We are going to try something a little new this month by sharing with you some of what is on our short list of things we are currently working or hope to be working on in the near future. These are presented in no specific order and things will likely be removed/added as the month progresses. Some items will be delivered, some may not; it all depends on everything that happens between now and the patch
This also isn't the FULL list as there are plenty of other items in the works (new quests, new creatures, etc).
(THE FOLLOWING POINTS ARE NOT YET IN THE GAME - THEY ARE ON THE TODO LIST)
(THE FOLLOWING POINTS ARE IN QA)
April 5th:
(THE FOLLOWING POINTS ARE NOT YET IN THE GAME - THEY ARE ON THE TODO LIST)
- Crowd Control Adjustments
- Fear calls for help
Stopping NPC sensor updates while CC'd. Right now NPCs will too easily "forget" you if halted/stunned/feared while you are hiding around the corner. This is because if you spend enough time outside of their sensor ranges then they forget you exit. However, this is not the intended behavior and/or use case for CC abilities. When CC breaks or wears off they should still be mad at you - hence I will assume you are within their sensor range while the NPC is CCd.
- Grimstone phase II
- Forgotten Depths phase II
Junk should stack when deconstructing- Tooltip cleanup. Show damage range instead of dice. Will likely make it an option to toggle this on/off.
(THE FOLLOWING POINTS ARE IN QA)
April 5th:
- Characters copied from Live as of April 4th @ 3pm Central.
- Updated the game engine to the latest minor revision. In theory this should provide minor fixes for rendering, performance, and stability. It is very important to get into QA and try all the things before we push this to live to make sure that this update isn't causing some unintended issues. Given that this is a minor revision update I do not expect many problems, but with Unity you never know. Some questions that we NEED answers on:
- Performance: Better/Worse/The Same?
- Functionality: Any noticeable changes/bugs/etc that are not present on Live?
- Stability: Any changes to stability of the client?
- Improved the reliability and consistency of anything that relies on the altitude of the sun to make adjustments. This includes adjusting the fog throughout the day, your backpack VFX, ember ring VFX, and dungeon sky lights. This also fixes issues with fog changing drastically when moving from 11:59pm-->12:00am in game.
- Fixed an issue where an NPC may not select the closest target if more than one player had enraged them.
- Fixed an issue with culled lights not properly disabling themselves.
- Fixed Ember biomes in a number of different scenes to properly populate around Ember Drifts, Ruptures, and Rings (blue flowers, weird mushrooms, weird trees).
- Fixed visuals for Manslayer Sword and Shadow Bows
- Fixed a room with no nav in Forgotten Depths
- Moved Stats/Combat/Resists tabs into the Equipment window
- Rooted/Halted mobs will now more intelligently select their targets based on who they can attack nearby.
- Fixed a case where "Missing Weapons" quest was not starting
- Fixed: deconstruct results should now stack
- Fixed: a number of social UI bugs
- Fixed a missing collider in the Undercroft.
- Fixed a missing stair in the Undercroft
- Fixed a target dummy at Ravenrock that had armor when it should not have.
- Fixed: NPCs will now maintain their targets while Feared, Stunned, or Rooted. Previously their targeting operated normally when under any of these effects; this was not intended behavior. As an example: if you stunned a mob and ran around the corner, by the time stun wears off they would disengage and forget you as a target since you were out of line of sight for the duration of the CC. With this fix they will consider you a valid target regardless of the situation until the CC wears off. You will still be able to run away from a CC'd mob they just wont start forgetting you until the CC wears off.
- Adjusted description on a number of quest objectives to make them a bit more clear
- Adjusted chest spawn rates in all zones.
- Audio listener is now always at the player position.
- Added various custom faction banners to zones.
- Added "Enable Cloth Sim" toggle to the gameplay options. When enabled the custom banners will use a cloth simulation for movement.
- Added tech to allow for NPC AoE conal abilities to target the front, side, rear, or any combination. Some NPCs may develop new abilities utilizing this tech in the near future.
- Moved the third Ember Ring & Hallow in Grimstone to be in a safer spot. Added an anvil and merchant at this location.
- Added "Enable Camera Shake" toggle to the gameplay options
- Reduced camera shake intensity for large bears.
