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Crimson Desert

IMO Crimson Desert has all the ingredients of a good game but they're not assembled well. Hopefully they learn from this title and find a way to incorporate a better storyline (think Witcher 3 or RDR2). There's a lot of potential here.
 
DEV update on upcoming features to be added:

  • Boss rematches/fight defeated bosses again
  • Enemies will reblockade/recapture territory
  • Difficulty settings will be added.
  • Hide items on Kliff's back
  • Axiom Force and Force Palm equivalent abilities for Damiane and Oongka.
  • New outfits to wear
  • New pets and mounts
  • Category-specific storage (Food, Gatherables, Wardrobe, etc.)
  • UI and controls improvements
  • Improvements to LOS rendering quality
  • Official OST release


    IN. CREDIBLE.
 
DEV update on upcoming features to be added:

  • Boss rematches/fight defeated bosses again
  • Enemies will reblockade/recapture territory
  • Difficulty settings will be added.
  • Hide items on Kliff's back
  • Axiom Force and Force Palm equivalent abilities for Damiane and Oongka.
  • New outfits to wear
  • New pets and mounts
  • Category-specific storage (Food, Gatherables, Wardrobe, etc.)
  • UI and controls improvements
  • Improvements to LOS rendering quality
  • Official OST release


    IN. CREDIBLE.

https://crimsondesert.pearlabyss.com/en-US/News/Notice/Detail?_boardNo=82

Here is the full listing. Very impressive.
 
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Man these devs are on top of the patching game. Pretty much all of the major complaints I've seen on r/crimsondesert are being addressed, and in such short time!

I'm interested in the background LOD increase. I'm curious if they'll improve the look of distant cities. Hernand City for example currently looks like N64 level graphics at a distance.
 
Idk, the graphics in CD look ok to me but it has a really weird look in general, though I have to say my exposure to the game just from watching youtube vids here and there. I just watched a comparison vid last night of CD to RDRII, in many instances I'd say Red Dead still has a better look to it.
 
The escort quests are awful. I had to redo one of them over and over because the dude would either get one-shot by a random enemy 20 minutes into the quest or he'd get stuck and I'd have to restart it. It was like a 400km trip from the town to the safe space and he won't get on the horse so I had to do it on foot. It was the first time that I thought, "I'm not enjoying this".

I know the one you're talking about. I was frustrated and ready to give up but then I looked up how to do it. He's supposed to get on your horse. He just takes fucking forever to get on your horse but once he does that the mission is stupid easy.
 
Player count on Steam is dropping, down to 150k peak for the past 24 hours.
 
In other news, water is wet. All games lose players after their initial release. Especially since so many people binge game these days and speedrun from one game to the next.

And this is a single player game. People generally play and move on. Concurrent player count is meaningless. Now it is true some games are very moddable and you'll have lots of people staying for years running up their hour count by installing mods or editing things. But that matters little if the game already sold well. Most games people play, uninstall, and maybe replay again in 3-7 years.
 
Player count on Steam is dropping, down to 150k peak for the past 24 hours.
So what you're saying is all the people with traditional 9 to 5 jobs and social lives aren't playing a two week old game on a Friday afternoon?

There's a fucking shocker!

And this is a single player game. People generally play and move on. Concurrent player count is meaningless. Now it is true some games are very moddable and you'll have lots of people staying for years running up their hour count by installing mods or editing things. But that matters little if the game already sold well. Most games people play, uninstall, and maybe replay again in 3-7 years.

If the devs keep going the way they are I have a feeling this is going to have some extremely long legs for a single player game.
 
The details in the environment combined with HDR and ray tracing is just an amazing view.

20260413_212106.jpg
 
i just realized today that I totally forgot there is a main story line :LOL:
Been having to much fun exploring and getting to know the mchanics and the world:
1776195037234.png
 
Pretty sure windows snipping tool has HDR toggle option in the settings now.

Right but it still won't specifically show off how MY OLED panel displays the HDR. I could always just screen capture with Geforce Experience but I just wanted to show how the HDR looks on my particular OLED panel. I feel like looking at a screenshot and looking at the panel are 2 different things.
 
