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Minor Update - 1.1.9

Hey guys.

Big announcement today, but I'm going to post the patch notes first. A lot of small issues and bugs were fixed in this patch, mostly the placeables system and some character deletion/recreation/disappearance bugs.

Patch Notes:

New:
  • Steam Cloud Saves!
  • Didn’t move Penny

Improved:
  • Items all sell for 40% of their initial value now
  • Minimum of 1 gold for any item with a value
  • Clyde now loans you a unique axe with no value


Fixed:
  • Horses can swim again
  • Placeable items disappearing act
  • With this, the price changed back up and growing times increased
  • Various dialog typos
  • Removed some Witch’s Eve dialog
  • Various reported bugs fixed
  • You can now use deleted character names on new characters
  • Fixed an issue with characters disappearing when one is missing or deleted



Announcement:

It’s been a busy couple of months since we launched in early access. In that time, we’ve made a lot of progress and released a lot of patches, updates and hotfixes (in conjunction with community feedback - thank you as always!). We’ve also learned a bit about how we can position ourselves to keep working effectively in the future. So here’s an announcement to break down and explain some changes we’re making to our update schedule.

The last update (with planters and wind whirlers) did what it needed to do - stress test some early implementations of the placeables system, which will form a fundamental part of the housing update. It exposed a lot of bugs, which we’re working our way through and will result in a good, robust, housing system, not to mention the somewhat unexpected side effect of a brand new save system with Steam cloud save support! However, the bugs were disappointing for many players who had the planters they’d spent their hard earned gold on vanish. We hotfixed a patch to lower the cost so people could stress test them more and recuperate their lost items. But in hindsight, we should have been making proper use of our amazing dedicated testing team with at least a week for them to test and report major bugs before we pushed anything to the public build. Recently, while rushing to get these builds out on time to meet our deadlines, we've been working up until the day of release, sometimes only giving our testers an hour or two to rush through before we need to publish the build. So here’s the plan:

Starting in January, we will be doing updates every second and fourth Tuesday of the month. We will have quarterly goals to meet, which will be in a roadmap we’ll publish soon. So we’re doing away with the old plan of minor and major updates each month. You can still expect updates to be the same size and frequency as normal in terms of content - like before, some updates will focus on quality of life, some will contain new, minor features, and some will have major features and content updates. But instead of minor/major milestones, the updates will align with the new quarterly feature roadmap. And importantly, on the new timeline, all updates will be tested properly by our team of dedicated testers, with plenty of time to find and fix bugs. Speaking of which, we’re still looking for more testers right now, so go check out the form in our Discord in the #faq channel and sign up if you’re interested.

Now, the roadmap isn’t up yet, (we’re still finalizing the specifics within the dev team,) but I should flag that the housing update won’t be coming out today as planned after the initial delay. I know, it hurts me too, but the object persistence issues we discovered last update absolutely had to be resolved first. We really don’t want anyone’s homes vanishing after they’ve worked so hard and waited so long for them.

In the meantime, we’re workshopping some exciting changes to inventories and storage, including the ability to expand your inventory with different gear, spells, potions, mounts and even pets. This will come along with a host of new quality of life features like category tabs and changes to how stacks and splitting works. This system overhaul has been totally driven by player feedback and is designed to play to the strengths of the game, so we hope you’re excited to try out the changes for yourself as soon as it’s ready.

Thanks for being understanding about the delay, and thank you especially for being along for the ride as we endeavour to hit our stride as a team and keep making this game hand in hand with you all. See you on stream!