In this update5
Full notes
Full Passageway of the Ancients update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey Everyone!
What changed
- UI and audio
- Balance
- Events
- Maps
- Gameplay
- Server
Passageway of the Ancients changes
Hope everyone enjoyed themselves so far!
We are excited to announce a new major patch (1.3)! With this update, we primarily focused on UI scaling, streamlining the pathfinding, tying combat mode to weapon sheathing, fixing many melee vs magic issues, as well as some enhancements throughout the game. You can find the full list of changes down below.
In addition, we are already working on the next few major patches, so here is a rough timeline of the major changes to expect (subject to change depending on other things such as fixing problems as we learn of the issues):
1.4 (ETA: early spring)
Dungeon mechanics and loot rebalance
Better quest hints (primarily in the form of visual cues, as well as better journal entries), story progression improvements
More rewards for thorough exploration
Updates to existing maps to make them feel more alive, primarily via flavour text
1.5 (ETA: late spring-early summer)
TBD enhancements to gameplay
As always, if you have any feedback, don’t hesitate to let us know here on Steam, our official Discord server, subreddit, or on social media!
– Passageway Games
1.3 Bugfixes
Dungeons
Ensured access to a chest on Family Chapel and Shrine which was needed for an item set.
Making sure NPC minimap icons correspond to their position.
Ensure some objects are in the correct position versus their displayed position.
Fixes to some locked double doors causing inconsistent lockpicking behaviors.
Fix tooltip for the Family Chapel and Shrine being too aggressive.
Improve the Dragonkindt Church portal to remember the completion instead of losing the open state.
Game settings
Remove a deprecated performance option which caused problems.
Prevent autosaving during combat.
Pathfinding
General improvements to pathfinding.
UI
Auto-heal icon indication is now based on pending skill rather than currently casting.
Improved correspondence of hidden chest appearance with automatic highlighting.
Improved responsiveness of automatic highlighting.
Improved correspondence of QuickSlots with the object status of the items slotted.
Corrected the percentage value for Heal skills.
Ensure dialogue options past '9' respond to their hotkeys.
Update Combat options when Combat AI automatically changes them.
Only show monster dots on map if they are visible to the party.
Various updates to ensure shop window updates prices correctly.
To prevent losing an enchanted item, the enchantments are blocked if the inventory is full.
Making sure players interacting with items works as expected in some cases where distance prevented it.
Prevent unintended spoilers from certain NPCs.
Make sure NPC name plate wasn't appearing inside their model.
Only list monsters the party has seen in the Target listing.
Fix an armor set that didn't generate a glow correctly.
Miscellaneous
Disable stamina regen during sprinting due to this being a potential exploit.
Improved reporting of current status on some quests.
Rework shop values to be more sensible on enchanted items.
Dropping items in a shop now properly triggers a sale.
Combat casting for recently used single enemy targeted attack spells will repeat if no other auto-cast skill is setup and casting is possible. This should help magic based players keep fighting as much as possible in these cases.
Re-checked skill tree dependencies to make sure they are consistent.
Delay "attack" command changing to melee mode until attack target is selected.
Don't highlight the shadows of selected creatures along with them.
Improved highlighting of corpses at the edge of visible areas. ("Fog of
Source
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