This update is primarily focused on progressing the main quest line, which now takes you up through the first wizard tower. It also includes a number of bug fixes and other minor changes.
The plan for the next update is to continue work on finishing the main quest line. Additionally, we will be looking into improving the map to be more user friendly.
Changes
Continued the main quest up through completing the first wizard tower.
Added resolution and full screen options in the in-game settings.
Updated the fire rate on some revolvers.
Added a new Arcane Orb ability.
Most torches now have holder models.
The Prophet's Sanctum jump puzzle is now a little easier to complete.
Fixed some visual issues in The Shimmering Chasms.
Added volumetric lighting to some caves.
Added new teleport runes to some areas.
Fixed a problem where the door to the building for "A Treasure Hunt" quest would not open.
Added dynamic and more descriptive bullet points for all stats in the inventory screen.
Fixed an issue where the Dragon Lilly sometimes wasn't lootable.
Fixed an issue where Esther wouldn't open her merchant interface after you completed her quest.
Fixed an issue where you couldn't loot a key in a bucket.
Fixed a bug at the Landry Residence that prevented a door from opening when reloading the game.
Fixed some visual issues in the B1 church cave.
Fixed an issue where a key in Evior's house didn't go to anything.
Bert now knows if you've rescued Emily.
Fixed some typos.
Fixed colliders on some cliffs not being right.
Some nature abilities are no longer tagged as heat abilities, which caused them to activate heat-based talents.
Hollow Point Ability now deals more damage.
Packed show now costs less mana.
The cost reduction of leveling hollow point and packed shot are no longer as dramatic.
Fixed the Unearthed Behemoth spawning before the statues are deactivated.
It will now alert you if you are out of inventory space when trying to pick up certain items.
Ice Mage and Fire Mage talents now have increased effects.
It now saves that you have rescued Rosie, and she will no longer spawn in the cage after that if so.
You can now ask the wizard for another draught of death potion even after you have finished the Hall of the Dead quest.
Harvey's curative potion is no longer able to be sold.
Fixed the timeless revolver special effect increasing damage on all types of ammo if you had basic ammo selected.
You can no longer upgrade the ability granted by the mask of the assassin.
Fixed effect on the healing hat.
Enemies no longer play a queued stagger animation after a spell cast animation.
Bug Fixes
Changes
The fireball burn effect no longer removes your buffs when the effect is applied.
Bug Fixes
Patch Notes
Fixed cave exit teleporter in edge town cave taking you back to the boss room.
Fixed effects from toggled abilities not being removed when replaced with another ability.
Fixed ability icons staying greyed out sometimes when they weren't supposed to be.
Fixed a typo in the "Into The Mountain" quest.
Fixed being able to use the blink ability to easily get out of bounds in the plains.
Expanded Main Quest, Abilities, Boss Mechanics, and More
Main Quest
A main focus with this and the next couple of updates revolves around the implementation of the main quest line. We plan to add a little more of it each update until it is complete. This update extends the quest from where it left off before. If you have previously worked on the main quest, you should find the quest in your journal to know where to continue.
Boss Mechanics
As part of some of the future elements of the main quest line, we will require a system to create boss battles with more interesting mechanics. We went ahead and implemented the basics of the system and updated the boss in the Edge Town Cave to be a slightly more interesting boss battle. We will update more world bosses in the future.
Interface Improvements
This update includes a few additions to the interface. We have added the ability to compare an equippable item with one that you have equipped. To do so, mouse over the item and press shift. Rarity colors that were previously hard to read have been adjusted slightly for better readability. Quests that are part of the main quest line are now visually different from other quests in your journal. Some items in your resource tab now have small icons in the top corner to indicate if they are quest items or just strictly for selling in order to make it easier to decide what to sell at merchants.
Abilities
We have added some new abilities that can be obtained throughout the world. These include two types of healing spells, an ability to regain mana, and a short distance teleport. We have also made changes to some abilities. There were a number of abilities (such as those that affect weapons) that naturally improved with your character or equipment level, but for which the ability level had no effect. These have been changed where they will increase in mana cost as you gain levels, but upgrading them will reduce their mana cost.
