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Weird West "The Miners and the Restless” Update 1.03 Full Patch Notes

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Weird West "The Miners and the Restless” Update 1.03 Full Patch Notes


Part 1. New Content

"The Miners and the Restless," our Patch 1.03 for Weird West, is now on the horizon (scheduled to go live on the week of June 20th on all platforms), so we thought we'd share some insights into what we've been cooking up!

With the new Patch 1.03, we have relentlessly continued to focus on fixing bugs and want to reassert that this is still one of our top priorities. In this regard, later next week we'll share the change log with the full list of issues you can expect to see fixed with this new patch. In the meantime, we wanted to let you know about key areas we've been focusing on beyond bug fixing and share a collection of WIP screenshots of some of the new free content coming along with this new patch!

Patch 1.03 will introduce new weapon loot, new aiming system options, revamped Companion AIs, a Character Reputation Tracker, a full game economy balancing pass, and an overhaul of the player-progression systems throughout the game. We will cover those in detail in our "Sneak Peek Part 2: New Features" announcement next week.

For today, though, we want to show you some screenshots of the two new secondary mine locations we're adding to the mix, part of our continued effort to make the game content more diverse and keep bounty missions fresh. Below you can also see WIP screenshots of the brand-new Wanderers Outpost, a fixed location where the Wanderers Caravan, which you're already familiar with, will stop for trading. This will now act as a fixed shop to purchase Nimp Relics as a part of the economy and progression rework, which we'll detail more in the coming days.

We hope you enjoy these work-in-progress screenshots of those new environments --we'll be back next week for tons more details on this new patch! Time to get your pickaxe on!





Part 2. New Features


Loot: Weapon Perks


In an effort to diversify weapon loot, Patch 1.03 will introduce the concept of weapon perks. Now, each weapon you find in the world has a low chance of having a random perk attached to it, such as, but not limited to, increasing critical damage against non-human creatures, a chance to poison enemies, the ability to ignore some of the target armor, and more. If you upgrade a weapon with the forge, it will preserve the perk that was attached to it and transfer it to the upgraded weapon, too! This is the first part of our loot pass, which will continue with future patches by adding even more unique random gameplay effects to weapons!




Reputation TAB


Patch 1.03 will see the introduction of the Reputation Tab, allowing you to monitor what Vendettas are still active against you, what Friends for Life you have acquired, and also what Vendettas or Friends for Life your Companions have brought along with them into your Posse, adding a clearer understanding of those systems. From this tab you can also check out in what locations you are currently wanted. We hope you enjoy the new Reputation Tab!




New Aiming System Options


In an effort to make the aiming system easier to use for players of all skill levels, we are adding two gameplay options that can be tuned or turned on/off at any point, depending on your preferences. "Aiming Accuracy," when set to Permissive will make the aiming system more forgiving so that you will still hit your target even if you don't very accurately aim at it. A second option, "Slo-Mo while aiming," allows the game to slow down a tiny bit while entering aim mode to make things a bit less overwhelming if you prefer your action a bit less fast-paced.




Revamped Companion AI


A lot of love was given for this patch to Companions' AI to avoid most of the issues related to companions not engaging in combat, getting stuck and not following you, or disappearing altogether. While Companions and AI in general will remain one of our core focuses for the coming weeks, to keep on improving the experience, we are confident this update will make Companions a more reliable part of combat!




New Progression System


Patch 1.03 also introduces a revamped progression system, where Weapon Abilities you acquired now transfer between Journeys (unlike Class Abilities), so the progression between the 5 Journeys feels more connected in term of progression. Note that if you load an existing save file after patching, you will be prompted to opt in or opt out of this new system, but all new games started after this patch will use the new progression system. Similarly, when recruiting your previous Journey Heroes, ammo, money, and even horse ownership are now transferred to the new Hero so you don't feel like your hard-earned dollars and belongings are going to waste. To go along with those changes, we have also done a full balancing pass on the game economy (specifically how much junk items you find in containers and their value), but we have also revised the enemies' level progression in secondary locations so that the game difficulty in those locations doesn't plateau as much after the second Journey. This also means Bounty Targets from the Bounty Board will now correctly scale throughout the game, offering 3, 4, and 5 star Bounties as you progress. You will now also receive a relay from the Marshall when Bounties for key Story Characters are added to the Bounty Board so those don't fully unnoticed!




60 FPS on Xbox Series S


For those of you playing on Xbox Series S, we did a pass on optimization (which will also benefit to lower end PCs, Xbox One, and PS4). The result of that optimization pass is that the game now runs at a steady 60fps on Xbox Series S! We hope you will enjoy the smoother experience!



