Wild West and Wizards - Pilgrim
A New Class

In this update, we introduce the Gunslinger class. This character excels in the use of revolvers and repeaters, and has a unique talent tree to specialize in. Along with the class and talents, we have added a few new abilities to compliment this class' playstyle.

Finished Main Quest

We have extended the main quest chain to include content leading up to and the completion of the final tower, marking the resolution of the game's main quest line. If you were up-to-date on the quest line, your journal will guide you on where to go to continue.

New Points of Interest

A number of new points of interest have been added to the world to help fill out the empty areas. These new places can be found spread out within the Desert, Plains, and Forest areas.

Patch Notes
  • Added gunslinger class, and a few new abilities.
  • Finished main quest line.
  • Added a number of new points of interest in the world.
  • You can now see a preview of class talents when creating a character.
  • Newly created wizards now start with the meditate ability.
  • Health regen at very low health is now tied to level rather than max hp. This means stacking toughness no longer improves your low health regen speed.
  • Adjusted some NPC levels and balancing at Sureshot's Retreat.
  • Updated the visuals of Sureshot's Retreat.
  • Added new items to some merchants.
  • Updated some visuals in The Enchanter's Sanctuary.
  • Added new visuals to some town shops/wizard buildings.
  • Added new secret rare merchants throughout the world.
  • Added more visual details to the Bounty Hunter Outpost.
  • Added a teleport rune to Paul's House.
  • Added new visuals and lighting to The Shimmering Chasms dungeon.
  • Added a gameplay option to hide player location on map.
  • Hollow point bleed effect no longer causes enemies to stagger.
  • Fixed a problem where your weapon could get stuck in a state where it couldn't fire or reload.
  • Mason will now check you inventory space and offer to replace a lost key if needed during the quest "A brother's regret".
  • Fixed an issue with Earl's Cross sometimes not being lootable.
  • Fixed some visual issues in the Rising Sun Library.
  • Fixed an issue with the door not spawning at the alchemists shack in the desert.
  • Fixed an issue with the key in buckshot pass not spawning correctly.
  • Fixed some typos.
  • Slightly increased the amount of xp you get from some low level quests.
  • Adjusted exploration music volume to be a little more quiet.
  • Fixed visual issues with some treasure chests.
  • Fixed an issue where the UI in the menu would scale differently than in the game.
  • Fixed prayer of healing mana cost being way too low.
  • Fixed some issues with map icons in the plains not popping up once discovered.
  • Fixed ollie's shop sign being disabled while you are outside his house.
  • Fixed a bug where the secret cellar quest would not mark the quest as complete when you found it.
  • Fixed a problem that would sometimes cause errors with quests when you quit to the main menu and returned.
  • Fixed bucket animation near the Landry residence.
  • Fixed some deformed chests.
  • Fixed edge town wizard referencing the old map coordinate system.
  • Black ice effect can no longer stack.
  • Fixed an issue where upgraded item previews from a blacksmith were showing base price instead of merchant price.
  • You no longer mention Minnie if you haven't met her before you rescue Moe.
Wild West and Wizards - Pilgrim
NEW MAP

One of the major features of this update is a brand new map interface. It features a full 3d top-down view of the world and shows your current position, points of interest, teleport runes, and waypoints for your current quests.

MAIN QUEST

The update also includes expansions to the main quest line through unlocking and completing the second wizard tower located in the plains.

WHAT'S NEXT?
Next up, we will be working on expanding the main quest further up through the completion of the third and final wizard tower located in the forest. Additionally, work will begin on creating a second class to choose upon character creation.

