1. Update v1.3.4.166480:
  2. Building and Stability
  3. This patch addresses cases where parts of large player construction would be destroyed after saving and loading.
  4. We have also fixed the cause of some spontaneous destruction of building pieces.
  5. We have improved and tested stability in typical building scenarios and in large saves provided by the community. However, it is worth noting that the more complex constructions do stress the limits of the system and may still have unexpected results.
  6. We will continue to tackle those issues as they occur. Please keep sending those support tickets and save files! They were instrumental in helping us with this round of fixes.
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  8. Gameplay Fixes
  9. We have fixed a bug where players might encounter an infinite load when attempting to fast travel.
  10. Sieges have been fixed and re-tuned and should not occur with the same frequency, nor should they be triggered as often when players fast travel.
  11. Fixed the issue affecting the Ink Grinder’s ability to dye Armor
  12. Fixed rare issue where Armor Stands built with Build-lore buff providing free construction would not allow any Armor to be placed in them.
  13.  
  14. Update v1.3.3.164493:
  15. Lighting Improvements
  16. It was a major priority with this patch to improve the lighting in all areas of Moria, with particular attention paid to player-placed light sources and areas of large player construction. Here are some of the specific lighting fixes:
  17.  
  18. Hearths now brighten the world around them, so as long as you’re near a hearth, you have cozy lighting. The size and magnitude of the effect depends on the size of the hearth.
  19. Lighting behavior in general should be a lot more consistent. We've adjusted lighting priority to make sure you're seeing the lights you care most about.
  20. Many world objects had to have light sources added so they now emit light.
  21. Pre-placed Brazier lighting has been tuned brighter.
  22. Made lighting adjustments in Lower Deeps where the lighting was fluctuating in extremes due to surface textures.
  23. Fixed: In some cases Flares and Crystal Flares did not emit light when thrown.
  24. Fixed: Fog height and transition lighting were incorrect, causing strange behavior in some instances.
  25. Fixed: Miner’s Helmet light was not always properly visible for players.
  26. Fixed: The behavior where lighting becomes foggy in orc towns and when orc hordes are around is more consistent.
  27. Made tweaks so lighting and shadow do not flicker as much when entering new zones, especially on less-powerful machines.
  28. Lots of additional tuning for Elven Quarter, light shafts, skylights and different competing gameplay events.
  29. Fixed: Some Time-of-Day lighting was showing incorrect for clients.
  30. Destroying a light source should now immediately remove the associated lighting effect.
  31. Fixed issue with Durin's lamp and activated crystals not emitting light.
  32. Improved performance of flame visual effects, increasing the number that are drawn on Low and Medium quality settings.
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  34. Dwarves and Enemies
  35. In our continued effort to improve the game’s combat and movement we used this patch to reduce some of the visual imperfections in enemies and player characters. As always there is plenty more work to go here.
  36.  
  37. Cleaned up a lot of enemy root motion jitters visible mostly to clients in multiplayer games.
  38. Cleaned up dwarves sliding around when viewing a monument or getting up from sleep.
  39. In a multiplayer game, clients should no longer jitter while standing on the repaired bridge.
  40. Bats and moths should no longer be stuck in awkward positions. Bats have been removed from sieges but can still be found in patrols around Moria.
  41. Dwarves should no longer arch unnaturally backwards when mining near trees.
  42. Dwarves no longer hold their shield above their heads when going over defeated enemies.
  43. Wolves' movement and attack has been refined.
  44. Fixed a multiplayer issue where a player in the distance appears to be falling endlessly as seen by their player tag movement.
  45. Bears sometimes stopped their attacks and looked disinterested. They should be more aggressive now.
  46. Goblin man should not appear standing on top of fires.
  47. Fauna should not wander into the shadow barrier.
  48. ‍
  49. Crossplay and Multiplayer
  50. When playing networked multiplayer, there are often instances where the server and clients get out of sync. These are some of the issues found and addressed.
  51.  
  52. More accurate Horde, Siege and Victory UI announcements for host and clients.
  53. There was a lingering issue where the last dwarf to join a multiplayer game would spawn in Westgate instead of Aftermath.
  54. Fixed some instances of an infinite load for clients when attempting to fast travel.
  55. Fixed problems with the main enemy in a late game environment where the encounter might not get triggered or the main enemy appeared in a T-pose; depending on how players approached.
  56. Sometimes the final boss turns invisible for a client loading into a game.
  57. Drinking issues: brew animations were not always visible for the client and sometimes Dwarves would not finish drinking their brew even after finishing a song.
  58. Players get stuck when exiting the Dimrill Gate after skipping the credits in a multiplayer game.
  59. After opening the doors to the Belegost Forge, the inner doors that lead to the next environment appear closed to the client. This desync has been fixed.
  60. The Tip for Finding Durin’s Axe is now displayed for late joining clients once the first Durin’s Axe Fragment has been collected.
  61. Fixed a bug where armor equipped in a multiplayer game did not provide protection until re-equipped.
  62. Crossplay: fixed a bug where Steam players sometimes cannot join singing.
  63. Crossplay: fixed desync issues when client interacts with the Furnace resulting in an inaccurate quantity of iron ingots.
  64. Crossplay: fixed desync betweens server and client where the Shadow Curse is still displayed after client destroys it.
  65.  
  66. Building and Environments
  67. Made improvements to building stability both for player buildings and pre-placed buildings, a balancing act to make things stable yet destructible.
