Stars End - Dev Konstantin
Hey Everyone,

Major Sale Event
To celebrate the major milestone update, we are putting Stars End on it`s biggest sale to-date with 58% off. This is a great time to get into the game, as the world and visuals are finally on the level.

Update 41
We are finally ready to bring you the long awaited update 41. We had a number of a delays - as we kept on adding new features, and also had to spend couple of weeks with this update in beta testing. But finally - it`s ready...

Please keep in mind, that we only had only a few players help us test the beta, and this is our biggest update so far... So we still expect a few issues to pop-up during the next few days. But we`ll be working on the fixes as soon any issues are reported, and expect a couple of follow up updates later this week.

Visual & Audio Rework
The main features of this update is the completely redesigned planet environments. Combined with ability to display hundreds of terrain objects like trees on screen, and better performance, we were able to transform how the game looks, starting from the main Beta Prairie planet. We have also redesigned audio system and reworked how player now locates objects in the world – hold the Middle Mouse Button to discover this feature.



If you play it - please keep in mind that you need to hold middle mouse button to activate spotter ability and see nav points.

And here`s the patch notes for Update 41:

Major New Features
  • Fully redesigned Beta Prairie planet with new trees, grass, terrain and more
  • Fully redesigned environmental sound engine with individual sounds from objects
  • New day, night, weather and rain sound effects
  • New spotter system – hold Middle Mouse Button to scan for resources and nav points
  • Resources completely rebalanced for an easier access
  • New engine terrain features allowing placing large number of terrain objects
  • New engine features greatly increasing performance
  • Added new Spotter item system that allows scanning for resources
  • Updated material used on most buildings on Beta Prairie
  • Redesigned most building exteriors and interior walls on Beta Prairie

Fixes and Additions
  • Reworked hand combat – simple left mouse button click now
  • Reworked melee combat – longer range, hits always land
  • Can now sneak up on AI creatures, out of line of sight, or by using crouch or prone
  • AI creatures will stop chasing player if he`s far enough from them
  • FOV setting max value decreased to 90.
  • Mining and cutting trees now easier with longer range
  • Improved the look of the roads with grass going all the way towards the asphalt
  • Update to main menu news and other sections
  • Updates to Compass GUI
  • Fix for land mines not expiring and not removing when destroyed.
  • Players who disconnect do not get spawned in another player's vehicle.
Scarlet Hollow — Episode 1 - blacktabbygames
Release Notes

  • Linux players rejoice! You can run Episode 1 of Scarlet Hollow natively in your favorite OS.
  • Updated the ending cinematic to be 66.6% spookier.
  • Minor typo fixes.
Caves of Qud - ptychomancer
The Mutation Overhaul patch is here! This update includes our biggest mutation rebalance ever, new elements of our RPG-style UI, and hundreds of other changes. Enjoy!