We have added the functionality required for abilities that buff you to be toggled on and off. A number of spells of this nature no longer grant you a temporary buff. Instead, they can be toggled on and off. Note that removing an ability from your ability bar will now remove all buffs given by that ability. We have also enabled abilities to be removed from the ability bar by dragging them off.
Patch Notes
Fixed an issue where you could see areas with no terrain from certain spots in the plains.
All buff abilities can now be toggled.
Increased the number of upgrade orbs needed to upgrade items past lvl 20.
Fixed a bug where the second level of the Ice Affinity talent did not modify the correct stats.
Cave engineer's boots are now uncommon items instead of common.
Fixed a bug where you would rarely hear a female greeting sound when reading lore books.
Fixed an issue with Anna the merchant selling only one of some bullet types.
Reduced the amount of armor that ice armor grants.
Reduced the cooldown time of packed shot and hollow point abilities.
A number of spells that used to not be able to be upgraded or did nothing when upgrading have been fixed. Generally, upgrading these spells reduces the mana cost.
Added some new abilities.
The color of damage taken numbers is now dependent on the type of hit or healing.
Fixed bug where an enemy's shouts can cause friendly npcs to attack you.
Enemies can now hear your footsteps if you are close enough.
Slightly increased the chance of wizards to drop spell scrolls.
Added new quests and areas for the main quest line.
Added new boss mechanics to the boss of Edge Town Cave.
Added boss health bar that appears when fighting certain boss enemies.
World health bars now have a slight animation when health is reduced.
Adjusted atmospheric visuals in Edge Town Cave.
Fixed a problem that would cause interface elements to not scale right with very wide resolutions.
You can now drag abilities off of your ability bar to unequip them.
You are now asked "are you sure?" before quitting.
Made rare and epic rarity colors easier to read.
Fixed bug with scarlet repeater and Soul Taker where the special effect would not always work properly.
Important quests are now visually different in the quest journal.
When some buff abilities are unequipped from the hotbar, the buff's effect is now removed.
Some abilities can now be toggled on and off.
Abilities can no longer be changed while in combat.
Added compare inspection window (Press shift while inspecting an item).
Adjusted enemy AI so that they now can lose sight of you correctly in certain circumstances.
Added icons to quest items and sellable only items.
Added hotkeys for count selection UI (when selling/buying items).
Improved scorpion lock-on location and increased their XP value.
Fixed inanimate objects sometimes having an audible dialogue greeting.
Fixed a typo in Lulu's dialogue.
Fixed some scaling issues in the A1 wizard basement.
You now pull out your weapon from the bottom of the screen instead of the top.
Fixed health potions not always healing correctly past maximum.
Fixed bandages removing all over-maximum health.
Added bullet point indentation to the description window.
Improved Animations, Quests, Physics, and Fixes
Animations
Human NPCs of the world are now a little less stiff. For combat, we have added a number of new stagger animations that can occur when you hit enemies with spells or bullets. These will cause the enemy to stop attacking for a short time and recoil from taking damage. There are a few different animations depending on what direction they are hit, and whether it is a body or head shot. Additionally, wizard enemies now have a casting animation to go with their spells, which can help as a visual cue for dodging their attacks.
Friendly npcs also have some new movement when talking to them. They will now turn to look at you when you interact with them, and have a number of dialogue animations.
Human ragdoll effects are now slightly improved. Instead of spawning in a T-Pose, they now correctly match the pose the enemy was in when it died, and are affected by the physics of spells and bullets that caused the death. Try it out with a nice shotgun blast to the face.
We have also added an animation to opening chests and barrels to make that a little more satisfying.
Quests
A couple of new quests and locations have been added. These are one-off quests, but soon we plan on working more on the main quest, which will reveal some story and take you all the way through the max level.
Physics
We have added physics to a few items in the world, and made a couple of items destructable (barrels and crates). We will likely add physics to more objects in the future. This sometimes causes problems with previously placed objects, so keep an eye out for these issues, and please let us know about them by posting on our Steam forums.
Patch Notes
You can now purchase more bank tabs to hold more items.
Fixed a bug that would cause world objects to be duplicated in some areas of the forest if you left and returned.
Abigail now tells you that you can keep her shotgun.
