Summary
- Warhorse Studios release update 1.2 for Kingdom Come: Deliverance 2.
- The first major content update adds a new barber feature, while also making some major bug fixes and improvements.
- Update 1.2 refines Kingdom Come: Deliverance 2’s combat, enhances NPC behavior, optimizes performance, and much more.
As a dedicated gamer, I’m thrilled to share that Warhorse Studios has dropped the long-awaited first free expansion for Kingdom Come: Deliverance 2. This update brings a snazzy new barber feature, officially endorses modding on PC, and packs a punch with a ton of bug fixes. For those who haven’t been living under a rock, Kingdom Come: Deliverance 2 has been a smashing hit for Warhorse Studios and Deep Silver. But let’s be real, even this epic RPG had its share of bugs and glitches. Luckily, the March 13 update is here to tackle some of the game’s most pressing issues.
Before the launch of Kingdom Come: Deliverance 2 in February, Warhorse Studios unveiled the full post-release plan for the game. Despite the sequel not yet being out at that point, the developers outlined their complete strategy for offering free content updates and multiple DLC packs. A little over a month after the RPG’s debut, Warhorse Studios is now preparing to release the initial patch from this roadmap, which they call the “barber update.” This update will include fixing bugs and enhancing various aspects, but players will also gain the ability to alter Henry’s appearance with new hairstyles and beards.
As a dedicated gamer diving back into the immersive world of Kingdom Come: Deliverance 2, I’m thrilled to share that the much-anticipated first update is now ready for download on my PlayStation 5, Xbox Series X/S, or PC! Perusing the official patch notes (you can find them further below in this article), it appears that Henry’s appearance can now be tailored by visiting the barber found in Zhelejov and Kuttenberg.
Beyond this exciting addition, Update 1.2 brings a plethora of fixes, enhancements, and rebalancing tweaks to enrich our gaming experience even further. The improvements are numerous, from refined combat mechanics, smoother animations, more lifelike NPC behavior, performance optimizations, and much more. Can’t wait to see what else this update brings!
Warhorse Studios has followed through on their promise and incorporated modding functionality for the upcoming game Kingdom Come: Deliverance 2, utilizing Steamworks. Previously, mods were accessible through platforms such as NexusMods. Now, with the introduction of the Steam Workshop, players can effortlessly personalize their gaming experience by downloading and installing numerous mods at the click of a button.
It turns out that enthusiasts seeking a tougher gaming experience might need to exercise a bit more patience, as the Hardcore mode for Kingdom Come: Deliverance 2 hasn’t been incorporated in today’s update. This upcoming mode promises to ramp up the game’s overall challenge with numerous new features and alterations to gameplay. When it launches, players diving into this mode will encounter a streamlined user interface and heads-up display, devoid of player markers on the map and cardinal directions on the compass. Furthermore, they’ll be compelled to pick three out of ten detrimental perks that will stick with them throughout their playthrough.
Kingdom Come: Deliverance 2 Patch Notes for Update 1.2
Since the extensive details of the March 13 Kingdom Come: Deliverance 2 update are quite vast, this post mainly covers the major modifications. For a comprehensive list that includes all quest-related adjustments, you can refer to the official Kingdom Come: Deliverance 2 website.
New
Barber
– Introduced the barber feature. Check it out in Zhelejov and Kuttenberg!
Features
Achievements
As a gamer, I tweaked the challenge level of specific skill tasks to enhance the chances of me snagging the Close One achievement with greater ease.
Adjusted an occurrence where the achievement “The Lord Taketh Away” was occasionally triggered without satisfying its prerequisites.
Alchemy
– Improved lighting effects.
– Improved resolution of the fire texture.
– Fixed pouring animation causing a flash.
– Fixed an incorrectly localised label in the list of alchemy recipes.
Animals
– Improved dying animations and ragdoll for cows and bulls.
– Fixed some animal spawners not working correctly.
– Fixed reactions of hares to Mutt.
