So after my two-week vacation, it seems the goblins have been running rampant and causing all sorts of bugs and problems. So this week we had to have a dedicated bug-fixing update, but rest assured next week the voted-for content update will be done!
CHANGELOG
Goblins
Adjusted several animations for Goblinoids
Fixed incorrect guide-line from the Throwing Skill Perk for Goblins
Fixed the Goblins' Standing, Crouching/Sneaking and Lying/Crawling hitbox areas not being properly scaled for them
Fixed the Goblin's Kick and Slam hitboxes' height and range
Fixed the head scaling of all characters with extreme heights and weights
Fixed the nose positioning of Goblins with different heights
Fixed the shoot point of Spells for Goblins
Goblins can now properly swim at the surface of water
Goblins now have a unique speech tick like Felines and Reptilians, by replacing "u" vowels with "o"
Goblins now only get their illumination/darkness bonus when they're not completely illuminated
Monsters & Transformation
2 new powers for Werewolves: Bite, similar to Vampires' Blood Suck, but quicker and not required for survival, and Howl, a free buff to Strength
Beastscourge and Bloodcurse now cancel each other
If you level while Transformed, you now get those Points even if you spent them while Transformed. As your Attributes are reset, but not your Level and Points
You are now set back to the max character level when you Transform back from a beast
NPC Behavior & AI
Bandits must now have over 75 Disposition with you before they stop attacking you on sight. From 50 to 75, they only have a lower chance of doing so
Fixed a bug that caused NPCs that use stairs to forget they were battling you
Fixed a bug that caused names inputted with the virtual keypad for gamepads in Character Creation to be ignored
Fixed bugs when trying to push animals and monsters through building gates, creating bugged NPCs inside/outside. You can no longer push Bosses inside or outside too
Fixed NPCs running in circles instead of away from the player in some Flee-action triggers
Monsters no longer fight each other if they're inside, even if they're not of the same race
Non-bandit NPCs now no longer start Patrolling instead of simply Wandering when they give up looking for you, and added extra dialogue to differentiate
NPCs can now use special "Kicks", like Pommel Strike and Shield Bash from their Skill Perks
NPCs now have unique dialogue when you talk to them as a Monster or Goblin
NPCs now more frequently use their special/power Attacks like Lunge, Cleave, Uppercut, etc. they know from Skill Perks
NPCs now no longer attack/run away from you if you're a monster or Goblin if they have at least 25 Disposition with you
NPCs no longer equip armor enchanted with Flight or Float Effects on their own
NPCs no longer interrupt/cancel their pointing action (like when asking for directions) to run away from you if you're a monster or goblin
Other Goblins now no longer run away or attack you if you're a Goblin or a Monster
Outcasts (mostly Merchants and Nomads) now no longer ignore the fact you're a Monster or a Goblin
Shopkeepers, Guards, Attendants and Managers no longer greet and detect you instantly on entering a building if it's not their work hours
Services & NPC Mechanics
An NPC may now critically fail or succeed a Steal Service with 1% chance each, either dying on the job, or giving you double the bounty!
Fixed some instances of horses dying repeatedly if they did so while being ridden by high Riding Skill level NPCs
Nerfed the Skill levels of NPCs overall
Only Items owned by the NPC will be cleared of that status when they die while holding them (can't launder items by adding them to a knocked out NPC, then killing him)
Slightly nerfed the Disposition cost reduction from Faction standing for all NPC Services
Slightly nerfed the success rate of NPC Get Item Services
World & Generation
Adjusted the generation/spawn rate of Coins
Destroyed Christmas
Dungeons and Settlements are now only half-explored when their chunk is loaded, showing up as ????s in the Map Menu and with no fast-travel, and must be well-approached to be fully revealed
Fixed a bug that caused Devil Spires after the twenfth to have null names
Fixed a bug that prevented a new Devil Spire from being generated properly if the world was filled with destroyed ones
Fixed the labels of NPCs that are highly shrunken/grown to be less extremly scaled
Gather Spots (Trees, Herbs, etc.) now update their visuals when you wait or sleep if they're growing (no need for a full reload or going in and out of buildings to trigger the change)
Gathered GatherSpots that are destroyed just like when Harvested (like Grass and Herbs) are now also replanted because of the Peasantry Skill Perk, as if they were Harvested (destroyed with attacks or Tools)
Merchants can now spawn far away from Dungeons and Settlements too
Monuments and Markers now show up in the HUD minimap!
