No Rest for The Wicked Early Access Hotfix 5 Patch Notes

Tim Blisz
7 Min Read

No Rest for the Wicked has just received a patch for a wide range of issues reported by players over the last few days. The fixes included performance optimizations, graphics bugs, game settings, balance changes, and a lot more. We have the complete patch notes below. Read the No Rest for The Wicked Early Access Hotfix 5 Patch Notes

Patch Notes – Early Access Hotfix 5

Today marks the one week anniversary since our Steam Early Access Launch and it warrants an extra beefy hotfix full of significant performance improvements, balance changes, stack size increases, 32:9 support, Quality of Life additions, 8 new shields, art and audio polish, localization and bug fixes.

As always, please be sure to share any issues or feedback with us!

:crossed_swords: Performance:

  • Further improved Quality Settings for better performance when at higher visual quality
  • Optimized rendering of volumetric Fog
  • Optimized shadow rendering
  • Reduced resolution transparency rendering tech for GPU heavy overdraw situations
  • Significantly reduced unnecessary memory allocations across many game systems
  • Improved handling of asset unloading to reduce performance degradation over time
  • Tracked down and improved several sources of CPU-side stuttering when the game is loading assets
  • Optimized instantiation costs for various often-used Visual Effects and Characters.
  • Reduced mutex contention cases that caused performance stutter while streaming content
  • Optimized icon texture resolutions and memory consumption
  • Optimized Sacrament rooftop models and textures (rooftops, rooftops everywhere)
  • Multiple smaller general CPU optimizations for better overall performance

:crossed_swords: Quality of Life:

  • Added ability to deposit all items from the players inventory that match the types already in the selected chest
  • Default chest sorting changed to Sort By Type
  • Enhanced durability system for tools and armor, ensuring correct values are displayed and used

:crossed_swords: Settings:

  • Increased supported aspect ratios to 32:9
    • Remaining visual glitches with 32:9 will be addressed in future updates

:crossed_swords: Loot:

  • Increased stack size of cooking and crafting materials to 25, allowing for better management of resources
  • Food can now be stored in cupboards
  • Removed Blueprints from Fillmore shop before Anvil is unlocked

:crossed_swords: Content Additions:

  • Implemented eight new shields for better class diversity

:crossed_swords: Localization:

  • Widespread improvements to translations and localizations, we’ve fixed typos, updated NPC dialogues, and ensured consistency across various languages
  • Fixed UI translations, including screens for house buying and management, equipment, and warning messages
  • Implemented better localization handling mechanisms for NPC names and dialogue

:crossed_swords: Balance:

  • Major Balance Revisions to provide a smoother experience and prevent high level item drops too early
  • Adding Stamina cost for parrying with Shields

:crossed_swords: Enemies and Bosses:

  • Adjusted Prisoner Wolf enemy to jump around less
  • Added ability for Shackled Brute to dodge after attacking
  • Updated Echo Knight fight initiation to reposition instead of attacking right away
  • Improved Risen Spear Bandit attacking out of range
  • Increase rotation of the jump follow-up attack for Risen Great Axe Bandit
  • Polished Riven Twins taunt
  • Polished Risen Axe Bruiser attack animation
  • Polished parry animations for enemies

:crossed_swords: Areas:

  • Updated Cerim Crucible so that leaving the realm will end your run and return you to the atrium. This is to prevent abusing backups and other potential loopholes.
  • Improved collision, faders and textures in Cerim Crucible levels
  • Improved collision and faders in Mariner’s Keep and The Shallows
  • Improved collision, faders and lighting in Sacrament
  • Improved Sacrament rooftops

:crossed_swords: Audio:

  • Adjusted sound effects for better ambiance and clarity, including updated tree chopping SFX and ambient sounds in town areas.
  • Improved audio cues for NPC interactions to minimize overlaps and ensure clearer dialogues.
  • Improved spatial audio for Sacrament Rookery, Town Square, Slums and Training Grounds
  • Improved Echo Knight slam down AOE sound effects

:crossed_swords: Bug Fixes:

  • Fixed certain enemies being 7 levels lower than they should in various areas
  • Fixed bosses and a couple of bounty/quest variants of enemies spawning when not intended
  • Fixed player being able to accidentally delete a character when hovering while having another character selected. Now the hovered character will be deleted
  • Fixed and balanced Enchantment Effects across the board
  • Fixed Health Regen and No Healing Over Time enchantments spawning on the same item
  • Fixed Heavy Bandit being able to be pushed off the edge of the ship and block progress
  • Fixed enemies during the Orban Glades Darak boss fight not paying attention in some cases
  • Fixed Cerim Crucible run ending early if a realm save happens right after you finish a level
  • Fixed Durability of Tools being the wrong value when bought from vendors
  • Fixed turning in a Bounty showing the replacement prompt
  • Fixed exploit with certain bounties
  • Fixed the Nith enemies’ Plague Smoke persisting for too long
  • Fixed shinies pulling a disappearing act (visually) in the Black Trench
  • Fixed Squire’s Attire Armor Set not available for crafting at the anvil
  • Fixed Tier on the Gangrenous Eel
  • Fixed Finley remaining in his cell after you rescue him and leave Nameless Pass
  • Fixed Finley’s missing sign in Sacrament
  • Fixed missing enemy and loot spawners in the northern section of Orban Glades
  • Fixed spot in Nameless Pass where you could go out of world
  • Fixed incorrect texture for the shipwreck in The Shallows
  • Removed duplicate models in Sacrament and Nameless Pass
  • Fixed bush clipping in the Inquisition Arrival cinematic
  • Fixed rain occasionally being heard in the Black Trench
  • Fixed ragdolls blinking back into existence when going out of view and coming back in
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I am an avid gamer who loves to write about games. I started gaming with a copy of Call of Duty 4: Modern Warfare. Since then, I have fallen in love with games with a particular inclination towards Call of Duty titles.
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