Torment: Tides of Numenera

Torment: Tides of Numenera

View Stats:
This topic has been locked
phimseto May 16, 2017 @ 9:51am
Torment Patch 1.1.0 Release Notes
Hello all,

We are pleased to announce the release of the Servant of the Tides update! This brings Oom - a brand-new companion with its own unique questline - plus some additional features including the Voluminous Codex, game balance updates, and more! This isn’t a paid DLC - all Torment owners get the new content and improvements for free!

A quick notice: Our strong recommendation is to start a brand-new playthrough to experience these improvements, as the new content is best experienced from the start of the game (and Oom must be added to the party during Sagus Cliffs). If you are immersing yourself into Torment for the first time, you don’t have anything to worry about there.

Highlights

  • New Companion: Oom. Oom is a new stretch goal character who you will discover on your journey through the Ninth World. Oom features its own companion quest, "Servant of the Tides", its own unique abilities for use in combat and exploration, and interactions with various characters throughout the game.
  • Added the Voluminous Codex. This new stretch goal feature unlocks lore and character entries as you explore the game world.
  • Added a new user interface element to the Inventory Screen which makes it easier to view companion attitudes toward the Last Castoff.
  • Added a new user interface element to the Common Panel which better messages the Last Castoff's current Legacy.
  • Various balance improvements to Crisis gameplay throughout the game.
  • Various balance improvements to exploration gameplay, especially in the later stages of the game.
  • Cypher Sickness initialization is now delayed until after Equipment initialization. This should prevent issues where loading a save file where equipment was preventing a cypher explosion would cause input to freeze up.
  • Remove all non-gameplay Fettles from companions when they're removed from the party. This should prevent certain freezes from occurring.
  • Players can now advance to Tier 5 and Tier 6, allowing players to spend their Experience Points more in the later game. This also allows the Last Castoff to gain abilities from other character types.
  • Added zoom in/out key binding to the Options Menu. This allows players without mouse wheels to remap the zoom functions.
  • Numerous small UI fixes.
  • Numerous small quest fixes.

Full Release Notes (Spoiler Warning)

Conversations & Quests
  • Fixed an issue where Flawed Simulacrum cannot be resolved if player obtains and uses the Chronal Transference Device before persuading Finzin.
  • Fixed an issue where Manth Pa states that Crooked Qeek is dead when she is alive, and alive when she is dead.
  • Fixed an issue where Rhin does not join party during the endgame if the Last Castoff says that they do not need her help and then changes mind after.
  • Fixed an issue where Wayward Son does not start if player resolved the Ashen Imitation quest and talked to Loss-of-self after turning off probability engines.
  • Added additional protection against conflicting cutscenes during Ris fight.
  • Cleared Ioxu's AI during a cutscene to prevent issues with it hanging.
  • Removed waits on Omahdon's cutscene to avoid getting stuck.
  • Fixed option to create Forged Letter of Pardon not being present if Tybir was recruited after obtaining Letter of Pardon.
  • Herja can no longer be sent to Decanted if Presevation of Beauty complete.
    Salimeri now correctly offers additional reward only if you didn't destroy all the Peerless drones.
  • Fixed an issue where Beloved Slave could not be resolved if Rhin was recruited and dismissed before starting it.
  • Fixed an issue where Zaofi would get stuck chiseling during Rhin's cutscene, which could freeze gameplay.
  • Fixed an issue in the Reef of Fallen Worlds where some tar blobs would vanish prematurely.
  • Fixed an issue where players could acquire a duplicate company standard for Artaglio.

Gameplay
  • Players can now advance to Tier 5 and Tier 6, allowing players to spend their Experience Points more in the later game.
  • The Last Castoff can gain abilities from other character types at Tiers 5 and 6.
    Remove all non-gameplay Fettles from companions when they're removed from the party.
  • This should prevent certain freezes from occurring.
  • Fixed an issue wherein it was difficult to interact with Gar-koto using a controller.
    Adjusted Crisis AI to prevent enemies from clumping around a single target. This should reduce cases where enemies would all rush a single target at the start of a fight.
  • Adjusted enemy Initiative values across the game.
  • Ensure edge boundary disables when switching input modes.
  • Cypher Sickness initialization is now delayed until after Equipment initialization. This should prevent issues where loading a save file where equipment was preventing a cypher explosion would cause input to freeze up.
  • Fixed issues with combat in the Bloom Heart Exterior and the Anechoic Lazaret.
  • Player characters can now equip/unequip items on their turn in combat.
  • Adult Rhin now correctly uses her own attitude value, rather than child Rhin.
  • Collision trigger hazards only use interrupts when set to do so.

