We have a new update for you that provides players the ability to level up very crucial attributes that can progress you further in the world! These statistics allow you have more health, deal more damage and get cheaper prices in the shop!
Here are the patch notes in full:
New:
Attribute system allowing the players to level up stats such as heath, strength, stamina, agility, hunger, thirst, crafting, merchantry, daggerman, swordsman, heavy swordsman and bowman. These bonuses are lost upon death
Character create now enables you to pick a profession and get a bonus attributes that match that profession including additional learnt recipes
Inventory rework to make it easier to find what you are looking (filters all on one screen instead of inside tabs) Also including the attribute system
When leveling up a profession a UI pop-up displays the recipes you’ve learnt
Placing system for campfires and traps that can be used from the hotbar that provides an in world placing actor allowing you to fine control where it is deployed and it’s rotation. Left click to place, right click to cancel and mouse wheel to rotate.
Updated:
Crafting UI adjusted so you can view other recipes and ingredients whilst crafting
Loot all keybinded to “T” and is fully functional
Inventory now shows current equipped Armour value
Foraging water is now one click, instead of needing to go through the context wheel
Food recipes such as bread, mushroom soup, berry jam, bone meal and porridge now have a chance of a rare larger version that can be crafted
Pumpkin resource now is procedurally spawned throughout the map
Server browser now has population numbers back in
Food/Plant resources now can be picked multiple times and have a chance of providing the seed version
Fishing system has been adjusted so you can cast your fishing rod and wait which results gaining fish over time, if you move it will cancel the fishing activity.
Stick piles can now be picked multiple times and have a chance of providing kindling
Rock piles can now be picked multiple times you can toggle official and non official servers in the server browser list
Bandits should now have a combat idle when close to an enemy
Fixed:
G and H item shortcuts still in which is causing some bugs/loop holes
Fishing rod not playing fishing animation
Helmet meshes remaining after being unequipped
Balancing:
Running speed with all weapons increased and now has finer balancing between weapon types.
Running speed with all tools has been increased and now has finer balancing between tool types
Price modifiers for shops has been re-balanced for the merchantry attribute
Crafting times re-balanced for the crafting attribute
Increased the chance of gold ore spawning throughout the world
Raw foods such as fish and meat last 50% longer before rotting
Known Problems:
The agility attribute is currently not affecting run speed
WARNING We have decided to temporarily make some servers offline that we’re particularly unstable in an attempt to see if the more stable servers can handle the population instead and to prevent any players joining these servers and losing data, unfortunately this will cause characters saves and houses built on them to be unavailable however please do not hesitate to contact us if you we’re only able to play on these servers and we will bring them back online again. These are the servers affected:
We have a new update for you that provides players the ability to level up very crucial attributes that can progress you further in the world! These statistics allow you have more health, deal more damage and get cheaper prices in the shop!
Here are the patch notes in full:
New:
Attribute system allowing the players to level up stats such as heath, strength, stamina, agility, hunger, thirst, crafting, merchantry, daggerman, swordsman, heavy swordsman and bowman. These bonuses are lost upon death
Character create now enables you to pick a profession and get a bonus attributes that match that profession including additional learnt recipes
Inventory rework to make it easier to find what you are looking (filters all on one screen instead of inside tabs) Also including the attribute system
When leveling up a profession a UI pop-up displays the recipes you’ve learnt
Placing system for campfires and traps that can be used from the hotbar that provides an in world placing actor allowing you to fine control where it is deployed and it’s rotation. Left click to place, right click to cancel and mouse wheel to rotate.
Updated:
Crafting UI adjusted so you can view other recipes and ingredients whilst crafting
Loot all keybinded to “T” and is fully functional
Inventory now shows current equipped Armour value
Foraging water is now one click, instead of needing to go through the context wheel
Food recipes such as bread, mushroom soup, berry jam, bone meal and porridge now have a chance of a rare larger version that can be crafted
Pumpkin resource now is procedurally spawned throughout the map
Server browser now has population numbers back in
Food/Plant resources now can be picked multiple times and have a chance of providing the seed version
Fishing system has been adjusted so you can cast your fishing rod and wait which results gaining fish over time, if you move it will cancel the fishing activity.
Stick piles can now be picked multiple times and have a chance of providing kindling
Rock piles can now be picked multiple times you can toggle official and non official servers in the server browser list
Bandits should now have a combat idle when close to an enemy
Fixed:
G and H item shortcuts still in which is causing some bugs/loop holes
Fishing rod not playing fishing animation
Helmet meshes remaining after being unequipped
Balancing:
Running speed with all weapons increased and now has finer balancing between weapon types.
Running speed with all tools has been increased and now has finer balancing between tool types
Price modifiers for shops has been re-balanced for the merchantry attribute
Crafting times re-balanced for the crafting attribute
Increased the chance of gold ore spawning throughout the world
Raw foods such as fish and meat last 50% longer before rotting
Known Problems:
The agility attribute is currently not affecting run speed
WARNING We have decided to temporarily make some servers offline that we’re particularly unstable in an attempt to see if the more stable servers can handle the population instead and to prevent any players joining these servers and losing data, unfortunately this will cause characters saves and houses built on them to be unavailable however please do not hesitate to contact us if you we’re only able to play on these servers and we will bring them back online again. These are the servers affected:
Greetings citizens of Mercia and welcome to Dev Blog #58!
We hope you are all keeping warm, we’ve had snow everyday this week and the kettle has not stopped boiling here in the office!
We have details on our updated profession system, our new attributes system and a sneak peek teaser of our new building system!
Updated Profession System
So we decided to add some of the elements of the previous profession system back into the game to make you feel more like you have a starting profession but at the same time not locking off the rest of the games content and to tackle issues with transitioning your profession. Now you can pick a profession that provides extra attributes that are themed around your choice and gain a few recipes (skill level) in that said profession at the start. For example if you choose doctor at the beginning you will have more health, have access to crafting cotton swabs from the start and have the doctor’s title.
