Repeated intro
What changed
1 fix4 additions2 changes0 removals
- Store
- Gameplay
- Balance
- UI and audio
addedTwo new weapon styles are introduced, the Greatsword and the Katana. They can be purchased from blacksmiths found in the lands or have a small chance to drop from most enemies encountered.
addedalso a new spell type floating around in enemies' pockets to be looted but I wont spoil what it is.
addedAlongside the new weapons, almost all existing weapons received updated animations and damage tiers.
addedYou can now also buy supplies and equipment from respective vendors, as well as sell all of your loot you've gathered to traders who can be found in friendly towns. Those traders also now have an expanded inventory of items that can help you through your journeys.
changedGoing forward I want to incorporate more types of merchants, (archery/fletcher, spell vendors) to give the player more reason to explore but for now im really excited about just getting this functionality updated.
fixedMinor cosmetic tweaks to the main menu. Loading screen menu was still playing the old selection of music Expanded the spawn distance for town villagers so they dont just plop down in front of adventurers. Clouds in the sky at night should reflect less light and blend in to the dark and moody tone a bit better now. Edited some NPC spawns for their locations. Changed how some enemy types handle dropping loot. Changed how some enemy types also despawn after being killed by players. Changed weather varieties to include more clear weather for better general visibility. Fixed a silly bug with some Lominar huts growing horns out of the roof. Tweaked the FOV for first person camera to give first person attacks a little more visibility. Tweaks to some pre-existing weapon types that weren't keeping track of their combo counters. Cosmetic tweaks to some town NPCs to prevent floating or collision with environment. Bows damage scaling was not categorized correctly leading to weak damage output. Many more explorable points of interest in the world in proximity to all starter friendly towns, and some WAY out in the wilderness as well. More still to come. Fixed landscape foliage clipping through the floors of some friendly npc homes. Functional doors added to many npc homes that were inaccessible. Some material changes for performance on friendly npc buildings. Made food in some areas more scarce based on climate. Switched how the function to hide the user interface ( , key ) works so if you die while it's hidden you can still access the respawn menu. Fixed some targetting on existing spells. Still haven't done a deep dive into how spells function yet but looking forward to it soon. Changed some player armor sockets to match the player animation better. Changed some material emissive values so trees should no longer glow at night. Reworked the lighting in a few friendly towns, more to come across the board.
Wyrd World changes
addedTwo new weapon styles are introduced, the Greatsword and the Katana. They can be purchased from blacksmiths found in the lands or have a small chance to drop from most enemies encountered.
addedalso a new spell type floating around in enemies' pockets to be looted but I wont spoil what it is.
addedAlongside the new weapons, almost all existing weapons received updated animations and damage tiers.
addedYou can now also buy supplies and equipment from respective vendors, as well as sell all of your loot you've gathered to traders who can be found in friendly towns. Those traders also now have an expanded inventory of items that can help you through your journeys.
changedGoing forward I want to incorporate more types of merchants, (archery/fletcher, spell vendors) to give the player more reason to explore but for now im really excited about just getting this functionality updated.
Todays patch comes with a large variety of changes and additions. I guess I'll get the most exciting ones out of the way first:
Two new weapon styles are introduced, the Greatsword and the Katana. They can be purchased from blacksmiths found in the lands or have a small chance to drop from most enemies encountered.
also a new spell type floating around in enemies' pockets to be looted but I wont spoil what it is.
Alongside the new weapons, almost all existing weapons received updated animations and damage tiers.
You can now also buy supplies and equipment from respective vendors, as well as sell all of your loot you've gathered to traders who can be found in friendly towns. Those traders also now have an expanded inventory of items that can help you through your journeys.
Going forward I want to incorporate more types of merchants, (archery/fletcher, spell vendors) to give the player more reason to explore but for now im really excited about just getting this functionality updated.
Along with those announcements comes a trough of bug fixes or mild changes I will make an attempt to list below.
Minor cosmetic tweaks to the main menu. Loading screen menu was still playing the old selection of music Expanded the spawn distance for town villagers so they dont just plop down in front of adventurers. Clouds in the sky at night should reflect less light and blend in to the dark and moody tone a bit better now. Edited some NPC spawns for their locations. Changed how some enemy types handle dropping loot. Changed how some enemy types also despawn after being killed by players. Changed weather varieties to include more clear weather for better general visibility. Fixed a silly bug with some Lominar huts growing horns out of the roof. Tweaked the FOV for first person camera to give first person attacks a little more visibility. Tweaks to some pre-existing weapon types that weren't keeping track of their combo counters. Cosmetic tweaks to some town NPCs to prevent floating or collision with environment. Bows damage scaling was not categorized correctly leading to weak damage output. Many more explorable points of interest in the world in proximity to all starter friendly towns, and some WAY out in the wilderness as well. More still to come. Fixed landscape foliage clipping through the floors of some friendly npc homes. Functional doors added to many npc homes that were inaccessible. Some material changes for performance on friendly npc buildings. Made food in some areas more scarce based on climate. Switched how the function to hide the user interface ( , key ) works so if you die while it's hidden you can still access the respawn menu. Fixed some targetting on existing spells. Still haven't done a deep dive into how spells function yet but looking forward to it soon. Changed some player armor sockets to match the player animation better. Changed some material emissive values so trees should no longer glow at night. Reworked the lighting in a few friendly towns, more to come across the board.
I am sure there's more to mention but my brain is mush, so thank you for getting this far and stay tuned for more cool stuff