Just grabbed that last night before getting a fake ending. I like how you can instantly get the damage or go for the anime version you're referring to.Oh shit the Gram's special move! Makes you look so anime. It's hype af.
Hello again everyone! Not to be outdone, our amazing production and development teams came through with confirmed updates to share with you regarding progress on bug fixing, DLC and improvements to the Switch, and even bonus info on platform wide improvements! So let's dive right in:
Chest Bug
Xbox One (Status: Fix Incoming)
- Treasure chest issues have been fixed; after the patch, unique items will be obtainable even on existing playthroughs.
- The patch for this should be submitted today (Wednesday), and we anticipate public release on Friday or Saturday.
- The teams are also working on additional improvements and bug fixes.
Playstation 4 (Status—unchanged)
- The problems causing the bug have been identified, teams are working to identify and implement solutions.
- No new users affected by this bug, just like before all new games/playthroughs are safe to play.
Nintendo Switch (Status—fix being tested)
Improvements
- The fix is currently in test, the submission date we were working toward has been delayed due to a graphical bug that has reemerged.
- We anticipate testing will be completed by next week, which would mean an ETA of public release during the week of July 15, 2019.
Map Improvements
Fixed items getting stuck on walls/geometry
- Map close button has been remapped to standard exit/close button
- Marker button has been changed
- Trail display button has been changed
- Map scroll speed improved
- Zoom in and zoom out improved
- Zoom level retained when reopening the map
- Auto-center when opening the map
- Bug fix: No longer displaying enemies for completed quests
Switch-specific Improvements
- The functionality of waiting until the item is collected automatically has been left in, in case the issue persists.
"Iga's Back Pack" DLC
- HD Rumble issues in certain areas of the game have been fixed
- Enabled Traditional Chinese language option
- Fixed instances where the game would crash while transitioning between rooms
- Work has been done on the technical "non-visible" side of things to improve input delay, stability, and various optimizations. The teams are continuing to work on these items and we'll have future updates and plans to share soon.
Xbox One (Status—DLC being tested)
- Testing will happen next week, if completed successfully we will submit and have an updated ETA for release during the week of July 15, 2019.
Playstation 4 (Status—DLC submitted, pending approval and release)
- We're currently working through some submissions with Sony, and plan to have an update, hopefully for release, next week.
Nintendo Switch (Status—DLC approved, release imminent)
- The DLC has been approved by Nintendo, we're just taking the final steps to make it go live.
A quick clarification on Backer IDs: Please note that the Backer ID system will not work if you backed at the $28 or $60 tier, because those did not include the Credit Clan reward. The Backer ID/credits system only works if you backed at an eligible $100+ tier. If you do have your name in the credits and are having trouble finding your backer ID, you can find more information in the previous update.
That's it for now, as always please keep your feedback coming, we're all dedicated to Bloodstained for the (very) long term, and the teams at WayForward, ArtPlay and the production teams at 505 are making incredible progress. They're literally working together like some sort of inspirational Star Trek crew, no joke, it's pretty amazing.
For all our fans in the United States, we wish you all a happy July 4th holiday! 'Murica! :D
Roberto Piraino "Angel-Corlux"
Global Brand Manager
505 Games
You're gonna love these patch notes.Why in the fuck did they assign the place/remove marker function to Circle button on the map screen? In every other menu screen, Circle is used to go back. But oh no, not on this screen. I always end up accidentally adding markers without meaning to. Just one day of observing players playtesting the game should have brought up this very obvious issue. It's crazy how rough around the edges this game is in some aspects.
Chest Bug
Xbox One (Status: Fix Incoming)
Playstation 4 (Status—unchanged)
- Treasure chest issues have been fixed; after the patch, unique items will be obtainable even on existing playthroughs.
- The patch for this should be submitted today (Wednesday), and we anticipate public release on Friday or Saturday.
- The teams are also working on additional improvements and bug fixes.
Nintendo Switch (Status—fix being tested)
- The problems causing the bug have been identified, teams are working to identify and implement solutions.
- No new users affected by this bug, just like before all new games/playthroughs are safe to play.
