Full notes
Full Slime Saga update
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Repeated intro
Hey there tamers! Here I am again with a new set of fixes! Thanks again to everyone who has been providing feedback! Hotfix #2 is go!
What changed
- Gameplay
- Fixes
- Balance
- Server
- Performance
- UI and audio
Fixed EXTREME critical issue that sprung up where no matter which type of monster you made, only a fire Bunshi would be given.***
Fixed an issue with the first battle being potentially softlocked
Fixed issue with multiplayer co-op players not being able to use the train.
Fixed many NPC-related issues with Canyon
Adjusted some dialogue and visuals
Fixed apartment being enterable on co-op (that will be available in the future but not yet!)
Lowered price of extra inventory slots
Fixed dark Canyon entrance and overly bright Canyon village.
Fixed missing profile texts for Cal and Elise!
Reduced DOF in city
Fixed battle escape button being enabled in multiplayer (like the apartments, it should have been disabled, but just for now)
Fixed another less common issue with quest minimap icons going to the wrong place specifically when pointing to the trainstation.
Monsters and NPCs now are no longer affected by animation optimization logic when in battle or in cutscene. (as in choppy animation playback)
*** For those of you affected by this issue and perhaps lost a rare/super-rare shapestone as a result, you can head to https://slimesagagame.wordpress.com/support/, and submit a message with your account ID (found in Options->Account->Account ID), saying which type of shapestone you lost, and we'll give it right back! Thanks for playing! Hotfix #3 is already underway with more of your suggestions and bug findings!
EDIT 1:
Did another tiny update.
Put in failsafe for those affected by the first bug up top, so that the game is continuable if you have the dreaded fire Bunshi and are still stuck at the tutorial.
Using the name randomizer in the monster creator actually works now.
Fixed an oopsie that broke NPCs last update.
EDIT 2:
It's a bargain sale on mini-hotfixes!!! More comin' at ya!!!
A minor revision to the aforementioned failsafe to make it more robust.
Fixed overflow issues to the monster inventory system, the cap was supposed to be 10, but it wasn't working as intended. (If you currently still have more than 10 in your inventory, you should now be able to edit and unbind any extra ones.)
Did a ton of work to the monster inventory system, much more stable now! As well as revised the UI.
- HUGEFixed not being able to see beyond the first page of any category in the inventory menu.
Source
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