cross-posted from: https://programming.dev/post/37310154

Patch Notes:

  • Fixed situation where players could remain cloakless after Slab escape sequence.

  • Fixed wish Infestation Operation often not being completable during the late game.

  • Fixed wish Beast in the Bells not being completable when Bell Beast is summoned at the Bilewater Bellway during the late game.

  • Fixed getting stuck floating after down-bouncing on certain projectiles.

  • Fixed courier deliveries sometimes being inaccessible in the late game.

  • Fixed craft bind behaving incorrectly when in memories.

  • Fixed Lace tool deflect soft-lock at start of battle in Deep Docks.

  • Fixed Silk Snippers in Chapel of the Reaper sometimes getting stuck out of bounds.

  • Fixed Claw Mirrors leaving Hornet inverted if taking damage during a specific moment while binding.

  • Fixed Snitch Pick not giving rosaries and shell shards as intended.

  • Fixed Swamp Squits becoming invincible if hit under water.

  • Fixed instance where Lugoli could leave the arena and not return.

  • Removed float override input (down + jump, after player has Faydown Cloak).

  • Slight difficulty reduction in early game bosses Moorwing and Sister Splinter.

  • Reduction in damage from Sandcarvers.

  • Slight increase in pea pod collider scale.

  • Slight reduction in mid-game Bellway and Bell Bench prices.

  • Slight increase in rosary rewards from relics and psalm cylinders.

  • Increase in rosary rewards for courier deliveries.

  • Various additional fixes and tweaks.

Not mentioned in the patch notes is that they apparently made many environmental hazards deal 1 damage instead of 2, including the worms at Blasted Steps and the cogs in act 2. In classic Team Cherry communication, they just didn’t include it in the patch notes!

  • nfreak@lemmy.ml
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    2 days ago

    Really don’t think the boss nerfs were warranted at all but the environmental damage change is very welcome.

    • popcar2@programming.devOP
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      2 days ago

      Moorwing filtered a lot of players because if you don’t move the flea caravan, it blocks the entrance to Bellhart. That change makes sense imo.

      As for Sister Splinter, I’m not sure why they nerfed her. I guess some players got overwhelmed by the spawned enemies in phase 2.

      • Goodeye8@piefed.social
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        2 days ago

        Moorwing filtered a lot of bosses because if you don’t move the flea caravan, it blocks the entrance to Bellhart. That change makes sense imo.

        You can enter Bellhart from the east by going up the worm ways which means Moorwing is optional even if you don’t move the caravan.

        I’m also not sure why they nerfed Sister Splinter. I’m more confused about the fact that they nerfed her but not the Last Judge. I’ve seen more people complain about the judge (due to the runback path) than sister splinter.

      • whelk@retrolemmy.com
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        2 days ago

        Sister Splinter fight frustrated me while with Last Judge (and pretty much every other boss so far) I looked forward to just getting the pattern right and finally beating them. I don’t know why that is, though. I just recall getting really annoyed with it. Might have been the slow elevator and annoying bounce flowers (I think?) in the runback more than the fight itself. I got the blasted steps runback down pretty quick to the point I actually kind of enjoyed feeling cool zipping through it

        • skulblaka@sh.itjust.works
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          2 days ago

          Last Judge was the only boss so far that almost completely filtered me from the game and I think the reason why was because of how very little warning you get before the big spin. I think like an extra quarter of a second on that startup animation would go a huge way toward making her way less annoying. Took me two days to complete the fight because I kept getting so tilted by getting hit with the spin.

          The runback wasn’t difficult at all but it was very annoying. You can avoid all enemies on the route except for a single drill fly, but it takes a whole 30 seconds or more to make the run back to the boss fight. Don’t fuck up your platforming though, the sand worms do two damage, so missing a landing means you’re stuck spending the first 10 seconds of the fight trying to Bind with your cocoon silk if you want to survive more than one single hit (two, if you found all the act 1 mask shards).

