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Patch 0.5.1

Patch 0.5.1 is out with a Frostbite buff and a couple of fixes. It seems like doing the preview was a good idea as the actual release of The Brewing update is relatively nice and clean. A bow to all who played and reported, seems like it might be something to repeat in the future.

There a few known tiny issues but nothing that should affect the witch hunting too much. We are taking a Christmas & New Year break and will be back in the trenches on January 7th, picking up the work on the Witch Mountain and its L########. Thank you all for buying and playing Witchfire and being a great and lively community that helps the newbies, exchanges protips and builds and experiences, and digs into the lore. Have a fantastic holidays 💝🎄🥳

[h2]Patch Notes:[/h2]

PATCH 0.5.1 (57565)

Frostbite:
  • Reworded Mysterium II description to accurately describe its effects.
  • Increased base damage by 10%
Designer Note: this makes bullets boosted by Mysterium I actually impactful, as they reach new damage breakpoints and require less bullets to kill most enemies
  • Increased the maximum duration of Mysterium II freeze. The duration now increases much more for each bullet spent after the 3rd one
  • Freeze duration boost increase from Mysterium II now also appllies to the frozen trail from Mysterium III
  • Max magazine size have been decreased from 8 to 6 bullets, so it’s easier to maximize freeze duration
Designer Note: our plan for Frostbite was to make players choose between optimizing their damage and their freeze potential, based on when they decided to reload. Before, the freeze increases weren’t meaningful enough, and it rarely made sense not to reload after the boosted bullets were spent

[h3]Other updates and fixes:[/h3]
  • Changed Stigma Diabolicum damage multiplier from 1.6/1.7/1.75 to 1.2/1.3/1.35
Designer Notes: Stigma Diabolicum was always meant to deal around 25% more damage than ordinary weakspot (crits) hits. However, until recently it dealt around 25% more damage than a bodyshot instead. We fixed that, but mistakenly we did so on two fronts – the damage multiplier was increased, and the damage multiplier started using weakspot damage instead of bodyshot damage as its base.
  • Fixed an bug that caused Siren’s Shell not to work when used in certain scenarios
  • Heavily optimized Vendor’s UI refresh logic. Buying multiple items in quick succession should no longer affect your framerate.
  • Angelus’ shield now correctly processes pushback from enemy attacks starting from 1st Mysterium (was: only on 2nd and 3rd).
  • Actually changed Incense costs, as indicated in yesterday’s patch
  • Fixed incorrect Siren’s Shell pickup prompt
  • Toll Collector in the Castle has extra collision around his legs now and shouldn’t kick the player upwards when approached