Attributes System
We have now introduced a new feature to allow players to spend skill points on a range of stats such as health, carry weight, run speed, weapon damage and even bartering. These are lost upon death, however this may change in the future depending on it’s effect.
Each attribute type has 10 levels, here is a rough breakdown of what type it is and what it does:
Health
Increase your max health from 60 to 120 over 10 levels with in average increase of 3 per level.
Stamina
Increase your max stamina from 100 to 160 over 10 levels with an average increase of 3 per level
Crafting
Decrease the crafting time to create items in any recipe, you can decrease crafting time up to 16 seconds at the maximum level of 10. This attribute also includes increasing the chance of a rare versions of the items such as royal swords and armour.
Merchantry
Decrease the cost of items at any trader of up to 40% at the max level of 10.
Agility
Increase your sprint speed by 20% over 10 levels with an average increase of a 1% per level.
Strength
Increase your punching damage by 100% and carry weight by 60 over 10 levels. Your carry weight increases by 3 per level this works on top of any additional weight from bags you have equipped.
Swordsman
Increase your attack with swords with up to a 15 damage bonus over 10 levels
Bowman
Increase your attack with bows with up to a 10 damage bonus over 10 levels
Heavy Swordsman
Increase your attack with two handed swords with up to a 15 damage bonus over 10 levels
Daggerman
Increase your attack with daggers & knifes with up to a 15 damage bonus over 10 levels
Hunger
Increase your max hunger with up to 60% with an average of 3% per level.
Thirst
Increase your max thirst with up to 60% with an average of 3% per level.
New Building System Teasers (Sneak Peek Preview)
To see our GIFs below click on the links or check out the full version of this Dev Blog over on our website!
Here are a couple of teasers of our new building system! Soon you will able to place fences, walls, utilities and more. Placeables will appear as a white glow before they are spawned into the world. You will also be able to rotate these before placing them. Want to place some farmland and build a fence around it? Now you can!
Bigger structures such as towers, higher quality spiked fences and more will be placeable for creating some great fortifications. Building up your own castle will now be a reality with our new building tools. These placeable structures will also snap together when you are building to ensure that there are no seams or gaps.
This system still has a lot of work, but we wanted to show off what we are working on behind the scenes. When this new system is in we cannot wait to see what the community creates with these tools!
That’s all for now, thanks for reading and see you next time!
// The SIG Team
——————————————
To keep in the loop, follow The Black Death on our social and news sites!
Greetings citizens of Mercia and welcome to Dev Blog #58!
We hope you are all keeping warm, we’ve had snow everyday this week and the kettle has not stopped boiling here in the office!
We have details on our updated profession system, our new attributes system and a sneak peek teaser of our new building system!
Updated Profession System
So we decided to add some of the elements of the previous profession system back into the game to make you feel more like you have a starting profession but at the same time not locking off the rest of the games content and to tackle issues with transitioning your profession. Now you can pick a profession that provides extra attributes that are themed around your choice and gain a few recipes (skill level) in that said profession at the start. For example if you choose doctor at the beginning you will have more health, have access to crafting cotton swabs from the start and have the doctor’s title.
Attributes System
We have now introduced a new feature to allow players to spend skill points on a range of stats such as health, carry weight, run speed, weapon damage and even bartering. These are lost upon death, however this may change in the future depending on it’s effect.
Each attribute type has 10 levels, here is a rough breakdown of what type it is and what it does:
Health
Increase your max health from 60 to 120 over 10 levels with in average increase of 3 per level.
Stamina
Increase your max stamina from 100 to 160 over 10 levels with an average increase of 3 per level
Crafting
Decrease the crafting time to create items in any recipe, you can decrease crafting time up to 16 seconds at the maximum level of 10. This attribute also includes increasing the chance of a rare versions of the items such as royal swords and armour.
Merchantry
Decrease the cost of items at any trader of up to 40% at the max level of 10.
Agility
Increase your sprint speed by 20% over 10 levels with an average increase of a 1% per level.
Strength
Increase your punching damage by 100% and carry weight by 60 over 10 levels. Your carry weight increases by 3 per level this works on top of any additional weight from bags you have equipped.
Swordsman
Increase your attack with swords with up to a 15 damage bonus over 10 levels
Bowman
Increase your attack with bows with up to a 10 damage bonus over 10 levels
Heavy Swordsman
Increase your attack with two handed swords with up to a 15 damage bonus over 10 levels
Daggerman
Increase your attack with daggers & knifes with up to a 15 damage bonus over 10 levels
Hunger
Increase your max hunger with up to 60% with an average of 3% per level.
Thirst
Increase your max thirst with up to 60% with an average of 3% per level.
New Building System Teasers (Sneak Peek Preview)
To see our GIFs below click on the links or check out the full version of this Dev Blog over on our website!
Here are a couple of teasers of our new building system! Soon you will able to place fences, walls, utilities and more. Placeables will appear as a white glow before they are spawned into the world. You will also be able to rotate these before placing them. Want to place some farmland and build a fence around it? Now you can!
Bigger structures such as towers, higher quality spiked fences and more will be placeable for creating some great fortifications. Building up your own castle will now be a reality with our new building tools. These placeable structures will also snap together when you are building to ensure that there are no seams or gaps.
This system still has a lot of work, but we wanted to show off what we are working on behind the scenes. When this new system is in we cannot wait to see what the community creates with these tools!
That’s all for now, thanks for reading and see you next time!
// The SIG Team
——————————————
To keep in the loop, follow The Black Death on our social and news sites!
We have released an update to tackle some of the issues involving not being able to spend XP points and a crash that would happen when hitting someone in the head.
