Full notes
Full Wyrd World update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Fixes
- UI and audio
- Performance
- Maps
This patch has been a mountain to climb. most of my patch notes usually contain about 30-40 items but this one has already climbed up to 174. Not all are fixes but they will be carried over to patch 21A. I wanted to get this one out because it's been a while and there's a lot of cool things going on. Ill just start from the top.
You can now sit in many pieces of furniture across the kingdom. You can also lay in beds (including your own you built at your base) to pass the time. Sleeping will cost 50 hunger and 50 thirst, and will push time forward 6 hours.
Fixed some armor items causing the whole limb to disappear.
Fixed some clipping with weapons when sheathed if they have an offhand item accompanying them.
Fixed an issue with a town bonfire having the wrong particle
system (barbarian town)
Fixed a particle issue with different fog states during inclement weather.
Fixed some lighting for Barbarian town
Tidied up some living spaces for NPCs, not nearly enough but it just takes a lot of time.
Tidied up some landscape elements for the same reason. Also Winds Perch got pretty new grass? I like it. More to come
Fixed an issue with a duplicating blacksmith ONCE AND FOR ALL. the game was confusing them for furniture (HaHa)
Fixed an issue with the mercenary contract not letting the merc be re-summoned unless it was unequipped and re-equipped
Adjusted some shadow resolutions on lights to not be so sharp.
Fixed an issue with guest player not being able to craft/access their own crafting tables or place building pieces. Your friends can now build too.
Spear weapon types now have impact sounds.
Edited some emissive qualities on foliage so it doesn't glow at night.
Tweaked some villager interactions to be more reliable and have more variety.
Fixed some foliage collisions causing the player to stand on leafs and plants when they shouldn't.
Swimming got some audio FX to accompany it.
Some huge new caves in the world to explore. Not all are safe.
Considering changing the name of the elf town from Alidiliaenael to something more casual. It started as an inside joke but it has really made my notes a mess.
A few new enemy types can be found in the world. They might be a little OP.
Tweaks to some puzzles in the world to make them smoother? idk the right word.
The player-crafted torch no longer casts shadows to create a more readable light in the general area. I intend to add equippable light sources like lanterns. Also casts slightly more light in general.
Night time was shortened. The day/night cycle is now a 2:1 ratio. alsosometimesthereszombies
Removed some of the Informational text from player built structures. It's nice but it started to flood the screen when you have a smaller than normal home and every Wall and floor wants to tell you that youre it's owner.
Post process tweaked to create brighter night time and a not so blinding bright daytime.
Time of day now saves on exiting the game/ Loads on entering the game.
Crafting tables can now be scrapped by looking at them and hitting the X key. After 1 second, they are broken down and return to your inventory to be re-useable. I intend to add this to the Help guide screen, as well as add a visual cue to show theyre being broken down when you hit X.
You can now disassemble gear and furniture at the crafting table where it was made, returning precious resources back to you.
Added a craftable water well that lets the player draw water up from underground. Can be beneficial when building far out in the wilderness for a reliable sources of drinking water.
Also those fancy statue fountains in town can be interacted with to get drinkable water for free.
Fixed the brightness on the player map Local feature. You can now get a nice clear bird's eye view of your surroundings. or just a neat shot of town.
Player inventory and table inventories should now highlight which square the mouse is hovering over. Just a visual improvement.
Fixed an issue with some weapon damages not being reflected in their icon status. Also tweaked some weapon damages to be more or less overpowered or underpowered based on size and speed.
You can no longer do construction with a weapon in your hand. Sometimes the hotbar would confuse which item you were placing while in build mode and would sacrifice your equipped weapon. This should no longer happen as building mode is cancelled if you swap to a different hotbar slot that isnt a building piece.
That's all I've got for now. I'm glad there isn't a character limit here. Below are my current known issues listed. It is by no means a complete game but Every day is another day closer to something fun and functional. Thanks for reading
Known issues:
Rideable mounts have very small interaction boxes to aim at. It's there it's just being blocked by something, but they are still rideable.
Sometimes crafting tables and merchants will just NOT recognize when you've provided them the required gold or materials to craft/buy an item. Reloading the game has fixed this but it has been difficult to reproduce. This one is getting high priority to fix as soon as possible because that's infuriating. Im sorry.
Many more animations are on the table to be added, things like eating/drinking, casting spells, mount interactions, etc. Mount jumping animations, etc. They're on the way.
There is an infinite loop bug outside of Lominar near the frozen lake. I suspect it's a nearby NPC trying to spawn under ground because they're stubborn, just be careful as you approach the frozen lake and if it freezes, it will need a hard reset. This one is also a top priority because it's infuriating but it should be a very simple fix.
A lot of enemy NPCs still have messy behavior trees. Things like how they respond when hit, who they designate as their next target, etc. I have a good outline to go off of and just need to take the time to set them all correctly.
Some damage numbers not triggering on enemies when instigated by spells.
More enemy types are coming, casters, archers, monsters.
Cloaks clip through the wearer sometimes, it's not game breaking but I don't like it.
Still some issues with archery and arrow impacts. I intend to take some time to make archery a lot more fun and reliable as a standalone fighting style.
Some UI elements still need a lot more care put into them, things like Icons to illustrate status effects, even down to a visual icon for the hunger and thirst bar.
Some weapons are sheathing at the wrong angle. Easy fix wont take any time.
The leveling system has not been touched or reworked since this project began almost 3 years ago. Currently there's a bug where you level up but dont receive a skill point to spend. Also a bug where some events which provide exp will roll the EXP bar over to the next level, but it doesnt actually change the players level. This is also one of my hot top priority items to fix for patch 21a.
Some weather states penetrate into some of the caves in the open world. Easy enough to fix.
Plan to create more spells for things like quality of life (player summoning, etc). Currently I have:
Self healing over time
Burning damage over time
Lighting strike
Fire ball
and a few others
Plans to work on UI quality of life, like making the chat window fade opacity when it hasnt been activated in a set amount of time.
Plans to re-work building to include a far wider variety of snappable pieces, and user functionality.
Some helmets block the player view when equipped, easy fix to implement. The dense steel helmet even blocks the first person camera from making interactions so its like it blinds the player. kinda cool but cant stay. it'll be patched very quickly.
Plans to rework enemy loot, specifically wildlife and the number of resources they drop when defeated.
Plans to make consumables like food and drink useable from the inventory instead of the requirement to put them on the hotbar.
Plans to tighten zombie spawns during the zombie horde event so they dont spawn inside of buildings. Easy fix
Shift Clicking next to worktables or Storage containers no longer puts the item directly into the container. I miss it and intend to fix it quickly.
Rain causes emissive properties on foliage, makes them glow at night. Should be fixed soon.
One big stone model transforms into a different one when hit with a pickaxe. This isn't a magical illusion, just a bug. should fix soon. Might re-introduce it later as a magical illusion.
Plans to add more buildable pieces for home variety like chairs, lamps, etc
Current bug that causes starvation to persist even after having quenched thirst and hunger. Dying fixes it but -I- intend to fix it rapidly.
Source
Changelog.gg summarizes and formats this update. How we read updates.
