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v0.5.4 (Hotfixes)

[h2]v0.5.4b[/h2]
  • Fixed crash during faction battles
  • Fixed in some cases unable to re-enter a settlement after a battle had occurred there.
[h2]v0.5.4c[/h2]
  • Fixed error loading into battles.
[h2]v0.5.4d[/h2]
  • Fixed null exception when loading into zones, after a battle has taken place.
  • Fixed duplicate shopkeepers spawning after battles.
  • Fixed quests spawning for NPCs that do not exist either due to leaving from low prosperity, or death in battle.
[h2]v0.5.4e[/h2]
  • Fixed after entering the inn room, unable to reenter.
  • Fixed crash when leaving inn room.
[h2]v0.5.4f[/h2]
  • Fixed Grimjaw's defeat not marking fortress as defeated or removing faction influence.
  • Fixed player unable to complete quests due to faction battles. NPCs required for a quest which have been killed (from a battle or otherwise) will now automatically respawn upon reentering the town.
  • Fixed all doors in a settlement are open and unlocked after a battle is finished, even doors that should be locked.
  • Fixed issue where locations currently in battle would be invisible to the quest system, causing various unintended effects.
  • Fixed killed npcs permanently disappearing after a battle is resolved. NPCs killed in battle will now always respawn after enough time has passed, given the town has the required prosperity.
  • Faction armies can no longer walk on top of locations. This fixes an issue where battles could be started while standing on a location, which technically was not a siege (attacking from a city, or attacking an army that happens to be standing on a city).
  • Bandit armies will no longer chase the player while standing on a town (or other location).
  • Fixed battles (in the case where the player is attacked by an army) taking place on the tile of attackers, instead of defenders tile.
  • Fixed bug allowing player to keep receiving rewards for a successful battle.
  • Fixed crash "Attempt to enable respawn for NPC with respawn info".
[h2]v0.5.4g[/h2]
  • Fixed summoned animals attacking guards in Aridax and Stonewarden towns.
  • Fixed mail courier (part of "Gremlin's Grief" quest) stuck always following the player.
  • Fixed quest "Confidental Matters" missing the dialog option for the Guard Captain.
  • Fixed some parts of the character creation user interface not scaling correctly, according to the "UI Scaling" setting.
  • Fixed array out of bounds exception to do with field of vision attempting to refresh partially outside the map bounds.
  • Fixed crossing paths with an allied armies will initiate a battle (against no one).
  • Fixed shops not selling or buying some rare animal materials (beetle wings, spectral remains, etc).
  • Ethereal Gremlins no longer can spawn decay roots.
  • Removed text "World Turns: X" from overworld HUD, which was intended for debug mode only.
  • Reduced speed and view distance of bandit armies to make them less punishing (more balancing changes to come).
  • Speed up influence decay rate, so influence recedes faster when a location is defeated.
  • Tweaked army compositions for more variety, reduced chance of armies comprised only of archers or melee units.
[h2]v0.5.4h[/h2]
  • Faction structures (Bandit Camps, Gremlin fortresses) now spawn in wilderness tiles, as they did prior to v0.5.4.
  • More improvements to simultaneous turns for faster gameplay. Enemies chasing the player now move simultaneously if out of attack range.