Hollow Knight

Hollow Knight

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Team Cherry  [developer] Jun 17, 2021 @ 12:48am
v1.5.71.11816 now on public beta
Hollow Knight v1.5.71.11816 is now available on the public-beta branch for all platforms. It can be accessed by right-clicking the game in your Steam library, then clicking "Properties", "Betas", and selecting "public-beta".

- Fixed achievements for macOS (not firing in v1.5.68.11808)
- Fixed nail art damage
- Fixed missing effects when slashing lift spikes
- Re-added native input option (on by default)
- Updated InControl plugin to latest version

We're still working on a proper fix for the permission error when launching the game on macOS. In the meantime, the steps in our discussions post should get it working: https://steamcommunity.com/app/367520/discussions/0/3109153465655517517/

EDIT: v1.5.72.11824
- Added ControllerRumbleMultiplier and CameraShakeMultiplier to Config.ini
- Fixed Native Input not showing the correct state
- Crystal Guardian will now wake up when damaged by Dreamshield and Grimmchild
- Fixed controller screen showing Xbox 360 controller if none plugged in
- Fixed Troupe Master Grimm's flame balls to now spawn from behind him
- Fixed camera shake not working during hit pauses
Last edited by Team Cherry; Jun 21, 2021 @ 7:40pm
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Showing 1-15 of 34 comments
Thank you for the continuing Hollow Knight support 💚
Noborus Jun 17, 2021 @ 7:28am 
Thank you for working hard on all the updates! We really appreciate it :D
Noirgheos Jun 17, 2021 @ 12:09pm 
In the latest stable and beta update, an Xbox 360 controller pops up as connected when booting the game (even if no controller is present), and is replaced by any controller connected after (for example, Xbox One), and when disconnected, shows the proper "no controller detected" message. Shouldn't this message display by default if no controller is connected at all?
Last edited by Noirgheos; Jun 17, 2021 @ 12:14pm
pogodemon Jun 17, 2021 @ 3:12pm 
Thank you, Team Cherry, for your continuous support. Previous beta thread was unpinned and this one was pinned so I will put some unresolved bugs here.

- Fireballs spawned during "Pufferfish" attack of Troupe Master Grimm are displayed incorrectly. Same problem happened with Nightmare King in earlier betas, but it was fixed quite a while ago.

- Screen shake effect when getting hit by enemies is still missing since v1.5.64 update, leading to perceived (pseudo, not actual) graphical stutters.

Final note, seems like effect of the Fury of the Fallen charm now correctly affects the damage output of Cyclone Slash. But Fragile Strength and Unbreakable Strength charms stopped effecting the Nail Arts.
On v1.5.68, Dash Slash and Great Slash were dealing 2x Nail damage and Cyclone Slash was dealing 1x Nail damage per hit. Also, aforementioned charms would buff their damage by 1.5x. Currently, it is 2.5x and 1.25x respectively and the charms don't change the damage output.
Last edited by pogodemon; Jun 17, 2021 @ 3:13pm
kanna Jun 17, 2021 @ 4:47pm 
Thank you Team Cherry! The continued support is much appreciated! :hollowknight:

Originally posted by pogodemon:
Currently, it is 2.5x and 1.25x respectively and the charms don't change the damage output.
If I'm not mistaken, isn't that how it was in 1.4.3.2? And you mentioned Fury has the expected effect now. Can I ask for clarification on what specific values you are expecting? Was it from a patch earlier than 1.4.3.2?
pogodemon Jun 17, 2021 @ 11:02pm 
Originally posted by kanna:
Originally posted by pogodemon:
Currently, it is 2.5x and 1.25x respectively and the charms don't change the damage output.
If I'm not mistaken, isn't that how it was in 1.4.3.2?

Yes, that's how it was on previous stable release.

Originally posted by kanna:
And you mentioned Fury has the expected effect now. Can I ask for clarification on what specific values you are expecting? Was it from a patch earlier than 1.4.3.2?

