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Release Notes for Nested Lands

Update V.0.7.12.2

This update brings a new level of intelligence and atmosphere to your enemies. We've introduced nice voice and audio system improvements, given enemies the ability to investigate fallen allies, and improved how villagers manage themselves within your settlement.

1. Enemy AI & Combat

Enemies are now much more aware of their surroundings and smarter during engagements.

Dead Body Investigation: Enemies will now actively notice and investigate the dead bodies of their allies! They will attempt to find the direction the attack came from and track the player.

Smart Retargeting: If an enemy gets stuck or cannot reach you during a ranged attack, they will intelligently retarget to other reachable foes rather than standing still.

Combat Animations: Improved the attack animations for knife and sword-wielding melee enemies to make strikes feel more fluid and natural.

Combat Stability: Fixed a bug causing null entries when updating the list of engaged enemies during complex fights.

2. Audio & Voice System Overhaul

We have completely restructured the underlying voice assets to create a unified, responsive audio system for the world.

Reactions & Barks: Enemies will now play context-specific voice lines when discovering dead allies.

Added ambient idle barks for enemies while they are patrolling their camps.

Faction Audio: Fully configured voice audio arrays for all main enemy types (Bandits, Soldiers, Priests).

Villager Voices: Enhanced villager voice variety, adding new contextual dialogue like sighs and attack shouts to make your settlement sound more alive.

3. Villagers & Village Management

Self-Equipping: Villagers will now periodically check village chests and automatically grab better gear for themselves! Keep those armories stocked.

Raid Scaling: Refactored the Raid system. The number of raiders that attack your settlement now correctly scales based on the total number of villagers you have.

The Plague: Fixed a major logic flaw in the plague system. Villagers who reach the "fully plagued" state will now correctly die instead of magically being healed.

Visual Fixes: Fixed a hilarious but unintended bug where villagers would go completely bald while washing in the wash huts.

4. Multiplayer & Synchronization

Defending Enemies: Fixed a desync issue where defending enemy behavior was not accurately replicated for client players.

Enemy Data: Corrected general enemy data syncing to ensure hosts and clients see the same combat states.

5. Fixes & Debug Tools

Visuals: Fixed an issue where the holstered dagger would clip through the male character model.

System Fixes: Fixed null references occurring in the body system (affecting animators, audios, and controllers).

Fixed an underlying issue with the item creation logic in loot setups.

Improved animation metadata and compiler configurations for better overall performance. Enjoy the changes and don't forget to share your impressions about the update!


Update 0.7.12: Combat Update

Hello, survivors!

We are releasing the heavily requested combat update today! The whole mechanic has received a massive overhaul and we can't wait to see your feedback on it. 
 

Combat Overhaul: Posture, Parry & Shields

Combat is no longer just about trading blows; it now requires timing, positioning, and stamina management.

Both the player and enemies now have Posture. Weapons and tools deal specific posture damage;

When an enemy's posture is broken, they will be stunned and drop their guard, leaving them open to attack. They receive a brief invincibility window to recover their balance afterward;

Added "Endurance" to NPCs so they no longer stagger infinitely with every single light hit;

You can now parry incoming attacks (including enemy kicks!);

A successful parry blocks full damage, triggers a brief slow-motion effect, resets the enemy's endurance, and plays a distinct sound;

After successive parries, surrounding unengaged enemies may decide to jump into the fight;

Shield Mechanics: Shields are now fully functional for both players and enemies.

Defending suppresses take-hit animations and stops stamina regeneration. Added material-specific block sounds (wood vs. metal);

Enemies (like Rogue Soldiers) can now carry and actively use shields to reduce incoming damage. They will drop their guard if unengaged or if their posture is broken.

Mobility & Combat Flow

We've removed several restrictions to make moving during combat feel much more fluid.

You can now sprint freely with melee weapons or a drawn bow without being forced into a slow walk or automatically sheathing your weapon. Aiming is smoothly cancelled if you begin to sprint;

Side dodges have been enabled and the animation frames decreased (from 40 to 20) for a much snappier, responsive evasion;

Stamina regeneration is now reduced while actively in combat. Attack cooldowns have been slightly increased to perfectly complement the new input buffering system;

Added fully synchronized stealth-kill for multiplayer.

Enemy AI & The "Mercy" System

Enemy encounters have been made more dynamic, with varied weapons and lifelike reactions.

