A white triangle swinging a sword towards a dark shape with a red abstract landscape and castle in the background. To the right there is a black section that says Void Sols is on deck.

Void Sols Patch 1.5.2.1 & Steam Deck Verified

 

Hello Triangles!

Today we're excited to announce that Void Sols is Steam Deck verified! We've also just rolled out our first major patch, 1.5.2.1. We've added quite a few new features, gameplay changes, community bug fixes, and some more weapon balance changes.

Full patch notes, see below:

New Features

  • Apex Horn Statue does something now…

  • Frying Pan has a new secret synergy…

  • Equipping items play unique sounds!

  • All equipment that is picked up should now display a new item icon on the equipment button until hovered over by the player

Gameplay Changes

  • Parrying Shield now parries whenever you release the button. Previously you could only tap to parry, meaning holding it did nothing. You can still tap to parry as before, but now you can also hold to ready the parry and release, allowing a bit more depth to parrying gameplay and not punishing the player for holding the button for a bit too long

  • Cold Debuff: This was previously dealing entirely too much damage to enemies. We have enough damage-dealing status effects, so we decided to rework this status effect into something that has a different kind of utility. Triggering cold on yourself has been unchanged, you still take a chunk of non-fatal damage, and have your stamina regeneration reduced. If an enemy is affected by cold however, they take stance damage, reduced move speed, and their stance will no longer regenerate until the status depletes.

  • The Codebearer puzzle should be a little easier now…

  • Zenith Phase 1 has some balance changes, and a small gameplay change that makes it a little harder

  • Some items moved around in Cultist Compound for better game progression

 Critical Error Fixes

  • Player can no longer go out of bounds by going south from Zenith arena
  • Infernal Key can still be picked up if you died after defeating Infernal Warden
  • Significant fixes to the ritual used to spawn Amalgamate
  • Blacksmith and Alchemist no longer ask for more alloy and alembics after you have fully upgraded
  • Switch Pro Controller should show proper glyphs on main menu and rebind correctly on controls menu (The menu would break previously)
  • Items that cannot be acquired in Challenge runs / Nox Trials no longer show up on maps
  • Music will now stop playing forever when quitting to the main menu in some cases

Minor Bug Fixes

  • Updated OOBY music track
  • No more OOBY farming
  • No longer counting certain easter egg items on end screen
  • Fixed sprite sorting of miner spin attack effect
  • Fixed torches that were rendering as circles instead of diamonds
  • Improved sprite sorting of talisman projectiles
  • Blue Data Disc now shows up on Apex South Map to help players find the critical progression item
  • Added boulder shortcut that was missing on Mountain Map A
  • Added analytics for when player goes out of bounds
  • Added minor sol shard to Apex Town so the final number of shards is divisible by 6
  • Fixed texture loading pop-in in Forest
  • Fixed texture sorting issues in Factory
  • Fixed texture sorting issues in Cultist Compound
  • Fixed camera bug in Apex Town buildings
  • Preventing possible Worm boss crash on death
  • Added safeguards to errors that sometimes happen with destructibles
  • Added a sol shard to the Cultist Compound to even out the sol shard count so that if you find all of them you don’t have one missing
  • Fixing some errors with Gatekeeper death and music
  • Fixed sorting issue in Shapification Chamber
  • Fixed an error that could occur when using controller to rename files
  • Adjusted Star Fish collider to be able to be caught from near the light spark
  • Fixed a control with a missing icon on some controllers
  • Confirmation modals should now close when unpausing the game if they are still open
  • Fixed deadzone setting slider text area not scaling correctly
  • Music stops properly when using <spoiler: mushrooms> to teleport
  • There is no longer an invisible collider in the Groundskeeper arena after completing the fight
  • Groundskeeper no longer breaks if you escape the fight and return in the same life
  • Heavy shield has a little animation when you block to help communicate that it is doing something
  • Minor level design improvements in Mountain blizzard area
  • Improved Supermax Prison map
  • Fixed some items that were missing in the Village and Forest maps
  • Fixed some item types not showing up on maps when they are able to be acquired in a mastery challenge
  • Further reduced the chance of a softlock when damaging Immaculate in the transition to phase 2

