The Black Death cover
The Black Death screenshot
Genre: Role-playing (RPG), Adventure

The Black Death

Update V0.33 Hotfix #1

Hello everyone,

We have a small update to address some issues that sneaked into update V0.33 here are the hotfix patch notes in full:

Fixes

  • Fixed an issue that would set population of servers to zero on the server browser list
  • Fixed an issue that wouldn't update health of barricades on the player's HUD
  • Fixed an issue that made it impossible to use the context menu on full health structures resulting in them not being able to be destroyed


If you are interested in the full patch notes of update V0.33 you can find them HERE

Thanks everyone for playing and we will see you in Mercia

The S.I.G. Team.

Patch Notes: V0.33

Citizens of Mercia the weeks end approaches and so does an update with new exciting content, a broad range of fixes and further admin tools!


    Find the new relic helmet through world events and dominate Mercia in style

Our first priority this week was fixing the LAN server issues. The latest engine update (4.20) from Unreal came with a bug that caused connections to LAN servers to fail. We looked into their code and managed to fix the problem so you can now connect to your own LAN servers again. While fixing things we thought we would further empower server admins by added extra features. Server admins can now destroy any player built object in their server (even if they are not the owner). We also added two new options to the admin panel (“F8”). Admins can now force destroy all buildings on a server and can also wipe a specific characters save from their server (by using their steam id which you work out here: https://steamidfinder.com/)

Another of our core fixes this week has been working on land claim exploits to help put and end to some exploits being used on the PVE servers. With the fixes out the way we moved on to finishing off some new content we have been working on behind the scenes. New character models, new animations, new relic item etc.

Here are the patch notes in full:

New:

  • Now all new spawn players start in their underwear
  • Added underwear models for both male and females
  • Added more options to the admin menu (you can now clear all buildings on the server as well as deleting a specific players save file on the server)
  • Added the ability for server admins to be able to destroy any building (even if they are not the original creator)
  • Added new relic event which contains a rare helmet
  • Added functionality to allow female versions of equipped clothing (currently limited to primitive vest)
  • Added new animations for the dagger weilding Ai: parried, idle close to player, blocking idle, blocking hit react, heavy strike 01 and heavy strike 02
  • Added new primitive clothing recipes (primitive vest, primitive trousers, fingerless gloves)
  • Added new potato procedural resource
  • Added new potato stew recipe under the food filter in the inventory


    NPC dagger animations added and soon will be added for the player's attacks

Updated:

  • Server names can now have spaces in them
  • The beggars customisation restrictions have been removed and you can now customise their head and hair like as with the other professions
  • Updated character create UI for the new clothing spawning and we also added a fade on gender switch to cover up the mesh swap
  • Inventory and utility recipe lists now have all unlocked recipes at the top then locked after that to make it easier to use
  • Updated/added sounds to some AI dagger animations
  • The tent is now a bed roll and has a new sleeping bag model and is unlocked earlier
  • Tweaked all clothing meshes to fit new underwear models
  • Tweaked the HUD building timer and icon to be more minimalistic


    Enjoy deeper customisation with new underwear clothing for male and female characters

Fixes:

  • Fixed a Unreal Engine 4.20 LAN connection issues, so you can now connect to your LAN servers again
  • Fixed bug which stopped you setting the server name in the server settings config
  • Fixed distance checks for placing different sized land claims so they don’t overlap
  • Fixed a bug which stopped doing your sprint animations on other clients view of you
  • Fixed a bug which caused players to have to relog in order for the land claim permission toggle changes to take effect
  • Fixed a bug where using next on head options wouldn’t loop round to the beginning of the array again when it hit the last head option
  • Fixed bug where UI armour value on inventory items would get rounded to the nearest int, instead of being to a decimal value
  • Fixed a bug that caused siege weapons to disappear after construction
  • Fixed a bug which stopped you getting guild points for land claims
  • Fixes to blueprint errors in the HUD
  • Possible fix added for flickering green
  • Fixes to French and German localisation
  • Fixes to animation backend for the dagger weilding AI


    Additional admin control has been added for your rented/created servers

Balancing:

  • Re-ordered campfire and cooked fish recipes to be unlocked earlier
  • Small bag is now unlocked automatically and requires animal pelt
  • Increased the amount of resources that spawn procedurally around the world.