New:
you can now craft three qualities of claymore; rusty, normal and royal
Official servers are now coloured gold in the server list
Updated:
Updated movement speed while punching to be slightly slower
Updated the emote menu so it is consistent with the interaction menu and paper look
Updated character create to give you a randomised appearance when you first enter the menu
Updated and polished numerous areas across the land of Mercia
Each tier of stick club is now visually different
Fix:
Fix for a bug that could stop you spending skill points
Fix for server crash that could happen if you hit someone in the head in combat
Fix for a item duplication bug to do with lootables
Fix to stop knockout timer resetting if you are already knocked out
Fixed a bug that stopped the click to wriggle free mechanic from working when you are being carried
Fixed A.I. left handed punches not doing damage
Fixed missing wooden planks along path to the “Black Gate”, so you can now enter again
Fix to bug that means that infected peasants and friendly hunters will now spawn
Fix added to stop animals spawning human gore pieces
Fix added to merchants so that they no longer just walk away when being attacked
Fixed bug causing rats to go invisible when hit and to not ragdoll properly when killed
Fixed crouching while picking up items causing you to freeze in place for animation duration
Fixed bug where boar and wolf bite volume had collision and could block player swings from doing damage
We have released an update to tackle some of the issues involving not being able to spend XP points and a crash that would happen when hitting someone in the head.
New:
you can now craft three qualities of claymore; rusty, normal and royal
Official servers are now coloured gold in the server list
Updated:
Updated movement speed while punching to be slightly slower
Updated the emote menu so it is consistent with the interaction menu and paper look
Updated character create to give you a randomised appearance when you first enter the menu
Updated and polished numerous areas across the land of Mercia
Each tier of stick club is now visually different
Fix:
Fix for a bug that could stop you spending skill points
Fix for server crash that could happen if you hit someone in the head in combat
Fix for a item duplication bug to do with lootables
Fix to stop knockout timer resetting if you are already knocked out
Fixed a bug that stopped the click to wriggle free mechanic from working when you are being carried
Fixed A.I. left handed punches not doing damage
Fixed missing wooden planks along path to the “Black Gate”, so you can now enter again
Fix to bug that means that infected peasants and friendly hunters will now spawn
Fix added to stop animals spawning human gore pieces
Fix added to merchants so that they no longer just walk away when being attacked
Fixed bug causing rats to go invisible when hit and to not ragdoll properly when killed
Fixed crouching while picking up items causing you to freeze in place for animation duration
Fixed bug where boar and wolf bite volume had collision and could block player swings from doing damage
We have a hotfix addressing some of the issues occured in the latest update such as resources not providing XP, tweaking to the game's combat mechanics and multiple crash and loading screen issues.
New
Added new smaller UI around the crosshair to show you weapon abilities/cooldown timers
Fixes
Fix added for loading screen staying up bug
Fixed a crash on closing the game down
Fixed a crash that could occur when weapon swinging
Fixed a crash that could occur when attacking doors/barricades
Fix added to remove a weapons from your quickslot UI when it breaks
Fixed an issue that would sometimes make A.I. do 500% damage when the player was wearing armour.
Fix added to stop character rotation lerping back to North anims when running NW direction
Fix added so that after being on low health and healing up the player does not remain bloody anymore
Fixed bug where if you used the context wheel to enter inventory when you close it you will have your view locked
Removed usable actions from context wheel when knocked out as this was from the old system and could cause bugs
Fix to Kite shield recipe, it show now craft the correct shield instead of the round shield
Fixed a bug that meant if you died while infected and respawned you would continue to have the infected sound alteration stuck on
Fixed bug with rat not playing correct animations, causing errors
Fix added for rat physics bug that was causing errors (“LogPhysics: Warning: FConstraintInstance::GetRefFrame : Contained scale”)
Fixed rat sound in main menu
Fix added to main menu music so that it now loops correctly
Numerous environmental art bug fixes
Updated
Removed warning sound and error UI popup for when you are “Already swinginging” or “Action Notready”
Updated and increased the frequency of the new ai speech
Updated procedural resources to provide xp rewards
There is now 3 different tiers of Iron sword to craft, rusty, standard and royal
For now removed combat stamina as was conflicting with weapon cooldown mechanic
Improved the physics of the cape attached to the royal chest plate
Updated the in-game settings keys page UI. Now shows the correct and uptodate keys info (quick slots and attacks etc)
Crafting time is now increased the larger the quantity of that item you craft
Updated Stashing/looting and buy/sell to be one left click of the desired item now
Updated/adjusted volumes and concurrency values for eat, drink, and heal sounds so the sounds cant stack if e.g. you eat 3 apples quickly
Updated adjusted the timings at which throw weapons are released from the player
Updated and polished numerous areas across the land of Mercia
Loot items now become visible from further away so that they don't appear to pop in as much
Balancing
Adjusted ai numbers/damage
Increased the loot drop rate of animals
Reduced the amount of bandits around player’s houses
All equipment has had a 20% increase in armour value
Adjusted resources percent chance and spawn rates
Adjusted Xp amounts
Bleeding and poison damage has been reduced
Optimising
Optimised rat rig
Optimised UI
Optimised skeletal meshes
Thanks for playing the new update and reporting some of these issues.
We have a hotfix addressing some of the issues occured in the latest update such as resources not providing XP, tweaking to the game's combat mechanics and multiple crash and loading screen issues.
New
Added new smaller UI around the crosshair to show you weapon abilities/cooldown timers
Fixes
Fix added for loading screen staying up bug
Fixed a crash on closing the game down
Fixed a crash that could occur when weapon swinging
Fixed a crash that could occur when attacking doors/barricades
Fix added to remove a weapons from your quickslot UI when it breaks
Fixed an issue that would sometimes make A.I. do 500% damage when the player was wearing armour.
