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Of Ash And Steel - Two Updates (Playtest)

Hey @everyone! The penultimate update is on the way.In addition to fixing several bugs, it includes the first update to the AI logic related to navigation in difficult terrain and general combat behavior.

Navigation now works on multiple levels: it takes into account the size of a character and their ability to pass through certain areas. Humans can more easily pass through narrow openings, while large monsters know they can’t access certain places. If a path is inaccessible, they will begin wandering around, complicating "cheesing" tactics in hard-to-reach areas. If the AI gets stuck, after a while it will attempt to bypass the obstacle.

A check for close-combat obstacles has also been added for the hero and enemies – it's no longer possible to attack through objects.

Alongside the navigation system, a new ragdoll collision system has been added. It should push characters away from objects upon death to prevent them from falling through geometry. It works in most cases, but if you encounter issues, please report them using the bug report form (preferably with video or screenshot).

UI (User Interface)

  • Added UI when selecting dialogue options

  • Added support for 21:9 monitors

  • Fixed journal log UI for 16:10 aspect ratio

  • Fixed Ranta's deck UI for 16:10 aspect ratio

  • Fixed stat bonus notifications

  • Fixed the buff bar at the campfire

  • Adjusted UI when talking to NPCs

  • Improved bulletin board display across different screen ratios

  • Improved multiple UI screens (trading, skills, crafting) for various aspect ratios

  • Dialogue volume slider now works as intended

  • Fixed issue where changing the run/interact keys broke pickpocketing

  • Fixed UI widgets during dialogue

  • Added quick save/load from the system menu

  • Added quick option selection in the evil rat cutscene

  • Added notification cutoff for pop-ups

AI

  • Fixed AI behavior when knocked down

  • Fixed pathfinding to NPC work tasks

  • Adjusted enemy tag logic for NPCs

  • Fixed cases where AI wouldn't draw weapons

  • Expanded pathfinding for characters of different sizes

  • Characters now regenerate health after some time

  • Fixed AI logic after recovering from combat

  • Skeletons no longer fight for the player (LOL)

  • Fixed NPC weapon pickup logic

  • Adjusted strafing logic for AI

Gameplay

  • Fixed cases where underwater effects wouldn't clear

  • Fixed controller logic when using peaceful/interactable objects

  • Added logic to select items from a stack if inventory is full

  • Adjusted heavy strike logic

  • Fixed some lumberjack quests

  • Adjusted logic for saving the game during simultaneous death/save events

  • Fixed amulet earring on loading screen

  • Intoxication effect now properly wears off

  • Improved interaction targeting when characters are asleep

  • Fixed NPCs standing up with 0 HP instead of 1 HP

  • Fixed damage logic when enemy had no stamina, near-zero HP, or was parried

  • Sprint button spam no longer bypasses status effects

  • Added extra ragdoll check on enemy death

  • Fixed bug that allowed multiple prayer bonuses at once

  • Fixed stamina drain when jumping into water

  • Improved melee weapon tracing (especially for rapiers and daggers)

  • Fixed interaction issues between carried items and ladders

  • Washing effect now persists after reloading + blood can be washed off in a barrel

  • Fixed Vimon’s voice and combat stance

  • Fixed squatting with a torch

  • Reworked particle logic on loot-carrying characters (no more duplication)

  • Fixed death-from-fall bug where characters could stretch/spin in geometry

  • NPCs now return to normal movement speed after combat

  • Fixed loss of control after Alt-Tab

  • Characters no longer track targets with their heads from long distances

  • Fixed interactions with boxes and barrels

  • Improved leg IK (inverse kinematics)

  • Items in quickslots now replenish when looted

  • Added logic for entering water backwards

  • Fixed NPCs getting stuck when changing weapons

  • Added backup save logic for broken save slots

  • Fixed set bonus logic (no longer duplicates after loading)

  • Improved underwater post-processing (no more night glowing)

  • Fixed bow display when jumping into water

Minor Fixes

  • Improved ladder interaction

  • Fixed death sound (no more screamer)

  • Added clothing mask in main menu

  • Fixed cursor resetting after loading

  • If a bow is equipped, its sound no longer plays on load

  • Fixed fishing float behavior

  • Fixed boat collisions

  • Fixed dirt decal on character neck

  • Fixed several rivers

  • Fixed some localization

  • Improved control when dragging barrels

  • Fixed rare bug when jumping into water and rolling

New

  • Added menu option to change running mode (hold or toggle)

  • Improved AI navigation logic (characters can enter doorways more easily, attempt to free themselves when stuck, and don’t just stand idle at unreachable destinations)

  • Added ability to compare equipped items with merchant wares before purchase (Tab key)

  • Added two Apocrypha with legendary one-handed and two-handed weapons (new game required)

  • Added new ragdoll collision system to push AI away on death to avoid clipping into objects

  • Improved weapon trace logic – players and enemies can no longer hit through objects

JakeTheDog | FF — yesterday at 17:53Hello @everyone! A small Sunday update is coming soon.Besides minor bug fixes, the main focus was on an improved photo mode, so you can take some cool screenshots before the final patch (and the end of playtesting).

Time now freezes, and you can select Tristan’s pose and emotion.

Have fun and share your screenshots in ⁠📸│screenshots!

List:

  • Resolution values now display correctly when switching to Ultra Wide

  • Fixed logic for displaying received recipe texts

  • Fixed barrel interaction message

  • Fixed inability to sit using a gamepad

  • Gamepad control changes no longer reset inversion settings

  • Intoxication effect no longer disappears a few seconds after activating

  • Fixed combat obstacle check logic

  • Fixed grotto guard letting player through after dialogue

  • Arrows now visually update after pickup (+ fixed display after loading)

  • The new fall prevention system no longer resets NPC collider after load

  • Switching weapons in inventory during combat stance now automatically unequips the current weapon

  • Switching from bow to crossbow no longer leaves ammo behind

  • Quiver now properly updates arrow count including the one in hand

  • Fixed characters disappearing if they had no task and appeared far from the player

  • Traps updated (collision, usage, damage)

  • Small AI logic updates

  • Added notification for characteristic/stat potions

  • Critically low stamina allows weak attacks instead of blocking them completely

  • Minor tweaks to the "Hold for Sprint" feature

  • Updated logic for Fangers


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