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Patch Notes V3.07

[h3]Remark:[/h3]

In this update I've addressed a lot of small bugs and details that have piled up on my notes during my playthrough. Except for one bug, everything is not game-blocking and I can say that everything worked fine during my complete playthrough (main game + both DLCs). If you notice any bugs, please let me know in the community forum :-) !
In the next update I will once again try to improve the clarity of farming, as I still see that many players take a long time to understand the simulation on which the game is based. The plan is to show the important data summarised graphically at central points during the game. Of course, farming will never be as simple as in most other farming games, but it shouldn't be. Let yourself be surprised :-) !


[h3]Patch notes 3.07[/h3]


Game:

Farm animals are now more intelligent in their search for water and automatically avoid salty sea water. They also prefer the water troughs placed by the player if they are in sight.
After some consideration, I have decided to reintegrate the option of caging large animals and pets. This is a bit unrealistic in the case of a full-grown cow, but let´s not forget it's a game ;-) ! In the case of pets, a note is also displayed that the animal must be re-tamed and possibly re-enchanted after being released again.

Unfortunately, there was no other way of doing this with the existing system. I don't think it would be worth changing the system for this one reason. In any case, this change means that you can sell all the animals that you have in excess so that you don't have to choose between killing your animals or spending the whole day feeding them ;-) !

During a cutscene in the sky fortress, the player is now placed in a new position so that the action feels more coherent.

During the day, the game now analyses exactly what is growing on each soil field every hour and will show which plants or trees are still suffering from a lack of water in the overview (CTRL/Control on the keyboard) when it rains, or whether the remaining amount of water in the soil is sufficient for the respective plants and trees on the field to grow. This does not take into account any magic water crystals or water channels that may be in place, as these release their water into the soil at night.

Fixed small logic errors in various places in the dialogues

In the intro of the DLC The Sky Fortress the picnic in the forest was forgotten :-) !
Fixed an umlaut error in one of Willi's speech bubbles

Wood's quest for more squirrels was not ended when handing in the materials. This has been fixed.
The purple mushroom could not grow on stone soil because it needed too much water. This has been fixed.

The display of the mature purple mushroom was incorrect. A seed was displayed instead. This has been fixed.

Melinda mistakenly had pots of purple mushrooms in her assortment, even though she doesn't know them (questline).

Maurice questlines from the DLC The Desert are now finished at the start of the DLC The Sky Fortress and the dialogues are skipped.

After the conversation with Liam in Sandheim, the quest hint regarding the magic mushroom spores is now deleted, as Liam no longer offers magic mushroom spores.

Voles and locusts will now appear in more locations in the world at the same time during a plague.
Dandelions should not be able to grow in pond water. This has been fixed.

The lupine had too strong an urge to reproduce, which has now been curbed.

A player chest has been added to the southern island in the DLC The Sky Fortress.


Starting map (these changes are only available in a new game):

In the DLC The Sky Fortress, a few ground fields in houses have been changed.

In the DLC The Sky Fortress, a small area of the southern fertile forest island has also been freed from the desert climate.

In the Sky Fortress DLC, an area around the NPC Drystan has been created on the northern island where no trees can grow so that he always remains visible.

In the Sky Fortress DLC, a few keys have been replaced due to poor visibility on the ground.
Some blocked passages in the southern fortress of the DLC The Sky Fortress were passable from the side. This has been fixed

A potion has been removed from a cave in The Sky Fortress DLC.

Some stables had a strip of rock on the side that was copied during construction. This has been removed.


Bugs:

A bug in a dialogue script of the Sky Fortress DLC could block the main storyline under certain circumstances. This has been fixed.

Battle companions could freeze in motion under certain conditions and were then useless until they were addressed or, in the case of the Dino, summoned again. This should be fixed.

Fixed a bug in the dialogues that caused Drystan to continue swapping with the player after the end of the Desert DLC.

Fixed a bug that caused the game to forget that Eleyne and Nira were already placed in Sandheim. This meant that you could not buy the incredible stables and the lion cub from Nira or Eleyne.

Lava was not cooled by frost crystals as intended in some cases. This now works as meant.

In the Sky Fortress DLC, an event trigger was "slipping" and you could unintentionally trigger it by walking close to the wall. This has been fixed (requires restarting the DLC)

The spell "Ice Mine" did physical damage in addition to ice damage, which was not intended. Now the spell only does ice damage.

Patch Notes V3.06

Game:


The area of the lion's special attack has been slightly reduced.


The effect of the wolf's special attack was increased,


In the DLC The Desert, a key in the labyrinth was made more visible because it was hard to spot on the floor (if you had destroyed the table the key was on).


The food dispenser from the 1st DLC can now hold more food to withstand the hunger of lion and wolf.

All stone walls now have a damage bar when they are damaged, which is shown whenever the player has a pickaxe equipped. In addition, stone walls can no longer be destroyed with normal weapons (except with ice spells).

Magic Fragment and Consciousness Fragment deposits have also received a damage bar



Sound:


Some sound effects in the DLC The Desert were still in stereo format. This resulted in strange noises when something happened far away, because stereo sound does not allow positioning in space.



Bugs:


When dismounting from the llama and calling battle companions, it could happen that you crossed walls. This has been fixed and the game displays a message if no valid position is found.


Lion and wolf would remain motionless within element fields until the effect disappeared. This has been fixed.


By adding the auto-save function in the new start map before hard boss fights, the switch for the appearance of the dragons was unfortunately deleted in the final fight of the main game. This has been fixed and should now work again everywhere.


In the quest to rebuild Wood Home, Hagen promised the player coins, which he then preferred to keep himself ;-) ! This has been fixed.


In the DLC The Desert, an ash eruption could not be ended properly beforehand during large volcanic eruptions, which led to incorrect light values in entire areas. This has now been fixed.



Dialogues:

Fixed a bug when delivering the 2nd orb in Gertrude's dialogues.

Some minor bugs in various lines of dialogue in the Desert DLC have been fixed.



SteamDeck


Further improvements for SteamOS compatibility have been integrated into the game.

Patch Notes V3.05

Game:

The link for the new German video tutorials has been added.

Bugs:

When copying areas of the world, it was sometimes incorrectly displayed for a short time that you can grow something there. This has been fixed.

Liam was not locked in his cell and the door was open. The cell is now locked as intended and must first be opened.

In Sandhome the roof was not hidden when entering a house. This has been fixed.


Patch Notes V3.04

Game:

Battle companions could damage the player with their ranged attacks. This has been changed and the player is now immune to the area attacks of the companions.

The game now automatically detects if it was started from the Steam Deck and activates Controller Mode by default.

Patchnotes V3.03

Game:

The info of battle companions now shows exactly whether the animal is hungry and / or injured.

When feeding with normal animal food, the injured animal is not healed, but is no longer hungry afterwards and will be able to heal itself in the following day. Hungry animals do not heal themselves and will starve to death if deprived of food for a long time.

Wolf and lion now have more armour and more life essence. They also deal more damage. In battle mode in the caves, they also regenerate their life essence very slowly.

During a plague of voles or locusts, more positions where voles or locusts can appear have been added. The number of voles and grasshoppers has also been increased.