Known Bugs

  • Some NPCs will deal no damage with bone club attacks

As always, thanks for all of your bug reports and thanks for playing!

// The SIG Team

Patch Notes: V0.32 Hotfix #1



Gather round Citizens of Mercia we have a new update for you, full of fixes, quality of life improvements as well as the introduction of ingame server admin tools!

One of the bigger things we have been working on so far this week is a first pass at ingame server admin tools. Players can now press “F8” (by default) to bring up the admin console menu. Upon entering the correct server password you can access tools allowing a range of functionality; from flying, giving gold and xp to spawning in items and kicking specific players. We will build on this adding more functionality and cleaning up the UI over the following builds.



We have also been making good progress crushing a few bugs that came around with the upgrade to Unreal engine Version 4.20, namely some interacting with object problems as well as issues with procedural resources spread and the gold transfer from lootables. We have also added in some quality of life improvements based off community feedback such as auto closing the loot window when you loot all and being able to use items from/while in your storage.

Here are the patch notes in full:


New:

  • Added a admin menu (“F8” by default) which if you have the server password, gives you access to server admin controls
  • You can now use items directly from storage and lootables
  • Added a new light attack animation to thief ai
  • Wheat, Oat and Sugar crops now spawn procedurally (on farmland) around the world

Updated:

  • HUD chat box tweaked to make it less obtrusive while playing
  • Updated looting menu so now, clicking “Loot All” automatically closes the inventory
  • Tweaked some HUD elements and made it so things fade out partially when they are not currently relevant to the player
  • Tweaked player camera

Fixes:

  • Fixes added for problems with interacting with items in the world (crosshair, trace blocking etc)
  • Fixed a bug that caused gold not to get moved into your inventory when using loot all
  • Fixed it so you can no longer jump/crouch through Kingdom Keep windows to gain access to a player’s base
  • Fixed a bug which caused Ai with bone clubs to not cause damage
  • Players can now retrieve farmer contracts from prisoners, peasant contracts are now separate and for recipes only and can also be obtained from prisoners
  • Fixed a bug which caused Merchant NPC contracts to be unattainable
  • Fixed bugs that could cause NPCs to spawn on top of roofs
  • Fixed locked door animation bug
  • Fix added for a bug which could cause the using item sound in the inventory to be cut off before it had finished
  • Fixed a bug that stopped some ranged ai from doing close up melee damage
  • Fixes for friendly Ai: Head to rotate towards players, blood effects now trigger on them, distance anims and randomisations
  • Fix for Ai not keeping in up close upper body pose while near the player
  • Fix for the quest in the top right hud scale issue after engine upgrade
  • Fix added to make procedural wells make water sound when used
  • Fixes to stop ai sliding around on the floor

Balancing:

  • Carry weight for bags has been tweaked. There is now increased weight between tiers
  • Campfires now save and decay like tents rather than being destroyed after a short period of time
  • Rebalanced campfire and cooking recipes to require kindling

Known Bugs:

  • Barricades take damage but their health bars don’t update correctly


As always, thanks for all of your bug reports and thanks for playing!

// The SIG Team

Patch Notes: V0.32



Welcome citizens of Mercia,

We have built another large update for the black death, this version focuses on upgrading the unreal engine version and solidifying door and land claim ownership systems to provide a smoother and more enjoyable experience. This update also lays down strong foundations for us to add more content in the near future and aid us in solidifying the black death’s core mechanics.

WARNING: DUE TO SYSTEM CHANGES THIS UPDATE MAY WIPE PLAYER BUILT STRUCTURES BUT SHOULDN’T EFFECT CHARACTER PROGRESSION

As a side note, the update for engine version 4.20 may cause issues that are unforeseen and we are prepared to fix issues as fast as possible so please don’t hesitate to let us know of any issues.

