Patch Log - v.a.2.6.0h


  • DymStudios - CEO

    Changes

    • Massive optimizations to "sleeping" monsters (i.e. creatures that are inactive when no players are around) have been implemented.

    Bug fixes

    • Shields can now be crafted in the Woodworking Table.
    • The Herbalist and Alchemist shops can no longer be placed in player cities (they're content for the next test, they do nothing as of today).
    • It is no longer possible to place multiple gems in the Imbuing Table, which would cause all units past the first one to be destroyed when imbuing.
    • City taxes no longer apply to inventory crafting performed in the region of a player city, and no longer apply to items without a selectable "main material" (plank, ingot, cloth, hide, leather)
    • Starting cities are now available in the marketplace city selection dropdown.
    • Damaged items now have a light yellow / light red overlay.
    • Placing a piece of leather in the Tanning Tub without the relative city research completed now longer causes a graphical glitch.
    • The Guild and Party options have been removed from access levels for items in player land parcels. They were never properly functional and could never really be so.
    • All equip item recipes now show the proper weight class in the description text.
    • Banks no longer ask for the global gold wallet research to use the global gold wallet (the research no longer exists).
    • The Blacksmithing +2 and Blacksmithing +3 researches have been fixed.
    • Destroying a blueprint in the world (e.g. a cart blueprint) now correctly removes it from the list of "pending" blueprints of a player (this only caused a wrong message to be displayed when trying to place a new one).
    • Looting items quickly will no longer sometimes cause one of them to disappear.
    • The increased damage from Bloodlust no longer stacks with other sources of damage increase (i.e. if you had 200 base damage and another ability increasing it to 300, Bloodlust used to add +150 dmg, now it correctly adds +100).

  • Moderator

    Ouch, the on hit abilities were already quite mana demanding. 😓


  • DymStudios - CEO

    @spoletta said in Patch Log - v.a.2.6.0h:

    Ouch, the on hit abilities were already quite mana demanding. 😓

    That part on "on hit" toggle abilities was accidentally added to the patch log, it's for the next patch actually, apologies. I've just removed it 🙂 They will have their mana cost lowered a bit of course! 🙂


  • TF#10 - CONSUL

    For some reason after this patch a portion of Zeniths outer fields got reduced to 100% fertility.

    field bug.jpg


  • DymStudios - CEO

    @OlivePit said in Patch Log - v.a.2.6.0h:

    For some reason after this patch a portion of Zeniths outer fields got reduced to 100% fertility.

    Will investigate, thank you for reporting 🙂


  • TF#1 - WHISPERER

    You've been busy! Thanks.


  • TF#10 - CONSUL

    Field bug more.jpg

    Again with a different field, this time inside town.


  • DymStudios - CEO

    @OlivePit said in Patch Log - v.a.2.6.0h:

    Again with a different field, this time inside town.

    We've caught and fixed the bug, will be live in the next patch 🙂


  • TF#10 - CONSUL

    glad to hear it !


Log in to reply
 

Copyright © 2023 Dynamight Studios Srl | Fractured