Wyrd World · published
Ohhh man.
The real patch 16c was uploaded as a beta build thats available on steam to mess around with, but since then I've added a lot of additional stuff between fixes, and content so I decided to make a good solid Live checkpoint update. The following changes are included in this patch as well as probably a few i am forgetting.
The two big things are:
Added a floating damage text feature to combat so you can see how much you hit, or are hit by enemies for. It was originally to test weapon scaling but I think it looks cool and it's staying.
Numerous new Points of Interest to explore out among the wilds, of both threatening and welcoming natures. Including new enemy types to get cheesed by ( Im sorry )
But also worth mentioning is:
Fixed some placement issues with enemy camps out in the world that were floating.
Reduced some friendly guard perception causing them to attack things in the world way out of reach.
Fixed some guard spawns popping up too late or too early.
Fixed an issue with a bridge connecting two platforms in the elf starter town.
Fixed an issue with Wind's Perch NPCs spawning on top of house roofs.
Other npc placements refined.
Fixed an issue with using the ESC key to close a merchant window causing the player to be locked in place.
Fixed an issue with the wolf form spell not working for players who join late.
Fixed some main UI pieces overlapping incorrectly.
Fixed an issue with some enemies hitbox being too small.
Fixed an issue with Loot chest/Worktable occupants bleeding over into one another.
Revamped some player recipes that became redundant or obsolete too quickly.
Changed the color of goblin skin to test out visibility and contrast in forest environments.
Fixed an issue with some bows not reloading properly on drawing a new shot.
Fixed an issue with player movement and death animations.
Fixed a stamina issue preventing blocking with a shield from breaking when out of stamina.
Fixed an issue with some player features not being loaded on re-loading an existing save file.
Reduced visibility of enemy camp smokestacks from a distance.
Fixed an issue with lighting render distance on some enemy camps.
The Dwarf fortress should no longer leak when it rains. (TBD)
Again, i'm sure there are more that just weren't significant enough to put into my notes but stay tuned for more cool stuff.