Full notes
Full Way of the Passive Fist update
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What changed
- Gameplay
- UI and audio
- Performance
Way of the Passive Fist changes
Introducing the first title update for Way of the Passive Fist! We're always working on making the parrylicious adventure through Zircon V the best experience possible, so here's what's included in this update:
v1.1.0.3
Statistics Screen
A new menu screen has been added to track several gameplay statistics
This screen is accessible from the Options Menu & the Pause Menu
Updated Gameplay UI
Score Particles
During combat scenes when the player performs score actions, the score is shown at the player location
The scores displayed are the multiplied score (including combo multiplier)
Combo Progress Callouts
As combos are built up, and thresholds are reached the combo callout appears on the right side of the screen
It also appears when a combo ends
Rank Progress
As the player earns points during combat scenes, the rank progress bar will appear in the bottom-left corner when Silver / Gold point thresholds are earned
Gameplay Updates
Updated Danger Zone Visualization
The mortar fire in CH2 now displays a clear red box that shows the blast zone
The sun beams in CH3 now display a clear red box for the blast zone of the sun beam
Grab Area for Caches
The sensitivity of the grab areas for caches was increased so that they can be more easily and accurately be grabbed
Land Mine Updates
Land mine placement updated in all chapters to avoid instances of overly-narrow safe passages
Shoulder Check on Tired Enemies
Fixed an issue where you could perform a shoulder check immediately when an enemy becomes tired and it would miss
Now you can immediately perform the shoulder check and it will always hit the tired enemy, knock them over, and maintain the combo
Updated Enemy AI
In some rare cases, while engaing one enemy, another enemy would walk into the middle of the fight
Enemy pathing has been updated so that enemies that are in an idle state will walk around and not right into fights
Enemy cycling has also been updated so that more enemies will take turns during a fight
Visual and Audio
Updated Environmental Presentation of the Final Boss
Updated the level for CH10 to be more representative of the story
Implemented the sunset effect during the final boss fight. The sun sets during the fight, silhouetting the two characters
Updated Ground Impact Sounds
When characters hit the ground, the sound has been updated to have more pitch variation
Added Explosions to Robot Enemies
When robotic enemies are defeated, now they EXPLODE!
Disintigration Effects
Updated and improved the disintigration effects on all non-robotic enemies
Technical
Fixed Throwback Crash
Fixed a rare crash that would occur if a projectile was caught the same frame it hit the ground
We hope these help to make the experience better than ever! Stay tuned for more updates in the future! - HHG
Source
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