The first patch update (0.5.60) is now available:
[h1][b]Changes[/b][/h1]
[list]
[*] Shove skill now triggers attacks of opportunity.
[*] Jump skill cost set to 3 AP from previous 2.
[*] Defensive stance damage reduction lowered to 10 from previous 25.
[*] Tutorial dialogue has been tweaked slightly.
[*] Overworld map adjusted.
[*] Current villages are now visible on the map even when player hasn’t visited them.
[*] Some location names are visible at the start.
[*] Encounter variation increased for all locations and paths.
[*] Encounter chances updated to reduce chance of getting into masses of overworld encounters after each other
[*] Katajanma cave and encounter adjusted.
[*] Katajanma can now be traded with upon talking to them a second time.
[*] The cauldron in the cave can be used as a poison source.
[*] Herb baskets in Katajanma’s cave no longer include herb bouquets.
[*] Peycko enemy variation added. Peycko Wayfarer and Peycko Herder and large Hornsnout enemytypes created.
[*] Peycko cloth banners have new art that ties in with the Peycko culture.
[*] Peycko banner cloth simulation added.
[*] Bandit enemy variation increased with some new bandit enemies. Hound, Bandit lvl2 and Drunkard added.
[*] Added “Select Single” button to go along with the “Select All” button
[*] Character portraits and inventory has new lighting.
[*] New special encounter “The Collector” added.
[*] Updated a selection of damage type icons.
[*] Increased requirements for tactical retreat feat
[*] Reduced size of tutorial notification buttons
[*] Some minor performance improvements on GPU memory usage
[*] Small tweaks on various enemy configurations
[*] Improved Tactical Retreat and Battle Caster feat descriptions to better tell what they really do
[*] Improved exception handling in couple of places that could’ve caused game to end up in instable state
[/list]
[h1][b]Bug fixes[/b][/h1]
[list]
[*] Fixed players not able to reach max level, effectively making level cap one lower (now you can level up to level 7 which is the current level cap)
[*] Going into stealth while in caves could cause unexpected errors and also did not show proper visual indications of characters being hidden
[*] Cave enemy and NPC spawning related bug fixed. Caves could spawn multiples of the same character in one grid if exiting and re-entering cave.
[*] This also applied many settlements, which could cause major performance issues in Turso or villages. The performance issues persist still in old save games.
[*] Inventory: Fixed multiple issues with weapon sets / loadouts
[*] Inventory: Fixed equipping items by clicking for non-active characters
[*] Inventory: Fixed belt inventory not always working properly when switching characters in inventory screen
[*] Inventory screen no longer shows mismatched character info when equipping items to non-active character
[*] Tutorial widgets are no longer shown on top of inventory / character sheet, trade or level up window
[*] Fixed hidden enemies showing up at wrong times
[*] Fixed hidden enemies not having outlines after they’ve become visible
[*] Fixed game sometimes soft-locking when entering combat
[*] Fixed bug where frog quest did not display the amount of frogspawn needed to finish quest.
[*] Esi Isä animations fixed
[*] Random encounter levels adjusted and many bugs fixed related to enemy spawning.
[*] Stalker Spider Hatchling often was passive while hiding
[*] Resting while diseased could lead game to be come instable
[*] Quests did not always get all their props spawned correctly (caused sometimes Remains quest to not
[*] Spawn placement of enemies was not always desired which could lead to some ambush encounters not to start in combat
[*] Enemies often started with reduced armor, especially in encounters
[*] Improved rules for starting combat as earlier it was possible to just run into combat and combat only started when movement had ended
[*] Made chests to not show health as they could not really be destroyed in any case
spawn all the required props)
[/list]