Patch Notes - Early Access Patch 1

:hammer_and_wrench: Patch Notes - Early Access Patch 1

Celebrating our 2 week launch anniversary of No Rest for the Wicked we are releasing our first Early Access Patch!

This patch brings significant CPU and GPU performance improvements (especially when it comes to traversal and “heavy” areas), keyboard control remapping, a new mouse/keyboard control scheme, increased inventory stacks, chest inventory access at vendors / crafting, bows using stamina, earlier housing access, Quality of Life and 45+ bug fixes.

With all of the performance improvements since launch, we are updating our recommended PC specs! See the image below for details.

As always thank you for sharing your feedback, please keep it up!

:crossed_swords: Performance:

  • Optimized Prologue Outro, Ship Attack, Phalen Armada, and Sacrament Intro Cinematics
  • Mountain Pass Gate area optimizations
  • Significant optimizations to content loading and unloading in order to reduce dropped frames and improve baseline performance while traversing through environments
  • Improved performance for Ice and Frost enchantment and combat effects
  • Optimized enemies making them faster to instantiate across the board
  • Improved GPU visibility culling and general handling of off-screen content
  • Optimized micro physics objects across the entire game
  • Various cumulative improvements to baseline CPU performance
  • Fixed various cases where internal errors were firing rapidly and constantly, leading to potential performance degradations
  • Added preloading for frequently used objects to further reduce performance drops during gameplay
  • Additional timeslicing systems for streaming performance improvements
  • Optimization of the Pooling System to further reduce performance spikes
  • Optimized vast amount of meshes and textures
  • Optimized numerous Visual Effects
  • Optimized pre-placed and dynamic enemy ragdolls
  • Optimized Character Rendering across the board
  • Rendering performance optimizations for better GPU performance across the board
  • Cleaned up and archived duplicated content for decreased memory usage
  • Cleaned up legacy content in all areas across the game to reduce memory usage

:crossed_swords: Quality of Life:

  • Vendors and Crafting Tables/Refineries can now access resources directly from storage
  • Housing is now available sooner right after completing the “Sacrament” quest instead of after completing the “Of Rats and Raiders” quest
  • Updated sorting for inventory to these categories:
    • Gear - weapons, armor, rings, offhands, tools, runes, housing items and item blueprints
    • Food - ingredients, food, and recipes
    • Combat Consumables - Bombs, Vials, Oils, and Embers
    • Resources - Resources, Gems, Components
    • Realm - Realm and Key items
  • Last equipped food/quick item will be saved when leaving and rejoining realm
  • Deprioritized ingredients being the next auto selected food when the last currently selected food is eaten.
  • Cinematic Skip prompt will appear upon pressing the button instead of holding it
  • Improved legibility of some controller icons on the Steam Deck

:crossed_swords: Settings:

  • Added custom key rebinding options for Keyboard (controller rebinding coming soon!)
    • Menu key rebinding currently not available
    • Localization in progress
  • Added an additional Mouse and WASD Keyboard control layout (on by default)

:crossed_swords: Content Additions:

  • New house “The Knot” for purchase near Sacrament Cemetery for 8 silver
  • Tier 3 Armor Sets: “False Ones”
    • False Guardian
    • False Harbinger
    • False Oathkeeper
    • False Remnant
  • New Character animations to Main Menu and Customization Screens

:crossed_swords: Loot:

  • Increased number of slots of all chests and cupboards
    • Engraved Hearthside Chest raised from 35 to 40
    • Medium Chest raised from 20 to 30
    • Small Chest raised from 10 to 20
    • Large (and Large Noble) Cupboard raised from 30 to 40
    • Medium (and Medium Noble) raised Cupboard from 20 to 30
    • Small (and Small Noble) raised Cupboard from 10 to 20
  • Nerfed Focus grant on all Focus Vials
    • Large Focus Vial decreased from 300 to 150
    • Medium Focus Vials decreased from 200 to 100
    • Small Focus Vial decreased from 100 to 50
  • Cupboards can now also store ingredients
  • Increased Armor and Weapon Shard stack size to 25
  • Increased buy/sell value of all Tools and Rings at Vendors
  • Removed Refined Resources from Vendors
  • All Weapon Oil Recipes are now Tier 1
  • Dracaena Dumpling now requires 2 Potatoes and 1 Dracaena Herb instead of 1 Potato and 2 Dracaena Herbs
  • Improved shinies visual effects