New Lorebook by Lucio Magno: Boil. Strain. Wait. Re-levelled the other Lorebooks for it to fit in nicely in the updated drop-table
Reduced the range in which NPC ages are randomly set
The Devil Spire now generates with a higher chance of going upward, like Caves do downward
The generation of Nomads and Merchants is now multi-threaded, like the rest of World Generation, to avoid long hangups at 99%, specially when generating larger worlds
Combat & Stealth
Enemies that are invulnerable (like Bosses during their Ultimates) can no longer be tripped, disarmed or turned-around, avoiding bugs
Fixed a bug when Abominations cast invalid Spells (like those Spell-Stolen from it while casting)
Fixed an oddity that caused extreme Dodge Skill exp gain when Dodging while on fire
Fixed endless error messages when casting Trap-Projectile Spells
Invisibility now works to hide you from enemies with Night Vision
Reduced the noise for detection purposes of blocking slighlty, and attacking walls highly, and highly increased the noise kills make without the Stealth Kill Skill Perk
The Stealth Kill Skill Perk now also makes attacks and blocks produce no sound, to make the Perk not useless overall
You may now use the Invisibility Effect to avoid the negative effects of sunlight on Vampire and Goblin characters
Magic & Effects
Effects that must last for a while to have any effect, like Buff, Summon and the like, now can no longer be created with 0 Duration
Fixed Gravity Effects not pulling targets to the center of their AoE, as was intended
Light and Dark Effetcs are no longer generated with the default light color being red, instead it is now White/Black
Renamed Destruct, Force and Blunt Spells to Destroy, Push and Knockout
Renamed the Ray Spell Projectile to Beam
Shrink and Grow no longer (poorly) work on Buildings and props
The Swap Effect now only works on Characters and movable objects
Walls and Floors created with the Wall or Floor magic Effects on equipment Enchantments now no longer send you to the shadow realm when attacked
Crafting & Items
Dropped Items now no longer instantly play collision sounds with each other, except if thrown
Fixed a bug that caused crashes when scrolling down the Quantity selector in Crafting menus
Fixed a bug when pressing to Use Items in Containers
Fixed Interaction raycast disregarding obstacles, for example, being able to open chests through walls
Items no longer use their Attack Sound pitch when colliding
Nerfed the proc chance of Double and No-Material Perks of all crafting Skills
The Magic Bag is now saved to your character, not the world, to avoid widespread confusion and item loss. Old data transfer is made automatically on load
You can no longer eat items with the Survival Skill Perk Omniphagia that are marked as undroppable (like equipped Lamps)
You're no longer set to an arbitrary 99 quantity when choosing the Max Quantity in Crafting, instead defaulting to 1 if you can't craft less than 2
Building & Placement
You can now change the distance you place a building by using Q/E or a Gamepad's Trigger buttons
User Interface & Controls
Fixed a bug that made the Party menu unuseable with gamepads
Fixed the position of the UI arrow in Character Creation for the Height and Weight spinboxes
Performance & Optimization
Applied the "check for other characters" optimization to animals too
Fixed lag/stutter when loading multiple NPCs (as each was loading a separate Humanoid or Goblinoid model, thanks Goblins!)
Highly optimized the checks for characters and lights for bodies in regards to checking for stealth and illumination
Put the NPC checks for monsters, bosses and the like on a 1 second timer, which improved performance significantly
Slightly optimized the physics calls for non-moving characters
Bugs & Fixes
Elevator Platforms in Pyramids now have a safeguard against pushing you through the floor
Fixed a bug that made it so you regenerated Health when outside during the day, but covered by shadow. Mostly noticeable with Darkness Effects and the Goblin Perk
Fixed a minor bug with player-made Factions and relationships with other Factions
Fixed NPCs that are escaping instantly going outside if they are attacked
Members of the Outcasts and Underworld Factions now hate members of the Monsters Faction (Goblins) less
NPCs that are zombified are now properly marked as Dead to the world
Reduced the shaking while using Attack and Cast Charging Skill Perks
You can no longer die during the second part of the Ending F
Other misc fixes and improvements
Want to vote on what will come next? Join us on Discord!
Some of the content introduced in updates won't show up in your game world, or at least won't be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!
Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.
