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Hello everyone!

The second patch for The Bard's Tale IV: Barrows Deep is live, and it is a big one. Once again, thank you for all the feedback you provided. We really appreciate it.

In this patch, our team's main focus was continuing to improve optimization of the game across both the GPU and the CPU. We have made some great gains in this area across all quality settings and we will continue to improve it in the upcoming next patch.

We also continued our improvements to loading times. Additional notable fixes in this patch include a resolution to a problem some people experienced during launch where non-ASCII characters in Windows usernames would cause a game crash, UI support for widescreen and non 16-9 aspect ratios, large localization updates across all languages, clean-up pass to the mini-map (including adding save totems to it), lots of ability clean-up and description work, and various balance tweaks.

For details on this patch, please check out the notes below.

- Fixed a crash on launch issue for Windows accounts that contained non-ASCII characters
- Optimized lighting and baked lightmaps in Baedish Lowlands, Skara Brae, Inshriach, Castle Langskaal, Mangar’s Tower, Boar Temple, Necromancers Spire, Orkan Rookery, Barrows, and Einaar
- Optimized combat lighting to make it less taxing on the GPU
- Large optimization pass to reduce unnecessary ticks happening to reduce load on the CPU
- Large pass to LOD additional static and skeletal meshes all over the game
- Various spelling fixes for typos
- Optimization to animation process system
- Large group of fixes for combat actions among a variety of enemies that were timing out, creating unnecessary - delays. Also sped up attack animations on some slower attacks to improve pacing of combat
- Fix to hallowed passive of the Blessed boons line and Red Boots passive to work as the descriptions state
- Updated some save totems that weren’t operating correctly and added save totems to the mini-map
- Fixed a crash when obtaining a party passive that grants opportunity award during character creation when you had another member in your party that granted an opportunity award already
- Fixed a crash with skeletons using Woodsman Chop on someone with counter strike when they would die because of the counter strike
- Fixed a random crash that was due to multi-threading
- Fix to ensure proper resolution is displayed in windowed fullscreen
- Fix for gear puzzles not saving correctly in some languages
- Optimization to Unreal blueprint continuation
- Fix to unequipping offhand when equipping a 2 handed weapon if Vanguard isn’t active
- Fix to Granny Maurag conversation
- Consolidated map legend to remove some unnecessary icons
- Adjustment to various enemy voicepacks
- Fix so players won’t be able to save masteries from one adventurer on another adventurer
- Fix for item meshes that weren’t previously showing up when inspected
- Fix for end game scenario where Anvil Fist would no longer be a store as his conversation option wasn’t showing up
- Fix to prevent arrow keys from selecting disabled dropdown widgets
- Fix to a few animations that weren’t looping properly and had a hitch
- Fix to subtitles not showing up properly in some instances for human male and female variants
- Updated Thomas Hoff mesh so he no longer clips
- Fix to Gerund conversation to not auto-trigger at such a large distance
- Updated skill tree icons that weren’t unique
- Updated Songs of Exploration ability usage so the party HUD will hide after using the ability
- Fix for gold sense continuing to trigger on chests that have already been opened
- Fix where Tarjan and Zanta camera sequences were missing subtitles
- Added effect and sound when Shadow of Mangar spawns in
- Fixed a level streaming issue in Iwon Reg where player could see through the world
- Fixed an issue where, in rare instances, game could softlock upon interaction with a secret door button in Castle Langskaal
- Fix an issue where a UI softlock could occur in rare instances in a cutscene in Castle Langskaal
- Fix for Dragonsbile Bomb puddle audio that could persist after combat had ended
- Various audio improvements to characters and levels
- Fix to Arcane Barrage muzzle flash not cleaning up properly where the particle would stay in the world after combat
- Fix to various abilities where All Out Assault wasn’t applying to the entire ability, Storm of Blades damage preview wasn’t working well with multiplicative effects, Razor Strop tooltips displaying incorrect info
- Fix where archer’s beat VFX were staying around after an enemy was killed
- Various VFX optimizations
- Fix for songs of exploration tooltips no longer showing range diagrams that were unnecessary
- Fix where Compass of MACO did not, in fact, point north
- Updated to setting of view distance for NPCs based on user settings
- Updated materials on Ham in Fettercairn
- Reduced clutter on mini-map icons
- Fix for some enemies like floating wizards and giants when hit by specific damage types freezing their animation
- Fixed a performance hang that would happen when certain enemies would trigger caltrops
- Updated weapon, item, and armor tooltips to reduce redundant text.
- Updated tooltip text (where applicable) to explain that an item can be equipped from an ability
- Fix for crash where the player could inspect an item in the character sheet while an item was on the cursor
- Moved stat plate locations on giant and wraith enemies
- Fix to an issue where it wouldn’t save the location of your masteries after trying to rearrange them.
- Fixed an issue with 16:9 monitors that have a greater resolution than 1920x1080
- Fix on materials on Father Rythe in Fichti
- Added missing audio to various UI elements
- Reduced Falkentyne’s Fury damage by 35%
- Large amount of fixes to localized text that was showing in an incorrect language
- Updated Russian font assignments for handwritten notes
- Fixed spot in Castle Langskaal where a player could fall through the world when triggering a combat
- Fix for wrecking ball incorrectly showing it would deal 0 damage if the boots weren’t yet equipped
- Fix for Dragonsbile Bomb text incorrectly showing amount of turns the effect will last for
- Rebuilt lighting in character creation
- Fix for a softlock that could occur if your last alive character kills the last alive enemy and themselves with Blood for - Blood at the same time
- Fixed Sinister Street fog showing incorrectly in quality settings lower than Ultra
- Fixed issue where some normal abilities were always showing the range diagram, even if they do not need it
- Updated cinematic UI to handle different aspect ratios
- Updated UI layouts based on various aspect ratios, including widescreen
- Reordered PAK files to help increase loading times across all scenes
- Fix for What The River Takes Ghost spawned from combat not saving their state and staying in the world
- Fix to notification for when the Wraith is killed to notify the owner to go back to Gate ability from Banish Wraith
- Slightly increased difficulty on skeletons and charn skeleton health and power level
- Turned of mipmapping for hair alpha cards to prevent beards and hair from disappearing when texture resolution changes
- Added some status effect types to determine how a status effect stacks when another status of the same class is added to the combatant
- Added internal setting to adjust type of fog being used based on quality settings
- Adjusted optimization settings for texture streaming and various texture qualities
- Optimizations to animals and ultra dynamic sky to reduce amount of ticks
- Updated AI for Cultist Sorcerers to be more active on the combat grid and reduce them not having an action on their turn due to cooldowns
- Added ravenous null audio to Duke Kingston’s lair

