Made a small change so that the 'continue' option on the main menu loads the previous execution, making it easier to explore alternate endings without having to replay through the entire game every time.
Tweaked madpole frenzy behavior. Now when they sense blood in their tile, they enter a frenzied state for 10 rounds that gives them +10 Quickness and makes them prefer bleeding targets. They also go berserk for 5 rounds, per usual.
Temporary mutations gained from items or cooking are now displayed on the character sheet.
If you give a companion or other creature a book that trains a skill or increases an attribute, they now read it on their own.
The temperature of creatures and objects in stasis no longer adjusts toward the ambient temperature of their surroundings.
Inventory categories now stay collapsed after closing and reopening the inventory.
Decarbonizers now have their attacks interrupted if they are moved out of the tile they are firing from.
You can now start campfires on bridges.
High-powered magnets now only magnetize one item if applied to a stack.
Rusted creatures now have a -70 Quickness penalty.
Praetorian's cloaks can now be modded.
You can no longer name locations after your culture, for now.
Deactivated turrets no longer interrupt autoact.
The "attack" interaction now requests confirmation before attacking non-hostiles unless they are your target.
The Sacred Well now accepts more kinds of artifacts.
Items treated as artifacts because of item mods are more consistently techscannable rather than structural scannable.
When your items are unequipped due to body changes that aren't dismemberment (for example, due to equipping a two-faced helmet), the unequipped items now go to your inventory rather than dropping on the ground.
Various quest-related data disks are now marked as important.
When entering text into popup dialogs, the characters '&' and '^' are now handled properly.
Dynamic generation of indefinite articles now works correctly for the words "heiress" and "heirloom".
Fixed a bug that caused owned objects being taken from containers using the trade screen to disappear if you declined the confirmation prompt.
Fixed a bug that prevented decarbonizer beams from working.
Fixed a bug that caused inventory categories to stick around when empty.
Fixed a bug that cuased hologram bracelet decoys to not move.
Fixed a bug that caused dynamic villages to generate overlapped with their own outskirts.
Fixed a bug that caused empty ground tiles to appear in desert villages and ruins.
Fixed a bug that caused the hollow tree hideout to generate without ground tiles.
I adjusted resource need for build the buildings and upgrade. I added more villages details on world map. The goblins build the village more slowly. The animal spawn more slowly. The wolf not patrol anymore in the start village. Added population limit to 50 per village. Equipment deteriorates more slowly.
Wildfire's fourth major update, Patch v1.04, is now live on Steam! Some small but significant gameplay rebalancing, along with fixing minor issues lingering from the last patch, are the stars of this update. Many of these changes were made after taking player feedback into account. We have also added Steam Cloud support for Wildfire's save files, so you can now have your game progress follow you between PCs.
We're also thrilled to offer a 40% discount on the game throughout the Steam Summer Sale! If the game has been sitting on your wishlist, now is the time to dip in to the stealthy elemental mischief contained within.
The patch notes for v1.04 are below, and you can also read them combined with previous updates here:
Fixed a crash related to crucibles being caught in bubbles while underwater
Fixed a crash caused when very long vines are created on a single wall
Fixed a crash caused when Vine Traps where thrown in certain positions
Balance Changes
Rebalanced the Ice ability to make it no longer possible to put guards to sleep with a single instance of freezing them
Rejuvenate will now heal players back to full health, rather than only revive them when dead
Changed some enemy attacks in the final encounter to prevent the player getting stunlocked or stuck in corners
When disguised, enemies will no longer slowly detect the player in their line of sight, as long as the player acts like a patrolling guard
Bobcats can no longer be drowned by holding them at bay with a fireball while they swim
Graphics and Performance
Bobcat shadows update more consistently when they are alerted
Rejuvenate will no longer incorrectly draw sprites to restore if the player is aiming while their water is set to Ice mode
Rejuvenating vines now correctly restores their sprite from grey to green
Aiming wildfires while holding Ice will no longer indicate those fires will be put out
When grass is placed near meltable snow, the grass sprite will no longer extend into the air after the snow is melted
When all meteor shards are collected and New Game+2 begins, Forest 2: Brevis Pass will no longer show an uncollected meteor shard objective on the map
Camera pan arrows no longer render over objectives text
The player will no longer incorrectly flash white when stunned while One Hit Kills is enabled
The player's current HP will now be displayed after unpausing while in a level
Fixed a terrain sprite error in Forest 7: Mouth of Uahm
Icon indicators in the final encounter no longer incorrectly display while the camera is zoomed in
The warning prompt informing the player they are unable to mantle into a crawlspace while holding something now correctly displays
Moving gates will no longer warn players they cannot crouch while carrying something
Typo fixed in City 2: Crematorium note
Fluid dynamics effects now correctly collide with certain walls
Fixed an issue that caused the player to animate faster than usual when exiting a crawlspace
Ezra is no longer missing his dialogue box name tag in certain levels
Barrels now correctly display a white interaction highlight