– Fixed random movement of animals and reduced the frequency of their turns.
Archery range
– Arrows are now re-equipped automatically after archery contest.
– Fixed the issue with the competitor NPCs sometimes ceasing to shoot.
Balancing
– Rebalanced how quickly food goes bad over time.
Adjusted armor durability ratios; the gap between durability levels has expanded, making it easier to differentiate among various armors.
– Rebalanced the formula for triggering a black-out from being drunk.
– Rebalanced stealth items.
– Rebalanced the price of meat and other items lootable from animals.
– Rebalanced the difficulty of pickpocketing NPCs.
– Rebalanced the amount of damage each armour layer receives.
– Rebalanced the influence of an item’s quality on its price.
– Rebalanced the prices of horse equipment.
– Rebalanced the prices and stats of jewellery.
– Rebalanced item weights.
– Rebalanced comfort for studying books in inns.
– Changed ranged weapons distribution within shops and other places.
– Changed stats of the Gallant Huntsman’s Kit.
– Slightly improved loot from chests in some bandit camps.
– Lowered skill-teacher prices.
– Lowered the overall value of caravan chest contents.
– Made polearms stronger.
– Made shields cheaper.
– Increased the price for which player can sell herbs.
– Recalculated items’ conspicuousness based on their appearance.
– Fixed the incorrect display of item’s maximum charisma when the item is dirty.
– Made several locks in the Trosky region easier to allow for a smoother levelling curve.
– Made locks on chests containing mostly food easier to lockpick.
– Adjusted lockpicking difficulty for some horse traders’ chests.
– Fixed exploit with a restocking chest containing a Balanced Die.
– Fixed incorrect arrow damage values.
Blacksmithing
– Generally rebalanced the blacksmithing minigame.
– Improved visual indication of workpiece cooling.
– Added horseshoe recipes to various merchants and locations.
– Removed bezoar from alchemy and added it to blacksmithing.
– Fixed the alignment of semi-finished products at the forge and anvil.
– Fixed the Knight’s sword recipe.
– Resolved problem where blacksmiths wouldn’t respond during gameplay when the player was busy with the smithing mini-game.
Carts
– Increased the distance at which the interactor for getting on carts is available.
Occasionally, players find themselves appearing directly within a cart after they engage with nearby Vidlak Pond events.
– Solved a problem where carts would still have an unseen collision even after disappearing, despite having been removed.
– Fixed cartwheels not aligning with ground properly.
– Fixed players sometimes randomly dying after dismounting a cart.
Combat
– Increased damage from hits from the multi-hit combos.
– Added proper facial animations for Henry during the mercy kill execution.
– Adjusted the animation of drawing a bow while moving.
– Being hit will no longer interrupt the player drawing a weapon.
– Adjusted the free attack animation used when holding a torch.
– Adjusted the animation of a dog attacking a target that is holding a ranged weapon.
– Improved animation for transitioning into aiming with the crossbow.
Implemented a brief pause when physically attacking an adversary without targeting them specifically, to diminish the impact of repeated, rapid attacks (also known as spamming).
– Adjusted the animation of the player being pulled down from a horse in combat.
– Adjustments for few sound effects such as hits to the shield or firing of the crossbow.
Due to the sluggishness that occurs after being hit, the player now finds it difficult to quickly retreat from attacking foes.
– Improved the animation of NPCs shooting from a crossbow.
Adjusting the appropriate kind of damage (either slash or stab) for powerful blows, based on the best choice for each situation.
– Adjusted damage of the upper master strike with shortsword and shield.
– Adjusted limits of the freelook feature in combat.
– Fixed various freezes following from causing massive mayhem in Kuttenberg.
– Fixed the issue with missing audio responses for attacks and hits.
– Fixed issues with disarming NPCs or player when they were supposed to die from a clinch attack.
– I resolved an issue where the fader would go into an endless loop during a close combat scenario when my character was almost defeated, falling to the ground.
or
– Solved the problem of the fader continuously repeating itself in hand-to-hand combat situations when my character’s health dropped significantly and they fell to the ground.