- Fixed issues with Stonecoat and Nocturne IK
- Fixed naming on Noble refined goods.
- Adjusted spawns around Ember Rings in Redshore Ridge
- Warlord's "Presence" is now "Renewing Resonance" which regens both health and stamina. There are a few kinks with this that we are still working through so it's not 100% yet.
- "Motivator" sword now has a custom flanking bonus
- Lots of internal work on Grimstone II and Forgotten Depths II
- Fixed a bug that could allow mobs to apply hamstrings from different NPCs to the player causing their movement to be slowed past 50%. With this fix any additional hamstrings will overwrite the original.
- Fixed a bug that could potentially cause issues with some abilities not properly overwriting others.
- Fixed a few environmental rock issues at the Newhaven City entrance in Northreach
- Striker abilities while dual wielding now perform an additional off-hand roll which contributes 10% of the damage to the end result. This should help close the gap between dual weapons and 2H weapons. More work is likely to come here as this is just a first step.
- Fixed: self overhead nameplate no longer shows while in First Person view.
- Additional Grimstone II and Forgotten Depths II work.
- Fixed: GEL indicators will no longer show on defensive targets (NPCs)
- Continued work on Grimstone II and Forgotten Depths II.
- Added commands to allow for the dragging of bags.
- Current limitations of this system are as follows:
- The bag must be within 5m of the character doing the dragging (distance subject to change based on feedback).
- The owner of the bag must be online in the zone where the bag resides, otherwise the bag does not exist in the world, and hence cannot be dragged.
- In order to drag someone else's bag you must be grouped with them and they have to give the group consent.
- Group consent is toggled on only for the current zone and play session. If you go to another zone and/or log off, switch characters, etc. then group consent is reset to off.
- Bags can only be placed on the nav mesh and hence cannot be dragged to spots where there is no nav.
- Bag dragging commands:
- "/bag" will attempt to drag YOUR bag. You will receive chat feedback regarding the outcome.
- "/groupconsent" will toggle consent on/off to your group which will allow them to drag YOUR bag. You will be notified if consent is enabled or disabled, but your group mates will not get this notification (may change in the future).
- "/bag <target name>" will attempt to drag a nearby bag belonging to the target name if present. If successful the target will be notified of someone dragging their bag.
- Current limitations of this system are as follows:
- Fixed: all 1^ NPCs should no longer have longbow or heavy crossbow dead zones.
- Fixed some navigation & collider issues in Grimstone Canyon
- Fixed some prop issues in Dryfoot
- Added target dummies outside of the Redshore Outpost
- Added web applicators to spider web in a number of dungeon rooms and the Meadowlands' spider cave.
- Updated and organized video panel layout in the game options
- Added support for NVIDIA Deep Learning Super Sampling or DLSS. If you have a supported NVIDIA graphics card on Windows this option will show up in place of the "Resolution Scale" slider in your video options. It is recommended that you enable this if you are running the client at higher than a 1080p resolution. When enabled you can select between Performance, Balanced, or Quality settings.
- Fixed minor nav issues in Karst
- Fixed some floor and water issues in other misc. dungeon rooms
- Adjusting some prop LODs.
- DLSS updates:
- Allow "Resolution Scale" slider to function when NVIDIA DLSS is disabled.
- Enabled motion vectors to improve the stability of the upscaling at night (hopefully)
- Fix issues with some abilities not properly adding additional threat when applied. This includes: Persuit, Draw Fire, Daze, Flash Powder, Stagger, Hidden Strike, Viperid Toxins, Weaken, Terrors of War, Dread Bellow, and Frightful Visage. The tooltips will now show an additional damage roll for threat (tooltips to be cleaned up in the future)
- Combat text can now handle multiple vital types. This mainly impacts the warlord's new song which restores health and stamina at the same time.
- Adding custom visuals for Woven Grass Crown, Mask of the Renegade, and Rockstone Cap.
- Fixing issues with lamp posts and DLSS
- Numerous material adjustments for DLSS to reduce rendering issues. There is still some blurring when moving the camera quickly at night but I think that is an actual DLSS artifact and it is minimal from what I have seen
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