Patch Notes - 11/13/2019 - Quality of Life Fixes, Core Mechanic Changes More

Hello Wizards!
Today we bring you a HUGE patch filled with a bunch of quality of life fixes, core mechanic improvements, gameplay balance tweaks, crash fixes and much more. Since our 1.0 launch on November 1, we've been listening to all your suggestions and working away to bring this update to our players as soon as we could.
Some of the more notable changes in this patch include the ability to now sort items inside storage chests and the ability to order NPCs to attack a specific target while in defensive or aggressive mode. Apart from that, there are a ton of other changes and fixes requested by the community included in this update posted below.
Check out our notes to read all about the improvements included with this patch:
Gameplay Changes
- Combat improvements for Evren
- Adjustments made to dark bolt projectile (more adjustments to projectiles coming in future update)
- Adjustment made to NPC-level multiplier in pacify spell (higher level creatures tame a bit quicker)
- Improvements made to roots of wrath spell
- Increased arcane storm AOE by 25%
- Slight increase to geyser AOE and added enemy debuff for more damage
- Doubled effective range of ice strike
- Increased effective range of fire strike by 33%
- Increased explosive range of fire grenade and adjusted physics
- Increased pacify range by 15%
- Decreased level 1 and 2 predator HP and damage as a nerf for starting area boars
- Decreased quantity of starting area boars
- Capped NPC level of creatures that may spawn near starting areas at level 10 down from 12, to provide a more consistent early-game experience
- Dropped level 10 mana generator requirement from 4 to 2 points
- Adjusted bladetooth crafting recipe to fit a more appropriate scale of difficulty
- Reduced knowledge requirements for wood spike pit from 3 to 2
- Reduced knowledge requirements for repair bench from 5 to 3
- Reduced knowledge requirements for storage cabinet from 4 to 3
- Better hierarchy for the mana costs of flight trinkets (they now scale more appropriately based on mana cost over distance and time)
- Provided a small amount of armor on the shabby tunic and tattered legwraps to better communicate the importance of armour to new players
- More appropriate burn debuff scaling for dragon firebreath attacks
- Wheat now properly grows like other basic reagents
- Adjustments made to giant eagle tornado
- Enemy projectiles now dismount players from flight trinkets
- Minor tweaks made to large NPC attacks to provide better sense of size and power
- Fixed unicorn not defending owner
- Increased procedural sprite spawns in peripheral forest areas
- Adjusted NPCs in Yako Bokin's cave to prevent in-fighting and provide a more appropriate challenge
- Slight adjustment made to griefable cave entrance
- Minor tweaks made to boss level loot chests
- Increased delay between siege turret attacks and reducing damage such that one turret will take approximately 8 hours to destroy 1 marble wall
Aesthetics Adjustments
- Fixed attenuation on a horse swimming sound
- Tighter orc death position offsets
- Player animation adjustments made for diagonal movement
- Halved character max zoom distance from 3m to 1.5m (can zoom in closer in 3P)
- Better blocking for players who could sometimes access bases through large marble windows
- Fixed for quest that required a stone doorway built but incorrectly referenced the stone archway
- Tamed NPCs now have different preferred following distance to reduce overlapping
- Boss crypt door shields now interact with creatures more appropriately
- Many fixes for attenuation on creature sounds
- Fixed phoenix firebreathing animation
- Added a tighter blocking volume under the fast travel portal at Heathclyffe to prevent clipping
- Distance-fades for lightning armor and bloodlust VFX for clearer vision in 1P
- Better collision and spell sockets for the mastery-tier weapons
- Fixed two acid pool volumes at Heathclyffe
- Increased resolution of barkskin spell texture
- Brighter glow on spell crafting weapon slot for better visual clarity
- Repositioned firepit magic loot bag for better clarity and accesss
- Adjusted collision on giant meteor to try curb creature griefing
- Active quests are now part of the main HUD and hide when F2 is pressed
- Smoother turning rates for mounted NPCs to prevent skidding (AI-controlled rates remain relatively the same)
- Better attachment of sprite particle VFX to prevent floating when dead
- Visual fix for black dragon's grasp recipe
Technical Fixes
- NPCs can be ordered to attack a specific target while in defensive or aggressive mode
- Added the ability to sort items inside storage tests
- Structure deletion confirmation has been removed. Cooldowns exist for structures that have been throned for less than 8 hours.
- Abandoned structures can be deleted, but contain cooldowns
- Weapon slots display numbers for order clarity
- Added "drop all" command to the inventory screen
- Added "transfer all" gamepad feature for transfering stacks to the inventory.
- Magic crafting screen displays spell preview item cards before crafting the spell.
- Improved detection of structures to prevent creatures from spawning inside castles.
- Flagged for PVP messages no longer occur on PVE servers
- Reduced mip texture sharpening
- Repair bench shows repair progress overhead
- Added aim-assist for gamepad
- Crafting bench cancel button is reversed on the confirmation window
- Fixed a server crash while mounting/dismounting
- Push to talk is now the default
- Default VOIP volume is now 50%
- All other map icons are now hidden when attempting to fast travel
- Required level is always displayed on items rather than when the player does not meet the requirements
- NPCs don't look at the follow target while mounted anymore
- Fixed PVP flagging party members when hitting them with spells
- Fixed VOIP icons blocking click input during character creation
- Server announcements now print to the server log
- Fixed an issue where NPCs would stop functioning if the player logs out while mounted. This previously required server restart to resolve.
- Fixed an issue where language settings were not persisting on PC
- Fixed a client crash when placing thrones
- Fixed a graphical client crash
- Fixed a long hitch that would occur while alt-tabbing on clients with AMD processors
- Fixed a bug where spells would cast multiple times on clients of a listen server
- Conduction no longer chains off of structures
- Fixed an issue where pressing "E" to loot all would instead close the window
- Tame damage against other players in PVP has been reduced
- Flying creature fireballs now accurately hit the target point in the center of the screen
- Fixed "default run" functionality on creatures
- Fixed an issue where the world would go dark when using the "ghost" admin command
- Fixed an issue where NPCs would frequently appear to "hop" while attempting to attack the player
- Flying creatures will go into flying mode if being attacked by flying players
- Monoliths only allow one buff at a time now
- Fixed an issue where NPCs could spawn twice in the same spot

On a more personal note - we wanted to share that since we launched Citadel 1.0 just under 2 weeks ago, we’ve been totally blown away by the community's response to the game. We are reading your feedback, seeing your reactions and positive comments come through. On behalf of the entire development team at Blue Isle Studios, we wanted to thank all of you for taking part on this epic journey with us. This game has been a true passion project and labor of love for us, and we are incredibly proud of the product we have today.
Those of you who played the game during our early access launch, we encourage you to check out all of the changes, updates, development and improvements that have gone into the game. Thanks again for playing and we look forward to more great Citadel moments!