Fix added to stop character rotation lerping back to North anims when running NW direction
Fix added so that after being on low health and healing up the player does not remain bloody anymore
Fixed bug where if you used the context wheel to enter inventory when you close it you will have your view locked
Removed usable actions from context wheel when knocked out as this was from the old system and could cause bugs
Fix to Kite shield recipe, it show now craft the correct shield instead of the round shield
Fixed a bug that meant if you died while infected and respawned you would continue to have the infected sound alteration stuck on
Fixed bug with rat not playing correct animations, causing errors
Fix added for rat physics bug that was causing errors (“LogPhysics: Warning: FConstraintInstance::GetRefFrame : Contained scale”)
Fixed rat sound in main menu
Fix added to main menu music so that it now loops correctly
Numerous environmental art bug fixes
Updated
Removed warning sound and error UI popup for when you are “Already swinginging” or “Action Notready”
Updated and increased the frequency of the new ai speech
Updated procedural resources to provide xp rewards
There is now 3 different tiers of Iron sword to craft, rusty, standard and royal
For now removed combat stamina as was conflicting with weapon cooldown mechanic
Improved the physics of the cape attached to the royal chest plate
Updated the in-game settings keys page UI. Now shows the correct and uptodate keys info (quick slots and attacks etc)
Crafting time is now increased the larger the quantity of that item you craft
Updated Stashing/looting and buy/sell to be one left click of the desired item now
Updated/adjusted volumes and concurrency values for eat, drink, and heal sounds so the sounds cant stack if e.g. you eat 3 apples quickly
Updated adjusted the timings at which throw weapons are released from the player
Updated and polished numerous areas across the land of Mercia
Loot items now become visible from further away so that they don't appear to pop in as much
Balancing
Adjusted ai numbers/damage
Increased the loot drop rate of animals
Reduced the amount of bandits around player’s houses
All equipment has had a 20% increase in armour value
Adjusted resources percent chance and spawn rates
Adjusted Xp amounts
Bleeding and poison damage has been reduced
Optimising
Optimised rat rig
Optimised UI
Optimised skeletal meshes
Thanks for playing the new update and reporting some of these issues.
This update we have lots of new features, systems, and changes to The Black Death. We have updates to our movement system, new combat abilities, revamped Item quality system, Quick Slot Bar, dragging & dropping in menus, loads of UI updates. new pillage areas and more!
WARNING THIS UPDATE WILL INCUR A CHARACTER WIPE!
There is a known issue where some players will experience being stuck in a loading screen when joining a server, please close the game and re-join then the issue should no longer occur, we are currently working on a hot fix to address this issue.
A Note For Admins Of Community Hosted Servers
If you own a Community Server please note that you will need to update your server with the latest update. To do this you will need to update the folder/files on your Server or update using our Steam Server Build in SteamCMD.
If you do not have the latest update to The Black Death your server will not appear in our in game Server Browser.
Updated Movement System
We have updated our Movement system! You are now able to sprint in all directions, with an update to our sprinting animations, jumping should also now feel smoother.
Each Weapon type now has it's now combat pose which includes varying speeds for each of these. If you are wielding a dagger or knife the weapons movement will be much faster, but for two handers movement will be slower. The camera also adjusts to be slightly different when you are walking, sprinting and blocking.
Below are our improved animations for sprinting forwards, back peddling and also sprinting and turning.
New Combat Abilities
Our Combat attacks and abilities have been updated! These are unique to each weapon type ranging from Clubs, Swords, Maces, Axes, Knifes and more. Each weapon type now has it's own set of attacks. Some weapons such as the Knifes can be aimed and thrown using the third attack!
These range from bleeding attacks, stuns, knock-backs and knock-downs. These are represented on the HUD on the left of the Quick Slot Bar. If you mouse over these attack icons, each one has it's own tooltip which can be viewed by hovering over the icons when in your Inventory.
Check out our GIFs below to see our new Unarmed, Sword and Mace attacks.
New Improved AI & Rats!
AI are now fully procedural in terms of where they spawn, however harder A.I. will spawn in more dangerous parts of Mercia. All AI now have new logic and have been given a combat overhaul, new types of AI include, spearmen, archers, crossbowman, two handed bandits and more.
Procedural Friendly AI types have been added, these include; Guards, Hunters, Infected Peasants, Peasants and Wandering Merchants.
Large A.I. improvements have been made with their logic and large increases in population including a new wide variety such as:
Groups of Infected Beggars that spread infection and hound you for much needed gold but will retreat with fear if attacked.
Deadly Beggars that will kill in sheer desperation, only with fists they will punch their way out of any fight.
Bandit Spearman that deal large amounts of damage and flank violently.
Outlaw Crossbowman that tactically seek distance and cover between them and their targets.
Shielded Templars that push forward with shield in hand putting pressure on even the most advanced player
Templar Knights that wield giant two handed weapons dealing large amounts of damage but are slower and more calculative.
Need a good amount of building materials? track down the new bandit woodsman that carry copious amounts of wood.
Rats! Rats now spawn procedurally and wander the streets and villages, they can infect you with proximity. Rats can also be found scuttling around within the front area of Bandit houses! You may find some NPCs chasing them through town. They may also chase you if you are close enough, these rats can infect you quickly so beware!
Item Quality System Update & Crafting Stacks
Crafted Item quality system added, there is a chance of crafting various types of the same item that provide various values, such as the extremely rare Greater Silver Chest Plate which physically looks different and adds more armour. This is only applied to a few items currently, such as the stick club, bone club, water and silver chest plate.
When you have levelled up your ability to craft armour more, you will notice that the higher quality armour is crafted with more experience as you progress you should have a higher chance of crafting the higher tier gear.
The Armours above from left to right are: Rusty, Normal and Greater Silver chest plate.
We have decided to change up how our item Rarities work in The Black Death. Crafted and purchased items, weapons and armour will now have set rarities, this also includes harvested resources in the wild.
Common (Grey)
Uncommon (Green)
Rare (Blue)
Epic (Purple)
Mythic (Yellow)
Legendary (Orange)
New mythic tier Armour has also been added and is craft-able through fully leveling up the blacksmith. The royal chest plate:
Crafting Stacks It is now possible to craft a stack of an item if you have the required number of materials to do so. For example, if you have 5x Dirty Water, you can now queue these up and craft 5 Clean Water. In the future the time it takes to craft these stacks will be changed.
