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(sticky post) Witchfire Patch Notes

All of the patches, all of the notes

All of the patches, all of the notes

The patch notes are always available here or in our Discord.

PATCH 1.10.48090

Important announcement! First, unless a severe issue is found, this is the final patch until the GGU (our first big update). The game is in good shape, so we can now focus exclusively on creating the new content and gameplay for the GGU. Second, we have announced that the GGU will be out second half of November/beginning of December but we’re no longer so sure (which, for the 100th time, is the lesson one should never announce a date until 100% certain). Reason? We have basically increased the scope of the update to make sure it’s both:

  • A great jumping point for new players
  • A worthy reason for returning players to spend some quality time in the game playing something they have not played before

This means not just new content, but new gameplay and other surprises, including some changes to the core systems. To make sure we deliver, we’re not aiming for a date, we’re aiming for the GGU to be complete as according to the plan. If this means we’ll slip, then we think it’s worth it, and we hope you’ll agree when the GGU is out. We will be updating the status on Discord, Twitter and Facebook, and we plan on blogging more in the coming weeks.

Highlights

  • Updated used Unreal Engine version from 4.27.1 to 4.27.2. This should hopefully fix some rare crashes
  • Tweaked the warning sounds that play when there’s an incoming attack from an out-of-sight source community feedback
  • Significant texture optimizations in some Castle areas community feedback
  • Game-wide texture pool optimizations

Gameplay

  • Pressing the Sprint key will longer interrupt auto-fire weapons when standing
    • This might have been the reason for “Midas sometimes stops firing” kind of bugs
  • Pressing Dash input while airborne won’t trigger dash-related events
    • This prevents unwanted behavior of Arcana, such as Reload Dash, which could be abused by repeatedly pressing dash in the air
  • Fixed double-jump while crouching or sliding
  • Pressing Jump key for the first time when already in the air/falling will now correctly trigger double jump instead of the normal jump
  • Added a visual effect to spell icons to indicate that the spell is ready to be cast community feedback
  • Added a visual effect to spell icons to indicate that spells are disabled community feedback
  • The names of new Arcana are now displayed when you claim them in the Workshop community feedback
  • Fixed incorrect Cricket’s First Mysterium description. It now reads: “Killing enemies generates extra Witchfire Essence”
  • Added a new layers to Cricket’s auto-reload sound
  • Fixed the bug that caused the Eye of the Madwoman’s thunderstrike to be inaudible. Now for realsies
  • Fixed a bug that was causing Cursed Chests to spawn in the same place. This time for good. Or so we hope
  • Gates event in the Castle now changes the color on completion
  • Echo’s damage boost will no longer stay charged indefinitely after sliding
  • Improved the logic to show Souls Sigils, it’s now easier to materialize them
  • Added new sounds to the torches and extended their audible range
  • Extraction portal should disappear from the map correctly after collapsing
  • Sentinel icon will change the color to red when Master Sentinel gets killed
  • Fixed a pathfinding issue that caused the ghosts to get stuck
  • Cooldown reset prompt in the tutorial now also melee

Tech/gfx community feedback

  • Merged functionality of two ‘reset’ buttons in controls settings to avoid confusion. Now you reset both settings and bindings using the same button.
  • Fixed small tree branches and leaves blocking bullets
  • Minor zone traversal performance optimization
  • Flying Effigies of Plague healing particle effects no longer stack on top of each other
  • Fixed a bug that could result in Effigies of Scabs spawning outside the bounds of the level during the Duel Events
  • optimized Soul Sigils performance
  • Improved 16:10 support in Weapon Inspect Screen
  • Fixed a bug which in some cases made it possible to shoot while being in the Map Selection Screen in the Hermitorium
  • Slightly better visuals at two Castle spawn points
  • Fixed more holes and streaming issues in Castle
  • Miscellaneous visual polish
  • Fixed a couple of places where player could get stuck unable to move
  • Added potential fix to bugged Midas’ magic sight’s material
  • Midas heat bar won’t show anymore on top of main menu when the game is loaded
  • Fixed a bug that caused enemies to get into locked areas in the Castle
  • Fixed a faulty collider that would stop Vulture bolts from passing over Cursed Chests

PATCH 0.1.9.47935

A week’s worth of updates in one patch.

