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Steam News12 April 20188y ago

Patch 0.780h is out on Frontline!

Frontline only! Click here for Frontline instructions Patch Info Recommended Level: Everyone's invited Summary This is one of those real Frontline updates!

Full notes

Full Secrets of Grindea update

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

What changed

0 fixes1 addition1 change0 removals
  • UI and audio
  • Gameplay
changedPatch InfoRecommended Level: Everyone's invited Summary This is one of those real Frontline updates! All the sounds are either placeholder or missing, and there are some placeholder graphics! The gameplay should hold up well, though (I hope!) Why update Arcade Mode?! It took forever! Yes, well, when we began this effort we naively thought it wouldn't take very long to fix Arcade Mode up, but, uh... onto the "why"! Until now only a small percentage of players got much enjoyment out of Arcade Mode. The mode was a cold, hard place with little of Story Mode's charm, but with all of the combat's brutality. Basically, we didn't feel like the game mode felt much like Grindea, and we wanted to change that, while also giving players who previously loved the mode more varied and interesting stuff to sink their teeth into. We did several things to improve the general Arcade Mode experience, but the biggest by far is the complete revamp of the hub town, Arcadia. Before, your total score made some minor changes to the town and added a few NPCs with quests. Now, you earn gold by doing runs, which you can then spend on different buildings that all provide some useful or not-so-useful feature! Among the useful features, you'll now be able to practice against bosses you're having trouble with, make the mode easier (or harder) with treats and curses, train perfect guarding in the dojo, and getting potions to help you out. We hope having this anchor will help people find purpose with the mode, and perhaps accidentally find meaning with becoming better at the game as well! Aside for that we've made some pretty big changes inside the runs as well, like new Event Rooms that buff you or give you special treasure, and new NPCs that help you out in different ways. Four new floors have also been added, ending the mode on floor 16 instead of floor 12 (featuring Mt Bloom and Tai Ming). ...but most importantly, you're now accompanied by your new best bud Trunk! Regardless if you enjoyed the mode before or didn't care for it much, please do try the revamped version out! We hope with these changes we can capture the hearts of more players now than before! What's left before Arcadia 2.0 comes to Stable? We want to add a few more quests related to some buildings, and also add achievements for the higher floors... and of course fix all the bottles of bugs you guys are probably going to hand us! Ok, ok, I get it, but... what about the story? Arcade Mode has mostly been super intensive on the code side, with all the new features and floors that have been added. This means that while I've been stuck on this update during all this time, Fred and Vilya have made good progress on the art for the story! In fact, most of the areas and NPCs we need for the next segment have already been made, which hopefully means that when Arcade Mode is ready for Stable, I can start implementing the desert storyline right away. Basically, if it weren't for Arcade Mode I would've been in a severe graphics bottleneck for a long time!
addedPatch NotesAdded a new late game two handed weapon to