Resolved a problem where players armed with ranged weapons were pushed back excessively when confronting unarmed opponents.
– Fixed the NPC logic of when to use a torch in unarmed combat.
– Fixed animation alignment while player is backing up while blocking with shield.
– Fixed the issue with NPC’s additive animation for torch while fighting with a dog or a wolf.
– Fixed sometimes missing the chat option to surrender.
– Fixed camera issues in unarmed fight with dogs/wolves.
Rectified a problem where NPC characters wouldn’t die correctly if they fled from the player and were struck by a tackle-like attack.
Adjusted an issue where, during a series of strikes in close combat (clinch), the player unintentionally struck empty space instead of the opponent when the latter was defeated by the initial blow.
– Fixed some battle cries not being played properly during battles.
– Fixed NPCs being indecisive about bandaging themselves, fighting, or running away in combat.
– Fixed dying enemies still looking at their opponent.
– Fixed the issue with NPCs unreasonably pulling out ranged weapons in melee combat.
Revised the gameplay mechanic so that players can no longer prolong the interruption of NPC weapon-drawing animations indefinitely during combat using their own attacks.
– Fixed audio for combat clinches.
– Fixed missing sound while parrying an attack from clinch.
– Fixed wolves and dogs not transitioning into ragdoll properly under certain circumstances.
As a gamer, I tackled an intriguing problem: players could swivel the camera completely around vertically while using free look and engaging in combat by pressing block. Now, I’ve remedied that, ensuring a smoother gaming experience for all!
Crime
I’ve adjusted the non-player characters (NPCs) to have a more natural and unpredictable line of sight during investigations. Instead of always turning exactly towards the source of a distant sound, they might glance or slightly adjust their direction, creating a more organic feel in the game world.
– Torch visibility buff now applies even if the torch is not visible while equipped.
– Improved reaction for guards when player steals a corpse that’s currently being guarded.
– Items in player’s stash now keep their stolen item marker.
Enhanced the system that judges if a Non-Player Character (NPC) should interrupt a player while they’re fast-forwarding time in an unauthorized area.
– Boosted hearing for NPCs reacting to a violent or criminal situation.
– Adjusted NPC behaviour when feeling threatened by the player.
– Revised reactions to sleeping in beds owned by NPCs.
Non-player characters (NPCs) will now run away if the instigator of a confrontation approaches them too closely during a violent scenario.
– Made enemy corpses now persist in the game longer before despawning.
– Improved an animation of a surrendering NPC.
If a player attempts to pick a locked door and successfully opens it while an arresting guard is nearby, introduce a more responsive behavior where the guard reacts appropriately, such as questioning or confronting the player about their actions. This will add a sense of realism and challenge to the gameplay experience.
– Introduced a guide on showing the crime list during the initial crime conversation encounter.
– Added more overlay tutorials for the rabbit icons.
– Adjusted cooldowns for various reactions of bandits.
– Changed how civilians react to the player’s dog in stealth areas.
– Fixed a violent assault crime sometimes not being elevated to a murder after the NPC dies.
– I corrected a situation where, on occasion, a non-playable character (NPC) continued to resist arrest even after being unconscious.
Occasionally, authorities may find themselves facing players who are dressed only in their nightclothes, having been awakened abruptly during the night.
Occasionally, non-player characters (NPCs) may continue to search for the player despite being engaged in combat directly before them.
– Fixed NPCs sometimes seeing the player’s actions through obstacles.
– Fixed NPCs sometimes being able to see behind themselves.
Adjusted and readjusted the system for determining the level of agitation at a particular location, which is influenced by the player’s acts of theft and aggression.
– Fixed prolonged loading times caused by stuck NPCs.
– Fixed dialogues about resolving crimes not making sense in the context of Sigismund’s camp.
– Fixed the crime icon stuttering while inside a bush.
– Fixed no fine being calculated for stealing certain horses.
