Wyrd World · published · build 24747717
The list for work on this patch is extensive, as some items were carried over from 21B and that was back at the end of June when this began.
The most important changes of note are the huge amount of performance optimization done to the map and the player. You should see massive blessings from FPSesus. I will try to break down everything below in a straight forward manner.
A number of new random events and enemy types are now part of the game, but I won't spoil most of them here.
Some enemies learned how to use archery to kill you now. Weee
Fixed an issue with the player being rewinded to the starting place they mounted a horse or other mount at.
World locations optimized for performance through Packaged Level Actors, reducing strains on memory.
A few special merchants can be found in the wilderness selling things not available in town. You can usually recognize them when they are setting up camp in the wild. I will be adding more ways to attain those special items going forward.
Many tweaks to the landscape for performance and beauty factor (this is never-ending though) visual fixes for paths in the world and PCG clutter.
Fixed some issues with natural grown resources not being harvestable (references just werent assigned when I created them)
Fixed some behaviors with Goblins not getting along. This might return in a more polished intended form later.
Fixed collision issues with the third person camera going through some walls or landscape.
Also Enemies should no longer block the camera, so your view wont get bullied around when enemies surround the player.
Reduced Zombie loot drop rate, it was just excessive.
Fixed some animation equipped states for a variety of weapons
Created a nice opacity blend dither for some landscape foliage so they blend out as the player gets very far away
The Entire World is now partitioned correctly, so countless references arent being held in memory at all times, dragging the RAM down to the underworld.
Some NPCs are now spawned in a different method. Passive Critters are part of the landscape now to create more variety in their habitats.
Enemy and Friendly NPC spawns got re-worked for better memory usage, and general behavior fixes.
Fixed a huge issue with the Interact input causing the player to become paralyzed. It was a stupid hiccup involving dismounting a mount like a horse or Elk, and the game not registering it properly.
Fixed a goofy bug where landscape foliage was not respawning properly when harvested by the player (carrots, berries, etc)
Fixed an issue where the floating jump puzzle in the UNDERWORLD was stuck in place. The rocks should dance joyously now.
Fixed an issue with bow and arrow weapons ignoring the vertical angle of the player's perspective, so up or down just wasn't an option for shooting arrows.
Introducing a really cool biome I love in the southeast part of the world, its not complete, but it is neat.
A handful of new locations to explore with new enemies in the world. This list is also not complete as its a huge world to populate but the work continues !
A cool little bell chime plays when the player receives an item from harvesting or picking items up. Feels better than no sound though I may try out other sound effects so it's more passive.
Added music back to the Dwarf capital, and repopulated. They are still waiting on their furniture delivery to show up though.
Increased spawn ranges for most hostile NPCs, didnt like them popping into view and other performance fixes allow for more NPCs on screen now.
Fixed an issue with deer just doing whatever they feel like as if they pay the bills around here.
Tweaked goblin ARCHER hp to reflect their mobility and range, should involve much less chasing now.
Added sound FX to various weapons missing it. This is not complete as our sound department is dutifully striving for better audio fidelity day and night.
Added music back to the Underworld because why not?
Fixed an issue with Guest players not seeing lights and music when zoning into some towns.
Various fixes and tweaks for mystery enemies who shall not be named.
Set up Zone selection when spawning in to an area so it pre-loads the location, cutting down on some of the loading screen time the player first experiences.
Numerous tweaks to the save/load system. Hair color, face tattoo, and other customization selections were not being saved for either player. All of your style should be saving and loading properly now!
Split the Navmesh for NPC travel down from one big navmesh to many well managed Navmeshes, should drastically improve performance.
The Elven Bow was not bringing it's quiver to work with it, fixed that.
The Sergeant's Helmet was bouncing all over the place instead of sitting on the player's head. Fixed that too.
Known issue/s: Spawning into Alidiliaenael will cause the player to drop in from about 1000 feet up. This will kill you. The temporary solution is to hit the Q key just before you impact, so as to reduce the fall damage. I intend to have this fixed in a day. Thank you for your patience. An alternative is let the fall kill you, visit the underworld see the sights, tell the boney boy i said hey, then complete the jump challenge and it will teleport you to the location where you died :]
Do people prefer the wall of text or having these notes listed in bulletpoint? idk
Man my fingers are tired. This has been your Patch Notes, More cool stuff to come.