Hey everyone!
Thank you for your patience, support, and all the feedback — it truly helps us move forward. Below is the list of changes included in the first major Early Access patch. This is just the beginning — there will be many more updates in the future. Stay with us and keep sharing your thoughts — together we’ll make Night is Coming even better!
Patch Notes and Fixes
⚙️ Performance
- Fixed the gradual increase in save duration and RAM usage after multiple saves and loads. Note: some older saves may still take a long time to load — we recommend starting a new game.
⚙️ Functionality Fixes
- Fixed manual saves being overwritten and save order issues.
- Fixed manual renaming of save files.
- Fixed remapping of hotkeys not functioning properly.
- Fixed issues with warehouses and, in some cases, construction caused by incorrect merging mechanics of built warehouses. If you experienced this issue, starting a new game is recommended.
- Disabled incorrect automatic merging of warehouses when a third warehouse was built between two existing ones. Warehouses now only merge if a new one is built next to an existing one.
- Fixed portals not closing after loading a save.
- Fixed settlers getting stuck during hunting.
- Tutorial now properly registers camera rotation using hotkeys.
- Spirit tower upgrades now require resources instead of being free.
- It’s now easier to identify which lair an attack is coming from — the on-screen hint has been significantly improved.
- Tech tree (Combat): fixed the unlocking sequence for the "Engineer" class.
⚙️ Balance and Gameplay
- Easy difficulty has been significantly simplified: - Reduced enemy HP. - Reduced lairs HP. - Reduced enemy damage. - Reduced chance of a wanderer arriving wounded. - Reduced ambush chance in random events. - Reduced number of nightmare portals per location from 2 to 1. - Nightmare spawn chance during regular nights reduced to 1%. - Nightmare spawn chance during nightmare days reduced to 5%. - Max number of bandit lairs per location reduced from 2 to 1. - Reduced number of additional lairs per location. - Reduced difficulty of Forest’s Revenge attacks. - Reduced difficulty of enemy waves during the Blood Moon.
- Normal difficulty has been simplified: - Increased time before nightmare portals appear. - Reduced number of nightmare portals. - Reduced ambush chance in random events. - Nightmare spawn chance during regular nights reduced to 3%. - Nightmare spawn chance during nightmare days reduced to 25%. - Max number of bandit lairs per location reduced from 3 to 2. - Reduced difficulty of Forest’s Revenge attacks.
- Reduced enemy movement speed.
- Reduced enemy detection radius for your warriors.
- Reduced Swamp Fiends’ HP but slightly increased their damage.
- Starting number of warriors in Pine Forest increased from 1 to 2 militia.
- Increased population cap at all settlement levels: - Level 0: from 7 to 10. - Level 1: from 9 to 13. - Level 2: from 12 to 17. - Level 3: from 16 to 21. - Level 4: from 20 to 25.
- Reduced HP and damage of some enemies.
- Increased experience gained from killing enemies.
- Increased dark shard drops from high-level enemies.
- Increased Forest’s Revenge points awarded for defeating high-level enemies.
- Reduced XP needed for warriors to reach veteran status.
- Slightly decreased warrior movement speed.
- Slightly reduced enemy detection radius by warriors.
- Slightly reduced archers’ attack range.
- Increased settlement defense towers’ HP.
- Killing monsters near a lair no longer increases Forest’s Revenge.
- Closing a portal now properly removes its guards.
- Nightmares guarding a portal now disappear if combat ends.
- Velimir’s shield (stage 3) now lasts 20 seconds, and its activation logic has been improved.
- Velimir’s dodge from ranged attacks now works after stage 1.
- Velimir’s attack range increased by 2 meters.
- Settlement in the Dead Forest now starts with orichalcum tools available.
⚙️ Other Changes
- New icons and VFX added for attacking lairs.
- Fixed settler animations during hunting.
- Nightmares now lose incorporeality during combat mode.
- Fixed excessive slowing of movement animations for both warriors and enemies.
- Fixed overlapping text in some quests.
- Adjusted quest window placement on screen.
- Adjusted fog of war reveal area around warriors.
- Warrior experience is now displayed as a percentage.
- A “0 damage taken” message now appears to indicate successful dodges.
- New setting added: “Show intro videos.”
- Improved UI for settler screen and biographies.
- Quest “Sacred Grove”: localization fixed.
- Quest “Barracks”: clarified requirement (3 stone blocks).
- Quest “Monster in the Shadows”: added a timer.