– Fixed issues related to resolving crimes with victims who had been unstreamed in the meantime.
In some cases, Non-Player Characters (NPCs) may question or address the player regarding a drawn weapon or small matters following their release from a surrender dialogue interaction.
– Fixed the recognition rabbit icon sometimes getting stuck.
– Adjust non-player characters (NPCs) to avoid employing battle phrases intended for multi-person fights during single-combat encounters with both humans and animals.
Instead of a player getting stuck on an NPC during an arrest, they can temporarily bypass or phase through them by activating a “ghosting” feature.
– Fixed the arrest dialogue with guards being broken under rare conditions.
– Fixed being able to start a friendly chat with a NPC in a brief moment after pickpocketing them.
– Fixed the NPC reaction to shooting during a combat encounter.
– Fixed the NPC reaction to arrows/bolts flying by while reporting crime.
– Fixed the NPC reaction to the player lockpicking when the lockpicking should be legal.
– Fixed the NPC reaction to being attacked, but missed, while they’re surrendering to the player.
– Fixed locks not getting locked after player is arrested for lockpicking.
– Fixed the issue where a civilian would not stop banishing the player’s horse.
– Fixed animation issues with a poisoned NPC attempting to run.
– Fixed NPC pathfinding when looking for an active shooter.
Cutscenes
– Made equipped arrows and bolts show on player even within cutscenes.
– Fixed several reasons for video sometimes stuttering during cutscenes.
– Fixed issues with player’s helmet visors in cutscenes.
– Fixed consistency issues across cutscenes.
– Fixed green frames sometimes briefly appearing at the beginning of cutscenes.
– Fixed general synchronization issues.
Daily life
– Generally improved NPC daily schedules across both maps.
– Improved the animation of NPCs sweeping.
– Revised the logic of locking shop doors.
Enhanced smoothness in transition animations when exiting the leaned stance, taking into account the direction of motion.
– Improved female beggar pose and animations.
– Improved female sitting pose and idle animations.
– Adjusted trespass at the saddler’s tent by the horse market in Kuttenberg.
– Food items on shelves at the bakery in Tarmark in Kuttenberg are no longer free.
– Adjusted trespass in some of the backrooms in the city bathhouse in Kuttenberg.
– Added an animal companion restriction for tents inside the Sigismund’s camp.
– Adjusted the placement of smoke particles by multiple windows in Kuttenberg.
– Added water particles for NPCs when they wash themselves / drink from troughs.
– The baker in Tarmark now locks his door when he finishes his shift.
I introduced a specific duration during which no bandit will patrol the path following the elimination of the previous one.
– Door to the player’s room at the Devil’s Den now remains open.
– Fixed day cycles of people at the northern gate of Kuttenberg.
– Fixed day cycles for villagers in Suchdol at night.
– Fixed some food items being free at the Kuttenberg vegetable market.
– Fixed the tailor’s store being left unguarded and unlocked in the evening in Kuttenberg.
– Fixed innkeepers getting stuck by the barrel in the Hole in the Wall tavern.
– Fixed various house doors in Kuttenberg being left unlocked at night.
– Fixed the issue with Cuman soldiers not talking with each other in Sigismund’s camp.
– Fixed constantly active trespass in the smithy in Hoprink in Kuttenberg.
– Fixed a trespass behind the counter of the baker in the Czech quarter in Kuttenberg.
– Fixed the possibility of Mutt easily falling into the mine shafts west of Kuttenberg.
– Fixed issues with some items not having a proper owner in Kuttenberg.
– Fixed NPCs in Miskowitz sometimes falling under terrain while feeding chickens.
At multiple locations within Kuttenberg, players can find themselves starting to read a book that an NPC is also reading from a bookstand.
In various spots around Kuttenberg, players will encounter bookstands where an NPC is reading the same book they have the option of opening and reading as well.
Resolved the issue where non-player characters (NPCs) desired to employ an object for their actions, yet needed to conceal it while utilizing a platform like a ledge or a ladder.