Originally posted by pogodemon:
On v1.5.68, Dash Slash and Great Slash were dealing 2x Nail damage and Cyclone Slash was dealing 1x Nail damage per hit. Also, aforementioned charms would buff their damage by 1.5x.
✯ El Juancho Jun 18, 2021 @ 12:20pm 
Thank you so much for still updating hollow knight!
kanna Jun 18, 2021 @ 4:04pm 
Originally posted by pogodemon:
On v1.5.68, Dash Slash and Great Slash were dealing 2x Nail damage and Cyclone Slash was dealing 1x Nail damage per hit. Also, aforementioned charms would buff their damage by 1.5x.
I'm sure you realize I already read that. Did you read where TC said they corrected nail art damage? I gave you the benefit of the doubt and assumed you did, but maybe not.

Personally I'm indifferent about this myself and can go either way, but there was also a camp of people who were complaining about nail arts being nerfed (without Strength charm) in the recent beta and how it severely affects P5 charm binding runs in particular. Can't please everyone, I guess.
Last edited by kanna; Jun 18, 2021 @ 4:05pm
pogodemon Jun 19, 2021 @ 7:55am 
Originally posted by kanna:
Originally posted by pogodemon:
On v1.5.68, Dash Slash and Great Slash were dealing 2x Nail damage and Cyclone Slash was dealing 1x Nail damage per hit. Also, aforementioned charms would buff their damage by 1.5x.
I'm sure you realize I already read that. Did you read where TC said they corrected nail art damage? I gave you the benefit of the doubt and assumed you did, but maybe not.

Personally I'm indifferent about this myself and can go either way, but there was also a camp of people who were complaining about nail arts being nerfed (without Strength charm) in the recent beta and how it severely affects P5 charm binding runs in particular. Can't please everyone, I guess.

No, they did not mention it in patch notes, but it was in the game. I guess they have changed their minds or could not implement it properly.
Last edited by pogodemon; Jun 19, 2021 @ 7:55am
pogodemon Jun 19, 2021 @ 11:46pm 
Hello, Team Cherry. Primal Aspids spawned during The Collector boss fight in Ascended difficulty can fire projectiles the exact moment they break out of jars. When this happens it is near impossible to counteract and most of the time results in players getting hit.
tintingaroo Jun 20, 2021 @ 7:26pm 
@TC
If it's in your domain (rather than InControl dev), regarding this:
Originally posted by Noirgheos:
In the latest stable and beta update, an Xbox 360 controller pops up as connected when booting the game (even if no controller is present), and is replaced by any controller connected after (for example, Xbox One), and when disconnected, shows the proper "no controller detected" message. Shouldn't this message display by default if no controller is connected at all?

I found this helped:

Within:
InputHandler.Start()

Changing from:
if (InputManager.ActiveDevice != null)
to:
If (InputManager.ActiveDevice != InputDevice.Null)
tintingaroo Jun 20, 2021 @ 8:57pm 
The Native Controller Input menu setting reads 'On' after changing it then quitting/restarting game. It doesn't reflect Native Input status.

STEPS:
Start game
Turn Native Input off
Quit and restart game

RESULT:
Native Input is off but NCI menu option reads 'On'

(Windows 10)
Last edited by tintingaroo; Jun 20, 2021 @ 8:59pm
JayZeeeS Jun 21, 2021 @ 8:01am 
On the latest versions, both beta and otherwise, I am not able to use my XBOX Elite series 2 Controller, it gets detected by steam but I am unable to control the game at all with it.
Last edited by JayZeeeS; Jun 21, 2021 @ 8:01am
Noborus Jun 21, 2021 @ 8:06am 
A lot of people dislike the screen stutter after killing an enemy, and getting hit by an enemy, if there could be a setting to disable that i think a lot of people would be happy, i know taking damage and freezing for a second serves a purpose so i don't really know how you would get rid of that but i think just the slight stutter when killing something will satisfy most people.
Kind request to expand upon the Controller Vibration function.

Instead of
OFF ◽ ON

It could be just gradual
OFF ◽ 5% ◽ 10% ◽ ... ◽ 90% ◽ 95% ◽ 100%

Post inspired by threads returning here like a boomerang

EDIT:
Something similar could apply to Frame Rate Limit as well. The default 400 FPS limit is set insanely high.
Thank you for adding Rumble and Shake strength to Config!
Last edited by 🉑 rezno[R].technology; Jun 22, 2021 @ 2:06pm
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Date Posted: Jun 17, 2021 @ 12:48am
Posts: 34