Improvements
- The fix is currently in test, the submission date we were working toward has been delayed due to a graphical bug that has reemerged.
- We anticipate testing will be completed by next week, which would mean an ETA of public release during the week of July 15, 2019.
Map Improvements
Fixed items getting stuck on walls/geometry
- Map close button has been remapped to standard exit/close button
- Marker button has been changed
- Trail display button has been changed
- Map scroll speed improved
- Zoom in and zoom out improved
- Zoom level retained when reopening the map
- Auto-center when opening the map
- Bug fix: No longer displaying enemies for completed quests
Switch-specific Improvements
- The functionality of waiting until the item is collected automatically has been left in, in case the issue persists.
"Iga's Back Pack" DLC
- HD Rumble issues in certain areas of the game have been fixed
- Enabled Traditional Chinese language option
- Fixed instances where the game would crash while transitioning between rooms
- Work has been done on the technical "non-visible" side of things to improve input delay, stability, and various optimizations. The teams are continuing to work on these items and we'll have future updates and plans to share soon.
Xbox One (Status—DLC being tested)
Playstation 4 (Status—DLC submitted, pending approval and release)
- Testing will happen next week, if completed successfully we will submit and have an updated ETA for release during the week of July 15, 2019.
Nintendo Switch (Status—DLC approved, release imminent)
- We're currently working through some submissions with Sony, and plan to have an update, hopefully for release, next week.
- The DLC has been approved by Nintendo, we're just taking the final steps to make it go live.
I updated the chart I made to reflect the new rewards:New kickstarter update featuring additional rewards for certain backers. https://www.kickstarter.com/projects/iga/bloodstained-ritual-of-the-night/posts/2554887
More at the link.
As a way of saying thank you, all digital and physical backers $60 and above will receive the digital soundtrack.
You're right. Updating it now. (You may have to force a cache clear/refresh to see it).$60 physical users should have the digital soundtrack as well shouldn't they?
Map Improvements
- Map close button has been remapped to standard exit/close button
- Marker button has been changed
- Trail display button has been changed
- Map scroll speed improved
- Zoom in and zoom out improved
- Zoom level retained when reopening the map
- Auto-center when opening the map
- Bug fix: No longer displaying enemies for completed quests
You're right. Updating it now. (You may have to force a cache clear/refresh to see it).
Even when using a map where the hidden rooms are a different colour?That feeling of 99.80 map completion. I'll never figure it out. I've even combed over completed maps online and still can't tell lol. Oh well. What a blessed game.
Hmmm I haven't seen this view. I'm gonna use it tomorrow and try again. Thanks!Even when using a map where the hidden rooms are a different colour?
Haha, awesome when things like this work out. I mean, it would have been great to have these things not there to begin with, but glad to see them being addressed!Oh thank god!! Also props for fixing items getting stuck in geometry! That was one of the other main beefs I had with it!
How familiar are you with Igavanias?My wife bought this for me today as a surprise. Any tips I should know before starting? I heard there's a weapon you can unlock with a command or something.
2/3rds of the way through, and the game has really filled the Metroidvania void that none of the pretenders - even the fabled Hollow Knight - managed to do.
I'm not even sure what it is that those others fail to get right.
Depends on the platform since it has to go through the submission processes.
It's well known at this point that the Switch version plays worse than other versions for two reasons: framerate and input lag. With over 140ms of input lag vs ~40 on other platforms, it's very noticeable and makes the game feel unresponsive in comparison. 505 claimed again in today's update that it's being worked on, so keep your fingers crossed.So that's interesting, because i just came here to saw the opposite. I am enjoying this, but the combat and movement are.... not smooth. At least on Switch. The controls are loose. I found Hollowknight to be the exact opposite - great lore, great controls, tight movement, solid combat. To each their own!
Not much at all. I played a bit of SOTN, but only got about two bosses in. I just never got around to finishing it. I loved Hollow Knight and got over 100% completion of that means anything, even though I know that isn't an Igavania.
Ah, cool.Not much at all. I played a bit of SOTN, but only got about two bosses in. I just never got around to finishing it. I loved Hollow Knight and got over 100% completion of that means anything, even though I know that isn't an Igavania.
