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Patch 0.7.4 (64561)​

Hopefully the final patch for the Webgrave update, allowing us to start the work on the next update.

  • Fixed Creeper not granting witchfire on death
  • Slomo Calamity spawns should behave better now
  • Fixed few minor clipping issues of dynamic items (Velmorne)
  • Some heavy Velmorne optimizations and improvements
  • Optimization of witchfire eyes on enemies
NOTE: A few players reported unusual fps drops in Velmorne or other areas. We just found out that latest Windows 11 update, namely KB5063878, might cause this. Sometimes uninstalling it helps, sometimes uninstalling then re-installing it does. But do it only if you have unusual, unexplained drops (which is very rare, FWIW). Here’s how.



Patch 0.7.3 (64527)​

WEAPONS

  • Hangfire – Increased base damage from 35 to 38
    • Designer’s note: while it might seem insignificant, it actually gets rid of numerous frustrating breakpoints, where weak minor enemies were left with a sliver of health. These bad breakpoints were unintended, and a result of previously balancing the weapon only around the shoot & detonate loop.
  • Psychopomp – Slowed down firing animation, slightly reduced vertical recoil on subsequent shots, significantly reduced overall horizontal recoil
    • Designer’s note: this leaves Psychopomp’s performance mostly unaffected, but should significantly improve its gamefeel.
  • Striga – Removed bonus main target damage from Mysterium I
    • Designer’s note: while we all know Striga needs a nerf, this change is actually implemented because of an unintended interaction. Striga’s fire shockwave was not meant to damage the initial target. Because of that, the intended +25% damage bonus to long range targets ballooned to +52%. Removing the bonus damage brings the balance closer to our original intentions.
    • Fixed multiplied fire damage from Striga’s shockwave, when firing stakes in the same spot
  • Nemesis – Mysterium III now sets marked enemies on fire for a while.
    • Designer’s note: While very useful in the right circumstances, Mysterium III did very little in 1v1 duels, which are a significant part of Nemesis usability. Moreover, it was hard to make use of Nemesis fire proficiency when it came to triggering elemental arcana and combos. This addition helps alleviate that problem, and makes damaging marked targets as soon as possible more rewarding – and chasing targets of opportunity is the main intended Nemesis’ “fun factor generator”.
  • Koschei – Reworked Mysterium III. Now it says “Killing 6 enemies before unleashing the swarm increases the number of bone shards launched and decay power”. Visual indicators for charges 4 to 6 have been added.
    • Fast Reload Arcana now works with the Koschei
TRAPS

  • Fester (Velmorne)
    • Lowered health from 60 to 15
    • Removed spawnpoints too close to the initial starting area
  • Ambush Bells(Velmorne)
    • Ambush bells can no longer trigger in the initial starting area
  • Exploding barrels
    • Improved the visibility of barrels overgrown with vines
    • Exploding barrels now also spawn on the Island of the Damned and Velmorne
STATS 2.2

  • A new way to display stats to reduce the clutter and overload of 1XX values. All player stats are now displayed in range 0-100. Health and Stamina are the only stats with actual hard values displayed
  • Tooltips over each stat now display more detailed and tangible information about every stat: what parameters a given stat affects, and what are their current boosts
  • In the Ascension Shrine, when you hover any player attribute (Flesh etc.), you can now see which stats are influenced by increasing it. The strength of the influence is marked by the number of diamonds (two diamonds => strong influence, one diamond => weak influence)
  • Changed the Scavenging icon. Drops affected by Scavenging are now marked by cogwheels icon
STAT VALUES

  • Scavenging – reduced the amount of Healing Elixirs dropped by Antimagic Runes
  • Witchery – Decreased spell recharge below 10 Witchery. Slightly slowed down spell recharge gains under 25 Witchery.
    • These changes are meant to make early leveling more impactful and further differentiate the starting classes. Max spell cooldown reduction remains the same.
  • Health – Increased health gained per level at low levels (max HP remains the same)
  • Stamina – Increased stamina gained per level at low levels (max SP remains the same)
UI

