Patch Notes, V8.9.6.7
Ûnsae
[p]Of course we introduced a bunch of issues with all the greatness in the last one. I thought we had checked most things but as it turns out there were plenty of things to address. While we did our playthrough to look around we came up with some small ideas on improvements and we made some notes about other things that we want to do. This patch may introduce a small micro shader compile stutter. Gathering unique data from different hardware takes time & we've changed a few major shaders with this with this one. Sorry, it's for a greater cause down the line![/p][p]Current Patch V 8.9.6.7[/p]- [p]Fixed final boss music tended to multiply up when hit[/p]
- [p]Fixed mistake that jumbled up our Enemy Projectiles[/p]
- [p]Fixed some minor typos[/p]
- [p]Fixed equipment that said they give Stamina, which of course should be Adrenaline[/p]
- [p]Fixed Gryphons not giving their loot if killed by player arrow[/p]
- [p]Fixed full body VFX from status effects not removed when resting at Foci[/p]
- [p]Fixed Inventory text for weapons/shields now display the % symbol next to relevant item stats[/p]
- [p]Fixed crest charges not displaying the correct amount. Should update when you do the next event that charges the crest[/p]
- [p]Fixed bad tiling in several places, causing low quality looking rock; may stutter first time seeing it. This will improve in a future patch[/p]
- [p]Fixed sinking down into some root meshes in the Nekath home tree[/p]
- [p]Fixed docile Miasmites from Single-Spawners[/p]
- [p]Fixed bad overlap location for a body of water in Wolfs pass near Wilden[/p]
- [p]Fixed message soft lock in a puzzle near Redoak[/p]
- [p]Fixed cinematic details in Fathoms[/p]
- [p]Fixed bad position of activation prompt for an NPC in a house in Wilden[/p]
- [p]Fixed LOD distance on SM_Bushy_tree extending it further due to looking bad from below[/p]
- [p]Added feedback to unlocking an ADR skill through combat, requires more testing[/p]
- [p]Added missing icon: Griffon Piece[/p]
- [p]Added missing collision to a new tree type[/p]
- [p]Added missing collision to a new table type[/p]
- [p]Added another way to win the Fathoms Race[/p]
- [p]Added experimental Un-knock arrows with G on KB/M and Gamepad Left Shoulder on gamepad[/p]
- [p]Added Un-knock keys to Settings Menu[/p]
- [p]Added new cinematic detail in Fathoms[/p]
- [p]Improved lock-on for Skull Demon[/p]
- [p]Improved variation of Nekath around the home tree[/p]
- [p]Improved dialog for NPC asking you for you to hunt Gryphons[/p]
- [p]Removed residual demo text at end of Chapter one[/p]
- [p]Micro-stutter due to shader cache miss[/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]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]