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.
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.