Pretty sure windows snipping tool has HDR toggle option in the settings now.
it does BUT it can be goofy. if i use shift+win+s it start it it looses the hdr but if i right click and click screenshot it works perfectly.
 
Right but it still won't specifically show off how MY OLED panel displays the HDR. I could always just screen capture with Geforce Experience but I just wanted to show how the HDR looks on my particular OLED panel.
well it looks like crap on our end. ;)
 
Got a legendary horse trained today, maaaan what a pain, took many tries and lots of stamina.
 
LOL! How true! Crimson desert is a game of constantly discovering new things. Best game I have played in a very long time. Damaging to things I should have done in real life, because its hard to quit playing. I have full time job and a life, but still clocked in about 86 hours in this game already.
How long did it take to click with you to where you felt fully immersed?
 
I might have to reinstall I gave up at the 1st Nexus puzzle. I didnt you could grapple stuff and move it around.
 
I was getting immersed almost as soon as I got out of the tutorial and into the open world. I'm about 90 hours in and it's still throwing new stuff at me quite often.

The combat has expanded a lot and there are a bunch of options; its fun but still feels really spammy. During normal battles I'm normally just holding RT+RB 90% of the time and during boss battles I'm holding LB to deflect and then RT+RB. Jumpkicks and Clothelines are cool but not very efficient compared to the Spinning Slash (RT+RB).

I ended up starting a new toon in Elden Ring so I could get some impactful combat.
 
How long did it take to click with you to where you felt fully immersed?
From the beginning in my case, but that was because of my expectations. :)

I chose to play this game in front of a TV, on a "steam machine" with Bazzite and 8bitdo Ultimate 2 controller (Xbox style) and use wireless headset for full immersion. This is not a game IMHO you play to finish the game. Many call this Hernand instead of Crimson desert, because there is so much to do and the fun is to discover, not progress the story to complete the game as fast as possible. You spend so much time in Hernand that crimson desert feels far away in a DLC (I really hope this game gets a DLC before I finish it with more content to explore).

I treated this game as an exploration game. The story is good enough for this type of game. I get to know what my characters motivations are from the beginning (his tribe/faction) and get introduced to a more supernatural quest line my character gets recruited into. With this, I got thrown into the world and had to find out what happens next.
The world is beautiful, the music is top notch, quest cut scenes are acted out instead of a talking head telling a story with emotions and movements according to what they try to say. There are odd moments where there are pauses as if Kliff were supposed to say something in dialogue, but the developers did not add the dialogue, just the pause as placeholder.

Quests feels rewarding from the beginning, since they not only teach new mechanics, but gives inventory slots.

Puzzles feels rewarding to complete, since I need to observe, poke at different things and think to solve. Some I need an audio cue to find out if I did it correctly, some a visual clue and some just find the correct patterns. They put a lot of effort into the puzzles.

There are so many types of mechanics in this game and they dont feel random. Donate to the church and it gets rewarded to the dispatch missions from camp to that faction. Solve some side quests and things unlock. Gain favor at merchants and they will start supply your camp with items to buy. Create trade. Go fish and cook if that scratch your itch that day, food is health, stamina etc instead of potions. Upgrade gear, mix and match to get immunities.

I can go on for a long time, but my point is that this game scratches many itches and I discover more each time I play it.

But to enjoy it fully, I think its good to have the patience and the ability to observe the world around you. Poke at things, observe how to solve puzzles or how to beat a boss. Dont try to finish the game, because then you start to skip things just to speed things up. If boss or puzzle is hard, this game allows you to come back to it later. No rush.

And every time you try to go in one direction for a spesific purpouse, you fail, because on the road you discover "oh, shiny!" and you are off path doing something else ... :p
 
From the beginning in my case, but that was because of my expectations. :)

I chose to play this game in front of a TV, on a "steam machine" with Bazzite and 8bitdo Ultimate 2 controller (Xbox style) and use wireless headset for full immersion. This is not a game IMHO you play to finish the game. Many call this Hernand instead of Crimson desert, because there is so much to do and the fun is to discover, not progress the story to complete the game as fast as possible. You spend so much time in Hernand that crimson desert feels far away in a DLC (I really hope this game gets a DLC before I finish it with more content to explore).

