Full notes
Full Guildamation update
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What changed
- Fixes
- Gameplay
- UI and audio
- Balance
- Performance
Guildamation changes
Here's a list of some stuff that's been fixed / updated for 0.1.7.6 and 0.1.7.7
-Added particle effects when a character is hit
-Added building animations for Thief and Hunter for when Guild Housing is being built.
-Updated running animation so the arm in the front of the character sways as well
-Added Steam Achievements for killing bosses and building the Guild Hut
-Changed "Branze", "Capper", and "Tiin" to just their regular names
-Made the craft default amount to 1 and added a Max button to make the amount infinity
-Added options to disable Screen Shake, Particle Effects and Shaders
-Added options to hide hp, mana, and action time bars under characters
-Added ability to increase stats by 5 if you shift click the arrow
-Added option to 'Collect Up To' for Scheduled orders so for example you can collect up to 500 copper ore -Buffed the crafted equipment across the board
-Nerfed the random equipment drop rate
-It seemed that a lot of people were just skipping the crafting equipment completely because 1 they were able to get enough random equipment to keep their characters equipped and 2 by the time they could craft equipment it wasn't very strong so this way crafting will feel more worthwhile and necessary
-Fixed shader effects not going away when the last character in a group was moved to another group
-Fixed issue with camera when going from Building Guild Hall to another group
-Fixed not being able to set target to gathering nodes or the items they drop for Schedule Group Orders
-Fixed various typos and missing localizations
-Fix the talent connector not changing color when the talent was added, (only updated on close and reopen)
-Reduced the lag of various UI elements like Item Filter's Sell Now, quests and tutorial (although might still need some more optimization)
-Got rid of some placeholder equipment art -Added a rarity color to item's equipment description, like "Uncommon Dagger" will be green now in item popup info
-When selecting Talents, Equipment or Tactics UI the game will open character select and now properly go back to Talents, Equipment or Tactics once the character is chosen
-When double clicking an item to equip or use it the item info popup will now close instead of staying open
-Fixed issue where if 2 quests with rewards were finished in quick succession you wouldn't be able to select rewards from the first one -Fix issue with unlocking zones if continue a save that already finished the quest to kill the boss that unlocked the zone -Fixed issue with scrolling in talents UI -Added option for selecting all qualities when crafting an item so it will make normal, uncommon, rare etc -Hiding group order progress bar when not doing schedule orders -Fix issue with up arrow on UI hiding other UIs
I'm working on adding Herb Gathering areas now that'll work similar to the Wood Cutting and Mining except Herb Gathering will use Prowess as the main stat. With more herbs comes more potions. I'm going to nerf the healing potions a bit so it heals over time instead of instantly to make it so you can't just spam potions. I also want to change how food work so they're not just another healing item. I plan on going with something similar to Valheim where they give a buff for the duration and your character just eats automatically on rest. This will give players a reason to actually craft the food. I've been wondering what I could do with the piles of stone that seem to accumulate when mining and after playing some diablo 2 I came to the conclusion. I'm going to add 'Shrines' that will appear between waves that gift the group a buff for a duration. You must first build the Shrines for your guild which will allow them to show up on the field. Also I plan on changing the blacksmith and alchemy up a little bit so they start off simple and can be upgraded. This could also tie into unlocking various recipes. For mass piles of wood they can be turned into charcoal which will be necessary for stronger metals (steel and higher). Think I could also add gems from mining to socket into equipment so mining feels more rewarding and allows more customization.
Source
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