First a little reminder: if you like this game, please leave an honest review - it really helps the game grow! <3
This patch adds the following:
Two new unique locations, each related to either a new side quest and/or the main quest.
Two new unique NPCs + one new generic npc-type.
A final chapter to the main quest, making sure certain events and characters feel more concluded.
Three new enemies: bats in various shapes and sizes. They come with a new damage class: leeching damage.
Two new bosses.
Roughly 20 new items - most being magic weapons. They will be very powerful but drain one of your main stats, like Focus, Warmth, Hunger or Stamina. (I think this can make for some very interesting gameplay!)
You can now 'Strict Move' if you hold Left Ctrl (that's the default anyway) - meaning you can easily stand on containers, carcasses, etc.
One new song.
You can now buy chests, for perfect storage.
This patch changes the following:
When crafting you will automatically be able to use items from nearby containers. (Too clunky raft-crafting no more!)
You can't pick up burning camp fires, which happened a lot by accident, wasting peoples hard earned firewood.
A handaxe will always be available for sale at the fort. Later in the quest there will even be a better one. Plus, the person selling it will not stray too far from the fort!
Empty containers will despawn as intended. This will be especially noticeable with heaps of empty tree-loot no longer lying around.
Nature attacking nature (like a Gnat attacking a slug) has 60% lower chance of happening, meaning the player will not be slowed down as often when simply travelling.
Updated the basic loot-amount-function which was too generous (It didn't work as I originally intended, meaning the player often got too high amounts of coins, materials, meat, etc.)
When starting fires (for torches or camp fires) nearby fires from placed torches or camp fires, will help more.
Certain rubble around a certain building will get progressively cleaned up as time passed.
Increased the distance at which the player is allowed to build, near the fort.
Nerfed 'Master Basher' from 1.5% to 1.2% per rank. Also, the default stun chance is now 10% instead of 12.
Weapons distance is now added to item info.
'Fire Striker' is now called 'Fire Bond', and at level 5 it allows the burnt Hit Points to be healed when resting.
Summoning certain characters at the same time, if the main quest has progressed long enough, will cause them to fight each other.
'Concealment' underground is much lower. Things do live and hunt in the dark down there after all.
You can no longer place stuff in the toxic goo tiles in rift-infected areas.
You can no longer accidentally create maps of the area you are in, if already carrying a map.
Added a few Italian characters to the font, since a translations is in the works.
Adds a chance that targets stop hunting earlier, making combat and escapes more dynamic.
Made the start "Press E to continue" more visible by blinking a little to stronger.
Tool Tips is being turned ON/OFF is now saved with each character.
Added a small sound effect to rotating items.
This patch fixes the following:
Poison on enemies should always be applied, despite combat having ended.
You can always interact with stuff, despite it being directly below the player.
Fixed a bug in which the player didnt die, despite having 0% wellbeing.
Fixed a bug in which combat didn't end, despite no enemies targeting the player.
Fixed an issue in which there could be 2 characters with the same name - eventually causing crashes and corrupt save files. In other words: It should now be impossible to name a new character identical to an already existing one.
Making sure to update terrain penalty after "Nature catching up". This was not the case earlier, so when returning to areas, pathfinding could be way off.
The green ranged-attack-available-here-tiles were not perfectly psynched with the weapons range, being confusing and buggy at times.
Enemies cant AoO if you just click where you are already standing.
Sets the correct reverb when loading last save, if you are in a cave or so.
Dying in special location no longer creates clones of NPCs if you 'Load Last Save'.
Fixed an issue with smaller rifts occupied 2x2 squares, despite being 1x1.
Fixed an issue in which there was a crash if picking up a bedroll that was placed many patches ago.
Fixed several rare but annoying crashes: one related to arrows hitting a target, another to harvesting trees, another related to a missing local menu, another to dying with a lit torch or lantern.
Entering a cave while standing on a raft will NOT bring that raft inside.
Fixed several issues related to clones of rafts or rafts going missing after transitioning.
Throwing stuff (like a poison flask) from containers on the ground won't cause the item to remain with 0 amount,
There was an annoying small gap between status effects at the top screen, being flickery and ugly when moving the cursor between effects.
Setting the characters height better when loading + transitioning. Like when in water.
Fixed overlapoing cost/sell strings in trading menus.
Fixed an issue with hidden unavailable tiles after jumping.
Fixing the cursor symbol so it doesn't point to targets standing in none-visible tiles, being confusing to the player.
Got rid of strange glitch with let the player move without losing AP.
That's it for now! There is still work to be done - polish, fixes, improvements, etc. But I think these are much needed improvements and I hope you'll like it! =)
As always: I am very ready for hot fixes, should there be anything unforseen (which there almost always is ;D) so please report any bugs ASAP!
A billion thanks for your feedback, bug-reporting, support and encouraging words! It means the world to me!
Best wishes and lots of love! <3
//Mattias