  • Added Consumables tab to the Inventory for the ease of use during expeditions
  • Removed Prophecies tab from the Inventory. Collected Prophecies are now displayed only in the Prophecy Study in the Hermitorium
  • Changed the way Prophecies are displayed in the Prophecy Study. The ones which are equipped are now marked by the yellow color, making it more clear and easier to manage them
  • Removed redundant information about Mysterium from the top bar in the Inspect Screen
  • Every weapon now displays its kill count in the Inspect Screen. You can find it in the top bar, next to the weapon’s name
  • Changed the screenshots used by ‘Combat’ and ‘Calamities’ pages of the Game Handbook
ENEMIES

  • Creeper added to Velmorne
  • Fixed the bug that caused Rotten Fiend to trigger hit sounds on signs and lamps across Velmorne
  • Fixed the bug that caused Bonsaire the Illuminated to be inactive
  • Fixed the bug that caused the framerate to drop significantly if Calamity was triggered deep in the sewers
  • Rebalanced Gravedigger and Sepulcher attack to have lower Damage over Time, compensated it with an initial damage
  • Fixed a bug that caused Townswoman to deal damage twice during her teleport attack
  • Fixed a bug that caused Spinners to trigger footsteps after death
  • Widow melee attack should now deal damage more consistently + added a jump ability to allow here to disengage the player
  • Inactive Dimacher now reacts to damage
  • Fixed the potential Calamity vortex position near Velmorne marketplace
  • Calamity skulls had their health raised to balance things out a bit and make it harder to dispel Calamity by running to the vortex. Its still doable, it just requires more skill now
  • Defender Calamity has been reworked slightly – to improve the pacing the vortex during this calamity now spawns close to the player instead of seed defined position
  • Shieldbearer Calamity has been reworked slightly – to improve its flow on Velmorne and make it more survivable. Shieldbearer’s capture-bubble radius has been doubled
  • Fixed several procedural spawn issues in Velmorne related to enemies spawned by Calamities and Warden. They shouldn’t spawn in the canals while the player is above
  • Castle and Scarlet Coast bosses should now properly mark as complete on the map after killing them
  • Fishermen’s area in Scarlet Coast (the one Galley Slave spawns at) has been reintroduced into the arena pool and now can have Manifestation scenario in it
MISC

  • Lowered the amount of cursed treasures that spawn in Velmorne.
  • Fixed a bug that removed Treasure Chests from the minimap
  • Melee Charge Bead cooldown penalty reduced from -50% to -30%
  • Iron Cross now disables affected enemies’ dash and jump abilities
  • Added weapon switching tutorials after equipping new weapons
  • Added 10 new achievements
  • Misc Velmorne performance optimizations
  • Velmorne minibosses have proper map descriptions
  • FSR crash fixed – FSR1 & 2 reeneabled
  • Sewer grates in Velmorne are added to the map when player finds them
  • Fixed Climbing Gear pickup not disappearing when already have the item
  • Town mirage in sewers no longer requires payment every time
  • Fixed Gnosis book objective and achievement requiring opening mirages – all mirages should now be counted towards those
  • Fixed FOV scaling on non 16:9 displays
  • Fixed Effigy of Plague not affecting enemies
  • Opening Menu screen rework so the preyer always looks proper



AUDIO

  • Designed and implemented sounds for the Creeper
  • Applied some minor tweaks to Psychopomp’s shooting sound
  • Tweaked part of the UI sounds that trigger together with the hint, during the Prologue
  • Enriched the soundscape of the Prologue’s first arena, adding more winds, foliage and wildlife (mainly in the surrounding areas)
  • Lowered the loudness of the acid pool in the Prologue’s jumping tutorial section
  • Lowered the loudness of the music that plays in the Witch Mountain’s Labyrinth section
Recent patch(es) fixed a lot of the performance issues on Velmorne for me at least. It still doesn't run as well as the other areas though it's leaps and bounds better than it was.
The disappearing chest minimap icons was confirmed a bug and has been fixed.
Striga received yet another nerf, though it still hits for absurd damage with the right setup. Stop messing with this weapon please, it's the coolest one in the game.
Attributes now show which stats they raise and by what magnitude. Stats also now display on mouseover more detailed information on just how much effect they have. That holed up any of the gripes I had with the new system.
 