Added enemy cast animations.
pressing c or escape now closes open windows properly before opening inventory or menu.
Shotguns now create a separate damage number for each projectile.
Added animation for when enemies are mesmerized.
Added animation for when enemies are feared.
Npcs now turn towards you when you talk to them.
Added some animations that npcs perform while talking to them.
Added a couple of new quests and locations.
Added stagger animations to humans, that happens occasionally when they take damage.
Fixed a bug that caused info popups to behave erratically sometimes.
Level text in the inspection window now shows red when your level is too low.
Fixed issue that would sometimes cause it to appear that you had no characters.
Human ragdolls now match the pose of the alive character before it was killed.
bullets now add force to human enemy ragdolls on the killing shot.
Fixed an issue where you couldn't interact with Pupil Cora in Lake Town.
Fixed Lola in Lake Town having the wrong body.
The fireplace in Uriah's house no longer plays a sound when the fire is out.
Fixed an issue with Aaron's house having a typo in the name pop up.
Fixed issues with some NPCs having the wrong greetings.
Fixed some visual issues in Hillcroft Hollow.
The Innkeeper at The Worthless Drunk now gives you the correct room key.
Fixed an issue where the teleport rune in the Witch's Cave wasn't teleporting to the correct location.
Fixed some bugs with the Graverobber's quest.
Fixed some bugs with the quest "A Family Feud".
Fixed a large number of typos.
Added some new visuals to Trulin's house.
Added long barrel revolver model and created some new items to use it.
Increased bob and footstep sound speed when sprinting.
Added a sound for when you aim down sights.
Pressing the fire button now pulls out your weapon if you have one equipped.
You can no longer holster your weapon while reloading. Previously doing so would cause errors.
Fixed bug where locked containers would generate double loot.
Upated most chests with new animations.
You can now destroy crates and barrels.
It now tells you that you lack the requirements if you try to drag equip an item that you cannot wear.
Removed auto-equipping weapons for now since it was causing some problems.
Added better visuals to opening barrels.
Added physics to some objects.
Fixed an issue where you couldn't loot a bag in the "Trouble with Thieves" quest.
Town wizards and pupils now wear wizard hats.
You can no longer upgrade the deflect ability.
Improved UI, Performance, Volumetric Lighting, and More
Interface Updates
A large focus of this update was to upgrade the look of the interface. Most placeholder interface elements have been replaced. There are still a few elements which still need to be udpated such as the stat bars for instance, so look for that to come later.
Performance Improvements
We have made some changes that will improve performance for some players, especially those who are CPU bound. The day/night cycle in particular was a source of a lot of CPU overhead. Instead of updating the sun and moon positions every frame, we now keep up with what time it should be internally, but update it visually only at strategic times, such as when you are going through a door or teleport. This will hopefully improve frame rate overall.
Volumetric Lighting
We have added volumetric lighting to the world, which adds a slight fog to the distance, and adds sunshafts. We think it especially improves the look of night-time. This can be disabled in the in-game options if you prefer it the old way.
Content
While a large part of this update was focused on interface, performance, and graphics, we also added in a couple of new quests and points of interest to further progress on our mission to pack the world full.
Patch Notes
Performance improvements.
Updated much of the user interface.
Removed the additional keybinding (I) for opening your inventory.
You can now rest for certain numbers of hours in beds.
You are now healed by resting in beds or sleeping bags.
Made jumping a little easier.
Weapons are no longer holstered by default when you equip one.
Added tips that pop up near the beginning that teach some basics of the game.
Fixed loading screen fading before the world fully loaded.
Added tips to loading screen.
Adjusted the revolver held position.
Added volumetric lighting. This can be turned off in the options.
Implemented a couple of new quests.
Fixed an issue with the Statue of Selena respawning after being looted.
Epic weapons now sell for more gold.
The chest in the ruins graveyard shed now is a safe more level appropriate items.
Fixed an issue where you could get through the Brinwall Hollow gate without a key.
You can no longer fall through the world when entering Ryan's cellar.
You can no longer interact with the blank scrolls on bounty boards.
Fixed an issue with the cemetery fencing near Sureshot's Retreat not having colliders.
Fixed some visuals with the fencing around the Chapel of the Righteous.