Changes To Gold Gold, the currency of Mercia and that thing that Bandits want has had a couple of changes. Gold is now more of a physical item as seen in the new Inventory rework just under the Equipment Slots.
Resources & Lootables Resources are now fully procedural and will randomly spawn throughout the world depending on the rarity of the resource. This means that if you find a Berry or Cotton Bush in one place chances are something different will spawn in its place when you return, or there might be no resource in that spot at all! This also includes Wood Logs and Mining Nodes.
This is to encourage exploration around Mercia and make gameplay feel more fluid so players are not returning to the same exact spots for materials and loot. Along with our big AI revamp we feel this will make for some great gameplay sessions and experiences.
To make gameplay feel more fluid and for a different kind of play session loot should now feel more rewarding when you stumble across something good. We have also added new loot items that can be found around the world and Player written books should now appear more often!
Loot item drops will spawn procedurally throughout the world within bandit camps, caves and beggar houses.
Quick Slot Bar, Drag And Drop, Splitting Stacks & Equipment Slots
Quick Slot Bar
A new feature being introduced with V0.24 is the Quick Slot Bar! This will now allow Players to click and drag Weapons, Food, Drinks and Tools to their Quick Slot Bar for easy one click use. You can now switch between Weapons and Tools with out needing to go into your Inventory or Context Wheel making for a smoother gameplay
Food and Drink items will have their rotting status updating whilst they are on your Quick Slot Bar saving you entering the Inventory when checking on your food. With our new item stacking system it is possible to have a stack of Water and Bread Rolls on your Quick Slot Bar for easy use. Weapons and Tools will also display their respective durability status so with once glance when in Combat you can track your weapons status.
The central nature and placement of the Quick Slot Bar shows a more compact view of your stats such as Days Survived, Gold, Skill Points and XP which is displayed as a thin green line.
Drag & Drop
It is now possible to drag and drop items from a Shopkeepers window to your Inventory to purchase them and drag items to the Shopkeepers window to sell them for speedy transactions.
Items now stack in your Inventory making space much easier to manage. Items can now also be split from their stacks by right clicking on the stack and Selecting Split. You can use the plus and minus buttons to increase or decrease the amount you would like to split from the stack. Items can also be dropped by using this same right click context menu.
Equipment Slots
From introducing the ability to now drag and drop items from your Inventory to your Quick Slot Bar, here is our other system that now uses a drag and drop feature, Equipment Slots!
Our new equipment slots now free up your visual Inventory space by having your armour in it’s own tab. Armour values are also now show correctly on items in your Inventory. The Epic Kettle Helmet and Mythic Lamellar show off our new colour tabs on items too for a quick glance on item qualities.
New UI Changes & Chat Box
Our UI and HUD have undergone some changes. Here is our refreshed Main Menu in game. The videos section has been removed and the options and social links are more centralised. Our Death Screen has also been given a refresh. In game Icons have also been given a revamp, giving them a more rustic feel.
The "Days Survived" pop-up is now more subtle and appears above the Quick Slot Bar at the bottom of the screen. This still displays your earned Gold, XP and Skill Point, with a less intrusive notification. Our HUD, Journal and other UI elements are now more thematic in their style.
We have added an option to change the size of the Chat Box text for Players using larger resolution monitor setups, or for Players may find it hard to read the default size text.
This setting can be changed in game and switched between x1 and x1.25. Pressing Esc whilst in game and bringing up the Settings menu, then going to "Game" you will see the Chat Box Scale option.
If you do use this new option in game and are still experiencing issues with the text size on your resolution or setup, please send us a Bug Report here and include your Resolution.
New Pillage Areas & Polished Areas
The Bandits, Beggars and Peasants of Mercia have decided to take the abandoned house strewn across Mercia from victims of the Plague and reside their themselves. They are very protective of their new homes and bases! Should you dare to try and loot their possessions they will not hesitate to attack you and throw rocks and fire arrows from afar!
More pillage/raid areas have been added to Mercia in the form of Beggar Hovels, Bandit Bases, abandoned farms and even deep in caves. Always carry a weapon or two when adventuring around these parts.
St. John's Monastery Revisit
St.John's Monastery has been taken over by the local crazed Monk's and Templars and is now in disarray. It's doors now branded with the Templar sigil, a strong weapon is needed to break into the Monastery. Rotting rats, smashed doors, spiked barricades, dead bodies and more awaits in store behind these closed doors.
Post Processing Updates These graphical updates include changes to our lighting and fog effects as well as our new post processing. Below are some before and after shots of our new post process, lighting and fog effects.
We have been adjusting ambient occlusion and applying a volumetric fog technique to get distance shots to give a more immersive weather condition, this is especially effective on forests.