version 2.0.201.44


MUTATIONS

  • We added a new feature for physical mutations: rapid advancement. When you level up to level 5, and every 10 levels afterward, your genome enters an excited state and you can rapidly advance one of your physical mutations.
    • Rapid advancement increases the mutation's rank by 3.
    • These three ranks don't count toward the rank 10 limit.
    • Rapidly advanced mutations are still subject to the mutation rank cap that's based on character level.
    • If you have 4 mutation points after gaining a level, you'll have a chance to buy a new mutation before you choose a mutation to rapidly advance.
    • If you have no physical mutations at this point, nothing happens.
  • We revamped Chimera.
    • Chimera still restricts the mutations you can acquire to physical-only.
    • Whenever you buy a new mutation or mutate with Unstable Genome, one of the mutation options (chosen randomly but revealed to you) will have a rider effect: you'll grow a new body part.
      • The body part is chosen randomly from among all organic body parts and their variants.
        • head, blossom, cap, nuclear protrusion
        • face, antennae, feelers, sensory bud, sensory bulb, sensory nodule, sensory frill, sensory ganglion
        • arm, bine, branch, fibrous node, frond, leg, lobe, stalk, stem, taproot
        • bifurcation, fine root, leaf, pincer, pinnule, pseudopod, side hypha, tendril, tentacle, twig
        • feet, front legs, legs, rear legs
        • roots, lower hyphae, mulch
        • fin, dorsal fin, tail fin
      • The body part grows out of one of your existing body parts, weighted toward your body but any non-abstract body part is possible.
    • If you have Irritable Genome and Chimera, when you buy a mutation, there's a 1/3rd chance you'll grow the new body part. This is in place of the augmented selection, since you Irritable Genome restricts your mutation choices. You will however get the augmented selections when Unstable Genome triggers.
  • We overhauled several physical mutations.
    • Adrenal Control
      • We revamped Adrenal Control.
        • Gives you Release Adrenaline, an ability that grants 9+mutationRank Quickness and temporarily increases the ranks of your other physical mutations by (mutationRank/3)+1.
        • Duration: 20.
        • Cooldown: 200.
    • Beak
      • Beak is now a 1-point mutation instead of a defect.
      • No longer occupies face slot.
      • Added a +1 Ego bonus. (sightly beak)
      • Updated description to reflect the correct amount of bonus bird reputation (+200).
    • Burrowing Claws
      • Increased cost from 2 MP to 3.
      • Claws no longer occupy hand slot.
      • Your base fists are now replaced with claws that function as short blades and deal increased damage with mutation level.
        • levels 1-3: 1d2
        • levels 4-6: 1d3
        • levels 7-9: 1d4
        • levels 10-12: 1d6
        • levels 13-15: 1d8
        • levels 16-18: 1d10
        • levels 19+: 1d12
    • Carapace
      • Reduced cost from 4 MP to 3.
      • DV penalty is now a flat -2 across all mutation levels.
      • You no longer have trouble getting up when knocked prone.
      • Reduced the DV penalty for tightening your carapace from -10 to -2.
    • Carnivorous
      • Changed this into a defect that gives 2 MP.
      • Removed the tasty bonuses from eating meat.
    • Corrosive Gas Generation
      • Removed mutual exclusion with Sleep Gas Generation.
      • Increased the number of rounds you release gas for from mutationRank/2 + 1 to mutationRank+2.
      • Increased the cooldown from 35 to 40.
      • Corrosive gas no longer deals damage to items.
      • (cosmetic) Renamed the activated ability name to "Release Corrosive Gas".
    • Double-muscled
      • Reduced cost from 4 MP to 3.
      • Removed the movespeed penalty.
      • Changed the chance to daze on a successful melee attack to 13% + mutationRank*2 for 2-3 rounds.
    • Electrical Generation
      • We revamped Electrical Generation.
        • EG now uses the same electrical charge units as energy cells and power systems.
        • Maximum charge is 2000+mutationRank*2000.
        • Charge accrual rate is mutationRank*100 per round, modulated by Willpower via a similar formula as cooldown modulation.
        • You can discharge at a minimum of 1000 charge. Deals 1d4 damage per 1000 charge, with the possibility of arcing to adjacent targets at reduced damage (maximum 1 target per 1000 charge).
        • Exposure to electromagnetic pulses always caused involuntary discharge; this is now documented and is now subject to a difficulty 18 Willpower save.
        • Energy cells and capacitors now have a "drink charge" option that lets you drain their charge.
        • You recharge 100 charge for each point of electrical damage taken.
        • You can provide charge to equipped devices that have integrated power systems, such as Jacked equipment.
    • Electromagnetic Pulse
      • (cosmetic) Renamed the activated ability to "Emit Pulse".
    • Flaming Hands and Freezing Hands
      • Renamed to Flaming Ray and Freezing Ray. You now have the option to customize these mutations and choose a limb for the ghostly flames/icy vapor to appear on (Hands, Feet, or Face).
      • Now neither mutation occupies the Hands or any other body slot.
      • If you get the limb you chose severed, you lose access to the mutation's powers.
      • The temperature increase/decrease on melee attacks now applies to attacks made with any limb. We also added this behavior to the mutation description (it was previously undocumented).
    • Flaming Ray
      • Reduced cost from 5 MP to 4.
    • Freezing Ray
      • Increased cooldown from 10 to 20.
    • Heightened Quickness
      • Reduced cost from 4 MP to 3.
      • Removed the toughness penalty.
      • Increased quickness buff to mutationRank*2 + 13.
    • Horns
      • You can now choose a cosmetic option for horns (horns, horn, antlers, casque).
      • Increased AV progression to (mutationRank-1)/3 + 1.
      • Generalized damage to 2d[(mutationRank/2)+3].
      • Improved bleeding damage to the following.
        • levels 1-3: 1
        • level 4+: 1d2 + (mutationRank-4)/3
    • Multiple Arms
      • Increased the chance for extra attacks from 6% + mutationRank * 2 to 7% + mutationRank * 3.
    • Multiple Legs
      • Increased cost from 4 MP to 5.
      • Changed move speed bonus from mutationRank * 5 + 3 to mutationRank * 20.
    • Night Vision
      • You can now see [redacted].
    • Phasing
      • You can now phase back in on demand.
    • Photosynthetic Skin
      • Increased the bonus regeneration rate from Basking or cooking with lignin from 20% + mutationRank * 4 to 20% + mutationRank * 10.
      • Increased the bonus quickness from Basking or cooking with starch from 1 + Ceiling(mutationRank/2) to 13 + mutationRank*2.
      • Generalized the servings of starch and lignen you can store to [(mutationRank-1) * 4] + 1.
      • Generalized the bonus duration of Basking's effect to [(mutationRank-1) * 4] + 1.
    • Regeneration
      • Reduced cost from 5 to 4.
      • We revamped this mutation.
        • You regenerate hitpoints at your full rate in combat. (This was true previously but wasn't documented.)
        • Regeneration bonus is now a percentage instead of a flat bonus: +10% + (mutationRank*10)
        • mutationRank*10% chance per round to regrow a missing limb. If this chance exceeds 100%, you cannot be decapitated.
        • 1% + mutationRank/3 chance per round to remove a minor physical debuff at random. At mutationRank = 5, this becomes any physical debuff (including glotrot, ironshank, sore throat, and monochrome).
    • Quills
      • Changed AV progression.
        • Level 1-2: 2
        • Level 3+: mutationRank/3 + 2
      • Quill penetration now caps at 6.
      • Changed the damage reflection for unarmed attacks.
        • Now, when a creature uses an unarmed attack against you, roughly 1% of your quills break and you reflect 3% * numQuills damage back at your attacker.
      • Quill regeneration is now affected by Willpower.
    • Sleep Gas Generation
      • Removed mutual exclusion with Corrosive Gas Generation.
      • Increased the number of rounds you release gas for from mutationRank/2 + 1 to mutationRank+2.
      • Increased the cooldown from 35 to 40.
      • (cosmetic) Renamed the activated ability name to "Release Sleep Gas".
    • Slime Glands
      • You can walk now over slime without slipping.
    • Spinnerets