Highlights:

  • Added ADS modifier setting for both mouse and controller community request
  • Potential fix for enemy spawns that stop functioning for the duration of the run community feedback
  • Hunger’s charged bullets and Freezing Bullet will no longer disappear when reload is canceled community request
    • Also tweaked the visuals: color of the bullets won’t go from blue to orange (charged -> normal) right after the reload has started
  • Lightning Bolt’s range has been increased slightly community request

Gameplay:

  • New sounds for the exploding barrels
  • Fixed incorrect or missing reload interrupts in following scenarios: community feedback
    • Jump after already performing two jumps – won’t interrupt
    • Jump after walking off the edge and falling – will now interrupt
    • Dash while airborne – won’t interrupt
    • Sprint without actually starting to sprint – won’t interrupt
    • Healing with no elixirs available – won’t interrupt
  • Pressing Healing key won’t interrupt sprinting when player has no elixirs in the inventory
  • Pressing Fire while airborne with running velocity will prevent the player from continuing the sprint after landing (unless Sprint key is pressed again before landing)
  • Held inputs now reset when pausing the game (i.e. via opening the menu). This prevents them from being pressed indefinitely after unpausing
  • Running speed while Exhausted is no longer slower than normal walking speed
  • Snare updates:
    • Snare minions (eyeballs) no longer stack on top of each other
    • Vulture bolts no longer pass through Snare minions
    • Enemy projectiles can now destroy Snare minions
  • Added a particle effect to a disappearing Fire Orb (Arcana effect)
  • Fixed some Gatekeeper power sources geometry clipping
  • Fixed an issue that could spawn unreachable enemies during Rituals on Irongate Castle community feedback
  • Teleport audio mix now triggers way closer to teleport
  • No more progress research while killing the Hermitorium Revenant
  • Treasures shouldn’t spawn anymore outside of the player space in Castle’s boss arena
  • Fixed access to treasure spawn behind statue in Castle hallway
  • Pausing the game will no longer “lose” some of the input logic
    • This potentialy fixes a lot of issues with targeting, casting, interruptions and other player-weapon interactions.
  • Applied a possible fix to the bug that caused Swordsman’s telegraph sound to be inaudible
  • Applied a possible fix to the bug that caused the Eye of the Madwoman’s thunderstrike’s sound to be inaudible
  • There are now always exactly two cursed chests on each expedition
    • This was always the intention – due to a bug, sometimes there were less or more cursed chests present
  • Fixed a cooldown bug for spells with charges (might help with some of the reported issues with casting being blocked)
  • Switching weapons back and forth in Gunroom no longer blocks reloading, ammo usage and ADS stamina draining
  • Fixed issue with Interact input still being pressed after closing the menu

Tech:

  • Hermitorium stairs collision fix – no more interrupted sliding community feedback
  • Hermitorium vista cosmetic fixes
  • Fixed a bug that added to the stutter during traversal between zones
  • Significantly reduced rendering cost of poisonous plant fields
  • Fixed two instances of falling out of level while inside Castle
  • Fixed camera clipping through some level geometry in Castle
  • GPU optimizations in a few Castle arenas
  • Cosmetic fixes in Scarlet Coast villages
  • Fixed streaming bug causing parts of level to disappear when hugging some hallway walls inside Castle
  • Disappearing calamity portal shouldn’t leave active portal sound behind

PATCH 0.1.8.47828

Last ping this week unless someone finds a game breaker in this patch (let’s hope not). Half of the team went to GIC (Game Industry Conference, https://gic.gd/) so we shouldn’t be risking anything else for the weekend. The main reason for the patch is to fix the enemy spawns.

