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WITCHFIRE - PATCH 0.1.7.47804
Highlights:
Cloud saves
Added an option to disable low health and stamina exhaustion effects
Gameplay:
Traps (including the Warden) are now added to the game at higher player level
Game ramped up in difficulty too fast at the lower levels. This should let new players get a better grip on the core combat before the witch starts throwing new obstacles at them
Player HP during the Assassin Calamity capped higher, at 21. You will survive small damage once, now.
Fixes and tweaks to research progression
Fixed errors where player was being granted random amounts of research while simply walking across level. This fix slowed perceived research speed significantly so we boosted the amounts granted elsewhere to compensate for the change:
Following ghosts and killing bosses also gives research points now
Killing enemies now grants small amount of research up to 7 points of research. This is mostly to help some players with early item unlocks during the starting hours of the game to compensate for situations when you have problems with area clears
We’ll keep an eye on how it all turned out, so please report your overall feelings after those changes
Lowered the Research Time of the first Heavy Spell from 25 to 15
Removed Mine spawnpoints in Sunken District that could trigger on player spawn
Enemy footsteps now more clearly audible in short ranges and the midst of battle
Headshot now sound always audible always, even when you snipe at long distances
Extended duration of the post death camera effect and tweaked logic to better showcase the enemy behind the final blow
Lowered the tick rate of the Grenadier AoE effect to decrease its stamina penalty
Tick now occurs every 0.5s instead of 0.25s
Damage dealth per tick increased from 2 to 4
Added Volatile Witchfire reward to Soultrap event (the bigger the better you do during the event)
So those of you who do it before unlocking Demonic Weapons don’t feel like you wasted your time
Spells with charges should now work properly on any charge and do not block casting
Spell cooldown UI was adjusted to better display charge status and whether the spell is available or not
Fixed a bug with incorrect notification text being displayed after trying to upgrade stat at the max level
Unveiled Arcana now display feather icon and short explanation that it’s possible to unveil them using White Raven Feathers
Watching you play made us realize that it wasn’t clear that you can unveil third Arcanum in a row simply by using White Raven Feathers. Now it should be more clear
Interaction prompt will now always appear regardless of your HUD visibility settings
It was possible to accidentally hide interaction prompts completely. It looked like a bug, especially when using “minimal HUD” preset, and could be confusing to some players
Added small version indicator in the top-right corner of the screen
Calamity Projectiles now resemble sentinel skulls and no longer deal damage, they only strike sanity of the preyer
This should hugely help with dispatching Catalyst vortexes while having two close range weapons
Tech:
It’s now possible to bind mousewheel in your KBM controls scheme
Few more ‘stuck in geometry’ fixes for Coast and Castle levels
Lots of enemies and traps got optimized when viewed at distance
Added Discord and Patch Notes links to the main menu
We want to be in touch with as many players as possible and this change should make it easier to find us. We also want to be transparent how the game evolves, and thus made the patch notes to be more accessible
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Игра шляпа полная, не всегда долгострои выходят классными играми в итоге, это не Дум 3, который создавали хз сколько лет и сделали игру, от которой на момент выхода реально челюсть отвисала. Здесь же фуфлыжно всё, что графон, что физика, что геймплей, тем более в раннем доступе доступна всего одна карта, на которой надо без какого-либо сюжета тупо бегать и хреначить с одного пестика корявого всё что движется, игре максимум 3 балла по 10 бальной шкале и то с натяжкой. После того как снёс в корзину узнал, что в игру длсс3 запихали)) с ней не пробовал, но без неё играть тоже можно, но оптимизон в игре так себе, потому что это грёбанный UE4 с его грёбанной компиляцией шейдеров на лету, я не знаю почему надо было так делать движок этот или дело в том что разрабы сделали игру на отъ....сь, сейчас в некоторых играх на этом долбанном движке чтобы не было просадок и заиканий умные разрабы пытаются сделать предварительную компиляцию шейдеров, это исправляет ситуацию, но всё равно иногда оно проскакивает. В итоге скажу что я бы не заморачивался по поводу проблемы конкретно в этой игре ибо она такой шлак, что лучше просто пройти мимо https://youtu.be/B13cOpRiBAQ
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Tallion Messiah писал(а):
