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Patch Notes, V8.9.8.8, Most requested feature!

Ûnsae
[p]This marks a major rework of A LOT of our menu logic. We now have mouse navigation in all relevant menus!!! We are also discounting the game in the light of this update!

I'd still be cautious if you want to swap a lot between using gamepad and KB/M, there are certainly a few places where the game can get confused if you do. We didn't end up needing a setting for it instead we try to recognize whenever you are using another input device. All other input methods still available such as Arrow Keys or WASD to navigate menus (Yes this was difficult to maintain); alas it's finally here which brings us closer to our final vision. We also bring some additional goodies, mostly in terms of animation fidelity.[/p][p]Current Patch V 8.9.8.8[/p]
  • [p]Added Mouse control to all relevant Menus[/p]
  • [p]Major rework of the animation fidelity when blocking[/p]
  • [p]Fixed issue with unequipping weapons as it would not display if you hold block[/p]
  • [p]Fixed Struggler Great-sword (Real)'s visuals, size and holster[/p]
  • [p]Fixed rough navigation across certain rocky & jagged meshes[/p]
[h3] Known Issues[/h3]
  • [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]
[p][/p]

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]
[h3] Known Issues[/h3]
  • [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]
[p][/p]

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]