Part 3. Bugs Fixes


  • Fixed some pickup items duplicating when saving and reloading in secondary locations
  • Fixed shrapnel mine not properly saved and restored after saving/reloading
  • Fixed destroyable carriable props, which were reappearing after being destroyed on save/reload
  • Partially fixed memory bloating over long playthroughs which could result in repeated out-of-memory crashes for some players (e.g. loading Grackle). This fix should decrease how frequent the issue occurs for some of you, especially on a new playthrough started with this patch, but might not be sufficient for walkthroughs already well advanced for some players--so we're still working on further fixes for this and will let you know of further development. If possible, we will try and release a full fix for this via a hot fix without waiting for the next patch release
  • Partial fix for carriable not being properly restored to the position player moved them to on save/reload (full fix for this coming with next patch)
  • Fixed a couple of other different crashes that could happen during gameplay
  • Fixed all friendly Oneirists in the world becoming enemies after the player visited Canker during the Pigman Journey
  • Fixed quest items sometimes not appearing in the new natural cave map and new hacienda during item fetcher quest
  • Fixed Bounty targets not properly repopulating bounty boards between Journeys, which caused higher-level targets to not appear as the game progressed throughout the 5 Journeys
  • Fixed being stuck in a travel encounter if the enemy you killed had a vendetta against you and their ghost spawned when they died
  • Fixed several issues with Companions not following and not engaging in combat or completely disappearing
  • Fixed world generator not correctly assigning available maps to secondary locations, resulting in some world seeding where all locations of the same type (e.g. mines, etc.) could be using the exact same map layout
  • Fixed Bounty Mission sometimes leading to an already dead target, preventing the Bounty Mission from being completed
  • Fixed Bounty System reusing the same location back-to-back, over and over again
  • Fixed town turning hostile to captured bounty after returning a captured bounty (note one issue might still remain specifically when returning captured Ruth and Pigmen are not Sentient but the general bug that can occurs when bringing back any other generic bounty capture is fixed)
  • Fixed Player horses getting stuck in a state where they would constantly run away from player upon arriving at destination
  • Fixed several blockers that could appear during the Prison Extraction side quest
  • Fixed player sometimes being wrongly spotted by enemies when behind cover or hiding in bushes
  • Fixed Blocker issue during Protector Journey with finding Bracelet in Galen's Crossing
  • Fixed being stuck in Wolf form when demonstrating Werewolf transformation for the researcher in Grackle during the Werewolf Journey
  • Fixed dead zone on camera control when using the mouse
  • Fixed side quest items remaining in player inventory after completing delivery side quest
  • Fixed weapon showing as equipped on player horse since last update
  • Fixed blocker with not being able to talk to Leila in Oleander Temple in some contexts
  • Fixed blocker with not being able to destroy the Olvidado Mine in some contexts
  • Fixed several issues with not being able to retrieve the brand from dead heroes corpses during the Oneirist Journey
  • Fixed some packed textures settings on Win10 PC Game Pass build wrongly set to 4K which could lead to the texture memory pool being overloaded and not being able to stream textures other than in low res
  • Fixed Farmstead deed item cluttering player inventory after related objectives were completed
  • Fixed Protector Hero falling below ground in Thriving Place during Oneirist Journey
  • Fixed blocker where sometimes the leader of the Dagger & Bones could not be found in Fort Glenn during the Protector Journey
  • Fixed Sheriff Albright sometimes still being the Sheriff at Grackle when she should no longer be
  • Fixed quest tracking marker not appearing on the container for item fetcher quest in natural caves
  • Fixed not being able to interact with the Bounty Board in Cedar Flats after completing the Holy Pig quest
  • Fixed post-process from first vision cinematic remaining active after cinematic during the Oneirist Journey
  • Fixed NPCs in Grackle Ransacked not commenting on you stealing dead peoples' belongings on the street
  • Fixed Shelby Cross Vendetta not triggering
  • Fixed unexploded shrapnel mine spawning in next location after traveling
  • Fixed shrapnel mine wrongly being detonated by NPCs walking on the floor beneath the one the mine is set on
  • Fixed Ol' Blue turning into a generic weapon when being upgraded
  • Fixed arrows not restocking properly over time at trapper camps and towns' Dagger & Bones shops
  • Fixed player twitching rapidly when using the new projectiles aiming system against a wall
  • Added a delay during which inputs are ignored after smelting an item to avoid smelting the next one in the list by mistake
  • Fixed melee weapon on secondary weapon slot swapping to primary slot on save/reload
  • Fixed ranged weapon fire rate going crazy if you changed from melee to ranged weapon while swinging your melee weapon
  • Fixed player getting caught trespassing while the game was paused
  • Fixed travel encounter sometimes loading without a scenario
  • Fixed Pigman Joe being wrongly hostile to player after Pigman Journey
  • Fixed zombies raised by Wraith during a Wraith Friend for Life intervention being hostile to player
  • Fixed deputy spawning behind locked door in the bank while Grackle is ransacked
  • Fixed Bounty target bodyguard incorrectly continuing escorting the target even after their death, resulting in bodyguard running to the corpse location every time the Player moves it
  • Fixed Itinerant Merchant not selling items if player visited Quickbend early in the game
  • Fixed bank clerk sometimes not working or not being at their desk
  • Fixed infinite burning state on companions if you shot at them while equipped with a certain amulet
  • Fixed wells in farms never having a chance to lead to an underground cave
  • Fixed issue where Across Rivers would lose his inventory when rescued
  • Fixed issue where quest NPC would not leave Galen's Crossing after sending a relay stipulating that they did
  • Fixed Bounty Hunter wedding band being mentioned as having been pawned when you only put it in your horse's saddlebag
  • Fixed Player getting stuck on safe door when opening a safe from the side
  • Fixed several scripting issues around Snack and Albright locations during the Bounty Hunter Journey
  • Fixed prisoner not spawning inside cell during the Prison Extraction side quest
  • Fixed not removing side-quest item from Player inventory when failing Illiterate Love Notes side quest
  • Fixed Heathen sometimes not starting her conversation in Fox Glove
  • Fixed Player horse disappearing on save/load if saving near the horse at beginning of Werewolf Journey in first location
  • Fixed several scripting issues with previous Journey Heroes not appearing at the temple during Oneirist Journey
  • Fixed side-quest item sometimes not appearing in stash during Ghost Torment side quest
  • Fixed issue where you would sometimes buy an item by mistake when opening the shop UI
  • Fixed Werewolf status text wrongly mentioning stat increases that are not actually increased
  • Fixed Shelby Cross sometimes not engaging in combat after turning into his siren form
  • Fixed typo in letter found during The Strangeness side quest
  • Fixed several typos in loading hints
  • + various minor bug fixes


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