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Steam News12 October 20232y ago

Patch Notes 1.0.46131 (heavy spoilers)

Fixed a softlock that could occur when using Hurl Smash to break locks against a certain final boss - Fixed a glitch that could occur when swapping the party leader while standing on a pressure plate - Fixed a trigger t

Full notes

Full Sea of Stars update

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What changed

1 fix0 additions0 changes0 removals
  • Performance
fixedFixed a softlock that could occur when using Hurl Smash to break locks against a certain final boss - Fixed a glitch that could occur when swapping the party leader while standing on a pressure plate - Fixed a trigger that could cause Khukharr's dialog to start when returning from a fast travel - Added a check to prevent a conflict when attempting to start flying on the exact same frame as landing in boat form - Sea of Nightmare: added a check to prevent initiating combat while a crystal break cutscene is playing - Sunken Ruins: moved the stone activation cutscene to trigger after opening the chest rather than after beating the boss, to fix rare occurrences of it not activating when completed before Elysan'darëlle - Adjusted raft collisions in Half-Sunken Tower area - Adjusted collisions in Moraine's office (Zenith Academy) - Added a check to properly reset gravity modules in Forbidden Cavern's room to the right - Fixed a rare softlock which could happen when triggering an encounter with a scripted cutscene intro while a follower isn't done bouncing from a graplou strike - Adjusted collisions on Skybase's pushable blocks - Added detection to prevent the player from getting stuck when using the graplou to move up a slope - Fleshmancer's Lair: added a check to super prevent the teleporter from being used while camping - Adjusted collisions in X'tol's Landing - Adjusted collisions in one of the Molekin houses - Sacrosanct Spires: added a check to prevent triggering the sealed entrance's cutscene while camping - Adjusted collisions in Antsudlo's entrance - Adjusted collisions in Clockwork Castle's clock tower section to prevent an issue when players could get stuck - Fixed null ref that would occur when attempting to browse when the level up screen only shows one option - Adjusted a puzzle in Derelict Factory to remove the player's ability to lock themselves in and remain stuck - Fixed possible softlock in Solstice Shrine #4's puzzle - Added a check to disable interaction with the world map's docks while transitioning to camping to prevent softlocks caused by conflicting transitions - Fleshmancer's Lair: fixed softlock that could occur with the eyeballs puzzle due to physics - Fixed an issue that could occur when collision with an enemy while zipping through a propulsion gate (Antsudlo, Air Skyland) - Trek to center: adjusted triggers to prevent a rare occurrence of bad zoning when jumping down - Updated level loading code to include more null ref checks - Fixed a softlock that could occur when an enemy would play its attack animation while in hurt state - Added a check to prevent duplication of Malkomud and Rockie's sprites when they both get KO'd at the same time - Fixed a softlock that could occur when reentering the Golden Pelican after being teleported out - Infinite Abyss: fixed a softlock in Dweller of Dread's encounter that demanded a very specific setup and sequence of party composition, KO states, and boss attacks - Added a check to prevent softlock when an encounter is triggered while the player is zoning or teleporting - Flooded Graveyard: fixed a crash that could occur when using the graplou specifically on the climb wall in the chapel from the second floor - Fixed an issue where the paincone projectile could get pooled before reaching its target when running the game at very high fps - Updated combat management to prevent targets that have left the encounter from checking against damage zones (i.e. fixing a softlock when defeating Romaya with conflagrate while she's on the bone pillar, who will now instead be properly immune to damage in this situation)

