With this patch we bring the Switch version of Trifox fully up to speed with the PC version of the game!

What has changed?

Just as with the first patch, this patch improves the overal quality of the game across the board and improves the overal user experience while also fixing a number of reported issues with the game.

You can check out a full list of all the changes that come with this patch below:

  • [Nintendo Switch] 1.0.3.2

  • General Changes

    • Added wildcard to the DynamicResolution so that the resolution alterations are ignored after a scene load or checkpoint reset for a total of 4 frames. This will result in a more stable resolution after a scene transition.
    • Improved the Dynamic Resolution to take into account platform overlays being active.
    • Added support to the save file verification to ensure the registered chest order can be updated based on the save file template. This is required in order to ensure parity and to make sure the gem unlock order tracking will function correctly.
    • Added a new tracker in the save file to allow the visualization of the new gems being unlocked in the correct order as they can be found in the levels.
    • Fixed issue where the player was pushed around when interacting with complex, multi collision moving objects.
  • HUD and UI

    • Reduced the max contrast and max brightness values (from 3 to 1.35) to reduce configurations that make it 100% impossible to see what’s on screen.
    • Adjusted the Total Playtime (Checkpointed) time to now show a preview of the Best Total Playtime (Checkpointed) instead of the full sum of the entire playtime. 
    • Increased visibility of the player jump aid indicator.
    • Adjusted the level completed gem unlocking to visualize which gems are and were unlocked based on their order in the level.
    • Adjusted the level exit gem unlocking to visualize which gems are and were unlocked based on their order in the level.
    • Adjusted the level selection screen gem visualization to show what gems you are still missing based on their order in the level.
    • Increased the height of the ability unlock tooltip so it’s no longer intersecting with the player while standing on the button.
    • Added equipt button tooltips for the movement abilities to help players understand how the movement ability assignment works and to improve the clarity during the tutorial.
    • Changed the restart option in the pause menu so it restarts the level from the start. This behavior could be achieved by returning to the hub and restarting the level, but this button will allow players to do this faster. (Progress in the level will be lost.)
    • Added a quick retry option in the pause menu which has the behavior of the old restart. It will load the level at the last achieved checkpoint. (Progress beyond that checkpoint will be lost.)
    • Fixed an issue where the hub pause screen stats display was showing the wrong information. The hub pause screen will now show how many total gems you have collected instead of how many you have found in the current level and the total combined checkpointed playtime instead of the current level checkpointed playtime.
    • Added some music and SFX to the splash screens.
    • Fixed the spacing on the pause menu buttons to ensure all languages fit correctly.
    • Fixed an issue where the current level name in the pause menu wouldn’t update when changing the language to and from Chinese.
    • The back button will now also disable erase mode in the play menu. This should make it more intuitive to navigate that menu.

Design and Balance Changes

    • Player
      • Reduced the sprint start time by half.
      • Fixed the capsule collision radius of the Triple Hybrid to match the one of the other Warrior collisions.
    • Enemies
      • Protector
        • Fixed an issue where the shield could be destroyed by the stone golem shockwaves.
      • Tommy Gunner 
        • Reduced the projectile damage from 10 to 7.
      • Light Gunner 
        • Reduced the projectile damage from 10 to 7.
      • Heavy gunner
        • Adjusted the projectile colors and effects to provide a better distinction compared to the Tommy Gunner and Light Gunner projectiles.
      • Final boss
        • Adjusted the projectile colors and effects to provide a better distinction compared to the Tommy Gunner and Light Gunner projectiles.
    • Player abilities
      • Ultimate Strike
        • The Ultimate Strike ability will now also use the enemy bounding collision to block line of sight to potential targets.
        • Fixed a potential crash error in the Ultimate Strike ability.
      • Leap
        • Fixed an issue where you couldn’t use the leap ability while on a raft.
      • Memory Shards
        • Inverted the movement of the homing target effect so it’s even more obvious to the player.
        • Adjusted the color of the homing target effect to tie it more to the ability.
        • Added additional SFX to the homing target beacon.
        • Increased the damage output from 4 to 5.
        • Added a safety check to avoid the possibility of hitting yourself with the memory shards and setting a beacon when spinning around very quickly. You can still trick target yourself but only if you actually intend to do so.
      • Essence whip
        • Damage will now no longer be dependent on the speed at which you whip the enemies and always apply the full damage.
      • Spikeslam
        • [PERFORMANCE] Removed the collision detection from some of the spawn particle systems.
        • Extended the collision detection to ensure a better hit detection on certain very steep slopes.
        • Added a safety mechanism so that (in the rare occasion) that your attack didn’t find a surface to spawn the Spikeslam wall, you will not lose your charge/cooldown.
      • EarthBender
        • [PERFORMANCE] Removed the collision detection from some of the spawn particle systems.
      • Immobilization field
        • Reduced the lifetime of the Immobilization field from 30s to 15s.
        • Added damage to the Immobilization field to make it a more valuable ability for certain loadouts and to allow for interesting shard bomb combos. 1 damage per second.
      • Helicopter
        • Enabled the abort interrupt window. The player can now use the interrupt button to cancel out of the movement ability and drop at the current location.
      • Flamethrower turret
        • Reduced the min required distance from 2m to 1m.
  • Audio Changes

