Nightingale confirms crafting and quality-of-life improvements with next patch

Plus, what's going on with offline mode and other projects?

    
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While Victorian-era survivalbox Nightingale has mostly been focused on fixing things and adjusting features, the devs at Inflexion Games appear to be ready to deploy one of its more sizeable updates due soon. According to the studio, this patch will affect several aspects of crafting and make some much needed quality-of-life updates.

In terms of quality-of-life, the patch will (finally) let players craft items from storage, so long as storage bags are at least 12 meters — or three floor pieces — away from a crafting station, and will also let players queue up to six crafting jobs at one station. Players will also be able to purchase items from essence traders they’ve already met directly from the guidebook instead of forcing them to reopen a specific realm portal.

On the crafting update side of things, the patch plans to revert an earlier restriction that stopped players from stacking the same attribute in their crafted gear (though a later patch will introduce soft and hard caps), let materials that have a specific trait like stealth apply to an item recipe that otherwise wouldn’t have that trait, and streamline several attributes for more clarity and bundle certain attributes into one, like heat, cold, and wet resistance packaged into a catch-all environmental resistance stat. Lastly, the amount of materials required to craft more advanced building parts are being reduced.

There’s more than just crafting in this patch, as combat updates are coming too: The update will add two new “Bound” enemy types, adjust the behavior of a couple of existing Bound enemies, add some new lower-tier ranged weapons, and add new abilities to one-handed weapons while make dodge-jumping a universal ability that defaults to the Ctrl key.

Finally, Inflexion offers a brief progress report on new content updates and the offline mode. For the latter, the devs explain that untangling server dependencies for generating realms is a complex process and the studio needs more time to test stability and adjust data to ensure player machines are up to the task of doing the work completely, while the former is being worked on and will include things like new biomes, enemies, and building tilesets. Expect more details this summer.

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