      • Activating Spin Webs no longer takes an action.
      • Made web save difficulty scale at 2X mutation level instead of 1X.
      • Increased arachnid reputation bonus from +200 to +300.
    • Stinger
      • Reduced Confusing Stinger cost from 4 to 3.
        • We revamped the three Stinger mutations.
          • You now get a tail with the stinger attached.
          • Stinger maxes at 1 penetration.
          • Stinger penetration progression:
            • Level 1: 3
            • Level 2+: (mutationRank-2)/3 + 4 (max 9)
          • Stinger damage progression:
            • Level 1: 1d6
            • Level 4: 1d8
            • Level 7: 1d10
            • Level 10: 1d12
            • Level 13: 2d6
            • Level 16: 2d6+1
            • Level 19+: 2d8
          • Stinger is considered a long blade.
          • You always sting when you charge or lunge.
          • You can use the Sting activated ability (cooldown 25) to sting with autohit and autopen.
          • Venom save: 14 + mutationRank*2
          • Paralyzation duration:
            • Level 1-2: 2-4 rounds
            • Level 3+: 1d3 + (mutationRank)/3 + 1 rounds (max 1d3 + 7)
          • Confusion duration:
            • Level 1-2: 2d3 + 2 rounds
            • Level 3+: 2d3 + (mutationRank*2)/3 + 2 rounds (max 2d3 + 14)
          • Poison duration: 8-12 rounds
          • Poison increment: (mutationRank)d2, stackable
    • Thick Fur
      • Increased heat and cold resist bonus to +5.
      • +100 reputation with all of the following: apes, baboons, bears, and grazing hedonists.
    • Triple-jointed
      • Reduced cost from 4 MP to 3.
      • Removed the strength penalty.
      • Removed the bonus chance to dodge.
      • Added a 7% + mutationRank * 3 chance that Agility-based skill powers don't go on cooldown after use.
    • Two-headed
      • Increased cost from 2 MP to 3.
      • Improved mental action cost reduction from 16% + mutationRank * 4 to 15% + mutationRank * 5.
      • Improved chance to shake off a mental debuff from 5% + mutationRank to 5% + mutationRank * 2.
    • Two-hearted
      • Reduced cost from 4 to 3.
      • Removed Quickness penalty.
      • Removed synchronized heartbeat effect.
      • Added a % bonus to sprint duration: 10% + 20*mutationRank.
    • Wings
      • Increased cost from 3 to 4.
      • Wings no longer take up the Worn on Back slot.
      • (cosmetic) Your Worn on Back slot is renamed to Worn around Wings.
      • +10% + (mutationRank*10) move speed while sprinting.
      • Jump range is increased by (mutationRank/3) + 1.
      • Charge range is increased by (mutationRank/3) + 2.
  • We overhauled several mental mutations.
    • Beguiling
      • Increased cost from 3 to 5.
      • Simplified success roll to 1d8 + characterLevel + mutation Level (or Ego mod, whichever is higher) VS target's characterLevel + MA.
    • Burgeoning
      • Tumbling pods spawned by burgeoned feral lah no longer (dangerously) follow you around.
    • Clairvoyance
      • Increased the cooldown from 75 to 100.
      • Reduced the visibility duration from 16 + mutationRank * 2 to 19+mutationRank.
      • Upped the level at which the whole map is revealed to 15.
    • Confusion
      • Increased cost from 3 to 4.
      • Confusion AOE is now a cone originating from the caster.
      • Cone angle: 29+mutationRank.
      • Cone length: 4+mutationRank/3.
      • Increased cooldown from 40 to 75.
      • Changed duration to 0.8*((mutationRank/2)+10) to 1.2*((mutationRank/2)+10).
      • Fixed a bug that prevented Confusion's penalty to mental stats form being applied.
    • Domination
      • Increased cost from 4 to 5.
    • Ego Projection
      • Increased cost from 2 to 4.
      • If this ability comes off cooldown before the duration has expired, you can no longer boost the same stat multiple times.
      • Changed duration (which was broken) to: 16+(mutationRank * 2) to 20+(mutationRank * 2).
      • Boosting a stat now has an action cost.
    • Force Bubble
      • Reduced cost from 5 to 4.
    • Force Wall
      • Changed cool from 108-(mutationRank * 8) to a flat 100.
      • Changed duration from 25 to 14+(mutationRank * 2).
    • Mass Mind
      • Changed cooldown to 550-(mutationRank * 50), minimum 100.
      • Willpower no longer affects Mass Mind's cooldown.
      • Each use attracts slightly more attention from psychic interlopers.
    • Mental Mirror
      • We revamped this mutation.
        • We did away with the charges.
        • If this mutation is off cooldown when you suffer a mental attack, you gain +3+mutationRank MA against that attack (and the mirror goes on cooldown). If the attack then fails to penetrate your mental armor, it's reflected back at your attacker.
        • Cooldown: 50.
    • Stunning Force
      • Normalized damage increment to 1d3 + (mutationRank-1) / 2.
    • Sunder Mind
      • We revamped Sunder Mind.
        • For up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.
        • Taking any action other than passing the turn will break the connection.
        • Each round, mental attack vs. MA. Damage increment:
          • odd levels: 1d3+(mutationRank/2)
          • even levels: 1d4+(mutationRank-1/2)
        • On the tenth round, you deal damage equal to the total amount of damage you've done so far.
        • Range: sight
        • Cooldown: 80 rounds
    • Teleportation
      • We revamped this mutation.
        • Teleportation is now imprecise. You teleport to a random square in the picker's area of effect (radius = 13-mutationRank, minimum 2).
        • If an occupied square is chosen, you're shunted to another, unoccupied square (the new square can be outside the AoE).
      • Changed cooldown to 103-(3 * mutationRank).
  • We overhauled several defects and added several new ones.
    • Amnesia
      • Revamped. It now gives 2 points.
      • Whenever you learn a new secret, there's a small chance you forget a secret.
      • Whenever you return to a map you previously visited, there's a small chance you forget the layout.
    • Analgesia
      • Renamed Nerve Poppy.
    • Blinking Tic
      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.
    • Dystechnia (new)
      • Mental defect. 2 points.
      • You're much worse at examining artifacts.
      • You can't have artifacts identified for you because you don't understand their explanations.
      • When you break an artifact during examination failure, it explodes.
    • Electromagnetic Impulse
      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.
    • Hemophilia: we removed it.
    • Hooks for Feet
      • Removed the -10 move speed penalty.
    • Irritable Genome (new)
      • Physical defect. 4 points.
      • Whenever you spend a mutation point, the next mutation point you gain will be spent randomly.
      • Whenever you buy a new mutation, you get a random one instead of a choice of three.
    • Myopia
      • Increased point value from 2 to 3.
      • Made radius 10.
      • Renamed Myopic.
    • Narcolepsy
      • Reduced point value from 4 to 3.
      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.
    • Psionic Migraines (new)
      • Mental defect. 4 points.
      • You cannot wear hats or helmets.
    • Quantum Jitters (new)
      • Mental defect. 3 points.
      • Whenever you use an activated ability, there's a small chance your focus slips and you dent spacetime in the local region, causing 1-2 spacetime vortices to appear. This chance increases the longer you go without using an activated ability.
    • Socially Repugnant
      • Revamped. It now gives -50 reputation with every faction.
    • Spontaneous Combustion
      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.
    • Tonic Allergy (new)
      • Physical defect. 4 points.
      • The chance your mutant physiology reacts adversely to a tonic is increased to 33%.
      • If you react adversely this way to a salve or ubernostrum tonic, the adverse reaction effect is chosen randomly from among other tonic effects. You will still heal.
  • Removed a bunch of mutual mutation exclusions that are no longer relevant.
  • Removed prerelease defects Pack Rat and Unstable Germination from the game.
  • The augmentation-based coloring of mutation ranks on the character screen is now more accurate.
  • Mutations now show more information about their rank calculation when you select them on the character screen.
  • Refreshed and cleaned up all mutation descriptions.
  • Refreshed and added several new message log messages related to mutations.


