#Soulframe Preludes 12 Hotfix 12

1 messages · Page 1 of 1 (latest)

grave flame
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General Changes

  • The Mendicant King is now properly classified as an Agari and will respawn on a 30-minute timer.
  • Increased Agari combat range before the forfeit timer begins.
  • Defeated Agari now display greyed-out icons on the Map.
  • Equipped Spirit Guide skins are now reflected on the login screen and during the Sit Emote.
  • Added duration text to The Torrent and The Durglint Rune descriptions.
  • Wevetseeds in Nightfold now glow to indicate they are ready to be picked.
  • Wevetseeds can now be picked up from the water area of Nightfold while standing near the plant.
  • Changed bonus Harmony to only be acquirable while first charming a Totem, and not in subsequent re-attempts.
  • Slightly increased the visibility of nearby pick-ups.
  • Reduced the steps needed in the mirror puzzle at the tower mill in the Dermak Undercity.
  • Reduced the frequency of the tower mill appearing in the Dermak Undercity.
    -Updated the Smite tutorial prompt to make it clearer.
  • Changed "Spider's Threads" name to "Bile Sack."
  • Changed Avakot's Gots text from "Deal expires in..." to "Offer ends in..."

Fixes

  • Fixed Gruul Seeker Ruthos triggering an undesired forfeit after teleporting away.
  • Fixed Reaper (the Dungeon Agari) sometimes being permanently invulnerable due to its shield buff never expiring.
  • Fixed Reaper getting stuck after colliding with a wall while using its charge attack.
  • Fixed Kabocha ceasing to attack after summoning Corrupted Sproutfolk.
  • Fixed Envoys not leaving The Cogah on death following a Host Migration.
  • Fixed Corrupted Sproutfolk endlessly circling the Envoy without attacking.
  • Fixed Wevetseeds being acquirable back-to-back while under the effects of The Cogah. What kind of fertilizer are you Envoys using...
  • Fixed Wevetseeds not being consumed when activated after using Orengall's Werewalker.
  • Fixed a delay after the cutscene of opening an animal cage.
  • Fixed being teleported into the sky after returning from the Nightfold while on Fort Curlail's final Synsylk Grappler platform.
  • Fixed becoming invincible after entering the Nightfold while freeing caged critters.
  • Fixed volumetric fog density being too high in some areas of the Undercity.
  • Fixed certain unsolvable mirror puzzles in the Dermak Undercity due to awkward collisions.
  • Fixed Faction Tale objectives sometimes defaulting to "Unsettler" in the Dermak Undercity.
  • Fixed an instance of the Spirit Guide failing to correctly travel to a Faction Tale objective.
  • Fixed male Dendrit farmers contorting oddly when reacting to an Arcanic being cast.
  • Fixed Clients seeing broken animations of Garren Rood during The Torment Stag.
  • Fixed flickering UI after interacting with any Enclave Offering menu.
  • Fixed a crash when Ancestor stations rise in the Nightfold.
  • Fixed a crash while casting Orengall's Packhunter.
  • Fixed a crash during Siege celebration UI.
  • Fixed a rare crash when beginning a combat encounter.

Forums: https://forums.soulframe.com/topic/9037-soulframe-preludes-12-hotfix-12/

daring prairie
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Hmm. For some reason it will seem like it downloaded and installed the patch, upon starting the game it will not let me login with the message that there is a new version. This is the first time an update is refusing to install. Any advise?

Nevermind, after trying a couple times it worked 🤷‍♂️

austere delta
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is there any word on a fix for character getting stuck in a certain animation without being able to attack or pull smite when initially attempting to pull smite? its kind of weird to describe but happens so often to me

topaz agate
austere delta
topaz agate
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Yeah or it fixes itself when you get staggered, but that sometimes leads to death lol

distant ledge
distant ledge
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I just tested this and I can still cancel a charm and try again getting a chance at bonus Harmony on reattempt

distant ledge
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not sure if this is what you meant

compact patio
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best update 2026, thats a wrap bois, see you next year

mortal lantern
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read

pliant grove
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Fixed male Dendrit farmers contorting oddly when reacting to an Arcanic being cast.

😭

mild girder
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Since the patch was deployed, in multiplayer only one of the two or three players can interact with the mushroom to obtain loot after killing a boss. The bug is also present in Cogah mode.

mortal lantern
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oof

red crest
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So is the torrent arrow hail interaction meant to be that way or just yet to be addressed?

covert sinew
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Fixed Wevetseeds being acquirable back-to-back while under the effects of The Cogah. What kind of fertilizer are you Envoys using...

indigo gazelle
unreal ivy
heady laurel
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to Reaper shield fix: it was still killable in close melee, even with a shield buff never expiring

candid sorrel
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Thats brutal

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So sharing is cooked as of now and for a while?

unreal ivy
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Yeah, seems so. I mean: You could go with your group. Pick up as a host, leave. Host migration is triggered. Next one picks up as host, leaves too and so on. Then re-invite everyone and repeat. That should at least be a super annoying workaround.

