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Update notes via Steam Community
Hi Wildmenders!
We’ve got another patch for you with some bugfixes and performance improvements, as well as a couple of difficulty adjustments. Thanks so much for all your feedback! Build 209a has just been released on Steam, XBox, and PS5, with the following:

Changed
  • When a structure is destroyed or deconstructed, it now drops a larger fraction of the materials used
  • Adjusted how Dust Storm spawns are randomized to make them more consistent over time (the mean time between them remains about 7 days, but extremely short or long intervals are no longer possible)
  • Adjusted water evaporation in partially-sheltered areas and around sunrise/sunset to be closer to how the game behaved at release
  • Reduced the collateral damage dealt by a certain unique wraith’s footsteps
  • Increased the spoilage reduction provided by Preservation Baskets (from 50% to 25% spoilage speed)
  • Removed the ability to open the debug overlay with a controller (it was too easy to hit the hidden button combination accidentally)


Fixed
  • Fixed plant species that are immune to drowning (Witchwood and Glowstick) showing “Will Drown” in the planting HUD
  • Fixed some cases where a player could get stuck on an unwalkable slope (deep corners or ditches)
  • Fixed water drain attacks not respecting the Wraith Damage difficulty setting
  • Fixed a certain wraith’s trail of corruption not respecting the Corruption Spread difficulty setting
  • Fixed an edge case where wraith attacks could still start during certain quests that disabled them
  • Fixed an error that could prevent quests that require the player to defeat all nearby wraiths from completing
  • Fixed the clock displaying incorrectly on guest players after about Day 249
  • Fixed an error that could cause certain gods’ journal entries to not unlock as intended
  • Fixed an inconsistency in how Wellstones handled water overflow (they stopped at a shallower depth than other springs)


Performance Improvements
  • Reduced the density of rendered leaves on large trees based on your Quality setting, to improve framerate on low-end hardware in dense gardens.
  • Improved how terrain in the distance selects the resolution it renders at
  • Reduced stuttering from AI processing immediately after loading a dense garden
  • Made further improvements to shadows, culling and leaf shaders

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