- cross-posted to:
- [email protected]
- cross-posted to:
- [email protected]
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!
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.
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.
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
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.
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”
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.
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.
Go west and south when you find the rain
Moorwing comes back eventually, don’t worry about it for now.
If you the flea caravan has already moved you’ll be out of luck for now. You’ll be able to fight it later on though in a slightly different spot.
Ah, so do you fight it where the flea caravan moves to if you haven’t moved it when you arrived at that area?
Yup, that’s how it works.