CHANGES
  • Updated map.
  • Progressed the main quest.
  • Added map button to journal quest entries which opens the map to that location.
  • Added new sign posts to the desert to help more easily discover new points of interest.
  • Added new points of interest to the plains.
  • Added some new lore books.
  • Fixed an issue with the portal in the abandoned church near mountain town not staying active.
  • Fixed problem where bullets would hit an invisible collider near where you start.
  • Fixed an issue with the key to the Byrne residence not spawning.
  • Reduced stamina cost per second to sprint from 5 to 0.
  • Fixed problem where you would get the like the dead debuff in the chamber of mourning.
  • Fixed problem where temple of desolation entrance visuals would pop into view.
  • Fixed a lot of deformed chests.
  • Added colliders to top of glass cases.
  • Fixed desert lockstones setting quest values no matter if you had finished the quest already or not.
  • Fixed finley being back up in the air after you saved him already.
  • Fixed some instances where cemetary fences didn't have colliders.
  • Fixed collider on "lone statue" in forest.
  • Harvey is no longer a chair if you return to him after you have finished his quest.
  • Fixed where you could bypass the lock to get into dimlight cavern.
  • Fixed down tree clipping through rocks near forest wizard tower.
  • Fixed problem where statue of salena would not appear after you got the quest if you didn't unload the area first.
  • Fixed fence going into d1 from c1 popping out of nowhere when the sector loads.
  • Fixed possible sequence breaking of private eye quest. It now updates if you teleport out of the locked cellar.
  • Abigail now checks your inventory space before giving you a key.
  • Journal in Dustbone Cemetary now has a name.
  • Fixed Westshire Cemetary fence having no colliders.
  • Fixed alchemist's shack in desert not visible until you get right up to it.
Dec 23, 2019
Wild West and Wizards - Pilgrim
Changes
  • Adjusted temple of desolation so that it doesn't overlap prophet's sanctum.
  • Fixed Zalin's dialogue so that it handles instances if you had previously completed A Forgotten Tome before the prophet's path quest was implemented.
Wild West and Wizards - Pilgrim


This update is primarily focused on progressing the main quest line, which now takes you up through the first wizard tower. It also includes a number of bug fixes and other minor changes.

The plan for the next update is to continue work on finishing the main quest line. Additionally, we will be looking into improving the map to be more user friendly.

Changes
  • Continued the main quest up through completing the first wizard tower.
  • Added resolution and full screen options in the in-game settings.
  • Updated the fire rate on some revolvers.
  • Added a new Arcane Orb ability.
  • Most torches now have holder models.
  • The Prophet's Sanctum jump puzzle is now a little easier to complete.
  • Fixed some visual issues in The Shimmering Chasms.
  • Added volumetric lighting to some caves.
  • Added new teleport runes to some areas.
  • Fixed a problem where the door to the building for "A Treasure Hunt" quest would not open.
  • Added dynamic and more descriptive bullet points for all stats in the inventory screen.
  • Fixed an issue where the Dragon Lilly sometimes wasn't lootable.
  • Fixed an issue where Esther wouldn't open her merchant interface after you completed her quest.
  • Fixed an issue where you couldn't loot a key in a bucket.
  • Fixed a bug at the Landry Residence that prevented a door from opening when reloading the game.
  • Fixed some visual issues in the B1 church cave.
  • Fixed an issue where a key in Evior's house didn't go to anything.
  • Bert now knows if you've rescued Emily.
  • Fixed some typos.
  • Fixed colliders on some cliffs not being right.
  • Some nature abilities are no longer tagged as heat abilities, which caused them to activate heat-based talents.
  • Hollow Point Ability now deals more damage.
  • Packed show now costs less mana.
  • The cost reduction of leveling hollow point and packed shot are no longer as dramatic.
  • Fixed the Unearthed Behemoth spawning before the statues are deactivated.
  • It will now alert you if you are out of inventory space when trying to pick up certain items.
  • Ice Mage and Fire Mage talents now have increased effects.
  • It now saves that you have rescued Rosie, and she will no longer spawn in the cage after that if so.
  • You can now ask the wizard for another draught of death potion even after you have finished the Hall of the Dead quest.
  • Harvey's curative potion is no longer able to be sold.
  • Fixed the timeless revolver special effect increasing damage on all types of ammo if you had basic ammo selected.
  • You can no longer upgrade the ability granted by the mask of the assassin.
  • Fixed effect on the healing hat.
  • Enemies no longer play a queued stagger animation after a spell cast animation.
Nov 20, 2019
Wild West and Wizards - Pilgrim
Changes
  • The fireball burn effect no longer removes your buffs when the effect is applied.
Nov 16, 2019
Wild West and Wizards - Pilgrim
Patch Notes
  • Fixed cave exit teleporter in edge town cave taking you back to the boss room.
  • Fixed effects from toggled abilities not being removed when replaced with another ability.
  • Fixed ability icons staying greyed out sometimes when they weren't supposed to be.
  • Fixed a typo in the "Into The Mountain" quest.
  • Fixed being able to use the blink ability to easily get out of bounds in the plains.
Wild West and Wizards - Pilgrim
Main Quest