  68. Addressed many issues where deconstructing blocks led to massive destruction.
  69. Improved instances where saving and reloading would cause structures to become unstable.
  70. Stairs segments have been fixed to snap more cleanly. Tall Rough Stairs no longer float in the air.
  71. The Zarok Torch and Keg can now be placed on a wall hanger or weapon rack.
  72. Addressed many instances of spots where a player could fall out of the world, especially in Sandbox.
  73. Cleaned up a bug that caused multiple doors to be generated in ruined buildings.
  74. Ornate Chests now have geometry on the bottom.
  75. Fixed issue where Hearths would sometimes be missing their building grid after loading into a world.
  76. Removed an exploit where a player could build for free with Build-lore buffs and then destroy the items for free resources.
  77. Resolved a crash that happened when deconstructing quick platforms.
  78.  
  79. Various Gameplay and Progression fixes:
  80. In Campaign mode, five mithril weapons that were previously exclusive to sandbox can now be unlocked at the Dimrill Gate.
  81. Resolved a bug where the door to Durin's Tomb could not be unlocked due to Dwarves' song not ending.
  82. Made several improvements to Mapstones and fast traveling.
  83. Dwarves should no longer get trapped under the final boss when defeated.
  84. The community reported that the Belegost Helmet could not be unlocked in Sandbox mode. This has been remedied and now unlocks with the completion of a Muznaken in Lower Deeps. Thank you!
  85. Fixed the missing VFX on Durin's Axe fragments that made it difficult to find them at a distance.
  86. Fixed an edge case where Durin's Axe became uncraftable if the player exited the world and the save did not complete.
  87. Fixed the resource requirements for Nogrod armor recipes to make it consistent with other armor variants.
  88. Undaunted Buff should no longer disappear before the timer runs out even when the player moves away from Durin's Lamp.
  89. Elbereth’s Blessing statue in the Elven Quarter is no longer destructible. Players who accidentally destroyed it should see the statue come back.
  90. High Spirit and Determined buffs should no longer be removed if a player eats Lembas and get the Strengthened buff
  91. Not all unlocked brews were available on Brew Tanks, this has been amended.
  92. Buff VFX from drinking brews should now disappear once buff times out.
  93. The art for Mahal's Gift is now consistent with being the ancient core of a First Age Durin’s Lamp.
  94. Addressed an issue where in some cases the end credits cutscene was glitchy. It should now loop correctly.
  95. We have increased the durability of the Shield Wall.
  96. Tuned the Oakenshield to be a shorter duration emergency shield as intended. It now has lower Durability and no longer buffs Stamina.
  97. Destroying a treasure pile no longer leaves floating gems behind when you load back into the world.
  98. Flora are now configured correctly and should show a dust effect when the player breaks them.
  99. Fixed a few resource generation issues:
  100. Fixed Ore distribution in Westgate so all world seeds should have enough Ore.
  101. In Sandbox mode, added Cranberries to shallow water in Farm Caverns.
  102. Increased the number of Statues spawned to allow for all recipes to be unlocked.
  103. Ration barrels have been re-balanced.
  104.  
  105. Audio
  106. Forge lighting music has been restored and those moments should be even more epic!
  107. Fixed several bugs where Dwarf voices might change while singing or after another dwarf stops singing.
  108. Fixed some instances where Dwarves can't join the Veneration song. Also balanced singing volume for all Dwarves.
  109. Increased the volume of SFX when climbing ladders.
  110. Removed some inaccurate Dwarf voice over from Sandbox mode.
  111.  
  112. QoL and UI
  113. Middle mouse button can now be used to drop items from the inventory on PC.
  114. Wood Flares and Crystal Flares now automatically go into throw mode if they're equipped, Build-lore Scrolls and Tomes do not.
  115. Abakhs are now sorted next to each other when using the "Sort Inventory" option.
  116. Pre-placed Mapstones can now actually be renamed and saved.
  117. Metal Fragments are properly categorized as Resources in the Appendices Menu.
  118. Important lore and goal entries no longer automatically open their respective screens.
  119. Fixed duplicate breadcrumb icons for Tips and Learning the Game lore entries.
  120. Fixed lore entry for Wood Scraps not displaying in the Appendices screen.
  121. Fixed a bug where a player could accidentally toggle item pick up state 'on' by button mashing.
  122. Picking up arrows will now automatically equip them if a player has the proper bow equipped. We’ve added UI displays for when a player is out of ammo and also show the right equip state for ammo.
  123. Added a new reticle for ranged weapons when aiming down sight.
  124. Improved resolution of Icons for Gold, Black, White Norgod armor variants.
  125. Fixed minor issue with the drop down menu for reporting players closing when scrolling through list.
  126. Menu options for multiplayer and crossplay are now translated for all supported languages.
  127. Continued to fix typos, misspellings and missing translations reported by the community.
  128.  
  129. Xbox
  130. Fixed an issue with Xbox inventory UI for chests where certain slots were inaccessible.
  131. On Xbox, a backlit Dwarf had a very strange glowing skin shader. This has been fixed.
  132. The Game setting "Hold X to Sprint" should now be saved and should not reset with each session.
  133. On Xbox S, fixed a bug in Crystal Descent where the platforms and rope ladders solution was unintentionally visible on load.
  134.  
  135. General Changes
  136. Fixed a video codec issue where the game opening cinematic launches with an unresponsive white screen. This has been fixed on PC configurations we were able to reproduce it on, including Steam Deck. There may still be some rare configurations that don't support our video format.
  137. Fixed a crash that occurred when clients tried to load into worlds with large player construction.
  138. Fixed major performance hitches when loading into Big Farms.
  139. Fixed glitching and blinking of the connecting wall to newly loaded environments.