Full notes
Full Slime Saga update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Fixes
- Balance
- Gameplay
- Maps
- UI and audio
Slime Saga changes
Hi Tamers! Thanks to all who have been patient with us as we develop the game. Without further adieu, I'm here with MEGA UPDATE 1!
-Global server connections and allocations have been fixed and are ready. You should now be able to see other players currently playing through the game!
-Fixed critical issue where monster stats were not stacking when applying multiple cores of the same subtype
-Added a brand new item that upon use, vastly increases the chance of you receiving the shapestone of the next monster defeated in battle
-Finished the chest loot system. Chests now give much more than just items. Gold, Primeslime, Cores, and Shapestones, as well as a rarity system pertaining to the contents of the chest.
-Added a new feature where you can get a preview of what NPCs have to say by walking near them.
-Chests are now much less likely to contain human-only food/heal items
-Did heavy refinements to AI navigation data, NPCs are MUCH less likely to veer into places where they shouldn't go
-Heavily improved the quality of navigation and ground detection for NPCs. Monsters and characters should be much less likely to float
-Improved the methods of which battlers adhere to their environment. Both player and NPCs are much more strictly bound to walkable areas during battle
-Fixed being unable to see other pages of Shapestones in the monster creator lab
-Starting inventory has been raised to 8 instead of 5
-The starting apartment (dad's apartment) is now a bit more fleshed out
-Updated the geometry, level flow and gameplay of Rolling Hills Junction 0
-Removed random unused collider in the city trainstation
-Improved collision around levels to decrease the chances of running into an invisible wall
-Fixed issue where player could get stuck in very specific areas of the map during battle and only be able to walk back and forth in a specific line
-Fixed issue where frost-damage status-effect particles were not spawning
-Fixed issue regarding human characters not returning to their stand-and-cheer points
-Fixed issue with being able to spawn your monsters during the escape sequence, resulting in being flung across the map
-Fixed being able to press other battle-related buttons while the game is paused
-Fixed issue where battle inventory menu wouldn't work on gamepad until the mouse hovered over the first button
-Fixed issue where player could permanently fly up in the air when in inventory menu during battle
-Adjusted water splash FX to be more performant
-Updated descriptions for some moves.
-Added all new indicators during battle for when abilities are on cooldown
-Fixed issue where escape button could be spammed WHILE escaping
-Fixed issue that kept animations from playing on multiplayer
-Fixed issue affecting singleplayer and multiplayer that kept the player unable to interact with monsters or world boundaries when defeated during battle
-Fixed issue in co-op regarding battles breaking from the perspective of a player who has been previously defeated
-Enemy monsters now have a greater cooldown for entering the defending state
-Heavily brought down the amount of which enemy monsters dodge your attacks and added cooldowns, rising with monster difficulty
-Same as above but with evasion as well.
-Updated the Canyon minimap to better reflect the current geometry.
-Added a team-bound cooldown for enemy creatures using team-heal moves
-Significantly raised the amount of mana player receives back when meleeing a monster
-Fixed rarer bug where cores with the game's not-yet-available elemental types (Ghostbound, Lightbound, Airbound) were being given to enemy monsters and by extension to players. Those elements and their attacks are still under development.
-If you had cores with the above or any monsters with any of the above primary elements, it has been changed to a Firebound type.
-Fixed being unable to leave the caves through the exit nearest the boss
-Dropped items and quest items are no longer physics-enabled outside of up/down directions.
-Picking up dropped/quest items is easier and the player no longer collides with them awkwardly.
-Reworked some dialogue
-Fixed getting the wrong slimecore from bosses on multiplayer
-Restored the ability to do your ultimate attack
-Rebalanced some game dynamics regarding bosses and rewards
-Reworked some logic having to do with bosses, several issues in multiplayer regarding bosses have now been fixed
-Fixed an issue that caused battles happening in quick succession to have cooldowns from the previous battle still in place.
-You can now get to the pause menu during battle and also when in the falling state, to help in situations where you may get stuck.
-Put in more preventative measures to keep AI monsters from going outside of the battle bounds
-UI indicators for the moves being performed by monsters now go away on the death of the monster
-Fixed second tutorial dialogue sequence and move selection menu in the monster binder both taking input at the same time.
-Cleaned up and heavily revised quest menu to work much better with controller
-Fixed a few problematic spawn positions to keep players from getting stuck
-Fixed issue regarding the shadows of tamer NPCs not rendering other than their SlimeCatcher
-Revised the code across the game that displays lists of items so that "pages of nothing" no longer appear.
-Adjusted the ambient environmental noise of all levels and improved their mix
-Fixed being able to bring up the inventory menu during the escape sequence
-Fixed rarer cases where the back button from the inventory menu would disappear
-Added a popup hint explaining using charged moves in battle
-Added a popup hint explaining regenerative orbs in battle
-You now get more mana back when interrupting an enemy attack with a melee
-You now get more XP back for winning fights against Elevated Danger slimes
-The edit button now lets you know when you don't have enough money to edit your slime
-Fixed some issues where music would cut out during battle
-Lowered the global evasion rate of monsters
-Made UI of opening character designer a bit more readable
-Rare creatures now provide more XP upon defeat
-Fixed lack of heads-up display for quest items that spawn in the same level as player when getting a quest
-Adjusted distance level for heads-up display items
-Notifications now hold while menus are open until they can be seen
-Made it more apparent when player receives gold from completing a quest
-Made a number of optimizations to character models across the game improving performance
-Added some new elements to the options menu
-Added the ability to redeem codes for cool stuff in the game, available in the options menu!
-Fixed some other miscellaneous minor bugs.
And we're already working on the next patch! Next will include some further rebalancing and features to improve the overall quality of the game and to address more requested features!
Thanks to everyone who has been reporting bugs and HUGE thanks to Ophellion from the Steam community for really helping out with detailed bugtesting and feedback!
Source
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