A main focus with this and the next couple of updates revolves around the implementation of the main quest line. We plan to add a little more of it each update until it is complete. This update extends the quest from where it left off before. If you have previously worked on the main quest, you should find the quest in your journal to know where to continue.

Boss Mechanics


As part of some of the future elements of the main quest line, we will require a system to create boss battles with more interesting mechanics. We went ahead and implemented the basics of the system and updated the boss in the Edge Town Cave to be a slightly more interesting boss battle. We will update more world bosses in the future.

Interface Improvements


This update includes a few additions to the interface. We have added the ability to compare an equippable item with one that you have equipped. To do so, mouse over the item and press shift. Rarity colors that were previously hard to read have been adjusted slightly for better readability. Quests that are part of the main quest line are now visually different from other quests in your journal. Some items in your resource tab now have small icons in the top corner to indicate if they are quest items or just strictly for selling in order to make it easier to decide what to sell at merchants.

Abilities


We have added some new abilities that can be obtained throughout the world. These include two types of healing spells, an ability to regain mana, and a short distance teleport. We have also made changes to some abilities. There were a number of abilities (such as those that affect weapons) that naturally improved with your character or equipment level, but for which the ability level had no effect. These have been changed where they will increase in mana cost as you gain levels, but upgrading them will reduce their mana cost.

We have added the functionality required for abilities that buff you to be toggled on and off. A number of spells of this nature no longer grant you a temporary buff. Instead, they can be toggled on and off. Note that removing an ability from your ability bar will now remove all buffs given by that ability. We have also enabled abilities to be removed from the ability bar by dragging them off.

Patch Notes
  • Fixed an issue where you could see areas with no terrain from certain spots in the plains.
  • All buff abilities can now be toggled.
  • Increased the number of upgrade orbs needed to upgrade items past lvl 20.
  • Fixed a bug where the second level of the Ice Affinity talent did not modify the correct stats.
  • Cave engineer's boots are now uncommon items instead of common.
  • Fixed a bug where you would rarely hear a female greeting sound when reading lore books.
  • Fixed an issue with Anna the merchant selling only one of some bullet types.
  • Reduced the amount of armor that ice armor grants.
  • Reduced the cooldown time of packed shot and hollow point abilities.
  • A number of spells that used to not be able to be upgraded or did nothing when upgrading have been fixed. Generally, upgrading these spells reduces the mana cost.
  • Added some new abilities.
  • The color of damage taken numbers is now dependent on the type of hit or healing.
  • Fixed bug where an enemy's shouts can cause friendly npcs to attack you.
  • Enemies can now hear your footsteps if you are close enough.
  • Slightly increased the chance of wizards to drop spell scrolls.
  • Added new quests and areas for the main quest line.
  • Added new boss mechanics to the boss of Edge Town Cave.
  • Added boss health bar that appears when fighting certain boss enemies.
  • World health bars now have a slight animation when health is reduced.
  • Adjusted atmospheric visuals in Edge Town Cave.
  • Fixed a problem that would cause interface elements to not scale right with very wide resolutions.
  • You can now drag abilities off of your ability bar to unequip them.
  • You are now asked "are you sure?" before quitting.
  • Made rare and epic rarity colors easier to read.
  • Fixed bug with scarlet repeater and Soul Taker where the special effect would not always work properly.
  • Important quests are now visually different in the quest journal.
  • When some buff abilities are unequipped from the hotbar, the buff's effect is now removed.
  • Some abilities can now be toggled on and off.
  • Abilities can no longer be changed while in combat.
  • Added compare inspection window (Press shift while inspecting an item).
  • Adjusted enemy AI so that they now can lose sight of you correctly in certain circumstances.
  • Added icons to quest items and sellable only items.
  • Added hotkeys for count selection UI (when selling/buying items).
  • Improved scorpion lock-on location and increased their XP value.
  • Fixed inanimate objects sometimes having an audible dialogue greeting.
  • Fixed a typo in Lulu's dialogue.
  • Fixed some scaling issues in the A1 wizard basement.
  • You now pull out your weapon from the bottom of the screen instead of the top.
  • Fixed health potions not always healing correctly past maximum.
  • Fixed bandages removing all over-maximum health.
  • Added bullet point indentation to the description window.
Wild West and Wizards - Pilgrim
Animations