Gameplay:

  • Fixed the cursed chest breaking the spawn system
    • Added a potential fix to the spawn system breaking all together
    • Now a faulty scenario spawn can — but doesn’t have to — affect only that given scenario but not the whole run. Please report if any of these two things happen to you!
  • Pathfinding bug fix – enemies should now more consistently push their target as well as reach their destinations
  • FIxed melee attaching to enemies – no more flying around. For now.
  • Tweaks to Swordsman jump attack and teleport logic to allow them to get into more locations
  • Minor pathfinding optimization
  • Added a failsafe that should prevent two Cursed Chests from spawning in the same location

Tech:

  • Fixed v-sync being unavailable when only DLSS SR is on but not FG. Now only FG disables v-sync community request
  • Cosmetic and collision fixes on Scarlet Coast
  • Tower ruins on Scarlet Coast now have precise collision for easier climbing
  • Added option to switch Run action between Hold and Toggle community request

PATCH 0.1.7.47804

Lots of nice things in this one. See the highlights. Also, a few buffs to the player. We want a hard game but a fair game. A few nice QoL updates up in this patch too.

Highlights:

  • Cloud saves community request
  • Added an option to disable low health and stamina exhaustion effects community request

Gameplay:

  • Traps (including the Warden) are now added to the game at higher player level community feedback
    • Game ramped up in difficulty too fast at the lower levels. This should let new players get a better grip on the core combat before the witch starts throwing new obstacles at them
  • Player HP during the Assassin Calamity capped higher, at 21. You will survive small damage once, now.
  • Fixes and tweaks to research progression
    • Fixed errors where player was being granted random amounts of research while simply walking across level. This fix slowed perceived research speed significantly so we boosted the amounts granted elsewhere to compensate for the change:
    • Following ghosts and killing bosses also gives research points now
    • Killing enemies now grants small amount of research up to 7 points of research. This is mostly to help some players with early item unlocks during the starting hours of the game to compensate for situations when you have problems with area clears
    • We’ll keep an eye on how it all turned out, so please report your overall feelings after those changes
    • Lowered the Research Time of the first Heavy Spell from 25 to 15
  • Removed Mine spawnpoints in Sunken District that could trigger on player spawn
  • Enemy footsteps now more clearly audible in short ranges and the midst of battle
  • Headshot now sound always audible always, even when you snipe at long distances
  • Extended duration of the post death camera effect and tweaked logic to better showcase the enemy behind the final blow
  • Lowered the tick rate of the Grenadier AoE effect to decrease its stamina penalty
    • Tick now occurs every 0.5s instead of 0.25s
    • Damage dealth per tick increased from 2 to 4
  • Added Volatile Witchfire reward to Soultrap event (the bigger the better you do during the event)
    • So those of you who do it before unlocking Demonic Weapons don’t feel like you wasted your time community suggestion
  • Spells with charges should now work properly on any charge and do not block casting
  • Spell cooldown UI was adjusted to better display charge status and whether the spell is available or not
  • Fixed a bug with incorrect notification text being displayed after trying to upgrade stat at the max level
  • Unveiled Arcana now display feather icon and short explanation that it’s possible to unveil them using White Raven Feathers
    • Watching you play made us realize that it wasn’t clear that you can unveil third Arcanum in a row simply by using White Raven Feathers. Now it should be more clear
  • Interaction prompt will now always appear regardless of your HUD visibility settings
    • It was possible to accidentally hide interaction prompts completely. It looked like a bug, especially when using “minimal HUD” preset, and could be confusing to some players
  • Added small version indicator in the top-right corner of the screen
  • Calamity Projectiles now resemble sentinel skulls and no longer deal damage, they only strike sanity of the preyer
    • This should hugely help with dispatching Catalyst vortexes while having two close range weapons

Tech:

  • It’s now possible to bind mousewheel in your KBM controls scheme
  • Few more ‘stuck in geometry’ fixes for Coast and Castle levels
  • Lots of enemies and traps got optimized when viewed at distance
  • Added Discord and Patch Notes links to the main menu
    • We want to be in touch with as many players as possible and this change should make it easier to find us. We also want to be transparent how the game evolves, and thus made the patch notes to be more accessible

PATCH 0.1.6.47760

This week we are focusing 99% on optimizations, QoL updates and bug fixing. There might be one new feature soon but if we manage to squeeze that in, it’ll mostly concern new players. In other news, next week we’re starting the work on a big update planned for the second half of November. We will also reveal the road map. Finally, expect a cool blog post tomorrow!