Fixed an issue with one of the buried statues not having a collider.
Fixed an issue with some abandoned cabins not having wall colliders.
Fixed some visual issues in Scarlett's Estate.
Fixed visual issues with some bandit camps in the desert.
Fixed some typos.
Fixed some bugs with the "Witch's Brew" quest.
Fixed bug where some enemies would not change levels in the Yonder.
Hitting the holster weapon hotkey will now toggle your weapon's holstered state.
Fixed bug where holstering your weapon while you only had one equipped would keep you from pulling it back out.
Increased the value on tier1 upgrade orbs.
Moved the starting location outside of edge shack.
Slightly increased the chance of weapon chest key fragments to drop.
Fixed some issues where you sometimes couldn't read the books in the "My Precious" quest.
Fixed description on health potions.
Fixed not being able to click the buttons on the bottom right of the screen very well.
Opening the map now defaults to the teleport rune map.
Removed screenshots from feedback reports to make them a little faster.
Fixed a bug where volume settings wouldn't save correctly.
New characters start with more bullets.
Increased the duration of ice armor and cloak of flames.
Update
Weapon Stats and Effects
Looting a new gun in a game that revolves around shooting should be an incredibly exciting and rewarding experience. Previously, most weapons only had minor differences. In this update, we want to make a step towards improving the fun of finding and using different weapons. While there will be more updates to vary weapons even more in the future, we have added stats and special effects to a lot of the weapons in the game. In general, rare quality weapons have received additional stat improvements, and epic quality weapons received even better stat improvements or unique effects.
NPCs and AI
One feedback we have received often is that time-to-kill on enemies is too high. We are trying out a global reduction in enemy health by 20%. Additionally, we have reduced the mana cost of most spells by about the same. We may tweak these value further in the future depending on feedback.
The poise mechanic on enemies has been removed for the time being. Poise was the yellow bar that appeared below enemy health bars. It was reduced when the enemy took damage, and stunned the enemy for a time when it was depleted. This mechanic was not properly balanced, and we think this would be better replaced with abilities and weapons that have stunning effects in the future.
AI also received a little love in this update. While nothing that drastically changes combat, enemies no longer know exactly where you are at all times. Instead, they only know where they last saw you. This allows you to flank an enemy, or escape them by means that feel more natural. AI will be a subject of further development and will receive improvements likely throughout the rest of early access development and beyond.
Cosmetics
We have added the ability to both hide your HUD (F2 by default), and holster your weapon (H by default). Both of these were much requested features from the community. The old H key default was the help window, which has been moved to F1. You may need to go into your keybinding options in-game and either use the reset to default button, or manually fix conflicts.
We also created and added a new wizard hat model that can be seen on some enemy wizards. Some wearable hat items have been replaced with this new model as well.
Patch Notes
Fixed description of resist nature spell.
Added a wizard hat model, and updated some npcs and items to use it.
Fixed packed shot not taking double barrel shotguns into account.
Doubled the number of utility slots in your inventory.
Escape now unpauses the game if it is paused.
Added hotkey to hide the HUD (F1 by default).
Fixed a typo in Bert's Journal.
Added new loot to barrels and crates.
Epic weapons can now sometimes drop from tier 4 weapon chests.
Added new visuals to the forest ruins.
Packed shot ability can no longer be applied multiple times.
Added ability to holdster your weapon (H by default).
Changed default keybinding of the help interface to F1.
Hollow point ability now takes mana to cast, is unresistable, has a cooldown, and cannot stack with itself.
Fixed bug where reload time didn't have an effect on some weapons.
Added special effects and additional stats to a number of weapons.
Fixed typo in Prophet's Sanctum quest.
Fixed a number of sounds not tied to the volume sliders.
Fixed some visual issues with the scorpion model.
Implemented a new quest "Gifts of Love".
Added new visuals to Forest Town.
Adjusted reload times on some shotguns.
Fixed a bug that would cause damage over time spell sound and visuals to get stuck on you.
Fixed a bug where enemies would not be able to attack if you left their area and came back.
Fixed a bug that would cause you to get stuck in combat.
Removed poise mechanic from enemies.
Globally reduced the health of enemies.