десь же фуфлыжно всё, что графон, что физика, что геймплей, тем более в раннем доступе доступна всего одна карта, на которой надо без какого-либо сюжета тупо бегать и хреначить с одного пестика корявого всё что движется
В игру вы толком не играли ) по этому предложению все ясно - так что выводы в корне неверные.В игре на раннем доступе 2 карты - 2 босса, не один пистоль а 6! пушек и все очень разные + куча перков на огонь, мороз, ударную волну, мины и вызов двойника плюс еще куча модификаций делающих геймплей разнообразным, враги не полуслепые боты как сейчас модно а по хорошему злые они не будут тупо спать на точках, а способны прессовать и окружать игрока, графика отлично стилизованная, а звук лучший в 23 году c офигенной позиционкой и атмосферной музыкой Топовый шутинг - механики делались людьми которые реально что-то понимают в стрелялках, если хотите по аутировать с пивком и чипсами качаем демку Robocop вот это падовский чисто приставочный шутер, не надо думать и не надо вообще целится - жми кнопку вперед и бампер снизу вот и весь геймплей )
Tallion Messiah писал(а):
но оптимизон в игре так себе, потому что это грёбанный UE4 с его грёбанной компиляцией шейдеров на лету
Очень смешно - человек с 4090 плачет что игра тормозит, ну хрен знает у меня на древней 1070 игра очень плавно работает на высоких 70 -100фпс ноль статеров, может у ней проблемы выше 100фпс такое может быть именно на UE4 и то не везде
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WITCHFIRE - PATCH 1.10.48090
Important announcement! First, unless a severe issue is found, this is the final patch until the GGU (our first big update). The game is in good shape, so we can now focus exclusively on creating the new content and gameplay for the GGU. Second, we have announced that the GGU will be out second half of November/beginning of December but we’re no longer so sure (which, for the 100th time, is the lesson one should never announce a date until 100% certain). Reason? We have basically increased the scope of the update to make sure it’s both:
A great jumping point for new players
A worthy reason for returning players to spend some quality time in the game playing something they have not played before
This means not just new content, but new gameplay and other surprises, including some changes to the core systems. To make sure we deliver, we’re not aiming for a date, we’re aiming for the GGU to be complete as according to the plan. If this means we’ll slip, then we think it’s worth it, and we hope you’ll agree when the GGU is out. We will be updating the status on Discord, Twitter and Facebook, and we plan on blogging more in the coming weeks.
Highlights
Updated used Unreal Engine version from 4.27.1 to 4.27.2. This should hopefully fix some rare crashes
Tweaked the warning sounds that play when there’s an incoming attack from an out-of-sight source community feedback
Significant texture optimizations in some Castle areas community feedback
Game-wide texture pool optimizations
Gameplay
Pressing the Sprint key will longer interrupt auto-fire weapons when standing
This might have been the reason for “Midas sometimes stops firing” kind of bugs
Pressing Dash input while airborne won’t trigger dash-related events
This prevents unwanted behavior of Arcana, such as Reload Dash, which could be abused by repeatedly pressing dash in the air
Fixed double-jump while crouching or sliding
Pressing Jump key for the first time when already in the air/falling will now correctly trigger double jump instead of the normal jump
Added a visual effect to spell icons to indicate that the spell is ready to be cast community feedback
Added a visual effect to spell icons to indicate that spells are disabled community feedback
The names of new Arcana are now displayed when you claim them in the Workshop community feedback
Fixed incorrect Cricket’s First Mysterium description. It now reads: “Killing enemies generates extra Witchfire Essence”
Added a new layers to Cricket’s auto-reload sound
Fixed the bug that caused the Eye of the Madwoman’s thunderstrike to be inaudible. Now for realsies
Fixed a bug that was causing Cursed Chests to spawn in the same place. This time for good. Or so we hope
Gates event in the Castle now changes the color on completion
Echo’s damage boost will no longer stay charged indefinitely after sliding
Improved the logic to show Souls Sigils, it’s now easier to materialize them
Added new sounds to the torches and extended their audible range
Extraction portal should disappear from the map correctly after collapsing
Sentinel icon will change the color to red when Master Sentinel gets killed
Fixed a pathfinding issue that caused the ghosts to get stuck
Cooldown reset prompt in the tutorial now also melee
Tech/gfxcommunity feedback
Merged functionality of two ‘reset’ buttons in controls settings to avoid confusion. Now you reset both settings and bindings using the same button.
