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Wednesday, November 27, 2024 4:02:33 PM

Void Sols Patch 1.5.2.1 & Steam Deck Verified

Hello Triangles!
Today we're excited to announce that Void Sols is Steam Deck verified! We've also just rolled out our first major patch, 1.5.2.1. We've added quite a few new features, gameplay changes, community bug fixes, and some more weapon balance changes.



Full patch notes, see below:
New FeaturesApex Horn Statue does something now…
Frying Pan has a new secret synergy…
Equipping items play unique sounds!
All equipment that is picked up should now display a new item icon on the equipment button until hovered over by the player
Gameplay ChangesParrying Shield now parries whenever you release the button. Previously you could only tap to parry, meaning holding it did nothing. You can still tap to parry as before, but now you can also hold to ready the parry and release, allowing a bit more depth to parrying gameplay and not punishing the player for holding the button for a bit too long
Cold Debuff: This was previously dealing entirely too much damage to enemies. We have enough damage-dealing status effects, so we decided to rework this status effect into something that has a different kind of utility. Triggering cold on yourself has been unchanged, you still take a chunk of non-fatal damage, and have your stamina regeneration reduced. If an enemy is affected by cold however, they take stance damage, reduced move speed, and their stance will no longer regenerate until the status depletes.
The Codebearer puzzle should be a little easier now…
Zenith Phase 1 has some balance changes, and a small gameplay change that makes it a little harder
Some items moved around in Cultist Compound for better game progression
Critical Error FixesPlayer can no longer go out of bounds by going south from Zenith arena
Infernal Key can still be picked up if you died after defeating Infernal Warden
Significant fixes to the ritual used to spawn Amalgamate
Blacksmith and Alchemist no longer ask for more alloy and alembics after you have fully upgraded
Switch Pro Controller should show proper glyphs on main menu and rebind correctly on controls menu (The menu would break previously)
Items that cannot be acquired in Challenge runs / Nox Trials no longer show up on maps
Music will now stop playing forever when quitting to the main menu in some casesMinor Bug FixesUpdated OOBY music track
No more OOBY farming
No longer counting certain easter egg items on end screen
Fixed sprite sorting of miner spin attack effect
Fixed torches that were rendering as circles instead of diamonds
Improved sprite sorting of talisman projectiles
Blue Data Disc now shows up on Apex South Map to help players find the critical progression item
Added boulder shortcut that was missing on Mountain Map A
Added analytics for when player goes out of bounds
Added minor sol shard to Apex Town so the final number of shards is divisible by 6
Fixed texture loading pop-in in Forest
Fixed texture sorting issues in Factory
Fixed texture sorting issues in Cultist Compound
Fixed camera bug in Apex Town buildings
Preventing possible Worm boss crash on death
Added safeguards to errors that sometimes happen with destructibles
Added a sol shard to the Cultist Compound to even out the sol shard count so that if you find all of them you don’t have one missing
Fixing some errors with Gatekeeper death and music
Fixed sorting issue in Shapification Chamber
Fixed an error that could occur when using controller to rename files
Adjusted Star Fish collider to be able to be caught from near the light spark
Fixed a control with a missing icon on some controllers
Confirmation modals should now close when unpausing the game if they are still open
Fixed deadzone setting slider text area not scaling correctly
Music stops properly when using to teleport
There is no longer an invisible collider in the Groundskeeper arena after completing the fight
Groundskeeper no longer breaks if you escape the fight and return in the same life
Heavy shield has a little animation when you block to help communicate that it is doing something
Minor level design improvements in Mountain blizzard area
Improved Supermax Prison map
Fixed some items that were missing in the Village and Forest maps
Fixed some item types not showing up on maps when they are able to be acquired in a mastery challenge
Further reduced the chance of a softlock when damaging Immaculate in the transition to phase 2

Balance Changes

Primary WeaponsGreat Hammer Heavy Attack Stance Multiplier
Original: 2
Updated: 1.5
Halberd Heavy Attack Stance Multiplier
Original: 2
Updated: 1.75
Halberd Light Attack no longer pushes you back, instead advances you forward
Other Halberd attacks have increased forward momentum, generally increasing reach of this weapon
Halberd Light Attack hitbox improvements
Frying Pan Base Damage
Original: 10
Updated: 8
Frying Pan Heavy Attack Damage Multiplier
Original: 1
Updated: 1.25
Frying Pan Base Stance Damage
Original: 15
Updated: 9
Pickaxe Base Stance
Original: 30
Updated: 20
Pickaxe Light Attack Stance Multiplier
Original: 0.5
Updated: 1
Note: While the base stance on the pickaxe has been lowered, the basic light attack has been doing 15 stance due to this multiplier. This was confusing because the game would communicate the pickaxe as having 30 stance damage when it was actually doing 15 per light attack. This change makes the UI actually align with the amount of stance the pickaxe does while giving it a minor buff
Katana now additionally scales on SPD, starting at E
Katana damage shown in stats better matches actual damage output
Katana attacks have increased mobility to lean into the power fantasy
Katana Global Damage Multiplier
Original: 1
Updated: 1.25
Dual Handaxe Global Damage Multiplier
Original: 0.75
Updated: 1
Dual Handaxe Combo Attack Damage & Stance Modifier
Original: 1
Updated: 1.25
Dual Handaxe Damage Scaling
Original: SPD: D, DEX: E
Updated: SPD: E, DEX: F
Note: This may look like a nerf, but the overall DPS is higher with these changes!
Gauntlets Light Attack Stamina Consumption
Original: 40
Updated: 30
Gauntlets Heavy Attack Stamina Consumption
Original: 50
Updated: 40
Gauntlets Defense Debuff
Original: -20%
Updated: -15%
Scythe has increased mobility, making it easier to hit enemies
Scythe Heavy Attack Damage Multiplier
Original: 2
Updated: 2.5
Sword Base Damage
Original: 4
Updated: 7
Sword Global Damage Multiplier
Original: 1
Updated: 0.75
Note: We felt like the sword DPS gets out of hand by the end game, with its strong scaling on both dexterity and strength. This change does not affect the early game experience of using the sword, while slightly reducing the long term DPS of the weapon
Secondary WeaponsCrossbow Stamina Consumed Per Second
Original: 30
Updated: 20
ArtifactsBismuth Claw has a secret debuff that was meant to be a little easter egg, but was way out of balance. This has been reduced to not punish players for not noticing this debuff.
BossesImmaculate has a bit more end lag after some attacks
Immaculate Base Attack Damage
Original: 80
Updated: 70
Poacher Max Stance
Original: 130
Updated: 180
Poacher Attack Damage
Original: 30
Updated: 40
Zenith (Phase 1) Max Health
Original: 1800
Updated: 2000
Zenith (Phase 1) Stance Recharge Delay
Original: 1
Updated: 3
Zenith (Phase 1) Stance Recharge Rate
Original: 1
Updated: 10
Zenith (Phase 1) Stance Break Time
Original: 10
Updated: 6
Worm (Phase 1) Max Health
Original: 800
Updated: 900
Worm (Phase 1) Max Stance
Original: 200
Updated: 250
Worm (Phase 2) Max Health
Original: 700
Updated: 720
Worm (Phase 2) Max Stance
Original: 100
Updated: 200
Reduced frequency of getting multiple hits per attack on Worm causing certain weapons to instantly kill this boss
Increased Worm resistance to Jolt