemRune pages can now be cleared with a single button.
changedRune SystemRune limit increased to 5000
Brute's Talisman 's crit rate10%8%Brute's Talisman 's crit rate decreased, nerfBrute's Talisman 's crit rate 10% → 8% and crit damage15%10%Brute's Talisman 's crit rate 10% → 8% and crit damage decreased, nerfOther character -30%20%Other character - decreased, nerfgems returned when pulling a character that's already maxed out200300gems returned when pulling a character that's already maxed out increased, buff

Requiem For a Lost World changes

changedThis is a pretty significant UI and functional change, so let’s talk about it! First of all, I wanted to make working with runes as effortless as possible. I still feel there’s room for improvement, but I’d love to hear your feedback first.
addedTo summarize new features:
addedRunes can now be upgraded (with a chance of being destroyed)
addedYou can now filter runes by their type, stat and rarity
addedRune pages can now be cleared with a single button.

Good news! I've managed to get some work done quicker than expected, so I thought I’d release this version ahead of schedule to give myself more time to work on the next update!

I received some additional feedback during 1.7.3, and for that, I’d like to thank everyone involved! More on the feedback and future updates at the end of this broadcast~ (≧∇≦)ノ

Let’s dive into the changes!

Rune System

I started fiddling with the runes in the last update, but I realized it needs far more work than what I could quickly throw together, so I came up with this:

This is a pretty significant UI and functional change, so let’s talk about it! First of all, I wanted to make working with runes as effortless as possible. I still feel there’s room for improvement, but I’d love to hear your feedback first.

To summarize new features:

  • Runes can now be upgraded (with a chance of being destroyed)

  • You can now filter runes by their type, stat and rarity

  • Rune recommendations now appear in a separate window.

  • Quick rune discard functionality (with the same filters as above).

  • Rune pages can now be cleared with a single button.

  • Rune limit increased to 5000

And now for a tour—

Rune cards

Rune cards have been redesigned to better fit the overall UI aesthetic. The rune name is now slightly grayed out since it’s less critical, and the stat increase is more prominent to draw attention.

The orange bar indicates the quality of the rune—better quality means better stat increases.

Finally, we have rune reforging. This upgrades the rune to a higher rarity while rerolling its stat increase values. However, upgrading a rune risks destroying it! The displayed percentage shows the chance of a successful upgrade, which decreases with rarity and successful reforges.

Side menu

I’ve added several buttons to control the side menu. They are, in order:

  1. Filter rune list

  2. Recommended runes/auto-upgrade

  3. Mass discard runes

  4. Unequip all runes from the page

The screen above also showcases the new filtering options.

Rune icons

Equipped runes are now color-coded because text alone was hard to distinguish!

Rune drops

Players will now be rewarded with three random runes upon completing a run!

This provides another source of runes for players who prefer not to engage with the recollection mechanic.

CO-OP improvements

CO-OP was meant to be the main focus of this update. While runes ended up stealing the spotlight, the planned CO-OP improvements have been implemented!

Player Skill Synchronization

Player ultimates are now synchronized between players, so you can finally blind each other with your abilities! There are some limitations, though: skills like Yami-no-Tokiya’s or Amelisana’s are not fully synchronized yet.

Effects that pause enemy movement should now work correctly when triggered by a joining player.

View CO-OP Stats

You can now view other players’ damage dealt in the summary screen. No more debates over who carried harder—you can inspect the facts yourself!

Multiplayer Notifications

The host will now be notified when someone joins or leaves their game. There’s also a notification for picking up the tear left by a dead player—because let’s be honest, we’ve all taken a moment to guess whether we picked it up or not, right?

Bug fixes

  • Fixed a freeze for the host caused by players joining during the level-up screen.

  • Fixed the game not processing the level-up screen correctly when a client leveled up in the pause menu.

  • Players will no longer accumulate fall damage while dead or before hitting the ground at least once.

  • In CO-OP, players will now wait for votes to synchronize to prevent random level-up skips or game freezes. (this may cause micro stutter when leveling up with no upgrades to pick)

Additionally, I’ve made players unable to collide with each other. It served no purpose and only caused unnecessary deaths. ┌(。Д。)┐

Other improvements

This isn't much, but it's honest work.

Dash Indicator

When dashing, the indicator will now gray out instead of disappearing.

Reduction in Visual Clutter

I’ve received some complaints about abilities covering too much of the screen. I hadn’t given it much thought before since it’s a common issue in many survivor-like games I’ve played. However, I’ve taken some steps and would love to hear your feedback.

Certain ability effects will now fade out when they are closer to the player’s camera. Should I add a configuration option for this effect?

Feedback Notification

I want to gather user feedback via a survey after each version release. I understand that not everyone wants to participate, but I encourage you to share your thoughts—whether positive or negative—because every voice matters.

After each major release, a small dot will appear next to the survey, reminding you to fill it out.

The survey may change between versions to reflect new content or remain the same to gauge whether opinions have shifted after introducing new features.

General Changes and Fixes

  • Fixed a mechanism responsible for spawning level bosses that could miss boss spawns in the Capital Undergrounds

  • Fixed a wave in the Capital Undergrounds where all enemies would drop Memory Rifts

  • Fixed the description of Lightning Orb's upgrade showing 0% cooldown reduction upon picking 'Storm Conduit (I)'

  • Fixed graphical issue with Lightning Orb projectile

  • Changed Fire Ring weapon's scaling. It will no longer produce more projectiles with duplication effects. Instead each duplication will increase the ring's duration by a 100%

  • Fixed Chitose's skill allowing her to pass through walls

  • Fixed Full Page achievement triggering when players attempted to insert rune into already full path

  • Reduced Brute's Talisman's crit rate 10% → 8% and crit damage 15% → 10%

  • Lowered recollection characters drop rate: Other character - 30% → 20%. At least one character is guranteed to drop every 10 pulls

  • Lowered the cost of recollection pulls from 350 gems to 300

  • Increased gems returned when pulling a character that's already maxed out from 200 to 300 gems

  • Lowered the conversion rate of gold to gems from 350 to 300 gems

  • Lowered the price of character fragments from 180 to 150 gems

  • Reduced the amount of life steal each rune can provide (1%, 2%, 4%, 6%, 10%) → (0.05%, 0.2%, 0.7%, 1.5%, 3%)

  • Increased life steal effectivness of physical attacks by 100%

  • Reduced life steal effectivness of AoE and DoT attacks by 75% and 50% respectively

  • Fixed a bug that caused Yami-no-Tokiya's flowers to not deal damage upon exploding

  • Tweaked difficulty settings to reflect rune changes

Future Plans and afterword

It’s that time of the year! I was late for Halloween, but I’m just in time for Christmas! I’d love to try a Christmas event, and I already have some plans in mind. It’ll be tight with less than a month left, though. (○´・д・)ノ

I want to share more details, but let’s not ruin the fun. Wouldn’t it be exciting to have a snow map? (。・∀・)ノ゙

Either way, expect more weapons and stuff in the next update. This one might not be as big as the last, but hopefully, it’s enough to tide you over until the 1.7.5 Christmas Update™.

Take care!

Source

Steam News / 2 December 2024

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