User Interface
  • Added the Voluminous Codex. This new stretch goal feature unlocks lore and character entries as you explore the game world.
  • Added a new user interface element to the Inventory Screen which makes it easier to view companion attitudes toward the Last Castoff.
  • Added a new user interface element to the Common Panel which better messages the Last Castoff's current Legacy.
  • Added zoom in/out key binding to the Options Menu. This allows players without mouse wheels to remap the zoom functions.
  • Fixed a text overrun issue on the Ability Info Window.
  • Item and Ability quick menus should have their states correctly retained when deactivated/reactivated.
  • Fettle icons on the HUD portraits should now immediately appear when applied.
  • The Crisis Objectives Window should no longer block mouse input when hidden.
  • The Crisis Objectives Window is now anchored to the side of the HUD to prevent it from appearing too close to the center of the screen in ultra-wide resolutions.
  • The keybind display in the Journal Screen should be correctly re-localized when the language is changed.
  • Fixed button text overlap in the credits screen.
  • Fixed a couple of issues that would lock up Effort level selection in certain circumstances.
  • Fixed font sizing bugs in multiple spots.
  • Improved Free Combat Camera focus.
  • The skill selection panels in Character Creation should now reflect skill changes caused by selecting a Descriptor.
  • The Quick Menu buttons on the HUD should now be disabled when there are no available items/abilities.
  • Fixed collision on Quick Item buttons to make clicking them more reliable.
  • Item quantities should now be displayed for items in the Quick Menu.
  • Fixed an incorrect edge case comparison in conversation MarkedAsRead calculations.
  • It should now be possible to buy cyphers by dragging them into the cypher inventory on the Trade Window.
  • Unconscious characters should no longer show up in the Trade Window.
  • The Crisis turn element should now be cleared when loading a game, preventing it from staying up in rare cases.
  • The Increase Tier Window should be correctly cleared when transitioning to a different scene.
  • It should no longer be possible to use combat abilities while in a conversation during a Crisis.
  • It should no longer be possible to discard equipped items during Crisis gameplay.
  • Cyper Limit should correctly update when equipping/unequipping items.
  • Fixed an issue with object selection scrolling on the Options Window dropdown elements.
  • Addenda from inactive quest states should no longer trigger quest notifications.
  • Map Window POI label text should now appear above the POI icons.
  • Offscreen object pointers on the HUD should no longer block input while hidden. This fixes rare cases where loading a save file could block camera movement and input.
  • Removed old code from Mere Window background that was causing it to explode.
Sound
  • Added show/hide sound effects to the Loot Window.
  • Improved sound effects on Lurker Bite attack.
  • Improved sound effects in various places during Memovira's Fortress sequence.
  • Oom sounds and "voice" added.
  • Music adjusted in several scenes.
Last edited by phimseto; May 16, 2017 @ 9:51am
< >
Showing 46-60 of 77 comments
Sidonus May 26, 2017 @ 6:11am 
Originally posted by Tangsta:
Well, I can only hope this has been a VALUABLE learning experience for InXile. Torment was their star franchise, they're not going to get anything more beloved than Torment. The realities of crowdfunding proved to be too much for them to handle.
Yep, I believe so too. While I did enjoy the game, I would absolutely never truly consider any replay. It could have been much better of a game. I was really enjoying the game and taking my time, then toward the end of the bloom I just got a tad bored and actually was anticipating finishing the game. I definately did not take the time I did with the rest of the game because of this. Glad to have deleted it actually and now I don't have to have it in the back of my mind....and backlog.
Briggs May 26, 2017 @ 6:21am 
Originally posted by Sidonas:
Originally posted by Tangsta:
It's still a long road ahead, but this is definitely a step in the right direction. How much more "free" updates does InXile have planned to fix this mess of a game? I'm just afraid it won't be enough to rescue it.
This is the last update dude...eh...what did you hear/expect? This is it....final product.
Where did they say that this was the last patch?
Sidonus May 26, 2017 @ 7:22am 
Originally posted by Krovoc:
Originally posted by Sidonas:
This is the last update dude...eh...what did you hear/expect? This is it....final product.
Where did they say that this was the last patch?
No where. They may do some technical/bug patches maybe, but I very seriously doubt there will be any further content updates. Even if there are...I mean...look at their content updates..a pet companion that was at some point..supposed to be there anyway, and 2 extra tiers and some crisis fine tuning (I personally did not notice any difference in crisis combat). Mainly my opinion, but I would definately be surprised if we ever saw anything substantial.
Last edited by Sidonus; May 26, 2017 @ 7:23am
waltc May 26, 2017 @ 2:03pm 
Anyone have any luck running the game with Windowsx64 Insider build 16199? Just curious...Microsoft seems to have botched things royally with the new "Game Mode" it is integrating into Windows for the official fall release--it's still very buggy, and apparently Tides is not the only game people are having trouble running because of it. This isn't an InXile issue at all...and I've already talked with the guys in this thread --phimseto, and probably Sears has seen my post on the InXile Tides forums, as well. At first I thought it was a Steam error of some kind--but it's clearly a Windows build problem. I've got maybe ~350 games installed, but wouldn't you know it, *Tides* is the one I most want to play! And it's the one that won't run at all...It all reminds me of a Heinz ketchup commercial--I'm in the "anticipation" stage right now...;) It's what I get for being a willing lab rat, I s'pose...! --He who is eagerly anticipating the next Insider build that hopefully will fix these problems.

