Malus Patch Notes — November 3, 2020
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
UPDATE - EARLY ALPHA v2.01a Changelog
This build is mainly for the purpose of putting together all of the core gameplay functions that I had envisioned the final build to have. Which is why it took so long as I had to build these systems from scratch and make sure they are able to work together and is atleast enjoyable, balancing some sense of realism and gameplay. What this means is that the game still lack many content, however most of these are not core systems, meaning, it should be easier to implement future content as I would just be adding or changing what was already built.
NEW FEATURES
- Entirely new open world map
- Day/Night Cycle
- Weather Cycle
- New Enemy Types
- New Weapons and Weapon Types
- New Skills
- Ability to remap hotkeys and potion keys
- Proficency Skill Systems
- New equipment and skill requirement system based on proficiencies
- Crafting and resource gathering system
- Salvaging Items for base resources
- Right click menu on inventory items
- Gameplay log window
- Multiple save file
- Fast travel list
- Added SP/MP system (SP to dodge and block) (MP for skills)
- Better tutorial
FIXED
- Movement speed abnormalities
- Lag caused by rain on previous builds
- General optimizations to improve performance
- Quests not triggering issues
- Unlearning of skills will also unlearn the required skills previously learned
CHANGES
- Rebalanced certain enemies
- Rebalanced certain skills
- Changed HP and MP/SP behavior, requiring potions to heal instead of regen
- Changed AI behavior to be more dynamic, differnt enemy types might attack each other
- Changed NPC AI behavior according to day/night system, guards will rotate shifts and NPCs will go to sleep
- Changed quest journal to be more user friendly
- Named Legendary items have been temporarily taken out of the game
KNOWN ISSUES
- If you loaded your game and the landscape is not visible, reload the savegame again, it should fix this. (Still in the process of figuring out what causes this)
- Enemy and items scaling still requires alot of work
- Because the map is so large, it takes a while to detail the areas, certain areas might lack details. Further detailing will be done in the future
- If you die and reload, you are unable to cast skills, redrag skills into the hotbar to be able to cast again (will roll out a hotfix for this)