Full notes
Full Outerlands Guilds update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
- Maps
- UI and audio
- Fixes
- Balance
Gloves & Gauntlets
Following the last update that introduced visible hands for characters, now it is available a new equipment slot "gloves", now you will be able to customize even more your character loadout.
New Weapon Javelin
A new weapon was added to the game in this update the Javelin, it is a polearm type weapon with a custom skill tree branch on that category, it can be used like a spear for melee attacks, or with the addition of the javelin bundle (a quiver type equipment), it also can be used as a ranged weapon.
Biome Specific Enemy Groups
With this update will be possible for the same enemy party to have different composition based on where it was created. Now you will see different types of bandits if their lairs is on a cold region, a temperated or an arid one.
Market UI Improvement
The market UI was improved, now it will display a summary of resource/items/members of the selected party or guild, in this way should be easier to look at what your party need.
In addition another economics updated was implemented, now the selling values of items on the marketplace will be reduced based on its current durability left, it means an item at half durability will sell for half the base value.
Battle Results Details
With this update, on the battle result screen, will be displayed also the total damage dealt to enemies and the total damage received, when the mouse is over one of the two it will display a tooltip with the breakdown of damage done on different layers.
Now it will be easier to see how it character perform in battle.
Settlements Merchants and Militia
In this update it was changed how settlements handle the creations of merchants caravan they send to other settlements, now they are no more limited to one active caravan each, but this limit will change depending on the settlement size (up to 3 for capital settlements), this should improve the resource flow between each others.
In addition to merchants, now big cities or capital cities ì, can spawn militia party that patrol the settlement area of influence and hunt bandits parties it can spot. Right now it is not possible to interact with them, but in future updates the interactions with the player will be expanded (for example they will attack the player too, if the relationship with the kingdom is too low)
New Feature
New specific traits for goblins and undeads
3 New heavy helmets
Changed from left click to right click to select the destination of a party movement on the world map
Now when saving the game, the current position of the map will be recorded, and be the same one when loading
Add a counter near the skill panel title on the inventory screen to show how many skills are available for the current selected character
Now is possible to move more than one tile at time in combat, it will also display how many AP are left after moving to the specific tile
Decreased the tooltip show delay from 1s to 0,5s
Small bugs fix:
Fixed a bug that keep showing a destroyed shield while in combat
Fixed the turorial for the party view, craft panel and city info panel
Fixed a bug that show again destroyed party and layer on loading a saved game
Fixed a bug on the cultists quest not proceding after the first choice
Fixed a bug that not show the correct equip position after the first turn of combat
Fixed some race classes with outdated attributes
Fixed a bug that prevent the AI to check skill cooldown before using it
Fixed some UI part of the recruit list overlapping
Join the Discord server today! https://discord.com/invite/VZqPD4aZQA
Source
Changelog.gg summarizes and formats this update. How we read updates.