Secrets of Grindea changes

  • Trainmap
changedRecommended Level: Everyone's invited Summary This is one of those real Frontline updates! All the sounds are either placeholder or missing, and there are some placeholder graphics! The gameplay should hold up well, though (I hope!) Why update Arcade Mode?! It took forever! Yes, well, when we began this effort we naively thought it wouldn't take very long to fix Arcade Mode up, but, uh... onto the "why"! Until now only a small percentage of players got much enjoyment out of Arcade Mode. The mode was a cold, hard place with little of Story Mode's charm, but with all of the combat's brutality. Basically, we didn't feel like the game mode felt much like Grindea, and we wanted to change that, while also giving players who previously loved the mode more varied and interesting stuff to sink their teeth into. We did several things to improve the general Arcade Mode experience, but the biggest by far is the complete revamp of the hub town, Arcadia. Before, your total score made some minor changes to the town and added a few NPCs with quests. Now, you earn gold by doing runs, which you can then spend on different buildings that all provide some useful or not-so-useful feature! Among the useful features, you'll now be able to practice against bosses you're having trouble with, make the mode easier (or harder) with treats and curses, train perfect guarding in the dojo, and getting potions to help you out. We hope having this anchor will help people find purpose with the mode, and perhaps accidentally find meaning with becoming better at the game as well! Aside for that we've made some pretty big changes inside the runs as well, like new Event Rooms that buff you or give you special treasure, and new NPCs that help you out in different ways. Four new floors have also been added, ending the mode on floor 16 instead of floor 12 (featuring Mt Bloom and Tai Ming). ...but most importantly, you're now accompanied by your new best bud Trunk! Regardless if you enjoyed the mode before or didn't care for it much, please do try the revamped version out! We hope with these changes we can capture the hearts of more players now than before! What's left before Arcadia 2.0 comes to Stable? We want to add a few more quests related to some buildings, and also add achievements for the higher floors... and of course fix all the bottles of bugs you guys are probably going to hand us! Ok, ok, I get it, but... what about the story? Arcade Mode has mostly been super intensive on the code side, with all the new features and floors that have been added. This means that while I've been stuck on this update during all this time, Fred and Vilya have made good progress on the art for the story! In fact, most of the areas and NPCs we need for the next segment have already been made, which hopefully means that when Arcade Mode is ready for Stable, I can start implementing the desert storyline right away. Basically, if it weren't for Arcade Mode I would've been in a severe graphics bottleneck for a long time!
addedAdded a new late game two handed weapon to

Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: Everyone's invited Summary This is one of those real Frontline updates! All the sounds are either placeholder or missing, and there are some placeholder graphics! The gameplay should hold up well, though (I hope!) Why update Arcade Mode?! It took forever! Yes, well, when we began this effort we naively thought it wouldn't take very long to fix Arcade Mode up, but, uh... onto the "why"! Until now only a small percentage of players got much enjoyment out of Arcade Mode. The mode was a cold, hard place with little of Story Mode's charm, but with all of the combat's brutality. Basically, we didn't feel like the game mode felt much like Grindea, and we wanted to change that, while also giving players who previously loved the mode more varied and interesting stuff to sink their teeth into. We did several things to improve the general Arcade Mode experience, but the biggest by far is the complete revamp of the hub town, Arcadia. Before, your total score made some minor changes to the town and added a few NPCs with quests. Now, you earn gold by doing runs, which you can then spend on different buildings that all provide some useful or not-so-useful feature! Among the useful features, you'll now be able to practice against bosses you're having trouble with, make the mode easier (or harder) with treats and curses, train perfect guarding in the dojo, and getting potions to help you out. We hope having this anchor will help people find purpose with the mode, and perhaps accidentally find meaning with becoming better at the game as well! Aside for that we've made some pretty big changes inside the runs as well, like new Event Rooms that buff you or give you special treasure, and new NPCs that help you out in different ways. Four new floors have also been added, ending the mode on floor 16 instead of floor 12 (featuring Mt Bloom and Tai Ming). ...but most importantly, you're now accompanied by your new best bud Trunk! Regardless if you enjoyed the mode before or didn't care for it much, please do try the revamped version out! We hope with these changes we can capture the hearts of more players now than before! What's left before Arcadia 2.0 comes to Stable? We want to add a few more quests related to some buildings, and also add achievements for the higher floors... and of course fix all the bottles of bugs you guys are probably going to hand us! Ok, ok, I get it, but... what about the story? Arcade Mode has mostly been super intensive on the code side, with all the new features and floors that have been added. This means that while I've been stuck on this update during all this time, Fred and Vilya have made good progress on the art for the story! In fact, most of the areas and NPCs we need for the next segment have already been made, which hopefully means that when Arcade Mode is ready for Stable, I can start implementing the desert storyline right away. Basically, if it weren't for Arcade Mode I would've been in a severe graphics bottleneck for a long time!

Patch Notes

Fixes for 0.780l (May 8)

  • Added a new late game two handed weapon to

Source

Steam News / 12 April 2018

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