Gameplay:

  • Adjusted Mines explosion ranges
  • You can now run away from the Sanity-draining Cursed Chest ritual to avoid further Sanity drain
  • Removed Mine spawnpoints that ended up in a rock
  • Removed occasional wrong visual effects near interaction objects
  • Fixed an indestructible Gatekeeper Switch on the Scarlet Coast
  • Fixed a Cursed Chest Barrier Scenario bug that caused a black aura to linger on enemies after their protective aura was removed
  • Removed collisions with a destroyed Cursed Chest
  • Players can no longer claim rewards off failed Cursed Chest rituals
  • Added a few stream sounds that were missing in the Castle’s Garden
  • Easier to climb the tower ruins on Scarlet Coast community pain relief initiative
  • Did a minor tweak to the way being in proximity to a portal affects the ambient sounds
  • Fixed Stamina Bar overflow bug
  • Fixed crouch related dash bugs
  • Temporarily removed Larvas from Cursed Chest Barrier Ritual enemy pool, in lieu of other enemy compositions
    • Larvas were encountering numerous serious problems in this event (like being invisible), we’ve temporarily put them on the bench until we sort those problems out
  • Tweaked the behaviour of the first boss’s dome to better represent the intended design
    • The dome now scales down to better represent that the player is supposed to stay inside
    • Changed the damage interval while outside to 1s up from 0.67s, and fixed the time of the 1st application
    • Shortened the duration of the dome from 90s to 31s

Tech:

  • Reduced CPU and GPU cost of all chests and some other spawnable gameplay items
  • Added an icon for unknown keyboard input
    • Some of you use more exotic input devices, like AZERTY keyboards. Currently we can’t make custom icons for all possible inputs, but we added a generic “unknown input” icon. This way you know that the game recognized you input but simply can’t show a correct icon
  • Added quick weapon swap binding to keyboard (default: Z) community request
  • Added subtab swapping bindings to rebinding menu
  • Fixed issues with binding keyboard’s U key
  • Miscellaneous collision fixes, light visual polish and more level optimizations community feedback

2023.09.30 – PATCH 0.1.5.47713

We’ve done an extensive pass over all the Light Spells, fixing, tweaking, and balancing them. Some even got new powers…

Highlights

  • Blight Cyst:
    • Fixed the growth animation, explosion range and damage
    • Removed friendly fire and proximity detonation
    • Replaced the Second and Third Mysterium powers with new ones
  • Fireballs:
    • Fixed projectile target acquisition and homing
    • Changed base charges to one, increased to two with the Second Mysterium
  • Shockwave:
    • Fixed Shockwave’s recharge on Third Mysterium
  • Lightning Bolt:
    • Affected targets now scale with each Mysterium
    • The spell now correctly stuns the first target with the Third Mysterium
  • Frost Cone:
    • New Frost Cone’s Second Mysterium bonus
    • Third Mysterium now properly refreshes the charge. Changed required targets from 3 to 5.
  • Wretch, Musketeer and Assassin hit particle effects from projectiles disabled if they hit the player community feedback
    • The fights are now even more dynamic with your vision clearer
  • Double and Triple mushrooms are now much rarer, but restore much more health
    • Finding a rare mushroom should be a reason to celebrate

Gameplay

  • Fixed missing Mysteria objective descriptions for some weapons
  • Tweaked the sounds that play during the Bell Ambush, making them audible at longer distances
  • Added new sounds that play when opening Ammo and Supply Chests
  • Improved Wisp navigation capabilities
    • This will hopefully eliminate instances in which it got stuck and the event couldn’t proceed
  • Added a second completion condition to Wisp
    • Even if for some reason it can’t move, it will run out of power after summoning enough enemies
  • Fixed some Angelica spawns that clipped with geometry
  • Fixed multiple unreachable Cursed Treasure spawns in Irongate Castle

Tech

  • Fix for dematerialized enemy bodies stopping bullets and projectiles
  • Insanity post process eye adaptation fix
  • Fixed some Scarlet Coast bushes blocking bullets
  • Removed an invisible wall blocking the entry to the wooden pier
  • Witchlock switch minor optimization
  • Fixed animation blends from equip to sprint on Hailstorm and All Seeing Eye

HOTFIX 0.1.4.47685

We’re getting reports that the Castle has some performance issues on some setups. We have found one culprit, and even though this does not fully solve the problem — which is a puzzle in itself, as during the development the level ran very well — we’ve decided to publish it right now before the next bigger patch. We will continue investigating but you should feel a difference nonetheless.

