v0.28 - Upgrade to UE 5.4, Destructible Furniture and more Loot
Another tech upgrade to run on UE 5.4 among several fixes and improvements.
UE 5.4
With this version some optimization have started for Birthright with things that was added when upgrading to UE 5.
Nanite has been tested since UE 5 now and it does cost a lot of CPU when benchmarked. It does solve what it is supposed to, but having no real need for extremely complex meshes it cost much more than what you get from a games perspective.
This means moving forward Nanite is being completely disabled and removed, already with this patch most meshes has already been disabled.
Another big cleanup has been Foilage this patch. Several grass foilage had not been converted correctly to use Material Instances, hence cost a lot more than they should. This has generated a good frame rate bump even on powerful hardware for high density foilage settings.
Lastly UE 5.4 now finally introduce multi-threaded rendering thread, similar to what Cyberpunks engine did to handle a lot of graphical effects and actors. Demos from Epic maybe promise more gain on rendering thread than what most game developers report they get, but it is indeed a noticable improvement when benchmarked in Birthright.
Destructible Furniture
During upgrade to UE5 all the destructible furniture in Dungeons was unable to auto-convert to the new Chaos destruction in UE5.
Now they are finally all back and converted to Chaos. This means that they all have proper anchoring for integrity (fence poles in the ground are bearing structurally etc).
Also using weapons now properly work on all items to smash and destroy.
This also include all breakable lootables such as Urns, Barrells, Vases (you still need to step on them after smashing to loot the coins they spill).
Next step with Chaos has been started on the final Destructible Sieges to use Catapults/Ballistas to take out the front or a wall. This already has an internal demo now (again, but don't miss the old PhysX crap) and will cook for a while behind the scenes until it's good enough for introduction. But so far Chaos seems to be mature and ready for this.
Loot
Another change, especially for Dungeons but active in all game modes, is that Player kills now directly make a Loot roll displaying loot in a new UI widget (showing the item and some stats such as Rarity).
This is additional loot meaning you still get the Victory loot after you won. For Dungeons this effectively doubles the loot on all enemies since you get two loot rolls per kill, if you finish the Dungeon. But in large Battles it will give the Player some reason to not hang back and instead try get some kills yourself for some extra loot, especially the big ones that might have really good loot tables. But not being necessary since you still get scavenging loot like before on all dead opponents. All game modes have this so even Siege, Skirmish and Arenas.
These loot rolls use the Characters personal Loot Table. Which is not the same as the Scavenging or Dungeon loot tables used for victory loot.
This makes loot more of a constant thing happening and can act as a driving factor, buffing early game a bit while having small impact on late game. And the game was always meant to be loot heavy, many items and micro-managed. This is a step in that direction.
Other notable fixes
Added a slight force backwards when hit blocking with a shield
Max Speed on World Map has been increased by 50% giving more room for stacking buffs
New Multi-Select UI widget when selling and buying part stacks
Fixed clicking Accept Contract when promoting a family member to Lord (thanks to Jano)
Increased eye adaption brightness in combat to better handle very dark Dungeons or Skirmishes
Victory Panel after combat now plays a Positiive/Negative sound depending on outcome
Fixed opening Map being blank until moving the map
Several fixes around Loader and starting combat to streamline things
v0.27 - Vertex Animated Textures, new Melee collision and UE5.3
This patch introduce Vertex Animated Textures on Horses, new super performant accurate melee collision and tons of bug fixes along new items and characters.
Also upgraded to UE 5.3 and hopefully next patch will bring 5.4.
VAT
Vertex Animated Textures was added as a new feature in Unreal Engine 5 to support bigger crowds. It's the most used technique to handle big crowds of characters that normally use expensive Skeleton Meshes for animations.
Horses have completely been converted using VAT, which was a heavy performance cost late game with many mounted soldiers. They have a complex expensive Skeleton bone structure so this is a huge performance save late game and for bigger heavy armies.
Soldiers generally are not planned right now to be converted due to unable to have free movement mixed with torso making attacks.
However Undeads will most probably be converted using VAT because there it would be fine for more static attacks that are in place. But would make it possible to have larger zergs of undeads. So this is something being looked at for coming patches.
This will also make it easier to make animated characters on World Map and still be very performant.
Since dedicated servers do not use GPU, Horses will run using their Skeleton Collision Asset when needed instead on server side. But this is very performant and still makes Horses extremely cheap, not only for Clients.
