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Vanishing Realms: The Sundered RiftNewsUPDATE, August 26th 2019
Community

UPDATE, August 26th 2019

Vanishing Realms: The Sundered Rift · published 26 Aug 2019, 10:23 UTC

All newsPlayers around this dateRead on Steam

Today's update improves a few playability issues and fixes bugs in both the Base Game and the Expansion.

Base Game & Expansion

  • Previously it was quite easy to accidentally discharge/fire a magic wand or magic item when trying to return it to the inventory belt. This is now fixed.
  • The Inventory belt used to snap-rotate itself in 45 degree increments in an attempt to stay in alignment with the player's head position. Unfortunately, this looked somewhat clunky and could cause a 'chasing your own tail' effect when trying to add or grab from the far right or left inventory backpack. The inventory no longer snap rotates, but will instead only realign itself if the player walks by more than a half meter or so.
  • In some situations, the Inventory belt could obscure the player's downward view and make it difficult to shoot or throw weapons at an extreme downward angle. The change to the belt described above enables a work around for this: look down and to the right, the belt will appear and lock in place, then look forward and down and commence with your now unobstructed deadly hail of arrows.
  • Some throwable items, found in certain dungeon areas, could be picked up and thrown only once. This is now fixed.
  • While dodging inbound projectiles, some monsters would dodge, recover, then instantaneously release their own ranged attack. At close range, this was particularly unfair as it was impossible to predict or dodge. This is fixed for Archers in the base game, and all ranged attacking monsters in the Expansion (Ogres, Snakestrikers, Pack Hunters etc )

Expansion

  • The 'HAVEN' check point was broken. Tying to load this checkpoint could cause duplicate items in inventory such as the Tome, and some checkpoints would have been unselectable from the startup menu room. This is now fixed and any save games with that checkpoint should behave correctly.
  • If you hit Pause while the Spirit Guide is running or climbing stairs, it could cause her movement to break and she would fail to complete her guiding task with you. Sometimes hilariously, by walking only on her hind legs. This is fixed.
  • Playability fix to the Orc Marauder's melee combat. Orcs are now a little smoother/more predictable to fight in melee combat. A bug was fixed in one attack animation, and most melee attacks slowed/smoothed.
  • The Orc no longer shield-bashes as frequently when the player gets within close range, making it a little easier to fight with shorter-reach weapons.
  • The blue Dragon Hunter now has less armor than the Dragonflame Hunter, animations are slightly smoother.
  • The Stoneskin Ogre is no longer able to instantly discharge his ground slam ranged attack while dodging or taking damage.
More from Vanishing Realms: The Sundered Rift

Other announcements

All news
In-game event8 Apr 2020Vanishing Realms: The Sundered Rift UpdateThis update fixes a number of minor bugs in the newer chapters, and addresses player feedback on end-game difficulty. Some players felt the end-game was disproportionately challenging, given the amount of mana that folks were typically collecting and expending in preceding areas. Additional collectible mana may now be found in locations much closer to the end-game. To extend the original sale e…Sale14 Oct 2019Vanishing Realms BundleVanishing Realms: Rite of Steel and the new sequel Vanishing Realms: The Sundered Rift are now available through a "Complete The Set" bundle. If you purchase both adventures through the bundle offering, the discount will apply to both games. If you already own the base game, the discount will still apply to the new sequel when purchased through the bundle.Game update31 Aug 2019Update, August 31st 2019Today's "hotfix" update fixes an issue for some Index controller users, and fixes an issue with some save games in the Expansion. 1) Expansion: previously, if you quit the game just after completing a path, but before entering a subsequent gate, you could end up without a relic upon restart. This is now fixed - when restarting the game your inventory will always contain the previously acquired…