Spritelings thrown at a Faefly but miss will return back to the player, instead of just standing around.Īdditional text effects to various cutscenes and dialogues throughout the game.įor certain heavy carryables that require the use of a certain Spriteling type, we’ve tinted the UI of that carryable to the Spriteling’s color, as a little tell.īuff Puffs buff Knightcaps way more, to incentivize the proper tactics. For a full list of what was adjusted, see the “Balance Notes” section below. This will make for a better, more seamless experience across the board. We’ve also continued to tweak and tune the balance of all the game’s systems, from combat to items to resource drops to economy. Meanwhile, Wanderer will be largely unaffected since health management doesn’t play a big role in that play style. While this does change the balance of healing a bit, it helps support the challenge of the Adventurer play style. So now you’ll be able to choose which PC the healing item applies to. This was actually never our ideal design, we just ran out of time to create the UI necessary to pick who to heal. Healing: Until now, consuming a healing item would always heal both PCs. Now, with “Wait for Night”, we can finally do it safely! We've wanted to do this for awhile but didn't want to exacerbate the problem of having to occasionally wait around for night-based tasks. Length of Day: Slightly increased the length of a full day, to give a little more exploration time. Buff Puffs: Added a mini cutscene that quickly introduces the relationship between Buff Puffs and Knightcaps, the first time you encounter them in Sunken Grotto.įinding Shiverlings: A new sign has appeared in Frostfields that hints at where the Shiverlings will eventually be found, when it’s time.
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