Here are the patch notes in full:

New:

  • Upgraded to Unreal Engine Version 4.20
  • Doors now have permission settings on them (if you are the owner you can set it to either self or guild)
  • Land claims come in three sizes (crafted), land claim, town land claim and kingdom land claim. The owner can set permission to build on their land to self only or Guild). Other people can no longer access the other player's land claims
  • Caged prisoners that provide a range of contracts
  • Dead bodies spawn pools of blood
  • Players now spawn at random safehaven towns across the map instead of just at freemans port
  • Mercenary and thief NPC enemies
  • A.I. dagger attack logic and animations
  • Anti-cheating security measures for VAC banning


Updated:

  • Updated A.I. animation system to allow seamless transitions between full body and upper body animations
  • Updated behaviour of A.I., they will flank more and be more varied at a distance
  • A.I. play a blend of a death animation and ragdoll when they are killed now
  • Updated and tweaks to the player movement system
  • Updated procedural placement systems to be more responsive and consistent for A.I. and resources.
  • Updated tutorial to include new changes to mechanics
  • Storage has been changed to be a weight system instead of slots
  • UI popup added for when you hit max storage in a chest
  • When taking items from storage you now get the option to take the entire stack and to take just one item
  • Tweaks to the HUD to make it more immersive
  • A.I. get bloody when hit
  • Hit blood vfx updated
  • Temporary tweaks to bow
  • Added a fade to black transition from server browser when you enter a match
  • Updated version number
  • Primitive wells now spawn around the world to provide dirty water instead of puddles

Fixes:

  • Fixes added for various exploits
  • Fixes for some rare client side crashes
  • Fixes added to help stop land claims from being able to overlap
  • Fixed name bug where Ale would say “Resource” in the UI
  • UI fixes across the entire game because of engine update
  • Fixed a bug which caused you not to play an animation when you used a lock door
  • Fixes added for A.I. perception

Balancing:

  • Town Earls now sell royal items and no longer sell contracts, because of the new prisoner mechanic and craftable land claims
  • Wardrobes now have greater storage capacity and re-balanced recipe requirements

Optimisations:

  • Large optimisation to networking

Known Bugs:

  • Fishing is currently not functional


As always, thanks for all of your bug reports and thanks for playing!

// The SIG Team

Dev Blog #64: Exploits & Cheating, Dev Updates, Unreal Engine Upgrade & Community Extras

Greetings plagued ones, and welcome to Dev Blog #64!

Apologies for the large gap between blogs, we have been very busy with V0.30, V0.31 and our Hot fixes in-between. In this issue we will be taking a look at what we have been working on, fixing exploits, clamping down on cheats and our Unreal Engine Upgrade.

Exploits And Cheating



Thanks to our diligent community we are aware of serious issues related to exploiting/duplicating items and players using cheats on our official servers, so we are currently working on solutions to combat it, the coming unreal engine upgrade will make it easier to locate and ban cheaters alongside this.

Dev Updates



In this Dev Blog we will be taking a look at a lot of different content features that we have been working on!

Prisoners And Contracts

We are expanding recipes and creating new items to require contracts for example the trebuchet requiring the “sapper contract” and to help extend this system you will be able to obtain contracts from prisoners that you can free from bandit camps all around the world, this system will be placed procedurally within bandit areas allowing you to acquire contract items from other sources rather than just your local town earl. Why don’t you save your next guard captain from the clutches of the bandit king?



Free Build Items

Currently within the game players have access to some placeable objects that don’t require stable ground to build/place like tents and campfires, we would like create more items that have this capability, such as campsites (re-spawn point) and loot stashes (storage), these will be starting recipes and have fairly basic recipe requirements however will suffer from low health and high decay, having trouble finding land? Start your life in the forest hidden away building up your empire far from the reaches of tyranny. We will be adding additional small land plots throughout the map to ease players into bigger construction.