    GAMEPLAY

  • Added a new item: wrist fan.
  • Added a new item mod: disguise.
  • Added a new item mod: cleated.
  • The resolution of Bey Lah's Kith and Kin quest has been overhauled and enhanced.
  • Added a new Kith and Kin subquest: Love and Fear.
  • You can now select a limb in the equipment menu to make it your primary limb. If you do so, your Right Hand (old primary) inherits the offhand attack percentage that the new primary limb had.
  • We made burning damage scale with temperature.
    • 1-100 above flame point: 1 damage per round
    • 101 - 300 above flame point: 1-2 damage per round
    • 301 - 500 above flame point: 2-3 damage per round
    • 501 - 700 above flame point: 3-4 damage per round
    • 701 - 900 above flame point: 4-5 damage per round
    • 901+ above flame point: 5-6 per turn
  • We nerfed the carbine and the sparbine.
    • Reduced carbine's accuracy.
    • The masterwork carbine quest reward now uses the same ammo as the standard carbine (lower damage).
  • Due to scattering, creatures now only drop a fraction of their ammo when they die.
  • Trade prices are now somewhat affected by your reputation with the trader's primary faction.
  • Dynamic villages can now generate with resident apothecaries.
  • Elder Irudad now has some apothecary wares.
  • Creatures that try to keep their distance from you now may now decide to take other actions, such as defend themselves directly, when they fall below 50% HP.
  • Reduced the potency of Psychometry granted by bananas to +1-2 if you don't already have the mutation.
  • The teleportation effect of eating a yondercane or voider gland is now imprecise, like the mutation.
  • The schematics choices for acquiring Tinker I, Tinker II, and Tinker III are now of the appropriate complexity for that tinker tier.
  • Made seedsprout worm corpse drop at 100%.
  • Confused creatures now have some variety in their actions.
  • Evil twins now reconsider their equipped items when they spawn.
  • Tapping the Mass Mind now refreshes your Light Manipulation charges.
  • Penetrating radar now reveals hidden objects that can be discovered by searching.
  • Corrosive Gas Generation and Sleep Gas Generation now make you immune to acid gas and sleep gas, respectively. They do not make you immune to all forms of acid or involuntary sleep, however.
  • Drowsing urchin are now immune to sleep.
  • Stopsvalinn now has a better chance of spawning with a high-end energy cell, when it spawns with an energy cell.
  • Mechanical cherubim are now classified as robots.
  • Conveyor belts are now immune to heat and acid.
  • Rhinox charge now respects phase and flight.
  • Catching fire now interrupts autoact, as does a visible or audible companion catching fire.


    PRERELEASE UI

  • We implemented several more pieces of our new RPG-style UI, which we refer to as the "prerelease" UI.
    • Added a new graphical clock to the upper right of the prerelease status bar.
    • Added some utility buttons to the upper right of the prerelease status bar.
    • Added much nicer boxes for popup messages.
    • Added a new conversation UI that includes the tile of whomever you're speaking to.
    • Added a new object interaction UI that includes the tile of whatever you're interacting with.
    • You can enable these features via two different options:
      • To enable the new popups, new conversation UI, and new main screen with status bar: Options > Overlay UI > Prerelease: Use prerelease stage screen.
      • To enable just the popups and conversation UI: Options > Overlay UI > Enable overlay user interface elements.
  • Added a new option for scaling the prerelease UI: Options > Overlay UI > Prerelease Stage Scale.
  • The prerelease message log now has a background transparency toggle.
  • Added a toggle to the prerelease message log that prevents it from automatically switching sides.
  • The prerelease UI now displays your drams of freshwater next to your weight.
  • Tweaked the order that information is hidden on the prerelease status bar.
  • Prerelease UI ability buttons are now clickable.
  • Prerelease UI layouts wider than 1080p now letterbox correctly.
  • More prerelease popup messages can now be dismissed with Esc.


    OTHER UI CHANGES

  • We now display object icons in several new contexts, including the equipment and inventory screens, the trade screen, and object interaction menus. If tiles are enabled, the icon used is the object's tile. Otherwise, it's the object's ASCII glyph.
  • Unidentified artifacts now use different tiles to obscure what they are.
  • Most natural equipment and mutation-based physical features now appear in a "Physical features" postfix at the end of a creature's description rather than in the "Equipped" postfix.
  • You can now use Page Up, Page Down, +, and - to navigate the classic options & key mapping menus.
  • You can now use Page Up and Page Down to navigate the tinker menu.
  • Added a resolution picker to the options menu now that the Unity preloader has been removed.
  • There is now a classic UI option to indent body parts on the equipment screen, making their hierarchy more visible.
  • The Hands equipment slot is now Worn on Hands.
  • Yes/No and Yes/No/Cancel dialogs now allow you to click on the [Yes] [No] options in the classic UI.
  • Player and NPC named items now indicate their original names in their descriptions.
  • Mouse movement now paths through non-hostiles if necessary to reach your destination.
  • The look dialog is now only dismissable via Space or Esc.
  • The following abilities are now toggleable: Sprint, Phase, Force Bubble, Fly, and Rifle through Trash (Scavenging and Trash Divining).
  • Fungal infections now appear in their own, prioritized category when using the spray bottle.
  • Sheba's Give Book option now remembers where you were in the list when it re-opens.
  • Messages for spotting hidden objects now include directional information.
  • Updated the default laptop keymappings with new binds for interact, auto-attack, and journal.
  • Non-creature organic items are now described as "damaged" rather than "wounded".
  • The trade UI "don't have enough water containers" message no longer resets the trade window.
  • You can now access the mod manager from the main menu in the classic UI.


    MISCELLANEOUS & BUGFIXES

  • Villages and chef ovens should no longer let you cook game-breaking meals.
  • Village immigrants' pronouns are now more consistent.
  • Added recipe name entries for canned Have-It-All.
  • Changed clump of bone meal to just bone meal.
  • Updated the horn type for fork-horned gnus, horned chameleon, Warden Ualraig, and hindren.
  • Spiral borers are now able to dig in reloaded zones.
  • Metal folding chairs are now moddable.
  • Fixed the switched cooking effect behavior on starch and lignin.
  • Fixed a bug that caused the wrong XP value to be displayed in the Sheba Hagadias book turn-in dialog for stacks of books.
  • Alchemist tables no longer contain floating glowspheres.
  • Sleep Gas Generation and sleep gas breathing no longer prevent you from voluntarily going to sleep.
  • NPCs immune to sleep gas no longer avoid it while pathfinding.
  • Gas mutations now always pump gas immediately on activation.
  • Carbide and fullerite hand bones now use the same tile for their fist objects as the implant objects.
  • Above-ground structures in villages are now properly lit by daylight.
  • Made the description of certain "no effect" cooking effects clearer, such as when you cook with slime while already having Slime Glands.
  • Fixed the mutation description for Chimera and Esper not appearing on the overlay character creation screens.
  • Fixed a bug that caused burgeoned young ivory and lurking beth to notify the burgeoner of their deaths.
  • Fixed a bug that caused astral tabbies to spawn in the wrong phase.
  • Fixed a bug that caused primordial soup sludge display names to go wild.
  • Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
  • Fixed a bug that caused books to continue to render in the background even after you exited out of the read book screen.
  • Fixed cookbooks showing the new recipe popup twice.
  • Fixed a bug that caused some wait commands to improperly remove wait-based effects, like tightened carapace.
  • You no longer receive a popup about discovering your starting village.
  • The Astral monster mutation can no longer be leveled.
  • Nonexistent journal entries can no longer be deleted.
  • Popups from zoomed-out views no longer cause the background to zoom in to gameplay level.
  • Dazed is now properly displayed in effect lists.
  • Fixed the "restore defaults" button on the prerelease control mapping screen improperly clearing all keybinds.
  • Several issues with the return from [redacted] should now be fixed: saves not loading, unintended player clones, and action queue inconsistencies.
  • Important objects are no longer improperly cleared during zone generation. These include stairs, relic containers, quest objects, quest NPCs, and more.
  • Empty alchemist tables now appear correctly as alchemist tables.
  • Chimeras now get a relevant message when [redacted] attempts to alter the structure of their minds.
  • Fixed a bug that caused prerelease UI elements to improperly display on top of cybernetics terminal windows.
  • Fixed new UI elements not displaying properly when the option to remove full-screen effects from the UI was enabled.
  • Fixed a bug with tooltip looker locations when the option to remove full-screen effects from the UI was enabled.
  • Fixed a bug that caused flickering while using the Looker with the prerelease UI was enabled.
  • Fixed a bug where hitting Esc from the Save Build prompt would save the build with no name rather than backing out of the menu.
  • Fixed a bug with villager dialog color.
  • Fixed a bug with Metamorphosis.
  • Fixed a typo with the Flaming Hands mutation when it was gained through a cooking effect.
  • Fixed a typo in the Kyakukya recoiler.
  • Fixed a typo in waveform worm's description.
  • Reduced the memory load for several types of zone generation.
  • Fixed deprecated commands sticking around when a default keymap was loaded.