Updated
Updated/polished a large numbers of areas around the world
Coughing ai now has a cough particle VFX to make them more disgusting
Crossbow rigged up and usable by player
Updated bark textures for 2 types of trees
Updated ai so they have aim offsets: now they can aim up and down to hit you
Arrow count should always show on projectile weapons in the quick slots
Updated the UI in the main menu to be more streamlined Increased view distance/replication cull range on loot bags so they dont pop in
Updated Exit menu UI to match the main menu changes
Increased collision size on a few weapon pickups
Updated the UI for the Loot and shop windows to the new cleaner paper look
Updated the death UI screen to match the main menu changes
Animals now make sounds and can be heard from a fair distance, to give you warning
Updated the large attenuation volume used in sound effects to be bigger but have a smaller inner radius
Updated speed of player to be slightly slower when you have a tool equipped in your hand
Updated the distance/network settings at which other players render at so you can see them from further away and they are less likely to pop in
Updated the camera distance to the player
Updated the punching aim offset angle so you can punch lower down (e.g. to hit people knocked out on the floor or, rats etc)
Updated player character physics asset should be less buggy now
Updated the sounds on pickups, so they match better the type of material they are
Updated the attenuation size of combat sounds so players watching a battle from a short distance away can hear it
Updated the rat ai to have squeaking sounds so you get warnings that a infectious rat is near
Updated vfx and sounds in weapon impacts types, to add a different feel between weapon types
Added camera shake into attack recoils and swings that might have missed
Removed holster/unholster from the context wheel as it was causing bugs and didnt work with the new quickslot system
All ai can now play the heavy hit reacts animations The players aim offset now does not affect the pickup animations
Balancing
Adjusted the procedural resources spawn rates/chances
Adjusted the procedural ai spawn rates/chances
Adjusted the procedural loot pickups rates/chances
Resources requiring a tool now take multiple hits to break and give resources each time
Optimising
Optimised UI widgets
Optimised tick rates
Optimised concurrency of sounds
Optimised audio components in the character
Continued to remove hard blueprint references
Optimised ai
Optimised day/night
Fixes
Fixed several server crashes
Fixed a crash that could happen when equipping a bow
Numerous environment art bug fixes
Fixed seam from fog cubemap
Fix added for when knocked out to make sure you don't spin around on the spot from other clients view when you rotate the camera around
Fix to stop a bug where jumping and swinging at the same time could leave you unable to swing a weapon/punch anymore
Fixed bug with putting resources stacks into house work bench number being incorrect
Fix added to make sure splitting stacks always works as intended in code
Fix to bug with shields that meant that ai projectiles got through your block
Fixed a bug that stopped you being able place a campfire
Fix added to stop the ai leaning so much when walking on angled slopes
Fix added to gore system so spawned meshes shouldn't move violently/unrealistically
Fixed gore meshes spawn offset so they are closer to where the player body parts are
Fix for items durability not visually updating if you get them from a lootable or a lootbag
Stopped a few VFX from spawning on the server that slipped through
Fixed a bug that stopped you from walking up some staircases (in particular the staircase leading to part of the tutorial of the game, tutorial can now be completed again)
Fix for stack collapsing when you die and they are created in your lootbag
Fixed an audio setting bug for music, where if you brought the slider value to 0 it would never play music again in that play session
Fixed collision on gore arm that would cause it to hover in the air on spawn
Fix added to stop loading screen getting stuck up when you are in character create
Fix added to try and stop rare case where death screen not popping up when you die
Fixed a bug where animals would have human names
Fixed errors that were slowing down the cooking process
Fixed a bug that stopped sickness animations playing on the player when they were sick
when you hit person/animal with a arrow, the hit ui either side of the crosshair will now play Put in a fix to stop the crosshair ever showing “None” as a name
Fixed a bug that would make an error sound when you put a weapon or tool from invent to the quick slot bar
Fix added for not being able to change Keybinds for 1,2,3,4,5,6
Fixed bug that would cause the equipped highlight to get stuck constantly on once a item was equipped through the quick slots on the hud
Fixed various log errors caused by UI backend
Group blend spaces for temporary upper body combat stuff/walk running speed stuff so they stay in sync
Fixed bug that caused you to only put in one resource at a time into the house workbench
Fixed bug where proc cotton swab pickup would give you a wooden sword item
Fixed a bug which could cause you to not be able to swing your weapon after being hit
Fixed a bug which meant you could split a stack by more than is possible creating a null inventory object
Fixed some misc spelling mistakes
Fixed the Ai bow angle in hand being incorrect
Fixed collision error with arrows
Fixed a slot node in the anim bp for the character
Fixed the main menu twitter link being incorrect web address
Fixed bug where f you run then go straight into a crouch your upper body would still animate at running speed
Fixed the incorrect pickup mesh for wooden training sword
Fixed foraging for water playing the drop anim instead of a pickup anim
Fixed friendly ai (Guards, villagers) hit reacts not playing correctly
Fixed a bug so now you can hit the ai rats that spread sickness to you
This update we have lots of new features, systems, and changes to The Black Death. We have updates to our movement system, new combat abilities, revamped Item quality system, Quick Slot Bar, dragging & dropping in menus, loads of UI updates. new pillage areas and more!
WARNING THIS UPDATE WILL INCUR A CHARACTER WIPE!
There is a known issue where some players will experience being stuck in a loading screen when joining a server, please close the game and re-join then the issue should no longer occur, we are currently working on a hot fix to address this issue.
A Note For Admins Of Community Hosted Servers
If you own a Community Server please note that you will need to update your server with the latest update. To do this you will need to update the folder/files on your Server or update using our Steam Server Build in SteamCMD.
If you do not have the latest update to The Black Death your server will not appear in our in game Server Browser.
Updated Movement System
We have updated our Movement system! You are now able to sprint in all directions, with an update to our sprinting animations, jumping should also now feel smoother.
Each Weapon type now has it's now combat pose which includes varying speeds for each of these. If you are wielding a dagger or knife the weapons movement will be much faster, but for two handers movement will be slower. The camera also adjusts to be slightly different when you are walking, sprinting and blocking.
Below are our improved animations for sprinting forwards, back peddling and also sprinting and turning.
New Combat Abilities
Our Combat attacks and abilities have been updated! These are unique to each weapon type ranging from Clubs, Swords, Maces, Axes, Knifes and more. Each weapon type now has it's own set of attacks. Some weapons such as the Knifes can be aimed and thrown using the third attack!
These range from bleeding attacks, stuns, knock-backs and knock-downs. These are represented on the HUD on the left of the Quick Slot Bar. If you mouse over these attack icons, each one has it's own tooltip which can be viewed by hovering over the icons when in your Inventory.
Check out our GIFs below to see our new Unarmed, Sword and Mace attacks.
New Improved AI & Rats!
AI are now fully procedural in terms of where they spawn, however harder A.I. will spawn in more dangerous parts of Mercia. All AI now have new logic and have been given a combat overhaul, new types of AI include, spearmen, archers, crossbowman, two handed bandits and more.
