Hey everyone,
Today we're very excited to release patch 1.1!
Once again, thank you all so much. Your feedback has allowed us to not only fix a lot, but make it better!
For those experiencing keybind issues, please check here.
// Patch 1.1
*New!
Markers!
- Having a hard time finding rifts, you can now select one on your map and a marker will be added.
- Rifts, bases, camps are all supported.
- Markers can also be disabled in the gameplay options
Camera distance multiplier:
- You can now change the distance of the camera in the gameplay settings.
FOV options:
- Default = 90 and can be tweaked up to 110.
Combo system overhaul:
- Everyone now always gets to do their attack combos resulting in a smoother combat experience.
- The critical timing is now used for critical damage only.
- Slow motion in trainer levels disabled.
- Knockback on challenge and adventure mode only given for critical strikes.
Brightness and Gamma settings.
- Tweak the brightness
- Tweak the gamma
AI changes
- Depending on your difficulty you'll have a much harder time stun-locking enemies.
- Challenge mode also made all enemy attacks non-interuptable.
Controller
- You should be able to play the game with a controller and prompts that you can enable to be on screen have been updated for controller. (The tutorial messages in game are still just for PC for now but you should always have access to the knowledge of what button does what.)
- Controller support for skin selection
- Controller support for skip intro
*General
- Controller bug fixed that'd break interactable actors.
- AI less likely to be stun-locked. (Scales with difficulty)
- Day length is now 25% longer.
- Photomode screenshot magnifier lowered to x2 to help prevent crashes that come with going higher.
(Watch out with x2 on high resolutions though!) - Fox now also recognized as enemy which will prevent auto-saves from happening when being murdered by them.
- Work done to help prevent a respawn where you can only walk and not do anything else.
- Photomode now tied to 4 to make sure most buttons are rebindable.
(Was already the case but now also communicated in UI) - Quest marker have a higher render priority making them easier to select.
- Specific enemy small camps required for achievements now have a map icon as well.
- Reduced chances of horse interaction showing up while on the horse.
- "special" strong enemies can no longer be instant killed by a fully upgraded ground slam.
- Ribs/ham icons fixed
- Minor changes to the dash to help prevent rare instances of the player getting stuck in objects.
- Fixed a bug where talking to the same NPC twice could cause a dialogue bug where you'd get stuck.
- Fixed a bug where the horse would get stuck falling into objects.
- Fixed some weight paints on armours
- Inventory preview now uses an animation blueprint
- Better movement for top of ladders
- Spelling changes for some dialogue
- Cooldown for ladders preventing AI from constantly teleporting in some scenarios
- Menu button that shows current build
- Certain armor decsriptions updated.
- Jumping into deep water with your horse should no longer cause Aron to get stuck.
- Changes to dying to prevent a load from going wrong.
- Map textures updated to no longer go blurry due to texture settings.
- Crafting empty slot removed, Dragon's Valley & Castle.
- Elor economy changes.
- Dead forest floater no longer tries to run away from battle when things become too tense.
- One handed sword bag icons updated.
- Fixed a case of the max explosive arrows loaded wrong after travelling.
- Update enemy bases for a more consisten base cleared message.
- Balance adjustments for the less fun fights.
- Camps no longer respawn.
*Intro
- Automatically show that you can hold space to skip for those that didn't know you could.
*Rive
- A lot of small environmental tweaks.
- Better collision in certain areas.
- Changed house where aron spawns after the intro. (No more LOD's which should help prevent people from glitching out)
- Replaced some terribly contstructed buildings.
- Removed some overly excited trees that were growing inside homes.
- Rift dialogue fixes.
- Rift visibility fixes.
- Tree collision fixes/changes.
- Minor dialogue changes
- Updated paths to make side-fights more obvious.
- Optimizations for swamp/oathbreaker forest.
- 3 New encounters added to introduce harder enemies that'll show up later in the game.
- Other minor changes.
*Castle
- Broken ladder removed.
- Mr Surprise now a proper scam.
- Camera fixes.
- Bridge enemies removed.
- Foliage fixes.
*Recruit soldiers
- 2nd quest marker placed at the door. (Climb to the top quest)
*Trainers
- Changes to the twinblade combos to improve the success rate of pressing the button at the right time. (white outline)
*Dragon Valley
- Cult area collision fixes.
- Extra steps taken to prevent a dead wyvern from flying.
- Lava flow fixes.
- Light intensity tweaks in lava area.
- Rock collision fixes.
- Landscape changes to prevent Aron glitching when leaving the water.
- Reloading textures on a lot of the characters that are unloaded during the long night.
- Dangerous puzzle collision fixes.
- Missing rocks fixed.
- Multiple nav-mesh fixes making it easier to summon your horse in certain areas.
- Tree collision fixes/changes. '
- Dead tree color changes.
- Missing grass restored.
- Floating grass instances removed.
- Tweaked the ending of the long night fight.
- Updated paths to make side-fights more obvious.
- New encounter and ruin added.
*Dungeon 2
- Fixing light unload issue if game is saved in some areas
*Shadow's Edge
- Audio changes.
- Fight balance changes.
- Tweaked mini-boss enemy health/damage. (little stronger accross all difficulties)
- Tree collision fixes/changes.
- Removed the absolutely absurd amount of dead trees growing on 1 rock.
- Render distance changes on certain actors.
- New enemy camp added.
- Big patches of floating grass removed.
- Removed infinite skillpoint from lake rift.
- AI spawn distance updates.
- End fight landscape updates.
- Swamp visibility slightly improved.
- Quest location updated notify fixed. (Shows up once)
- Castle river fixes
- Small river fixes
- Cannibal quests now updates properly if different steps were taken.
- [UpIsDown] Removed ladder as it caused a rare out of bounds glitch
- [UpIsDown] Moved some post-process volumes for a more consistent lighting set-up
- [CaveOfEyes] Dialogue now plays on destroying a shield piece
- [CaveOfEyes] Fixed Ambrose T pose
- [CaveOfEyes] Added save points
- Last two Crawin rifts activated by default to expose some additional story to the players.
- New enounters added to the top valley.
- Updated paths to make side-fights more obvious.
- Enemy base spawns updated.
*Eternal Pits
- Removed ability to summon your horse.
- Louder combat music.
- Auto-save forced after intro.
- Unwanted dialogue removed from oathbreaker.
- Improved Crawin's strength.
Changed files in this update