Fatekeeper Patch - 0.1.1
Hey everyone!First of all, we are genuinely blown away by the response to Fatekeeper's first week in Early Access.The amount of support, feedback, bug reports, suggestions, criticism, and discussion has been incredible. Thank you to everyone who took the time to share their thoughts with us.We've received plenty of praise, plenty of criticism, and a lot of thoughtful feedback in between. All of it helps us better understand where the game currently succeeds and where it falls short, and we're incredibly grateful that so many people have taken the time to engage with the project so passionately.We know there is still a lot of work ahead of us, so we're kicking things off with a small patch focused on some of the more urgent balance issues and bugs.Alongside content updates, we're already working on several shorter-term improvements, including controller support, localization, and a number of other highly requested features.On the optimization side, we're currently revisiting our Low and Medium graphics settings. To be completely honest, they just suck right now. We are working on improving them so more players can comfortably run the game.Many of you have also asked for a roadmap. We absolutely intend to share one, but for now we want to keep this initial Early Access period flexible and responsive. Our current priority is improving and refining the experience that's already in the game before we start introducing large amounts of new content.Thank you again for all the support, feedback, patience, and enthusiasm. We're working hard every day to bring our vision for Fatekeeper to life, and we're incredibly grateful to have so many of you joining us on that journey.Best,The Paraglacial TeamGeneral Updates:Added chests containing ingredients for health and mana potions close to save spots, it's not a huge change but mitigates the risk of being stuck with low HP infront of a big engagement.Increased players base movement speed 10%Balance Changes:General Balance Changes:Reduced overall poise damage values for enemies Added more healing items in generalFirst Bossfight (The big fat dude):Reduced stomp range and angleReduced attack and ability warp distanceImproved stomp attack sound timingTweaked punch, horns and foot hitboxesSlightly lowered rotation towards player during attack animationsDecreased general damage outputIncreased wait time after knockdownThere is now some loot to be found after defeating this beastSecond Bossfight:Increased health, poise and kick resistanceLowered warp distanceIncreased EXP rewardBlocking enhancementsReduced blocking costsNo more damage taken when block breaksImproved certain ingredientsBlue Dogbane -2 -> 5 ManaEverkin 7 -> 12 HealthFirecap 5 -> 8 HealthCrimson Wardbloom 10 -> 18 HealthBug Fixes:Fixed bug that caused subtitles to stick around indefinitely after skipping a cutscene Fixed stamina regeneration delay restarting when getting hit during exhaustionFixed a bug that cause life leech to work on dead enemiesFixed a disfunctional inspection text when interacting with a certain lizardFixed chest that was locked but shouldn't be lockedShortlings (the small goblin-like enemies) now sometimes get scared when other shortlings die close to themFixed an issue that could cause wrong interaction requirements to be displayedFixed issue that caused the "First Boss" to stand up again after sword finisherFixed oddly green "blood" on the Skull ClubFixed areas where the player could get stuck in Haven and in the Forgotten HallsFixed that some destructible objects in the Derelict Waterways were in fact not destructible.Input FixesFixed some input conflicts that prevented input rebinding because those keys were used as internal debug inputs.Added option to manually unbind keys (using the same key again on an input action)When a new key is bound to an input action, this key is automatically removed from other input actions.
Hey everyone!
First of all, we are genuinely blown away by the response to Fatekeeper's first week in Early Access.
The amount of support, feedback, bug reports, suggestions, criticism, and discussion has been incredible. Thank you to everyone who took the time to share their thoughts with us.
We've received plenty of praise, plenty of criticism, and a lot of thoughtful feedback in between. All of it helps us better understand where the game currently succeeds and where it falls short, and we're incredibly grateful that so many people have taken the time to engage with the project so passionately.
We know there is still a lot of work ahead of us, so we're kicking things off with a small patch focused on some of the more urgent balance issues and bugs.
Alongside content updates, we're already working on several shorter-term improvements, including controller support, localization, and a number of other highly requested features.
On the optimization side, we're currently revisiting our Low and Medium graphics settings. To be completely honest, they just suck right now. We are working on improving them so more players can comfortably run the game.
Many of you have also asked for a roadmap. We absolutely intend to share one, but for now we want to keep this initial Early Access period flexible and responsive. Our current priority is improving and refining the experience that's already in the game before we start introducing large amounts of new content.
Thank you again for all the support, feedback, patience, and enthusiasm. We're working hard every day to bring our vision for Fatekeeper to life, and we're incredibly grateful to have so many of you joining us on that journey.
Best,
The Paraglacial Team
General Updates:
Added chests containing ingredients for health and mana potions close to save spots, it's not a huge change but mitigates the risk of being stuck with low HP infront of a big engagement.
Increased players base movement speed 10%
Balance Changes:
General Balance Changes:
Reduced overall poise damage values for enemies
Added more healing items in general
First Bossfight (The big fat dude):
Reduced stomp range and angle
Reduced attack and ability warp distance
Improved stomp attack sound timing
Tweaked punch, horns and foot hitboxes
Slightly lowered rotation towards player during attack animations
Decreased general damage output
Increased wait time after knockdown
There is now some loot to be found after defeating this beast
Second Bossfight:
Increased health, poise and kick resistance
Lowered warp distance
Increased EXP reward
Blocking enhancements
Reduced blocking costs
No more damage taken when block breaks
Improved certain ingredients
Blue Dogbane -2 -> 5 Mana
Everkin 7 -> 12 Health
Firecap 5 -> 8 Health
Crimson Wardbloom 10 -> 18 Health
Bug Fixes:
Fixed bug that caused subtitles to stick around indefinitely after skipping a cutscene
Fixed stamina regeneration delay restarting when getting hit during exhaustion
Fixed a bug that cause life leech to work on dead enemies
Fixed a disfunctional inspection text when interacting with a certain lizard
Fixed chest that was locked but shouldn't be locked
Shortlings (the small goblin-like enemies) now sometimes get scared when other shortlings die close to them
Fixed an issue that could cause wrong interaction requirements to be displayed
Fixed issue that caused the "First Boss" to stand up again after sword finisher
Fixed oddly green "blood" on the Skull Club
Fixed areas where the player could get stuck in Haven and in the Forgotten Halls
Fixed that some destructible objects in the Derelict Waterways were in fact not destructible.
Input Fixes
Fixed some input conflicts that prevented input rebinding because those keys were used as internal debug inputs.
Added option to manually unbind keys (using the same key again on an input action)
When a new key is bound to an input action, this key is automatically removed from other input actions.
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