Human NPCs of the world are now a little less stiff. For combat, we have added a number of new stagger animations that can occur when you hit enemies with spells or bullets. These will cause the enemy to stop attacking for a short time and recoil from taking damage. There are a few different animations depending on what direction they are hit, and whether it is a body or head shot. Additionally, wizard enemies now have a casting animation to go with their spells, which can help as a visual cue for dodging their attacks.

Friendly npcs also have some new movement when talking to them. They will now turn to look at you when you interact with them, and have a number of dialogue animations.

Human ragdoll effects are now slightly improved. Instead of spawning in a T-Pose, they now correctly match the pose the enemy was in when it died, and are affected by the physics of spells and bullets that caused the death. Try it out with a nice shotgun blast to the face.

We have also added an animation to opening chests and barrels to make that a little more satisfying.

Quests

A couple of new quests and locations have been added. These are one-off quests, but soon we plan on working more on the main quest, which will reveal some story and take you all the way through the max level.

Physics
We have added physics to a few items in the world, and made a couple of items destructable (barrels and crates). We will likely add physics to more objects in the future. This sometimes causes problems with previously placed objects, so keep an eye out for these issues, and please let us know about them by posting on our Steam forums.


Patch Notes
  • You can now purchase more bank tabs to hold more items.
  • Fixed a bug that would cause world objects to be duplicated in some areas of the forest if you left and returned.
  • Abigail now tells you that you can keep her shotgun.
  • Added enemy cast animations.
  • pressing c or escape now closes open windows properly before opening inventory or menu.
  • Shotguns now create a separate damage number for each projectile.
  • Added animation for when enemies are mesmerized.
  • Added animation for when enemies are feared.
  • Npcs now turn towards you when you talk to them.
  • Added some animations that npcs perform while talking to them.
  • Added a couple of new quests and locations.
  • Added stagger animations to humans, that happens occasionally when they take damage.
  • Fixed a bug that caused info popups to behave erratically sometimes.
  • Level text in the inspection window now shows red when your level is too low.
  • Fixed issue that would sometimes cause it to appear that you had no characters.
  • Human ragdolls now match the pose of the alive character before it was killed.
  • bullets now add force to human enemy ragdolls on the killing shot.
  • Fixed an issue where you couldn't interact with Pupil Cora in Lake Town.
  • Fixed Lola in Lake Town having the wrong body.
  • The fireplace in Uriah's house no longer plays a sound when the fire is out.
  • Fixed an issue with Aaron's house having a typo in the name pop up.
  • Fixed issues with some NPCs having the wrong greetings.
  • Fixed some visual issues in Hillcroft Hollow.
  • The Innkeeper at The Worthless Drunk now gives you the correct room key.
  • Fixed an issue where the teleport rune in the Witch's Cave wasn't teleporting to the correct location.
  • Fixed some bugs with the Graverobber's quest.
  • Fixed some bugs with the quest "A Family Feud".
  • Fixed a large number of typos.
  • Added some new visuals to Trulin's house.
  • Added long barrel revolver model and created some new items to use it.
  • Increased bob and footstep sound speed when sprinting.
  • Added a sound for when you aim down sights.
  • Pressing the fire button now pulls out your weapon if you have one equipped.
  • You can no longer holster your weapon while reloading. Previously doing so would cause errors.
  • Fixed bug where locked containers would generate double loot.
  • Upated most chests with new animations.
  • You can now destroy crates and barrels.
  • It now tells you that you lack the requirements if you try to drag equip an item that you cannot wear.
  • Removed auto-equipping weapons for now since it was causing some problems.
  • Added better visuals to opening barrels.
  • Added physics to some objects.
  • Fixed an issue where you couldn't loot a bag in the "Trouble with Thieves" quest.
  • Town wizards and pupils now wear wizard hats.
  • You can no longer upgrade the deflect ability.
Wild West and Wizards - Pilgrim