    • Fixes
      • Fixed an issue that caused the music to no longer be playing correctly when returning to hub or title screen during certain cinematics.
  • Level Changes

    • Intro
      • Gameplay
        • The intro cinematic can now be skipped.
    • Tutorial
      • Gameplay
        • Added additional collision to some of the grass platforms to avoid an issue where the player could get stuck against the overhanging collision while jumping and running into a corner.
    • HubWorld
      • Gameplay
        • Adjusted the dissolve settings of one of the cross beams in the loadout room to avoid the screen from being blocked.
        • Updated some of the ability videos to match the changes made.
        • The initial hubworld cinematic can now be skipped.
        • The loadout room + first world unlock cinematics can now be skipped. The doors still open normally but without the cinematic being in control so that the player gets the player feedback of what has happened. 
        • All the screen cinematics can now be skipped.
    • 1-1 Shore Island
      • Gameplay
        • Improved the chest tooltip positions.
        • Removed some of the pickup drops inside of the crates that are in the water to avoid players from being lured to their death.
        • Slightly tweaked some of the camera setups to provide a better view of the pillar puzzle.
        • Added additional geometry to the top of the pillars to help the player with the platforming puzzle. Before we noticed that quite a number of players missed the jumps because of the small surface area.
        • Added additional hints for the pillar puzzle.
        • Slightly improved the button collision in the top pillar puzzle button.
        • Adjusted the force with which you drop the statue heads so that they will drop closer to the player.
        • Statue Heads that are taken with you to the final beach area will now return to land when thrown in the water.
        • Added 2 additional gold coins to guide players a little bit better towards the exit of the head puzzle chest.
      • Fixes
        • Added a fix where the player could trigger a checkpoint and close doors during the ultimate strike ability. Resulting the player to end up in a position on the wrong side of the now closed door and no way to progress any further without doing a checkpoint reset.
    • 1-2 In A Pinch
      • Fixes
        • Added a fix where the player could trigger a checkpoint and close doors during the ultimate strike ability. Resulting the player to end up in a position on the wrong side of the now closed door and no way to progress any further without doing a checkpoint reset.
    • 1-3 Ruined Chase
      • Fixes
        • Added a safety damage zone to fix an edge case issue of a munchie that could get stuck and prevent progression.
        • Fixed an occlusion issue right after the statue head puzzle end door.
        • Added a fix where the player could trigger a checkpoint and close doors during the ultimate strike ability. Resulting the player to end up in a position on the wrong side of the now closed door and no way to progress any further without doing a checkpoint reset.
        • Increased the timing of one of the lighting optimizations to reduce the possibility of the player seeing the behind the scenes magic tricks.
    • 2-1  Off The Rails
      • Gameplay
        • Added health pickups to some of the enemies during the cart alignment sequence.
        • Adjusted the difficulty setup of the minecart sequence to avoid issues where the hard and higher difficulty modes were almost impossible.
          • Hard difficulty hp multiplier is now 0.75 instead of 0.5.
          • Insane difficulty hp multiplier is now 0.5 instead of 0.25.
        • Replaced a hidden explosive barrel with a regular barrel to avoid any further work accidents.
        • Moved the rocketeer in the storage area platform slightly forward so he is easier to hit. He also comes running into view now instead of being there from the start to blow you into tiny bits and pieces.
        • Added a dissolve effect on the rock near the power socket to improve player visibility.
        • Tweaked the camera when entering the minecart to improve popup visibility when the player reaches the cart faster than the camera can blend.
        • Improved collision on the turnstile and added metal sfx when walking on top of it.
      • Fixes
        • Fixed a rendering issue where all the grass seemed to be gliding on the floor.
    • 2-2 Steamy Affairs
      • Gameplay
        • Added some additional collision in the door transition from the thumper area to the steampipe area to avoid the player from getting stuck or slowing down on the floor when moving very slowly.
        • Added missing pathfinding area in the crane section.
      • Fixes
        • Slightly increased the size of the destructible optimization zone near the thumper to avoid object popin.
        • Added a fix where the player could trigger a checkpoint and close doors during the ultimate strike ability. Resulting the player to end up in a position on the wrong side of the now closed door and no way to progress any further without doing a checkpoint reset.
        • Fixed an issue where the doors through which you exit the thumper area would open and close multiple times if you loaded the game from a save. 
