Patch Notes - Early Access Hotfix 5

:hammer_and_wrench: Patch Notes - Early Access Hotfix 5

Today marks the one week anniversary since our Steam Early Access Launch and it warrants an extra beefy hotfix full of significant performance improvements, balance changes, stack size increases, 32:9 support, Quality of Life additions, 8 new shields, art and audio polish, localization and bug fixes.

As always, please be sure to share any issues or feedback with us!

:crossed_swords: Performance:

  • Further improved Quality Settings for better performance when at higher visual quality
  • Optimized rendering of volumetric Fog
  • Optimized shadow rendering
  • Reduced resolution transparency rendering tech for GPU heavy overdraw situations
  • Significantly reduced unnecessary memory allocations across many game systems
  • Improved handling of asset unloading to reduce performance degradation over time
  • Tracked down and improved several sources of CPU-side stuttering when the game is loading assets
  • Optimized instantiation costs for various often-used Visual Effects and Characters.
  • Reduced mutex contention cases that caused performance stutter while streaming content
  • Optimized icon texture resolutions and memory consumption
  • Optimized Sacrament rooftop models and textures (rooftops, rooftops everywhere)
  • Multiple smaller general CPU optimizations for better overall performance

:crossed_swords: Quality of Life:

  • Added ability to deposit all items from the players inventory that match the types already in the selected chest
  • Default chest sorting changed to Sort By Type
  • Enhanced durability system for tools and armor, ensuring correct values are displayed and used

:crossed_swords: Settings:

  • Increased supported aspect ratios to 32:9
    • Remaining visual glitches with 32:9 will be addressed in future updates

:crossed_swords: Loot:

  • Increased stack size of cooking and crafting materials to 25, allowing for better management of resources
  • Food can now be stored in cupboards
  • Removed Blueprints from Fillmore shop before Anvil is unlocked

:crossed_swords: Content Additions:

  • Implemented eight new shields for better class diversity

:crossed_swords: Localization:

  • Widespread improvements to translations and localizations, we’ve fixed typos, updated NPC dialogues, and ensured consistency across various languages
  • Fixed UI translations, including screens for house buying and management, equipment, and warning messages
  • Implemented better localization handling mechanisms for NPC names and dialogue

:crossed_swords: Balance:

  • Major Balance Revisions to provide a smoother experience and prevent high level item drops too early
  • Adding Stamina cost for parrying with Shields

:crossed_swords: Enemies and Bosses:

  • Adjusted Prisoner Wolf enemy to jump around less
  • Added ability for Shackled Brute to dodge after attacking
  • Updated Echo Knight fight initiation to reposition instead of attacking right away
  • Improved Risen Spear Bandit attacking out of range
  • Increase rotation of the jump follow-up attack for Risen Great Axe Bandit
  • Polished Riven Twins taunt
  • Polished Risen Axe Bruiser attack animation
  • Polished parry animations for enemies

:crossed_swords: Areas:

  • Updated Cerim Crucible so that leaving the realm will end your run and return you to the atrium. This is to prevent abusing backups and other potential loopholes.
  • Improved collision, faders and textures in Cerim Crucible levels
  • Improved collision and faders in Mariner’s Keep and The Shallows
  • Improved collision, faders and lighting in Sacrament
  • Improved Sacrament rooftops

:crossed_swords: Audio:

  • Adjusted sound effects for better ambiance and clarity, including updated tree chopping SFX and ambient sounds in town areas.
  • Improved audio cues for NPC interactions to minimize overlaps and ensure clearer dialogues.
  • Improved spatial audio for Sacrament Rookery, Town Square, Slums and Training Grounds
  • Improved Echo Knight slam down AOE sound effects

:crossed_swords: Bug Fixes:

  • Fixed certain enemies being 7 levels lower than they should in various areas
  • Fixed bosses and a couple of bounty/quest variants of enemies spawning when not intended
  • Fixed player being able to accidentally delete a character when hovering while having another character selected. Now the hovered character will be deleted
  • Fixed and balanced Enchantment Effects across the board
  • Fixed Health Regen and No Healing Over Time enchantments spawning on the same item
  • Fixed Heavy Bandit being able to be pushed off the edge of the ship and block progress
  • Fixed enemies during the Orban Glades Darak boss fight not paying attention in some cases
  • Fixed Cerim Crucible run ending early if a realm save happens right after you finish a level
  • Fixed Durability of Tools being the wrong value when bought from vendors
  • Fixed turning in a Bounty showing the replacement prompt
  • Fixed exploit with certain bounties
  • Fixed the Nith enemies’ Plague Smoke persisting for too long
  • Fixed shinies pulling a disappearing act (visually) in the Black Trench
  • Fixed Squire’s Attire Armor Set not available for crafting at the anvil
  • Fixed Tier on the Gangrenous Eel
  • Fixed Finley remaining in his cell after you rescue him and leave Nameless Pass
  • Fixed Finley’s missing sign in Sacrament
  • Fixed missing enemy and loot spawners in the northern section of Orban Glades
  • Fixed spot in Nameless Pass where you could go out of world
  • Fixed incorrect texture for the shipwreck in The Shallows
  • Removed duplicate models in Sacrament and Nameless Pass
  • Fixed bush clipping in the Inquisition Arrival cinematic
  • Fixed rain occasionally being heard in the Black Trench
  • Fixed ragdolls blinking back into existence when going out of view and coming back in
41 Likes

Thank you for your efforts, but in terms of quality of life, could you please adjust the maximum stack of items in the storage box to 100 or 999, of course, the item stack in the character’s backpack will not change.

7 Likes

Excellent work, but again I wish there was a tool to lock items so we don’t accidentally delete them

7 Likes

Much love! Thank you for all your hard work and dedication to make this game better and better since day 1!

1 Like

Cheers guys, you are unbelievable !

Awww yeah baby, keep em coming! This has been so exciting.

Also, the enemy that pops out of the ground… maybe I just don’t understand them yet but maybe make it a little less difficult to react to when they first pop out, maybe less stun locks too… :cold_sweat:

Incredible response and actions of optimizing game within 7 days, i am so excited and can’t wait to see the final 1.0 version releasing

1 Like

Great changes! One thing I was wondering though is what exactly does “ Major Balance Revisions to provide a smoother experience” mean?

Anyone know where, Finley goes if he wasn’t supposed to stay in, nameless? I don’t see him in, Sacrament.

as a person who has participated in several earl access games, i can say with all certainty that you are doing a magnificent job, i love this game and i hope to see it shine even more with the progress you are making here. thank you!

5 Likes

Primarily updates to Black Trench and Nameless Pass enemy levels so there’s a better transition into mid game

Apperanlty he appears only for 4h at saturday morning in Sacrement near stairs to rookry tower bridge

You guys…
alright alright alright, Im giving you the thumb up on steam.

Its great! But there also a problem.
When you have a full pile and an unfilled pile.
It will prioritize the full one over the lesser one
causing this to happen:
002
And now the “sort button” doesn’t have an organizer function.
so you still have to find a box to put them in and take them out to manually organize them.

1 Like

32:9 … beautiful…!!!

I’m shocked at the speed of updates.

Totally in love with the game. It’s pretty wild that I’ve worked a 40 hour week in the last 7 days and I’ve got nearly 40 hours in no rest for the wicked.

Kudos to you guys

1 Like

Great job guys! More optimisation!! More inventory! I see problems with fire and water, when I go through the locations and loading the world, fps drops noticeably on loading water and fire. There are also problems with font sizes in russian, so some descriptions are not visible and I have to switch to English to read them.

1 Like

Amazing job. Thanks for the effort!

It would be great to have a little more info about this.

New Region when?^^
regions

1 Like

No changes to streaming hitches, though I only notice it in spots like going from sacrament to nameless path, where it’s pretty horrid. This on a pretty high end machine:

  • Ryzen 7800X3D
  • Radeon RX 7900XT
  • 64GB DDR5 RAM (6000MHz CL30)
  • Gen4 NVMe SSD

Also, interiors now have a grey fog in areas which should be black.

1 Like