Interface Updates
A large focus of this update was to upgrade the look of the interface. Most placeholder interface elements have been replaced. There are still a few elements which still need to be udpated such as the stat bars for instance, so look for that to come later.

Performance Improvements
We have made some changes that will improve performance for some players, especially those who are CPU bound. The day/night cycle in particular was a source of a lot of CPU overhead. Instead of updating the sun and moon positions every frame, we now keep up with what time it should be internally, but update it visually only at strategic times, such as when you are going through a door or teleport. This will hopefully improve frame rate overall.

Volumetric Lighting
We have added volumetric lighting to the world, which adds a slight fog to the distance, and adds sunshafts. We think it especially improves the look of night-time. This can be disabled in the in-game options if you prefer it the old way.

Content
While a large part of this update was focused on interface, performance, and graphics, we also added in a couple of new quests and points of interest to further progress on our mission to pack the world full.

Patch Notes
  • Performance improvements.
  • Updated much of the user interface.
  • Removed the additional keybinding (I) for opening your inventory.
  • You can now rest for certain numbers of hours in beds.
  • You are now healed by resting in beds or sleeping bags.
  • Made jumping a little easier.
  • Weapons are no longer holstered by default when you equip one.
  • Added tips that pop up near the beginning that teach some basics of the game.
  • Fixed loading screen fading before the world fully loaded.
  • Added tips to loading screen.
  • Adjusted the revolver held position.
  • Added volumetric lighting. This can be turned off in the options.
  • Implemented a couple of new quests.
  • Fixed an issue with the Statue of Selena respawning after being looted.
  • Epic weapons now sell for more gold.
  • The chest in the ruins graveyard shed now is a safe more level appropriate items.
  • Fixed an issue where you could get through the Brinwall Hollow gate without a key.
  • You can no longer fall through the world when entering Ryan's cellar.
  • You can no longer interact with the blank scrolls on bounty boards.
  • Fixed an issue with the cemetery fencing near Sureshot's Retreat not having colliders.
  • Fixed some visuals with the fencing around the Chapel of the Righteous.
  • Fixed an issue with one of the buried statues not having a collider.
  • Fixed an issue with some abandoned cabins not having wall colliders.
  • Fixed some visual issues in Scarlett's Estate.
  • Fixed visual issues with some bandit camps in the desert.
  • Fixed some typos.
  • Fixed some bugs with the "Witch's Brew" quest.
  • Fixed bug where some enemies would not change levels in the Yonder.
  • Hitting the holster weapon hotkey will now toggle your weapon's holstered state.
  • Fixed bug where holstering your weapon while you only had one equipped would keep you from pulling it back out.
  • Increased the value on tier1 upgrade orbs.
  • Moved the starting location outside of edge shack.
  • Slightly increased the chance of weapon chest key fragments to drop.
  • Fixed some issues where you sometimes couldn't read the books in the "My Precious" quest.
  • Fixed description on health potions.
  • Fixed not being able to click the buttons on the bottom right of the screen very well.
  • Opening the map now defaults to the teleport rune map.
  • Removed screenshots from feedback reports to make them a little faster.
  • Fixed a bug where volume settings wouldn't save correctly.
  • New characters start with more bullets.
  • Increased the duration of ice armor and cloak of flames.
Sep 14, 2019
Wild West and Wizards - Pilgrim
Weapon Stats and Effects
Looting a new gun in a game that revolves around shooting should be an incredibly exciting and rewarding experience. Previously, most weapons only had minor differences. In this update, we want to make a step towards improving the fun of finding and using different weapons. While there will be more updates to vary weapons even more in the future, we have added stats and special effects to a lot of the weapons in the game. In general, rare quality weapons have received additional stat improvements, and epic quality weapons received even better stat improvements or unique effects.

