Patch Notes 1.1.25 Hey! Yarden GRIME director here,
This patch brings the demo up to date, making it so saves from demo version 1.1.2 will automatically transfer into the full game!
Outside of that, this is more of a straightforward bug fixing & polish patch, including a potential fix for players who experienced issues with the controller key-binding, with some minor gameplay tweaks and additions, such as a respawning Spinesnake for those who missed the chance to get the trait.
Gameplay: - Added a respawning Spinesnake to Feaster's Lair.
- Some additional tweaks to the Carven Palace encounters and mandatory early platforming.
- Palace elevator has been tweaked again to be both fast but also allow you to jump on and off if (we had multiple issues with the elevator since the fps fix and we went from slow elevator to fast elevator but you cant jump, to now this)
- Performer's slam attack has reduced AOE to better match the actual attack's visual.
Quality of Life: - Enabled transferring Demo characters created in version 1.1.2 or later to the full version of the game.
- New Help Menu lets the player re-watch tutorial messages
- Prey tab will no longer show empty boxes.
Major Bugs: - Potential fix for players who had problems with control key-rebinding.
- Fixed an issue letting players skip the intro crawling part while using a controller. Sorry speed-runners, but this was able to cause soft locks to unassuming players.
- Fixed another issue causing Pale Sky portals to not work properly.
- A change to the Carven Palace elevators movement to make them snappier.
- Fixed an issue causing crumbling platforms to never respawn.
- Entering the Crab arena from the left side will now start the battle properly.
- The player shouldn't reform on moving elevators anymore.
Minor Bugs: - Fixed a bug blocking the descend of the Bloodmetal Scythe special air attack.
- Some Nervepass puppets should no longer block the player's movement.
- Absorbing Shidra unlocks the PoC Surrogate Warping. A fail-safe measure in case something happens in between defeating shidra and finishing the game, or if the player needs to destroy Vessel.
- Jaw Axe will not pull the player forward if there is a wall in front of him.
- Fixed an issue causing a certain Fly Spitter in Lair to stop working properly.
- Characters should now slip less through from ledges when retreating (Especially the Fledgling Yr).
- Weakness ending should now properly reset the player Hit Points.
- Added a missing VFX to a breakable wall in Beyond the Barrier.
Next Patche/s: - We've started work on the armor stats. The plan is this:
1. You will have 2 slots for each armor piece. 1 Will represent the visual element and the 2nd slot will be for the stat element.
2. If nothing is equipped in the 2nd (stats) slot, you will get the stats of the armor equipped in the 1st (visual) slot by default.
3. Completing an entire set will trigger its bonus stat, which will typically modify a single trait.
4. Outside of the completion bonus, armor stats will only modify the base 5 attributes.
5. At the moment, only Otherwhere is planned to have a different type of gameplay effect from the other armors, and this is planned to be explored more once NG+ comes out, as new armors are currently intended as rewards for NG+ run completions.
Lastly, there seems to be only one more major, relatively uncommon technical issue we are aware of after this patch and are aiming to fix: stuttering on some high-end machines during area streaming.
If you are experiencing this, please join the discussion on Steam here and follow the instructions in the thread so we can solve this issue together.
https://steamcommunity.com/app/1123050/discussions/0/3047234112553725618 Unless no urgent technical issue pops up, we will be spacing out the next patches to no longer be weekly, so we can have the time to work on new content instead.
Yarden Weissbrot, GRIME Director