Melee Collision
Finally we have a multi-threaded and super performant solution for all combat collision. Which scales way beyond the future needs. It is also very accurate even with high velocity like horse riding.
This system is now regarded as feature complete and production ready. A big important feature moving forward. The backbone of combat.
Dedicated Server / Multiplayer
There has been a heavy focus on honing multiplayer and lots of bugs have been fixed. And the next step now will be to try test with much more players on server than 3-4 which has been the max so far.
Reconnection for Players in Combat should now work properly.
Performance in Combat with several players have been heavily refined and tuned with congestion control of resources (bandwith) when replicating larger battles and several players.
Other
Some minor things to be mentioned:
Character Dialogues has a new UI
Settlement Extensions has a new UI design with new filter buttons
Selling prisoners in Arena now correctly update UI widget prisoner counter
Settlement Markets now show a Sell Junk (all) button for Players
Tropical battle levels have had several fixes to the grass and water
Spawns of all kinds on World Map have increased slightly for Players
Added animation effect on new contracts in World HUD
Fixed a naked neck issue on characters
Player Horse when dismounted now stays around rather than start running
Unreal Engine updated to v5.3
Plus too many changes/additions to be listed in Data (items/characters/missions/titles etc)
v0.26 - Limb Dismemberment, New Food system and New spawn system
Dismemberment and Gore
Mesh Merging is finilized this Patch by now also include Horses. At the same time several optimizations were done on Horses, and like Humans same equiped models share instances for best performance and memory footprint.
Now when we are done introducing Mesh Merging, Dismemberment of Limbs is back for more Gore! As of now only on Humans but will add for Horses and more in later Patches.
New Food System
The food system has revamp all food and ingredients. Previously some complex food required 4-5 ingredients which is extremely hard to maintain for little benefit. And Bread was the king of foods to maintain your army.
Many ingredients now have been cut down to reduce the clutter (example only 2 types of fishes now exist + 1 very special, the Gold Eel). While making the cooked food easier to make it overal feels like there are much more Food options now compared to before. To balance this one new ingredient were added: Salt. (Mines produce Salt in various degree depending on Upgrade).
Now each of the better cooked food require 2-3 ingredients only and each give a unique Buff to everyone eating it.
Beer Barrels also give a hefty combat Buff if Soldiers consume it with Food. But ifthere is no food, they will get a bad debuff because of drinking on empty stomach.
New Spawn Systems
On World Map spawning was previously based on Pathing to Player which was not reliable enough for many scenarious. So now it strictly use placed areas on the World Map for all types of spawns to make sure it is controlled (example nothing can no longer spawn in the vicinity of The Citadel unless it's a special City POI's that should spawn there).
Combat Spawn is also heavily changed because the previous way could not handle the Chaos that errupts when you push to the extreme with several Lords/Players entering on both sides for Battles/Sieges. Or if anyones army is camping on spawn positions when Reserves spawn, eventually something would go wrong. Now it will properly probe a grid of 100 possible spots simulating insertion of a Character + Horse to find a safe spot, for each character.
Other fixes
Fight Pit has been rebalanced to better increase the difficulty when joining the tryout quest. And with it the rewards are much greater Arenas now pay more for sold Prisoners
Initial Start Story has changed all Food the Player can get at start
Changed minimum Spawn in combat from 5 to 20 regardless of Spawn Ratio
Fixed MP server event when a Player joins the server to display Long Title
Fixed rider immdeiately falling to ground when Horse is killed
Fixed a bug in arena/fight pit where Player could loose army
Fixed a bug when Player used Bow
Fixed Weekly event Wheel of Fortunes spawn point in The Citadel
Fixed MP fetching childrens families in Family Panel
Fixed several issues with Siege Progress marker
Fixed a spawn point issues in WestmarkVillage2 map
Fixed several issues in Fight Pit/Arena thanks to reports from Rigo1
Fixed Red Sea (Desert) Tax to be properly saved when changed
Fixed Desert random Battle Maps does not include Village maps
Fixed UI bug when talking to Follower from Character Panel
v0.25 - Promote Family Members & Mesh Merging
Promote Family
You can now Promote family members (Family Panel), for a fee to Notarie, making the family member a full Lord operating on their own under your House.