I treated this game as an exploration game. The story is good enough for this type of game. I get to know what my characters motivations are from the beginning (his tribe/faction) and get introduced to a more supernatural quest line my character gets recruited into. With this, I got thrown into the world and had to find out what happens next.
The world is beautiful, the music is top notch, quest cut scenes are acted out instead of a talking head telling a story with emotions and movements according to what they try to say. There are odd moments where there are pauses as if Kliff were supposed to say something in dialogue, but the developers did not add the dialogue, just the pause as placeholder.

Quests feels rewarding from the beginning, since they not only teach new mechanics, but gives inventory slots.

Puzzles feels rewarding to complete, since I need to observe, poke at different things and think to solve. Some I need an audio cue to find out if I did it correctly, some a visual clue and some just find the correct patterns. They put a lot of effort into the puzzles.

There are so many types of mechanics in this game and they dont feel random. Donate to the church and it gets rewarded to the dispatch missions from camp to that faction. Solve some side quests and things unlock. Gain favor at merchants and they will start supply your camp with items to buy. Create trade. Go fish and cook if that scratch your itch that day, food is health, stamina etc instead of potions. Upgrade gear, mix and match to get immunities.

I can go on for a long time, but my point is that this game scratches many itches and I discover more each time I play it.

But to enjoy it fully, I think its good to have the patience and the ability to observe the world around you. Poke at things, observe how to solve puzzles or how to beat a boss. Dont try to finish the game, because then you start to skip things just to speed things up. If boss or puzzle is hard, this game allows you to come back to it later. No rush.

And every time you try to go in one direction for a spesific purpouse, you fail, because on the road you discover "oh, shiny!" and you are off path doing something else ... :p
Appreciate the detailed response!
 
Patch 1.04 just hit. Almost 40 gigs friends!

https://crimsondesert.pearlabyss.com/en-US/News/Notice/Detail?_boardNo=84
Purchase
Updates

Patch Notes Version 1.04.00​

Apr 23, 2026, 01:48 (UTC)
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Fellow Greymanes,
Here are the fixes and improvements that have been added this patch.


Major Updates

This patch adds game difficulty settings, new storage items, new pets, keyboard/mouse and controller preset options, new category tabs for the inventory, new skills, improvements to distant scenery quality, and more.


Update Schedule

The patch is rolling out across all platforms.
Please refer to the Update section below to see the state of the patch for each platform.

Update
Steam (PC): Patch available now
Steam (Mac): Patch available at a later time (in-progress)
PlayStation: Patch available now
Xbox: Patch available at a later time (in-progress)
Epic Games Store: Patch available at a later time (in-progress)
Mac App Store: Patch available at a later time (in-progress)