Update: The latest Win10x64 build, 16215, has fixed this problem--am now able to play again!
Last edited by waltc; Jun 9, 2017 @ 8:43am
Vardis May 31, 2017 @ 5:42pm 
Originally posted by Sidonas:
Originally posted by Krovoc:
Where did they say that this was the last patch?
No where. They may do some technical/bug patches maybe, but I very seriously doubt there will be any further content updates. Even if there are...I mean...look at their content updates..a pet companion that was at some point..supposed to be there anyway, and 2 extra tiers and some crisis fine tuning (I personally did not notice any difference in crisis combat). Mainly my opinion, but I would definately be surprised if we ever saw anything substantial.

It's been 2 1/2 months since release. What substantial content were you expecting by this point?
Sidonus Jun 1, 2017 @ 2:27pm 
Originally posted by Vardis:
Originally posted by Sidonas:
No where. They may do some technical/bug patches maybe, but I very seriously doubt there will be any further content updates. Even if there are...I mean...look at their content updates..a pet companion that was at some point..supposed to be there anyway, and 2 extra tiers and some crisis fine tuning (I personally did not notice any difference in crisis combat). Mainly my opinion, but I would definately be surprised if we ever saw anything substantial.

It's been 2 1/2 months since release. What substantial content were you expecting by this point?
what? I wasn't the one talking about additional content. I was merely stating to someone that was expectant of future content that there will be no more. I am with ya, I am NOT expecting any additional content lol.
911 carrera 4s Jun 23, 2017 @ 1:06pm 
I am in the Sticha lair, have never met Oom, but I already can ask about him if I talk with Tybir -- don't know if it's intended.
Unworthy Jul 5, 2017 @ 2:20am 
Dear developers, can you tell us a date of new content-patch?
Sidonus Jul 5, 2017 @ 11:01am 
Originally posted by Metalizer:
Dear developers, can you tell us a date of new content-patch?
er...I don't think there is any new content coming is there>?
Briggs Jul 5, 2017 @ 3:53pm 
Originally posted by Sidonas:
Originally posted by Metalizer:
Dear developers, can you tell us a date of new content-patch?
er...I don't think there is any new content coming is there>?
Thanks to review bombers, the game has turned out as a commercial failure. There is no way any dev in their right minds would put more money into the game.
Sidonus Jul 6, 2017 @ 8:17am 
I don't think they ever had plans to in the first place really. I really enjoyed the game for the most part, I just kinda got bored toward the end.
Zloth Jul 14, 2017 @ 5:29pm 
Originally posted by Krovoc:
Thanks to review bombers, the game has turned out as a commercial failure. There is no way any dev in their right minds would put more money into the game.
Most devs have far too much experience in C++ to be in their right minds. ;)
yourfrag Jul 30, 2017 @ 2:57am 
Thank you. Nice to know that you dont stop.
But when you fix awful russian translate? Why you keep silence about it?
Arashi Aug 7, 2017 @ 7:48am 
Anything about improving spanish translation?
Revelator Aug 19, 2017 @ 3:47am 
add italian texts please.
< >
Showing 46-60 of 77 comments
Per page: 1530 50

Date Posted: May 16, 2017 @ 9:51am
Posts: 77