Public Beta Client - (Sept 10) Patch 2.2.0

Greetings, Exiles!

A new patch is here! This is still an extension to patch 2.2.0 and includes new changes, improvements and fixes.

Read all about this patch below.


NewAdditions

  • HDR will be automatically applied based on whether an HDR monitor is being used, and if it is enabled through your OS.

QOL

  • Bathtub can be used by players and thralls.

Art

  • Increase max instances for candles and torches on all quality levels.
  • Added new shader-tech to M_Character for procedural animal markings.
  • Ferine Stalker Set cloth now simulates from further distances.
  • Cleaned up sand blending on some rocks in Isle of Siptah.

UI

  • The “Show Offine Members” Toggle in the clan menu will persist after you close the menu.

Modding

  • The game now launches significantly faster with large mods (or large sets of mods).
  • The value calculated to validate the set of mods when connecting to a server is now calculated in a much faster way.

General

  • Fixed Lumen Surface Cache for more stable and clear Lumen reflections across the game.
  • Removed floating text actor in one of the Dogs of the Desert Head Hunter event camps.
  • Fixed Khitan Slaver thralls having huge health pools.
  • Adjusted the location player is teleported to in the Dragonmouth to prevent them from sometimes being teleported out of bounds.
  • Fixed issue where players with out-of-sync clocks would not get their Bazaar contents.
  • Fix issue where respawning players could sometimes see a flash of the world before the loading screen.
  • Fixed an issue that could be exploited to spawn an unbounded number of actors on a dedicated server.
  • Fixed an issue where rocks summoned by wall of fire would be very likely to cause severe net corrections.
  • Fix for situations where friends can join your coop session without entering a required server password.
  • Fixed the bazaar description of the Giant-king Vassal Chest not using the correct string.
  • Fixed various small typos for a variety of different item descriptions.
  • Fixed localization for server password window.
  • Fixed the text flickering on signs.

Crafting

  • Fixed issue where Giant-king Orb Rack had an inventory interaction despite having no inventory.

Art

  • Fixed Stygian Headdress disappearing at far distances from the player.
  • Fixed clipping on Ferine Stalker Wraps.
  • Fixed issue where changing gear while swinging a weapon could accelerate the swing animation.

Terrain

  • Fixed cliff mesh going dark when in shadow on Isle of Siptah.
  • Fixed collision issue in Sorcerer’s Cave in Isle of Siptah.
  • Fixed collision on some grates in The Dregs.
  • Fixes to volumetric fog settings to reduce instances of low resolution artifacts in some dungeons and caves.

Audio

  • Braga will no longer trigger combat music by being falsely set to Hostile to the player.
  • Fixed an issue that could cause strange impact SFX on gates and doors.

UI

  • Fixed Giant-king Vassal placeables using the item icons instead of store icons in the Bazaar.
  • Fixed issue causing encumbrance gauge to show wrong values, removing FC_ProgressBar

Modding

  • Fixed issue where some mods with custom animations were crashing on game load.
  • Fixed logspam/performance in editor when placing placeables with more than 1 nanite mesh.
  • Fix an ensure that sometimes fires and fails mod cooks when a set of BPs has a circular dependency.
  • Fix issue where Material Parameter Collection state was not propagated through to UI materials after 5.8 upgrade.

  • Metal parts from the Giant-king Vassal Sentinel set do not change colour in the crafting bench preview when dyeing.

Not fixed. F2 reported. I have a video if you need it.

Collision in Sorcerers Cave Isle of Siptah

Tested on NA PVE and Beta Single Player. Both same issue.

Will let the team know. Thank you for bringing it to my attention.

When using the Research Bench on the Isle of Siptah:
I start researching a blueprint, then click the Cancel button at the bottom.
After cancellation, I cannot resume researching that blueprint anymore.

I solved this problem by reinstalling the research station—that is, I dismantled the old one and set up a new one. But, of course, that’s not exactly a normal solution! )))))

I’ve set up the research bench and storage chests. Sometimes when I get the blueprint I want while researching, I click cancel. After that, I can’t continue the research. Rebuilding everything is such a hassle.

I’m not really concerned whether they do have high health or not, don’t really care much either way. But what does concern me is the inconsistency here.

So far in the course of a few weeks, we’ve had these thralls added with really high health pools. We’ve then had it announced that they would have their health reduced (probably dramatically, because, as we’ve seen many times, these sorts of changes are rarely handled delicately). We then saw it announced that they would not be nerfed after all. Now it’s being announced that they will be nerfed. The mixed messaging being sent here is becoming a problem.

Zanjil of Shem being a prime example. Added to the game by Inflexion, then when people started getting her as a thrall, Inflexion nerfed her and now she is not worth our time to even try to get. Sledgehammer effect, they need a scalpel. Weakest Relic Hunter Treasure seeker available.

I’m sure after people were able to get the Khitan Slavers, which on Siptah was extremely hard because you could not take a thrall with you or the BUG that caused the surrounding NPC’s to aggro your thrall and the NPC’s become invincible, left the player soloing three linked NPC’s that hit like trucks. Knocking them out was hard enough, they did level fast I must admit, however, now that players have them, Inflexions stance is Oh lets nerf them beyond uselessness. Just speaking from the past, we will see if they become useless.

If you have one then you know they already have NO Grit, so they take a ton of damage compared to other end game thralls as it is. The health pool, obviously too high, was the only thing making them a viable choice.

Scalpel Inflexion, lose the sledgehammer.

On the Plus side. I tested this several times on the Beta (Single Player), and it appears to be fixed.

Thank you Inflexion.

Coinmetro Xcm

3 Likes

Thrall pathing in Cyclopean Halls seems to be much better. Thank you Inflexion, for fixing that.

Anvil Keeper still not spawning in Single Player.

Guys, please bring back the option to choose a Game World. Right now, people are trying to port their major mods that feature additional worlds, but you are taking that possibility away from them. Please note that many players are sticking with the UE4 version of the game specifically to build RP content.

Option to chose a Game World? I did not know we ever had that option.

Do you mean a spawn point between Exiled Lands and Siptah? That choice is still available.

Or did you mean in the settings here when you add a new custom map?

Just added a new map to check this and it seems to work.

Or am I misunderstanding your question?

I’ve noticed that in the UE 5.6 version of the game, the selection option appears when adding a map mod, whereas in the UE 5.8.2 version, this doesn’t happen. The entry has been added to the MapDataTable, but the editor either ignores the table during compilation or there is an interface error; could you suggest what the problem might be? That said, I can open the level via the console, and the associated region works correctly, displaying the map from the mod.

5.8.2 would be the beta version, correct? That’s the version you are concerned with?

I don’t think it shows up because you can not add mods to that version. I would wait for the 5.8.2 live release and I’m sure that drop down will be there.

That would be the only reason it isn’t showing up. I seriously doubt that would be removed permanently.

HDR dont work, even if the client ingame says so. Pls add a switch for this