    MODDING & DEBUG

  • Added native support for Harmony 2.0.2 patches in mods (https://github.com/pardeike/Harmony). harmony.PatchAll() is called after mod assembly compilation, applying all mod-defined harmony patches.
  • We added a new in-progress prerelease UI for the Mod Manager.
  • Added a new "manifest.json" file to populate the extra fields shown in the Mod Manager. This file now subsumes config.json (you should convert any config.json files into manifest.json files). See https://cavesofqud.gamepedia.com/Modding:Manifest.json.
  • Most internal classes are now public.
  • Extended the Genotypes.xml IsMutant attribute to more contexts where the mutant / true kin distinction is relevant.
  • Several new attributes have been added to Bodies.xml elements. bodyparttype and bodyparttypevariant now have:
    • Appendage, a boolean flag for whether the body part type is an actual appendage (in addition to all previously existing requirements, this flag must be true for a body part to be dismemberable)
    • UsuallyOn, which is used with appendages to designate the typical parent body part of this body part (for example, the UsuallyOn value for Face is Head, the UsuallyOn value for Hand is Arm)
    • UsuallyOnVariant, which is used for body part type variants to designate a specific variant they're typically attached to (for example, the UsuallyOnVariant value for Sensor Array is Control Unit)
    • ImpliedBy, which is used by body parts like Hands to designate that some number of another body part (in this case, Hand) implies their existence
    • ImpliedPer, which works with ImpliedBy to specify how many of the implying parts are "satisfied" by the existence of this part
  • Colors, anatomies, options, conversations, and pronouns now reload properly when mod configuration changes.
  • The Armor part now supports modifying MA via the MA field.
  • Members on the WorldBuilder class are now public.
  • The cell Inherits property in Worlds.xml now functions properly when merging into existing worlds.
  • Errors and warnings generated by the mod compiler now include the associated filename and line number.
  • Added [XRL.HasCallAfterGameLoaded] and [XRL.CallAfterGameLoaded] attributes for registering static methods to be called after game loads.
  • Added a new test Debug option, "Show Error Popup", that should be useful for modders.
  • The "playerwho" wish now properly allows turns to tick.
  • Fixed a bug that caused the detail color of subtypes to be merged onto the tile.
  • Upgraded the C# compiler to Roslyn.
  • Added a new wish to remove a mutation: "mutationbgone:mutationid".
  • Added new wish to view data disks: "datadisk" (with a menu of all possible data disks) or "datadisk : Blueprint" or "datadisk : mod : ModName".
  • The clearstatshifts wish no longer returns spent mutation, skill, and attribute points.
Occupy White Walls - kelly
Welcome to the first of our monthly contest series. Each contest will offer a unique opportunity to win a special in-game mask of your choice (see below) along with other cool rewards.

To kick off our new series we are offering 5 players/artists a special reward of either a DLC or FIVE upload codes that can be gifted or used for your own artworks.

Check out our latest patch notes

What
Create a gallery no larger than 4x4x4 expansions centered around your favorite artist.
Winners will be chosen based on the originality and creativity of the gallery

When
Entries open Oct 1st - Oct 22nd
Winners will be chosen by Oct 31st

Rewards
5 winners will receive;
  • Either 5 upload codes or our soundtrack DLC
  • 2 million cubes
  • Your gallery featured in the new teleport menu (terms apply)
  • A choice of one of six special masks (can you collect them all?)
[/b]
[/list]



Rules
  • All entries must be submitted by midnight EST on Oct 22nd.
  • Entries must be entirely made in-game.
  • You may enter one time.
  • Galleries should be available until the end of November
  • Art uploads must follow our upload guidelines

How to enter
Email DAISY@oww.io with the following information
  • Gallery name
  • username
  • Any additional information or captions
or
Post on social media and tag us your entry with one of the following tags and state '#October' and your gallery name.
Twitter - @whatisoww
Instagram - @whatisoww
Facebook @OccupyWhitewalls
Sep 28, 2020
Ponpu - Kauka
Hey guys!

We're getting closer and closer to launch, and are super excited to bring you the epic single-player campaign we have created, as well as the chaotic multiplayer we started out with from the beginning!

Since Ponpu has a very special look to it, we decided to draw from that and organize one (of hopefully many) art competitions!

Simply draw your own version of a Ponpu and post it here. We won't judge solely on "pure artistic quality" though - remember, even the smallest of ducks can change the world (kind of..?)!

We'll pick 2 winners who will each get 4 keys to the game so that the winners will be able to get a whole group of ducks together for some frantic action once the game launches later this fall!
The winners will be announced here on Steam next Week <3


Stay safe, and bombs on!

