We wanted to drop one more hotfix with important updates, new torch items, as well as additional performance and visual improvements to make sure all of you have a great time with the game this weekend! We also fixed the rings!
Not to beat a dead Echo Knight Horse but please continue sharing issues or feedback you have with us!
Art
Improved rim light rendering in the shadows to improve game readability in dark areas. This should help with the “game is too dark” feedback we were getting in some cases.
Adjusted rim lighting looks even nicer and allows characters to feel more integrated into the environments!
Performance:
Reduced unnecessary memory allocations for general rendering, fog, and other game systems
Optimized shadow rendering for all Visual Effects
Quests:
Changed Potion Seller quest reward from a Medium XP Potion to a Small XP Potion.
Loot:
Increased drop rate of gems
Content Additions:
Added new Torch offhand for purchase at Whittacker’s shop and crafting at the Workbench
Torches can be used for more light in dark areas
Balance:
Replaced Risen enemies on Prologue ship with special instances so they won’t be affected by global balance changes
Nerfed health on Risen enemies (except Risen Great Axe Raider) on Prologue ship by 40%
Rebalancing Cerim Crucible by nerfing enemies in the most deadly room and buffing enemies in weaker rooms
Increased timing of lowering platforms in Cerim Crucible so its more challenging and requires player to wait around less
Rebalanced Plague Ring
Increased Gain Health effect to 1-3%
Decreased Lose Focus effect to -7-10%
Rebalanced Snake Ring
Decreased damage dealt to player to 5%
Changed damage type dealt to player and enemy to Physical Damage instead of Plague Damage
Enemies and Bosses:
Improved Risen Bruiser locomotion animations
Areas:
Improved collision, faders and texture in Mariner’s Keep
Improved set dressing, collision and faders in Nameless Pass
Improved faders in Sacrament
Improved set dressing, collision and faders in Cerim Crucible
Audio:
Improved Falstead Darak intro audio timing
Localization:
Added and updated localized text in many places across multiple languages
Added localization support for the attribute insights tooltips, new Quit menu and depositing stacks UI
Bug Fixes:
Fixed Crash on the Main Menu
Fixed some transparency rendering artifacts
Fixed Plagued Mutant Soldier bounty boss going invisible
Fixed Fog of War not creeping back while the game is closed
Fixed error spam on the Refinery
Fixed Fierce Ring not dealing extra damage
Fixed interior backgrounds no longer being black
Fixed Bows not having full durability when being purchased at Whittacker’s Shop
Fixed spot in Black Trench where you can go out of world
Fixed spot in Prologue ship interior where you can sidle and get stuck
Fixed spot in Echo Knight arena that resets the fight
Fixed shadow flickering at Campfire in Black Trench
Fixed spot with texture flickering in Black Trench
Speechless, all developers considering early access should take notes. Acknowledging the major and minor known issues, seeking out further player reports and concerns, and actively working as hard as possible to address these concerns. Best part is one of the best displays of communication I’ve seen with any new game in a long time.
I will always support y’all Moon Studios, thanks to everyone on the dev team and involved very much! Makes it feel like money well spent.
Imagine an early access game getting this many performance updates while a AAA game like DD2 has still YET to even address any of the major performance problems.
Any idea on when DLSS will be available? Thanks again!
Hey Moon Studios !
First of all I want to say that you really made a great early access launch and the game so far is absolutely fun!
Combat, art style, graphics, leveling you character, areas and exploring are top notch!
I want to say my review or my opinion after almost 50 hours of GAMEPLAY that the game really have the potential to become GOTY !
