Update 0.8.2 released
Thanks to the amazing Beta-Testers, a number of reported issues has been fixed through the last weeks. Some of these were old bugs present since the january release, but most were specific from the major update 0.8.1.
There's also a few adjustments and improvements related to poison status, and other minor changes.
I am already working on the next areas to be released. Thanks everyone for the amazing feedback and reviews; it is a great contribution to the game.
There's also a few adjustments and improvements related to poison status, and other minor changes.
- Encounters will now correctly aggro all the creatures as intended, even if they are split.
- Poison is now a bit easier to resist. Failing Vitality check by less than 25, will reduce poison power by 1. A successful check will reduce the poison by 2+, depending on the success margin.
- Party members dying in combat by poison or other slow-damage effect, will now correctly receive wounds as per selected difficulty.
- Poison resistance is now reported in your console, so you can see your chances and dice rolls and their effect.
- When camping in the wilds, poison will now take effect and hurt characters until resisted. Vitality checks while at camp will receive a +25 bonus.
- In certain dialogue (gate sergeant) you could try to attack and deal damage to the NPC, and it was not correctly applied.
- Disease is now properly cured at the temples.
- Solved a crash or game lock that could happen when you entered an area and immediately aggroed enemies. Could happen when getting out of Emerrand Fortress.
- Hitting ESC while a mouse tooltip is being displayed could in some cases make the tooltip linger during exploration. Fixed.
- Certain NPC in the quarry was supposed to give a 'warning' before aggroing, but it wasn't working as intended. Fixed.
- Solved some aggro distance issues in the quarry final fight.
- During 'Owed in Blood' quest, some NPCs were not supposed to keep spawning in the fortress' throne room after talking to them. Solved.
- During 'Wild Ones' quest, finding the camp before talking to the captain could lock out certain dialogue options with a NPC in town. Fixed.
- The battle grid was not correctly generated in the stairs leading into the fortress.
- Several typos and odd special characters fixed in dialogues and journal entries.
- Some containers in Medrin Forest had an empty name.
I am already working on the next areas to be released. Thanks everyone for the amazing feedback and reviews; it is a great contribution to the game.