Update 8.5.4
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Changelog
Added
Notification whenever a follower starts or stops following the player
Footstep sounds for snow and water
Ability to fill milk bottle with breast milk from player (in the pie menu under player)
Followers are now bound to items that allows summoning/unsummoning them at will. Taming a creature or freeing a slave will add a unique item for that follower to the inventory, using that item will summon/unsummon the follower.
Nursing and milking stations to crafting table
Added some ruins and statues to the dragon island
Collecitble cards spread out across the world with pieces of lore on them (images are placeholder for now). With this comes a new UI for looking at cards.
Changed
Decreased hitstop on enemies from .5 to .3s
Slightly reduced the amount ores shrink when harvested to make harvesting last stages easier
Using the radial menu to order follower to stop will stop all followers if no follower is targeted
Increased range for torch and mage light lighting
tweaked brightness levels of caves
Reduced lens flare in caves by a lot to fix torch blinding the player
Tweaked the light in caves as many of them didnt work properly
take all now closes UI
Take all button now rebindable under input menu
Some more visual feedback for hitting trees and ore
Removed vulcan as an RHI option under graphical settings
Snow will now pile up on player character, enemies and armors when snowing
Filling seed bottles must now be done manually from corpses
Decreased actionpoint degen rate (should stay for longer)
power or dash attacks grant more exp than normal attacks
Changed dash attacks to using stamina, as you rarely have action points before battle
Increased hit trace size for pickaxe/axe to make hitting ore/trees easier
Decreased soft lock move distance to avoid the player being dragged efter fleeing enemies
Double sized of dropped coal model
Enemies with broken bones/arms will now flee instead of fight
Redesigned dialogue UI to be more easy to use and read
Made hitting and breaking containers less unreliable
Some minor tweaks to inventory UI
Game will prompt an additional time when exiting and saving is not possible
Tweaked loot drops (mostly reduced them)
Fixed
Bow draw animation as well as shooting with bow overall
Blood trail from sword not showing after hitting an enemy
Fade to black randomly stopped working
An issue with pregnancy durations after loading a save, which could cause massive pregnancy text spam
Scene widget staying after birth
Player unable to walk through doors
An issue making trees and collectibles disappear on Low Foliage graphics settings
Boobs spazzing out with some hairstyles in character creation
Made log spawning check that it is above ground
Servants added from taming didn't respond to not follow commands
Slaves planking after talking with them
Copper ore being used as fuel in forges
Skills panel not being scrollable and tooltips not showing up
Fixed torch, tool and building plan animation not playing on right arm
Fixed some meshes floating above the ground
Misaligned axe/pickaxe as well as scaling
Hitstop preventing ragdoll instantly on death
shadows moving noticably coppy when sun moves over the sky
Sound settings not affecting footstep sounds
player skin seethrough in birth scene
Building plan alignment in hand
Armor bench incorrectly named
Some buildings now receiving snow when snowing
fertility potion not working
Food duration descriptions being incorrect
Energy potions not working
Added interaction text to urns
Slaves having 1 hp
Adjusted 1h sword idle pose to not have a broken spine
Enemies not reacting when attacked or hit
Steel, iron and royal boots not conforming to the character morphs
AI of dead enemies should now stop running completely
Some boots not following their masters around properly
Chests/containers that have been broken can no longer be looted, preventing a duplication exploit
Sitting bypassing laden/overweighted
Performance
Changed some code to only running when player nearby
Tweaked some lumen settings
Changed how landscape height is rendered. It will look a bit flatter on beach/rock areas but will reduce issues and increase performance
Nanite will now be disabled by default, as it leads to better performance with it off. It can still be toggled under settings and some meshes will be more detailed with it on than off. Turning it on can be done on higher end systems to increase graphical quality
Tied the shadow method to the nanite switch, by default with nanite off, normal shadow maps will be used, with nanite turned on, virtual shadow maps will be used.
These changes should result in significant performance boosts on lower end systems (from 19 fps to around 30fps on my low end test laptop)