Throwing Rocks



This system allows players to equip a stack of rocks and throw them as a low damage projectile just like the NPCs do to you, now it’s time for a fair fight! It is now very close to completion and will be free to test on our beta next week.

Land Claims And Doors

To get players on the property ladder sooner and provide more avenues to land ownership we are in the process to making different tiers of land claim craftable (which vary in size and health) and allowing doors to be owned without the need of a land claim making these systems entirely separate, players will be able to own their built doors automatically and can adjust each one’s permission to be private or open to their guild, allowing you to have public and private spaces with your kingdoms. Land claims will soon be solely for preventing others building near your land and will have a permission list as before.



Beggars And Underwear

We plan on allowing character customisation of beggars again to prevent all early players looking the same, this change will also come with a large alteration to the character’s models themselves. Now you will start in underwear no matter the profession and will be able to craft a large range of basic clothing to cover yourself up. This update will come with more female versions of clothing also but will be an ongoing task for the future.



Production Buildings And Cages

More choice for players to build their own kingdoms the way they want it will always be a priority for us. More items to craft and build will be ready to try out soon such as barns, windmills, granaries and a brewery, these are buildings with strong cosmetic themes however we will be also be introducing cages, this is a small confined craftable structure that has a door slot (like houses) in which you can place your newly caught prisoner within or to simply use as a protective system for your loot. These will come in 3 tiers, stick, wooden and iron.

Unreal Engine 4.20 Upgrade



We are currently in the process of upgrading our Unreal Engine version to 4.20, this brings a TON of additions with it.



If you would like to read all about the new update and what’s included, check it out here over on the official site: Unreal Engine 4.20 Released!

One of the new features that we will be utilising for The Black Death is, Steam Authentication. The information below has been taken from the update notes for 4.20.

New: Steam Authentication

Steam Authentication has been added! Games can now add a packet handler component that interfaces with Steam’s authentication APIs, enabling them to advertise their servers properly, handle VAC/publisher bans, and provide better validation of clients. If enabled, clients joining a server now have to be authenticated by Steam before being allowed into gameplay. By default, clients who fail authentication are kicked from the server.

Community Extras



Localisation Progress

We are currently in the process of polishing up our existing languages in game, from any contributions that have been sent in by community members. A big thank you from us all at SIG for your continued contributions!

On that note, since adding in Polish and Spanish first passes, we are also now collaborating with 2 more community members on an Italian and Portuguese localisation! When we have more details on their progress we will be sure to inform everyone. When these have been completed by our community members, their localisations will be added to a new Beta build for testing.

SIG Presents “Build-A-Base” Event (Closes: 6th August 2018)

For those of you who missed our Steam announcement post on our feed, forum post and social posts too, we currently have an in game event running until the 6th August. You can find the full details over on our Steam sticky post here:

SIG Presents: "Build-A-Base" Event! 16/07/2018 - 06/08/2018



Steam Guide: A Guide To Player Housing (In Progress…)

We are currently drafting up a Steam Guide for playing housing. This Steam guide covers everything you need to know about building a base in The Black Death. It covers the basics such as controls, small houses, larger houses, Castles and Kingdoms too. There are also sections for every buildable housing item in game, along with decorative items, NPC Contracts and lighting.



This guide is still being worked on, as there is a lot of details to cover! When finished, it will be shared around on our Steam forums and social pages too.

We hope you enjoyed reading this weeks Dev Blog and ,as always, thank you for playing, that’s all for this week, see you next time!

// The SIG Team

——————————————

To keep in the loop, follow The Black Death on our social and news sites!


The Black Death on Twitter

The Black Death on Facebook

The Black Death on Steam

The Black Death Official Discord

The Black Death Steam Community Hub

The Black Death on Green Man Gaming

SIG Presents: "Build-A-Base" Event! 16/07/2018 - 27/08/2018

Greetings Mercians!

We have an event for you all, to put your base building skills to the test! We invite you to read the details below, take part and send us your entries!

Event Duration:



Start Date: 16th July 2018 - 10:30 am GMT (UK Time)
End Date: 27th August 2018 - 11:59 pm GMT (UK Time)

Event Prize Tiers:





What is the event?



