Full notes
Full Wildmender update
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What changed
- Performance
- Gameplay
- Balance
- UI and audio
- Fixes
- Maps
Hi Wildmenders! We’ve got another patch for you with some bugfixes and performance improvements, as well as a couple of difficulty adjustments. Thanks so much for all your feedback! Build 209a has just been released on Steam, XBox, and PS5, with the following:
Changed
When a structure is destroyed or deconstructed, it now drops a larger fraction of the materials used
Adjusted how Dust Storm spawns are randomized to make them more consistent over time (the mean time between them remains about 7 days, but extremely short or long intervals are no longer possible)
Adjusted water evaporation in partially-sheltered areas and around sunrise/sunset to be closer to how the game behaved at release
Reduced the collateral damage dealt by a certain unique wraith’s footsteps
Increased the spoilage reduction provided by Preservation Baskets (from 50% to 25% spoilage speed)
Removed the ability to open the debug overlay with a controller (it was too easy to hit the hidden button combination accidentally)
Fixed
Fixed plant species that are immune to drowning (Witchwood and Glowstick) showing “Will Drown” in the planting HUD
Fixed some cases where a player could get stuck on an unwalkable slope (deep corners or ditches)
Fixed water drain attacks not respecting the Wraith Damage difficulty setting
Fixed a certain wraith’s trail of corruption not respecting the Corruption Spread difficulty setting
Fixed an edge case where wraith attacks could still start during certain quests that disabled them
Fixed an error that could prevent quests that require the player to defeat all nearby wraiths from completing
Fixed the clock displaying incorrectly on guest players after about Day 249
Fixed an error that could cause certain gods’ journal entries to not unlock as intended
Fixed an inconsistency in how Wellstones handled water overflow (they stopped at a shallower depth than other springs)
Performance Improvements
Reduced the density of rendered leaves on large trees based on your Quality setting, to improve framerate on low-end hardware in dense gardens.
Improved how terrain in the distance selects the resolution it renders at
Reduced stuttering from AI processing immediately after loading a dense garden
Made further improvements to shadows, culling and leaf shaders
Source
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