Sea of Stars changes

fixedFixed a softlock that could occur when using Hurl Smash to break locks against a certain final boss - Fixed a glitch that could occur when swapping the party leader while standing on a pressure plate - Fixed a trigger that could cause Khukharr's dialog to start when returning from a fast travel - Added a check to prevent a conflict when attempting to start flying on the exact same frame as landing in boat form - Sea of Nightmare: added a check to prevent initiating combat while a crystal break cutscene is playing - Sunken Ruins: moved the stone activation cutscene to trigger after opening the chest rather than after beating the boss, to fix rare occurrences of it not activating when completed before Elysan'darëlle - Adjusted raft collisions in Half-Sunken Tower area - Adjusted collisions in Moraine's office (Zenith Academy) - Added a check to properly reset gravity modules in Forbidden Cavern's room to the right - Fixed a rare softlock which could happen when triggering an encounter with a scripted cutscene intro while a follower isn't done bouncing from a graplou strike - Adjusted collisions on Skybase's pushable blocks - Added detection to prevent the player from getting stuck when using the graplou to move up a slope - Fleshmancer's Lair: added a check to super prevent the teleporter from being used while camping - Adjusted collisions in X'tol's Landing - Adjusted collisions in one of the Molekin houses - Sacrosanct Spires: added a check to prevent triggering the sealed entrance's cutscene while camping - Adjusted collisions in Antsudlo's entrance - Adjusted collisions in Clockwork Castle's clock tower section to prevent an issue when players could get stuck - Fixed null ref that would occur when attempting to browse when the level up screen only shows one option - Adjusted a puzzle in Derelict Factory to remove the player's ability to lock themselves in and remain stuck - Fixed possible softlock in Solstice Shrine #4's puzzle - Added a check to disable interaction with the world map's docks while transitioning to camping to prevent softlocks caused by conflicting transitions - Fleshmancer's Lair: fixed softlock that could occur with the eyeballs puzzle due to physics - Fixed an issue that could occur when collision with an enemy while zipping through a propulsion gate (Antsudlo, Air Skyland) - Trek to center: adjusted triggers to prevent a rare occurrence of bad zoning when jumping down - Updated level loading code to include more null ref checks - Fixed a softlock that could occur when an enemy would play its attack animation while in hurt state - Added a check to prevent duplication of Malkomud and Rockie's sprites when they both get KO'd at the same time - Fixed a softlock that could occur when reentering the Golden Pelican after being teleported out - Infinite Abyss: fixed a softlock in Dweller of Dread's encounter that demanded a very specific setup and sequence of party composition, KO states, and boss attacks - Added a check to prevent softlock when an encounter is triggered while the player is zoning or teleporting - Flooded Graveyard: fixed a crash that could occur when using the graplou specifically on the climb wall in the chapel from the second floor - Fixed an issue where the paincone projectile could get pooled before reaching its target when running the game at very high fps - Updated combat management to prevent targets that have left the encounter from checking against damage zones (i.e. fixing a softlock when defeating Romaya with conflagrate while she's on the bone pillar, who will now instead be properly immune to damage in this situation)
  • Fixed a softlock that could occur when using Hurl Smash to break locks against a certain final boss - Fixed a glitch that could occur when swapping the party leader while standing on a pressure plate - Fixed a trigger that could cause Khukharr's dialog to start when returning from a fast travel - Added a check to prevent a conflict when attempting to start flying on the exact same frame as landing in boat form - Sea of Nightmare: added a check to prevent initiating combat while a crystal break cutscene is playing - Sunken Ruins: moved the stone activation cutscene to trigger after opening the chest rather than after beating the boss, to fix rare occurrences of it not activating when completed before Elysan'darëlle - Adjusted raft collisions in Half-Sunken Tower area - Adjusted collisions in Moraine's office (Zenith Academy) - Added a check to properly reset gravity modules in Forbidden Cavern's room to the right - Fixed a rare softlock which could happen when triggering an encounter with a scripted cutscene intro while a follower isn't done bouncing from a graplou strike - Adjusted collisions on Skybase's pushable blocks - Added detection to prevent the player from getting stuck when using the graplou to move up a slope - Fleshmancer's Lair: added a check to super prevent the teleporter from being used while camping - Adjusted collisions in X'tol's Landing - Adjusted collisions in one of the Molekin houses - Sacrosanct Spires: added a check to prevent triggering the sealed entrance's cutscene while camping - Adjusted collisions in Antsudlo's entrance - Adjusted collisions in Clockwork Castle's clock tower section to prevent an issue when players could get stuck - Fixed null ref that would occur when attempting to browse when the level up screen only shows one option - Adjusted a puzzle in Derelict Factory to remove the player's ability to lock themselves in and remain stuck - Fixed possible softlock in Solstice Shrine #4's puzzle - Added a check to disable interaction with the world map's docks while transitioning to camping to prevent softlocks caused by conflicting transitions - Fleshmancer's Lair: fixed softlock that could occur with the eyeballs puzzle due to physics - Fixed an issue that could occur when collision with an enemy while zipping through a propulsion gate (Antsudlo, Air Skyland) - Trek to center: adjusted triggers to prevent a rare occurrence of bad zoning when jumping down - Updated level loading code to include more null ref checks - Fixed a softlock that could occur when an enemy would play its attack animation while in hurt state - Added a check to prevent duplication of Malkomud and Rockie's sprites when they both get KO'd at the same time - Fixed a softlock that could occur when reentering the Golden Pelican after being teleported out - Infinite Abyss: fixed a softlock in Dweller of Dread's encounter that demanded a very specific setup and sequence of party composition, KO states, and boss attacks - Added a check to prevent softlock when an encounter is triggered while the player is zoning or teleporting - Flooded Graveyard: fixed a crash that could occur when using the graplou specifically on the climb wall in the chapel from the second floor - Fixed an issue where the paincone projectile could get pooled before reaching its target when running the game at very high fps - Updated combat management to prevent targets that have left the encounter from checking against damage zones (i.e. fixing a softlock when defeating Romaya with conflagrate while she's on the bone pillar, who will now instead be properly immune to damage in this situation)

Source

Steam News / 12 October 2023

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