Of Ash And Steel - Two Updates (Playtest)
- F0rtuno
- Aug 4
- 4 min read
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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