In this update5
Full notes
Full Blade and Sorcery update
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Repeated intro
Hello mates, Baron here! Another patchload of bugfixes today from the Warpfrog team, addressing a bunch of issues raised by the community.
What changed
- Maps
- Balance
- Fixes
- Gameplay
- UI and audio
- Store
Blade and Sorcery changes
Some notable inclusions --
Players who spent crystal shards to upgrade and then accidentally died on Home map would lose their shards. This bug really sucked, so I'm sorry about that for anyone who unfortunately suffered this!
Players are now immune from Airstrike fall damage. Players looking to test out their new skill would jump off a cliff only to find they died on impact. ːpontius_angryː Now it operates as it always should have.
Some T4 weapons (Slaughter Sword, Noble's Dagger) were not appearing in the generation pool at Baron's Bounty, meaning no matter how many times you visited the weapons would never be for sale - they should be appearing now.
There was a bug for gold loss upon death where the player was losing their entire gold instead of only partial gold loss; it must have felt like playing hardcore difficulty! This is now fixed.
Full changelog of fixes below!
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Unrelated to this patch but related to bugs, I also wanted to mention --
If you have played U11/U12 you might have felt the AI seemed a bit derpy in 1.0 by comparison.... You are not crazy!
We are still exploring this, but it seems we suffered from regressive AI bugs that are lobotomizing some of the AI's behaviors; notably AI not dodging, not using their shields properly, being unable to parry and riposte, and the very annoying "AI hugs you to death" rangefinding issue returns. ːeagleangryː
These were AI issues that we ironed out in the "animation overhaul" efforts back in U11, so it's annoying as hell to see them back! With so many moving parts in 1.0, the slow drip of tweaking code over time meant these issues slowly and stealthily reintroduced themselves. It's the kind of stuff that goes unnoticed because it happens so gradually that it is like watching a plant grow,. It's only when you can A/B compare the updates that things jump out!
Anyway, just wanted to let you guys know we are aware and looking into a fix!
Crystal Hunt
Updated inventory tutorial videos
Fixed some typos in multiple languages related to the spelling of "Dalgarian"
Fixed duplication bug when swapping inventory pages while grabbing an item in the inventory
Fixed issues with the golem not stunning when it should
Added missing T4 greatsword and dagger to the shop loot table
Fixed issue with the player model breaking if they died while climbing the golem
Fixed issues which can break golem fight
Fixed gamemode gold death penalty causing all gold to be lost
Fixed lore typos in English translation
Fixed gold/shards not resetting on death
Fixed item book duplication glitch
Fixed outpost dungeons not using Very Large length for difficulty 4
Fixed issue with golem crystal being storeable before the player kills the golem
Sandbox
Added Very Large outpost dungeon length to Sandbox on the mapboard
Skills
The player is immune to fall damage during airstrike, its reenabled after 0.5s
Modding
Fixed modded crystal merging
Fixed issue with ItemIds in ItemData not overriding ItemIds on the prefab consistently when spawning the item
Made lore easier to mod via public methods
Allow calling MergeCrystal directly for rudimentary cross-tree merge support
Fixed errors when modded skill tree orbs are null
Fixed ModsMenu event firing incorrectly.
OnLocalGolemSet is now a static event, not a static Action
Fix NRE with ThunderEntity.GetCenter
Fix missing status duration on Thunderbolt
Fixes
Fixes to prevent arcwire/teslawires causing glitchy decapitations
Fixed memory leak with the skybox not being unloaded from dungeons
Changed currencies so that they are only serialised to disk when the players inventory is saved
Fixed issues where dying while climbing would cause the player to be disconnected from their body
Prevent creatures breaking if spawned in shop
Lowered vertical rope slide speed to prevent players from dying due to fall damage
Optimised loading some json by a avoiding expensive operations that weren't necessary
Fixed mesh issues with Ascent, MiningHub, Townsquare, LostCove
Fixed waterfall in SewerMaintenance
Added items to Museum and Temple
Fixed Observatory Support having no colliders
Fixed one sided texture in Market
Fixed bad granary hole
Male Officer armor neck protector returns!
EndTower optimizations
Fixed CoastalFort causing a progression blocker due to out of bounds collider
Added colisionHandler to Trapdoors
Fixed negative collider in Main Menu
Adjusted colliders for t4 short sword
Long axes texture fixes
Update VFX assets data files
Many particle effects memory usage was optimized
Fix duplicate charge sapping vid on skill tree
Fixed Culling between Museum and GatheringHall
Source
Changelog.gg summarizes and formats this update. How we read updates.