/ Ponpu with friends
Praey for the Gods - No Matter Studios
I guess this is a bit of a blog post?
When working on a game or really anything that takes a great deal of time and effort you can get caught up in all the things you still have left to do and forget all the things you have fixed, polished, and improved. So this weekend we took a little bit of time to retake some screenshots for the Steam page. We figured it'd be fun if we retook the screenshots virtually 1 to 1 to see the progress.
We knew the game has improved since our first release, but when we actually saw it side by side it blew us away. Also, these are just screenshots they don't even show the countless optimizations, gameplay improvements, lore and content we've added. Not to mention there's all the other stuff we're still working on and plan to release soon.:)

Also, HUGE thanks to all the players posting amazing screenshots with the new Photo Mode we released. We're addicted to refreshing the screenshot page to see the new pictures pop in. They totally boost our morale and get us pumped to work even harder on the game. So please keep them coming! We're considering using our Instagram to share our favorites. We've never made a post on our instagram because we didn't really know what to post but this seems like a cool idea. Let us know;)

Thanks again to everyone that has supported us during our development,
No Matter Studios

ps. We've never done a "Steam News Post" before and this was something we thought was worth sharing. If you like more blogg-ish dev stuff let us know!

Below the images are before/after
NOTE: some were taken when storms weren't present, and the last 2 images are simply two we like. Ha!










Edit:
Looks like some are concerned we removed storms or fog. Fog and storms are still very present in the game. Color wise you can still apply the original filter which we call "classic" or a slightly more HDR'd version called "Muted".
Anyways, here's a pic that demonstrates that the fogs and storms are still very much there;)





LET IT DIE - GungHoNick

Event Period: 9/28/20 (Post Maintenance) - 10/26/20 02:59 (PDT)

Uncle D's Deathstarter campaign is HERE! But what exactly IS a "Deathstarter"? Why, it's Uncle Death's way of thanking his senpais for nearly FOUR YEARS of love and support, of course!

With FREE GIFTS, special login bonuses, three free continues per day, and an opportunity to add some of the most requested features to LET IT DIE, it's a celebration you won't want to miss!

1. The Deathstarter "Uncle Death Super Pack" is Available NOW for FREE DOWNLOAD!
Event Period: 9/28/20 (Post Maintenance) - 10/26/20 02:59 (PDT)



New elements and features will be added to LET IT DIE depending on the total number of downloads!

You heard that right, Uncle Death is giving away free DLC for LET IT DIE, and if enough players download these FREE gifts, Uncle Death will add new things to the game!

The "Uncle Death Super Pack" is available on the Steam Store right now and contains TWO exclusive blueprints and a Death Metal!

How to download the "Uncle Death Super Pack":

Go to the URL below to download the Uncle Death Super Pack from the Steam Store for free.

https://store.steampowered.com/app/1393470

Once the Deathstarter campaign ends on 10/26/20 02:59 (PDT) the total number of downloads will be counted and additional elements will be added to LET IT DIE at a later date. What kinds of things will be added? Glad you asked, yo!



That's a lot of good stuff! Highlights include an all-new Skill Decal for 20,000 downloads, Kiwako's "Yes/No" Daggers for 100,000 downloads, and an elevator that can take you directly to the 100th Floor of the Tower of Barbs for 500,000 downloads!

2. Ultra-Sick Login Bonuses!
Event Period: 9/28/20 (Post Maintenance) - 10/26/20 02:59 (PDT)

Enjoy special login bonuses for a limited time! These items will replace the normal login bonuses during the event period.

Please see the official LET IT DIE website for more details about these special login bonuses!

3. Welcome Bonus for New Players!
Event Period: 9/28/20 (Post Maintenance) - 10/26/20 02:59 (PDT)



During the event period, all players who register a new LET IT DIE account on either PlayStation 4 or Steam (PC) will receive the items listed below! These gifts come in addition to the exciting daily rewards that all players will receive throughout the Deathstarter event! If you’ve been waiting to join the fun – or know someone who has the guts to challenge the Tower of Barbs – now is a great time to jump in and get crazy! All newly registered players will receive:
  • Masamune TDM blueprint
  • 20 x Death Metals
  • 40,000 Kill Coins x 5
  • Golden Bird x 5
  • 1-day Express Pass x 5
  • Vampire Skill Decal (Normal)
  • Giant Killer Skill Decal (Normal)
  • Barbarian Skill Decal (Normal)
※ Storage space inside the Reward Box is limited. If the number of items in your Reward Box exceeds the maximum number of available storage slots, you will need to remove some items from your Reward Box in order to receive new items.

4. Three FREE Continues Per Day!
Event Period: 9/28/20 (Post Maintenance) - 10/26/20 02:59 (PDT)



Don’t worry if you accidentally kill yourself (or get stabbed, bludgeoned, sliced in half, etc.) while climbing the Tower of Barbs. For a limited time only, you get THREE free continues per day to keep on climbing! Your death count resets every day at 03:00 (PDT).

So there you go! Uncle Death may still be messing around in Tokyo, but he NEVER forgets about his senpais! Be sure to take advantage of this incredible opportunity to get some FREE STUFF! Remember, if enough players accept Uncle D's free gifts even more good stuff will be added to the game! Now, get back in that Tower and make your Uncle PROUD!

Please note:
* We do not accept exchanges or returns on items acquired during this promotion.
* Items obtained during this promotion cannot be redistributed to other LET IT DIE accounts.
* The event periods indicated here are subject to change without notice.
* Any and all information on this page is subject to change without notice.



Era Of Newborns - Xecutioner
We know you haven't heard from us for a long time, but don't worry, everything of the game has been completely renewed and this month we are planning to give an open Gameplay on Discord and we will give free dlc content and game codes to lucky players. We will announce all the features and contents of the game for the first and last time and we will answer your questions.