NPCs and AI
One feedback we have received often is that time-to-kill on enemies is too high. We are trying out a global reduction in enemy health by 20%. Additionally, we have reduced the mana cost of most spells by about the same. We may tweak these value further in the future depending on feedback.

The poise mechanic on enemies has been removed for the time being. Poise was the yellow bar that appeared below enemy health bars. It was reduced when the enemy took damage, and stunned the enemy for a time when it was depleted. This mechanic was not properly balanced, and we think this would be better replaced with abilities and weapons that have stunning effects in the future.

AI also received a little love in this update. While nothing that drastically changes combat, enemies no longer know exactly where you are at all times. Instead, they only know where they last saw you. This allows you to flank an enemy, or escape them by means that feel more natural. AI will be a subject of further development and will receive improvements likely throughout the rest of early access development and beyond.

Cosmetics
We have added the ability to both hide your HUD (F2 by default), and holster your weapon (H by default). Both of these were much requested features from the community. The old H key default was the help window, which has been moved to F1. You may need to go into your keybinding options in-game and either use the reset to default button, or manually fix conflicts.

We also created and added a new wizard hat model that can be seen on some enemy wizards. Some wearable hat items have been replaced with this new model as well.

Patch Notes
  • Fixed description of resist nature spell.
  • Added a wizard hat model, and updated some npcs and items to use it.
  • Fixed packed shot not taking double barrel shotguns into account.
  • Doubled the number of utility slots in your inventory.
  • Escape now unpauses the game if it is paused.
  • Added hotkey to hide the HUD (F1 by default).
  • Fixed a typo in Bert's Journal.
  • Added new loot to barrels and crates.
  • Epic weapons can now sometimes drop from tier 4 weapon chests.
  • Added new visuals to the forest ruins.
  • Packed shot ability can no longer be applied multiple times.
  • Added ability to holdster your weapon (H by default).
  • Changed default keybinding of the help interface to F1.
  • Hollow point ability now takes mana to cast, is unresistable, has a cooldown, and cannot stack with itself.
  • Fixed bug where reload time didn't have an effect on some weapons.
  • Added special effects and additional stats to a number of weapons.
  • Fixed typo in Prophet's Sanctum quest.
  • Fixed a number of sounds not tied to the volume sliders.
  • Fixed some visual issues with the scorpion model.
  • Implemented a new quest "Gifts of Love".
  • Added new visuals to Forest Town.
  • Adjusted reload times on some shotguns.
  • Fixed a bug that would cause damage over time spell sound and visuals to get stuck on you.
  • Fixed a bug where enemies would not be able to attack if you left their area and came back.
  • Fixed a bug that would cause you to get stuck in combat.
  • Removed poise mechanic from enemies.
  • Globally reduced the health of enemies.
  • AI: enemies no longer always know where you are after they notice you. Instead, they know where they last saw you, so it's now possible to flank them.
  • AI: enemies will now be a little more aggressive if they haven't damaged you recently.
  • AI: Enemies will now run towards you if they are outside of their weapon's range.
  • Added a little more detail to the shelf and counter models.
  • Enemies now run a little faster.
  • Reduced the mana cost on all spells.
  • Removed the additional keybinding for opening your inventory.
  • When a bullet hits an enemy, it now uses your level instead of your gun's level to calculate mitigation. This will result in you doing more damage than before with weapons that are lower level than you.
  • Fixed fire damage bonus on preacher's hats not working.
  • Reduced the attack speed, and projectile speed on scorpion attacks.
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