Patch Notes Version 1.04.00


Content
  • Easy / Normal / Hard difficulty options have been added to Settings > Play. For experienced Greymanes looking for more intense and thrilling combat, Hard difficulty offers a more challenging journey.
    • For those who have enjoyed many boss fights and are looking to challenge them again, the boss rematches feature allowing you to face off against the bosses of your choice will be added soon.
    • Easy
      • Reduced damage taken by the player.
      • Reduced maximum health, aggressiveness, and overall speed of opponents.
      • Extended timing windows for Parry and Dodge.
      • Reduced the frequency of bosses attempting to counterattack or escape when hit.
    • Normal
      • This is the difficulty you have been playing so far.
    • Hard
      • Food item effects won't be applied immediately and will only take effect after the consumption animation is complete.
      • Increased damage taken by the player.
      • Increased maximum health, aggressiveness, and overall speed of opponents.
      • Reduced timing window for Parry and Dodge.
      • Reduced the invincibility duration for Roll.
      • Increased the frequency of bosses attempting to counterattack or escape when hit.
      • Added additional combat patterns for certain bosses.
  • Added the Sturdy Gatherables Chest which can be set up with the housing system.
    • The Sturdy Gatherables Chest has 1,000 slots and can be purchased from furniture shops.
    • Materials stored in the Sturdy Gatherables Chest can be used for crafting or refinement even if they are not carried in your inventory.
  • Added the Kuku Cooler and Enhanced Kuku Cooler items which can be placed with the housing system.
    • The Kuku Cooler can be obtained through a quest, while the Enhanced Kuku Cooler can be crafted. Both can be used to store food items and ingredients.
      • Kuku Cooler: 40 slots
      • Enhanced Kuku Cooler: 330 slots.
    • Ingredients stored in either cooler can be used for cooking even if they are not carried in your inventory.
  • Added the Collectibles Chest which can be placed through housing mode.
    • The Collectibles Chest can be used to store various quest items and crafting recipes.
    • The Collectibles Chest has 1,000 slots and can be obtained through a quest.
  • Added an outfit storage feature to the Wardrobe, which can be placed through housing mode.
    • The Wardrobe can be purchased from furniture shops.
    • Each Wardrobe provides 100 storage slots, and the total storage capacity increases based on the number of wardrobes placed.
    • The maximum outfit storage capacity is 1,000 slots.
  • Added the Select House option where you can change the layout of your house.
    • Selectable house types unlock based on the Greymane Camp expansion level.
      • Compact House
      • Standard House
      • Spacious House
      • Spacious Pailunese House
  • Improved housing mode-related UI and controls.
  • Added a function that allows all furniture items placed through the housing mode to be retrieved all at once.
  • Improved the Greymane Camp. (To avoid spoilers, changes related to this content are listed in the dropdown menu below.)
    • After moving the camp to Pailune, you will receive the Private Storage item which can be placed through housing mode.
    • Added a well to Howling Hill.
  • Improved the observation feature so that Abyss artifacts can be earned when observing a skill that had already been acquired by using Abyss artifacts.
  • Improved the following items, which were previously unstackable, to now stack in the inventory:
    • Regular Abyss gears, insects, fish, and animals
  • Added birds as pets. You can encounter these new companions throughout Pywel.
    • Added the Sotdae of Bond item which allows you to gain Trust with birds.
    • Place various types of food that birds might like on the Sotdae of Bond to feed them and gain Trust.
    • The Sotdae of Bond can be obtained through a quest.
  • Added 5 new types of cat pets.
  • Improved the Abyss Heuklang so that it can become your pet.
  • Added a function to change the names of horses and pets.
  • Fixed an issue where cats could remain on the player's shoulder indefinitely, contrary to the intended design. However, considering that many Greymanes actually liked these cats' behavior, we have added an item that allows cats to stay on the shoulder for a longer period of time.
    • Added an accessory slot for pets, which will allow pets to now take on a wider variety of roles.
      • Sigil of Bonding: Equipping this item on a pet cat ensures it to stay longer on your shoulder.
  • [Damiane] Added a new exclusive one-handed weapon, the Sword of Starlight, which can be obtained through a quest.
  • [Kliff/Oongka] Added two new one-handed weapons, Tree Branch and Sturdy Tree Branch.
    • These items can be obtained by cutting down trees and bamboo trees.
  • Added a new tool, Sturdy Broom.
  • [Kliff] Added the new Baltheon armor outfit.
  • Changed the name of Rekhia Plate Helm to Baltheon Plate Helm and improved it so that it can be equipped by Kliff.
  • Added a secret shop in Pororin where pet equipment can be purchased.
  • Added additional outfits to certain shops, including the Back Alley Shop.
  • Improved the Kuku Flame-Resistant Armor and the Kuku Ice-Resistant Armor so that they can be dyed.
  • Added various ores and wells across Pywel.
  • Added new cooking animations each dedicated for vegetables, meat, and fish.
  • Reduced the amount of attack and defense gained from equipment reinforcement with grindstones and anvils.
  • Fixed an issue where the cloudcart could not be called.
    • Improved the cloudcart so that it can be used as a permanent mount.
    • Changed the cloudcart crafting mission so that it can only be completed once.
  • Improved the prices of goods sold by Greymane NPCs so that they can be bought at a 10% discounted price.
  • Added livestock vendors across Pywel.
    • Livestock such as cows, pigs, goats, sheep, ducks, and chickens can be purchased from these NPCs.
  • Added 13 new tattoos for characters.
  • Added a "Lock" function that prevents selling or discarding of the selected item.
  • Improved gathering and mining so that the quantity of items obtained is applied consistently.
  • Improved resting in bed so that the player's character gets up immediately afterward.
  • Improved NPCs to show a wider variety of reactions to their surroundings.
  • As part of ongoing visual improvements, replaced select 2D visual assets to better align with the game's art direction.