Basic Commands can be given from afar using 1 Raven:
Collect Taxes (House owned Settlements)
Recruit (If enough Coins)
Patrol
Follow Me
You can Trade and Transfer soldiers to manage the Promoted Lords. Food Collection will be done automatically with a growing Army. But it will take time for them to build up on food themselves.
They have same food and upkeep consumption as other Lords depending on Army size.
Keep in mind this is useful in Mid/End-Game and Early game it will be too hard to sustain the upkeep of several armies. And with no respectable army they will be easy prey for hostile Lords. Without any particular order they will act on their own for the House just like any other Lord. With their own Personality based on their Tarot cards.
After your first Settlement it's a good time to Promote someone.
Mesh Merging & Optimization
Modular Characters are now merged into a single mesh to increase performance in combat, effectively reducing the draw calls to 20% on the GPU. Each combination of equipment generate one single body that is shared among everyone with the same look. The memory footprint is therefore also minimal, compared to before. Especially when having big Battles/Sieges.
Combat system is still modular when calculating hit body parts.
This is same in SP and MP.
Combat
MP replication in Combat has been heavily optimized. Makingit smoother on clients and reduced bandwidth.
Combat Camera now defaults to 75 degrees FOV.
Hit Sounds now have 5 new different sounds covering all Armor Types (before simplified into 3 light/medium/heavy).
Ranged damage has been nerfed by 40% from Stat gains, not weapons damage
Combat Camera Vertical/Horizontal position can now be adjusted in Options UI Settings
Several Combat Animations have been changed
Spawning logic for Characters in levels have been reworked
Fixed a mounted character dying bug using animation to now use ragdoll instead
Fixed several Wolf sounds
Fixed several Undead sounds
Fixed several Humanoid sounds
Fixed Medium Armored Troll animations and ability to equip any 2-hander as 1-hander
Fixed combat rotation for AI to now rely on Dexterity
MP Fixed Combat Formation selection
World Map
World Map now has WASD Camera movement and Q/E rotation as default, Can be changed in Keybindings.
LMB/RMB now both are same functionality
New Character Preview in Character Panel
New unique background images for all Extensions
New Permanently Delete Button on Contracts
Granaries now more properly calculate correct Food consumption of connected Settlement and try to stock up 5 days of food
Settlements being taken over now send Raven message to Owner along with World Event
Settlement Extensions UI remade and everyone got unique backgrounds
Settlement Extension building time reduced by 50%
Settlements now start with more Materials on New Game making first few days easier
Birds have been simplified to only have Ravens now
Added mouse panning in Lineage Tab in Family Panel to pan around freely
Removed collision on all houses, only Walls have it now
Removed 4 types of Berries reducing unnecessary complexity
Undead Dialogues now got a new unique background
Decreased radius World Extensions show their Widget
Fixed several bugs around Ongoing Battle Marker simulating AI vs AI
Fixed Settlement Crafting to show max Durability
Fixed Settlement being taken over sometimes showed wrong State afterwards
Fixed several bugs around Army Food Consumption
Fixed Leandra Story when falling down breaking the leg it can be healed with sticks/bandages
Fixed that sometimes the wrong Terrain was shown
Fixed Event Filter buttons styling having rounded boxes after UE5 update
Fixed several Character Templates stats to better balance them
Fixed some wrong weapons in starter Equipment for Characters
Fixed immigrants not targeting full Settlements as much
Fixed Family Panel start text
MP Trade Coins between Players now working
MP Fixed Coins update when trading with other Lords
Next Patch
Big thanks to Amarum & Co for helping out with testing MP and many players in battle!
Next focus will be to start making Tutorials, something that have been asked for. As well as expand World AI and End Game even more.
v0.24.3 - Combat & Bug Fixes
Added Target Attack Directions in UI
Changed Combat Camera positioning
Character Panel can now be opened on top of Settlement/Story Dialogues
Food Item Description has been updated to not state ingredients as actual Cooked Food
Apples & Fruits now count as Cooked Food for Soldiers as an early game option
Fixed Horses turn rate should no longer depend on frame rate
Fixed Keybindings for Attack Directions
Fixed Lord Dialogues continuous offering Alliance
Fixed broken Dialogue Condition to check if player owns Settlement
Fixed Leandra Dialogue missing rejoin option after fallen in combat
Fixed SnowyVillage1 map start positions and a static object in the sky
Fixed Village3 map start positions
Fixed Black Scorpions face direction
Fixed Morning Update to lock Settlements that Players are visiting to avoid a crash that could happen if Player changed Data during this time
v0.24.1 - Siege Checkpoints, Combat balancing and bug fixes
Combat Changes
The previous way of handling Armor and Armor Penetration along with the balancing made it more step-wise meaning it often came down to Equipment vs Equipment. Some items would feel like you grew a lot in power while others hardly at all.
