First of all, we want to thank you for all your feedbacks. We want to let you know that we read every comments and reviews, to create the best game experience we can.
The next update will be about UI improvement, and also redesign of some placeholder windows (Character Sheet and Passive Skills).
We will also add a new display mode for the lowest configuration.
We are also working on some issue that really drops the frame rate. We hope to have good result in a week or two.
New skills will also soon be available for you to test.
Just for the notice, the Spell Book drop rate is currently very high and do not follow any balancing rules.
In this update, we focused on the core gameplay and all the blocking events that many of you have seen. Most of these issues are now fixed, and we keep hunting the others down :)
GENERAL:
Fix: Full fix for dynamic vegetation! We re-enabled dynamic grass, if you have any problem, please let us know!
Fix: Many blocking events in quests - known issue : sometime, quest 1 may start in Amarth (for newly created character). This will be dixed in the next release)
New: Text tooltip for quest 5 : Quest 5 is now about exploring the open world. New scripted quest will come next week, when the game will be a bit more stable.
Fix: Bug triggering an attack when talking to an NPC
Fix: Player no longer moves when talking to an NPC
New: Amarth's door will not open in the beginning of Quest 2. You need to talk to Father Gernez first
Modified: Even if activated, waypoints outside Amarth are not usable until the end of quest 2
Fix: Quest 2: Grabbing Luthor Stash will now automatically
Fix: Issue when saving Passive Skills. This part may still have issues, but the real fix will come with the redesign of the Passive Skill UI within the end of this week.
Fix: Templars were sometime showing up in the begining of Quest 1
ENVIRONMENT:
Modified: General performance improvements during the night
Modified: Performance improvements during temple fight (mission 1)
Modified: Performance improvements during night time at Amarth
Modified: Improving quality of light shadows at Amarth
Fix: Wrong Time of day selection was sometime triggered in the begining of Quest 1
CHARACTERS:
new: Templars NPC and AI Level of Details added
new: Villagers Level of Details added
Modified: NightStalker particles effects optimized
ANIMATION:
Modified: Zombie Dog animation
New: Zombie Blown Away animation
Fix: Ogre model entering T pose
Fix: Skeleton model entering T pose
AI:
Removed: Zombie Warrior and Zombie dog no longer use the fluid AI system (will be restored later, when fully implemented)
Butcher Zombie speed increased
GAMEPLAY:
Modified: The Orc Battle Mage shouldn't be a purple-ball-firing-machine-gun anymore