Controls
  • Added a preset feature for both keyboard/mouse and controllers.
    • The original controls are available via the "Classic Preset".
    • More detailed controller customization will be added soon.
  • Added a feature where, when the interaction key is pressed, the corresponding action is performed immediately.
    • [Keyboard/Mouse] This feature, located in Settings > Input > Keyboard/Mouse Customization, can be used when the UI interaction section does not overlap with the keys in the Default Input Group. If the keys overlap, that section will be highlighted in yellow.
      ▶ If keys do not overlap
      0f3387d878320260422150100718.gif


      ▶ If keys overlap
      5b9f6a6523b20260422150105842.gif


    • [Controller] This feature can be used through the default settings in Settings > Input > Controller Customization.
  • Added the "Evasion Control" and "Switch Roll and Evasion Input" options.
    • This feature allows you to choose between either the original double click/press option or the hold option.
    • Enabling the "Switch Roll and Evasion Input" option switches the controls for Roll and Evasion.
  • Improved the controls for aiming
    • Added a function that allows you to turn your lantern on and off while aiming.
    • Improved the controls so that even when a weapon is drawn, pressing aim while there is an interactable target nearby will immediately switch to aim instead of guard.
  • Added the "Using Skill: Element" option.
    • Selecting "Quick Slot Option" allows you to use the selected elements assigned for each individual input.
  • Changed the controls for Vault.
    • Vault can now only be used by pressing Jump while performing a different attack.
  • Changed all interactions so that they are executed continuously while the button is held down.
  • [Keyboard/Mouse & Controller] "Dismount/Drop" and "Cancel" keys/buttons have been combined.
  • [Keyboard/Mouse] Expanded the range of customizable key bindings.
  • [Keyboard/Mouse] Changed the Escape key used while under status effects to match the Evade key.
  • [Controller] Improved the map so that it can be opened by holding the DualSense touch pad or the Xbox controller's View button.

Combat/Action
  • Adjusted the overall balance of bosses.
    • Changed bosses so that they are no longer immune to player attacks while performing powerful attacks.
    • Adjusted the frequency at which bosses counterattack or escape while being hit consecutively.
    • Adjusted the attack pattern of certain bosses.
  • Increased damage taken from elemental status ailments.
  • Slightly reduced the damage dealt when hitting enemies with pillars or trees.
  • Added new charging stages for Force Palm Pulse.
    • The skill can be charged up to 3 stages, with damage increasing progressively.
  • Improved the overall speed of "Examine" when examining items.
  • Improved the speed of pushing or rotating objects during puzzles.
  • Improved follow-up attacks so they connect more quickly even when the initial attack is blocked.
  • Changed Blinding Flash so that it can also be used in areas where weapons cannot be drawn.
  • Changed Blinding Flash so that it is used toward the target currently being faced during combat.
  • Improved attack chaining after using Dodge during unarmed combat.
  • [Kliff] Added the skill Weapon Throw, usable while dual wielding.
    • This ability can be used with the same controls as Shield Bash.
    • Weapons can be retrieved by pressing the same controls or by approaching it.
  • [Kliff] Improved the attack speed of Force Palm.
  • [Kliff] Fixed an issue where the parry action after guarding would not trigger when a non-sword weapon was equipped as the primary weapon.
  • [Kliff] Fixed an issue where Charge could not be used with certain weapons.
  • [Kliff] Improved Force Current so that Kliff no longer falls from ledges when using it.
  • [Damiane/Oongka] Added the skill Ambush.
  • [Damiane/Oongka] Added a skill that has the same effect as Kliff's Focused Force Palm.
  • [Oongka] Fixed an issue where Oongka could not move horizontally during Vertical Flight.
  • [Oongka] Improved Oongka's blaster so that it can be fired during Flight.
  • [Oongka] Fixed an issue where Scatter Shot could be used even without bullets during Back Hang.
  • Improved "Examine" so that it can be used in your inventory while mounted on a horse.
  • Improved the brightness and detection range of the Miner's Lantern Hat so that it can more easily identify gatherable ores.
    • It can now identify stone as well.
  • Changed the healing effects displayed on targets affected by Healing Force Palm.
  • Fixed an issue where the "Lift" interaction became unavailable when a restrained target fell into water.
  • Fixed an issue where stamina would recover when repeatedly drawing and stowing weapons while moving.
  • Fixed an issue where sprinting, swimming, and some other actions could not be performed while riding the Marni's Mechahorse.
  • Fixed an issue where the character would get stuck in certain situations while operating mechanical devices.
  • Improved spears and longswords so that their attacks flow more naturally during combat.