Corrected the mistake on one of the Kuttenberg fortification towers, where the color was incorrectly set as blue; it should have been red instead.
– Made sure that the Kuttenberg fortification tower’s no-trespassing rule is applied uniformly throughout its entirety, after finding a discrepancy in its markings.
Rectified the problem concerning certain guards in Kuttenberg who were not prioritizing sleep over healing when injured, as they ought to do.
– Fixed the baker in the Czech Quarter in Kuttenberg not selling anything.
– Fixed issues related to NPCs using torches wanting to climb a ladder or lie in bed.
– Food items are no longer free at the baker’s stand in Jewish quarter.
– Fixed a certain part of the Kuttenberg underground allowing companions to appear.
– Fixed robbing dead smugglers in the Kuttenberg underground being considered stealing.
– Fixed an NPC stacking wood inside a wall in Kuttenberg.
– Fixed locking of doors leading to the Kuttenberg underground.
– Fixed an issue where NPC would pick up a filled bowl when picking up an empty one.
– Fixed Adder not having a daily routine active after spying in Maleshov.
Dice
– Added more money to some dice players.
– Fixed Agility XP gain when starting a dice game.
– Fixed dice sometimes clipping with the badge.
Environment
– Generally improved environment across both maps.
Enhance the surroundings near the boundary, making them aesthetically pleasing, although they remain inaccessible.
– Improved the look of Trosky castle from far away.
– Adjusted interior visibility from afar in the Emperor Charles tavern.
– Reworked NPC navigation in Kuttenberg, allowing NPCs to take better advantage of wider streets.
– Removed out of place collisions on the river by Sedletz.
– Improved shadows on the St James Church model.
– Improved textures of certain houses in Suchdol.
– Placed better chairs in the Devil’s Den.
– Improved lighting in Kuttenberg.
Underground points of interest are no longer found by simply walking above them on the ground level.
– Improved textures on several houses in Kuttenberg.
– Removed a shadow artifact from the bathtub model.
– Improved normal maps of the shelf model.
– Fixed NPC navigation issues in several Kuttenberg houses.
– Fixed NPC navigation in several places around the Nebakov fortresss.
– Fixed multiple issues with inconsistent lights on Suchdol fortress.
– Fixed water being luminescent in the tunnels below Maleshov.
– Fixed reflections in the northern area of the Trosecko map.
– Fixed the lighting and smoke particles at cauldrons.
– Fixed Z-fighting of various rocks.
– Fixed Z-fighting in Kuttenberg battlements guard towers.
– Fixed Z-fighting on buildings in Kuttenberg.
– Fixed Z-fighting on Suchdol battlements.
– Improved several house visuals in Kuttenberg.
– Fixed stretched texture on a yellow house in Tarmark street.
– Fixed houses missing interior when viewed from a distance.
– Fixed a bad looking house corner in Kuttenberg.
– Fixed an issue where player could go underwater in certain parts of the river by Sedletz.
– Fixed the unclimbable stairs in the All Saints tavern.
– Fixed several issues in houses in the Suchdol village.
– Fixed the missing shrine outside of the village on the Maleshov map.
– Fixed many trees being placed slightly above the terrain.
– Fixed raining inside of a barn in Zhelejov.
– Fixed the player’s head clipping through a wall in a Vrchlitz cellar.
– Fixed inaccessible tailor’s shop in Kuttenberg.
– Fixed issues which could cause the player to get stuck in various places.
Fast/travel
– Added a fast-travel point to Bozhena’s hut.
– Made dialogue prompts triggering fast-travel more consistent across different quests.
– Fixed missing dots during fast-travel.
Horse riding
– Improved the automatic follow feature while on a horse whose stamina is depleted.
– Improved road magnetism.
– Fixed conflict between road magnetism and the automatic follow feature.
– Fixed horse speed restriction in Miskowitz.
Horse trading
– Reworked the transaction in Semine resulting in getting Pebbles as a companion.
