Patch 2024.9.24.1
- tcoffman10
- Sep 24, 2024
- 5 min read
Fixes:
Fixed an issue where pickup items could cause a crash when loading in (this will have an impact on all pickup items, existing weapons will be a default mesh, you'll need to loot them again to get the proper mesh).
Fixed an issue where NPC's that had different states (Aldric/Gravewardens) could cause a crash if both states loaded at the same time(this was most noticeable when teleporting to an area with these NPCs).
Fixed an issue where a master material was causing fatal errors when streamed in and out too quickly (crashes near Shielaa). We believe this may be a large portion of the crashes people have been experiencing. We'll continue monitoring this challenge, but we're hopeful this will solve a lot of the crashes.
Fixed an issue where a master material was causing fatal errors, this material was used by MANY objects in the world, including the resurrect statues/grave stones.
Fixed an issue where Terrorquake's weapon damage was not updated to the new weapon curve.
Fixed an issue where Arne's dagger weapon damage was not updated to the new weapon damage curve.
Fixed an issue where Aldric's quest reward weapons were not updated to the new weapon damage curve.
Fixed an issue where Isabella's quest reward weapons were not updated to the new weapon damage curve.
Fixed an issue where players could teleport to the resurrection statue in the tutorial level and get stuck outside.
Fixed the weapon scaling on items in Aldric's shop after rebirth.
Fixed an issue where selected potion was not saving on restart or death.
Fixed an issue where players could not use a rejuvenation potion if they were already full health.
Fixed an issue where enemies were seeing players too easily when the player was crouched.
New:
Increased the amount of XP gained from regular mobs by 33% (XP was halved previously).
Working on backend performance, with experience working in unreal, we've found some more fine tuning we can do. On dev system we're seeing a reduction of up to 1GB of VRAM usage on a 4090. We've also seen up to 1GB reduction of RAM usage as well. Will be looking for feedback if this makes an impact on FPS with some systems.
Added a new Layer system to allow us to have completely different world states based on quests or anything we want. This will open up a VERY large amount of content we've been wanting to do. For example, different enemies in an area once a quest is complete, random world events, ect.
In the process of fixing crashes, we've changed how items receive their mesh, this includes weapons and items throughout the world. This was a major backend change, unfortunately, any unique weapons on previous characters will go to a new "default" look. New drops will have their unique appearances. With that, we will now have the capability of updating ANY weapon appearance even if the item has already been dropped. This also allows us to add random skin drops for each weapon type as well (can possibly match some unique weapons to a damage type and roll random damage types on rare drop table weapons for example). This will also allow us to in the future, possibly have transmog for weapon types as well.
Added new "layer" for Aldric's questline (new layers that impact the state of the world without us manipulating many things).
Added new "layer" for Elara questline (new layers that impact the state of the world without us manipulating many things).
Added new "layer" for Alistair's questline (gravewarden's visible throughout the world).
Added new "layer" for Brightwood quest board questline (bears no longer showing up when quest is complete, we plan on adding villagers back in the fields in the future).
Added new "layer" for heroic only mobs.
Updated mineral deposits for the new process.
Updated Flowers for the new process.
Updated cultist documents for new mesh process.
Updated Infested Shrooms for new mesh process.
Updated Attribute books for new mesh process.
Updated Talent Scrolls for new mesh process.
Updated Coins for new mesh process.
Updated Gold bars for new mesh process.
Updated Potions for new mesh process.
Adjusted auto exposure to allow darker areas to not be as dark by default (whisp and torches will still be very useful)
Updated Veets weapon drops for new Mesh Process.
Updated Thief weapon drops for new Mesh Process.
Updated Dark Mage weapon drops for new Mesh process.
Updated Skeleton weapon drops for new mesh process.
Updated Rotmaw, Shadow Reaver, Lothric, Shadowbone, and Dread Blade's weapon drops for new mesh process.
Updated faceless weapon drops for new Mesh process.
Updated Zephyr, Gareth, Xyron, Father Voidstriker weapon drops for new mesh process.
Updated Disgraced Paladin weapon drops for new Mesh Process.
Updated Kael's weapon weapon drops for new Mesh Process.
Updated Exiled weapon drops for new Mesh Process.
Updated Bartrem and The Butcher's weapon drops for new Mesh Process.
Updated Black Knight's weapon drops for new Mesh Process.
Updated Crazed Paladin weapon drops for new Mesh Process.
Updated Shielaa and Veleion's weapon drops for new Mesh Process.
Updated Bandit Leaders' weapon drops for new Mesh Process.
Updated Ravager weapon drops for new Mesh Process.
Updated Dark Wizard and Valeria weapon drops for new Mesh Process.
Updated Brom, Feylinn, Sherman and Forgotten Gravewardens' weapon drops for new Mesh Process.
Updated Vorenthis weapon drops for new Mesh Process.
Updated Stoneguard drops for new Mesh Process.
Updated Enemy Weapons for new Mesh Process.
Updated Bow/Quiver for a new skeletal mesh process similar to the new weapon mesh process.
Changed how enemies spawn in the world. Regular enemies will no longer be static types, they'll be random, for example the bandit archers on road now have a chance to be any type of mob(warrior/rogue/mage/tank/ranger).
Changed how the bandit leaders spawn, they no longer spawn after killing specific amount of enemies. They're in the three specific locations. They're also different mobs.
The Silver Knights and Knight assassins are no longer bandit leaders, they spawn in the tunnel towards the cultists. They didn't feel like bandits, they're now scaled the same as black knight, but level 10 instead of 20.
Added the structure and process for destructible items (boxes/barrels/ect). It will take us some time to go through and update items throughout the world to be destructible. In the future, we might add some coins or xp from destroying objects. This will also allow us to have blocked off areas, that you can destroy obstacles.
We've added a setting to allow players to toggle sprint instead of holding for sprint.
We've changed sprint on controller to be either hold left joystick clicked, or toggle with setting enabled.
Top Face button (Y) is now crouch (this was already going to be phased to a new bind since D-Pad left is also sheathe/unsheathe and combat stance(hold)).
Adjusted the jump bind to allow for jump when the button is held with the controller.
Adjusted roll to roll on tap or hold when used with the controller.
Added the ability to hide helm/cloak when in inventory. This is a work in progress and can not be changed as of yet with a controller.
Adjusted the brightness of the world when turning global illumination down to medium and low. This is to help combat the difference in look/feel when graphic settings are lowered. When disabling shadows though, the game will still look much different.
Adjusted the odds that mages will swap to melee attacks if they can.
Added a chance for rangers to go melee instead of 100% of the time if players were close.
Adjusted the chance that melee will switch to ranged (previously acted the same as rangers/archers where they would prioritize getting back to ranged).
Updated input page for new controller binds.
Changed disgraced paladin's appearance.
Changed Kael's appearance.
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