I won't do that though. Will simply roam around and do stuff. At least you can collect everything else as a group like chests and other loot that drops from enemies.

ashen willow
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Can’t invite to Cogah

elder kestrel
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thankfully that means stag sharing isn't dead

candid sorrel
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Praise be that’s the only boss im missing

opal notch
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Oi, since the update some of us can't pick up the mushrooms/agaric (rewards) from bosses!
Please fix

mild girder
unreal ivy
potent trout
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When the ability to change gender?

elder kestrel
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Did the Mendicant king change actually go through? It's been more than 30 minutes since I last killed him, but he has not reappeared

elder kestrel
fallen dirge
elder kestrel
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Unfortunately I cant check atm, but Ill keep tabs next time I kill him

half ferry
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First time really getting into a DE game, this basically addresses all my current issues. Y’all rock. RIP Tower Mill, won’t miss you!

round adder
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cheers DE

primal reef
marble bronze
wintry hearth
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I say this every patch, but once again, please let us change our sex. I stopped playing simply because I'm tired of running around as a dude and not able to get immersed.

plain sand
static tendon
signal sage
swift tendon
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To that note, hopefully other fables will be replayable as the game progress' 😊

slow mirage
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Just leaving the north eastern boss to test if he still teleports too far away from the fight, and after killing him his map icon is not greyed out.

swift tendon
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Generally if co op, there's still variables that take time to update the icons or its bugged - bug reporting is worth doing to notify the issue 😊

molten bloom
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Changed bonus Harmony to only be acquirable while first charming a Totem, and not in subsequent re-attempts.

Taming should be rewarding to those getting the timing correct, and are able to manage the key sequence.
I suspect in practice it will feel like punishment for a single key missed.

old glen
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Ok from what I seen, in Co-op, when you defeat the bosses, ** It doesn't let each player to grab the agari, just one can grab it, the other CANNOT** Might be an error with the coding, A bug that can be fix quick in a minor hotfix. Will look for more bugs of the p12 h12. That's all i have for now. Heh

molten bloom
old glen
molten bloom
old glen
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I was the host

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If i grab it, he couldn't and if he grab it i couldn't

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Am I being understood? sorry english is my second language

molten bloom
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Yes, i am just looking for some details. Useful ones for folk looking to solve the error.

old glen
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Alrighty, if there any question, do let me know.

molten bloom
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Do you remember how many bosses this occured with?
Did you try relogging and defeating some more bosses?

old glen
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Yes and it did not work, ever boss that is pinned on the map.

molten bloom
distant ledge
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This has been reported with logs sent to support

old glen
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Hey shatter, is good to see ya around.

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Also i been spotting chicken nuggets from the story of soulframe, being seen new objects and i'm intrigued about it. Will recolect more and will report later on.

primal reef
steel forge
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+1 on multiplayer only one person can pick up boss mushroom

desert shale
# molten bloom > Changed bonus Harmony to only be acquirable while first charming a Totem, and ...

A bit late but just to address my thoughts on this. It’s simply because the “bonus” is so large. I could perfect a 5 flower tame and only get 100 per perfect. Or I could force choke until I get the bonus dust node that will pay out 1,000 for that single perfect note. It’s large enough to be two entirely perfect 5 star tames on its own (and of course you can still potentially perfect the tame that the bonus is on). Why run around and search when it’s such a large and simple payout?

It definitely needs changing so we don’t just abuse the repeated attempts but I think the way to do that is probably making the bonus node always exist in a random spot of the song and reducing the actual bonus of it on higher rarities. More consistent bonus chances, less drastic spikes that feel punishing to miss.

zinc plinth
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The Mendicant King is now properly classified as an Agari and will respawn on a 30-minute timer.
Still seems to be on a 3hr spawn timer.

molten bloom
desert shale
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It’s like if one guy plays “Through the Fire and Flames” and I play “Wonderwall” but I make more doing it. The easiest path simply pays out more and I’m sure everyone agrees that more effort should be more rewarded. If it’s intended to be a bonus then the bonus itself should be reworked.

Edit; Make the bonus dust note a multiplier. You play your song and hit the note. Simply playing the dust node will you a x2 while perfecting it will give a x3. However your payout depends on the rest of the song. So you perfect play the 5 flower tames and have 500 payout, you perfect played the dust note and that 500 gets hit with a x3 and becomes 1500.

molten bloom
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What you are trying to do with the multiplier is clear, but you have moved the pieces to the same result(?) If you [hit/miss] the note you [gain/lose] resource in the interaction. The idea that how well you do the rest of the notes affecting the bonus.