Villagers’ speech bubble icons now correctly hide when an interaction prompt appears
The Character Outlines video option now correctly saves between sessions
In Mountains 5: Medo Subpeak, the switch controlling the statue’s arm now highlights the bell height indicator when ready to be interacted with
Fixed an issue that caused villagers’ sprites to sometimes disappear when thrown
Bridge ropes now render in front of enemies correctly
Objective text on the pause menu will now indicate already achieved secondary objectives with a white tick
Gameplay Fixes
Bobcats will no longer sometimes incorrectly move toward the player when backing up over a ledge
A unique enemy encounter will no longer result on them running on the spot if the One Free Fright meteor shard is equipped
The player can no longer take fall damage after completing the final encounter
It is no longer possible to rescue a dead villager by carrying them to the exit door
Fixed an issue that caused villagers to get stuck in walls
Fixed an issue that caused players to be unable to mantle up certain terrain tiles when carrying something
The Heretic's Demise meteor shard will now correctly kill players if they burn to death in a crawlspace
Grass can now correctly be placed on top of snow
Grass placed on snow can now be correctly ignited with a fireball
Added additional checks to prevent the enemy in the final encounter from getting stuck in walls
Rigel will no longer be detected if he is hiding in grass or snow
The objective scripting in Forest 7: Mouth of Uahm will no longer complete the mission if the barrels are detonated after the player has died, but before they have reloaded a checkpoint
In Forest 7: Mouth of Uahm, the first two guards will now correctly longer initiate a conversation after a checkpoint reload
When throwing an element a short distance, the player will no longer prematurely catch it before allowing it to hit the ground
Players will no longer sometimes clip into the ground when attaching to a low-hanging vine
Frozen characters now correctly align to the movement grid
It is now easier to aim out of water while swimming in water
Fixed an issue that caused vines grown on top of one another to be unable to be climbed
Villagers' oxygen meters now replenish at the correct rate
Rejuvenate will now correctly heal Captain Caira without her needing to be dead
Fixed an issue in the final encounter that prevented the player from embracing earth
Fixed an issue that caused fire to propagate over bridges when the player attempted to put it out with water
Prevented enemies from clipping through terrain if they deflect a fireball while mantling
Prevented enemies from getting stuck in walls after they travel through a doorway
Fixed an issue that caused vines to not reappear after reloading a checkpoint
Fixed issues caused by the player picking up their disguise while carrying something in City 3: Chateau Caira
Closing a gate will now crush any ice under the door
Rigel the bobcat now more reliably climbs walls when thrown at them
Creeping Vines no longer spread across snow piles
Enemies frozen by ice will no longer be hidden in grass unless the ice has shattered
Ice blocks created on crawlspace terrain tiles are now correctly aligned
Barrels will no longer sometimes clip through terrain when thrown at villagers
Fixed an issue which caused music in the Caves environment to play twice over itself
New Game Plus is no longer able to be activated again if quitting to the menu after beginning New Game Plus in the same session
Fixed an issue that caused co-op players to be stuck in an animation after reloading a checkpoint
Burning Vine Traps now correctly remove their fires after a checkpoint reload
Social Links
For now, that's all from us! We hope you all enjoy the update, and we'd love to hear any feedback you have over at the Discussion Forum. You can also be a part of the community:
-Added: Incapped squadmates will have a little marker to show where they are if they're off screen. -Added: The last few enemies in a wave will also have markers, so you can track them down. No more hide-and-seek. NOTE We need our testers to help us find where enemies are hiding in Facility when the last few units won't enter. -Tweak: Damage bonuses for gloves were WAY too high. I mean, come on. The Punkers boosting your damage to the same as the Dragon Slayer? Gimme a break. -Tweak: To compensate for unarmed damage being nerfed, your Force, Lethality, and Critical sub-attributes will further increase your Unarmed, Melee, and H2H Critical damage respectively. -Tweak: Slowed the Foundry stage conveyor belts down to half their current speed. -Tweak: Shields take damage while blocking. They absorb all damage, so it's fair they should degrade. Blocking with melee weapons is unaffected. -Tweak: The Chameleon augmentation was deducting Tac-Damage from incoming hits incorrectly. -Fixed: Hank was using the wrong block animation while unarmed. -Fixed: Narrations won't cause your head to bob if it would stop you from blocking, weapon swapping, Tac-dodging, etc. -Fixed: One of the quick attacks for dual wield wasn't swooshing correctly. -Fixed: Oil splats in Industrial Sector were obscuring weapons dropped underneath them.
- Huge backend updates for Tasks and Networking. Networking is still not 100% fixed but we are now much closer to the final state. The multiplayer network is expected to be fully ready/ playable in late July 2021. (Sorry this is taking longer to get sorted out than it should have!)
- Small cosmetic updates (higher quality textures and materials) - Revamped main menu (both environment and UI)
This patch adds cool descriptions to random races that explains them and their background a bit. The description basically explains why they are the way they are and adds some more details.
0.906 change list:
random races will now have a cool description that explains them and their background a bit. The description basically explains why they are the way they are and adds some more details.