As soulslike veteran and puzzle solving/a/rpg lover I can say that I am really enjoying the game atleast this “starting mode” ,
I would just recommend some things .
a) Combat is great BUT
make every attack parriable
hit points on lower/higher platforms are buggy and nonrelevant sometimes (for example : shields/2h knights use their aoe spell on wrong platform etc)
make bows use more focus and use stamina aswell, (its really easy to run around and cheese everyone with so much focus and with a bow atm, since you can generate so much focus with gear/gems etc atm) and also make bows usable with dual wielding weapons
buggy mouse direction combat especially when you have lock target on, it keeps returning to enemy that you are not directing to.
maybe change food or make it less healable since its really easy to get plenty of food and just spam heal , maybe change it with something like estus flasks where you have like fair amount of them and they restore on the checkpoints and when you die (its good that you have cd on healing btw)
fix the screen look up, when the enemy is on the other side of the screen sometimes you cannot see them ,especially the last boss 2nd phase in the Cerim dungeon
change the pace between light/normal and heavy dodging, make it little bit more on light and normal weight since alot of gear unecessary have alot of weight and reduce stamina generating and restoration so we dont roll to eternity and its easy to dodge a lot of enemies on max lvl at the moment.
b) LOOT system is GREAT BUT
make more customatization on loot, especially how to storage them, right now there is a lot of loot you gather and its really a mess to sort them out in your chests in the house or wherever.
make viable screen to choose which loot to take and which not
-make it able to destroy the loot that you are having while storaging it
increase max unit to 30 on stacking resources
show compare screen on armor that you are wearing with loot armor
and also before looting the gear show which stats it has with some keybind
show what stats gems in inventory have on each equipment instead of just being able it to see when we wanna gem them via enchanter npc.
c) LEVELING/UPGRADING is GREAT BUT
make less time on ingots to make and other material
let us change talents/specc with some unique resource
cursed gear needs rework, make it more balanced,its either trash or top since their negative attribute is the key and in most cases doesnt affect you
when upgrading the gear let it affect his attributes and gems/runes too,(for example upgrading to tier 3 gives you 1 more gem slot or rune slot on cursed gear and upgrading little bit his attributes aswell as negative one)
instead of 3 rings give us 1 unique necklace to balance out the equipment, right now the 3 rings are OP with their stats
have legendary set armors that you can acquire for different playstyles and builds
d) PERFORMANCE IS NOW GOOD BUT
some areas stutter like crazy no matter which setting you choose, nameless pass and when it rains, optimization required even more
after this few patches performance on my gaming laptop is okay now but it still needs work in some areas like nameless path, raining, frost arrowing
on my pc performance is great on max settings and my pc config is worse then laptop
slowish loading textures and map when leaving the capital city or when taking the checkpoints
Congratulations once again for the great work, I am increasingly impressed with the team. Therefore, here are three suggestions for urgently improving QOL that are discouraging me today and I stopped playing for a while:
It doesn’t make sense to have to go to the house to collect each raw material and take it to the benches and merchants in order to produce, upgrade or transform items. Please note that when using benches they consume directly from your inventory, regardless of whether it is in your main or chests. Extremely tiring having to go back and forth as demands for items arise, as well as offerings for challenges or improving buildings.
Increase in the number of stacks per item in chests to 99 or infinite. In my opinion, the fun of assembling the house would be to place the trunks to separate the products by their types, for example, I want to have a trunk just for helmets and another for gloves, but not buy and farm chests to place the same ones. item in different stacks. As well as having some form, whether by being able to change the color of the chest or put a name, identification or personalize it to make it easier to find the item I want to deposit or withdraw.
You can select all hunts at the same time. Improving storage issues, I take as an example the first 4 hunts that are offered in the city. Instead of returning the entire route carrying out the 4 hunts and returning with all the items to a single storage, we need to carry out them one by one, returning at the end of each one as the inventory is full and as a result the gameplay is becoming overwhelming.
For me, this is the game that surprised me the most in my entire life, it’s fantastic. But after many hours, I realized that I’m spending the same time and sometimes more time organizing and returning to the city to store the items than exploring and having fun fighting. Extremely annoying to play for 15 minutes and have to go back to the city to store everything because it’s already full.
I do not know whether fixed or not, but after the 5 fix and perhaps only in the third chapter after killing the third boss, killed enemies began to rise in a stance dummy, with the sound of pulling a sword from the sheath, while I saw just real boars.
Also did not capture, but chests began to spawn in the textures of the cliff and in general chests became as something difficult to open, it is difficult to catch hitbox interaction.
Agreed, please make the game slower. Journey is what matters. You can look at the popularity of classic world of warcraft where leveling to max took 4-6 days real life time.