UI overhaul, level design changes and new combat options, amongst many other things.
Change notes:
Added
falling through the map should now teleport you back to start of map. Preferably you shouldn't be able to fall through the world, but shit happens
torches
codex input mapping under inputs menu
ability to change building height (shift + scroll)
added black birds circling overhead of most points of interests (dungeon entrances, camps etc)
All trees will procedurally spawn a stump when cut and will spawn logs when falling to the ground. Also added effect for tree trunk shrinking when cut as well as tree falling.
added some more coal to palces missing it
stun as a status effect
power attacks that will stun enemies but cost stamina (attack + ctrl)
dash attack will stun enemies in its path
2 troll animations that for some reason wasnt added before
Quest descriptions for each stage of quests
ability to spawn specific item in cheat menu
Actor count in cheat menu, this is for debugging purposes, it counts all actors across the map and displays the count
goats
Changed
Removed stamina cost of normal weapon attacks
Interaction text to be in the middle of the screen
reduced size of some text widgets
increased out of combat stamina regen
nightly spawns should no longer appear near buildings
hid pubic hair options in menu as they don't currently work
replaced all ruins with new meshes and made them much bigger (and added a new one as well)
replaced graycott village with a much larger and more detailed village
replaced stonhelm castle with a much larger and more detailed castle
disabled several unused plugins
changed so that the mouse should always be locked to viewport, even after alt tabbing
replaced the model of coal ore and the item description
increased respawn duration all ores
increased size of iron ore
increased time before cooked food spoils (from 15 to 30min for standard tier and to 45min for high tier foor)
added a delay between an item drops and before it is auto picked up
removed mallet from crafting list as its not used for anything currently
changed the model of branches to make them easier to spot
changed the model for wheat
Reworked UI design across the game
Journal and codex are now in the same UI, also changed the look of how quests are tracked
naming the character will now prompt you before starting a new game, to prevent players missing it
enemies with weapons will have the weapons hidden during scenes
changed face light to be rectangular for better eye reflections
changed default keys for dodge, jump and toggle walk (jump = space, dodge = alt, walk = f)
tweaked jumping to feel better overall and made jump height higher
quests will now look if item already exist in inventory as well as if its being added when checking for collection/crafting/giving birth
made limbs harder to cut off enemies and made feet cuttable before death
tweaked AI to be better at detecting the player and not getting random blackouts mid fight
Changed AI flocking behaviour to only affect certain AI,s the others will instead have a home location they go back to
location of character presets, this means some presets will be added by default to all installs. To move your old presets, copy them from %LocalAppData%\UnrealEngine\5.3\Saved to you game folder\WickedIslandFull\Windows\WickedIsland
Renamed weregoat baby to satyr
horse is now summoned by a warhorn (item) rather than a key
Changed horse model and mount system completely to be more fluid in movement and nicer to control
Disabled enemies/POIs on compass/map until i get it sorted properly
removed skillpoint gain from discovering landmarks until load/save of them can be fixed
Fixed
Unable to eat cooked meat
Can now repair bows
unable to build after closing build menu using the close button instead of right mouse button
You should no longer be able to randomly end up on top of dungeons after scenes
load button sometimes now spawning in main menu even when a save game exists
NPCs walking away during dialogue (RUDE!)
unable to sleep unless jumping
building inside houses should no longer be counted as unstable and break placed object, same goes for cliffs
cancelling sleep blocking inputs
trees turning completely invisible at large distances
presets now work properly without having to spam to add morphs (randomly, thanks unreal, i guess..)
enemies/npcs sometimes not spawning correctly after level transitions
blacksmith dialogue not continuing (this prevented initiating trade, which should now work as well)
name of mayors quest missing
fixed tattoo intensity to default to higher, making tattoos more visible, also increased max intensity
items should be refunded when placing a building that instantly breaks
Isabell quest should now be able to turn in
rabbit and pig ragdoll
item auto pickup covering entire map when loading a game
some followers/pets not following the player (werewolf/werebear/nightmare/drake/minotaur should now follow player)
being able to sit while swimming
Minotaur offspring
Mount point dragon
build placed sound now playing where building placed, not in a distant galaxy
Performance
refactored code running on tick to running event based in multiple places
enabled nanite on more meshes
tweaked grass for better performance
optimized sky for medium or lower settings, should add some performance boost
removed several unoptimized prop meshes that could tank performance for non-nanite systems
optimized a few shaders to be more performant
optimized some code for the dragon to make it run in a separate thread
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