Players will need to craft and construct a base, or improve on their existing bases. There is no set theme for this event so player’s are encouraged to be as creative as possible in their designs and layouts!

There are three different Tiers of prizes for solo player builds and also a “Best Guild Base category too! Each tier is unique in its rewards with 5 items in total for each one with a Gold bonus.

Players can see the prize tiers on our events image at the top of this post.

Players can only send in ONE final submission of their base, Guilds can also only send in ONE submission, to keep things fair! So when your house base and Guild bases are ready to be shown off to the SIG team. Check the details below on how to contact us!

How to submit:


Players can submit their entries by email, by using our “Build-A-Base Event Form” or by sending a private message to SIG_Emily on Discord with your screenshots, videos, and info. This way, players can submit their entries with a minimal risk of others potentially copying their ideas, to keep it fair. The SIG Team will each choose their top 3 player base submissions, these will then be shortlisted and voted on again, until only 3 remain. The SIG Team will also pick their top Guild submission using the same process.

When the winners have been selected we will gather the screenshots, videos and Steam names of the winners and prepare a community post over on our Blog, Steam News feed and Steam forums post too. We will also share the winners on our social platforms too.

We will also have a gallery of the winners over on our website with details of the event. For everyone else who sent in an entry to the event, we will display your entries on our website on the events page, when it has concluded.

What To Send In & Where To Send It:



If you are sending us an email or contacting us on Discord, Here is what you will need to send in for your submission. The Google Form has all of these questions included! If you are using the Google Form, you will still need to email us your screenshots! The optional parts will not affect your chances!


  • 1. Your Steam Name
  • 2. Your Server
  • 3. Your screenshots

  • 4. The name of your base (optional)
  • 5. Your video/s (optional)
  • 6. Your favorite part of your base? (optional)


Submission Options:



1. By Email:
Emily@small-impact.com

2. By Discord:
Discord Server: https://discord.gg/R7UqfbQ
Discord Name: [SIG] Emily#6187

3. “Build-A-Base” Form Submission:
https://docs.google.com/forms/d/e/1FAIpQLSetoaJbUZfG9lIzp-cDVlDPep7WE4GUf1CtY0kdedcx19rgUA/viewform

How will I be notified if I’ve won?:



If you have been chosen by the SIG team as a winner, we will send you an email with the details of how to claim your prizes from the team. If you were not chosen as a winner, we will still be sending you an email thanking you for participating and will be showing your base off in our gallery over on our website too.

Happy building and good luck!

// The SIG Team

Patch Notes: V0.31 Hotfix#1



Hail travellers. Today we bring you a new update full of fixes and quality of life improvements!

This week behind the scenes we have been continuing our work on combat and A.I improvements. We are making good progress but we are not quite ready to release these newest additions yet. So instead with this weeks patch we wanted to squish some issues that we knew were plaguing some people such as AZERTY key bindings and UI issues amongst other things.
We also worked on fixing numerous bugs, adding some sound polish and adding some quality of life improvements such as a server browser filter for alive characters. (Allowing you to quickly reduce the server list to just the servers you are interested in), and adding in the option to increase the size of your chat box even further.

We also wanted to say thank you to some of the community members that have been continuing to help us improve our translations! rAiGa for the German translations and Roleander for the Spanish translations!


Here are the patch notes in full:

New:

  • Added a filter to the server browser UI so that you can search for only servers that you have an alive character in
  • On PVE servers players can no longer cause damage to player built items e.g. buildings, walls, well etc (they do still degrade over time)

Updated:

  • Updated the chat box scale options in "Settings" "Gameplay" so you can now increase that chat box even more to x1.5 and x2 the size
  • Increased frequency of chicken general sounds
  • Added a repair success sound when you repair something to make it clearer that the item was fixed
  • Added a unique swinging sound for attacking with torches
  • On HUD moved the hit icon either side of the weapon abilities to make it more minimal
  • Updated the sound played when you drop an item to play a different sound per material it lands on, so for example if standing in water it will make a splash
  • Made it so you get the option to split stacks in your own inventory, when using a lootable and when trading with a trader

