Introducing the first title update for Way of the Passive Fist!
We're always working on making the parrylicious adventure through Zircon V the best experience possible, so here's what's included in this update:
v1.1.0.3
Statistics Screen
- A new menu screen has been added to track several gameplay statistics
- This screen is accessible from the Options Menu & the Pause Menu
Updated Gameplay UI
- Score Particles
- During combat scenes when the player performs score actions, the score is shown at the player location
- The scores displayed are the multiplied score (including combo multiplier)
- Combo Progress Callouts
- As combos are built up, and thresholds are reached the combo callout appears on the right side of the screen
- It also appears when a combo ends

- Rank Progress
- As the player earns points during combat scenes, the rank progress bar will appear in the bottom-left corner when Silver / Gold point thresholds are earned
Gameplay Updates
- Updated Danger Zone Visualization
- The mortar fire in CH2 now displays a clear red box that shows the blast zone
- The sun beams in CH3 now display a clear red box for the blast zone of the sun beam

- Grab Area for Caches
- The sensitivity of the grab areas for caches was increased so that they can be more easily and accurately be grabbed
- Land Mine Updates
- Land mine placement updated in all chapters to avoid instances of overly-narrow safe passages
- Shoulder Check on Tired Enemies
- Fixed an issue where you could perform a shoulder check immediately when an enemy becomes tired and it would miss
- Now you can immediately perform the shoulder check and it will always hit the tired enemy, knock them over, and maintain the combo
- Updated Enemy AI
- In some rare cases, while engaing one enemy, another enemy would walk into the middle of the fight
- Enemy pathing has been updated so that enemies that are in an idle state will walk around and not right into fights
- Enemy cycling has also been updated so that more enemies will take turns during a fight
Visual and Audio
- Updated Environmental Presentation of the Final Boss
- Updated the level for CH10 to be more representative of the story
- Implemented the sunset effect during the final boss fight. The sun sets during the fight, silhouetting the two characters

- Updated Ground Impact Sounds
- When characters hit the ground, the sound has been updated to have more pitch variation
- Added Explosions to Robot Enemies
- When robotic enemies are defeated, now they EXPLODE!

- Disintigration Effects
- Updated and improved the disintigration effects on all non-robotic enemies
Technical
- Fixed Throwback Crash
- Fixed a rare crash that would occur if a projectile was caught the same frame it hit the ground
We hope these help to make the experience better than ever! Stay tuned for more updates in the future!
- HHG