[img src="https://clan.akamai.steamstatic.com/images/38910396/963b57fc647c71b28e8baf35d5d3618b8fd5c114.png"][/img]
Patch [b]0.1.8[/b] just launched on the [b]Beta Branch[/b]!
As teased in our last Steam News post, two new elemental Orbs have arrived in this update — [b]Earth[/b] and [b]Wind[/b]!
The [b]Wind Orb[/b] helps defend your settlement from enemies and can be used to disrupt trade routes, while the [b]Earth Orb[/b] allows you to summon a massive magical stone that causes destruction on buildings — but also provides a valuable source of stone which is required for various constructions.
Alongside these new additions, this patch includes a variety of other changes, fixes, and improvements.
Check out the full changelog below for all the details!
[hr][/hr]????️ [b]Patch Notes v0.1.8[/b]
Two new elemental orbs (wind and earth) have been added
Use the wind orbs to throw or place wind mines, if triggered by mortals they will fly around! Use the wind mines to protect your settlements against attackers or sabotage trade routes!
[img src="https://clan.akamai.steamstatic.com/images/38910396/d76d88b9ef41b0a9fe8646ad6a3238fab99968a4.gif"][/img]
The earth orb is a big magical stone; throw it to damage buildings strongly or drop it as a gift so that your mortals receive a large amount of stone
[img src="https://clan.akamai.steamstatic.com/images/38910396/4db34cd4bcfbc0527580b12ffce70a9777ee69a0.gif"][/img]
[b]Just like last time, we’ll be showing the new Orbs in action in our next Steam News post, once the patch moves to the Default Branch![/b]
[b]Crash Fixes / Performance Improvements:[/b]
Crashes occurring on level loading or during the game are mostly related to insufficient memory, either RAM or graphical memory, thereby we worked very hard to reduce the memory consumption even further
Reduced memory consumption for vegetation system
Reduced memory consumption for mass crowd rendering system
Reduced memory consumption for the terrain rendering system
Reduced memory consumption for the impostor rendering system
Furthermore, there was a very ugly bug storing invalid long-term information reducing performance over time and even worse blowing up the save game and thereby save and loading times extensively over time
Fix issues of keeping delayed happenings in individual handling even long gone
Added safety mechanisms to ensure that even such a thing happens in the future, will be detected and automatically removed
In consequence, everyone who was struggling with very long saving and loading times in mid- to endgame scenarios should be helped out here (but we can’t guarantee that this was the only case in this direction, always feel free to contact us and send us the broken save game!)
Added extra mechanism to identify such invalid data in a save game and remove before initializing data
Fixed another possible crash based on deformed NoWaterAreas which results in crashes on some graphic cards due to invalid memory access
[b]Minor:[/b]
Adjusted elemental orbs tutorial to reflect the two new elements
Fixing issue with migration when migrating mortal has no source settlement (quest characters mostly)
???? [b]How to access the Beta Branch:[/b]
[olist][*]Open your [b]Steam Library[/b]
[/*][*]Right-click on [b]Fata Deum[/b] → [b]Properties[/b]
[/*][*]Go to the [b]Betas[/b] tab
[/*][*]Select [b]Open - Beta[/b] from the dropdown menu
[/*][*]Close the window – Steam will now automatically download the Beta version
[/*][/olist][hr][/hr]Let us know what you think about the new patch! If you feel like the game is heading into the right direction, consider leaving a Steam review. It would help us a lot on our way to shape Fata Deum into the god game you're looking for!
