A me su AMD non è cambiato niente. Attendo fiducioso la path 1.5 ed i drivers ottimizzati
Uscita patch 1.5
PATCH 1.5 NOTES
Features/Bug Fixes
- Slight adjustment to the invincibility frames during Wuchang’s get-up animation after being knocked down.
This is to prevent players from being attacked during the getting-up animation to optimize the player’s early game experience.
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Sped up Wuchang’s healing animation slightly to ensure players have enough time to heal. The recovery animation after drinking can now be cancelled with a dodge.
This is to enhance the strategic element. -
Made adjustments to animations, values, and level design for certain NPCs and AI.
Added dialogs for some NPCs to complete some plots. We will further optimize the exhaustion animations in the future to improve the plot performance.
Fixed the faction bug in Chapter 4, adjusted the level design, and increased the performance effect of BVB.
Fixed the dialogue order between Fang Yao and He Youzai to prevent a bug where players could not achieve the “Bound by Fate’s Threads” and “Dream’s Sweet Deceit” endings due to an incorrect sequence.
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Addressed the issue causing audio playback stutter on certain hardware models.
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Revised descriptions for some equipment and items
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Added/revised certain audio lines.
Added some ‘Wuchang’ voice to complete the story, and added some NPC dialogues.
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Fixed an issue where certain keys could not be set in the key binding menu, and where some key changes could not be saved after re-binding, such as, left shift, left ctrl, left alt.
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Fixed the issue where the Buddha statue could disappear from the player’s inventory when force-quitting the game after it is placed in the Palace Hill of Chapter 1.
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Fixed an issue with the combo-based Benediction and Jade Pendant not functioning correctly in NG+ cycles.
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Addressed issues with certain terrain that can cause the player to become stuck.
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Reduced elevator waiting time and fixed the issue in Chapter 5 where the elevator may trap the player at its destination.
While Wuchang waits for the elevator, the speed of the elevator tripled. Due to loading issues, the speed of taking the elevator has temporarily unchanged.
- Optimized the impact resistance of certain monsters.
Reduce the impact tolerance of some primary enemies, making it easier for light weapons to interrupt the attacks of some monsters in the early stages, while increasing the strategic nature of light attacks.
For later-stage monsters, players can now use spells, weapon skills, etc., to directly perform follow-up light attack combos to suppress some monsters.
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Increased the trigger interval for Spike Traps.
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Further reduced the damage of landmines in Chapters 2 & 3.
Monsters can still be quickly staggered, keeping combat strategies in areas with groups of monsters unchanged.
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Reduced the number of landmines in Chapter 3.
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Adjusted game content to prepare for the update of new weapons and sets in the Deluxe Edition compensation.
Currently, the high-poly phase of the Deluxe Edition compensation content is nearing completion, and we hope to bring players more traditional armor, including ancient armor such as Wei/Jin dynasty armor.
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Optimized game code in preparation for allowing players to choose to respawn at either the Shrine or the BOSS Fight Entrance after death.
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Optimized game code in preparation for future patches to reduce VRAM usage, aiming to address frequent stuttering and other display issues caused by VRAM overflow.
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Optimized asset specifications in preparation for updating to a more noticeable effect when picking up Red Mercury Essence.
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Fixed an issue where super-sampling resolution would apply incorrect parameters when using the Extreme settings on high-end machines.
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Other minor fixes.
Crash Fixes
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Fixed an issue where changing screen resolution under certain conditions could cause the game to crash.
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Fixed shader-related errors that occurred with certain NVIDIA graphics cards.
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Fixed a GPU crash caused by certain semi-transparent assets in extreme scenarios.
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Fixed a crash caused by unnecessary rendering calls in specific scenarios.
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Fixed a crash caused by GPU hangs under specific conditions.
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Fixed a crash that could occur with a certain probability at the end of map loading due to animation blueprint concurrency.
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Other minor fixes.
This patch has been a long time coming, and we will continue to refine and optimize the game based on player feedback, striving to deliver a product that satisfies our players!
non mi sembra di aver letto che è stata abbassata la difficoltà dei boss mi sembra… io ho droppato.
sono alla strega di bo da una parte per poter andare avanti con il gioco, e un altro mini boss dove ci sono le pagode che spara fulmini da tutte le parti.
entrambi troppo difficili, non so se tornerò a giocarci.
peccato anche perchè mi stavo divertendo parecchio, ma sti wall massicci sui boss mi fanno solo incazzare, ok gidgud ec ec , ma figa dai
Ma il miniboss è il tizio umano con la spada fulminante? Quello è debolissimo a corruzione, c’è la spell che tira tutta una serie di pallette viola e con un cast di quella se non gli riempi tutta la barra del debuff di sicuro ci vai parecchio vicino.
Io ho appena completato i bassifondi del santuario di Shu ed ora sto sbloccando le shortcut circostanti. Madonna, ma è un labirinto
WUCHANG: Fallen Feathers – Patch 1.5.1 is AVAILABLE NOW!
Dear Players,
We’re delighted to confirm that Patch 1.5.1 for WUCHANG: Fallen Feathers is available to download now. Thank you for your continued support!
Kind reminder, the patch for this update is approximately 2.2GB. Please ensure you have sufficient storage space available.
If you encounter any issues such as lag, crashes, or inability to enter the game after installing the patch, please refer to the official website FAQ.
PATCH 1.5.1 NOTES
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Fixed an issue where Red Mercury Essence could be infinitely refined in the Impetus Repository system.
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Fixed an issue where the damage reduction cap could stack beyond 100%.
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Fixed an issue in certain quest lines that prevented players from unlocking achievements.
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Fixed an issue with PS5 controller input.
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Added a new “NVIDIA Reflex Low Latency” option in the settings menu
Based on an RTX 3070 (8GB) GPU, with Overall Quality set to High by default, DLSS set to Performance mode, V-Sync enabled, running on a 1440p monitor with a 120Hz refresh rate, enabling NVIDIA Reflex Low Latency further reduces input latency (PCL). Results may vary depending on different hardware configurations.
Data provided by FrameView software.
Before update: 50.34ms (as shown)
After update: 39.36ms (as shown)
- Reduced VRAM usage, improving performance and stability on some PC configurations.
Based on an RTX 3070 (8GB) GPU, with Overall Quality set to High by default, DLSS set to Performance mode, running on a 1440p monitor with a 120Hz refresh rate, VRAM usage at the Shrine in Lightzen Temple was further reduced. Results may vary depending on different hardware configurations.
Data provided by Steam Performance Monitor.
Before update: 7.7GB VRAM usage (as shown)
After update: 6.7GB VRAM usage (as shown)
- Fixed several crash issues.