Now there are several changes made how to calculate Damage and Armor/Penetration. Effectively making it more linear with stats counting a bit more than before. Armor is generally 15% higher while Armor Penetration has been nerfed with about 50% on 1-hand/ranged weapons, and only about 15% on 2-hand weapons.
Stat contribution is now: 0.5 * Primary Stat + 0.25 * Secondary Stat Melee/Ranged has Strength/Dexterity switched.
Sieges finally has Checkpoints that can be overtaken by Attackers over time if no Defender enters the area.
Wolves has been buffed a bit but are still fairly easy early game.
Troll hits now makes a Power skill check to determine if Target falls to the ground.
Combat AI now has a different flow using Formations vs Charge.
Combat AI also use more variation in Formations depending on their own category (infantry/ranged/polearm/mounted).
General
Player death has always been a dear thing for us, but maybe not for all Players ;) So over time in this project it has been slightly nerfed bit by bit until you could barely even die in Skirmishes. Now with Spouses being easier than ever to get for Family we have removed most of these simplifications. But you can always change Hardcore settings in Options.
The 3 Game Modes now work as follows: Hardcore - Default setting. Player dies in Skirmishes and Dungeons but not in Battles/Sieges. Softcore - As Hardcore but Death only occur if Player has a Family and inheritance. No Death - Softest of the softest.
There are still some Stories/Missions that will start Skirmishes where you can't die by design. But they should be at an absolute minimum now.
Other additions
Increased starting coins effectively removing the worst outcomes where you are severely punished early game with almost nothing in the pockets.
Stables Extension now gives the option for Characters with Horse to change horseshoes for a fee, granting a small speed buff.
Church Extension now offer Player healing for free and Followers for a donation (Soldiers are not healed and mostly useful early game before you are set with healing items for the army).
Combat HUD added mounted horse and Health bar.
Settlement UI changed with Extensions in the middle more in focus and sorted the same way in Village/Castle/City (Tavern first).
Added several new Event Sounds on World Map.
Minor fixes
Fixed several spawn points in combat and a severe spawn issue in places where terrain and static meshes overlapped.
Fixed several sounds in combat and on world map.
Fixed repeating Faction Lord missions.
Fixed mission failed/success UI cleanup in Multiplayer.
Fixed filtering bug in Character Panel when you had soldiers with level up.
Fixed your own children could show up as Spouses (We are not taking it that far yet ;)).
Fixed children inheriting Titles correctly depending on Family Primogeniture.
Fixed a bug in AI vs AI Battles cleanup.
Fixed Desert Castle Road texture gone missing.
Fixed transferring large search result of Spouses in Multiplayer to Client.
Fixed World HUD showing regional name rather than Terrain Type.
v0.24 - Spouses, Combat and UE upgrade
Not compatible with old save game versions
This version upgrades to UE5.1.1 and take several steps towards the end game Kings & Queens.
Spouses & Families
The Family system has been updated both technically to handle massive relationship data to introducing Lineage UI. Finding a Spouse among Lords is revamped together with how Children are generated in Families
Number of Children, starting bonus Stats and Marriage Cost all depend on how well the Spouse Tarot Backgrounds match. Each of the 3 cards could be a Normal Match (both have same card) and a Perfect Match (also flipped the same). More matches gives higher bonus to children.
Race on Children are random from both parents Race, matching the Portrait.
You can now open a Find Spouse UI by Right Click any family character and choose "Find Spouse" in the context menu.
This will show all the matches current Lords have for this Character. Keep in mind that Lords in Prison and similar are not offering any marriage until free.
Titles are everything in the Kingdom. And few Lords will make any offer unless you are at least a Lord in title. Building your first House (any level) will now grant you the first Lord Title. This is much lower in Rank than a Settlement Lord Title but gives you a foot in for marriages. So don't expect a Council Member in the Citadel to offer you a marriage just because you built a House on the country side.
Alliances can influence strongly though and make Title Rank matter less when Lords decide on offering marriage.