Certain types of enemies now have a chance to drop their weapons, fall to their knees, and beg for mercy when their health drops below 35%;

Enemy attack range is now dynamically based on the weapon they are using;

Implemented new Greatsword-wielding enemies with custom animations and heavy attacks;

Unengaged enemies circling the fight now have a chance to taunt the player.

Multiplayer & Stability

Combat feels much heavier in multiplayer now. Take-hit visual effects (VFX) and spatialized audio (hurt voices, block sounds) are fully replicated to all peers;

We have completely overhauled how the game handles disconnects, timeouts, and lobby transitions to ensure you never get "stuck" when a network error occurs;

We've ironed out edge cases in the new disconnect Recovery Funnel;

Fixed infinite loading screens when a host returns to the main menu or loses cloud connection;

Implemented a centralized system to gracefully handle network drops;

Added strict stall timers for joining rooms, starting matches, and loading scenes. If a connection stalls, the game will now safely fall back to the Session Lobby or Main Menu rather than freezing;

Added dedicated popups for "Disconnecting," "Host Disconnected," and "Connection Timeouts" so you always know what happened to the session;

Fixed an issue where clients would fail to properly unstick and despawn on the host's end when returning to the main menu.

Village, World & UI

Harvesting AI: Revamped how harvestables are detected inside the village area. Fixed bugs preventing villagers from gathering reed fiber near the village lake, and resolved an issue where they ignored specific items in high-level villages;

Immersive Multiplayer Audio

You can now hear exactly what your friends are doing around you.

Consumable audio (eating, drinking, bandaging) and resource gathering (chopping wood, mining) are now fully replicated to peers with precise 3D positioning;

Synchronized ground layer data across the network. You will now hear the correct footstep material (dirt, wood, stone) when other players walk nearby;

Synchronized swimming strokes and jump splash audio to peers, with boosted volume and range for better feedback;

Synchronized bow drawing, arrow releases, and attack vocal cues to peers;

Broadcasted "take-hit" visual effects (VFX) and spatialized audio so clients correctly see and hear when other players take damage.

Visuals & Player Mechanics

Fixed a bug where blood overlays and the "injured" state animations would not clear properly when a player respawned;

Ensure offhand items correctly hide for other players when someone equips a two-handed weapon;

Fixed a bug where weapons would incorrectly parent to the "spear" grip position if the equipped item wasn't actually a spear;

Fixed an issue where feminine body customizations would occasionally fail to preserve during multiplayer status syncs.

World & Technical Foundations

Aligned the interaction source range with the items source range to make consuming and harvesting feel more consistent;

We are extremely excited to see everyone try the new update. We've put a lot of work in the new combat system to make it feel more fluid, complex and rewarding. Please don't hesitate to leave us a review or a message to tell us how you like it!

There are many more things coming to Nested Lands in the coming months. We are working on the skills system and we will share more info about it as soon as we can.

Stay safe and enjoy playing!


Update 0.7.12.1

Greetings, Survivors!

This update brings a brand new dynamic to enemy combat: if they can't reach you, they will throw rocks! We have also significantly improved cross-island multiplayer syncing, refined stealth-kill audio, and added several quality-of-life visual fixes.

Combat & Enemy AI

Enemies have learned to deal with players trying to exploit unreachable high ground!

Ranged Retaliation: Enemies will now throw rocks at the player if they can't physically reach them.

Throwable rocks have dedicated collision detection and deal damage upon hit.

This new mechanic, including the throwing animations and the rock projectiles themselves, is fully synchronized across multiplayer sessions.

Archer Behavior: Fixed a bug where archers would continue shooting at their original target even after taking damage and intentionally changing targets.

Mobility: Stopped players from crouching while sprinting with a drawn bow.

Multiplayer & Synchronization

We've made exploring apart from your friends much more consistent with the new cross-island syncing logic.

Cross-Island Loot: Extended cross-island loot drops for client players to include all destructible props. Fallen trees and broken props will now correctly stay in their destroyed state for players on the other side of the map.

Map & POIs:

Fixed an issue where Point of Interest (POI) discovery was not syncing for clients.

Client players will now accurately see newly discovered POI icons appear on their map.

Optimized network traffic to sync only the data for newly discovered POIs.

Villager Syncing:

Synchronized the loaded inventories of villagers across the network.

Ensured client players can properly see the detailed information about recently recruited villagers.

Quest & Animation Fixes:

Fixed Balder's rotation appearing incorrectly for other players.

Fixed Balder randomly teleporting in multiplayer after completing the initial tutorial.

Corrected the two-handed weapon running animation on remote peers so it displays correctly for everyone.

Stealth & Audio

Stealth Syncing: Replicated stealth-kill voice lines and sound effects over the network. Your friends will now hear the associated audio when you pull off a stealth takedown.

Stealth Logic: Fixed a multiplayer desync by properly blocking stealth-kills if the targeted NPC had already detected the client player attempting the takedown.

Enemy Audio: Cleaned up enemy combat shouts and populated new specific voice clips for stealth takedowns to make ambushes feel more impactful.

Quality of Life & UI

Survival UI: The "Cold" status effect icon is now automatically hidden if your equipped armor fully neutralizes the current environmental cold.

Sleep Visuals:

Your character will now automatically exit the crouch state before sleeping to prevent hovering or incorrect bed heights.

Weapons are now properly hidden while sleeping and will display correctly upon waking up.

Hotbar Fix: Fixed an issue where the quick slots/hotbar would occasionally disappear after closing the Bug Reporter.

Character Visuals: Fixed off-screen rendering issues for inactive meshes when loading into the game.

Environment & Fixes

Navigation: Updated the navmesh obstacle settings for broken cages so enemies can walk around them correctly. Fixed navigation issues for some Bandit Cage Random Events.

Props & World: Fixed a floating tree in the Silent Forest and ensured the correct prefabs spawn in the Hostile Soldier Random Events.

That's all for now, folks! Update the game, enjoy the changes and may Gods protect you on your adventure!


Update 0.7.11.0: Fast Travel

Hi survivors!

In this update, we've added a new Fast Travel system and the highly requested Unstuck feature!
 

New Feature: Fast Travel System

 

Unstuck Feature

Added a new "Unstuck" button to the Pause Menu. If you ever find yourself trapped in terrain or props, this button will find the nearest safe ground and relocate you.

 

Building & Construction

 

Gameplay Adjustments

 

Quests & Villagers

 

Environment & Visuals

 

UI & Technical Changes

 

Multiplayer & Technical Fixes

Thank you for the feedback! We are working on a bigger update and on other highly requested features.

Stay safe in the Plaguelands!


New Major Update - Animal Husbandry - is Live! (v 0.7.10.0)

Hello survivors!

This major update introduces the highly anticipated Animal Husbandry system, allowing you to raise and manage livestock. We are also bringing your outposts to life by populating Harvest Camps with working peasants, and we've implemented the foundation for a brand-new Codex lore-tracking system (not yet available).

 

Animal Husbandry - new major gameplay mechanic

Added two new buildings: Chicken Coop and Pigpen. Raise chickens to produce eggs and house pigs to produce truffles;

You can trap animals at new buildings.

Trapped animals will generate resources automatically, and you can always kill them for additional meat.

Animals require Animal Feed to survive. If resources run low and animals aren't fed, they will starve and perish.

You will receive toast messages if animals die from starvation, and we've fixed duplicate notifications when spawning your last available chicken.

Animals will sleep at night and have improved navigation to avoid detecting or bumping into villagers.

There is a chance to get special, rare items from both chickens and pigs.

Harvest Camps: Working Peasants

Harvest Camps are no longer just empty structures; they are now active centers of labor.

Populated both the North Plains and the Silent Forest harvest camps with working peasants;

Added specialized mining activities, complete with new animation picking states and directional logic for the North Plains mining camp;

Removed the cooldowns on harvest camps and adjusted their graphics for a more active, "lived-in" appearance.

 

Gameplay

When you start harvesting a resource while holding a weapon, the sheathing animation is now skipped. The weapon instantly holsters, allowing your character to transition directly into the gathering animation without awkward delays.

Enemies killed outside the village area will no longer turn into a Plague Focus. Only enemies killed within your village boundaries carry this risk, making exploration significantly less punishing.

Fixed a bug that caused the player character to pause or stutter unexpectedly while swimming and when saving the game.

 

Saving

Now you can save your game everywhere!

Audio & Technical Fixes

Fixed the timing of ground footstep audio and improved sound detection to ensure footsteps sound natural on all terrain types.


Update 0.7.9.5

Hi! We have another update ready, which helps us prepare the game for the next content update.

 

Multiplayer & Plugin Stability

General stability improvements.

Village & Management

Improved the logic for Tavern doors to prevent them from "breaking" or getting stuck when multiple villagers attempt to pass through at the same time;

Corrected a bug where village area calculations would fail upon loading a save, ensuring your construction limits are always accurate;

Added a check to automatically disable rocks that occasionally spawned inside of buildings.

World, Quests & Raids

Fixed an issue where routine raids could trigger at the same time as main quest raids. These events will now be properly spaced out;

Repositioned several plague sites in the North Plains to move them further away from enemy camps and active events.

UI & Improvements

Interaction menus now show available input shortcuts;

Added dedicated Drop and Transfer shortcut inputs to storage views;

Improved how the game handles item clicks based on which shortcuts are currently being held, allowing for faster bulk transfers and item dropping.

Technical Fixes

Resolved a minor issue where the village center notification could trigger twice under specific conditions.


Update 0.7.9.4

This update marks an important milestone with the upgrade of the game engine to Unity 6 (6000.3.12) for better stability and performance. We have introduced new village management features, performed a wide-reaching balance pass, and refined core combat animations.

Village & Gameplay Balance

Increased the capacity of Wells and Wash Huts; they can now support up to 4 villagers each;

When dismantling or removing chests, dropped items now correctly retain their durability and other specific states;

Birdhouses have been significantly improved. They now drop more than one item at a time and have Feathers added to their potential outputs;

Performed a wide-ranging balance pass on food, loot tables, trade values, and various crafting recipes.

Multiplayer & Synchronization

Improved the synchronization of buildings to ensure structures load correctly for both host and clients;

Refined how world objects communicate their state to ensure consistency across all clients in high-latency environments.

Technical Improvements & Unity Update

The game has been updated to Unity 6 (6000.3.12). This major engine update provides a more modern foundation for future performance and visual improvements;

Fixed transitions for combat animations while using tools in a crouched position;

Improved performance in both terrains (North Plains and Silent Forest), plus improved performance when having a bigger village.

UI & Audio

Updated and simplified the tutorial system, including specific fixes for the Professions and Hygiene videos;

Fixed an issue where the Village Priest or locked peasants would occasionally have overlapping audio lines;

The gender selection toggle now correctly resets when exiting the character creation view.

Visuals & NPC Polish

Fixed a bug that prevented players from interacting with certain important NPCs;

Reduced the weight of Freja’s "look-at-player" eye movement. This prevents her eyeballs from clipping through the character model during close interactions;

Fixed a bug where plague-related dialogue would trigger even if no plague was present in the area;

Fixed a collision issue in the Town of Vardi church and adjusted the height of various objects to prevent floating assets.


Update 0.7.9.3

Hello survivors!

 

This update introduces a good inventory buff with increased stack sizes, a complete overhaul of body and villager synchronization for multiplayer, and significant optimizations for world performance and lighting

 

Multiplayer & Synchronization

We have implemented deep synchronization for world entities and character states to ensure a seamless experience for all players.

Added full network synchronization for spawning, picking up, and burning bodies in crematory pits;

Dead human remains are now correctly removed for all players when the Cremator wraps them;

Villager appearances are now fully synchronized across all clients;

Fixed a bug where multiple villagers would occasionally sit in the same chair;

Resolved an issue where villagers would continue to recover health while incapacitated by the plague;

Fixed "sea sounds" occasionally mixing between different players;

Ensured that specific world events (like Balder's enable events) are correctly triggered only on the host.

Gameplay & Balance

The maximum stack size for most items has been increased from 50 to 99;

Increased the resource output of all Harvest Camp recipes to make automation more rewarding;

Performed a balance pass on Birdhouse recipes; increased general outputs while removing feathers from additional rewards;

Players no longer automatically unequip hand items when swimming or sleeping;

Implemented a minimum value for player infection to ensure the mechanic remains a consistent threat;

Smoothed the animation transition between Bow Aiming and Spear simulations.

World & Environment

Updated terrain and vegetation systems for better performance and visual quality;

Fixed a lighting glitch that occurred in large villages with multiple active light sources;

Increased the distance at which village light sources are rendered;

Updated water waves and adjusted the height of ocean/lake colliders to better align with the player's swim height;

Moved soldier spawn areas in the Silent Forest to be further away from the lake.

UI & Quality of Life

The "Navigate on Quickslots" input hint text is now correctly translated across all supported languages;

Fixed an issue where the boat quest marker would occasionally fail to appear on the map.

Technical Bug Fixes

Fixed an issue making the Weaver Table difficult to interact with;

Fixed a bug where "Foul Smelling" flies would remain on the player after death;

Resolved a pivot issue with the Right Hand Handler.

Fixed tree heights in the North Plains and addressed an exception error that occurred when killing villagers within the village boundaries.


Major Update: Village Expansion is Live! 0.7.9.2

Hello, survivors!

The first major update to Nested Lands - Village Expansion - is now live. We’ve added a brand new Harvest mechanic, made the Village area expandable, fixed a ton of bugs, and did requested balance changes. Below is the full list of changes:

 

Village Growth & Expansion

 

New Feature: Harvest Camps

 

New Building: Import Warehouse

 

Multiplayer & Client Stability

 

 Combat & Survival

World & Exploration

Player & NPC Refinements

Technical Fixes

 

More fixes:

 


Update 0.7.8.13

Hello!

This update addresses travel issues between islands, improves the experience for gamepad players, and streamlines the requirements for upgrading your village buildings.

Multiplayer & Travel

Gameplay & Progression

UI & Controller Support

World & Environment

Technical Improvements


Update 0.7.8.11

Systems & Stability

We've added extra layers of protection for your progress and fixed some common multiplayer errors.

The automated backup system is now active for Single Player games, ensuring your progress is safe just like in multiplayer;

Fixed an issue where non-host players sometimes wouldn't take damage from arrows;

Resolved a bug where the "Will of Melwas" raid would occasionally fail to start;

Fixed a crash that could occur when picking up items too quickly.

World & Environment

We've performed a visual pass on the environment and fixed some issues in the Silent Forest (Second Island).

Improved terrain tessellation - ground surfaces now have more depth and detail;

Buildings in the Silent Forest now correctly protect you from the Plague Wind;

Adjusted how rocks spawn at the docks so they no longer have a visual pop-up;

Corrected the height of trees and fixed collision issues at the Beach Plague;

Added missing collisions to the Crematorium to prevent walking through walls;

Tweaked the time of day in the menu for a fresh look when you start the game.

Economy & Gameplay Balance

This pass includes a significant storage upgrade and various crafting fixes.

You can now build up to 15 chests in your base (increased from 10);

Improved the usefulness and trade value of items sold by the Trader;

Re-enabled several random events in the North Plains (First Island);

Fixed a bug that prevented the Watchtower from being repaired and balanced several crafting recipes;

You will no longer see a confusing "Unavailable" message when trying to loot certain bodies in multiplayer.

NPC Behavior

Added a respawn cooldown to peasant cages;

Fixed a bug where peasants would restart their crying audio every time you walked away and came back;

Apothecary villagers have had a visual update to better fit their role;

Peasants will now correctly put away their torches when they start working or interacting with you.

Demo

We've updated the demo version of the game to match the current Early Access build. The length of the demo is the same.

UI & Technical Fixes

Fixed a flickering issue that happened when hovering over items in the build menu at certain resolutions;

Improved the collision on Stick Fences;

Adjusted the first plague area to make interactions more consistent;

Updated all localisations with fixes to item names and descriptions.


Update 0.7.8.8

Hello, survivors!

This update introduces a suite of custom game settings and difficulty options, a significant overhaul of the lighting and day/night cycle, and the addition of the Copper Pickaxe. We have also addressed several critical inventory bugs and refined player animations.

 

1. Customization & Difficulty Options

Custom Difficulty UI: A new interface for adjusting game difficulty and world parameters.

World Settings: Players can now customize the length of both day and night independently.

Character Creation: Added many new custom options during the initial character creation process, including a fix to ensure the male toggle is correctly selected by default.

Field of View (FOV): Added a slider to adjust the camera's Field of View in the settings menu.

 

2. Visuals, Lighting & Rendering

Lighting & HDRP: Improved brightness and light intensity across all scenes.

Day/Night Cycle: The default 24-hour cycle is now 45 minutes long.

Adjusted the cycle so daylight lasts longer and nights are brighter for better visibility.

Environment: Fixed an issue where rocks near the Coastal Pass would occasionally disappear.

 

3. New Content & Items

Copper Pickaxe: A new tier of harvesting tool has been added.

Inventory Safety: Fixed a critical bug where items retrieved from crafting stations would disappear if the player's inventory was full.

Players now receive a "Toast" notification when attempting to collect items with a full inventory.

Tooltips: Accessory items now correctly display their localized item type in tooltips.

 

4. Player Mechanics & Animations

Stats & Energy: Improved the internal logic for how player stats (Health, Energy, etc.) are consumed and recovered. The UI for reading these stats has also been refined for better clarity.

Spear Refinement: Improved Spear animation transitions.

Fixed a technical issue with "Left Hand IK" (Inverse Kinematics) where the hand would snap unnaturally while aiming the spear.

Locomotion: Added a cooldown between footstep sounds to prevent audio overlapping during rapid movement.

 

5. NPC & Villager Improvements

Villager Logic: Fixed "Empty Status" bugs for villagers resting in the Tavern or eating at tables.

Resolved an issue where villagers would fail to perform specific sub-activities while eating.

Peasant Cages: Adjusted the top collision of peasant cages to prevent players from getting stuck in the air.

Added missing voice-over phrasers (female) for peasants and fixed missing dialogue in "Cage" random events.

Enemy Behavior: Moved enemy idle points at Refugee Camps for better positioning.

 

6. Audio & Technical Fixes

Audio Sources: Corrected the output and placement of audio sources in the Silent Forest and North Plains.

Bug Fixes:

Fixed an error related to a non-existent "Crossbow" recipe.

Resolved a bug where the Raid video tutorial description was cut off.

Resolved a bug where the Raid didn't start in COOP. If the timer is not there, please wait till 11 am, and the raid will begin.

Fixed the Credits window formatting.

Multiplayer Sync: fixed an issue with the inventory after a crafting process is completed.

 

We are extremely grateful for your feedback! We are set on polishing the game during the Early Access release to provide you with the smoothest experience possible.

 

Thank you, and enjoy playing!


Update 0.7.8.9 is live

Dear survivors,

 

Thanks for your feedback.

 

This update is driven by player community feedback, focusing on fixing the custom difficulty settings, stabilizing raid transitions in multiplayer, and balancing survival resources. We have also addressed several visual bugs and improved general character systems.

 

1. Multiplayer & Raids

We have improved the reliability of the Raid system, especially for players joining as clients.

● Raid Stability: Fixed an issue where raids would occasionally fail to start due to specific network environments.

● Save Data Fixes: * Resolved a bug where clients in saved games would not see the raid countdown timer.

○ Raid quest data now correctly resets upon completion to ensure the next event triggers properly.

○ Fixed invalid saved data related to raid quests that could prevent progression.

● Traversal: Fixed a bug where players could become stuck in the environment after teleporting between islands.

 

2. Gameplay & Balance

 

● Food & Recipes: * Significant balance pass on food items and existing recipes.

○ Added new recipes to the Campfire and Cookhouse.

○ Updated wording in the UI: changed the prompt "Get" to "Take" for better clarity.

● Systems: * Improved the logic for the sleeping and player statistics systems for better consistency.

● Interaction: Improved the interaction collider for the Wash Tub Basin, making it easier to use.

● Plague Mechanics: Added a "safe check" to prevent plague events from triggering while a player is still loading into an island.

 

3. Settings & UI

● Custom Difficulty: * Fixed the logic for how custom settings apply data to resolve several player-reported issues.

○ Fixed non-functional buttons on various custom difficulty sliders.

● Field of View (FOV): Resolved an issue where players were unable to click the interaction buttons on the FOV slider.

● UI Stability: * Fixed a game-breaking bug where opening the Bug Report window while a Tutorial popup was active would freeze the UI.

○ Removed the shadow effect from the main player HUD for a cleaner look.

 

4. Graphics & Visuals

● Lighting: * Adjusted lighting intensity to be less overwhelming during and after noon.

○ Fixed a bug where the game would occasionally start with the wrong time of day.

○ Note: We have reverted a specific set of experimental graphics improvements to ensure better stability across different hardware configurations.

● Assets: * Fixed an issue where certain items would appear with a completely black material.

○ Improved the camera's collision angle to prevent it from clipping through walls or terrain.

○ Updated Plague visual effects (VFX) to match the latest graphical standards.

● Plague Fog: Decreased fog effect to make it better for lighting visuals;

● Foggy Weather: foggy was too strong, fixed now;

 

5. NPC & World Sync

● Peasant Cages: * Synchronized the opening of interactable cages across multiplayer sessions.

○ Added synchronization for the audio and visuals of peasants crying inside cages.

○ Fixed a technical exception error that occurred on client machines when opening a cage.

● Infected NPCs: Improved the spawn logic and visual effects for infected encounters.

 

We hope you will like the changes.