This week’s patch fixes no less than 50 bugs. On top of that there also are some additional gameplay changes to help balance and clarify the game.
Gameplay Changes
- White Wulfs cannot use their breath attacks when they are too close to you.
- Damage from breath attack types can only be applied 2 per second to an individual creature.
- ‘Glowing rocks’ that open rotating rock doors can only light up in the color they actually react to.
- When you are interacting with a feature, prompts to interact with other features are disabled.
- Item names are displayed in the action feedforward when interacting with containers and forges.
- When interacting with the Helico, Wind Walker is added as a skill instead of a hope trait.
- Magic effects of elemental masks always work, regardless of the world magic levels.
- The spell craft skills no longer add extra charges to related items. Instead they prevent the gaining of presence. This is a temporary situation; in the near future it will change into something else.
- Adds the perma-death difficulty modifier to disable the option to save and restore altogether.
Bug Fixes
- The secrets of the Flame Elemental unlock when you explore the dungeon below Birnui.
- When a wall eye teleports a creature to a specific target location it will not teleport the wayfarer instead.
- Bir’s Tomb contains the correct items.
- Item hiding crevices floating in mid-air are replaced by crevices in the floor.
- The boss of a minor spider lair properly ambushes you so the encounter can be defeated.
- Dried Kramas & Tjilpit don’t get your hopes up falsely.
- Fixes a case where the generator created ‘tall walls’ right next to a dungeon entrance.
- Solves two instances of levels with scrying devices where sigil holders were missing.
- Negative effects from climbing fortune tests are correctly applied.
- Sparks gained after a successful climbing test are delayed so the spawn ate the place where you end up.
- The regional effect ‘eternal night’ counteracts the effects of ‘relentless sun’ and ‘extreme heat’.
- Increases the bounding box of a specific egg growing on a stalk so that it can be hit even by shorter characters.
- The fortunate effect on equipment works as advertised.
- You can correctly use spider silk to craft bows.
- The interaction prompt for features does not activate when the camera is in an establishing shot.
- The bushes overgrowing ruins in barren regions should no longer be able to block paths unintentionally.
- Fixes an instance where travel gear would not properly reset after a journey.
- Clans cannot get stuck in a plundering action, when they are not supposed to be plundering in the first place.
- When you equip a mask, your head is covered correctly. Even when you are a grus.
- When you die, your thrown items are recovered so they end up as part of your legacy and can be salvaged by other factions.
- Improves the feedback when offering a tribute has no effect due to low magic levels.
- Denizens of a level don’t get duplicated when you fast travel in and out of that level in a single session.
- The presence of traveling merchants no longer has a butterfly effect on the way settlements are generated.
- Potential fix: traveling merchants should no longer offer to take you a place that is not a roadhouse, settlement, or trading post.
- When successfully stared down, wulfs flee.
- Regions should no longer have the same characteristic twice.
- Fixes an issue that could cause digger spiders, white wulfs, and a few other encounters not to close after defeating the boss.
- Folk really don’t want to trade for items that bear ‘Imperial Markings’ or emit ‘Foul Magic’.
- If you are caught smashing pottery you are marked a vandal instead of an enemy.
- Fixes an instance of incorrect stairs generated near a level entrance leading down to the level below.
- Charges on magic items remain consistent when they are placed in containers or forges.
- Trade items for NPC traders of minor factions are generated correctly.
- After spending time to craft in an inn, talking to the other patrons doesn’t also advance time.
- When you try to boost a scrying device that already has 2 levels, you get a more difficult test that does allow you to boost it once more with a simple success.
- Fixes a potentially troublesome null reference when checking to remove conditions.
- If you are asked to join a camp, you can camp even if the Earth Shaker would make it too dangerous otherwise…
- Fixes another instance where status effects bestowed by items were incorrectly removed upon reloading a save game.
- When you hover a location on the map the same name is displayed as when you select that location.
- The Double Dragon cannot spawn as a random camping encounter.
- Prevents a specific case that caused thickets to grow in the spirit world.
- Local stories are activated even if you arrive in a level through a Serpent Gate.
- The Bird’s eye relic unlocks the courtesy trait as advertised.
- With a controller you can correctly equip items from the discard section.
- Fixes a case where the bathing giants went AWOL.
- Newly generated items cannot be well-made and crude at the same time.
- Crude armor actually has its protection value lowered by 1.
- If you play through the prologue, the imperials build a camp in the garden after you leave the first time.
- You can use the Staff to smash the smaller pots.
- Travel effects such as encumbrance are applied more consistently after arriving at a destination.
- Fixes a couple of minor text issues.