          To be honest I ended up finally defeating Judge by strapping on the Pollip Pouch and sticking her full of poison straight pins. I regret nothing and I do not consider this to be dishonorable.

          • whelk@retrolemmy.com
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            2 days ago

            I regret nothing and I do not consider this to be dishonorable.

            After what she did to those poor pilgrims, she deserves no honor. It was a that point that I went from “okay so the citadel bugs are obviously the bad guys (duh)” to “I am personally going to take immense satisfaction in bringing these guys down with as much savage justice as possible”

          • cuzit@lemmy.ml
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            2 days ago

            The runback wasn’t difficult at all but it was very annoying. You can avoid all enemies on the route except for a single drill fly, but it takes a whole 30 seconds or more to make the run back to the boss fight.

            Actually, you can avoid all the enemies. The basic gist is just to keep running. If you run and jump from the start of the room, you’ll land and go under the drill fly when he spawns. Run-jump to the next platform and go up, and he’ll be stuck under the platform. Then you just jump up the little shortcut gap, pogo to the next ledge, and do another running jump to the second pogo to clear that drill fly before he can get you. If you run it and don’t mess up a pogo, it takes about 20 seconds.

            I went from frustrated with the run back my first two or three attempts on Last Judge until I got the run back down and then it was kinda fun. I’d still rather not have run backs tbf but that one’s not quite as bad as I’ve seen some people make it out to be.

      • piyuv@lemmy.world
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        2 days ago

        I haven’t seen moorwing but I’m currently fighting bellhart boss. Spoiler free, can you guide me to it? I’ve been all around birds area.

      • nfreak@lemmy.ml
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        2 days ago

        Not sure yet. They did say they were small so probably nothing too egregious, I’d imagine a contact damage nerf if anything.

        Splinter is an odd choice to update at all but w/e, Moorwing I felt was tough but fair and really forces the player to learn the fundamentals.

  • taiyang@lemmy.world
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    2 days ago

    Lol, of course this is after I did the parts they nerfed but honestly nbd. Splinter was only a problem until you realize you can nuke both adds and damage the boss with you special circular AOE move. I actually took no damage on my win.

    I also got Moorwing late, cause of fleas. Those 2 damage environmental hazards did seem pretty awful though. I’m great at platforming so it wasn’t much of an issue but I imagine it giving some people a lot of grief. I didn’t even know the gears caused 2 points it damage until my friend told me, lol.

    • addie@feddit.uk
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      2 days ago

      The harpoon works just fine too, one-hits the stick insects and does her some damage as well if you can line it up. She’s not very dangerous if you know her moveset, but that’s an education learned by many runbacks.

      Doesn’t say they’ve fixed the comedy bug where if you look at the map while on one of the collapsing platforms, then when you fall through then the game stops accepting input, Hornet just stares at it forever. Only glitch I’ve found, quite impressive for a day one purchase.

      • skulblaka@sh.itjust.works
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        2 days ago

        Sting Shard trap also works great, I just threw one of those at every minion spawn and then they die in one Needle hit after. If you stack poison on it then you probably don’t even need the follow up hit but I don’t remember if you can have the Pollip Pouch before this fight or not.

        Sting Shard is great in general though. Does 2x Needle damage in a trap you can place in midair, can be poisoned with Pollip Pouch for even more extended DPS, is AoE-capable and can hit multiple enemies, and is cheap enough to refill at 7 shell shards. It’s been my primary red tool so far all game, though I just got to Act 2 recently and I’m hoping to find something better here.

        • taiyang@lemmy.world
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          2 days ago

          I think what I’m getting is there more than one way to skin the bark of that boss. There’s a lot of ways to play the game, even as early as Splinter, but I stay a Hunter with the starting pins (admittedly with poison). My friend loves his needle traps, though. There is better, I think, though all tools remain viable for a long time. I wonder if anyone is going full beast mode, that looks fun.