AI: enemies no longer always know where you are after they notice you. Instead, they know where they last saw you, so it's now possible to flank them.
AI: enemies will now be a little more aggressive if they haven't damaged you recently.
AI: Enemies will now run towards you if they are outside of their weapon's range.
Added a little more detail to the shelf and counter models.
Enemies now run a little faster.
Reduced the mana cost on all spells.
Removed the additional keybinding for opening your inventory.
When a bullet hits an enemy, it now uses your level instead of your gun's level to calculate mitigation. This will result in you doing more damage than before with weapons that are lower level than you.
Fixed fire damage bonus on preacher's hats not working.
Reduced the attack speed, and projectile speed on scorpion attacks.
Build 2019 September 5th is now available!
Patch Highlights
Since our early access release about a week ago, we have been hard at work fixing bugs and improving performance of the game. We also had a bit of time to sprinkle in a little bit of additional content and balance changes. Thanks to all of our awesome players who take the time to send us valuable feedback and report bugs.
Performance Improvements
One of the main features of this update is improvements to the performance of the game. We will work more on performance improvements as the early access development progresses, but this is the first of many steps towards bringing you a buttery experience.
Some of these performance changes include:
More objects culled when you don't need to see them.
Improved cpu rendering performance by reducing some un-needed overhead.
Corpses now disappear after a short time (loot bags will not disappear until looted).
Balance Changes
As early access progresses, you can expect to see a lot of balance tweaks as we hone in on the most fun setup. In this update, we have tweaked the ranges and minimum damage of all weapons. Globally, all weapons now have a minimum damage of 50% instead of 20% previously. As a general rule, weapons deal max damage up to their effective range, and then they drop off to their minimum damage over twice that distance. Also, the effective range on shotguns and repeaters have been increased, allowing you to do full damage from further away.
New Content
In terms of content, our current focus is to continue to fill out the later levels the game. While there is content for these levels currently. It is not yet as dense as the first half. In this update, we've added a new quest and some new points of interest. Look for more to come soon.
Patch Notes
Made a number of changes to improve game performance.
You no longer have to press ESC twice to open the menu.
Options menu now closes correctly when menu is closed.
Mouse-over menu option sound is now correctly controlled by volume sliders.
Inspection window now correctly updates when looting several items in sequence with the mouse.
Fixed the 'buy one' and 'buy max' hotkey helpers in the merchant menu from being interactable.
Fixed some minor inconsistencies in item names and descriptions.
Fixed inconsistent wording in the orb of upgrade description.
Fixed desk bell repeatedly ringing whenever you enter the building.
Fixed a floating bottle outside saloon.
Moved Innkeeper Pearl to a more reachable location behind the counter.
Added a button to pause the game in the escape menu.
Decreased the difficulty of the first enemy wizard you encounter.
Fixed a bug where you couldn't get in the portal door in the museum of magic.
Decreased the difficulty of the church cave boss.
Fixed an issue with Leon not dropping the key in the quest "My Precious".
Fixed an issue with the glass case in the Wanderer's Den not having the correct texture.
Added a teleport rune to Edge Shack to better teach players how they work.
Fixed an issue with the portal in Fortuna's house not working.
Lowered Abigail's Shotgun level requirement.
Corpses now disappear after a short time to improve performance. Dropped loot bags will remain if not looted.
Increased respawn time of normal lootable things.
Slightly increased the amount of ammo drops.
Implemented a new quest "A Haunted House"
Fixed some quest direction issues
Tier 4 chests can now rarely drop epic weapons.
Slightly increased the chance of epic weapons to drop from the end game chest.
Updated the icon for the Statue of Selena.
Fixed some visual issues in the desert.
Fixed an issue where you could climb some rocks to get into the Museum of Magic back gate.
Added new visuals to Forest Town.
Added collider to wizard trees.
Weapons now show their effective range in their descriptions.
Weapons shot out of their effective range now do a minimum of 50% damage instead of 20%.
Increased the range of all shotguns and repeaters.
Double barrel shotguns now say "Double Barrel Shotgun" in their descriptions.
Fixed some double barrel shotguns having the wrong ammo count indicator.
Increased max mouse sensitivity settings.