Fixes:

  • Fixes for bugs when using AZERTY keyboards (can now use/assign to Quickslot keys 1 2 3 4 5 6)
  • Fixes added to help stop some peoples mouse going off the right side of the screen when not in menu screens
  • Fixes added to help stop the inventory items options popup appearing not where you click
  • Fixed/updates added for German language translation
  • Fixed/updates added for Spanish language translation
  • Fixed bug which stopped you closing the guild menu with "O" or "E" shortcuts
  • Fixed some main menu bugs which stopped you "Esc" back out of some menus e.g. language popup
  • Fixes added to help with refreshing the inventory lists after you use/interact etc with items (to help stop the stack numbers being incorrect)
  • Fixed a bug that caused chickens to play human death sounds
  • Fixed a bug which caused the main menu settings not to visually represent the games current actual settings
  • Fixed a bug where if you were on a 4 ability weapon then switched to a 3 ability weapon, the 4th ability would still show
  • Fixed collision that let players walk through spawned infected carts
  • Fixed collision that made thrown torches passthrough and rarely damage infected carts
  • Fixed A.I. logic that caused guards and chickens to attack each other
  • Fixed a recipe that prevented roast meat from ever burning (when players have low crafting attribute levels)
  • Fixed a bug that made large cooked meat not stack and become normal cooked meat
  • Fixed a bug that made infected A.I. “glide” faster than their animation played

As always, thanks for all of your bug reports and thanks for playing!

// The SIG Team

Patch Notes: V0.31 Pandemic



Be vigilant citizens, a plague is spreading throughout the land of Mercia! Along with a whole host of fixes, polish, balancing, optimisations and the inclusion of another language!

This patch includes our new plague mechanic, a dynamic world infection system. If left unchecked the outbreak will spread across the land of Mercia, infecting all in its path. It can be slowed and even stopped by cleansing the dead bodies left in its wake. You gain XP and gold as a reward however it is very easy to become sick, I have heard rumours of masks that can be crafted that can protect you from the sickness….



We have been continuing work on the A.I and combat mechanics, with updates made to the animations for the starting beggar enemy and the inclusion of further ai types into the world such as the masked bandit and chickens. We have also added a first pass of Polish translations into the game. We want to say a big thank you from the whole team to Discord user Balwur#5010 who helped us greatly with getting the game translated into Polish!

Here are the patch notes in full:

** WARNING: THIS UPDATE CONTAINS A FULL CHARACTER AND BUILDING WIPE **


Due to improvements with the character saving system and world saving optimisations a full wipe to character and building saves is required.

New

  • Dynamic world infection system, an outbreak of the plague can start anywhere on the map and will continue to spread if the sources are not destroyed
  • The location of where you last died is now show on the map as a tombstone icon
  • 1st Pass at Polish language implemented in the game
  • New procedural chicken A.I. with their own logic.
  • New plague mask bandits that spawn within the world infection zone


Updated

  • Updated the base punching ai beggar, animations and animation back-end, also added per ground type footstep sounds so you can hear them sneaking up on you now
  • Updated HUD to show shield icon/durability if you have a shield in your inventory slot
  • Updated the repair list at the anvil to only show items that need repairing instead of every repairable item you have
  • Updated the map screen key info
  • Updated main menu and settings UI to accommodate the Polish language option
  • Updated some undergarments to have physics simulation
  • Updated the simulation of dying A.I. so they fall more realistically
  • Updated the beggar character create screen with better lighting
  • Updated culling to be dithered fade out/blending on some meshes
  • Updated resources to have more visual states when collecting from them