Fixed small tree branches and leaves blocking bullets
Minor zone traversal performance optimization
Flying Effigies of Plague healing particle effects no longer stack on top of each other
Fixed a bug that could result in Effigies of Scabs spawning outside the bounds of the level during the Duel Events
optimized Soul Sigils performance
Improved 16:10 support in Weapon Inspect Screen
Fixed a bug which in some cases made it possible to shoot while being in the Map Selection Screen in the Hermitorium
Slightly better visuals at two Castle spawn points
Fixed more holes and streaming issues in Castle
Miscellaneous visual polish
Fixed a couple of places where player could get stuck unable to move
Added potential fix to bugged Midas’ magic sight’s material
Midas heat bar won’t show anymore on top of main menu when the game is loaded
Fixed a bug that caused enemies to get into locked areas in the Castle
Fixed a faulty collider that would stop Vulture bolts from passing over Cursed Chests
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Что-то тема заглохла - есть обновления и посвежее. К слову, сабж - одна из тех игр, где авто HDR здорово помогает, авторы умудрились сделать хаб тёмным, как задница у негра.
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WITCHFIRE - PATCH 0.2.3.50947 (15.04.2024)
Crown of Fire:
Now properly ignites enemies
Activation window reduced from 1/1.2/1.5 sec to 1/1.1/1.2 sec
M2 now triggers when you ignite a non-burning enemy
Ring of Wings:
Reduced Stamina cost from M2 now only works for the first dash
Airborne dashes no longer possible when exhausted
The above tweaks change nothing for the intended use, simply blocks the ability to fly around the map like a witch on a broom
Ring of Obedience:
Does not work on bosses anymore
We not not like making exceptions for items but this makes sense from the lore reasons, too: the bosses are basically too big and heavy to be smacked around with a magic leash like a puny ghoul
Hypnosis bolt action rifle:
Decreased the time window for the Perfect Shot
The gun is incredibly strong and its user needs to prove they’re worthy of all that power. With great power comes, uhm, great skill requirement
Ice Stiletto M3 now correctly resets its cooldown when nothing was hit
Tribute event now has proper collisions
Added missing rewards for some Mirror Lock events
Fixed missing or broken bonus reload speed limits on some weapons
Dimacher now has correct Freeze resistance
An anti-death fix to dropping to the first Familiar
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Статус: Не в сети Регистрация: 23.01.2007 Откуда: с Планеты Же
lelik1974 писал(а):
В сентябре релиз?
Было обещано, но с условием что они задержали все патчи минимум на 3-4 месяца уже ясно что релиз будет только поздней осенью или скорее всего февраль - март 25
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WITCHFIRE - PATCH 0.4.4.55505 (2024.09.27)
HIGHLIGHTS
QoL Hermitory Upgrade: all stations regenerate your stamina when interacted with (Community Suggestion)
Cursed Treasures:
Fixed inaccessible Treasure locations
Tweaked Treasure spawnpoints that were particularly hard to spot
Tweaked Treasures’ look so they fit better with the environment
Slightly lowered the chance that multiple treasures will spawn right next to each other
Whisper no longer stuns Familiars / Faithfuls, knocks them back instead
Please note that technically this is not a nerf but a bugfix. The weapon always had “capable to stunning almost any enemy” in the description.
Both open and locked supply chest now drop more White Raven Feathers
Changed the order of early Light Spell research order, so the player gets access to more elemental variety earlier. (Note: This will not impact any in-progress player research)
ALSO:
Fixed rare crashes caused by async saving requests
Returned hit fx to mushrooms to make it clearer which ones deal damage
Fixed a couple of typos
Fixed a minor shader bugs on sights of both Sniper Rifles that was causing the sight of Basilisk to show a big red X while jumping with lowered crosshair
Fixed enemies being able to see the player through a wall in a few obscure scenarios
Submitted a potential fix to the audio stuttering problems present at the entrance to the Tower
Re-established the priority settings for some audio cues
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