Aware that the amounts awarded have been volatile over the hand full of preludes I've been through, it is hard for me to judge just how much weight is put on perfect notes and that bonus. I recently got a two blue notes as the only mistakes and the amount rewarded was a digit less than I was expecting for a rank 5 tame.

desert shale
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Well outright missing a note should always be a penalty, perfect playing a note should always be a bonus and standard playing of a note (so the blues) should be a default value. Currently the problem is that the bonus dust note isn’t in every song and so you retry until it is, and the note itself is worth more than the entirety of the song.

The idea here was meant to be combined with the previous to make the dust note itself more common and just randomly placed within the songs (so no more juggling until it appears, it simply is) and the weight changed from simply being about the dust note itself and now involves your performance for the entire song. Currently, aren’t all perfect notes played worth twice as much anyway? This means that (under the proposed changes) all blue notes and blue dust note would have been equivalent to a perfect song without the dust note at all. Again, entirely failing to play a note should always be a penalty(the penalty is the note earned no dust), playing the note without perfection is to be expected, perfection is an actual bonus.

Otherwise the dust note would need to be removed entirely because it always feels bad to not have it appear and if the idea of “even when it does appear you didn’t get it perfect” also feels bad then there’s nothing but bad feelings surrounding it.

molten bloom
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I like the idea of having lesser amounts in the bonus notes. I feel that you're correct that they are too heavily weighted. There could be more lighter weight bonus notes, further spreading their influence over the result... but then they would just be notes(?)

Which causes a multiplier to be a valuable solution... if the multiplier was low enough value individually.

desert shale
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Right, if you start just adding more of the bonus dust notes to the song it stops distinguishing it from just being the notes of the song itself. To the point that you could just worry about dust notes on the first pass and play the actual songs notes on the second

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Like I could play 1,2,3,2,1 for that squirrel. Or I could play 43452 and then just tame in the second pass.

molten bloom
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I think there is already a diminished return for a replay or a second pass of the notes through the bar(?) Solution for that could be to reset the reward each time the notes begin again.

What if the bonus notes were tied to a specific note so you had to play both of them for the bonus account? A thin line running between the main note and the bonus note, matching rings around the notes, some other lore/art appropriate indicator.

desert shale
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As far as I know the only penalty for a second pass is that you can’t score the same notes points twice. So if you hit the first note last time, you already got the dust from it.

As for the bonus note being tied to another, currently sometimes the bonus note is on the same timing of another (different lines exact timing but for same line I’ve only ever seen it half overlap) so simply making that a condition for the bonus dust gain could be something. Depending how in depth they wanted to be with their minigame you could even simply alter the song notes itself to be a hold until the next note.

Example: the song is 1,2,3,2,1 and the bonus note is the first 2. Your song would become 1,2—3,2,1 as you held the note until 3 was to be played.

Dust gain of the bonus is in relation to how long you held that note vs whether the note was played perfectly to begin with or not which is the current implementation. Basically, as long as you played during the hold, your bonus started being earned from that point. You would always gain a bonus in this case. If you end the hold too early you simply wouldn’t gain the points that remained in the bonus. Not sure if there would be any punishment for simply holding the note too long. After all, you could still play other notes while holding (so long as your next note wasn’t the one being held).

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Though if the fact of “the bonus note appeared or didn’t” is part of the equation you would need to decide if all songs now have a random held note or not

molten bloom
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I was surprised not to see held notes after Duviri. I like your pass on the held note and how to reward it. Nothing to add until/unless such a thing is implemented.

I don't understand the value in the disappointment when interacting with a critter for the sake of harmony only to discover there are no bonuses on the staff, leaving you with a minimal reward even for perfect play. I might have anecdotal issues and am comparing animals from different parts of the map which may influence their complexity or rewards(?)

desert shale
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Well the value of the interaction can lead directly to disappointment the moment you find out it’s a 3 flower instead of a 5. Notes on 3’s vs 5’s are just inherently worth less. Maybe the system needs to evolve more in a way the idea of more complexity (held notes) would come in at 5 flower tames. Change the extra dust note from being a bonus to a guaranteed mechanic for the rarest tames and the higher payout accounts for it.

It seems like this all just seems to come back to the idea of the bonus doesn’t feel much like a bonus and more like you’re simply missing out by not having it appear (which is why we juggle them now in the first place until one appears)

cedar glade
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feels like the client is not deployed yet, i dont see any new download/install

wintry hearth
static tendon
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One day we all hope

simple jetty
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cardinal skins are still reset after log out!

old glen
lusty harbor
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Feels good to see your bug report listed as "Fixed".

signal sage
glossy magnet
old glen
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Yeah its not working for me either

iron kettle
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i dont have a invitation to play, can someone help me...

static tendon