UI Fixes & Improvements
  • Improved the inventory so that items can be viewed through category tabs.
    • There are 5 categories: All, Documents, Equipment, Food, Materials, and Others.
    • The same category tabs will also be added to the private storage in the near future.
  • Improved the inventory UI so that grouped icons will show an icon with a representative image of that group.
    • The feature may be turned on or off in Settings > Play > Show Group Icon in Inventory.
  • Separated the input options for "Ungroup" and "Ungroup All Items".
  • Added "Filters/Search" function to the map.
  • Improved the map and minimap so that icons are displayed for obtained Memory Fragments.
    • After Memory Fragments are obtained, lanterns will no longer display a detection signal.
  • Added a feature that allows players to choose the shape and color of map markers.
  • Improved the map to display the stock status of shop items for shops with whom maximum trust has been reached.
  • Improved the map and minimap to display well icons.
  • Improved the minimap to display north, south, east, west.
  • [Kliff/Damiane/Oongka] Adjusted the layout of the Skills menu.
  • Improved the Faction Quests and Challenges UI to show the number of quests and challenges available.
  • Improved the Journal so that reward item information can be viewed.
  • Added a UI display to shops that show how many of an item the player owns.
  • Improved shops' buy menu to display the conditions required for purchasing deactivated items.

Graphics & Settings
  • Improved the rendering quality of distant objects and textures. The higher the graphics settings, the more enhanced the details and visual clarity will be.
    • Fixed an additional issue where background objects that should only appear under certain conditions were always visible from a distance.
  • Improved the visual quality of characters at long distances.
  • Improved hair lighting in shaded areas.
  • Improved errors and flickering related to displacement mapping.
  • Added a "Max" size for the subtitle font size setting.
  • Improved to maintain the camera's distance to the character when adjusting the visual range.
  • Added a "Colorblind Mode" option in Settings > Accessibility.
  • Added a "Chromatic Aberration" option in Settings > Accessibility.
  • Added a "Photosensitive Mode" option in Settings > Accessibility.
  • [PC] Improved the quality of "AMD FSR Ray Regeneration".
  • [PC] Improved the quality of "Intel XeSS 3.0" upscaling and "Intel XeSS Frame Generation".
  • [Steam] Fixed an issue where actions requiring rotation of the right stick, such as Nature's Snare and reeling in a fishing rod, did not function properly with an Xbox controller when the "Enable Steam Input" was enabled.
  • [Mac] Reduced stuttering during gameplay.
  • [Mac] Added a "MetalFX Denoising Upscaler" option in Settings > Video. This option is available starting from macOS Tahoe.
  • [Mac] Fixed an issue where switching between multiple displays under Settings > Video did not work smoothly.
  • [Mac] Fixed an issue where the game would launch at an unintended resolution when using certain displays.
  • [Mac] Improved HDR quality and allowed HDR to be enabled by default "For This Mac" preset when using an HDR-compatible display.
  • [Mac] Fixed an issue where the screen appeared excessively dark when disabling HDR after it had been enabled.

