So we’ve adjusted the capacity of containers as follows: However the capacity of some containers was a little low. Additionally we’ve reduced time to recover from dodging when you have no stamina by 50%, so Kara should be able to get moving again in combat much quicker.Ĭrafting containers for your boat is a great way of increasing the amount of items you can store, and they’re perfect for holding items you don’t need to consume all the time. So we’ve increased the backup stamina recharge rate by 25%. Stamina is a key resource for Kara, and it perhaps recharged a little too slowly. So we’ve changed it to only appear one time just before food goes off and then a final “Food has gone bad” pop-up appears. Previously it popped-up as food got 30% of the way to rotting, and some users interpreted this as the food having gone bad already. All cooked meat will last for 50 minutes instead of 30.Īdditionally there’s been some confusion around the “Food has degraded” pop-up. All raw meat will last for 30 minutes instead of 20. Berries and mushrooms will last for 40 minutes instead of 30. These should make a big difference for players who have been struggling managing their food and hunger levels. So we’ve made a few changes to how quickly different types of food go bad. Some of you have told us that food goes bad too quickly and makes the game too punishing. Only items in "Held" inventory slots are retained upon death Combat difficulty is easier than in Survivalist Mode. Chapter progress is retained upon death, no more going back to Chapter 1. Boat is retained upon death, go through the portal and you’ll be reunited with it. This is now the default mode when you start a new game. This is in English first, but localised text will follow. We’ve renamed Storyteller to Adventurer mode, and updated the description of the difficulty modes to make the difference between the two modes clearer. The feedback we’ve got is that parts of Storyteller felt too punishing, and it wasn’t clear what the difference was between Survivalist and Storyteller. We already auto-saved when you successfully emerge from The Crossing and begin the next chapter, and this remains the case. We’ve also added an additional auto-save as you use the final Nautilus key before Kara enters The Crossing. We’ve added auto-saving as you acquire each Nautilus key. The next biggest and most consistent theme we see in your feedback is that you want the game to save your progression automatically. Email them to brent (at) 5livesstudios (dot) comĬ:\Users\\AppData\LocalLow\5 Lives Studios\Windbound\player.logĪnd if there’s a crash dump it’s located here:Ĭ:\Users\\AppData\Local\Temp\5 Lives Studios\Windbound\Crashes We really want to resolve these issues as quickly as we can, so what would help us enormously is that if you do experience a crash after this update you send us your log and crash dump files. We’ve addressed a bunch of issues with this update, but we’d like to ask for your help in tracking down any remaining crashes. But right now here’s what’s changed in our first update on PC (with consoles to follow). We can’t address every piece of feedback in a single update, but please know that we are working through it all and we will be providing more updates (and additional features and content) in the future. Thanks so much for playing Windbound, and also for taking the time to give us your feedback.
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