Fixes

  • Fixed a bug which made you do the drop animation when you repaired an item
  • Increased Maximum concurrent sound allowance, as sounds were getting limited too much
  • Fixed a bug where the blood decals would move around on a dead body
  • Fixed a bug that didn't apply profession attribute bonuses to beggars and knights after character create
  • Fixed some overlapping HUD elements
  • Fixed weapon hit sound concurrency rate bug that could stop hit sounds playing
  • Fixed an issue that would allow honey resource to spawn
  • Fixed a bug so that now when your weapon breaks your highlighted quick-slot returns to the punching slot
  • Fixed a bug causing other players animations to react incorrectly as they got further away from you
  • Fixed pelt plague mask to not protect you from the plague
  • Fixed a bug that wouldn’t let loot bags simulate physics resulting them sometimes floating.
  • Fixed a bug that showed A.I. to “T- Pose” after death at certain distances


Balancing

  • Balanced/increased door health to match the tiers of gatehouses such as the iron door having the same health as the kingdom gatehouse, reinforced door having the same health as the castle gatehouse and wooden door having the same as the palisade gatehouse.
  • Balanced the tailor and blacksmith shop NPCs to have the same sell modifier for cost also added new items to sell within the tailor.
  • Balanced the player’s lootbag to destroy after 10 minutes instead of 5.
  • Reduced the spawn rate of wolves


Optimisations

  • Optimised UI textures and deleted unused ones
  • Optimised the order built objects spawn in on first load


As always, thanks for all of your bug reports and thanks for playing!

// The SIG Team

Patch Notes: V0.30 Hotfix #3

Mercians we have another update for you! Today we bring you more fixes, polish, optimisations as well as further localisation.

This week we started the process of polishing the games weapon visuals, fighting mechanics and combat animations. This is a ongoing progress and we are going to continue polishing these systems over the following weeks updates. We also spent time fixing numerous bugs, most importantly tracking down and fixing some rare server crashes, increasing the games overall stability. We have also pushed forward with the games localisation. The French and Russian translations have been updated and they now include the tutorial/quest texts from the top right hand of the screen. We have also added a 1st pass of Spanish translations! We want to give a big thank you to Discord user Roleander#2197 who helped us immensely with the Spanish translations.

Here are the patch notes in full:

New



  • The server browser now shows which servers you have an alive character in (From now on when you create a character in a server the next time you go to the server browser in the main menu it will show that you have an alive character in that server)
  • 1st pass localisation of Spanish Localisation


Updated



  • Updated French translations
  • Updated Russian translations
  • Updated Bone Club 3d model
  • Updated Stone Battle Axe 3d model
  • Updated various weapons to have reduced cool downs from their secondary attacks
  • Updated torch so you can block and improved it's hit FX and fire FX
  • Updated two handed weapon light attacks to pass through the crosshair making it easier to land strikes
  • Updated the players unarmed aim offsets (looking around animations)
  • Updated map to give a more accurate current player location
  • Updated the events UI to match the HUD look and added a sound when a new event occurs
  • Updated the map UI
  • Updated the voices used for some placeable NPCs, so for example the hunter sounds more like a hunter
  • Updated chicken farmer NPC to have 1 moving skeletal mesh chicken, instead of 2 static mesh ones


Fixes



  • Server crash fix for auto equiping a null item
  • Server crash fix for loot all item data name corruption
  • Server crash fix for accessing null abilities on destroyed weapons
  • Server crash fix for rare null quest item checks
  • Fixed extra fog appearing when you first spawn in
  • Fixed bug which stopped bandits walking around and performing animations when at a distance from the player
  • Corrected text in the char create screen for Knight so it says "Unlocked by getting 6 skill points in ALL SKILLS"
  • Fixed a bug where if you were using a different language the plague doctor dissection menu wouldn't work properly
  • Fixed a bug that caused friendly AI to spam their audio repeatedly while you were standing next to them
  • Fixed animals and enemy NPCs death voices/sounds
  • Fixed some NPCs that had icons to say they could trade above their head, when they shouldn't have
  • Fixes made to placeable NPCs animations
  • Fixed bug where lumber mill/mining camp peasants collision could throw you up in the air
  • Fixed map key being hidden by UI
  • Fixed a bug that caused the drop animation to be used instead of the pickup animation when interacting with lootable items and utilities
  • Fixed a looping error on the Rat up close to player idle animation
  • Fixed sun is setting days alive number being incorrect