Stability, Gameplay
  • Changed the Load menu to display a notice in a slot if the save data is corrupted or invalid.
  • Fixed an issue that caused the game to crash if HDR was enabled on a monitor that does not support HDR.
  • Fixed several stability and crash issues across PC, console, and Mac.

Localization
  • Fixed various localization errors and improved localization quality across all languages.

Others
  • Tumbleweeds have been added to desert regions.
  • Fixed an issue where the "Display Weapons" setting was not applied properly in certain cutscenes and gameplay situations.
  • Fixed an issue where the target location would display incorrectly when a bounty target quest failed.
  • Fixed the bounty system so that if the player's bounty is too high to turn in a bounty target, bringing the target to the Constabulary will trigger an arrest state instead of the handover cutscene.
  • Improved comrades' behavior so they do not attack bounty targets.
  • Fixed an issue where, after completing certain quests, tracking of the subsequent quest did not trigger properly.
  • Improved the Journal to indicate whether a quest target has been dispatched on a mission.
  • Improved the progress display for cumulative quests such as "To the Rescue".
  • Fixed an issue where the game would occasionally close when retrying bosses as Damiane or Oongka.
  • Fixed an issue where the character switch menu became available after completing a stage that automatically switched the player character.
  • Fixed an issue where teleporting via the map while mounted on Blackstar caused Blackstar to become invincible or unable to move.
  • Fixed an issue where Blackstar would not move when summoned from a distance.
  • Fixed an issue where an item was displayed incorrectly when reading a Memory Fragment with the lantern.
  • Fixed an issue in the Prologue where enemies would not recognize the player after the player rested in a bed.
  • Fixed an issue that caused an inifite loading screen to appear if the player was caught cheating at Duo as Oongka.
  • Fixed an issue where NPCs were unable pick up items they had dropped after colliding with the player.
  • Fixed an issue where some outfits looked unnatural depending on the player's movements.
  • Improved the display of the horse cargo so it no longer overlaps with shields.
  • Fixed an issue where audio did not play properly in certain situations.
  • Fixed an issue where a certain Pailune merchant NPC would not appear in some save files.
  • Fixed an issue where the mission would fail if a bounty target was killed after being captured.
  • Fixed an issue where Trust would not increase after giving a gift to the boss of the Beggars' Alliance.
  • Fixed an issue where the effects of the items Golden Beer and Sage's Eye did not apply properly.
  • Fixed an issue where relevant Knowledge was not acquired after interacting with the Pailune Militiamen.
  • Fixed an issue where the knowledge for Tristan, the Flame Knight, Marni's Machina Knight, and Dreadnought could not be acquired.
  • Fixed an issue where Greater Abyss Gear could not be sold.
  • Fixed enhancement materials, crafting materials, and reinforcement levels that had been set differently from the equipment material type.
  • Fixed various other in-game issues.

Known Issues


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We are truly rooting for the journey that awaits you in Pywel.
Thank you!

Patch Notes Version 1.04.00
 
Added a "Chromatic Aberration" option in Settings > Accessibility.
Nice, but settings like this should ALWAYS be in from the get go.
 
  • Like
Reactions: Q-BZ
like this
Holy hell… I just read through that whole list and so much of it is not only what the community has been asking for but even little things I’ve thought about wanting to see.

This game was honestly solid af on release and it just keeps getting better and better in a way I feel like we’ve never seen before. I logged off right before this update dropped at about 90 hours in and with every passing moment leading up to that I just enjoy it more and more.

Can’t wait to hop back in. Big fucking tip of the hat to Pearl Abyss.
 
Inevitable collateral damage when a patch this big comes out. Apparently legendary animals got bugged so they will have to hotfix that for people who went through the trouble to get any. They will do it. I am wondering if these people even sleep.
 
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