        • Fixed propellers above factory entrance & thumper not moving because they were statically batched.
        • Added collision to elevator platform console at the crane arena entrance.
        • Removed debug logging that was still active on the thumper door.
        • Fixed an issue where the elevator ramp would not collide with the engineer deployables.
        • Fixed an issue where you could mage blink through the trigger zone starting the final encounter of the wastelands02 level, not triggering it when intended.
    • 2-3 The Factory
      • Gameplay
        • The bottom elevator flap will now remain closed once it is closed for the first time.
      • Fixes
        • Fixed issue where the floor spikes were culled too aggressively.
        • Fixed issue with the jump indicator being visible in mid air.
        • Fixed issue where some fans on the walls were being culled too aggressively.
        • Adjusted the truck collision to reduce the possibility of being pushed through the floor while moving.
        • Fixed an issue where the hidden player (mage blink) would not trigger checkpoint trigger zones.
        • Fixed an issue where the door leading to the gear reactor room would not open after checkpoint reset / death whenever initially opened but not having walked through it.
        • Removed double checkpoint listener on elevator setup + slightly extended trigger delays just to be safe that may have been the cause for the elevator not properly reactivating in rare occasions with high frame rate in builds.
        • The loot chests rewarded at the end of the level will now spawn at the next checkpoint so they will respawn properly when checkpoint resetting or loading from a save.
        • Fixed an issue where the 2nd bruiser on the right during the steamworks (2nd level) elevator fight would get stuck on the door before it closes. This would kill the bruiser before it got a fighting chance.
        • Removed extra unneeded checkpoint listeners from the reactor cores.
        • Added checkpoint reset behavior to the reactor cinematic chain wrapper, fixing an issue where the cutscene bars could become active after death when the reactor has been overloaded but the cutscene hadn’t triggered yet.
    • 3-1 A Minor Deviation
      • Fixes
        • Added a fix where the player could trigger a checkpoint and close doors during the ultimate strike ability. Resulting the player to end up in a position on the wrong side of the now closed door and no way to progress any further without doing a checkpoint reset.
    • 3-2 A Cold Climb
      • Gameplay
        • Improved ground ramp collision of one of the door transitions.
        • Added safety collision in the river rapids exit area to avoid accidental blink positions on top of out of bounds pillars.
        • Improved the camera in the river rapids exit to avoid full camera view blocking.
      • Fixes
        • Fixed issue where the engineer backpack would trigger the jump pad after a return to last known safe position resulting in an infinite loop of death.
        • Fixed an issue where some of the floating rocks popped into view.
        • Added a fix where the player could trigger a checkpoint and close doors during the ultimate strike ability. Resulting the player to end up in a position on the wrong side of the now closed door and no way to progress any further without doing a checkpoint reset.
        • Fixed a door close trigger being in the incorrect layer which caused the door to remain open when blinking.
        • Fixed incorrect and outdated wall collision in the mountain outpost. 
        • Fixed an issue where the camera at the strait of the mountain outpost would still blend back to the indoor camera position.
        • Fixed an issue where certain ground collision objects were set to an incorrect layer. This allowed you to blink into the floor and accidentally end up in the water when you didn’t want to.
    • 3-3 Summit Trials
      • Gameplay
        • Added extra wooden platforms near the end of the orange platform ride so the player can use those to continue forward if the platform moved ahead without them.
      • Fixes
        • Fixed an issue where some coins in the green dungeon could fall into the void depending on the puzzle state.
        • Fixed an issue where the green puzzle room door would not open.
        • Fixed pathfinding holes in the central map room (left top & right bottom).
        • Fixed pathfinding issue that could cause the worms to get stuck in the purple topside area around the left drop tunnel.
        • Added extra enemy kill zones in the drop tunnel of the dungeon entrance and the topside purple drop tunnels to eliminate any stray enemies.
        • Tweaked enemy killzone sizes for green & whiteblue drop tunnels.
        • Fixed camera clipping through the near cliff wall in the orange dungeon when dashing to the bottom of the screen.
        • Fixed the Freeze Cam trigger zones in the void during the orange dungeon section having collision with the deployables, causing a green ghost/blueprint feedback for deployables.
        • Added extra collision to the mystical doors that enable/disable via the door controller. This fixes an issue where the player could dash back into the air vortex tunnels before they close, causing a soft lock.
        • Added extra collision to the green puzzle secret cages to prevent players from cheesing it and  squeezing in between the door and the cage, potentially getting stuck.
