Wildmender February 7, 2024 Release Notes

Wildmender

A desert gardening survival game. Start from a tiny spring and cultivate a blooming garden. Explore a vast world amid the sands and uncover its mysteries. Can you defend against the relentless forces of nature and mysterious wraith corruption, to bring life to a dying world?

Hi Wildmenders! We’re getting the new year rolling with a patch focused on performance! Build 207a has just been released on all platforms (Steam, XBox, and Playstation). This patch also includes a large number of bug fixes and a little help in some confusing quests. Many of these improvements are focused on improving Wildmender’s playability on the Steam Deck. If you’re a Deck player, please give it a try and let us know how it feels! [b]Changes:[/b] [list] [*] Removed automatic teleportation when players are stuck in terrain. Use chat command /unstuck if you find yourself stuck and unable to escape terrain. [*] Added a map marker for uncollected Shards of the Guide Spirit during the first major quest sequence. [/list] [b]Fixes:[/b] [list] [*] Fixed an error that could cause buried item drop points to not respawn when a storm spawned. [*] Fixed the poison fog in the Canyons interrupting the Sigil Gate menu [*] (XBox/PS5) Fixed plants sometimes failing to load as the player traveled (Steam players saw this fix as 202b) [*] Fixed some cases where soil would stop improving or not respond to placed plants. [*] Fixed some plants revived with Life Flames having unreasonably long harvest times [*] Fixed the cheaper sigil construction in the Gleb temple not applying correctly to guest players, leading to issues advancing that quest. [*] Fixed the tutorial not advancing if you collected exactly enough essence and no more [*] Fixed a bug that could cause Vidyas to wander far from the oasis [*] Fixed canceling placement of a carried object in multiplayer sometimes causing that object to vanish for guests [*] Fixed lightning strikes sometimes leaving behind extra blue rings [*] Fixed some abrupt music changes [*] Fixed some wraith AI issues that could cause them to be stuck and make it difficult to advance various “defeat all the wraiths” quests [*] Fixed some pathfinding issues that could cause ghosts, spirit darters, and frogs to get stuck inside rocks [*] Fixed rejoining guest players spawning underground if the terrain was modified after they left [*] Fixed an error in settings parsing that could cause bright glowing skin and hair colors when switching system languages [*] Fixed the last wraith scroll of a type applying the wrong penalty [*] Fixed chests and Mystical Springs not visibility culling [*] Fixed Dust Devils and Tumbleweeds spawning at an accelerated rate when resting or advancing time during the tutorial [*] Fixed player name overflowing on the title screen in some languages [*] Fixed Photo Mode’s “Brightness” and “Bloom” options failing to update if the player exited to main menu and reloaded the save [*] Fixed Dry items from some random drops failing to stack with other Dry items of the same type [*] Fixed improved biomes sometimes not appearing correctly for guest players [*] Fixed some UI inconsistencies when unlocking memories with a controller [/list] [b]Performance:[/b] [list] [*] Improved performance of plant and leaves rendering [*] Improved performance of soil and biome updates [*] Improved performance of water updates [*] Improved performance of UI layout process [*] Improved behavior of visibility culling, fixing several things that were not culled as intended [*] Reduced framerate spikes from simulation and procedural plant generation (particularly noticeable in dense gardens) [*] On Simple graphics Quality, more aggressively reduce shadow quality and range and render less ground cover [*] On Simple Effects Quality, reduce the number of wind particles and more aggressively disable cloth on NPCs [*] Water is now culled when very distant - the distance at which this triggers is tied to the View Distance setting [*] Additionally, we’ve added some specific support for the Steam Deck: [list] [*] The Steam Deck now has its own set of graphics settings defaults [*] Removed the Frame Rate Limit setting on the Deck; please use its own built-in framerate controls instead. [*] On the Deck, applied some upscaling to the game world to improve frame rate [*] The Steam Deck now uses the same reduced simulation rate for water and objects as consoles [/list] [/list] Thank you for all your support, and stay tuned for more updates!