– Fixed automatic horse gear equipping after buying a new horse.
Characters
– Improved the visual asset for von tBergow’s face.
– Reduced details of physical simulation of clothes on distant NPCs to improve performance.
– Turned on local lights influence on hair even with the low graphical preset.
– Improved Rosa’s hair.
– Improved textures of women’s bodies.
– Improved textures and overall quality of many character outfits.
– Improved the clothes of several unique characters with added details and polish.
– Fixed physical simulation of clothes not running in inventory.
– Fixed the model of the Crested cuman helmet
Maintenance
– Added the option to repair bows and crossbows to more NPCs, most notably huntsmen.
Let’s revise the mechanics behind how blood and grime interact with shields, as well as the process for cleaning them off when a player decides to wash.
Let’s update the way shields get dirty with blood and dust, also explain how they can be cleaned after a player takes a bath.
– Improved visual effects when damaged firearms explode.
– Fixed non-repairable items sometimes activating the damaged-armour debuff.
– Fixed wielder not getting damaged when a damaged firearm explodes in their hands.
– Fixed broken water trough in Bylany.
– Fixed Bascinets not getting cleaned when using washing spots near rivers.
– Resolved a problem that caused baths to be momentarily disabled due to repetitive interactions with the bathhouse proprietor.
– Fixed broken haggle in bathhouses.
Music
– Added more music for villages in the Trosky region.
– Changed mood music for Opatowitz village.
– Added more music into the credits sequence.
Mutt
Placed a symbol for Mutt on the map and navigation tools when the player commands Mutt to head towards Zhelejov/Devil’s Den.
– Made it harder for the player to feed Mutt during combat. Work first, treats later!
– Mutt can no longer enter the fighting arena in the Jewish quarter.
– Fixed Mutt sometimes being unable to return to the mill during the night.
Fixated a problem where Henry remained silent upon Mutt discovering an intriguing location or artifact during the search process.
– Fixed some of Mutt’s internal timers not resetting correctly through save/load.
Performance
– Generally improved performance and stability.
– Optimized Kuttenberg marketplaces for better performance.
– Improved frame rate stability in battle parts of quests.
– Optimized streaming of NPC visuals, especially in Kuttenberg.
– Improved level switch duration by over 15 seconds on average.
– Limited the number of torches drawn by NPCs in large skirmishes to improve performance.
– Fixed late game stutter in Kuttenberg due to various reputation problems.
Photo mode
– Changed controls for opening Photo Mode on controllers.
– Fixed controller vibrations persisting when opening Photo Mode while using the grindstone.
Platform-specific fixes
– PC/PS5 – Fixed adaptive triggers on the DualSense controller sometimes not working properly.
– PS5 – Fixed audio stuttering when playing with headphones connected to a controller.
– PS5: The Media button no longer pauses the game.
– PS5 – Fixed visual artifacts in the sky when objects were close to the camera.
– Steam Deck – Fixed incorrect button prompts.
– Windows – Added enabling/disabling Audio enhancements directly from main menu.
– Windows – Fixed the keyboard input sometimes getting stuck after system locale change.
– Xbox – Fixed controller sometimes disconnecting before initialization.
– Xbox – Fixed sometimes incorrectly unlocking preorder rewards or season-pass rewards.
– Xbox – Fixed inventory icons sometimes being blurry on Xbox Series S.
PROS
– Fixed placeholder text and icons for PROS appearing in the main menu.
– Fixed a rare case in which PROS would fail to connect.
Random events
– Fixed missing random events after starting a new playthrough.
– Added more goods for several event merchants.
– Removed the chance of a bandit camp spawning right by the Semine fort.
– Fixed logic within the random event with a villager celebrating his newborn.
– Fixed cooldowns of random event variants.
– Fixed carts rarely being moved outside of the playable area when loading a save.
– Fixed random events spawning so their state is consistent during save and load.
– Repositioned few of events so that they are not right next to fast-travel exit points.
– Fixed bandits sometimes never ceasing to loot victims’ corpses.