Just to make life more fun, we’re also releasing experimental redesign of Balewort. Hopefully we didn’t make it op. With much larger pool of player data, it was obvious that Balewort was under-performing by a huge margin, compared to other Fetishes. Those changes should make it a viable choice.

Highlights

  • Major optimization to navigation requests performed close to multi-layered navigation planes
    • Translated to human language, enemies will calculate their paths to you much faster than before
  • Balewort’s rebalance:
    • Healing Essence now drops when you are below 75% health, instead of 50%
    • Increased Healing Essence drop chance from 10/12/14% to 30/35/40%

Gameplay

  • Fixed a bug that allowed multiple chests to spawn in the same location and prevented a more even spread throughout the level

Tech

  • Fixed a bug that forced Horizontal FOV scaling even if that option was overridden in the Engine.ini file SuperUltraWide fans rejoice

2023.09.27 PATCH 0.1.4.47671

Our short term focus will be improving the new player experience (without killing the spirit of the game) and balancing. Expect some nerfs and buffs in the Friday’s patch!

Also, as always, we’ll be taking care of various bugfixes (e.g. 2nd and 3rd Mysterium of various spells and items) and QoL updates. We’re working on the game’s roadmap as well. Eta? Next week or the week after. We are having tons of discussions based on your feedback and need to make some decisions first!

Highlights

  • Swapped Shockwave with Fireballs in the Research order community feedback
    • After a lot of player feedback, we realized that Shockwave was way less new player friendly than we thought – and as such it didn’t work well as the very first spell you research, and probably your first research ever. Fireballs should fill that role much more better. If you already researched Shockwave, it will remain safely in your inventory.

Gameplay

  • Fixed weapon upgrade objectives, now correctly marks them as complete
  • ‘No Ammo’ warning shows up when using Demonic Weapon
  • Blunderbusser and Dimacher now show properly on the minimap (instead of as tiny white dots) community request
  • Preyer now becomes invincible after stepping into a portal community feedback
  • Another pack of fixes helping ghosts find their way
  • Ghost wont startle you now when you are too close
  • Removed flickering from Wisps and trapped enemy souls during the Soultrap event
  • Removed mine spawnpoints around one of the Castle’s starting portal
  • Tweaked duration of the killcam after death
    • This should help understanding what killed you
    • Killcam will be improved / longer in the next patch
  • Boss on the Scarlet Coast should always spawn now
  • Fixed locations for two bugged Gatekeeper’s “batteries” – they spawned inside geometry, which made them unreachable
  • New sounds for the Ring of Excreta
  • Tweaked the way the Gatekeeper’s Power Sources’ idle sound propagates in space. This change should make them much easier to locate
  • Chests now spawn more evenly throughout the level
  • Fixed a bug that prevented flying Effigies from displaying their particle effects: beams, explosions on death and teleportation effects
  • Fixed a bug that prevented most Effigies from correctly displaying their healthbars and names when you targeted them
  • New treasure and event icons
  • Fixed a bug that caused Survival Ritual to Succeed even if you moved too far from it.

