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Dynasthir News

Patch Notes, V8.9.6.2

Ûnsae
[p]In our continued pursuit of a better experience. We've adjusted the way ADR charges work. And we are now in a state where we can plan further content connected to ADR. I also have this.. dream of optimizing our assets until we hit under 12gb disc size. We recently came down under the 13gb barrier due to remixing some assets; just making better use of what we have available.[/p][p]Current Patch V 8.9.6.2[/p][h3]COMBAT[/h3]
  • [p]ADR charges are now only used if you don't have enough ADR built up already[/p]
  • [p]Fixed ADR Charges now deplete in the right order[/p]
  • [p]Fixed basic arrows stuck in the air after target dies[/p]
  • [p]Added full restore of ADR charges on load[/p]
  • [p]Added full restore ADR charges on Rest at Foci (save point)[/p]
[h3]Exploration[/h3]
  • [p]Fixed clipping in cinematic for a tree trunk based shortcut[/p]
  • [p]Fixed container in the keep overlooking the Erd, giving arrows instead of helmet. ID is reset. You can pick it up again.[/p]
  • [p]Fixed Velkiri boss in the Erd not giving a reward for killing her[/p]
  • [p]Improved lore on Phase Grass[/p]
  • [p]Added missing collision to red crystals[/p]
[h3]Other[/h3]
  • [p]Removed two unnecessary materials & associated texture sets[/p]
  • [p]Removed unnecessary clutter[/p]
  • [p]Improved loading & offloading of maps near the start[/p]
  • [p]Improved runtime performance by separating small VFX further into smaller appropriate maps[/p]
[h3] Known Issues[/h3]
  • [p]Glyph functionality mis-match in rebinding Flicks[/p]
  • [p]Music levels of certain pieces not tied to any slider[/p]
  • [p]Severity slider for Color Blindness resets to full[/p]
  • [p]Active guards death do not worsen world state if killed by the player[/p]
  • [p]Underside of balcony in Lower Waycastle can be seen through from below[/p]
  • [p]Food item in Torgate Tavern, not so clearly targetable or purchasable[/p][p] [/p][p]- Ulfgang & Mireneye [/p]
[p][/p]

Patch Notes, V8.9.6.0

Ûnsae
[p]In our continued pursuit of a better experience. We've updated our combat adding an experimental Adrenaline charge as well as a missing input buffering of our dash and improved lock on handling of early game enemies. We started changing some of the early areas to better match our ultimate vision. Like always we are tweaking and balancing as we go.[/p][p]Current Patch V 8.9.6.0[/p][h3]COMBAT[/h3]
  • [p]Experimental - ADR(Adrenaline) can now build charges from maxing out the ADR bar[/p]
  • [p]Player gains one ADR charge from resting at Foci or loading into the game[/p]
  • [p]More responsive Dashes! Player dashes now properly use the Input Buffer[/p]
  • [p]Ukemi flag now reset back to Idle at the end of a dash[/p]
  • [p]Fixed per tick damage from lasers applying full Buff damage per tick[/p]
  • [p]Improved Lock-on handling for several early game enemies[/p]
  • [p]Improved shockwave collision handling slightly[/p]
  • [p]Improved Cultist hitbox[/p]
  • [p]Tweaked global hit-stop[/p]
  • [p]Miasmites can now be backstabbed[/p]
[h3]Music[/h3]
  • [p]Added a custom theme for an end game boss[/p]
[h3]NPCs[/h3]
  • [p]Experimental - Town guards will fight back if you aggro them[/p]
  • [p]Town guards looking towards you should be a bit more ergonomical[/p]
[h3]Exploration[/h3]
  • [p]Added a cardinals display to road signs to help navigation[/p]
  • [p]Added additional road signs for improved navigation[/p]
  • [p]Fixed some areas where player sinks down below water[/p]
  • [p]Lower Waycastle area updated in preparation for upcoming patch[/p]
  • [p]Wilden area updated in preparation for upcoming patch[/p]
  • [p]Cultist spawn less in Wilden upon defeating the area boss[/p]
[h3]Other[/h3]
  • [p]Fixed broken visuals on a certain wearable mask[/p]
  • [p]Fixed wrongly assigned mountain texture scaling[/p]
  • [p]Fixed an asset loading issue in the Keep along the main road facing the Erd[/p]
  • [p]Improved animation walk synchronization for cultists walking at Max speed[/p]
[h3] Known Issues[/h3]
  • [p]Glyph functionality mis-match in rebinding Flicks[/p]
  • [p]Music levels of certain pieces not tied to any slider[/p]
  • [p]Severity slider for Color Blindness resets to full
    [/p][p]- Ulfgang & Mireneye [/p]
[p][/p]