Lineage Family Tree
A new section in Family Panel called Lineage Tree is now added that renders the full Lineage of Player Character.
World Map
AI now have a complete Private Strategy based on their Tarot Backgrounds and other factors such as army size, money, income, recruitment, reputations, world turmoil state etc. They will now also take personal decisions to go Siege someone they really dislike.
Combat is now completely streamlined between SP & MP how it start and update result afterwards. This means SP now also shows the Ongoing Battle Marker on the World Map when AI vs AI is happening. Players and AI use this to coordinate and join different sides.
Because of this AI in SP can now make much better decisions when choosing side in battle.
Combat
All Attacks are now using Draw-Hold-Release mechanics. This means it's easier to aim and time the attacks, while also being a important part for coming features to combat.
Attacks are also stopped on hit and bounced back, except killing blows. This change the speed and tempo of close combat.
AI has been updated with more complex movement patterns in close combat, and how they reason around attack directions. Unit Officers will use even more formation tactics.
Units are now limited to Officer + 11 Soldiers. And 4 Units per Lord/Army.
Characters with Hit Thru Attacks, such as a Trolls or Minotaurs, will give one hit per character on each swing to not one shot everyone under certain conditions.
Soldiers Health Bar Nameplates are now either Red for enemies or Blue for friendlies. Using Faction Colors became too messy in bigger fights and more confusing than anything.
Last Words
There are too many bug fixes and adjustments to list but a big big thanks to Amarum as always for debugging and finding things :) And Zetchas Cain for helping with Combat!
v0.23 - UE5 transition cleanup, Combat changes and Titles
This Patch has tons of fixes and balancing after the UE5 upgrade. Combat been changed using UE's own Ability system for better result in Multiplayer, tweaked animation speeds and re balanced all weapons/armor and HP calculations. Portraits and illustrations has been changed to computer generated ones, something we will continue to delve into.
Combat
We now use the Ability system in UE5. And it seems to work very well both for SP and MP. This is a better system to work with and opens up much better support for future improvements. It also solved the Client prediction needed for Players in Multiplayer combat.
Most weapons work the same, if they had a High Mode before they do now too. In the future High Mode will be used for making Combos.
Weapons and Armor have all been re balanced (special thanks to Zethcas Cane) and HP calculations are lowered. Early game Bandits/Undeads/Wolfs are now much less dangerous and the starting weapon is enough to handle them using Parry/Block. This makes Early Game much easier to get into while equipment have better spread and make more impact when upgrading.
Titles
This is a fundamental feature for the upcoming Kings & Queens patch. But is released now and in full effect.
The new Title system is the foundation of what access a character has in the World. And Long titles are now full length of all combined Titles in increasing Rank. Long Title example: "Lord of Hollybrook, Warden of The North and Keeper of the Seals"
Rank is a Titles measurement of how high status it holds. All Titles with higher or equal Rank to Wardens now grants their children the Prince/Princess Title. This will give better chance for more and stronger children and status.
Each Region now has their own Capital and the owner is granted the Warden Title for that Region.
Access in UI or for AI is controlled thru Rights that each Titles grant the character. So a Settlement Lord can access more Management and collect taxes because of the Title, and each Settlement can have one appointed Chamberlain that also has certain access to help maintain Settlements.
This system will be heavily used in future Kings & Queens patch to control High Society relationships, invitations and access to marriages/alliances/banquettes.
Portraits and Illustrations
All Portraits and Illustrations are now replaced with computer generated images :) Yes they are not perfect but the amount we can get is staggering, and we thought it gives much better feeling and ambiance being able to match regions. This will be improved on over time, and more additions.
This also introduced defined Races that correspond to each region. Having Children with a Nord will most probably give that look and so forth. Race has no other meaning than looks in the game and will most probably never affect anything else. Gender will have an effect though in the game.
v0.22 - UE5 Upgrade and Optimizations
Finally the project is converted to Unreal Engine 5. This has been a monumental task and we are super happy it's done and over with :) Moving forward we can now focus on new features and content with shiny new tools.
Most things should be the same, while everything has changed under the hood. The physics and collision system is completely new, static meshes are converted to Nanite meshes, completely new destruction system etc (check UE5 if interested in all cool stuff).
However Lumen is currently not enabled due to targeting more like 30fps, but we will eventually enable it due to UE improving this for games.
Collision, Physics and Destruction
This is a completely new system in UE5 which has a major impact on Birthright's combat. The melee weapon collision is rewritten using the new system.