Tech

  • Added ability to remap Map button (default M)
  • Improvements to the off-navigable area teleport logic
  • Fixed elite enemies effects remaining post death
  • Significantly less textures streaming in the Castle
    • The Castle remains less smooth that we know it can be. Consider …not Ultra. Top men are working to discover the source of the curse!
  • Miscellaneous collision fixes and visual polish community reports
  • Fixed bug with the last row of Arcana being not entirely clickable
  • Fixed bug with icons on the map being not clickable at times
  • Fixed bug with black screen after pressing Esc immediately after death
  • Fixed a bug that was causing the a part of the drops’ sounds to play twice
  • Fixed a bug which caused Shielbearer to play his Shield calling animation twice in a quick succession

Known issue/next patch

  • 21:9 and other ultra widescreen ratios don’t work for everyone
    • We have a fix but it’s an engine-level change. We didn’t want to risk it with this patch, needs extensive testing first

2023.09.25 – PATCH 0.1.3.47576

Highlights

  • The focus of this patch was to finally reign in Calamities and the Warden. And thus: community Astro colab
    • Warden now has way lower chance to trigger Calamity
    • Warden now moves slightly faster and might decide to abandon his search for you earlier
    • Destroying traps doesn’t raise the calamity roll requirement (it’s still there, it’s just not growing anymore for now)
    • Calamities now grant sweet drops on completion. Use them wisely

Gameplay

  • Improved base Echo power and increased max ammo capacity (36 to 48)
    • Very long story short: slightly more damage to pellets, less to explosion make it a better gun early on (can one-shot Husks with a well-placed headshot). This massively improves its early game ammo economy, makes it viable at low-level content and more fun to level-up.
  • Reduced Hunger base range 16>15m and ADS range 22.5>21m
    • Our first nerf, rip the dream. But the gun was too hot. We slightly lowered its effective range to keep things relatively balanced, while keeping it beginner-friendly
  • Added low ammo notifications except for Demonic Weapons
    • Ammo economy is super important in the game but it’s easy to stop counting in the heat of the battle
  • Lowered kills required to upgrade Echo and Hailstorm
    • Taking their lower max ammo reserves into consideration, both Echo and Hailstorm were supposed to have lower upgrade kill requirements. They did not, until now.
  • Added “Stun Power” to weapon inspect screen. An important stat!
  • Ammo Chests can no longer spawn in two extremely hard to reach places
  • Increased Mines proximity trigger delay by 0.1 sec
    • Changes to explosions speeds made it a bit to difficult to get out of the mine’s range without taking damage
  • Removed almost every level up notification like “A new event unveiled”.
    • This was an infospam, didn’t really add anything, ruined the mystery and made no sense (witch reacting in 0.01s after levelup)
  • Added fail-safes to Effigy of Scabs that should prevent wandering enemies from acquiring permanent invincibility shields
  • Calamity Catalysts no longer spawn the portals inside Village geometry
  • Flame barrels now properly set both enemies and the player on fire
  • Dramatically lowered the amount of damage flame barrels deal to the player per tick
  • Reduced tick damage from the poisonous flowers
  • Enemies should now properly spawn in the Castle’s garden, and grant Crystal at the end
  • Sentinels now block damage when closed

Tech/graphics/audio

  • New skulls and ammo map icons
  • Fixed multiple instances of displaying incorrect mouse input icons
  • Tweaks to crouching animations across all weapons
  • Dash should no longer kill you community pain relief initiative
  • Fix to player fall damage vo sound not playing if the velocity was low enough to take fall damage but not high enough to trigger the harshest animation
  • Minor systemic AI optimization
  • Minor shader, texture and geometry fixes

2023.09.22 – PATCH 0.1.2.47492

Highlights

  • We had a fantastic opening hour …for people who knew how to play the game. A few nuclear changes to make it new player friendlier:
    • Increased the starting weapon range
    • The world (seed) when you’re level 1 is now the same for all players (i.e. minimum potentially punishing RNG on the first map)
    • Lowered the cost of the first three level ups
    • Apothecary and the crafting of Healing Elixirs are now available from the start instead of Level 2
    • Husk Archers arrows don’t set the target on fire anymore
  • The witch reacts to your growth but it was too much (not to mention bugged). To make the game more fun for higher level players:
    • Way less often Calamities for “aimlessly wandering about”
    • Wretch Calamity (the cold one) requirement lowered to 10 kills
    • Assassin Calamity (the slo-mo one that lowers health) shouldn’t request Assassin spawns while it’s inactive now
    • Grenadier now comes into enemy pool at lvl 15 (still can be triggered earlier in events), other enemies unlock after him
    • New traps are added a bit slower to the pool. Max number of traps on the map rises slightly slower with further level-ups
  • 21:9 and other non-16:9 aspect ratios should work properly now
    • Also, more resolutions available for your display device