Patch Notes, V8.9.5.0

Ûnsae
[p]In pursuit of a better experience. We have taken a look at combat, consistency of lore & NPCs. What this means for you is a more coherent world (in its own way of course) with improved combat feel and exploration. We are, like always tweaking and balancing as we go. In addition we have addressed some of the previously known issues.[/p][p]Current Patch V 8.9.5.0[/p][h3]COMBAT[/h3]
  • [p]Added camera shake to player light attacks[/p]
  • [p]Added additional sounds to Outlaw (common type) attacks[/p]
  • [p]Tweaked global hit-stop[/p]
  • [p]Tweaked camera shake on player heavy attacks[/p]
  • [p]Tweaked enemy parry behavior[/p]
  • [p]Removed redundant code execution from enemy parries[/p]
[h3]NPCs[/h3]
  • [p]Fixed two wardrobe malfunctions[/p]
  • [p]Tweaked NPC interaction at the bar in Torgate in preparation for additional Skill-Tree functionality[/p]
  • [p]Tweaked NPC interaction at refugee camp above Torgate[/p]
  • [p]Tweaked NPC visuals at Waycastle[/p]
  • [p]Added two NPC interactions to Fathoms[/p]
[h3]Exploration[/h3]
  • [p]Fixed enemy along the Kiall beach not dropping special item[/p]
  • [p]Fixed color of enemy alongside Kiall Coast[/p]
  • [p]Fixed shop display locations in Fathoms[/p]
  • [p]Fixed sequence break allowing going directly from chapter 1 to chapter 2[/p]
  • [p]Fixed collision on big main branch leading to the Nekath home tree[/p]
  • [p]Added some additional rewards for exploring the Main Road[/p]
  • [p]Added collision to Ropes so they can now be traversed[/p]
  • [p]Removed collision from vertical rope near the Main Road[/p]
  • [p]Tweaked Fathoms visuals[/p]
[h3]Lore[/h3]
  • [p]Removed red trees from Fathoms[/p]
  • [p]Added green trees to Fathoms[/p]
  • [p]Added two codex entries[/p]
  • [p]Tweaked item descriptions on multiple items for coherency[/p]
[h3]Other[/h3]
  • [p]Re-enabled Controller support through Steam[/p]
  • [p]Added item: Brew[/p]
  • [p]Added Brew to Bar[/p]
  • [p]Fixed broken visual of recently added gear[/p]
  • [p]Fixed broken visual on certain roofs[/p]
  • [p]Tweaked ambience for Old battlefield[/p]
  • [p]Tweaked ambience for Wilden townhall[/p]
[h3] Known Issues[/h3]
  • [p]Glyph functionality mis-match in rebinding Flicks[/p]
  • [p]Music levels of certain pieces not tied to any slider[/p]
  • [p]Severity slider for Color Blindness resets to full
    [/p][p]- Ulfgang & Mireneye [/p]
[p][/p]

Patch Notes, V8.9.4.0

Ûnsae
[p]After seeing the positive response to the improvements to healing and after seeing some people stream the game, we felt we could continue improving the overall experience without many critical things on our mind for now. Next patch we will be looking into some of the Known Issues so they don't grow outside of our control.[/p][p] Current Patch V 8.9.4.0[/p]
  • [p]Tweaked Foggy weather in the main world space[/p]
  • [p]Tweaked partial clear (Red Weather) in main world space[/p]
  • [p]Tweaked weather in Wolfs pass Shrine[/p]
  • [p]Added display of needed currency with an Icon in shops[/p]
  • [p]Added grace period to activating movable objects[/p]
  • [p]Fixed cart related collision you could get stuck under[/p]
  • [p]Fixed NPCs in Main-road Camp not being interactable[/p]
  • [p]Fixed clipping doors[/p]
  • [p]Fixed Sentries not properly responding to lock-on[/p]
  • [p]Improved moving through the world[/p]
  • [p]Improved landscaping in hard to reach areas[/p]
  • [p]Improved broken blade animation move-set[/p]
[p] Known Issues[/p]
  • [p]Glyph functionality mis-match in rebinding Flicks[/p]
  • [p]A few missing Activate popups for NPCs[/p]
  • [p]Some NPCs in the Mainroad camp have corrupted visuals[/p]
  • [p]Music levels of certain pieces not tied to any slider[/p]
  • [p]Severity slider for Color Blindness resets to full
    [/p][p]- Ulfgang & Mireneye [/p]
[p][/p]

Patch Notes, V8.9.3.2

Ûnsae
[p]We changed the way you are introduced to Essence as healing. We adjusted some idles, tweaked some world design and fixed some climbing pathways that had broken links. This should improve the way you are welcomed into the world, and how you get around it.[/p][p] Current Patch V 8.9.3.2[/p]
  • [p]Changed the initial healing item from 1 Crystallized Essence into 4 non crystallized ones[/p]
  • [p]Added a Codex Entry that hints you towards how to get Crystallized Essence[/p]
  • [p]Added Foci (Save spot) related shader, for added clarity of hidden mechanic[/p]
  • [p]Added lowest LOD for distant mesh in Wilden[/p]
  • [p]Fixed some broken links in climbing paths[/p]
  • [p]Fixed some NPC activation issues[/p]
  • [p]Bosses counting towards satiating the crest should now stay dead after killing them[/p]
[p] Known Issues[/p]
  • [p]Glyph functionality mis-match in rebinding Flicks[/p]
  • [p]Music levels of certain pieces not tied to any slider[/p]
  • [p]Severity slider for Color Blindness resets to full
    [/p][p]- Ulfgang & Mireneye [/p]
[p][/p]