        • Tweaked floor collision in the purple secret room for a nicer movement experience.
        • Removed accidental double checkpoint reset on laser gate causing the gates to be open after checkpoint resetting depending on order of execution/framerate.
        • Fixed a small black frame fade in issue on the final cutscene that opens the laser gate.
        • Fixed a collision issue in the orange trial that forced the player to jump to get on the button that opens the first door when standing on the rock.
        • Fixed an issue where the air vortex tunnel door collider could close a fraction too soon, causing you to get stuck in the air vortex top section depending on your speed moving through the tunnel. This was caused by the trigger zone that’s responsible for closing the door is hugging the door collider. These have now been air gapped by 1.5m. Extra safeties have also been added so the door will re-open if it was closed and the player is still inside the top section. In this case the player can jump back into the air vortex and the door will open allowing the player to exit without having to resort to a checkpoint reset.
        • Extended the trigger zone used for culling destructibles, loot & wild ice on the mountain peak, so you don’t see stuff pop in/out when standing on the furthest floating rocks.
        • Removed the rock spires in the green topside munchie arena from grabbing the mouse cursor.
        • Removed the rock spires & arches in the purple topside worm arena from grabbing the mouse cursor.
        • Removed the pillars at the dungeon entrance from grabbing the mouse cursor.
        • Fixed an issue where the depth of field wasn’t updated in the dungeon map room cutscene due to a animation parameter name mismatch.
        • Removed double checkpoint listeners on the doors + trackers that are used in the central dungeon progression.
        • Fixed an issue where the forcing of the central room drills in an end state could cause a strong shake for 2-3 frames.
      • Other
        • Updated occlusion culling data.
    • 3-4 Unstable Grounds
      • Gameplay
        • Added some dissolve setups to a number of crystals.
        • Added deployment blockers on top of the crystals to avoid issues where deployables would be placed exactly on top of the crystal and thus preventing the deployable from applying its effects.
      • Fixes
        • Added a safety boss position reset to allow the boss to recover from the rare issue where its rotation can get out of sync.
    • 4-1 Showdown
      • Gameplay
        • Added health damage flickering to armor plating containing the health bar of an arm of the boss in the first phase to improve player feedback when you are hitting the arm. Additionally increased the hitbox so you can now both hit the blue power joint and the armor plating, avoiding potential confusion where players think they are damaging the boss they are actually not.
        • The health bar of the boss will now remain visible after destroying all the arms in the second stage until you deliver the final blow. This should make it more obvious that the fight is not quite over when all arms are destroyed.
        • Improved the health strip visualization on the arm weak points.
        • Improved the damage visualization on the arm weak points.
        • Improved the tightness of the boss hazard collisions.
        • Improved one of the camera transitions after defeating the final boss.
      •  Fixes
        • Fixed a rare issue where if you would take lethal damage right after you defeated the final boss, the cutscene would be mixed with a boss resetting. The player will now already be invincible to avoid this issue.
        • Fixed an issue where if the player would die right before delivering the final blow, the health bar of the boss would not reset with everything else. Making it impossible to see how much health the boss has left.
        • Added missing sfx to the arms when damaging them.
        • Fixed an issue where the safe positions were not correctly reset after dying during the final phase of the bossfight.
        • Fixed an issue where there was a specific window of opportunity in which you could die or trigger a checkpoint reset while the boss transition cinematic was starting and trigger an infinite loop.
        • Fixed a camera angle toggle issue after beating the final boss.
        • Improved a camera transition in the tunnel to reduce the amount of visual obstruction towards the player.
        • Fixed an issue where the camera didn’t reset correctly after dying before applying the final blow to the boss.
        • Fixed an issue where you could get stuck in an infinite position reset loop if you fell into the abyss at the exact time the boss transitioned to its final blow stage.
        • Fixed an issue where you could 1 shot the boss using certain attacks after dying during the final blow stage and replaying the final section of the fight.
        • Turrets will now correctly target the boss weapons during the final stage of the fight.
        • Ensured that turrets can apply the final blow to the boss.
    • Outro Cinematics
      • Gameplay
        • The cinematics skip button will no longer change the credits scroll speed.
        • The outro cinematics can now be skipped.