It's well known at this point that the Switch version plays worse than other versions for two reasons: framerate and input lag. With over 140ms of input lag vs ~40 on other platforms, it's very noticeable and makes the game feel unresponsive in comparison. 505 claimed again in today's update that it's being worked on, so keep your fingers crossed.
There are some cheat codes for starting weapons associated with various influencers and such, but they're mostly gimmicks. Gamefaqs has the list: https://gamefaqs.gamespot.com/ps4/158368-bloodstained-ritual-of-the-night/cheats
What you need to know is: patch up before you start playing so you can avoid some nasty progression bugs. Also, if you're on Switch, you might want to hold out a couple weeks to see if the upcoming patches do anything to help the performance and input lag issues. Other than that, go crazy and have fun!
Threadmarks has them all including a link to pics.There are some cheat codes for starting weapons associated with various influencers and such, but they're mostly gimmicks. Gamefaqs has the list: https://gamefaqs.gamespot.com/ps4/158368-bloodstained-ritual-of-the-night/cheats
To add, pay attention to the text in the game and when you don't know where to go talk to the NPCs.Not much at all. I played a bit of SOTN, but only got about two bosses in. I just never got around to finishing it. I loved Hollow Knight and got over 100% completion of that means anything, even though I know that isn't an Igavania.
Ah, cool.
- Well, the first advice I can give is be willing to experiment with shards. There are a ton of them, and depending on your play style, you'll likely find some that work for you as a go-to set. I acquired Heretical Grinder early on, powered it up to near max over the course of play, and it served me well for the entire game.
- The same goes for weapons. There are a variety of types and they all have their own attributes, but if you find the weapons/weapon types that work for you, feel free to stick with them.
- Keep Wayfinder stones in your inventory. You can buy them cheap at the shop, and they'll save you in a pinch by warping you back to the safe house. There's also a small sidequest character you'll come across in the castle that needs them.
- Fast travel points take the form of rooms with stained glass windows. There's one right above the safe house in the village near the game's start. Make sure to jump up there and find it so you can warp back there without using a stone.
- When you get to the safe house for the first time, you may not realize it, but if you exit it back out to the left, a couple of support NPCs appear in that area. One of them rewards you for item hunts, while the other can raise certain crops you can use in food preparation (I point this out because it was several hours before I actually walked back through that door and saw those characters there).
Ah, cool.
- Well, the first advice I can give is be willing to experiment with shards. There are a ton of them, and depending on your play style, you'll likely find some that work for you as a go-to set. I acquired Heretical Grinder early on, powered it up to near max over the course of play, and it served me well for the entire game.
- The same goes for weapons. There are a variety of types and they all have their own attributes, but if you find the weapons/weapon types that work for you, feel free to stick with them.
- Keep Wayfinder stones in your inventory. You can buy them cheap at the shop, and they'll save you in a pinch by warping you back to the safe house. There's also a small sidequest character you'll come across in the castle that needs them.
- Fast travel points take the form of rooms with stained glass windows. There's one right above the safe house in the village near the game's start. Make sure to jump up there and find it so you can warp back there without using a stone.
- When you get to the safe house for the first time, you may not realize it, but if you exit it back out to the left, a couple of support NPCs appear in that area. One of them rewards you for item hunts, while the other can raise certain crops you can use in food preparation (I point this out because it was several hours before I actually walked back through that door and saw those characters there).
2 playable characters and 4 new game modes are on the way.
Please tell me this theme will be sold separately, I love this artwork so much :(
it is designed for use with an ability you soon get.I've just hit that area, very late area spoiler
Den of Bahamut
This is one of the worse location design in a metroidmavia I've ever encounter in a game since a long, long, long time... seriously....
That's the same theme we got for pre-ordering it from the store.. So yep, more like pre-order dynamic theme ;p
I think it's the absurd amount of items and spells. You're just... Getting something new every 5 or so minutes, which is nuts.2/3rds of the way through, and the game has really filled the Metroidvania void that none of the pretenders - even the fabled Hollow Knight - managed to do.
I'm not even sure what it is that those others fail to get right.