Big update last night.
The quick takeaway:
-3 new firearms
-1 new ring
-1 new relic
-3 new fallen preyers
-melee weapons (they replace the melee punch, you can stull use the punch)
-1 new calamity (spider aids)
-new vault in velmourne
-world corruption: the longer you remain in a map and the more things you kill, the game will spawn portals that in turn spawn increasing numbers of enemies, culminating in a boss golem
-surges: temporary buffs that can be found or dropped by certain enemies
-torments: some kind of challenge system with rewards

This actually makes the game hard. Previously, the game petered out once the player had a good loadout and some levels under their belt - the areas became empty and non hostile once enemy camps were cleared and calamities could farmed for feathers. I got my shit pushed by accidentally venturing into the velmourne vault and it's been dozens of hours since I last died.
 
Triple poosting as I've figured out the update and there was also a ninja patch yesterday.

World corruption stacks up the longer you remain in a map and increases in intensity as you clear enemy camps and other objectives. The effects are threefold: madness orbs spawn (destroying them gives divine shard thingies), portals that spawn enemies appear (and triggering one trips the calamity - this makes it extremely easy to farm calamities), and the exit portal will spawn increasingly large numbers of enemies that over time will hunt down the player.
A gold chest containing a latent orb spawns somewhere on the map. Opening it (20 divine shards) instantly maxes out world corruption. Extracting with the orb grants a reward, be it a torment page, a rosary bead, or something else. Three rewards per map, after that it's a flat 25 gold coins per recovery.
Prior to yesterday's update, as the corruption increased, the map would flood with fog, the portal spawned more enemies and they were more relentless, and picking up the latent orb slowed the player down immensely. Now, the fog is gone (performance reasons), the portal doesn't spawn as many enemies, though they still hunt and can stack up, and the orb doesn't slow you. What they've done is make corruption build at a more even pace. It's entirely manageable, though those first couple of days could get hectic. Hoping we get some of that back.

Torments are unlocked by collecting torment pages (the art for each depicts various witches and I think they're quite inspired, a reminder of why you're there). They are found either placed on maps, in various vaults, or from recovering latent orbs. Once you have the prerequisite pages, a challenge is unlocked. Completing a challenge grants a reward, coming in the form of a weapon, trinket, or a rosary bead. They start simple but escalate rapidly. In order to gain access to the room where you do all of that, you have to first kill the golem that spawns from world corruption. In order to kill the golem, you have to kill it dead once, then track its floating core as it attempts to reform itself. Doing that will drop a key that unlocks a door underneath where the dummy enemies are in the hermitorium.

There are new fallen preyer shards in each of the maps that did not have one previously: witch mountain, velmourne, and the little tutorial area attached to the hermitorium. It's debatable how useful they are.

The new vault in velmourne is a puzzle vault. The little hanging bone chimes spawn an executioner if you walk into one. It took me a couple of tries to figure out what's going on and there are youtube videos if you're confused. The vault contains the martyr gun (the new gun that shoots nails, it's really fucking good), a rosary bead, and the morningstar hidden in a side alcove.

I haven't unlocked/completed all of the torments yet (2 out of 12 or something) and I'm still hunting for the third mask shard in witch mountain. I don't have the machine pistol or the shotgun (guessing they're torment rewards) and I haven't seen the spider calamity yet, maybe it's velmourne exclusive. All in all, this is definitely a step in the right direction and firmly solidifies the game as one of the best games in recent years imo. No one reads this thread besides @Romeo so I don't feel bad about sperging.
 
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