:crossed_swords: Balance:

  • Attacking with Bows now costs Stamina instead of Focus
  • Rebalanced enemy levels in Nameless Pass
    • If neither “Of Rats and Raiders” or “Servant of God” quests were completed, entry of Nameless Pass is Level 8 and the rest of Nameless Pass is Level 15
    • If only “Of Rats and Raiders” quest was completed, all of Nameless Pass is Level 15
    • If both “Of Rats and Raiders” and “Servant of God” quests were completed, entry of Nameless Pass is Level 15 and the rest of Nameless Pass is Level 20
  • Nerfed attribute scaling on all Staves
  • Nerfed Focus Gain for Focus On Damage Dealt enchantment
  • Nerfed Health Gain for Health On Damage Dealt enchantment
  • Increased Focus cost on Elemental Throw runes to 75

:crossed_swords: Enemies and Bosses:

  • Nerfed damage for Grab attack on Riven Twins and Nith Brute
  • Updated timings for Breaker archetype and slightly changed behavior so now after some of attacks they will try to land additional attack
  • Updated Risen Armored Great Axe patrol animation
  • Polished backstab animation on Nith Screamers and Shackled Brutes
  • Polished jump attack animation for Plague Boomer
  • Polished heavy combo attack on Risen Axe Bruiser

:crossed_swords: NPCs:

  • Polished multiple NPC portraits

:crossed_swords: Housing:

  • “The Roost” house price reduced from 20 silver to 14 silver

:crossed_swords: Areas:

  • Improved collision, faders and set dressing in Mariner’s Keep, Orban Glades, Black Trench Nameless Pass, Sacrament, Cerim Crucible and Potion Seller Cave
  • Improved lighting and volumetrics for the ship in Prologue
  • Improved lighting in the interior of Whittacker’s building
  • Updated models and textures for pipes in the Black Trench
  • Removed sidle from multiple locations where it was not needed

:crossed_swords: Audio:

  • Updated ambience at Cerim Gate
  • Updated audio for Sacrament Cemetery
  • Updated audio zone for Sacrament Slums to include the river
  • Improved audio for lanterns in Sacrament
  • Improved female bandit voices
  • Polished Nameless Pass Prisoner audio

:crossed_swords: Bounties and Challenges:

  • Plague ichor for Duo Bruiser Bounty now drops when the second Bruiser is killed instead of given for the Bounty reward

:crossed_swords: Tutorialization:

  • Large sidebar tutorial screen increased in size, now adjusts width based on content with added scrollbar

:crossed_swords: Localization:

  • Added and updated localized text in many places across multiple languages
  • Added support for multiple missing localized elements
  • Fixed text overlapping for tutorials in multiple languages
  • Fixed Russian font sizing

:crossed_swords: Bug Fixes:

  • Fixed exploit where after removing a furnace/tanning rack, all resources used to refine are returned
  • Fixed enemies t-posing when leaving camera view and coming back
  • Fixed Danos stealing resources and putting them towards other upgrades
  • Fixed being unable to activate a new bounty while there is an existing completed unclaimed bounty
  • Fixed wrong prompts used for abandoning and replacing bounties and challenges
  • Fixed attribute requirements on Ripper, Tongue Splitter, Coral Piercer, Falstead’s Fury and Brutish Cudgel weapons
  • Fixed hitbox on Plagued Boomer’s worm lunge attack being too big
  • Fixed players not getting a Rested bonus when sleeping in beds (literally No Rest for the Wicked)
  • Fixed Old Leather Tome quest item failing to be added to inventory if Misc section is full. Item is now a realm key item.
  • Fixed Character Avatar still showing the last worn helmet
  • Fixed spots inside the ship in Prologue where you can dodge through collision and get stuck
  • Fixed broken ladders in Orban Glades
  • Fixed Focus Regeneration enchantment to regen correctly
  • Fixed Plagued Boomer hitboxes
  • Fixed Plagued Rat’s ability to see and react to the player
  • Fixed Huntsman falling when using roll back
  • Fixed Caged Exile being unable to path toward player correctly
  • Fixed Health on Damage Dealt enchant on Wind of Death Katana
  • Fixed arrows visually hitting player despite successfully dodging them
  • Fixed Fire Bomb explosion radius not matching visual effects
  • Fixed Kill Challenges that require a specific weapon type counting non-weapon kills (such as explosions, falls, parries, blocks, etc)
  • Fixed Character Rim Light using incorrect color and intensity indoors
  • Fixed dropped items bag black artifacts
  • Fixed Rattigan appearing in Nameless Pass when he shouldn’t
  • Fixed Finley getting targeted by enemies
  • Fixed part of Heavy Bruiser Bandit armor set pants being invisible
  • Fixed chest trying to hide in the ground in Nameless Pass
  • Fixed chest trying to hide in another chest in Orban Glades
  • Fixed marker sub labels on the map showing on markers that don’t have a sub label
  • Fixed being able to see out of world at Filmore’s Level 3 area
  • Fixed missing character lighting in Gordon interior
  • Fixed interior candles not applying light
  • Fixed burning sails clipping in Risen Attack cinematic in the Prologue
  • Fixed sky cutting out in Ship Crash cinematic in Prologue
  • Fixed Fallen Ones overlapping their own VO
  • Fixed Return rune audio loop not ending
  • Fixed dancing flowers outside Caroline’s Inn
  • Fixed rain audio appearing in Cerim Crucible and War Room
  • Fixed Wretched and Crestfallen Archer Tunic clipping into character
  • Fixed broken rigging on Noble Leather Cloak
  • Fixed Riven Twins intro cinematic using cut-to-black instead of fading
  • Fixed Rusty Skewer Straight Sword using the Blood Rusted Straight Sword icon
  • Fixed missing icon for Collect Mushroom Soup challenge
  • Fixed typo in “equippable” for Inventory tutorial
  • Reduced locations where Caroline spawns to just one for before Inquisition Arrival and one for after
  • Removed duplicate lantern and torch in Sacrament
  • Fixed small texture artifact on cloth in the Phalen Church cinematic

38 Likes

Wow you guys are on the ball!

PS - If you guys can consider tuning down fall damage a wee bit that would be awesome!

4 Likes

BOOM!.. well done!!!

Nice one devs! Keep it up!

OMG! Well done team, chest access on interaction with vendors is huge!!!

Thank you for great update!

5 Likes
  • Vendors and Crafting Tables/Refineries can now access resources directly from storage

YES.

Updated sorting for inventory to these categories

YES.

  • Deprioritized ingredients being the next auto selected food when the last currently selected food is eaten.

YES.

I’m like Vince McMahon in that meme.

  • Nerfed Focus Gain for Focus On Damage Dealt enchantment
  • Nerfed Health Gain for Health On Damage Dealt enchantment
  • Increased Focus cost on Elemental Throw runes to 75

You heard us on this stuff. Bravo.

2 Likes

Many things in this beefy update I was hoping they would be worked on. Great job devs!

2 Likes

The patch notes look like a CVS recipe.

3 Likes

Wow! I am impressed! Time to check it out;-)

1 Like

Fantastic work dev team. It feels really fun being so involved in the making of this game. Thanks for being so open with us

1 Like

Was it only the health on damage portion fixed for Wind of Death? The other bonuses seemed to not be working as well, including the damage boost when low health.

Also there is no mention of rogue messed and bleeder delight damage being low/broken.

Am I to assume that these two daggers are meant to do 3-4 damage the first hit or two?

Performance is feeling quite a bit better, thanks!

1 Like

Thanks for the update :metal:

This patch is awesome!! Thank you devs and keep up the great work~~

Are you aware of broken rigging on a lot of other armor sets? At least on female characters - see:

https://www.reddit.com/r/NoRestForTheWicked/comments/1cgnew1/comment/l1x505x/

More and more incredible.

  1. Consider the option of being able to select several hunts at the same time and for the collected items that do not fit in the inventory to be sent directly to the city chest (just like in horizon forbiden west).

