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Patch

Balancing:

  • Improved some weapons crystal patterns
  • Work in progress balance pass on loot distribution of craftable components
  • Added new spells for every characters
  • Added food unlocking system so different foods are unlocked now through the game instead of being available at the beginning
  • Increased stats provided by crystals
  • Reworked spells progressions through the game (skills distributions through the Chapters)
  • Reworked multiple armor recipes
  • Tweaked nightmare & hard difficulty modifiers
  • Reworked gold reward formula from monster loots
  • Reworked multiple shopkeepers (price are still work in progress, it will be rebalanced to match the new earnings formula)

Performances:

  • Improved overall GPU performances by 30%
  • Improved temporal anti-aliasing performances by 30% (GPU)
  • Reworked shadowing system to improve performances and get a better rendering (infinite distance frustrum shadowing) (GPU and CPU)
  • Multiple minor CPU optimizations resulting in an overall CPU performance improvement of ~15% (CPU)
  • Reworked House Models (Jagholm type) to improve CPU performances and the quality of those at some areas (Inel, Jagholm, etc...)
  • Optimized grid calculations in battle, improve the solver performances resulting in no freezes anymore in battles due to the solver

Polish and improvements:

  • Reworked animation of numerous cutscenes through Chapter I and II
  • Reworked lighting of numerous cutscenes through Chapter I and II
  • The battle objective requiring to inflict 3 alterations will now allow to inflict 3 times the same effect
  • Added new skill & items icons
  • Added new map & minimap artwork
  • Replaced some voice lines in Chapter 0
  • Cleaned up some UIs
  • Polished Inel area with new props
  • Audio is now pitched when using battle speedup
  • Added new VFXs on consumable items
  • Cleaned up Myrna textures to her teeth are not "auto emissive" anymore
  • Modifier hair shader so it take the same auto emissive value than the skin
  • Improved the generic battle AI
  • Improved a few textures (monsters & environment)

Bugfixes:

  • Fixed a rare blocking issue on Nekaroo races
  • Fix Softlock Theia when spells were not on her spellbook
  • Fix Combat Bonus Objective Kill Enemy in one strike is now valid if yyou hit the enemy more than once during the same action (Daryon Lightning strike for instance)
  • Fix Ur-Dunnrir division spawning Uralik model
  • Fix Nekaroo Tutorial not displayed when immersive mode is activated
  • Fix Scan and Back Label overlapping during battle
  • Scan Tutorial is now long allowing inputs until you're asked to
  • Reducing time asleep for Nap Spell.
  • New Tutorial for the Scan feature introduced during Inel phase.
  • Fix formation causing softlock during Gideon Tutorial.
  • Added some missing texts for spells effects.
  • Fix Morom who could share a nexus with players.
  • Fix some mob summoned who could appear underground.
  • Fix items that can target free Nexus only not usable on Nexus with ally on.
  • Fix items that can be used at infinite range.
  • Fix battle dialogs during intro of battles that could appear in other battles.
  • Fixed display of some Chinese and Japanese characters during tutorials
  • Adapted UI size on some elements in Chinese and Japanese to make it more readable
  • Fixed cyclone slasher using fixed damages instead of the damage formula
  • Fixed turrets bounds calculations
  • Fixed attacking turrets will not result in the characters walking into the "air" to reach the turret
  • Fixed a bug that kept invisible elemental modifiers on some weapons
  • Fixed FOV not resetting after fleeing a battle
  • Fixed multiple colliders softlock issues
  • Creatures will not spawn in a CreatureArea while in loading screen to prevent entering combat directly at the end of a loading screen
  • Fixed some missing localization entries
  • Nekaroo will now be destroyed when entering a tutorial areatrigger
  • Fixed a rare bug when switching leader before some group splits
  • Fixed a few audio issues