Balancing



  • Balanced build timers for placing NPCs bought through contracts
  • Balanced player built structures to have their health greatly increased. wooden and stick structures increased by 50%, Stone structures by 100% and brick structures by up to 400%
  • Balance to structure decay interval increased by 20% decay damage amount increased by 30%
  • Balanced the maul weapon to 35% less damage to stronger structures
  • Balanced siege weapons to do 100% more damage
  • Balanced iron and reinforced doors to have 100% more health. stick and wooden doors now have a 50% health increase



Optimisations



  • Optimised the lumber mill and mining camp skeletal meshes
  • Optimised animations for placeable NPCs


As always, thanks for all of your bug reports and thanks for playing!

// The SIG Team

Patch Notes: V0.30 Hotfix #2

Good day Mercians, Today we have another update with more fixes, more polish and more localisation!

One of the main focus of this updates polish pass has been on updating and adding sounds to the game, like that of the combat swings, damage hits and destruction sounds. We also fixed numerous bugs, most importantly tracking down a rare client side crash when blocking with your fists. We also spent time updating the French translations and implemented a first pass at German translations (reporting any translation errors you see will really help us out). Big thanks to Discord user rAiGa #1949 for sending us a large amount of German translations!

Here are the patch notes in full:

New



  • 1st pass at German translations


Updated



  • Updated French translations
  • Updated the language swap UI to show German
  • Polished the skinning of the male and female player heads
  • Pickups now have a highlight around them, making it easier to tell that they are interactable
  • Updated weapon type swing sounds for the player
  • Updated weapon/fist hit sounds for the player
  • Updated buildings and barricades to now make sounds when they are destroyed
  • Updated per weapon type drawing weapon sounds for the player
  • When an item breaks it now plays a breaking sound based on the material of the item
  • Updated/added some misc combat sounds
  • Added sound to the bandage/heal animation
  • Updated HUD UI when building as a Mason showing the player they have a bonus
  • Updated the sun is setting UI HUD to be a similar theme as the new morning one, also tweaked some new morning pop-up
  • All the main shop NPCs should now have icons above their heads showing what they stock
  • Updated the punching sounds that the hostile NPC's use
  • Updated player placed merchants shop UI to help explain how they work (they have no stock unless the merchant profession owner places items to sell in them)
  • Updated the new merchant shopkeeper trade window to the paper UI look
  • Updated merchant trade window so that you can set the value to sell something for by typing in a value not just using the +/- buttons


Fixes



  • Fix a client based crash that could occur if you had a shield in your shield slot and you block a hit with your fists while punching
  • Fixes to the who/what killed you text and days survived info in the death screen
  • Fixed main menu UI texture clipping problem on the server browser list, updated some popup textures and fixed some small misc errors
  • Fixed main menu server incorrect password entry error popup and stopped the text input area from constantly losing focus
  • Fixed a bug which would cause a old mesh LOD to appear on the crude shield
  • Fixed quick looting with "T" when in looting mode
  • Fixed double pickup sound playing when picking stuff up
  • Fixed drawing weapon attenuation problem, so drawing weapon sounds are back in
  • Fixed male player heads that didn't have a mouth inside part
  • Fixed character create bugs to do with switching between beggar and other professions (as beggar purposely has no customisation options but other professions do)
  • Fixed base bow pose twitching when encumbered and sprinting
  • Fixed misc blueprint compile errors that were slowing down the game cooking process
  • Fixed death screen early access number being incorrect
  • Fixed resources that require a sickle not playing the cutting animation when you gather from it


Optimisations



  • Optimised animation notifies so that they don't play sounds and VFX on the server
  • Optimised shields
  • Optimised the skinning of player heads
  • Optimised VFX crows actor so they don’t play sounds and VFX on the server


As always, thanks for all of your bug reports and thanks for playing!

// The SIG Team