- Update v1.05:
- Core systems
- Completely reworked the loading logic that was causing items to disappear from the game world when loading saves.
- Updated the logic of certain dynamic objects that could cause objects to overlap and leave extra clutter.
- On the first load of a save created in version 1.04 (when running patch 1.05), a script will attempt to restore missing quest items.
- Fixed an issue that allowed duplication of container-type items in the inventory.
- Fixed several memory leaks related to frequent saving and loading.
- Fixed multiple crashes that could occur unexpectedly while in the city.
- Quests
- Shade now takes the ring correctly during the first quest.
- Improved Chewgoon’s quest logic in “The Information Miner†when bypassing him.
- Improved quest logic for Chad’s armour search.
- Dzher now properly completes the objective when handing over recipes.
- Expanded the logic of Khutsut’s quest “A Five-Minute Ventureâ€.
- Expanded Khutsut’s behaviour in “A Five-Minute Ventureâ€: he can no longer die to monster attacks at the start of the quest.
- If Khutsut dies to hostile animals but the quest compass has already been delivered, his quest now properly completes.
- Expanded how Mazhar’s dialogues about Rukh are triggered.
- Adjusted hunter Hald’s reward.
- Fixed quest logic in “Dregs of Society†during the dialogue with Pascal and Shay.
- Fixed Corodelius’ dialogue block about the Petalophore.
- Fixed Corodelius’ dynamic task for creating a super potion.
- If you achieve the best outcome with the hungry woodcutters, Akim now gives the correct reward.
- Fixed the pig Stipay’s name.
- Expanded Irji’s quest logic in the Banker’s quest.
- Fixed a bug with Fox’s pouches.
- Fixed the reward for the quest “Best Snack Everâ€.
- Fixed the reward for the quest “Hides for Gustavâ€.
- Fixed the rewards for the quest “The Hunters' Contestâ€.
- Fixed Brock’s condition check in the quest where his stomach growls.
- Fixed one of the dialogue options with Mustard.
- Fixed the logic of the quest "Buns for Tiborâ€.
- Fixed being unable to attack the cultists in the cave.
- Fixed the placement of enemy squads in the finale.
- Dallar is now correctly removed from the scene after you interact with him.
- Fixed one of Hogan’s dialogue branches that disabled trading.
- Adjusted Pinker’s position in the port.
- Fixed the conditions for rescuing Skibbs.
- Removed a property zone in the port that prevented talking to Rat.
- Lambert now has a non-lethal damage tag until you confront him (New Game).
- Adjusted transformation timing for Luna's Children according to their daily schedule.
- Adjusted Rogue’s persuasion dialogue via the INS check.
- Adjusted Irvin’s route on the road from the castle.
- Loaded quest interactions now correctly display interaction visual effects after loading.
- Fixed tutorial dialogue lines for Beltran, Irvin, and Kurt during story decisions.
- Lucio, Godrank, Horace, and Venegas now correctly change their appearance as the story progresses.
- Fixed Rogue’s dialogue with an INS check.
- Blad can no longer be killed prematurely (New Game).
- Fixed the dialogue with Zeze regarding the back scratcher.
- Fixed the loading of the grate in the mines in its different states.
- Added an animation when interacting with a dead body in the mines.
- Added a reward for the quest “Broken Bridgeâ€.
- Added a missing journal entry for Grago’s quest “Thirst for Knowledgeâ€.
- Added daily schedules for Alfard’s quest-related workers.
- Added daily schedules for Orrik and Norka.
- Fixed a dialogue with Godrank that allowed you to report capturing the fort twice and return to Chapter 3.
- Fixed Talgat’s line that could cause the player character to get stuck in dialogue.
- Fixed several guards whose hair was clipping through their helmets.
- Fixed a small visual glitch on a rock in the mines.
- Closed a small shortcut into the mines through a gap above the gate.
- Added an additional way to get out of the catacombs in the valley.
- Fixed the interaction with the net in the “Fish Day†quest.
- Removed the invulnerability tag from the mushroom hunter.
- Gameplay
- When attacking a guard, their allies will now come to their aid.
- Adjusted the height of newly added resting points.
- When using healing potions in combat, the character can now move. The animation speed has been increased by 25%.
- Slightly updated lever interaction logic.
- Legend now correctly selects the finishing move type based on whether the weapon is one-handed or two-handed.
- Fixed the display of multiple Ranta fighters.
- Adjusted the map unlock location on the Free Hunters’ tower so it no longer overlaps with the flag.
- Fixed equipment item swapping (changing different slots could duplicate or overwrite items).
- Fixed being able to change stances while drawing a weapon without having the required skill.
- Crossbows once again work as intended.
- Fine amounts have been reduced by 75% (temporary).
- NPCs now correctly react to theft (they either fight you or call the guards).
- Guards now have the bandit enemy tag.
- Fixed a collider near Nerest’s house that prevented you from jumping onto the rock with the plant.
- Fixed torches being automatically equipped when purchasing them from merchants.
- Fixed headshot damage for bows and crossbows.
- Lockpicks are now twice as durable.
- Added a post-fishing animation loop.
- A torch you’re using remains lit after loading a save.
- Storage containers and weapon racks now correctly save items.
- Fixed bleed damage dealt by monsters.
- Exiting Boorma now correctly loads the outer layers of the city.
- Followers now step back from the player if you stand too close, to prevent them from getting stuck in tight spaces.
