Full notes
Full Dynasthir update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Fixes
- UI and audio
- Balance
- Events
- Gameplay
Ûnsae
Of course we introduced a bunch of issues with all the greatness in the last one. I thought we had checked most things but as it turns out there were plenty of things to address. While we did our playthrough to look around we came up with some small ideas on improvements and we made some notes about other things that we want to do. This patch may introduce a small micro shader compile stutter. Gathering unique data from different hardware takes time & we've changed a few major shaders with this with this one. Sorry, it's for a greater cause down the line!
Current Patch V 8.9.6.7
Fixed final boss music tended to multiply up when hit
Fixed mistake that jumbled up our Enemy Projectiles
Fixed some minor typos
Fixed equipment that said they give Stamina, which of course should be Adrenaline
Fixed Gryphons not giving their loot if killed by player arrow
Fixed full body VFX from status effects not removed when resting at Foci
Fixed Inventory text for weapons/shields now display the % symbol next to relevant item stats
Fixed crest charges not displaying the correct amount. Should update when you do the next event that charges the crest
Fixed bad tiling in several places, causing low quality looking rock; may stutter first time seeing it. This will improve in a future patch
Fixed sinking down into some root meshes in the Nekath home tree
Fixed docile Miasmites from Single-Spawners
Fixed bad overlap location for a body of water in Wolfs pass near Wilden
Fixed message soft lock in a puzzle near Redoak
Fixed cinematic details in Fathoms
Fixed bad position of activation prompt for an NPC in a house in Wilden
Fixed LOD distance on SM_Bushy_tree extending it further due to looking bad from below
Added feedback to unlocking an ADR skill through combat, requires more testing
Added missing icon: Griffon Piece
Added missing collision to a new tree type
Added missing collision to a new table type
Added another way to win the Fathoms Race
Added experimental Un-knock arrows with G on KB/M and Gamepad Left Shoulder on gamepad
Added Un-knock keys to Settings Menu
Added new cinematic detail in Fathoms
Improved lock-on for Skull Demon
Improved variation of Nekath around the home tree
Improved dialog for NPC asking you for you to hunt Gryphons
Removed residual demo text at end of Chapter one
Known Issues
Micro-stutter due to shader cache miss
Glyph functionality mis-match in rebinding Flicks
Music levels of certain pieces not tied to any slider
Severity slider for Color Blindness resets to full
Active guards death do not worsen world state if killed by the player
Underside of balcony in Lower Waycastle can be seen through from below
Food item in Torgate Tavern, not so clearly targetable or purchasable
- Ulfgang & Mireneye
Source
Changelog.gg summarizes and formats this update. How we read updates.