Gameplay

  • Inventory: added option to consume entire stack of crystalized witchfire at once community suggestion
  • Vastly reduced the intensity of the stamina exhaustion post process effect community request
    • (we’re working on some additional options to turn some of the effects off – but that will require a little bit more work)
  • Iron Cross now correctly progresses towards its upgrade requirements
  • Crouch Toggle/Hold option now works correctly
  • Wisp now stops spawning new enemies when players move too far away
    • Moreover, if the players moves too far and doesn’t come back for a long while, the event fails and all spawned enemies de-materialize
  • Proximity mines trigger zone no longer stops projectiles
  • Henbane now heals up to maximum health in the Elixir’s current healing duration
  • Multiple Cursed Chests can no longer spawn in the same spot
  • Enemies now teleport to a navigable area after too much time outside of it
  • Settings: QoL improvement: settings no longer stop at the first or the last option (you can cycle through them using one button) community request
  • Apothecary: changed ‘Herbs’ to ‘Angelica’ to avoid confusion
  • Melee/Spell/Elixir + Dash combo no longer makes the weapon disappear
  • Melee now snaps properly to all enemies
  • Enemies won’t attack until they’ve fully materialized
  • Inventory: added section which displays ALL items
  • Removed misplaced trap spawnpoints that could trigger as soon as the player entered the Irongate Castle
  • Galley Slave now grants rewards on death
  • Fixed an Event-related infinite witchfire exploit (who found it?)
  • The ghost that leaves footsteps should have less problems leading the player to his possessions

Tech/graphics/audio

  • Fixed evil sinkholes in some rocks geometry
  • Fixed missing collision on crates and other stuff in the quarry
  • Miscellaneous visual polish
  • Tweaked volume of impact sounds.
    • This should make shooting and kills even more satisfying
  • Tweaked the volume of the explosions when using the Ring of Excreta
    • Cool new sounds coming soon

Known issues for the next patch

  • We now know exactly what causes DLSS Frame Generation crashes but might take a moment to deploy a proper fix

2023.09.21 – PATCH 0.1.1.47414

Highlights

  • Doubled the Angelica spawn rate community suggestion
  • Fiend is now green on the radar instead of red justice for Bobby
  • Negative luck modifier now properly resets after triggering Calamity
  • Lowered the chance for Calamity to trigger on traps interactions
    • Both above mean less Calamity chaining / a bit more rare Calamities community and Astro colab

Tech/graphics/audio

  • Added a potential DLSS FG related crash fix.
    • Added warning information when using DLSS Frame Generation. It is known to cause crashes for some players, we’re working on a proper fix
  • Fixed visual glitch on some open chests on lower quality settings
  • Castle gate chains no longer levitate by the forbidden magic
  • Fixed invisible forest collision, few more visual fixes
  • Fixed a bug which caused the headshot sound’s volume to be controlled by the Dialogue Volume in the Audio Settings

Gameplay

  • Barrels can no longer spawn inside chests
  • Cursed Chest can no longer spawn an excessive number of enemies
  • Added missing collision to Cursed Chest
  • Itinerant portal (the orange one) properly spawns in every run now
  • Elixir Station in Apothecary now properly shows the elixirs produced
  • Your remains now properly show on radar community suggestion
  • Cricket’s inspect screen no longer shows an incorrect Clip Size
  • Warden’s map icon should now properly disappear with him

2023.09.20 – Hotfix 0.1.0.47362

  • Strange Coins are now Bound instead of Unbound, meaning you don’t lose them on death. That was the idea from the start, they were Unbound by mistake
  • More Arcana packs to research. We have reshuffled Arcana close to release and …puff, some disappeared for a second
  • Lowered unlock requirements for Incantations. They didn’t really need a higher level (15/30) req, now you can evolve your weapons earlier


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