Hello everyone!
Update 0.7.1 is focused almost entirely on bug fixing and stability.
After the release of 0.7, I went through a new audit of several systems, including settlement captures, shields, roads, the Veil, Vyleish settlements, quests, interiors, and NPC navigation.
The initial audit started with four bugs reported by players in the community. A special thank you to Dethdagon66, who reported the settlement seizure issue, and QuadGod4444, who reported the shield, overlapping road, and Veil saving issues. Investigating those reports also led me to several related bugs that have now been fixed.
Here is everything fixed in 0.7.1:
Settlement Capture Fixes
Originally reported by Dethdagon66.
During settlement captures, required NPCs could sometimes fall through the terrain and be incorrectly counted as defeated, making the settlement impossible to capture.
NPCs now wait for the terrain to finish loading before being placed, and characters that still manage to fall are repositioned instead of being considered defeated.
The recovery system was also expanded to cover residents, guards, clergy, and other settlement NPCs.
Another issue was fixed where defenders pursuing enemies downhill could incorrectly be sent back home during recovery.
Shield Fixes
Originally reported by QuadGod4444.
Several problems related to shields were found and fixed:
The Shield skill now correctly appears in the skill list.
Shields can be equipped normally and correctly appear in the hand wheel.
The original shield artwork has been restored.
The PS1-style shield texture has been restored.
Raising a shield once again makes it move upward on the screen.
Selling, dropping, or having an equipped shield stolen now correctly removes it from the equipped slot and hand wheel.
It is no longer possible to hold two shields at the same time.
The white shield icon has been fixed in the inventory, HUD, and item cards.
Equipment comparisons now correctly recognize shields in both the inventory and merchant interface.
Shields no longer appear twice in the equipment grid.
Road Fixes
Originally reported by QuadGod4444.
Road textures could flicker at intersections because overlapping road strips were being rendered in the same place.
The duplicated strips have now been removed without artificially raising the roads above the terrain.
Veil Fixes
Originally reported by QuadGod4444.
In some situations, the game could continue believing the player was inside the Veil even after leaving it.
This caused manual saving, quicksaving, autosaving, Mark, and Recall to remain unavailable.
The Veil state is now properly cleared through every exit method.
Bank Interface
Disabled bank buttons previously appeared grey without explaining why they could not be used.
They now display the reason they are unavailable.
Interior Teleport Fixes
For approximately one or two seconds after teleporting into an interior, the game could still treat the player as being outdoors.
This could allow transformation into beast form and even cause rain to appear inside buildings.
Interior state is now applied immediately.
Vyleish Fixes
Several issues affecting the Vyleish settlements were corrected.
Vyleish characters now react to atrocity orders with terror instead of disgust.
Capturing Crow's Port no longer skips the epilogue.
Several steep Vyleish staircases that were impossible for both the player and civilians to climb have been corrected.
A Vyleish flagpole that blocked movement between two settlement levels has been fixed.
Navigation across terraced villages has been heavily improved.
Before these fixes, NPCs could successfully complete only 104 of 228 tested routes between settlement destinations.
They can now complete 220 of 228.
Accelerated horseback riding could also pass through the side of some terrace ramps. This has now been fixed.
Quest Fixes
Several quest-related problems were also corrected.
The return marker for the organization quest could remain stuck at the NPC's original position. It now follows the NPC correctly, and the NPC who assigned the quest receives priority when the game chooses who should appear.
The same problem existed in the Valecroft citizen job system, particularly when the tavern was crowded, and has been corrected there as well.
Dungeon objectives were also adjusted:
Quest items that could appear inside the central dungeon structure now spawn inside a clearly visible chest in the corner.
Rescue targets are now placed outside the central structure so they remain accessible.
Additional Changes
Registration markers were added to Vyleish character-creation dialogue.
Several outdated automated tests were updated.
An ERROR that main.gd was unnecessarily writing to the log on every run has been removed.
A temporary issue introduced during the audit that could freeze calm residents while waiting for terrain initialization was identified and corrected before release.
Thank You!
A special thanks again to Dethdagon66 and QuadGod4444 for taking the time to report these issues with enough detail for me to track them down.
Reports like these are especially useful because fixing one visible bug often reveals several related problems underneath it, which is exactly what happened with this update.
If you encounter any other bugs, strange behavior, or technical issues, please keep reporting them in the pinned Bug Reports & Known Issues thread.
Thank you for playing MORHVAL: Ravenglaire!