- Fixed how the two-handed sword “Legend†is displayed in cutscenes.
- Adjusted the navigation mesh at the city gates that was preventing the party from entering.
- Fixed several ladders that were floating in the air.
- Fixed several traps that were floating in the air.
- Increased pickpocketing range (previously, slight movement by the target could interrupt the theft too early).
- Turtles are no longer raid bosses - they can now be properly damaged by heavy attacks.
- There is now a bed for the player in the poorhouse.
- Irvin now grants full experience for killing monsters.
- Reduced Kriggs’ health in Ranta.
- If a thrown torch on the ground is still burning, you can now pick it up.
- Reduced the intensity of the Red Sky effect.
- Reduced fog intensity in swamp weather.
- Slightly rebalanced XP for higher-tier monsters within the same class: the difference between young and regular specimens has been significantly increased.
- Fixed the cabbage pie recipe.
- Fixed a crash when using the smugglers’ pig.
- Fixed a swamp fly animation that launched it into space.
- The fine for fighting without cause is now applied correctly.
- Fixed the chance for NPCs to use the “latest rumours†dialogue pool.
- Notice boards now correctly refresh daily tasks for the Gravediggers’ Guild.
- Fixed photo mode collision.
- Gustav now also teaches rare trophies.
- Sound and music
- The end-of-combat sound has been moved to the combat music category (the combat music slider now controls its volume).
- Assigned correct classes to sounds that previously did not respond to the volume slider.
- World
- Fixed several NPC interactions.
- Fixed post-processing in the swamps.
- Improvements
- Guards now display the fine amount when arresting you.
- The fine amount is now displayed immediately after committing a crime.
- Added special locations for skipping time (they allow you to fast-forward time and are available in all key locations, but they do not restore health or fatigue, and only slightly reduce hunger and thirst).
- Added a new collider for merchants, allowing you to interact with them across counters.
- The bulk-buy button is now highlighted in a different colour and shows the items being purchased at the top.
- Added a detailed town map stand.
- At DEX 30+, locks are now picked automatically.
- UI/UX
- Slight camera adjustments in the barber interface.
- The player character now steps aside when interacting with notice boards to avoid blocking the view.
- Spacebar can now be used to pause cutscenes.
- Quick and autosaves are now sorted by date.
- Added a Continue button in the main menu and on the death screen, which loads the latest save.
- Bleed damage is now displayed on enemies.
- Updated trade logic: empty slots now shift toward free cells to prevent item duplication.
- Updated the health bar HUD; the fatigue marker has been removed; stamina is now governed by thirst.
- Fixed arrow display in combat mode.
- Notes from notice boards can now be taken by clicking the button with the mouse.
- Items that belong to someone are now marked in red.
- Character names are now displayed in dialogue subtitles.
- Improved display in Ranta mode (21:9).
- Improved hero display in Ranta deck selection (21:9).
- Improved map display (21:9).
- Improved inventory display (21:9).
- Improved journal display (21:9).
- Improved fishing display (21:9).
- Improved camp display (21:9).
- Improved display of most workstations (21:9).
- The time of day is now displayed on the compass.
- Localization
- Fixed shovel localization in multiple languages.
- Debug Console (Shift + F12)
- If you encounter issues with missing items or killed NPCs, the debug console can help you continue your playthrough. Use the following commands. You can find a list of character and item IDs in this table.
- spawnitem (ID) – Spawns an item in front of the player (spawnitem oldgoblinnote)
- debugsettrigger (ID) – Sets a trigger (debugsettrigger quest1done)
- debugunsettrigger (ID) – Disables a trigger (debugunsettrigger quest1done)
- forceenablespeak (ID) – Enables dialogue for an NPC (forceenablespeak Nerest)
- additemid (ID) – Adds an item to the inventory (additemid item_01)
- teleportnpc (ID) – Teleports an NPC to the player (teleportnpc Nerest)
- setalivenpc (ID) – Revives an NPC (setalivenpc Nerest)
- removelodlevels all – Disables all LOD layers if they have overlapped on the map
- forcefollownpc (ID) – Forces an NPC to follow the player (forcefollownpc Nerest)
- setquest (ID) – Selects a quest for use with startquest, completequest, setactivetask, or setcompletetask (setquest quest1)
- startquest (ID) – Starts a quest (startquest quest1)
- completequest (ID) – Completes a quest (completequest quest1)
- setactivetask (ID) – Sets a quest task (setactivetask task01)
- setcompletetask (ID) – Completes a quest task (setcompletetask task01)
- Update v1.04:
- Gameplay
- Fixed a critical bug where, after a specific sequence of saving and loading, items could disappear from the world.
- Fixed the logic for picking up quest items (loading could sometimes render some items non-interactable).
- Fixed an issue when some items did not appear in the inventory after being picked up.
- We sincerely apologize for the inconvenience. All items will be returned to their owners; to do that, we need to know which quest items you are missing. If you've been affected, let us know in this thread that also contains instructions.
- UI/UX
- • The sensitivity slider now works for controllers as well, but for now, only for gameplay. We will add controller support for UI in the next patch.
- • Fixed the tutorial widget that could fail to close or fail to show gamepad controls hints.
- • Added an additional check for item pickup.
- • Added automatic switching between the controller and keyboard inputs.
- Sound
- • Added the “Voice†class to all voice-over lines, and the volume slider now correctly affects voice-over volume.
- • Fixed some missing voice-over lines in the Russian voice-over.