Basically for Birthright this is just goodness compared to the previous Nvidia PhysX system we used. It's also built with Multiplayer in mind, so Dedicated Servers will now run a fixed update rate on physics, making it possible to sync clients much easier compared to variable update rate.
The new destruction system (Chaos) is incredible much better than the Nvidia system previously used. We already made simple tests using Catapults and destructible Walls and dynamic NavMesh etc seems to work fine. So a future Siege Patch will be planned now.
Optimizations
After conversion was done we did some deep analyzing and monitoring performance. And for combat the biggest bottleneck is Animations. Therefore we started remaking Animation logic according to the new Multi Threaded model that UE5 supports. This enables using a Proxy object to copy data between threads and run necessary update logic on a thread rather than the main thread. We will continuously make improvements around Animations coming patches due to this. But already there is a good improvement in performance.
Nanite Meshes & Virtual Textures
Most Static Meshes are converted to Nanite for performance and removing the need for LODs. And UE5.1 already released support for Foilage being Nanite Meshes too. This will be updated in coming patches.
And all Textures are now UE5's Virtual Textures making things more video memory optimized while even and crisp over longer distances.
Big thanks to Amarum for testing during development!
v0.21.1 - New Sickness and Prosperity
Settlement Sickness and Prosperity
Now it has much better simulation with natural Population Sickness. Morning Events tagged with Sickness will also create an outbreak.
The total Extensions Prosperity bonus in a Settlement will act as a buffer so when Prosperity falls below, it will help pull it up again over time.
Health Extensions such as Alchemy or Hospitalis is now healing their Passive % each morning. Acting like a buffer for large outbreaks in the population. Making sure the Settlement recover in a timely manner.
Having a large population will protect you more from daily natural sickness, but outbreaks will be more severe.
AI will now more often build Health Extensions in their Settlements, regardless of Tarot Cards backgrounds.
Fixed Reserves spawning
Thanks to FranzMauser on Discord found many performance issues and bugs with Reserve spawning not following the Max Soldiers settings.
Now both sides should be kept more properly to their starting Spawn Ratio. And no side should start tipping over because they die much less often.
Also fixed a bug where you could end up in infinite spawns each tick until all Reserves were spawned, making it extremely performance heavy as a result, or crashing the computer from the pressure.
This affects both Battles and Sieges where you have more total soldiers than your Max Soldiers settings.
Houses, Hillside Gardens and Terrain updates
Hillside has now become the Asian side drawing heavily from Japanese culture. This new Kamura Family have settled in the NW. This area will develop with their own Extensions for producing Silk and Tea.
House Brewmere has been moved to Westmark and become a Minor House only holding 1 Settlement at start.
Old Forest is now it's own Terrain type.
Added over 30 new Music tunes and equal amount of Ambient tracks spread over all the Terrain types on World Map.
Added a Faction Panel (default L) where you can read about each Major House (will add Minor Houses later).
Big thanks to Arconde for working on Houses backgrounds and ideas!
Other fixes and changes
Settlement Army Transfer UI now has Pagination and Filtering to be performant handling large armies (Thanks to FranzMauser for pointing this out)
Fixed several Desert maps start points
Equip/Unequip weapons and armor with Status Effects should now work properly updating Stats
Weapon onHit Status Effects is added generally. Polearms now having a Pierce effect (20% chance of Bleed) and Hammers/Maces have a Blunt effect (150% Durability Damage)
Fixed using Enter to submit Amount in markets
AI will now properly declare War on Player when taking a Settlement from them
Settlement Extension Blacklist have been updated and fixed bug where still some started with forbidden Extensions
Audio Volume Settings now properly apply when starting the game
Horses idle sound in combat should now be more retained when having many horses
Fixed keyboard bindings for Units while Mounted
Family Panel should now explain what it is if opened without having a family
Multiplayer fixed several replication issues and several Players joining Battles should now have a proper Spawn Ratio (before joined Players got 0 ratio)
Multiplayer fixed damage/hit Events to not show between several Players
Settlement Events changed from each Settlement drawing every morning, to now only draw one time per day when any Player visit Settlement. Still they do draw themselves each morning to check if they got special Events such as Sickness, but won't start the quest for it. This makes for much better distribution for the Player not getting duplicate quests as often
As always Big Thanks for testing and balancing to Amarum