Fixed an issue where FoV changed didn't affect your gun.
Fixed an issue with the teleporter in the wizard's secret room not working.
Fixed typo in a history of violence excerpt.
New Build Is Live!
Hey everyone!
We just pushed a patch to primarily fix a lot of bugs and make some balancing changes. You can read the full patch notes below.
Patch Notes
- Fixed an issue with Nigel not spawning in Down Town.
- Fixed an issue where you couldn't pass through the Wanderer's Den cave entrance.
- Fixed an issue with Ben giving the wrong directions to his house.
- Lewis now removes the magic orb from your inventory when you complete the quest.
- The steps in the forest ancient ruins are now smoother to walk on.
- Added some new secrets.
- Reduced orb drops from forest elementals.
- Adjusted loot that armored scorpions can drop.
- Fixed an issue with a forest bandit chest dropping low level items.
- The hidden wizard merchant now sells level appropriate items.
- You can no longer get to the hidden wizard without completing the puzzle.
- Trulin now removes the charming ring and potion cache when completing his quest.
- Fixed some typos.
- Fixed typo in the name of potion of toughness.
- Fixed description on resist heat.
- Removed sawed off shotgun from a merchant. It was an early test item that shouldn't have been in the game, and doesn't render properly.
- Fixed description on Hat of the Old Ways to indicate that it increases revolver damage.
- Added invert Y-Axis setting.
- Fixed bug where mouse sensitivity settings were getting reset when you aim down sight, and some other actions.
- Fixed graphical error at Minnie's house.
- Fear now properly affects shotgun enemies.
- Fixed AI of some shotgun enemies that would stay back too far.
- Fixed the elemental precision talent applying a level 1 effect, not matter the level of ability you used.
- Fixed an issue with an invisible collider keeping you from going through the Wanderer's Den gate.
- Fixed an issue where Desmond would keep giving you orb of upgrades for answering the riddle correctly.
- Fixed an xp exploit.
- Fixed the bull shotgun having the wrong ammo count ui.
- Fixed bug where dragging a weapon between weapon slots would cause the model to appear in your face.
- Fixed bug where you walk slowly until you hit the sprint button for the first time.
- Removed holdster weapon hotkey binding in settings until that functionality is added.
- Fixed name of keybinding "sell max" having too many Ls.
- Added VSync option.
- Fixed UI scaling issues in the main menu where the UI would be too large on lower resolutions.
- You can now close the settings window in the main menu by hitting escape.
Wild West and Wizards Early Access Launch!
Howdy everyone!
Welcome to Wild West and Wizards, a game where you can explore a huge world with guns, spells, quests, puzzles, secrets, and more!
We are so excited to be releasing this game for you all and can’t wait for you to start your journey.
Here’s a quick link to our launch trailer if you’d like to see what the gameplay is all about.
https://www.youtube.com/watch?v=cidm6UDKCv0
A Look At What’s To Come
As you start your adventure in the wild west you’ll be set free to explore at your own pace and discover the world of outlaws and wizards. There are three huge zones for you to explore: the desert, plains, and the forest. Each zone has quests, tons of points of interests, loot, puzzles, and secrets to discover. Here’s a look at just some of the content we plan on adding during the early access period.
More player classes and abilities
More enemy types and AI improvements
Additional end-game content with a quest line, multiple new dungeons, and bosses
More clothing models and other visual assets
More quests and points of interests to discover
Bug fixes and polishing
Current Features
Cast Your Spells - Learn new abilities, cast an array of unique spells, and become the most powerful wizard in the west.
Discover the World - Explore a vast re-imagined wild west with over a hundred points of interests including homes, settlements, bandit camps, churches, cemeteries, caves, and more! All filled with quests, secrets, and puzzles.
Shoot and Loot - Loot tons of rare armor, weapons, and gold earning your fortune as you fight bosses, find secret treasure chests, and complete quests.
Customize Your Character - Level up your character and unlock new talents unique to your chosen class.
Stop by the Saloon - Discover towns and settlements filled with people, quests, and unique items to buy.
Join the Community
One very important part of the early access process for us is getting your feedback. We want to know what your experience is like playing the game and what you’d like to see added in the future. Here’s some community channels you can join: