No Rest for the Wicked - Action RPG

Soldato
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Small patch


️Patch Notes - Early Access Hotfix 4

This hotfix covers more cases of the Nameless Pass progression blocker, balance adjustments, performance improvements and we snuck in a few more bug fixes!

As always, thank you for your continued feedback and bug reports!


⚔️
Performance Improvements:
  • Fixed a leak with GPU Culling
⚔️
Bounties and Challenges Changes:
  • Bounties and Challenges are no longer deleted if you choose to abandon them
  • Added confirmation when choosing to abandon Challenges
⚔️
Balance Changes:
  • Adjusted Damage On Parry enchantments
⚔️
Loot Changes:
  • Adjusted loot drop rates from chests
  • Added more furniture to Whittacker’s Shop
⚔️
Bug Fixes:
  • Fixed Nameless Pass cranes still not rotating correctly in some existing realms (their position will now reset to default)
  • Fixed sell value on Raw and Refined materials at vendors still being only ¼ of what they should be
  • Fix for the Channel rune icon not showing up when player has no Focus
  • Fixed Focus Gain On Hit enchantment text displaying a larger Focus number
  • Fixed incorrect levels for some items at vendors
  • Improved collision at Mariner’s Keep Tower area
  • Fixed typo in interaction hint for Eleanor's door
 
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Soldato
Joined
29 Sep 2010
Posts
5,710
Small patch


️ Patch Notes - Early Access Hotfix 4

This hotfix covers more cases of the Nameless Pass progression blocker, balance adjustments, performance improvements and we snuck in a few more bug fixes!

As always, thank you for your continued feedback and bug reports!


⚔️
Performance Improvements:
  • Fixed a leak with GPU Culling
⚔️
Bounties and Challenges Changes:
  • Bounties and Challenges are no longer deleted if you choose to abandon them
  • Added confirmation when choosing to abandon Challenges
⚔️
Balance Changes:
  • Adjusted Damage On Parry enchantments
⚔️
Loot Changes:
  • Adjusted loot drop rates from chests
  • Added more furniture to Whittacker’s Shop
⚔️
Bug Fixes:
  • Fixed Nameless Pass cranes still not rotating correctly in some existing realms (their position will now reset to default)
  • Fixed sell value on Raw and Refined materials at vendors still being only ¼ of what they should be
  • Fix for the Channel rune icon not showing up when player has no Focus
  • Fixed Focus Gain On Hit enchantment text displaying a larger Focus number
  • Fixed incorrect levels for some items at vendors
  • Improved collision at Mariner’s Keep Tower area
  • Fixed typo in interaction hint for Eleanor's door
Nameless Pass working woo :D
 
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1 week anniversary patch!

Patch Notes - Early Access Hotfix 5

Today marks the one week anniversary since our Steam Early Access Launch and it warrants an extra beefy hotfix full of significant performance improvements, balance changes, stack size increases, 32:9 support, Quality of Life additions, 8 new shields, polish, localization and bug fixes.

As always, please be sure to share any issues or feedback with us!


⚔️ Performance Improvements:
  • Further improved Quality Settings for better performance when at higher visual quality
  • Optimized rendering of volumetric Fog
  • Optimized shadow rendering
  • Reduced resolution transparency rendering tech for GPU heavy overdraw situations
  • Significantly reduced unnecessary memory allocations across many game systems
  • Improved handling of asset unloading to reduce performance degradation over time
  • Tracked down and improved several sources of CPU-side stuttering when the game is loading assets
  • Optimized instantiation costs for various often-used Visual Effects and Characters.
  • Reduced mutex contention cases that caused performance stutter while streaming content
  • Optimized icon texture resolutions and memory consumption
  • Optimized Sacrament rooftop models and textures (rooftops, rooftops everywhere)
  • Multiple smaller general CPU optimizations for better overall performance
⚔️ Quality of Life:
  • Added ability to deposit all items from the players inventory that match the types already in the selected chest
  • Default chest sorting changed to Sort By Type
  • Enhanced durability system for tools and armor, ensuring correct values are displayed and used
⚔️ Settings:
  • Increased supported aspect ratios to 32:9
  • Remaining visual glitches with 32:9 will be addressed in future updates
⚔️ Loot:
  • Increased stack size of cooking and crafting materials to 25, allowing for better management of resources
  • Food can now be stored in cupboards
  • Removed Blueprints from Fillmore shop before Anvil is unlocked
⚔️ Content Additions:
  • Implemented eight new shields for better class diversity
⚔️ Localization:
  • Widespread improvements to translations and localizations, we’ve fixed typos, updated NPC dialogues, and ensured consistency across various languages
  • Fixed UI translations, including screens for house buying and management, equipment, and warning messages
  • Implemented better localization handling mechanisms for NPC names and dialogue
⚔️ Balance:
  • Major Balance Revisions to provide a smoother experience and prevent high level item drops too early
  • Adding Stamina cost for parrying with Shields
⚔️ Enemies and Bosses:
  • Adjusted Prisoner Wolf enemy to jump around less
  • Added ability for Shackled Brute to dodge after attacking
  • Updated Echo Knight fight initiation to reposition instead of attacking right away
  • Polished Riven Twins taunt
  • Polished Risen Axe Bruiser attack animation
  • Polished parry animations for enemies
⚔️ Areas:
  • Updated Cerim Crucible so that leaving the realm will end your run and return you to the atrium. This is to prevent abusing backups and other potential loopholes.
  • Improved collision and faders in Cerim Crucible levels
  • Improved collision and faders in Mariner’s Keep and The Shallows
  • Improved faders and lighting in Sacrament
  • Improved Sacrament rooftops
⚔️ Audio:
  • Adjusted sound effects for better ambiance and clarity, including updated tree chopping SFX and ambient sounds in town areas.
  • Improved audio cues for NPC interactions to minimize overlaps and ensure clearer dialogues.
  • Improved spatial audio for Sacrament Rookery, Town Square, Slums and Training Grounds
  • Improved Echo Knight slam down AOE sound effects
⚔️ Bug Fixes:
  • Fixed bosses and a couple of bounty/quest variants of enemies spawning when not intended
  • Fixed player being able to accidentally delete a character when hovering while having another character selected. Now the hovered character will be deleted
  • Fixed and balanced Enchantment Effects across the board
  • Fixed Heavy Bandit being able to be pushed off the edge of the ship and block progress
  • Fixed Cerim Crucible run ending early if a realm save happens right after you finish a level
  • Fixed Durability of Tools being the wrong value when bought from vendors
  • Fixed turning in a Bounty showing the replacement prompt
  • Fixed exploit with certain bounties
  • Fixed shinies pulling a disappearing act (visually) in the Black Trench
  • Fixed Squire’s Attire Armor Set not available for crafting at the anvil
  • Fixed Tier on the Gangrenous Eel
  • Fixed Finley remaining in his cell after you rescue him and leave Nameless Pass
  • Fixed Finley’s missing sign in Sacrament
  • Fixed missing enemy and loot spawners in the northern section of Orban Glades
  • Fixed spot in Nameless Pass where you could go out of world
  • Fixed position of a rooftop in Sacrament
  • Fixed incorrect texture for the shipwreck in The Shallows
  • Removed duplicate models in Sacrament and Nameless Pass
  • Fixed bush clipping in the Inquisition Arrival cinematic
  • Fixed rain occasionally being heard during Falstead Darak fight
  • Fixed ragdolls blinking back into existence when going out of view and coming back in
 
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Performance seems to still be quite unoptimised at the moment. Even with an RTX 4080 there are quite a few slowdown to the low 40's with GPU usage dropping to between 50 - 60%.

I know it's early access an all, but with five "hotfixes" in the first week it seems like it's pretty much a matter of us paying to be beta testers..
 
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You are, that's why it's early access. The developers get money to put towards the development cost and valuable feedback from gamers that they can use to inform future decisions about the games direction and bugs that they may not have encountered, it doesn't necessarily mean they will fix those bugs immediately, they will prioritise them for future updates depending on severity.
 
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You are, that's why it's early access. The developers get money to put towards the development cost and valuable feedback from gamers that they can use to inform future decisions about the games direction and bugs that they may not have encountered, it doesn't necessarily mean they will fix those bugs immediately, they will prioritise them for future updates depending on severity.

I fully understand all of this, but could they not have done primenilary testing to ensure the game actually runs above 60fps before the early access release?

As off now, the game requirements have been changed to 5800X3D/3080ti for recommended 1080p gaming and it's still not achieving that..
 
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Personally I don't agree with early access, especially for professional game studio's, maybe for indie dev's who need the funds to help pay the bills. You're paying for something that potentially will never be finished, the game developer/studio could go under, or pull the plug if there's not enough interest, The Day Before is a good example of this...although some would argue it was a scam to begin with.

Regarding the current state of this game, I don't know much about game development but I imagine that optimisation comes much further down the development path once the core features have been added and the game is nearer to it's release state. And whilst the game is in development the specs are always going to be subject to change, as technology progresses the developers might decide it would be nice to add this or that feature that means upping the requirements.
 
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Soldato
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Not played it so could be wrong...

But isn't Balder's Gate 3 a masterpiece somewhat credited to being "very" Early Access?
 
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Personally I don't agree with early access, especially for professional game studio's, maybe for indie dev's who need the funds to help pay the bills. You're paying for something that potentially will never be finished, the game developer/studio could go under, or pull the plug if there's not enough interest, The Day Before is a good example of this...although some would argue it was a scam to begin with.