Procedural Friendly AI types have been added, these include; Guards, Hunters, Infected Peasants, Peasants and Wandering Merchants.
Large A.I. improvements have been made with their logic and large increases in population including a new wide variety such as:
Groups of Infected Beggars that spread infection and hound you for much needed gold but will retreat with fear if attacked.
Deadly Beggars that will kill in sheer desperation, only with fists they will punch their way out of any fight.
Bandit Spearman that deal large amounts of damage and flank violently.
Outlaw Crossbowman that tactically seek distance and cover between them and their targets.
Shielded Templars that push forward with shield in hand putting pressure on even the most advanced player
Templar Knights that wield giant two handed weapons dealing large amounts of damage but are slower and more calculative.
Need a good amount of building materials? track down the new bandit woodsman that carry copious amounts of wood.
Rats! Rats now spawn procedurally and wander the streets and villages, they can infect you with proximity. Rats can also be found scuttling around within the front area of Bandit houses! You may find some NPCs chasing them through town. They may also chase you if you are close enough, these rats can infect you quickly so beware!
Item Quality System Update & Crafting Stacks
Crafted Item quality system added, there is a chance of crafting various types of the same item that provide various values, such as the extremely rare Greater Silver Chest Plate which physically looks different and adds more armour. This is only applied to a few items currently, such as the stick club, bone club, water and silver chest plate.
When you have levelled up your ability to craft armour more, you will notice that the higher quality armour is crafted with more experience as you progress you should have a higher chance of crafting the higher tier gear.
The Armours above from left to right are: Rusty, Normal and Greater Silver chest plate.
We have decided to change up how our item Rarities work in The Black Death. Crafted and purchased items, weapons and armour will now have set rarities, this also includes harvested resources in the wild.
Common (Grey)
Uncommon (Green)
Rare (Blue)
Epic (Purple)
Mythic (Yellow)
Legendary (Orange)
New mythic tier Armour has also been added and is craft-able through fully leveling up the blacksmith. The royal chest plate:
Crafting Stacks It is now possible to craft a stack of an item if you have the required number of materials to do so. For example, if you have 5x Dirty Water, you can now queue these up and craft 5 Clean Water. In the future the time it takes to craft these stacks will be changed.
Changes To Gold Gold, the currency of Mercia and that thing that Bandits want has had a couple of changes. Gold is now more of a physical item as seen in the new Inventory rework just under the Equipment Slots.
Resources & Lootables Resources are now fully procedural and will randomly spawn throughout the world depending on the rarity of the resource. This means that if you find a Berry or Cotton Bush in one place chances are something different will spawn in its place when you return, or there might be no resource in that spot at all! This also includes Wood Logs and Mining Nodes.
This is to encourage exploration around Mercia and make gameplay feel more fluid so players are not returning to the same exact spots for materials and loot. Along with our big AI revamp we feel this will make for some great gameplay sessions and experiences.
To make gameplay feel more fluid and for a different kind of play session loot should now feel more rewarding when you stumble across something good. We have also added new loot items that can be found around the world and Player written books should now appear more often!
Loot item drops will spawn procedurally throughout the world within bandit camps, caves and beggar houses.
Quick Slot Bar, Drag And Drop, Splitting Stacks & Equipment Slots
Quick Slot Bar
A new feature being introduced with V0.24 is the Quick Slot Bar! This will now allow Players to click and drag Weapons, Food, Drinks and Tools to their Quick Slot Bar for easy one click use. You can now switch between Weapons and Tools with out needing to go into your Inventory or Context Wheel making for a smoother gameplay
Food and Drink items will have their rotting status updating whilst they are on your Quick Slot Bar saving you entering the Inventory when checking on your food. With our new item stacking system it is possible to have a stack of Water and Bread Rolls on your Quick Slot Bar for easy use. Weapons and Tools will also display their respective durability status so with once glance when in Combat you can track your weapons status.
The central nature and placement of the Quick Slot Bar shows a more compact view of your stats such as Days Survived, Gold, Skill Points and XP which is displayed as a thin green line.
Drag & Drop
It is now possible to drag and drop items from a Shopkeepers window to your Inventory to purchase them and drag items to the Shopkeepers window to sell them for speedy transactions.
Items now stack in your Inventory making space much easier to manage. Items can now also be split from their stacks by right clicking on the stack and Selecting Split. You can use the plus and minus buttons to increase or decrease the amount you would like to split from the stack. Items can also be dropped by using this same right click context menu.
Equipment Slots
From introducing the ability to now drag and drop items from your Inventory to your Quick Slot Bar, here is our other system that now uses a drag and drop feature, Equipment Slots!
Our new equipment slots now free up your visual Inventory space by having your armour in it’s own tab. Armour values are also now show correctly on items in your Inventory. The Epic Kettle Helmet and Mythic Lamellar show off our new colour tabs on items too for a quick glance on item qualities.
New UI Changes & Chat Box
Our UI and HUD have undergone some changes. Here is our refreshed Main Menu in game. The videos section has been removed and the options and social links are more centralised. Our Death Screen has also been given a refresh. In game Icons have also been given a revamp, giving them a more rustic feel.
The "Days Survived" pop-up is now more subtle and appears above the Quick Slot Bar at the bottom of the screen. This still displays your earned Gold, XP and Skill Point, with a less intrusive notification. Our HUD, Journal and other UI elements are now more thematic in their style.
We have added an option to change the size of the Chat Box text for Players using larger resolution monitor setups, or for Players may find it hard to read the default size text.
This setting can be changed in game and switched between x1 and x1.25. Pressing Esc whilst in game and bringing up the Settings menu, then going to "Game" you will see the Chat Box Scale option.
If you do use this new option in game and are still experiencing issues with the text size on your resolution or setup, please send us a Bug Report here and include your Resolution.
New Pillage Areas & Polished Areas
The Bandits, Beggars and Peasants of Mercia have decided to take the abandoned house strewn across Mercia from victims of the Plague and reside their themselves. They are very protective of their new homes and bases! Should you dare to try and loot their possessions they will not hesitate to attack you and throw rocks and fire arrows from afar!
