Kingdom Come 2’s Epic Update: Major Changes, New Content, and Mod Support!

Finally, Warhorse Studios has unveiled the substantial update, version 1.2, for Kingdom Come: Deliverance 2. Over the past month, they’ve rolled out several minor updates for KCD2 to tackle various glitches players have been encountering. With the release of update 1.2, they aim to address numerous problems simultaneously while also introducing fresh content free of charge, which gamers can now enjoy within the game itself.

Currently available for download on PS5, Xbox, and PC, the latest update for Kingdom Come: Deliverance 2 has made significant changes across various elements of the game. The developers at Warhorse have touched upon aspects such as combat, blacksmithing, cutscenes, NPC behavior, among others, resulting in alterations to KCD2 in several ways. New features introduced with this update include a barber option within the game that players can now explore. Additionally, for Steam users, this update also incorporates Steamworks support, allowing players to start creating and implementing their custom mods more easily.

As a gaming enthusiast, diving into the latest update for KCD2, I’d recommend checking out the comprehensive breakdown of all the changes that have been made, which you can find right here, freshly unveiled and ready to explore!

Kingdom Come: Deliverance 2 Update 1.2 Patch Notes

New

Barber

– Introduced the barber feature. Check it out in Zhelejov and Kuttenberg!

Features

Achievements

– Made some adjustments to the level of challenge for specific skill tests, making it easier for players to earn the Close One achievement more frequently.

– Rectified a problem that caused the achievement “The Lord Taketh Away” to occasionally unlock without the necessary conditions being met.

Alchemy

– Improved lighting effects.

– Improved resolution of the fire texture.

– Fixed pouring animation causing a flash.

– Fixed an incorrectly localised label in the list of alchemy recipes.

Animals

– Improved dying animations and ragdoll for cows and bulls.

– Fixed some animal spawners not working correctly.

– Fixed reactions of hares to Mutt.

– Fixed random movement of animals and reduced the frequency of their turns.

Archery range

– Arrows are now re-equipped automatically after archery contest.

– Fixed the issue with the competitor NPCs sometimes ceasing to shoot.

Balancing

– Rebalanced how quickly food goes bad over time.

Adjusted armor toughness ratings; the range between different armors has been expanded, making it easier to notice subtle differences among them.

– Rebalanced the formula for triggering a black-out from being drunk.

– Rebalanced stealth items.

– Rebalanced the price of meat and other items lootable from animals.

– Rebalanced the difficulty of pickpocketing NPCs.

– Rebalanced the amount of damage each armour layer receives.

– Rebalanced the influence of an item’s quality on its price.

– Rebalanced the prices of horse equipment.

– Rebalanced the prices and stats of jewellery.

– Rebalanced item weights.

– Rebalanced comfort for studying books in inns.

– Changed ranged weapons distribution within shops and other places.

– Changed stats of the Gallant Huntsman’s Kit.

– Slightly improved loot from chests in some bandit camps.

– Lowered skill-teacher prices.

– Lowered the overall value of caravan chest contents.

– Made polearms stronger.

– Made shields cheaper.

– Increased the price for which player can sell herbs.

– Recalculated items’ conspicuousness based on their appearance.

– Fixed the incorrect display of item’s maximum charisma when the item is dirty.

– Made several locks in the Trosky region easier to allow for a smoother levelling curve.

– Made locks on chests containing mostly food easier to lockpick.

– Adjusted lockpicking difficulty for some horse traders’ chests.

– Fixed exploit with a restocking chest containing a Balanced Die.

– Fixed incorrect arrow damage values.

Blacksmithing

– Generally rebalanced the blacksmithing minigame. 

– Improved visual indication of workpiece cooling.

– Added horseshoe recipes to various merchants and locations.

– Removed bezoar from alchemy and added it to blacksmithing.

– Fixed the alignment of semi-finished products at the forge and anvil.

– Fixed the Knight’s sword recipe.

– Resolved problem where blacksmiths wouldn’t respond during gameplay when players were engaged in the smithing mini-game and appeared idle.

Carts

– Increased the distance at which the interactor for getting on carts is available.

Occasionally, players might appear directly within a cart after engaging with nearby events near Vidlak Pond.

As a gamer, I made sure that pesky carts no longer leave behind their phantom collisions after vanishing from sight. Now, everything’s smooth sailing!

– Fixed cartwheels not aligning with ground properly.

– Fixed players sometimes randomly dying after dismounting a cart.

Combat

– Increased damage from hits from the multi-hit combos.

– Added proper facial animations for Henry during the mercy kill execution.

– Adjusted the animation of drawing a bow while moving.

– Being hit will no longer interrupt the player drawing a weapon.

– Adjusted the free attack animation used when holding a torch.

– Adjusted the animation of a dog attacking a target that is holding a ranged weapon.

– Improved animation for transitioning into aiming with the crossbow.

In my gaming world, I’ve added a brief pause after each melee strike when I’m not directly targeting an opponent. This is to curb the impact of excessive attack spamming and make combat more strategic.

– Adjusted the animation of the player being pulled down from a horse in combat.

– Adjustments for few sound effects such as hits to the shield or firing of the crossbow.

Due to the sluggishness that occurs after being hit, the player now finds it difficult to quickly retreat from attacking adversaries.

– Improved the animation of NPCs shooting from a crossbow.

Ensure that the correct type of damage (either slash or stab) is properly set for powerful strikes, depending on which one yields a higher damage value.

– Adjusted damage of the upper master strike with shortsword and shield.

– Adjusted limits of the freelook feature in combat.

– Fixed various freezes following from causing massive mayhem in Kuttenberg.

– Fixed the issue with missing audio responses for attacks and hits.

– Fixed issues with disarming NPCs or player when they were supposed to die from a clinch attack.

– I resolved an issue where the fader kept going infinite due to a heavy punch, when my health was depleted during a fight.

Or simpler:
– I stopped an infinitely spinning fader from glitching during a tough fight.

These versions maintain the original meaning but use more natural and easy-to-read language.

– Resolved a problem where players using ranged weapons were pushed far away when attacked by unarmed opponents.

– Fixed the NPC logic of when to use a torch in unarmed combat.

– Fixed animation alignment while player is backing up while blocking with shield.

– Fixed the issue with NPC’s additive animation for torch while fighting with a dog or a wolf.

– Fixed sometimes missing the chat option to surrender.

– Fixed camera issues in unarmed fight with dogs/wolves.

– Corrected an issue where NPCs weren’t dying correctly when fleeing from the player and receiving a tackling attack.

or simply,

– Improved NPC death mechanics when they run away and get tackled by the player.

– Resolved an issue occurring when a player unintentionally struck empty space instead of the opponent, during a series of attacks within close combat, if the adversary was defeated by the initial blow.

– Fixed some battle cries not being played properly during battles.

– Fixed NPCs being indecisive about bandaging themselves, fighting, or running away in combat.

– Fixed dying enemies still looking at their opponent.

– Fixed the issue with NPCs unreasonably pulling out ranged weapons in melee combat.

– Improved the game mechanics so that players can no longer prolong the interruption of NPCs’ weapon-drawing animations infinitely using their attacks.

– Fixed audio for combat clinches.

– Fixed missing sound while parrying an attack from clinch. 

– Fixed wolves and dogs not transitioning into ragdoll properly under certain circumstances.

– Resolved a problem where players could rotate the camera completely vertically during free look, even while engaged in combat by holding down the block key.

Crime

Reduced the accuracy with which Non-Player Characters (NPCs) focus their gaze when they hear a sound at a distance.

– Torch visibility buff now applies even if the torch is not visible while equipped.

– Improved reaction for guards when player steals a corpse that’s currently being guarded.

– Items in player’s stash now keep their stolen item marker.

As a devoted enthusiast, I’ve taken steps to enhance the system that decides when an NPC interjects a player during their speedy time-skip in Trespass. The goal is to make the gameplay more immersive and engaging for everyone involved!

– Boosted hearing for NPCs reacting to a violent or criminal situation.

– Adjusted NPC behaviour when feeling threatened by the player.

– Revised reactions to sleeping in beds owned by NPCs.

Characters observing a violent scenario will now run away if the source of the conflict approaches them excessively closely.

– Made enemy corpses now persist in the game longer before despawning.

– Improved an animation of a surrendering NPC.

Enhanced behavior for when the player attempts to pick a lock on a door and manages to open a previously picked door in the presence of an arresting guard could be:

“Adjusted response for when the player tries to bypass a locked door using a lockpick, particularly if they have already unlocked other doors nearby, in front of a law enforcement officer.”

The goal is to maintain clarity and readability while still conveying the intended meaning.

– Introduced a guide on showing the crime list during the initial encounter of the crime conversation scene.

– Added more overlay tutorials for the rabbit icons.

– Adjusted cooldowns for various reactions of bandits.

– Changed how civilians react to the player’s dog in stealth areas.

– Fixed a violent assault crime sometimes not being elevated to a murder after the NPC dies.

– Adjusted the issue where a non-playable character (NPC) continued to resist arrest even when unconscious.

On occasion, established figures may find themselves face-to-face with individuals still dressed in their pajamas, as these encounters often occur when the person is awakened from sleep during the night.

Occasionally, non-player characters (NPCs) might continue searching for the player despite the fact that they are already engaged in combat directly before them.

– Fixed NPCs sometimes seeing the player’s actions through obstacles.

– Fixed NPCs sometimes being able to see behind themselves.

I’ve tweaked and fine-tuned the system that calculates the anger level of a location based on my actions, such as stealing or being violent. The goal is to make the game world feel more immersive and responsive to my choices!

– Fixed prolonged loading times caused by stuck NPCs.

– Fixed dialogues about resolving crimes not making sense in the context of Sigismund’s camp.

– Fixed the crime icon stuttering while inside a bush.

– Fixed no fine being calculated for stealing certain horses.

– Fixed issues related to resolving crimes with victims who had been unstreamed in the meantime.

Occasionally, NPC characters may question the player regarding a visible weapon or minor concerns, following their release from the dialogue after surrendering.

– Fixed the recognition rabbit icon sometimes getting stuck.

– Non-Player Characters (NPCs) mistakenly employ battle cries intended for team fights during single combat encounters involving a human and an animal.

– Allowing players to pass through an NPC engaged in an arrest, by activating a phasing or ethereal effect on the character instead.

– Fixed the arrest dialogue with guards being broken under rare conditions.

– Fixed being able to start a friendly chat with a NPC in a brief moment after pickpocketing them.

– Fixed the NPC reaction to shooting during a combat encounter.

– Fixed the NPC reaction to arrows/bolts flying by while reporting crime.

– Fixed the NPC reaction to the player lockpicking when the lockpicking should be legal.

– Fixed the NPC reaction to being attacked, but missed, while they’re surrendering to the player.

– Fixed locks not getting locked after player is arrested for lockpicking.

– Fixed the issue where a civilian would not stop banishing the player’s horse.

– Fixed animation issues with a poisoned NPC attempting to run.

– Fixed NPC pathfinding when looking for an active shooter.

Cutscenes

– Made equipped arrows and bolts show on player even within cutscenes.

– Fixed several reasons for video sometimes stuttering during cutscenes.

– Fixed issues with player’s helmet visors in cutscenes.

– Fixed consistency issues across cutscenes.

– Fixed green frames sometimes briefly appearing at the beginning of cutscenes.

– Fixed general synchronization issues.

Daily life

– Generally improved NPC daily schedules across both maps.

– Improved the animation of NPCs sweeping.

– Revised the logic of locking shop doors.

Enhanced transition effects during departure from a leaning position, taking into account the movement’s direction.

– Improved female beggar pose and animations.

– Improved female sitting pose and idle animations.

– Adjusted trespass at the saddler’s tent by the horse market in Kuttenberg.

– Food items on shelves at the bakery in Tarmark in Kuttenberg are no longer free.

– Adjusted trespass in some of the backrooms in the city bathhouse in Kuttenberg.

– Added an animal companion restriction for tents inside the Sigismund’s camp.

– Adjusted the placement of smoke particles by multiple windows in Kuttenberg.

– Added water particles for NPCs when they wash themselves / drink from troughs.

– The baker in Tarmark now locks his door when he finishes his shift.

I ensured that a sufficient amount of time elapsed before the next bandit resumed their patrol on the route following the elimination of the previous one.

– Door to the player’s room at the Devil’s Den now remains open.

– Fixed day cycles of people at the northern gate of Kuttenberg.

– Fixed day cycles for villagers in Suchdol at night.

– Fixed some food items being free at the Kuttenberg vegetable market.

– Fixed the tailor’s store being left unguarded and unlocked in the evening in Kuttenberg.

– Fixed innkeepers getting stuck by the barrel in the Hole in the Wall tavern.

– Fixed various house doors in Kuttenberg being left unlocked at night.

– Fixed the issue with Cuman soldiers not talking with each other in Sigismund’s camp.

– Fixed constantly active trespass in the smithy in Hoprink in Kuttenberg.

– Fixed a trespass behind the counter of the baker in the Czech quarter in Kuttenberg.

– Fixed the possibility of Mutt easily falling into the mine shafts west of Kuttenberg.

– Fixed issues with some items not having a proper owner in Kuttenberg.

– Fixed NPCs in Miskowitz sometimes falling under terrain while feeding chickens.

In Kuttenberg, several locations were adjusted so that a character could begin reading a book displayed on a stand, with a non-player character also reading the same book nearby.

Resolved the issue where Non-Player Characters (NPCs) desired to utilize an object as part of their actions, but had to conceal it when utilizing a platform like a ledge or a ladder.

We made sure that NPCs could use items while also standing on ledges or climbing ladders without being obvious about it.

– Rectified the problem concerning one of the Kuttenberg fortification towers displaying an incorrect blue color instead of the appropriate red hue.

– I resolved an inconsistency where a Kuttenberg fortification tower was not clearly designated as off-limits throughout its entire territory.

or simply,

– I made sure that the Kuttenberg fortification tower is consistently marked as no trespassing across its whole area.

– Made an adjustment so that guards in Kuttenberg now prioritize healing when injured instead of opting for sleep, as is appropriate.

– Fixed the baker in the Czech Quarter in Kuttenberg not selling anything.

– Fixed issues related to NPCs using torches wanting to climb a ladder or lie in bed.

– Food items are no longer free at the baker’s stand in Jewish quarter.

– Fixed a certain part of the Kuttenberg underground allowing companions to appear.

– Fixed robbing dead smugglers in the Kuttenberg underground being considered stealing.

– Fixed an NPC stacking wood inside a wall in Kuttenberg.

– Fixed locking of doors leading to the Kuttenberg underground.

– Fixed an issue where NPC would pick up a filled bowl when picking up an empty one.

– Fixed Adder not having a daily routine active after spying in Maleshov.

Dice

– Added more money to some dice players.

– Fixed Agility XP gain when starting a dice game.

– Fixed dice sometimes clipping with the badge.

Environment

– Generally improved environment across both maps.

As a gamer, I’ve enhanced the scenery right at the edge of the game boundary to make it more visually appealing, even though players can’t interact with it directly.

– Improved the look of Trosky castle from far away.

– Adjusted interior visibility from afar in the Emperor Charles tavern.

– Reworked NPC navigation in Kuttenberg, allowing NPCs to take better advantage of wider streets.

– Removed out of place collisions on the river by Sedletz.

– Improved shadows on the St James Church model.

– Improved textures of certain houses in Suchdol.

– Placed better chairs in the Devil’s Den.

– Improved lighting in Kuttenberg.

Underground points of interest can no longer be accidentally stumbled upon while walking above them on the ground.

– Improved textures on several houses in Kuttenberg.

– Removed a shadow artifact from the bathtub model.

– Improved normal maps of the shelf model.

– Fixed NPC navigation issues in several Kuttenberg houses.

– Fixed NPC navigation in several places around the Nebakov fortresss.

– Fixed multiple issues with inconsistent lights on Suchdol fortress. 

– Fixed water being luminescent in the tunnels below Maleshov.

– Fixed reflections in the northern area of the Trosecko map.

– Fixed the lighting and smoke particles at cauldrons.

– Fixed Z-fighting of various rocks.

– Fixed Z-fighting in Kuttenberg battlements guard towers.

– Fixed Z-fighting on buildings in Kuttenberg.

– Fixed Z-fighting on Suchdol battlements.

– Improved several house visuals in Kuttenberg.

– Fixed stretched texture on a yellow house in Tarmark street.

– Fixed houses missing interior when viewed from a distance.

– Fixed a bad looking house corner in Kuttenberg.

– Fixed an issue where player could go underwater in certain parts of the river by Sedletz.

– Fixed the unclimbable stairs in the All Saints tavern.

– Fixed several issues in houses in the Suchdol village.

– Fixed the missing shrine outside of the village on the Maleshov map.

– Fixed many trees being placed slightly above the terrain.

– Fixed raining inside of a barn in Zhelejov.

– Fixed the player’s head clipping through a wall in a Vrchlitz cellar.

– Fixed inaccessible tailor’s shop in Kuttenberg.

– Fixed issues which could cause the player to get stuck in various places.

Fast/travel

– Added a fast-travel point to Bozhena’s hut.

– Made dialogue prompts triggering fast-travel more consistent across different quests.

– Fixed missing dots during fast-travel.

Horse riding

– Improved the automatic follow feature while on a horse whose stamina is depleted.

– Improved road magnetism.

– Fixed conflict between road magnetism and the automatic follow feature.

– Fixed horse speed restriction in Miskowitz.

Horse trading

– Reworked the transaction in Semine resulting in getting Pebbles as a companion.

– Fixed automatic horse gear equipping after buying a new horse.

Characters

– Improved the visual asset for von tBergow’s face.

– Reduced details of physical simulation of clothes on distant NPCs to improve performance.

– Turned on local lights influence on hair even with the low graphical preset.

– Improved Rosa’s hair.

– Improved textures of women’s bodies.

– Improved textures and overall quality of many character outfits.

– Improved the clothes of several unique characters with added details and polish.

– Fixed physical simulation of clothes not running in inventory.

– Fixed the model of the Crested cuman helmet

Maintenance

– Added the option to repair bows and crossbows to more NPCs, most notably huntsmen.

Understand the original text: The game explains how blood and dirt affect shields in the game and how to clean them when the player washes their character.

In the game, learn about the consequences of getting blood or dirt on your shield and the process for cleaning it off when you wash your character.

3. Reword it in a conversational tone: The game shows us what happens if your shield gets dirty or has blood on it, and tells us how to clean it up by washing our character.

– Improved visual effects when damaged firearms explode.

– Fixed non-repairable items sometimes activating the damaged-armour debuff.

– Fixed wielder not getting damaged when a damaged firearm explodes in their hands.

– Fixed broken water trough in Bylany.

– Fixed Bascinets not getting cleaned when using washing spots near rivers.

– Resolved a problem that caused baths to become momentarily unavailable when repeatedly interacting with the bathhouse owner through dialogues.

– Fixed broken haggle in bathhouses.

Music

– Added more music for villages in the Trosky region.

– Changed mood music for Opatowitz village.

– Added more music into the credits sequence.

Mutt

– Placed a symbol for Mutt on both the map and compass when the player commands Mutt to travel to Zhelejov/Devil’s Den.

– Made it harder for the player to feed Mutt during combat. Work first, treats later!

– Mutt can no longer enter the fighting arena in the Jewish quarter.

– Fixed Mutt sometimes being unable to return to the mill during the night.

I solved the problem where Henry didn’t react when Mutt discovered something intriguing during a search.

– Fixed some of Mutt’s internal timers not resetting correctly through save/load.

Performance

– Generally improved performance and stability.

– Optimized Kuttenberg marketplaces for better performance.

– Improved frame rate stability in battle parts of quests.

– Optimized streaming of NPC visuals, especially in Kuttenberg.

– Improved level switch duration by over 15 seconds on average.

– Limited the number of torches drawn by NPCs in large skirmishes to improve performance.

– Fixed late game stutter in Kuttenberg due to various reputation problems.

Photo mode

– Changed controls for opening Photo Mode on controllers.

– Fixed controller vibrations persisting when opening Photo Mode while using the grindstone.

Platform-specific fixes

– PC/PS5 – Fixed adaptive triggers on the DualSense controller sometimes not working properly.

– PS5 – Fixed audio stuttering when playing with headphones connected to a controller.

– PS5: The Media button no longer pauses the game.

– PS5 – Fixed visual artifacts in the sky when objects were close to the camera.

– Steam Deck – Fixed incorrect button prompts.

– Windows – Added enabling/disabling Audio enhancements directly from main menu.

– Windows – Fixed the keyboard input sometimes getting stuck after system locale change.

– Xbox – Fixed controller sometimes disconnecting before initialization.

– Xbox – Fixed sometimes incorrectly unlocking preorder rewards or season-pass rewards.

– Xbox – Fixed inventory icons sometimes being blurry on Xbox Series S.

PROS

– Fixed placeholder text and icons for PROS appearing in the main menu.

– Fixed a rare case in which PROS would fail to connect.

Random events

– Fixed missing random events after starting a new playthrough.

– Added more goods for several event merchants.

– Removed the chance of a bandit camp spawning right by the Semine fort.

– Fixed logic within the random event with a villager celebrating his newborn.

– Fixed cooldowns of random event variants.

– Fixed carts rarely being moved outside of the playable area when loading a save.

– Fixed random events spawning so their state is consistent during save and load.

– Repositioned few of events so that they are not right next to fast-travel exit points.

– Fixed bandits sometimes never ceasing to loot victims’ corpses.

– Fixed the issue of not being able to loot unconscious event NPCs after loading the game.

Reputation

– Fixed several logical issues within the world’s reputation/faction tree.

– Fixed issues in Tachov and Nebakov location description.

Shop

Instead of prompting the player to negotiate prices after confirming the sale of their items for the full NPC’s wealth, you could rephrase it as: “Since the total value of your items matches the NPC’s current wealth, there’s no need for haggling in this case. The sale is finalized.

– Improved the logic for rounding amounts in shop.

– Improved shop haggle logic. 

– Shops no longer sell cobwebs.

Addressed a problem that occurred when users reloaded their saved game during price negotiations, causing items to persist in the shopping cart from a prior interaction.

Skills & perks

In simpler terms, we’ve adjusted the experience points (XP) acquisition rate for attributes like Vitality, Agility, Thievery, Stealth, Marksmanship, Houndmaster, Horseriding, and melee combat skills. The process of leveling up Marksmanship will now be more effortless, while improving your melee weapon skills may take a bit longer compared to before.

– Prevented exploiting the Next to Godliness perk for indefinite healing.

– I’ve revamped the Warmonger perk, now granting players a higher probability of striking enemies, along with its original advantages.

– The Against All Odds perk now has a visible buff icon next to the health bar while it’s active.

– With the updated Opening Strike perk, it activates with each strike, regardless of whether the attacker successfully reduces the target’s health or not.

– I corrected the problem where the Gladiator’s bonus wasn’t appearing as an effect on the Swords skill.

or

– I solved the problem that was causing the Gladiator’s bonus to not display as a buff for the Swords skill.

– Resolved an issue where the Surprise Attack/Ambusher perks didn’t work properly upon shooting at fallen enemies.

– Fixed the issue with the Train Hard, Fight Easy! perk applying only to melee weapons.

– I made an adjustment so that the color of items with increased values in the inventory screen is now visible when the River perk is activated.

– Rebalanced values for the Tendon Slicer perk.

– Fixed the time period during which the Fundamentals of Theology perk is active.

Adjusted the Escape Artist II perk so it can be selected without first obtaining the Escape Artist I requirement.

As a devoted enthusiast, I took it upon myself to resolve the glitch that was granting the Dark Arts Apprentice perk infinite sprinting stamina from midnight to 4:30 am in-game.

– Fixed stuttering caused by the Local Hero perk.

Stealth

– Developed special outfits and gear tailored for stealth gaming, and adjusted the stealth attributes across all clothing options.

– Fixed material transparency in Trosky castle which allowed NPCs to see through some obstacles.

– Fixed NPC reactions to pebbles being thrown from a different floor.

Takedowns

– Added screaming of NPCs when being stealth killed.

– Improved takedown and stealth kill animations for lying NPCs in complicated areas.

– Removed animation glitch at the end of the slaughter animation. 

– Improved stealth kill animations.

– Polished animations of stealth killing female NPCs.

– Improved light of falling torch after stealth killing or knocking out an NPC.

– Stealth kills are now more likely to fail.

– Fixed positioning player’s hands on takedown victim’s face.

Tutorials

– Disabled tutorial about not having to hold W while riding a horse repeating.

– Added new tutorials providing hints about fighting multiple opponents.

– Fixed damaged hand cannon tutorial appearing inappropriately.

UI

– Main Menu: Fixed invalid result when pressing PROS and Credits at the same time.

– Made POI icons on the map smaller.

– Removed rain from the inventory UI.

– Adjusted the colour indication in the inventory when player is overloaded.

– Avoided receiving a misleading alert that claimed the discovery of Suchdol during gameplay upon entering the Kuttenberg level following the initial launch.

– Removed map marker for items in player’s horse inventory.

– Added horse stat icons to the Horse/Sidekicks tab.

– Improved lighting and shadows in the inventory.

1. Identify the issue: The user is experiencing an incorrect UI (User Interface) message after loading a save that was created while exiting a bed.

2. Research the problem: Look for similar issues in the game’s forum or documentation to understand if this is a known issue and find potential solutions.

3. Test the solution: Implement the suggested fix and test it thoroughly to ensure it resolves the problem.

4. Communicate the resolution: If the solution works, communicate it to the user and provide clear instructions on how to implement the fix.

5. Verify the solution: Confirm that the issue has been resolved by having other users test the game with the fixed UI message.

6. Document the solution: Write up a guide or FAQ entry explaining the problem, the solution, and how to implement it for future reference.

7. Monitor feedback: Keep an eye on user feedback to see if the solution has been effective in resolving the issue for other users as well.

8. If necessary, escalate the issue: If the problem persists or if it’s a complex issue that requires more resources or expertise, escalate it to the appropriate team or department.

– Ensure that skill teacher icons remain hidden when the skill teacher is inactive, maintaining a consistent appearance throughout.

– Fixed inconsistencies between the combat rabbit indicator and the actual combat state.

– Fixed issue with clouds appearing incorrectly over the map after loading the game.

– Controls for adjusting settings become unresponsive during conversations, especially if you try to open the inventory simultaneously.

This way, the sentence is rephrased in a more conversational and user-friendly manner while maintaining the original meaning.

– Fixed incorrect weapons shown in inventory preview when using drag & drop.

Occasionally, notification messages about losing quest items are displayed even when the player hasn’t actually lost them.

– Fixed the stolen in label and other elements sometimes overlapping with the item’s properties.

– Adjusted an issue where horse armor values weren’t displaying correctly in the Inventory User Interface under the Companions tab.

Resolved an issue where certain microquests would still claim a tracking slot even after they had been successfully finished.

– Fixed the dirtiness of items sometimes displaying incorrectly within the washing UI.

– Improved accuracy of the load progress indicator.

– Added an icon for the blacksmith by the Horse market in Kuttenberg.

Visuals

– Added option to enable NVidia DLSS 4 Super Resolution. 

– Improved SVOTI recalculation at camera dialogue switches. 

– Removed lightning underground and indoors during a storm.

– Fixed glitches when player or NPC changes clothes.

– Fixed motion blur being disabled in dialogues.

– Fixed screen flicker during certain situations.

– Fixed various visual pop-in after game is restarted or loaded.

– Fixed issues related to rare shader combinations.

– Fixed objects sometimes not casting the correct shadow.

– Fixed flickering of objects when switching their LoD.

Occasionally, the level of detail for characters and plants may vary when you adjust the graphical settings to be more advanced.

– Resolved an issue where screen space reflections no longer updated after enabling Resolution Scaling.

– Fixed flickering artifacts on distant objects showing against a sky.

– Fixed broken vegetation and rain animations for long playthroughs.

– Fixed flickering of horse and dog when player gets closer.

Miscellaneous

– Added numpad keybinds for control of QAM.

– Allowed sprinting while drunk.

– Player no longer gets a head injury caused by hangover.

– Skill teachers’ icons now better represent the availability of their lessons through color.

– Corrected voiceover for innkeeper in Troskowitz.

– Polished physics for all the bridles and chanfrons.

– Improved lipsync across the game.

– Improved descriptions of various items.

– Improved physics of the parsnip.

– Improved physics simulation quality of scabbards.

– Prevented the player from being able to access their inventory while praying at a shrine.

– Changed link for the Plaion web page for help.

– I’ve taken away the helpful hint symbol from certain Non-Player Characters who no longer have any information relevant to the player.

After engaging with the kettle in the game, the settings may become locked following a save, especially if you’ve used the same virtual kettle to eat something.

– Fixed calculating the Civilians killed statistic.

– Fixed animation of picking up items while holding a bow.

– Fixed guards losing their armour after they kicked player out of the Sigismund’s camp.

– Adjusted some facial expressions that failed to animate during dialogues, particularly when the character is lying injured on the ground.

– Fixed looped drinking sound after being killed when drinking.

– Adjusted the lockpicking mini-game so it no longer persists when the cart carrying the chest moves out of reach from the player.

– Fixed dead NPCs sometimes T-posing after loading.

– Fixed issues in the mash-eating NPC behavior related to save/load.

Adjusted the problem where certain water troughs were offering cleaning services even though they were already clean.”

In this version, I used “adjusted the problem” instead of “fixed,” which is a more formal term. Additionally, I changed “offering to clean” to “were offering cleaning services” for clarity and added “certain” before “water troughs” to make it clear that not all water troughs were affected by this issue. Finally, I replaced the passive voice with active voice by changing “are clean already” to “already clean.

Quests

A Good Scrub

– Adjusted the slogan yelling, so that the town crier doesn’t yell over Henry.

– Added an adequate hangover buff after the bathhouse party.

– Removed a T-posing NPC in the background of the cutscene.

– Adjusted trespass appearing after the quest in the private rooms of the Kingfisher bathhouse.

– Fixed an issue where the bathmaids started mounting the wagon together, clipping into each other.

– Fixed an issue where during the wagon ride, horses would start jumping halfway.

A Moment of Fame

Resolved an issue where the quest pointer remained active on the map, despite the player having already killed the quest-giver.

– Fixed the quest fight arena to solve the problem of player getting stuck in the environment.

Ars Dimicatoria

Modify the behavior of the quest during a tournament initiation, taking into account if the character is wanted by the law in Kuttenberg.

In some unsuccessful quest scenarios, we’ve reconsidered who should be considered the victim due to crimes committed within the fencing hall.

Speaking with Menhart about joining the tournament doesn’t automatically thrust the player into the competition, but instead offers them the chance to reconsider and withdraw if they wish, during the conversation itself.

In simpler terms, the person who announces inside the fencing hall will accurately inform everyone about the instructor based on the results of the quest.

– Improved gestures for the crier at the fencing hall.

– Improved NPC daycycles in the fencing hall.

– Fixed possible stuck fader when talking to Menhard to start the tourney.

– Fixed defeating Menhard sometimes being considered a crime.

– Fixed Menhard being illogically drunk in certain dialogues.

– Fixed Arne not having the same training sword as the player during their fight.

– Fixed an issue where NPCs would get stuck standing around when talking with Menhard in the inn.

– Fixed skill teaching not being activated on certain quest related skill teaching NPCs.

– Fixed the issue where a fight would start before NPCs entered the arena during the tourney.

– Fixed ‘New quest’ marker activating on dead Nicolas of Prague.

Adjusted the goal so that the character is only healed by the bathwench, preventing self-healing from interfering with this process.

As an avid gamer, I’ve encountered situations where non-playable characters (NPCs) seem oblivious to the crime of pilfering the guild’s sword, even when I’m caught red-handed. It can be quite perplexing!

– Ensured that fencers always enter the tournament arena when summoned, even if they were drinking from a barrel.

– Fixed the wenches not healing the player in the second half of the tourney.

– Fixed a broken animation for stealing the guild sword when started from a certain angle.

– Resolved the problem that prevented Menhard and Arne from engaging in a duel when they were wearing coifs, as they mistakenly thought they were wearing armor pieces instead.

– Fixed the issue where fencers could get stuck in a table at the tourney.

Attila

– Improved the environment in the spot where the bandit is buried. 

Back in the Saddle

– Adjusted the system so it doesn’t instantly end a race when multiple races are finished quickly in a row.

Bad Blood

If the player chooses to exit Trosky region and return, Pavlena will meet her end at the appropriate location.

– Pavlena won’t react to the player taking Otta’s sword anymore.

– Prasta won’t go straight to the inn after the player finds Roman anymore.

– Prevented Dusko from having a crime reaction to the player lockpicking Roman’s door.

– Fixed broken dialogue with Jakesh in some rare combinations of previous quest decisions.

– Fixed certain music tracks failing to end properly during the quest.

– Fixed Pavlena not being dealt with by the law after certain quest outcomes.

– Removed the option for the player to interact with bailiff Thrush further, as the investigation had previously been resolved.

– Fixed an issue with the contents of Pavlena’s chest changing during the quest.

– Fixed the bed assignment for Bozhena and Pavlena.

Bellatores

– Occasionally, Posy and Tugbone would rest upon a bed containing deceased Cumans following completion of their mission.

Or simply:
– After completing their task, Posy and Tugbone would sometimes sleep on a bed with dead Cumans.

– I made an adjustment so that Cuman raiders wouldn’t catch Jan of Zimburg off guard during his conversations with Henry by surprising him unexpectedly.

– Fixed a debug string being present when talking to Jan of Zimburg.

Besieged

– Rebalanced the battle.

Brunswick

– Improved Henry’s reactions to collecting the last items.

Civic Duty

– Objectives no longer randomly update when player has no news.

Resolved a problem allowing the player to continuously engage with the bailiff following the defeat of Chenyek or Knuckles.

Civitas Pragensis

– Adjusted difficulty for the fight with Erik.

– Improved dialogue cameras when talking with Hans and Kubyenka.

– Improved consistency of NPCs clothes.

– Removed a redundant NPC in the camp.

Combat Training

– Added check for weapon and armour if starting it right after the first combat tutorial.

– Resolved an issue preventing players from proceeding with Combat Training II due to a temporary loss of consciousness, presumably caused by intoxication.

– Fixed the issue where the quest wouldn’t continue after yielding.

– Resolved an issue occurring post-19:20, where players found themselves trapped within the arena upon challenging Tomcat to a duel.

– Ensure that the ‘For Victory!’ quest starts correctly if only a polearm has been utilized during combat starting from the second tutorial session with Tomcat.

Or, in a more conversational tone:
– Make sure the ‘For Victory!’ quest works properly when using just a polearm since the beginning of the combat lessons with Tomcat.

– Fixed attacking in Dry Devil’s combat tutorial.

Damsel in Distress

– Improved timings for notifications of various skillcheck resolutions. 

– Fixed trespasses being globally turned off when quest can be started.

Dancing with the Devil

– Improved NPCs shooting from the battlements. 

– Improved particles at Maleshov. 

– Improved transition of the player’s allies’ hiding animation.

– Improved enemies behavior. 

– Improved loot. 

– Fixed the issue of characters sometimes appearing later than they should in cutscenes.

Ensured that the character, von Bergow, does not appear in a state of undress upon resuming the game from saved games created in an earlier version of the game.

– Ensured that the game doesn’t get stuck (softlock) if the player lingers near the border of the quest zone while Hans is setting up a ladder.

Demons of Trosky

– Fixed a blocked off room at Trosky if the quest is still active after starting For Victory.

– Fixed Osina’s voicelines when player gives up during the fight.

Divine Messenger

– Prevented player from being able to leave the closed area in several places.

– Prevented Godwin from starting the blacksmithing minigame or the alchemy minigame.

– Removed butterflies from the meadow to improve its bleak atmosphere.

– Removed additional NPCs that would sometimes wander into the meadow.

– Improved atmosphere.

– Improved the tour to the fortress with Erik.

– Improved dialogues.

Dragon’s Lair

– Increased the time Gerhart will wait for the player’s response after offering them a deal.

– Added some tasty loot to the Alchemist’s inventory.

– Fixed bodyguards’ behaviour if player beat them using the Ringenmeister perk.

– Fixed Gerhart’s behaviour at the inn.

– Fixed bodyguards reporting a crime after being knocked out with the Ringenmeister perk.

– Fixed the possibility of bodyguards’ AI breaking at the bone site.

– Fixed dead soldiers appearing in a cutscene at the bonesite.

– Restored missing dragon bones following a game load where the character separated from other groups and retrieved them.

This version maintains the original meaning while using simpler, more natural language to make it easier for readers to understand.

Easy Riders

– Player can no longer stealth knockout the bandits in the forest.

– Fixed a ledge that allowed player to return to the camp through a boundary.

– Adjusted an objective trigger in the rock maze.

– Increased vision and hearing of the bandits in the forest.

– Added an automatic trigger for a dialogue with Hans if they reach the maze at the same time.

– Improved how the girl reacts to the thrown pebble.

– Improved alignment of Henry and Hans at the log where Hans slides down.

– Adjusted the path of a bandit in the rock maze.

– Improved Hans’ running up the hill in the forest.

– Fixed a repeating dialogue by one of the bandits in the forest.

– Fixed bandits in the forest sometimes getting stuck if distracted by a thrown pebble.

– Fixed Hans running through the bushes at the end of the maze.

– Fixed Hans occasionally stopping for a moment and running again in the forest.

– Fixed a line of Hans’ dialogue in the massacre cutscene.

– Fixed riposte icon showing during the perfect block tutorial.

– Fixed some vegetation in the massacre cutscene.

– Fixed the ability to push an opponent out of a fighting pen using clinch.

Exodus

– Improved NPC movement in the underground.

– Adjusted the distance from which the burning synagogue switches to just being burned down. 

– Removed a possible drunk effect for Samuel’s mother.

– Resolved a problem that may cause the player’s character to become trapped when they enter the inn simultaneously with Lichtenstein, should both of them open the door together.

– Fixed the player being able to kill certain horses at the end of the quest. 

– Fixed an incorrect Game over in the underground section if the player stays near Lichtenstein.

– Fixed the player’s unconscious effect in the backyard that should show the Game over screen.

– Fixed weird behaviour of Samuel in the backyard if the player fought unarmed.

– Fixed player barks if he goes the wrong way in the underground section.

– Resolved a problem that caused Samuel to bypass some of his actions and speech during his journey towards his mother.

or

– Solved a glitch making Samuel miss certain movements and lines while going to his mother.

or

– Tackled an issue leading to Samuel omitting specific actions and conversations on the path to his mother.

– Fixed Lichtenstein sometimes missing at the start of the quest.

For Victory!

– Replaced the potentially dead character with another one.

– Removed broken skill XP reward when winning at dice during the feast.

– Fixed sounds missing in cutscenes.

– Fixed broken text in the dialogue with Johanka of Zhernov.

– Fixed continuity regarding a dead NPC from previous quests appearing in a cutscene.

For Whom the Bell Tolls

– Added more groschen around Trosky so that the player can play dice with Nicodemus.

– Fanka won’t be angry that there is no ginger in the chest when there is.

– Repositioned the guards at Trosky to make stealth easier.

– Fixed objective marker on Nicodemus.

– Fixed guards’ reaction to pebbles thrown from a different floor.

Forbidden Fruit

– Fixed the issue where player couldn’t get off the cart after killing the gravedigger.

– Fixed the sliding during the animation of the NPC boarding the cart.

Fortuna

– Prevented non-quest NPCs from walking inside the quest area.

– Prevented quest NPCs from calling guards on the player.

– Improved Bozhena’s behaviour while the ambushers are present.

– Fixed the crime reactions of Bozhena, who will no longer run away from the player.

– Fixed an issue where players couldn’t bandage themselves in Bozhena’s hut after loading.

– Fixed fireplace extinguishing.

– Removed the possibility to leave the quest without a weapon.

– Improved chat with NPCs.

Hammer and Tongs

– Fixed forging the sword in the Trosky region not progressing the quest.

High Toll

– Fixed soldiers or the whole camp disappearing while the quest is active.

Hunger and Despair

– Fixed the tower archers shooting at the player after loading an autosave.

– Fixed the camera issue with Godwin in the polylogue.

– Fixed weather continuity.

Resolved a problem where the combat lock would persist on defeated opponents during intense battles, causing issues when the player attempted to engage in hand-to-hand combat without weapons.

– Fixed the issue with Mutt being respawned if he was eaten.

– Fixed the clothing issues in the preaching cutscene.

– Fixed the issue with the Katherine romance continuing even though the player refused.

Update the dialogue prompts to clarify the outcomes of choosing certain romance options:

1. Instead of “Engage in a flirtatious conversation with the character”, change it to “Initiate a romantic chat with this character”.
2. Instead of “Flatter the character”, change it to “Compliment them romantically”.
3. Instead of “Express affection for the character”, change it to “Show romantic feelings towards this character”.
4. Instead of “Declare love for the character”, change it to “Confess your deep affection for this person”.
5. Instead of “Ask the character out on a date”, change it to “Invite this character out on a romantic outing”.
6. Instead of “Give a gift to the character”, change it to “Present a romantic gesture or token to this character”.
7. Instead of “Romance the character”, change it to “Pursue a romantic relationship with this person”.

– Closed a gap that allowed players to get out of Suchdol castle.

– The battle now ends only when there is no enemy on the walls anymore and ladders are down.

Ill Repute

– Improved snapping NPC movement in the duel area upon calming down from crime reactions.

– Fixed objectives reacting incorrectly if the player kills certain bathwenches.

– Fixed wrongly displayed area markers for certain sabotages.

– Resolved an issue where the objective might get stuck if the player’s quest-related perfume was seized in specific gameplay scenarios.

In Vino Veritas

– Added ownership of player’s bed in the vineyard.

– Some journal entries rewritten.

– Improved dialogue conditions in cases when the player steals sulphur first.

– Rebalanced alcohol consumption values.

– Fixed dialogue conditions before the dialogue with Havel.

– Fixed NPC’s immortality conditions.

– Fixed an active objective after completing the quest.

– Fixed a dialogue condition with Adleta.

– Fixed the trespass area on the vineyard.

– Fixed conditions for recruiter on vineyard.

– Fixed the locks on the doors between Havel’s room and the player’s rented room.

Into the Underworld

– Prevented the player from leaving the closed area.

– Fixed NPC quest behaviour.

– Fixed missing voiceovers in cutscenes.

– Fixed Chenyek sometimes being obviously seen teleporting.

– Fixed crime reactions after the fistfight in the Hole.

Invaders

– Added autosaves at the beginning and end of the quest.

– Improved time skips while drinking with the Cumans by replacing them with text-based cutscenes.

– Fixed start dialogue having two valid sequences.

At specific points, gameplay would temporarily pause if the player was found with alcohol in their possession. Later, when this item was seized, it could no longer be used.

– Fixed Jasak not walking normally after the player draws a weapon when going for more alcohol.

– Fixed Vuytek leaving after being knocked out right before the quest starts.

– Fixed the unconsciousness animation if the player hits a Cuman right before losing consciousness.

– Fixed the cutscene trigger area for Mutt being too close to the booze stash.

– Fixed the tip dialogue about the quest ending abruptly with Kreyzl.

Instead of receiving a hangover buff, the player will get a drunkenness buff when drinking with Cumans.

– Fixed the quest starting when Cumans are not present in the inn.

– Fixed Nomad missing from the dialogue after flirting with Jasak’s love interest.

Johnny the Gob

– Fixed an issue with the quest sometimes completing prematurely.

Judgment Day

– Rebalanced quest rewards.

– Fixed horse behaviour after the battle.

Justice

– Resolved an issue that allowed a character to submit a quest concurrently with being accused of murder.

OR

– Solved a problem where a player could complete a quest and be implicated in a murder case simultaneously.

Kuttenberg Tournament

– Improved the disqualification process during the tourney.

– Improved timeskipping at the tourney. Fixed tourney getting stuck during timeskips.

– Shortened the time between one discipline end and the start of another.

– Added proper gestures for Kumel while announcing.

– Correct journal entry will now appear if player doesn’t collect their rewards at the tourney.

– Adjusted how long is player banned from further tournaments if he caused a crime during one.

– Kumel shouldn’t arrive drunk to the repeated tourney activity.

– Trying to attack the opponent too early will trigger the fight early instead of a crime.

– Adjusted how the different fighters swap for different tournaments.

– Prevented the attending skill teachers from teaching during the tourney.

– Fans won’t be teleported inside the arena if the player leaves and comes back.

– Fixed an issue where an opponent would surrender and run away from the area.

– Fixed the tourney getting stuck if player left the tourney and returned later.

– Fans standing by the arena won’t stand inside each other anymore.

– Resolved an issue where a player would occasionally become immobile within the combat zone, if they were disqualified while still engaged in combat there.

– Fixed the player committing a crime at the tourney for unsheathing their weapon.

– Fixed objective to ‘Equip tournament gear’ reactivating upon successfully returning the gear.

– Fixed several issues related to saving/loading in unexpected moments.

– Fixed an issue where fighters wouldn’t change their gear for other disciplines.

Lackey

– Fixed Vostatek not talking about other quests after finishing this one.

I’ll rephrase that for you: We found a problem where, under specific circumstances, Huntsman Vostatek may have been able to survive being devoured by wolves.

Here’s another option: The issue we addressed was related to Huntsman Vostatek potentially surviving wolf attacks under certain conditions.

And lastly: We resolved the situation where it seemed that Huntsman Vostatek could have survived if attacked by wolves in specific situations.

– Fixed terrain issue allowing the player to move into a position unreachable by NPCs.

Last Rites

– Fixed the game sometimes freezing after knocking down a ladder.

– Fixed disappearing edges around the wall hole from trebuchet on lower graphics settings.

– Fixed the Suchdol chimney appearing later than the fortress itself.

Last Will

– Resolved a problem that allowed a player to get a reward twice, when commanding Mutt to attack Gerda during the fight.

– Corrected a bug that caused a double reward for players attacking Gerda with Mutt in the duel.

Both sentences convey the same meaning and are easy to understand.

Like Old Times

– Altered the placement of a chest within the military camp to rectify an issue with a malfunctioning animation while they were picking locks.

– Adjusted the body of the killed huntsman to not clip into the tree. 

– Resolved the problem of leaving deceased soldiers’ remains at the camp while returning to Devil’s Den.

or

– Solved the issue of not removing dead soldiers from the camp before departing for Devil’s Den.

Both sentences convey the same meaning in a clear and easy-to-understand manner.

– Fixed a possible chat prompt without text during the horse ride with Capon.

Lost Honour

– Fixed incorrect heraldry on one of Garbow’s pavises in his camp.

Master Schindel’s Toys

– Player can no longer lose an important quest item.

– Fixed journal logs after failing the quest.

Materia Prima

– Fixed dialogue cameras.

Miri Fajta

– Improved animation of NPCs sitting on the ground.

– Polished the music during a dialogue.

– Improved deterred NPC’s behavior.

– Removed items in Tibor’s inventory when being held captive.

– Fixed skill reward in dialogue.

– Fixed the animation when picking up the dead body.

– Fixed woodcutters’ reaction while player trespassing.

– Fixed trespass area in the barn.

Mutt

– Removed mentioning Vostatek if player already knows about him.

– Improved Mutt’s animations in the first dialogue with him.

– Increased damage for parry attacks against wolves.

– Changed loot in Mutt’s wolf den.

– Added note in the descriptions of the items indicating that they are sniffable by Mutt. 

– Fixed the behaviour of the first pack of wolves.

Necessary Evil

– Removed marker from von Bergow while he’s sleeping after the raid on Semine.

– Added waiting behaviour for von Bergow after player reports the results of the torture.

– Added the cleaning activity for Capon after the return from Semine. 

– Increased visibility of the gate from Semine fortress on low settings.

– Fixed horse alignment during the raid on Semine.

– Fixed dying animation if player kills the NPC during torture.

– Fixed teleportation of the player during final polylogue with von Bergow.

Opus Magnum

– Fixed the condition of the objective of bringing the book to the miller.

– Fixed the issue with a guard guarding the book owner indefinitely.

Oratores

– Improved the final horse race.

I accidentally offered to play dice with Samuel, Capon, or Brabant at the Ruthard Manor instead of stating the intended action.

– Fixed reaction of vagabonds to a thrown pebble in Ruthard Manor.

– Forbid sending Mutt home from the closed Suchdol castle.

Popinjay Shoot

– Fixed player being unable to shoot after quick sword draw in the Popinjay Shoot quest.

Post Scriptum

– Improved miners’ reaction to crime after the fight.

– Guards are now always present behind the entrance door, so they can let the player see Markolt.

– Fixed the letter staying in inventory after giving it to the bailiff.

Ransom

If the player revives Henry who was deeply buried in the ground during his conversation with Jan of Suchotlesky, this action would alter the scene.

– Fixed a possibility of Jan going back to the ambush site while he’s trying to investigate crime.

– Fixed the burnt down house breaking combat during the handover.

– Fixed objectives not disappearing after talking to the prisoner in Sigismund’s camp.

– Fixed injured Jan standing up in dialogue during some facial animations.

– Fixed Kubyenka and Adder not being recruitable for reinforcements.

Reckoning

– Rebalanced stats of the Prague soldiers to make stealth slightly more challenging.

– Fixed sleeping soldiers not waking up when alarm is triggered.

– Fixed soldiers not reacting to their food being poisoned.

– Fixed some alignment with wine in a cutscene.

– Fixed animation of picking up a sword in the yard.

– Fixed some places where the player could get stuck.

So It Begins…

– Improved food confiscation during siege quests.

– Improved performance after the night attack.

Speak of the Devil

– Added collisions to carts to prevent climbing on top of them.

– Lowered the armour quality of the guards escorting the Dry Devil.

– Fixed Zizka’s men accusing the player of murder when revisiting the ambush place.

– Fixed music getting stuck on the same track during the search for weapons.

Resolved a problem that caused the quest “So it Begins” to get stuck if you killed the sleeping guard.

Spoils of War

I will ensure that the villagers’ hidden valuables are consistently included in the total value of items stolen, instead of being overlooked occasionally.

– Fixed missing text when handing in more valuables than required.

Striped Tonies

– Fixed journal not mentioning why the player failed the quest.

– Fixed the standard moving unnaturally when walking on the stairs.

– Fixed saves created within the Striped Tonies quest having incorrect names. 

– Adjusted Miner Anton Kaspar’s actions to prevent him from straying away from the Church of St. Jacob.

or

– Made sure Miner Anton Kaspar stays put at the Church of St. Jacob, instead of wandering off.

Taking French Leave

– Improved soldiers’ animations. 

– Improved environment. 

– Improved Maleshov tower entrance. 

– Improved horses’ behaviour at Maleshov castle. 

– Added weapons to Maleshov castle.

– Improved cutscene lighting. 

– Improved the quest log. 

– Fixed saving/loading issue if the text cutscene is played right after loading game. 

– Fixed the alarm sounding during the cutscene in Maleshov.

– Fixed Capon waking up from unconsciousness after saving/loading.

– Fixed the Nighthawk potion blinding player after escaping from Maleshov.

– Fixed bark if Hashtal is dead. 

– Fixed NPC falling from the stool after knockout.

Teeth in a Bag

– Fixed a rare issue with player is unable to repeat the fight with Zavish and Damian.

– Adjusted the faulty conversation script when the player declines to honor the wager during a two-on-one battle against Zavish and Damian.

The Best for Last

– Fixed the issue making dialogue with Barnaby inaccessible due to the world time.

– Fixed the issue where you couldn’t start a fight with Herbalist Barnaby after refusing him once.

– Fixed issue caused by Ringenmeister perk while trying to end the fight with a choke.

The Blacksmith’s Son

– Fixed improper objective when taking the materials from the chest.

The Devil’s Pack

– Added the option to bury Ranyek.

– Added missing voiceover with the innkeeper when asking about Ranyek.

– Fixed the objective marker to carry Ranyek to not flash in the navigation panel.

– Fixed the objective to bury Ranyek not activating.

– Fixed the quest not being able to progress after a failed skill check with the dice players.

– Fixed the player losing more groschen than they haggled in the dialogue with the bailiff.

The Feast

– Fixed Godwin not being able to succeed in the skillcheck with Servant Dasha.

– Fixed NPCs jumping to position during treating wounded animation at the end of The Feast.

The Fifth Commandment

– Added a missing journal entry for when player kills someone in the house of Grolle.

– Removing the dialogue loop of giving thanks from Stanya.

– Removed frequent praying from Lipold’s daycycle.

– Changed dialogue for Strnad if beating him until he is unconsious.

– Started to automatically pull the weapon out before the fight with Thaddeus.

– Rewritten journal entries.

– Changed the heads of William and Barton.

– Adjusted position of dead Mandelina during polylogue after trap.

– Changed the prompt for the focus camera for the crime scene.

– Added Marigold decoction to the option to cure Lipold’s hangover.

– Removed trespass from Lipold’s house during the quest.

– Added crime suppression during the trap.

– Edited stash of a chest in the morgue where lies dead Alenka.

– Fixed Lipold’s behavior at the end of quest, so he will leave the room.

– Fixed the quest sometimes getting stuck after accusing Prokop of the murder.

– Fixed dialogue conditions with Prokop.

– I made a correction in the Fifth Commandment, an issue that prevented character Strnad from interacting with plazer to complete Zdena’s thief objective.

– I resolved the bug within the Fifth Commandment, specifically one that stopped Strnad from communicating with plazer so they could finish Zdena’s mission as a thief.

– Fixed issue of locked doors during the trap in the Fifth Commandment quest.

– Fixed the journal entry for choosing William as a murderer.

The Finger of God

– Improved Bull’s weapon preset before the battle.

– Improved Godwin’s behavior by the graves.

– Improved crime interactions between the player and allies.

– Improved the interactions between the player and other defenders.

– Improved placement of targets for the gun tutorial.

– Fixed broken dialogue option after handing in a horseshoe.

– Fixed stats of weapons for repair.

– Fixed the NPC’s clothing during the dialogue with Klara.

The Heirloom

– Improved reactions of Vendula and Svatava upon being hit.

– Prevented gossip dialogues during hostage situation.

– Fixed Mikush not becoming a skill teacher in some endings.

– Fixed Mikush not accepting his hat in some endings.

– Fixed the hostage situation getting broken by Mutt.

The Jaunt

– Ventza won’t be in the camp when you’re supposed to find him in the rocks

– The Jaunt can now be finished after failing the objective to follow lord Semin and Gnarly.

– Improved the tied-up animation for Gules and Ventza.

– Knocking Ventza out and bringing him to Lord Semine is now a valid option.

– Rectified an issue occurring when Captain Gnarly and Lord Semine didn’t appear in Semine after a player finished the quest, without their presence.

or simply,

– Solved the problem where Captain Gnarly and Lord Semine weren’t found in Semine post completing the quest.

The King’s Gambit

– Entering the assembly now properly keeps the player incognito.

– Player can no longer read a book while carrying a pitcher of wine.

– Rebalanced the duel with Christopher.

– Made Vavak easier to get a hold of.

– Added a wine serving tutorial overlay at the start of the assembly.

– Fixed a missing objective marker on Anna of Waldstein.

– Fixed Franta picking up the waiter’s clothes at the tailor repeatedly.

– Fixed disappearing objects at the end of the toast with the king.

– Fixed mismatching character positions after the intro cutscene.

– Fixed Godwin’s horse leaving during the intro polylogue.

– Fixed the Raborsch stablemaster bribery option not having an effect.

– Fixed the head butler asking about Franta multiple times.

The Lion’s Den

– Revised music playing during the quest.

– Fixed the correct reaction when leaving Sedletz after Stephen Crow is dead.

– Fixed the correct reaction when committing a crime after a trial.

– Fixed the correct reaction when attacking Commander Katz.

– Fixed the player not being able to knock out the guard guarding Musa in the Lion’s Den quest.

– Fixed redudant objective to talk to Ditrich Katz after the trial.

The Magic Arrow

– Pasha’s crossbow is now more powerful.

– Removed inappropriate crime reactions at the end of the arrow ceremony.

– Improved a journal entry.

– Fixed gravedigger Lenek’s surrender.

The Mouth of Hell

– Changed the position of a sword in the mine.

– Moved the dialogue camera during the initial scene of massacre in Old Kutna.

– Fixed the issue where the screen would go black after fast travelling through Old Kutna.

– Fixed issue of missing dead cows in Old Kutna.

– Fixed an issue where Marian and Vladimir might show up to confront Taras naked at night.

– Fixed collisions in the mine.

– Adjusted Taras’ actions to ensure he won’t run away when intensifying a conflict, once he has been shown the contract.

– Fixed behaviour of Taras if he falls down while chasing player.

The Peasant Revolt

– Prevented the shootable stashes from getting restocked.

– Fixed an issue where Vlasta was not willing to speak to the player after finishing the quest.

The Reliquary

– Removed camp trespass when returning the finished sword.

– Fixed duplication of quest reward if it’s stolen before finishing the quest.

The Spark

– Eldris’ chest is not impossible to lockpick now.

– Improved guards’ routine after fight.

– Fixed Knuckles staying in front of the inn when he’s supposed to be banished.

– Fixed the ropes of hanged The Guild members.

– Fixed Whisker’s reaction to player lockpicking the chest in front of him.

– Fixed visual bug of the burnt dugout.

The Storm

– Revised the debuff received from the torturing.

– Removed Mika’s openworld dialogue from the Storm quest.

– Added healing items to stashes at Trosky after the duel with Istvan.

– Improved dialogue lighting.

– Removed Zizka’s mace during the torture scene.

The Sword and the Quill

– The active outfit is no longer partly unequipped upon being woken up by Zuzana.

– Disabled toggling on-road follow while following the wagon.

– Removed the option to ask Katherine about Nebakov when it’s no longer relevant.

– Improved the cutscene.

– Improved Suchdol foot traffic slightly.

– Fixed player’s horse periodically stopping while following the wagon.

– Fixed Suchdol light sources not emitting light.

– Fixed the trialogue with Katherine and captain Frenzl not triggering from a specific direction.

– Fixed a visual issue with Zizka’s eating animation.

– Fixed player’s horse’s tack changing in the final cutscene.

The Voivode’s Curse

– Rebalanced the blacksmithing recipe to require ingredients appropriate for the Trosky region.

– Prevented asking Aranka for more work if the quest is already started.

– Fixed quest log not reflecting some quest decisions properly.

The White Roebuck

– Fixed players being able to easily make money by killing poachers repeatedly.

– Fixed a certain animal not appearing after the game was saved and loaded after finding the hide.

Thou Art But Dust…

– Improved collision of the trapdoor.

– Fixed players not being able complete the pyramid of skulls and continue the quest.

Tragedy in Danemark

– Fixed the issue with the reaction of miller’s family to the player’s elimination of the bandits.

Troubadours

– Fixed Michael and George sometimes standing free after loading a save next to the pillory.

– Fixed daily schedule for Michael and George.

Via Argentum

– Improved trespass zones inside of the secret mint.

– Added alternative dialogue for speaking with Volkmar outside of his court

– Improved dialogue cameras for initial dialogue with Volkmar.

– Fixed the issue sometimes making Buresh immortal.

– Fixed the issue where Buresh could react to the player’s strikes and potentially flee.

– Fixed the issue where Buresh could teleport out of the secret mint during the timeskip.

– Fixed issue where some characters could be stripped during the opening cutscene.

Adjusted the conclusion of my conversation with Christian of Pisek to align with the occurrences at the clandestine mint.

I’ll rephrase that for you: – Solved the problem where, during gameplay, Volkmar would move a small distance away and wouldn’t respond if the player decided to attack him after teleporting.

Victimised

– Improved timings for notifications of certain skillcheck resolutions. 

– Adjusted the Wait for Margaret interactor to be easier to find.

– Fixed possible crime reactions later in the quest, if player knocked out Lacek in the inn.

Warding Off Evil

– Improved lighting in the inn basement.

– Improved the Parler chamber, specifically the window surroundings for a graceful knockout. 

As an enthusiast, I tackled a problem where my Protective Axe mysteriously vanished from my stash right after bestowing another axe to Johann.

Wedding Crashers

– Improved dialogue cameras.

– Improved Hanush’s position in the dialogue.

– Removed the option to attack NPCs at the wedding.

– Removed blood on NPCs before wedding ceremony.

– Improved movement of the cook while trying to lure her away from the kitchen.

– Rebalanced the training sword’s damage.

– Michael and George can attend the wedding now.

– Fixed GPU performance issues during the wedding cutscene.

– Fixed some optional objectives and behavior.

– Fixed condition in dialogue between Svatya and Vuytek.

– Fixed optional dialogue condition with the guard by the cellar.

– Fixed optional dialogue conditions with Jurko.

– Fixed optional dialogue conditions with the Chamberlain.

– Fixed going unconscious again right after getting up during event brawl.

– Fixed an issue where Strong broth was not working as an anti-alcohol food.

– Fixed dialogue condition before going to the wedding.

Yackers’n’Fash

– Added Innkeeper Helga Schelm as a tipster for the Yackers ‘N’ Fash quest.

– Fixed the issue with foreman Vlach not telling player to meet later in the evening.

(Plus hundreds of other fixes and improvements not mentioned in detail)

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2025-03-13 19:52