– Fixed the issue of not being able to loot unconscious event NPCs after loading the game.
Reputation
– Fixed several logical issues within the world’s reputation/faction tree.
– Fixed issues in Tachov and Nebakov location description.
Shop
Instead of prompting the player to negotiate prices after they have agreed to sell their items for the full amount an NPC possesses, consider automatically executing the transaction without giving the player an opportunity to haggle.
– Improved the logic for rounding amounts in shop.
– Improved shop haggle logic.
– Shops no longer sell cobwebs.
Resolved a problem that occurred when users loaded a saved game during price negotiations, causing items to persist in the shopping cart from a prior interaction.
Skills & perks
Adjusted the experience points (XP) acquisition for Vitality, Agility, Thievery, Stealth, Marksmanship, Houndmaster, Horseriding, and melee weapon skills. To make it more straightforward, training Marksmanship will now be less challenging, while learning melee weapon skills will take a bit longer.
– Prevented exploiting the Next to Godliness perk for indefinite healing.
Revamped the Warmonger perk to boost the player’s chances of hitting their foes, alongside the advantages it already provides.
– The Against All Odds perk now has a visible buff icon next to the health bar while it’s active.
Instead of only activating when damaging a target’s health, the Opening Strike perk now triggers with every strike, regardless of whether it reduces the target’s health or not.
– Resolved an issue where the Gladiator perk’s bonus for the Swords skill wasn’t appearing as an active effect.
We resolved an issue where the Surprise Attack or Ambusher perks didn’t work properly when firing at corpses.
– Fixed the issue with the Train Hard, Fight Easy! perk applying only to melee weapons.
– Added the omitted color highlight to buffed items in the inventory during River’s active perk period.
– Rebalanced values for the Tendon Slicer perk.
– Fixed the time period during which the Fundamentals of Theology perk is active.
Adjusted the Escape Artist II skill so it can be selected without previously acquiring the Escape Artist I requirement.
As an enthusiast, I’ve successfully resolved the glitch where the Dark Arts Apprentice perk granted limitless sprinting stamina from midnight to 4:30 a.m. in the game.
– Fixed stuttering caused by the Local Hero perk.
Stealth
Introduced specialized attire and gear designed for stealth-oriented gameplay, while also adjusting the stealth attributes across all clothing options.
– Fixed material transparency in Trosky castle which allowed NPCs to see through some obstacles.
– Fixed NPC reactions to pebbles being thrown from a different floor.
Takedowns
– Added screaming of NPCs when being stealth killed.
– Improved takedown and stealth kill animations for lying NPCs in complicated areas.
– Removed animation glitch at the end of the slaughter animation.
– Improved stealth kill animations.
– Polished animations of stealth killing female NPCs.
– Improved light of falling torch after stealth killing or knocking out an NPC.
– Stealth kills are now more likely to fail.
– Fixed positioning player’s hands on takedown victim’s face.
Tutorials
– Disabled tutorial about not having to hold W while riding a horse repeating.
– Added new tutorials providing hints about fighting multiple opponents.
– Fixed damaged hand cannon tutorial appearing inappropriately.
UI
– Main Menu: Fixed invalid result when pressing PROS and Credits at the same time.
– Made POI icons on the map smaller.
– Removed rain from the inventory UI.
– Adjusted the colour indication in the inventory when player is overloaded.
1. Instead of receiving a false alert that mentions “Suchdol” upon loading the game at the “Kuttenberg” level during start-up, the system should instead indicate a successful load without any mention of “Suchdol”.
2. When starting up the game and reaching the “Kuttenberg” level, the user should not receive a misleading message about “Suchdol”, but rather, the system should signal that the game has been loaded successfully without any reference to “Suchdol”.
– Removed map marker for items in player’s horse inventory.
– Added horse stat icons to the Horse/Sidekicks tab.
– Improved lighting and shadows in the inventory.
Instead of showing an inaccurate user interface message when resuming a saved game that was exited from a bed, the message should be correctly updated.
