UI overhaul, level design changes and new combat options, amongst many other things.
Change notes:
Added
- falling through the map should now teleport you back to start of map. Preferably you shouldn't be able to fall through the world, but shit happens
- torches
- codex input mapping under inputs menu
- ability to change building height (shift + scroll)
- added black birds circling overhead of most points of interests (dungeon entrances, camps etc)
- All trees will procedurally spawn a stump when cut and will spawn logs when falling to the ground. Also added effect for tree trunk shrinking when cut as well as tree falling.
- added some more coal to palces missing it
- stun as a status effect
- power attacks that will stun enemies but cost stamina (attack + ctrl)
- dash attack will stun enemies in its path
- 2 troll animations that for some reason wasnt added before
- Quest descriptions for each stage of quests
- ability to spawn specific item in cheat menu
- Actor count in cheat menu, this is for debugging purposes, it counts all actors across the map and displays the count
- goats
Changed
- Removed stamina cost of normal weapon attacks
- Interaction text to be in the middle of the screen
- reduced size of some text widgets
- increased out of combat stamina regen
- nightly spawns should no longer appear near buildings
- hid pubic hair options in menu as they don't currently work
- replaced all ruins with new meshes and made them much bigger (and added a new one as well)
- replaced graycott village with a much larger and more detailed village
- replaced stonhelm castle with a much larger and more detailed castle
- disabled several unused plugins
- changed so that the mouse should always be locked to viewport, even after alt tabbing
- replaced the model of coal ore and the item description
- increased respawn duration all ores
- increased size of iron ore
- increased time before cooked food spoils (from 15 to 30min for standard tier and to 45min for high tier foor)
- added a delay between an item drops and before it is auto picked up
- removed mallet from crafting list as its not used for anything currently
- changed the model of branches to make them easier to spot
- changed the model for wheat
- Reworked UI design across the game
- Journal and codex are now in the same UI, also changed the look of how quests are tracked
- naming the character will now prompt you before starting a new game, to prevent players missing it
- enemies with weapons will have the weapons hidden during scenes
- changed face light to be rectangular for better eye reflections
- changed default keys for dodge, jump and toggle walk (jump = space, dodge = alt, walk = f)
- tweaked jumping to feel better overall and made jump height higher
- quests will now look if item already exist in inventory as well as if its being added when checking for collection/crafting/giving birth
- made limbs harder to cut off enemies and made feet cuttable before death
- tweaked AI to be better at detecting the player and not getting random blackouts mid fight
- Changed AI flocking behaviour to only affect certain AI,s the others will instead have a home location they go back to
- location of character presets, this means some presets will be added by default to all installs. To move your old presets, copy them from%LocalAppData%\UnrealEngine\5.3\Saved to you game folder\WickedIslandFull\Windows\WickedIsland
- Renamed weregoat baby to satyr
- horse is now summoned by a warhorn (item) rather than a key
- Changed horse model and mount system completely to be more fluid in movement and nicer to control
- Disabled enemies/POIs on compass/map until i get it sorted properly
- removed skillpoint gain from discovering landmarks until load/save of them can be fixed
Fixed
- Unable to eat cooked meat
- Can now repair bows
- unable to build after closing build menu using the close button instead of right mouse button
- You should no longer be able to randomly end up on top of dungeons after scenes
- load button sometimes now spawning in main menu even when a save game exists
- NPCs walking away during dialogue (RUDE!)
- unable to sleep unless jumping
- building inside houses should no longer be counted as unstable and break placed object, same goes for cliffs
- cancelling sleep blocking inputs
- trees turning completely invisible at large distances
- presets now work properly without having to spam to add morphs (randomly, thanks unreal, i guess..)
- enemies/npcs sometimes not spawning correctly after level transitions
- blacksmith dialogue not continuing (this prevented initiating trade, which should now work as well)
- name of mayors quest missing
- fixed tattoo intensity to default to higher, making tattoos more visible, also increased max intensity
- items should be refunded when placing a building that instantly breaks
- Isabell quest should now be able to turn in
- rabbit and pig ragdoll
- item auto pickup covering entire map when loading a game
- some followers/pets not following the player (werewolf/werebear/nightmare/drake/minotaur should now follow player)
- being able to sit while swimming
- Minotaur offspring
- Mount point dragon
- build placed sound now playing where building placed, not in a distant galaxy
Performance
- refactored code running on tick to running event based in multiple places
- enabled nanite on more meshes
- tweaked grass for better performance
- optimized sky for medium or lower settings, should add some performance boost
- removed several unoptimized prop meshes that could tank performance for non-nanite systems
- optimized a few shaders to be more performant
- optimized some code for the dragon to make it run in a separate thread
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