Patch 1.285
[h2]Balance: Enemy Behavior[/h2]
~ Balance testing: Increased most enemy Action times, have the less intelligent enemies move around less during combat
~ Less brain-heavy enemies have behavior to move around more in combat to make them easier to track and hit and not attack as frequently. This patch has this wandering reduced to make them more grounded
[h2]Updates[/h2]
~ Updated inventory to allow picked up items to stack in both belt slots and bag
~ Camp at the north of Abandoned Farm map leaves with boats as intended a few hours after you finish their quests
~ Game feed calculations show repairs & patching
~ Game feed calculations show intercessions calculation
[h2]Fixes[/h2]
~ Fixed issue where you could not use escape to leave controller mode when main menu is open
~ Fixed some issues with companions make path in unexpected direction after changing rooms
~ Fixed bug where resting with blanket can be interrupted when seen by enemies and time does not pass but healing still occurs
~ Fixed graphics error where possessed children could have both Pasaaran feet and sandals
~ Fixed graphics bug where elyxir explosion could play twice
~ Fixed some issues with indoor perspective camera shadows and objects that shouldn’t be casting a shadow
[h2]Intercessions[/h2]
~ Fixed bug where second hand weapon intercessions were not working
[h2]Interface[/h2]
~ Updated perspective map views to fit non 16:9 resolutions correctly so full map image can be seen and exits can be clicked on
~ Fixed bug where equipped arrows, vials and darts where not updating stack size when going into equipped slots from arrow kit
~ Fixed an issue that could occur when peddler inventory is full
~ Fixed bug where weapon selected in companions docks not saving
~ Fixed bug with selected arrows not always showing blue glow correctly~ Fixed an odd visual error where dragging an inventory item onto a companion and then immediately closing it still showed an indented inventory slot on the giver. This indentation now updated immediately
[h2]Controllers[/h2]
~ Fixed issue with controller where control scheme layout doesn’t show up until reload
The focus of the next updates are continued fixes preparing for the 1.5 dryads content update and 2.0 with the first additional maps.
We have some quality of life updates on the immediate docket, some auxiliary balance things outside the ruleset (peddlers will now save known items sold to them and depreciate their buy value), as well as as a slew of art additions and updates like HUD updates, some more creatures and NPCs.
[h2]Balance and Gameplay Updates[/h2]
The witch cauldron is brewing for week 4 of Early Access, and we're stirring in the culmination of ideas and thoughts we've had and forming something tangible from what all we've heard from you guys. Before we uproot some ruleset numbers we wanted to focus on what happens between your dome attacks.
In short, the first things we're trying for that are:
~ Enemies have more tile-spread volatile and directional attacks to require more mobility
~ Addition of Charge-Up attacks where you can directionally do weaker attacks at-will outside the dome to fill up for a more potent attack and/or increase speed of Action Time
~ Button for directional hop for physically evading, Block still working with improved visual for perfect blocking timing
~ Some song buff ranges acting as smaller long-lasting auras for companions they have to be near to get the buff stack from
~ Option to raise up incapacitated companion when holding on them for brief time
~ Spirit now comes out as tile effect, anyone/anything that casts spells or has a spellbook can absorb them by competing to run over them manually
~ Dome attacks are still primary damage dealers, and have increased fill time
We'll be implementing these on a separate beta branch to get your feedback on. We'll let you know when that's live and would love your thoughts. If we do the Charge-Up attacks, we'll be doing the ruleset rebalance with that in mind, so this would have to get the go-ahead first.
~ Balance testing: Increased most enemy Action times, have the less intelligent enemies move around less during combat
~ Less brain-heavy enemies have behavior to move around more in combat to make them easier to track and hit and not attack as frequently. This patch has this wandering reduced to make them more grounded
[h2]Updates[/h2]
~ Updated inventory to allow picked up items to stack in both belt slots and bag
~ Camp at the north of Abandoned Farm map leaves with boats as intended a few hours after you finish their quests
~ Game feed calculations show repairs & patching
~ Game feed calculations show intercessions calculation
[h2]Fixes[/h2]
~ Fixed issue where you could not use escape to leave controller mode when main menu is open
~ Fixed some issues with companions make path in unexpected direction after changing rooms
~ Fixed bug where resting with blanket can be interrupted when seen by enemies and time does not pass but healing still occurs
~ Fixed graphics error where possessed children could have both Pasaaran feet and sandals
~ Fixed graphics bug where elyxir explosion could play twice
~ Fixed some issues with indoor perspective camera shadows and objects that shouldn’t be casting a shadow
[h2]Intercessions[/h2]
~ Fixed bug where second hand weapon intercessions were not working
[h2]Interface[/h2]
~ Updated perspective map views to fit non 16:9 resolutions correctly so full map image can be seen and exits can be clicked on
~ Fixed bug where equipped arrows, vials and darts where not updating stack size when going into equipped slots from arrow kit
~ Fixed an issue that could occur when peddler inventory is full
~ Fixed bug where weapon selected in companions docks not saving
~ Fixed bug with selected arrows not always showing blue glow correctly~ Fixed an odd visual error where dragging an inventory item onto a companion and then immediately closing it still showed an indented inventory slot on the giver. This indentation now updated immediately
[h2]Controllers[/h2]
~ Fixed issue with controller where control scheme layout doesn’t show up until reload
NEXT UPDATES:
The focus of the next updates are continued fixes preparing for the 1.5 dryads content update and 2.0 with the first additional maps.
We have some quality of life updates on the immediate docket, some auxiliary balance things outside the ruleset (peddlers will now save known items sold to them and depreciate their buy value), as well as as a slew of art additions and updates like HUD updates, some more creatures and NPCs.
[h2]Balance and Gameplay Updates[/h2]
The witch cauldron is brewing for week 4 of Early Access, and we're stirring in the culmination of ideas and thoughts we've had and forming something tangible from what all we've heard from you guys. Before we uproot some ruleset numbers we wanted to focus on what happens between your dome attacks.
In short, the first things we're trying for that are:
~ Enemies have more tile-spread volatile and directional attacks to require more mobility
~ Addition of Charge-Up attacks where you can directionally do weaker attacks at-will outside the dome to fill up for a more potent attack and/or increase speed of Action Time
~ Button for directional hop for physically evading, Block still working with improved visual for perfect blocking timing
~ Some song buff ranges acting as smaller long-lasting auras for companions they have to be near to get the buff stack from
~ Option to raise up incapacitated companion when holding on them for brief time
~ Spirit now comes out as tile effect, anyone/anything that casts spells or has a spellbook can absorb them by competing to run over them manually
~ Dome attacks are still primary damage dealers, and have increased fill time
We'll be implementing these on a separate beta branch to get your feedback on. We'll let you know when that's live and would love your thoughts. If we do the Charge-Up attacks, we'll be doing the ruleset rebalance with that in mind, so this would have to get the go-ahead first.