  2. As this will generate greater agility and will be much more fun redo the routes and grind.

  3. We can put names on the trunks and perhaps some visual identification (color, a characteristic or the trunks being different by type of storage). This would make it easier to enter the house and organize inventories. I at least have fun organizing the house and making each trunk themed by type of product (food, weapons, gloves, breastplates, oils,…).

Once again, congratulations to the team for this game and amazing feedback. Looking forward to the final and PS5 version.

Thanks a lot for this patch! I can say right away that many details feel much better, and i’m an archer, so the test for switching from focus to endurance for normal arrows feel great!

Optimisation feels more or less the same for me. CPU: AMD Ryzen 7 7840HS, GPU: AMD Radeon 780M, 1080p, VSync off, Quality Preset : Performance, Render Scale : 60%, Sharpness 100%, no motion blur, dynamic resolution scaling on, with both X and Y scaling at 100%. FPS most of the time between 30 and 40 FPS, with some dips at about 22 / 25 FPS.

Before the patch, it was the same, but i can notice that the bridge of the entrance of Sacrament loaded faster, but again, with some heavy dips. Keep the good work Moon Team! You did it with Ori 2, you will nail it again! :muscle:

Hi incredible stuff as always, you guys rock!
Since I really loved the game I got myself some optimized builds and have some gripe with the nerfs you did on the affixes.

I’m sad that you are heavily nerfing affixes like “Focus on Damage Dealt” or “HP on Damage Dealt” when it’s really not the problem imho.

The true problem is that 1H Weapons can cumulate both the affixes of the main weapon AND the secondary weapon, resulting in them being able to get to insane levels of Focus on Damage dealt or anything else. It makes them so much better than any other weapons because of this…

In simple : they have a free stuff slot so 4 affixes for “free” that other weapons don’t get and it goes a long way.

So with these nerfs, now I can’t “infinite focus” with my Staves build or Double Daggers builds which is fine… (even If a fully optimized stuff with 750 Focus and 160% Focus Gains and max yellows rolls on gems… but anyway.)

But with with Bows or whatever 1H Weapon your using, I still can “infinite focus” because those are still able to cumulates 4 affixes more than necessary.
You can put whatever 1H Weapon you want in offhand with Focus on Damage Dealt and the other best affixes to have 2 Times more gains than other builds…

The thing is now any build can put a Torch in offhand to Enchant and get insane rolls on affixes to have a “free” stuff that other builds don’t get. It makes the game really unbalanced since before this patch#1 1h weapons were already the best at spamming Runic Attacks because of this… but now it’s even more unbalanced since 1H weapons are now the ONLY ONES who can still spam Focus like before without any issue !

Example : I have a Katana in my Main Hand with %Focus on Damage Dealt, which “stacks” on my Bow’s focus attacks and even with those Patch#1 nerfs, I’m still able to “infinite focus” JUST because of this ability to beneficiate from another free item, unlike 2H weapon builds or Double Daggers.

Another example is like I said the Torch, which is absolutely busted since you can enchant it (unlike Bows) to have double Purple affixes enabled… so again it makes 1H weapons so much better than the others.

And with the fact that, actually, every weapon in the game deals the same Stagger damage, you don’t have any reason not to play 1H weapons since they are so much better at anything else.

So yea TL,DR : 1H weapons should not beneficiate from the offhand weapon affixes, to make them on par with 2H or Double weapons which don’t have this ability.

1H should not play a different game than others by being able to stack another set of affixes freely (which is a bless since on torchs you also get to see in darkness ahah).

I know this is may not be the priority and only “EA Endgame Players” like me are seeing this. But the balance is clearly not good at high levels of optimization… and it’s just because of these 1H weapons don’t play with the same restrictions.

I hope this post will not loose itself in the wave of love you guys are getting for your incredible work. Thanks again !

4 Likes

Absolutely awesome work guys and gals. For the next patch, I really wish you would go through all weapon affixes and test which ones work or not. A lot of affixes straight up don’t work. Like bonus damage on rings and overall speed. Makes making a build very tricky when you don’t know, If what you’re doing is working.

2 Likes

Any idea when coop update will drop? End of year? Months?