Full notes
Full Birthright update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Fixes
- Performance
- Maps
This is another small patch with several bug fixes and balancing.
While progress on the next major patch is going well we are welcoming 5 new members to the team this month that we are excited to have. More on this later when they have settled in. But they will work on several different cool stuff :)
Some important bugs & fixes this patch:
Movement Animations added sync markers to tune foot placement (spillover from the new combat revamp in next major patch)
Some 1 hand weapons had wrong socket for collision generation making them shorter than intended
Some Armor pieces had bad custom physics asset making the Player harder to hit, now all custom phsyics assets for modular parts are removed and one singular asset used in all cases
Fixed Character Panel alt-modifier keys to work when UI is on top of another Dialogue
Changed material cost balance for several medical items
Fixed several quest items that was not tagged correctly and could not be used in the quest
Adjusted Eye Adaption brightness for dark mornings to scale with sun and moon
Sieging now always adds some of the citizens as extra defenders (previously only Villages did)
And many more smaller fixes
Next Major Patch
The work on combat revamp using Mass Entity system is close to an end. And two big things are left: Horse interactions and more Human behavior. However it needs to take the time it needs due to multi-threaded complexity and being a very mathematical approach to things.
But performance gain is immense when scaling up number of soldiers on the battlefield. And much more complex awareness for AI can be done. So looking forward to releasing this a bit later.
Source
Changelog.gg summarizes and formats this update. How we read updates.
