Hey Stonefly ppl!
We’ve been making fixes and updates to Stonefly and wanted to announce that we've just opened up the Beta branch on Steam for anyone looking to try them out early! The upcoming patch will be about covering some of the big hitters: reducing the grind, keeping down the onslaught of bugs during some frustrating encounters, and other important fixes.
All of the feedback and reviews you've been giving us is really appreciated, and helps us as we look at improving the game. We're still working on this patch, so the list below is not final. Let us know your thoughts on any of the new changes, and we'll keep you posted about when it will be released!
Here’s what we’ve tackled so far in Patch 1.0.1:
Economy
- Reduce the grind!
- Change the cost of various bottleneck items to reduce how much grinding is necessary in mid and late game
Gameplay
- Improve AI of several buggos to reduce how many simultaneous attacks and unfair onslaughts they can perform
- Reduce damage from being knocked out of world from 400 > 150
- Return important buggos to gated encounters when they get stuck outside the boundary
- Improve Popcorn Flea behavior to just be less annoying, push away from the center of the level, and overall be more fun to work with
- Increase Longsnout cooldown from 1.5s > 4s
- Increase Blink input window from 0.12s > 0.17s to make it easier to perform in tutorial level
- Decrease Star Spider attack radius from 550 > 400, and fix accuracy of it's attack vfx and other glitches
- Add or improve some buggo sfx and feedback
- Rebalance Noka Basin encounters to be less unfair
- Fix ability inputs getting blocked when holding cc ability context on gamepad and pressing a keyboard key
- Fix knockback launch trail improperly appearing on buggos (meant for player only)
- Fix Popcorn Flea and Mantis push projectile appearance
- Fix Star Spider attack vfx not matching collision
UI
- Make Camp button more visible and add quest marker when next step is in another level
- Fix mech color customization not possible with mouse and keyboard
- Add or improve several UI sfx and some ability sfx
- Add player menu icon to HUD
- Improve navigation guidance icon
- Hide abilities when player menu is active
- Improve sfx and fix animation issues in Pilot Down cutscene
- Show alpha info for each region once discovered, instead of after the first time tracks are gathered
- Add tooltips to disabled Custom Style and other customization buttons
- Fix alphas page not showing info about any alpha when first unlocked
- Fix Continue input still showing after Lost cutscene finishes playing naturally
Other Stuff
- Allow skipping ALL dream sequences (notably the ones after being knocked out and returning to camp)
- Add highlight to tracking fly bushes
- Fix peeking tracking flies position
- Change find shoemaker quest to highlight starting patrol location instead of a locked location
- Improve blue fade pickup and environment at the end of Big Oak
- Fix Annika wearing the wrong outfit in some end game cutscenes
- Fix gap in Marsh Canopy tracking grid that made it much harder to find Bull's Hollow from the starting location
- Fix for pathing issue near Nightlight cosmetic
- Fix missing unsafe volumes in Joyride (placed around branches that are off the main path and near wind volumes)
- Fix clipping outside playable area in Marsh Patrol (around the big log just before the hermit)
- Fix softlock zone in Nightlight patrol (just past the town)