Regarding the current state of this game, I don't know much about game development but I imagine that optimisation comes much further down the development path once the core features have been added and the game is nearer to it's release state. And whilst the game is in development the specs are always going to be subject to change, as technology progresses the developers might decide it would be nice to add this or that feature that means upping the requirements.

It's being developed by Moon studios, who did both of the Ori games. While they're not a AAA company, I'm sure they have enough funds to develop a game without any recourse to upfront funds.

This is taking into account that No Rest For The Wicked has already been in development for 6 years.
 
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Not played it so could be wrong...

But isn't Balder's Gate 3 a masterpiece somewhat credited to being "very" Early Access?
I'm guessing Balder's Gate 3 is a masterpiece due to the final product! No idea what state it first released in as it's turn based, which isn't my flask of elixir..
 
Soldato
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Hot fix number 6! (I should be a bingo caller...)


Patch Notes - Early Access Hotfix 6
We wanted to drop one more hotfix with important updates, new torch items, as well as additional performance and visual improvements to make sure all of you have a great time with the game this weekend! We also fixed the rings!

Not to beat a dead Echo Knight Horse but please continue sharing issues or feedback you have with us!


⚔️
Art:
  • Improved rim light rendering in the shadows to improve game readability in dark areas. This should help with the “game is too dark” feedback we were getting in some cases.
  • Adjusted rim lighting looks even nicer and allows characters to feel more integrated into the environments!
⚔️
Performance:
  • Reduced unnecessary memory allocations for general rendering, fog, and other game systems
  • Optimized shadow rendering for all Visual Effects
⚔️
Quests:
  • Changed Potion Seller quest reward from a Medium XP Potion to a Small XP Potion.
⚔️
Loot:
  • Increased drop rate of gems
⚔️
Content Additions::
  • Added new Torch offhand for purchase at Whittacker’s shop and crafting at the Workbench
    • Torches can be used for more light in dark areas
⚔️
Balance:
  • Replaced Risen enemies on Prologue ship with special instances so they won’t be affected by global balance changes
  • Nerfed health on Risen enemies (except Risen Great Axe Raider) on Prologue ship by 40%
  • Rebalancing Cerim Crucible by nerfing enemies in the most deadly room and buffing enemies in weaker rooms
  • Increased timing of lowering platforms in Cerim Crucible so its more challenging and requires player to wait around less
  • Rebalanced Plague Ring
    • Increased Gain Health effect to 1-3%
    • Decreased Lose Focus effect to -7-10%
  • Rebalanced Snake Ring
    • Decreased damage dealt to player to 5%
    • Changed damage type dealt to player and enemy to Physical Damage instead of Plague Damage
⚔️
Enemies and Bosses:
  • Improved Risen Bruiser locomotion animations
⚔️
Areas:
  • Improved collision, faders and texture in Mariner’s Keep
  • Improved set dressing, collision and faders in Nameless Pass
  • Improved faders in Sacrament
  • Improved set dressing, collision and faders in Cerim Crucible
⚔️
Loot:
  • Increased drop rate of gems
⚔️
Audio:
  • Improved Falstead Darak intro audio timing
⚔️
Localization:
  • Added and updated localized text in many places across multiple languages
  • Added localization support for the attribute insights tooltips, new Quit menu and depositing stacks UI
⚔️
Bug Fixes:
  • Fixed Crash on the Main Menu
  • Fixed some transparency rendering artifacts
  • Fixed Plagued Mutant Soldier bounty boss going invisible
  • Fixed Fog of War not creeping back while the game is closed
  • Fixed error spam on the Refinery
  • Fixed Fierce Ring not dealing extra damage
  • Fixed interior backgrounds no longer being black
  • Fixed Bows not having full durability when being purchased at Whittacker's Shop
  • Fixed spot in Black Trench where you can go out of world
  • Fixed spot in Prologue ship interior where you can sidle and get stuck
  • Fixed spot in Echo Knight arena that resets the fight
  • Fixed shadow flickering at Campfire in Black Trench
  • Fixed spot with texture flickering in Black Trench
  • Fixed Chest inside a Chest appear in Orban Glades
  • Fixed UI layout so that coins are evenly spaced
 
Last edited:
Soldato
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29 Sep 2010
Posts
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Play early access now or wait, always a difficult one for someone as impatient as me :p
I've had a solid 30+ hours out of it, I've done all possible quests but there is still some farming I can do to upgrade parts of the settlement but I'm not that fussed on doing that.

It's brilliant, i'd say there is a comfortable 25-40 hours gameplay despite it being early access.
 
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It's good fun, not a huge amount of content but they've definitely built an excellent base for a game to continue evolving. I like the art style, combat felt good and I personally liked that choices were permanent in terms of stat placement as you levelled etc.

Definitely needs more areas adding though, when you zoom out on the map it looks like there's space for it to be massive but I'm not sure if that's intentional.
 
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