https://discord.gg/eraofnewborns



Here Some Spoilers







Sep 28, 2020
Mount & Blade II: Bannerlord - Dejan


Main e1.5.2

Latest Changes:
  • Fixed an issue with death cam in battles.
Previous Beta Hotfixes:
25/09/20
  • Fixed a problem with animation sampling.
  • Fixed a bug that caused the player to get captured, lose all troops and companions despite a successful battle.
  • Both player and the bandit camp boss were forced to start the duel or battle without a wielded weapon. Now the boss wields the weapon when the dialogue is over and the player holds his weapon in his hands if he had already had one.
  • Removed the dismounting feature from spear blade parts. Dismounting can now only be applied with spear guard pieces.
  • Various problems with companion and lord deaths were resolved. (Parties that lost their party leader in special circumstances should not become stuck. Clan party creation & clan role assignment should not be locked if a companion party leader dies. A number of crashes were handled.) This fix does not resolve the issue in already broken save games.
  • Fixed a crash that occurred if the player failed at romance bartering.
  • Minor improvement in autosave timings.
22/09/20
  • Fixed a bug that caused new notables to not spawn in some situations.
  • Fixed a bug that made the wrong menu appear if the player selected an aggressive action in a conversation with an army member.
  • Fixed a bug that caused the nameplate of the main party to not appear when starting a new campaign.
17/09/20
  • Fixed an issue that prevented player-led army parties from recruiting troops.
  • Fixed an issue that caused party icons to disappear after exiting a settlement.
  • Fixed a crash that occurred when entering the smithy in any town.
  • Fixed a crash that occurred when the Trade screen opened.
  • Fixed a crash that occurred if the player kingdom makes peace during a battle simulation.
  • Players will no longer create caravans for the Lord Needs a Tutor quest NPC.
  • Fixed the issue of multiplayer player avatars looking older than their own setting.
  • Fixed a bug that threw the player out if the player was disguised in an enemy town and the player's clan declared war/peace with another faction.
Initial Beta Changelog:
Singleplayer
Crashes
  • Fixed a Save & Load crash that occurred because of armies that were on an invalid navigation mesh after map changes and had the wrong parties attached to them.
  • Fixed a crash that occurred after a rival gang quest battle mission.
  • Fixed a crash that occurred when creating a kingdom during a siege.
  • Fixed a crash that happened when the Company of Trouble issue quest completed.
  • Fixed a crash that happened when a party tried to disband and merge to a neutral city with prisoners that are in a war with the disbanding party's faction, but not in war with the merge city's faction.
  • Fixed a crash that occurred after character creation.
Save & Load
  • Fixed a crash that happened during saving.
Localisation
  • Chinese localisation updates.
  • Turkish translation updates.
  • Minor text and punctuation fixes.
Art
  • Removed old sheep model. Added new sheep model and animations.
  • Fixed lighting issues on one of the Empire Towns (empire_town_h).
  • Fixed gate problem on one of the Aserai Castles (aserai_town_b).
  • Tree size corrections were made (flora_tree_high_004).
  • Minor texture improvement on harness Saddle of Aeneas.
  • Added new Battanian chainmail armour (battanian_chainmail_armor_03).
UI
  • Improved Select Ruler, Policy, Make Peace, Declare War and Expel Clan decision panels in kingdom decision popup.
  • Fixed some localisation issues.
  • Added new crafting material icons to inventory.
Battles and Sieges
  • Fixed an issue on siege tower connection to Khuzait castle walls.
  • Improvement on some of the Battania villages.
  • Fixed a bug that caused sieges to continue in the background if a player became a prisoner during the siege.
Character Development System
  • Entering the character creator window with V key is enabled again but hair and beard options are kept limited to few basic ones. Hairs and beards can be changed using the barber NPC.
  • Fixed missing perk description parts in Non-English languages.
Clan and Party
  • Disabled infertility chance and instead introduced a reduced pregnancy probability with every additional child.
  • Fixed a bug that caused a governor companion to disappear from the governed city.
Armies
  • Fixed a bug that allowed players to pay 0 influence while asking lords to join their army through the dialogue option.
Kingdoms and Diplomacy
  • Fixed a bug that caused a settlement claimant decision to be proposed for enemy kingdoms.
  • Fixed a bug with clearing old diplomatic states when joining a kingdom.
Settlement Actions (Town, Village, Castle and Hideout)
  • Fixed a bug that caused alley gang leaders to start the conversation with the wrong dialogue after the second phase of the fight.
Quests & Issues
  • Notable Wants Daughter Found quest:
    • Companions will get more scouting experience when completing this quest.
    • Quest rewards (relation changes, Renown changes) won't scale with issue difficulty.
    • Quest effects (quest giver power, town security) won't scale with issue difficulty.
    • While searching for the daughter, the player's scouting skill amount will affect the quest.
  • If players activate Rival Gang Leader quest and wait for the quest battle in the quest settlement, they will be directed to a new menu when the battle is ready.
  • Fixed a bug that caused the Lord Needs Horses quest to end immediately after starting it.
  • Fixed a bug that caused the Family Feud quest to fail after a successful persuasion.
Conversations & Encounters
  • Fixed a bug that allowed players to move and control the camera freely in a multi-agent conversation.
Other
  • Training field ranged agents were not shooting to entity targets. This was fixed.
  • A mounted trainee was added to the training field.
  • An option to disable map notifications was added
  • Party speed now updates as soon as the day ends. This should resolve issues with the night’s movement penalty not being applied properly.
  • Not being able to talk to prisoners between cell bars is fixed.
  • Modding tool fixes in preparation of the eventual release.
  • Automatic nav mesh generation improvements for the modding tools.
Multiplayer
Map Related
  • Mp_siege_map_007_battania
    • Added a new asset to breach the wall. Small bug fixes.
Other - Miscellaneous
  • One-handed throwing axes can now be used as melee weapons. (Default button: "X")
  • Fixed a physics bug that occurred while riding a horse over a ladder that is on the ground.
Both
Crashes
  • Ranged weapon calculation could cause an application crash. This was fixed.
  • Dropped equipment from dead agents could cause a crash related to weapon calculation specifics. This was fixed.
Performance
  • The format of streaming textures was changed. This improves texture streaming speed and reduces hard disk size of the game by 10GB.
Combat
  • Mount and dismount animations and timings updated.
Other
  • Pushed mounts used to push back against agents to restore their original position. They now no longer do this and remain at their new positions.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/
Mount & Blade II: Bannerlord - Dejan


Beta e1.5.3

Singleplayer
Crashes
  • Fixed a crash that occurred when entering a smithy in any town.
  • Fixed a crash that occurred in the inventory while moving items with the drag function.
  • Fixed a crash that occurred when players conquered one of the Scout Enemy Garrison Quest Settlements while having the quest active.
  • Fixed a crash that occurred when leaving a kingdom during a siege event.
  • Fixed a crash that happened when players tried to become a vassal while they were in an army.
  • Fixed a hideout crash that occurred when players attacked an empty hideout. It should no longer be possible to attack empty hideouts now.
  • Fixed a crash that occurred when peace was declared during simulations.
  • Fixed a crash that occurred due to the main storyline mentor characters dying.
  • Fixed a crash that occurred after the rival gang leader quest mission.
  • Fixed a crash that occurred after marriage barter if the marriage partner was in an army.
  • Fixed a crash that occurred in the “Find hideout” main storyline quest.
  • Fixed a crash that occurred when the player died.
  • Fixed a crash that occurred in some save files when attacking a neutral party and starting a war with their faction.
  • Fixed crashes/bugs that occurred when a non player hero died in battle and bugs related with his/her disbanding party.
  • Fixed a crash that occurred during passive usage of weapons (couch lancing & spear bracing).
  • Fixed a crash that occurred due to the brother character not appearing after save & load.
Save & Load
  • Fixed the issue "Could Not Create Save data" for players with unicode PC username.
  • All deleted/removed/changed items from .xml's will become "Trash" items. (Some old saves that used crafting were crashing because they tried to load deleted items. This should be resolved now.).
Localisation
  • Minor text fixes and localization updates.
  • Chinese localisation updates.
  • Simplified chinese translation file row fix.
Art
  • Improvements on khuzait_village_b and khuzait_village_c.
  • Various visual bug fixes on some scenes.
  • Added new workshop wall scene props.
  • Updated cloth patterns and some mesh details for two battanian chainmail armors.
  • Improvements on several Empire building models.
UI
  • Fixed an issue in the army management screen that occurred while closing the popup if the player's influence was below 0.
  • Fixed a bug that caused the nameplate of the main party to not appear when starting a new campaign.
Battles and Sieges
  • Fixed a bug which crashed the game when the player transfered troops to custom formations in battle and then gave formation orders.
  • A minor position calculation error in the formation AI was fixed.
  • Cavalry aiming had some errors on hills, which resulted in cavalry not hitting the enemy at all. This was fixed.
  • Fixed attacker's formation and boundary issues on sturgia_town_b.
  • Fixed certain weapons that were stuck to dead agents and were randomly disappearing.
  • Fixed an issue with death cam in battles.
Character Development System
  • Added 18 combat-related archery skill perks. This completes the archery skill perk tree.
  • Added 19 combat-related crossbow skill perks. This completes the crossbow skill perk tree.
  • Added stewardship experience gain for heroes that have been assigned as governors.
  • Opening Face Generator screen with 'V' is re-enabled in the main map. But the hair and beard options are limited to a few simple ones. For haircuts, the Barber NPC can be visited at any town center.
  • Fixed a bug that caused a change of the epic perk under Smithing.
Clan and Party
  • Fixed a bug that allowed marriage to be proposed for dead heroes.
  • Fixed a bug that caused newly assigned governors to not to appear in the settlement menu.
Kingdoms and Diplomacy
  • Fixed a bug that caused prisoners to become neutral yet remain captive in some situations after the AI that besieged a castle that held the prisoners made peace with the owner.
Settlement Actions (Town, Village, Castle and Hideout)
  • Fixed a bug that caused settlement tooltips to display the number of ransomed prisoners incorrectly.
  • Fixed a bug that caused the wrong menu to appear after the player selected an aggressive action in the conversation with an army member.
Quests & Issues
  • New quest "The Art of The Deal" added.
  • New quest “Lady's Knight Out” added.
  • Fixed a bug that led to the bandit party in a caravan ambush quest to stay stationary after battle.
  • Disabled dying chance for Radagos and brother. Added a 30 years time limit to the first phase of the storyline.
  • Fixed a bug where Radagos' hideout could not be created properly.
  • Fixed issues that caused Radagos to be dead in his hideout or other bandit bosses to appear.
  • Fixed a bug that caused the player's death to cancel the Neretzes' Folly quest.
  • Added scaling influence costs for the Lord Solutions of the quests “Lady's Knight Out”, “Overpriced Raw Materials” and “Extortion by a Robber Knight”.
  • “Nearby Bandit Base” quest can now be taken only from villages.
  • Some text and dialogue improvements for "Army Needs Supplies" quest.
  • If a player is waiting inside the “Army of Poachers” quest settlement, the quest menu will be opened automatically when poachers arrive at the village.
  • Fixed a bug that caused the “Deliver the Herd” quest to become impossible to complete.
Conversations & Encounters
  • Added a few new dialogues and comments for guards and other NPCs.
  • If a player is waiting in a village and the village gets raided by someone, the player will be directed to an encounter menu which allows them to join the raid - either by helping the village or helping the attackers.
Other
  • There was a visual bug showing butter in inventories as unavailable while players were within settlements. Butter is once again allowed within cities.
  • Steppe Marauders and Raiders are now assigned as Horse Archers.
  • Rhomphalias now use "Bent Razor Head" as their blade.
  • Khan's Guard units now have an additional set of arrows instead of their one-handed mace.
  • Ridged Short Gladius Blade (Battania_blade_2) can not be used as a two handed sword anymore. The blade itself was too short as the name implies.
  • Blunt Arrows have issues with inconsistent damage. It won’t be possible to purchase them for the time being.
  • Infantry can now dismount mounted enemies with hooked guarded spears. Battanian Oathsworn and Picked Warrior are the troops with this feature. Spear Guards with Dismount feature are: Double Huge Hooks With Fur Covering, Double Hooks, Weighted Long Thorns, Singular Hook Wing, Double Hook Wings and Double Thorn Wings.
  • You can now use new heroes for custom battles. Heroes with couch lances, long bows and more are available for your custom battles.
  • Disabled wounded character animations in inappropriate situations.
  • Added cheat commands to change settlement loyalty, security, militia and prosperity.
  • When entering a village, your companions now use battle outfits instead of civilian outfits.
  • Fixed a bug which made hideouts belong to the player faction.
  • Improved crash logging for the dump system.
  • Fixed a bug that caused some settlements' security value to be NaN.
  • Lords hall character agent spawning algorithm improvements. The settlement's owner will spawn on the throne but if the kingdom's ruler is inside the settlement, the ruler will override it.
Multiplayer
Design & Balance
  • Fixed a bug where inaccuracy for shooting/throwing wasn’t applied on horseback.
  • Reduced the maximum inaccuracy for throwing weapons.
  • Adjusted the movement inaccuracy for archers and made it more consistent between MP and SP.
Map Related
  • Visual improvements all around on the new skirmish scene, Port at Omor. Atmosphere was changed, because it was hard to see Aserai troops on the scene. Bug fixes for physics issues and problems with getting stuck.
  • Echerion
    • Blocked the gallery (but not stairs) of flag C.
    • Added railings to stairs at C to indicate where they can be jumped off from.
    • Made stairs faster to traverse for cavalry and infantry.
    • Some small detail work.
  • Baravenos Encirclement
    • Added a new breach to the G flag.
    • Overhauled the G Flag.
    • Moved a lot of defender spawns.
    • Added some new destructible wooden structures.
    • Made some of the current structures destructible.
    • Adjustments to lighting.
    • Some detail work (replaced old trees, improved terrain for low settings, physics fixes etc.).
Other - Miscellaneous
  • Fixed some troops appearing too old.
  • Auto team selection button will put the player into the team with a low amount of players.
Both
Crashes
  • Fixed a crash that occurred after changing the graphics settings.
Animations
  • Missing camel rider falling animations added.
Combat
  • Fixed a bug that caused battering rams to not deliver damage.
  • Fixed a bug that stopped range indicators on siege weapons from moving.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/
...