Make sure that skill teacher icons remain hidden when their corresponding skills are inactive, ensuring a consistent layout throughout.
– Fixed inconsistencies between the combat rabbit indicator and the actual combat state.
– Fixed issue with clouds appearing incorrectly over the map after loading the game.
In other words, there seems to be an issue where, when you press ‘Talk’ and ‘Open Inventory’ simultaneously, the control settings get jammed during dialogue.
– Fixed incorrect weapons shown in inventory preview when using drag & drop.
Occasionally, notifications about losing quest items are displayed, but the player hasn’t actually lost those items.
– Fixed the stolen in label and other elements sometimes overlapping with the item’s properties.
– Adjusted an issue where horse armor values weren’t displaying correctly within the inventory user interface in the ‘companion’ section.
I recently tackled an issue where some microquests would wrongly claim a tracking slot even after they were completed. Now, everything seems smooth sailing!
– Fixed the dirtiness of items sometimes displaying incorrectly within the washing UI.
– Improved accuracy of the load progress indicator.
– Added an icon for the blacksmith by the Horse market in Kuttenberg.
Visuals
– Added option to enable NVidia DLSS 4 Super Resolution.
– Improved SVOTI recalculation at camera dialogue switches.
– Removed lightning underground and indoors during a storm.
– Fixed glitches when player or NPC changes clothes.
– Fixed motion blur being disabled in dialogues.
– Fixed screen flicker during certain situations.
– Fixed various visual pop-in after game is restarted or loaded.
– Fixed issues related to rare shader combinations.
– Fixed objects sometimes not casting the correct shadow.
– Fixed flickering of objects when switching their LoD.
As an avid gamer, I’ve noticed that the finer details on characters and foliage can become inconsistent when adjusting the advanced graphic settings in certain games. It’s a bit of a letdown because I love to see every detail crystal clear!
– I resolved the problem where the screen’s reflection stopped updating after activating Resolution scaling.
or
– I managed to make the screen reflections update again when Resolution scaling is activated, a problem that occurred previously.
– Fixed flickering artifacts on distant objects showing against a sky.
– Fixed broken vegetation and rain animations for long playthroughs.
– Fixed flickering of horse and dog when player gets closer.
Miscellaneous
– Added numpad keybinds for control of QAM.
– Allowed sprinting while drunk.
– Player no longer gets a head injury caused by hangover.
– Skill teachers’ icons now better represent the availability of their lessons through color.
– Corrected voiceover for innkeeper in Troskowitz.
– Polished physics for all the bridles and chanfrons.
– Improved lipsync across the game.
– Improved descriptions of various items.
– Improved physics of the parsnip.
– Improved physics simulation quality of scabbards.
– Prevented the player from being able to access their inventory while praying at a shrine.
– Changed link for the Plaion web page for help.
Removed the tip icon from certain NPCs who no longer had any new information for the player.
After engaging with the kettle following a game reload, it seems that the controls become stuck or unresponsive. This issue occurs when you’ve used the same kettle to eat something.
– Fixed calculating the Civilians killed statistic.
– Fixed animation of picking up items while holding a bow.
– Fixed guards losing their armour after they kicked player out of the Sigismund’s camp.
– Adjusted the facial expressions during conversations that occur when a character is lying injured, as they were previously malfunctioning.
– Fixed looped drinking sound after being killed when drinking.
As a gamer, I recently took care of a pesky issue where the lockpicking mini-game would still be active even when the cart carrying the chest moved out of my reach. Now, it’s all sorted! The lockpicking game is properly cancelled when the cart moves away, making the gaming experience smoother and more enjoyable for everyone.
– Fixed dead NPCs sometimes T-posing after loading.
– Fixed issues in the mash-eating NPC behavior related to save/load.
As a gamer, I took care of an odd problem where certain water troughs were falsely suggesting that I needed cleaning when I was already sparkling clean. I rectified it!
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2025-03-13 19:38