More pillage/raid areas have been added to Mercia in the form of Beggar Hovels, Bandit Bases, abandoned farms and even deep in caves. Always carry a weapon or two when adventuring around these parts.
St. John's Monastery Revisit
St.John's Monastery has been taken over by the local crazed Monk's and Templars and is now in disarray. It's doors now branded with the Templar sigil, a strong weapon is needed to break into the Monastery. Rotting rats, smashed doors, spiked barricades, dead bodies and more awaits in store behind these closed doors.
Post Processing Updates These graphical updates include changes to our lighting and fog effects as well as our new post processing. Below are some before and after shots of our new post process, lighting and fog effects.
We have been adjusting ambient occlusion and applying a volumetric fog technique to get distance shots to give a more immersive weather condition, this is especially effective on forests.
Updated
Updated/polished a large numbers of areas around the world
Coughing ai now has a cough particle VFX to make them more disgusting
Crossbow rigged up and usable by player
Updated bark textures for 2 types of trees
Updated ai so they have aim offsets: now they can aim up and down to hit you
Arrow count should always show on projectile weapons in the quick slots
Updated the UI in the main menu to be more streamlined Increased view distance/replication cull range on loot bags so they dont pop in
Updated Exit menu UI to match the main menu changes
Increased collision size on a few weapon pickups
Updated the UI for the Loot and shop windows to the new cleaner paper look
Updated the death UI screen to match the main menu changes
Animals now make sounds and can be heard from a fair distance, to give you warning
Updated the large attenuation volume used in sound effects to be bigger but have a smaller inner radius
Updated speed of player to be slightly slower when you have a tool equipped in your hand
Updated the distance/network settings at which other players render at so you can see them from further away and they are less likely to pop in
Updated the camera distance to the player
Updated the punching aim offset angle so you can punch lower down (e.g. to hit people knocked out on the floor or, rats etc)
Updated player character physics asset should be less buggy now
Updated the sounds on pickups, so they match better the type of material they are
Updated the attenuation size of combat sounds so players watching a battle from a short distance away can hear it
Updated the rat ai to have squeaking sounds so you get warnings that a infectious rat is near
Updated vfx and sounds in weapon impacts types, to add a different feel between weapon types
Added camera shake into attack recoils and swings that might have missed
Removed holster/unholster from the context wheel as it was causing bugs and didnt work with the new quickslot system
All ai can now play the heavy hit reacts animations The players aim offset now does not affect the pickup animations
Balancing
Adjusted the procedural resources spawn rates/chances
Adjusted the procedural ai spawn rates/chances
Adjusted the procedural loot pickups rates/chances
Resources requiring a tool now take multiple hits to break and give resources each time
Optimising
Optimised UI widgets
Optimised tick rates
Optimised concurrency of sounds
Optimised audio components in the character
Continued to remove hard blueprint references
Optimised ai
Optimised day/night
Fixes
Fixed several server crashes
Fixed a crash that could happen when equipping a bow
Numerous environment art bug fixes
Fixed seam from fog cubemap
Fix added for when knocked out to make sure you don't spin around on the spot from other clients view when you rotate the camera around
Fix to stop a bug where jumping and swinging at the same time could leave you unable to swing a weapon/punch anymore
Fixed bug with putting resources stacks into house work bench number being incorrect
Fix added to make sure splitting stacks always works as intended in code
Fix to bug with shields that meant that ai projectiles got through your block
Fixed a bug that stopped you being able place a campfire
Fix added to stop the ai leaning so much when walking on angled slopes
Fix added to gore system so spawned meshes shouldn't move violently/unrealistically
Fixed gore meshes spawn offset so they are closer to where the player body parts are
Fix for items durability not visually updating if you get them from a lootable or a lootbag
Stopped a few VFX from spawning on the server that slipped through
Fixed a bug that stopped you from walking up some staircases (in particular the staircase leading to part of the tutorial of the game, tutorial can now be completed again)
Fix for stack collapsing when you die and they are created in your lootbag
Fixed an audio setting bug for music, where if you brought the slider value to 0 it would never play music again in that play session
Fixed collision on gore arm that would cause it to hover in the air on spawn
Fix added to stop loading screen getting stuck up when you are in character create
Fix added to try and stop rare case where death screen not popping up when you die
Fixed a bug where animals would have human names
Fixed errors that were slowing down the cooking process
Fixed a bug that stopped sickness animations playing on the player when they were sick
when you hit person/animal with a arrow, the hit ui either side of the crosshair will now play Put in a fix to stop the crosshair ever showing “None” as a name
Fixed a bug that would make an error sound when you put a weapon or tool from invent to the quick slot bar
Fix added for not being able to change Keybinds for 1,2,3,4,5,6
Fixed bug that would cause the equipped highlight to get stuck constantly on once a item was equipped through the quick slots on the hud
Fixed various log errors caused by UI backend
Group blend spaces for temporary upper body combat stuff/walk running speed stuff so they stay in sync
Fixed bug that caused you to only put in one resource at a time into the house workbench
Fixed bug where proc cotton swab pickup would give you a wooden sword item
Fixed a bug which could cause you to not be able to swing your weapon after being hit
Fixed a bug which meant you could split a stack by more than is possible creating a null inventory object
Fixed some misc spelling mistakes
Fixed the Ai bow angle in hand being incorrect
Fixed collision error with arrows
Fixed a slot node in the anim bp for the character
Fixed the main menu twitter link being incorrect web address
Fixed bug where f you run then go straight into a crouch your upper body would still animate at running speed
Fixed the incorrect pickup mesh for wooden training sword
Fixed foraging for water playing the drop anim instead of a pickup anim
Fixed friendly ai (Guards, villagers) hit reacts not playing correctly
Fixed a bug so now you can hit the ai rats that spread sickness to you