Balance Changes

Primary Weapons

  • Great Hammer Heavy Attack Stance Multiplier
    • Original: 2
    • Updated: 1.5
  • Halberd Heavy Attack Stance Multiplier
    • Original: 2
    • Updated: 1.75
  • Halberd Light Attack no longer pushes you back, instead advances you forward
  • Other Halberd attacks have increased forward momentum, generally increasing reach of this weapon
  • Halberd Light Attack hitbox improvements
  • Frying Pan Base Damage
    • Original: 10
    • Updated: 8
  • Frying Pan Heavy Attack Damage Multiplier
    • Original: 1
    • Updated: 1.25
  • Frying Pan Base Stance Damage
    • Original: 15
    • Updated: 9
  • Pickaxe Base Stance
    • Original: 30
    • Updated: 20
  • Pickaxe Light Attack Stance Multiplier
    • Original: 0.5
    • Updated: 1
    • Note: While the base stance on the pickaxe has been lowered, the basic light attack has been doing 15 stance due to this multiplier. This was confusing because the game would communicate the pickaxe as having 30 stance damage when it was actually doing 15 per light attack. This change makes the UI actually align with the amount of stance the pickaxe does while giving it a minor buff
  • Katana now additionally scales on SPD, starting at E
  • Katana damage shown in stats better matches actual damage output
  • Katana attacks have increased mobility to lean into the power fantasy
  • Katana Global Damage Multiplier
  • Original: 1
  • Updated: 1.25
  • Dual Handaxe Global Damage Multiplier
  • Original: 0.75
  • Updated: 1
  • Dual Handaxe Combo Attack Damage & Stance Modifier
  • Original: 1
  • Updated: 1.25
  • Dual Handaxe Damage Scaling
  • Original: SPD: D, DEX: E
  • Updated: SPD: E, DEX: F
  • Note: This may look like a nerf, but the overall DPS is higher with these changes!
  • Gauntlets Light Attack Stamina Consumption
    • Original: 40
    • Updated: 30
  • Gauntlets Heavy Attack Stamina Consumption
    • Original: 50
    • Updated: 40
  • Gauntlets Defense Debuff
    • Original: -20%
    • Updated: -15%
  • Scythe has increased mobility, making it easier to hit enemies
  • Scythe Heavy Attack Damage Multiplier
    • Original: 2
    • Updated: 2.5
  • Sword Base Damage
    • Original: 4
    • Updated: 7
  • Sword Global Damage Multiplier
    • Original: 1
    • Updated: 0.75
    • Note: We felt like the sword DPS gets out of hand by the end game, with its strong scaling on both dexterity and strength. This change does not affect the early game experience of using the sword, while slightly reducing the long term DPS of the weapon

Secondary Weapons

  • Crossbow Stamina Consumed Per Second
    • Original: 30
    • Updated: 20

Artifacts

  • Bismuth Claw has a secret debuff that was meant to be a little easter egg, but was way out of balance. This has been reduced to not punish players for not noticing this debuff.

Bosses

  • Immaculate has a bit more end lag after some attacks
  • Immaculate Base Attack Damage
    • Original: 80
    • Updated: 70
  • Poacher Max Stance
    • Original: 130
    • Updated: 180
  • Poacher Attack Damage
    • Original: 30
    • Updated: 40
  • Zenith (Phase 1) Max Health
    • Original: 1800
    • Updated: 2000
  • Zenith (Phase 1) Stance Recharge Delay
    • Original: 1
    • Updated: 3
  • Zenith (Phase 1) Stance Recharge Rate
    • Original: 1
    • Updated: 10
  • Zenith (Phase 1) Stance Break Time
    • Original: 10
    • Updated: 6
  • Worm (Phase 1) Max Health
    • Original: 800
    • Updated: 900
  • Worm (Phase 1) Max Stance
    • Original: 200
    • Updated: 250
  • Worm (Phase 2) Max Health
    • Original: 700
    • Updated: 720
  • Worm (Phase 2) Max Stance
    • Original: 100
    • Updated: 200
  • Reduced frequency of getting multiple hits per attack on Worm causing certain weapons to instantly kill this boss
  • Increased Worm resistance to Jolt

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