Full notes
Full Mirklurk: Every Step Matters update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- UI and audio
- Store
- Performance
Mirklurk: Every Step Matters changes
First of all this: This is not a big patch but it is an important one, which deserves some attention (I think).
This patch does the following (for the main game and the demo):
If not in combat, performing actions which cost more AP than available, will automatically be performed, end the turn and AP recharge will take the difference into account. This should hopefully make the gameplay out of combat much smoother and enjoyable. (Stamina loss has been reduced slightly to compensate for less "resting", since unspent AP is what restores stamina.)
The spawning inside dungeons was bugged, and it spawned way too many enemies. This has been fixed, and it also takes into account if you are already in combat. (With this said, dungeons are far from done, and how the spawning happens will change, but I really wanted to fix this ASAP.)
Using the inventory/bag button, will no longer close already opened stashes, frustrating the player and causing needless AP-loss.
The player will not automatically stop resting when focus is 100% but stamina is not. Now, when both focus and stamina is 100%, there will be a notification to communicate why the resting ended. (This is referring to resting without a bedroll/tent)
Previously, enemies moving while the player "paused" when walking greater distances, always interrupted the longer path. This was done to prevent the player from walking straight into previously unseen danger, or such. This has been changed: set paths will not be interrupted. This will be much smoother gameplay, but slightly riskier.
Dungeon exits are more visible, both through providing more light and they all have some brighter colors, like bright moss, to further distinguish them.
It now costs 2 AP to swap weapons. ('Z' key swapping, this is)
You can no longer accidentally quick-stack items into harvest-menus, like when collecting plant fibers.
When searching/examining tiles, the player now needs to close any open search-stashes to continue searching. Previously rapid-clicking-searches was often clunky and required multiple, unresponsive clicking. Hopefully this is more straight forward.
Both crafted and purchased torches weights 1 now.
Cursor doesnt show a '?' when hovering on the players current tile.
Two crashes have been removed!
A huge thanks for all the feedback, bug-reporting and patience!
As always: Should this patch cause anything unforseen, let me know ASAP, so I can hotfix this!
Otherwise: Please let me know how this new version feels!
If the game runs smoothly, I have one more should-be-quick-work patch: adding rafts to help soft-locked players traverse larger bodies of water. After that, the next patch will be much bigger and be more content-focused.
Best wishes and lots of love! <3
//Mattias EDIT: Made another patch (v 0.6.5.1.) I made one important fix (the player would sometimes get an AP-discount for no apparent reason - just a bug) and I made sure that the XP bonus mentioned in the Focus related perk, actually applies.
Source
Changelog.gg summarizes and formats this update. How we read updates.