Best,
The team at inXile
Very nice.

Unfortunately again I am having to download 26GB to patch this game. Surely it isn't a 26GB patch? I am pretty sure that's what I downloaded to install it and what I downloaded for the patch 1.

So I have spent 78GB for a single game?
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jvilnisaust: Very nice.

Unfortunately again I am having to download 26GB to patch this game. Surely it isn't a 26GB patch? I am pretty sure that's what I downloaded to install it and what I downloaded for the patch 1.

So I have spent 78GB for a single game?
Would strongly suggest obtaining an Internet access acount with no download cap...it's nice not to to have worry about "spending GBs"...;) These days everything is coming through the Internet, practically.
Limited budget means I have to watch what I spend.

In most conditions 1TB of quota a month is fine because patches are fractions of the total size of the games.

But in the last three weeks I have had to download 26GB for the game itself, 26GB for patch 1 and now 26 GB for patch 2.

If the next patch is the same size then 100GB for a game in less than a month practically is nothing to sneeze at.
I like the improvements made, but Skara Brae Below definitely regressed in terms of GPU performance. Down to about 17-30fps depending on where I am. For reference, the 1st patch brought my Skara Brae Below fps up to > 60 on average.
I gotta admit, I have improved fps in Skara Brae below. Before patch #2 I had 25 to 30 fps, now I have 40 to 50 fps. Go on like this, good job (in my case).

(i7 6700, 16GB Ram, GTX 1080ti, 4K)
Post edited October 01, 2018 by Schlaumayr
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Eric_inXile: - Reordered PAK files to help increase loading times across all scenes
Why would you want to *increase* loading times?
yo guys the game is hardly playable atm, i get a computer freeze that forces me to restart at every battle.
tried 3 different battles already, at some point i select an action that just makes the game freeze and doesn't even let Alt+Tab my way out to task manager, forcing me to restart.
different party member and different action selected at each time i do it.
really impossible to play.
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Eric_inXile: - Reordered PAK files to help increase loading times across all scenes
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dtgreene: Why would you want to *increase* loading times?
Its just a mistake in how they worded it.
Haven't had much chance to play today, just a little so far. Got the GoG patch today.
But so far my performance has increased by ~8FPS on the minimum and ~17FPS at the maximum. So getting 55-78 FPS using Reshade, it is higher by about 3-5FPS when not using Reshade. (Though I noticed that right after saving, the FPS drops to 35 FPS for a few seconds)
i7-4770k
GTX 1070 Founder Edition
32GB Ram
Nothing overclocked

1080p
Ultra settings
Using Reshade
Whats the reason for the two day delay?
Post edited October 02, 2018 by ianuse
wow what is with the good old games which bring out a 5 MB patch and patched very long all data to the new stand...

sorry 26 GB all the time redownload is a bad patch management ...

well all the changes may be big but not the rework from all what the game have (like pictures and so on all the big crap we redownload ? haha)

ok i have a good internet connection but not all people in this country have the same i know many people with 2-16 Mbit connections if they don't live in a big town...

Maybee the forgotten bagging goal is a patch management ...

and maybe white in the system requiment
minimum platform : 100Mbit Internet connection for patching
recommended platform : 1Gbit or more Internet connection for patching
Post edited October 02, 2018 by magikyr
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Eric_inXile: snip
Posted this in another thread, posting it here for you, Eric.

People say you guys (InXile) don't listen to fans. The problem is, you listen too much to your beta testers and not enough to the people who want to buy your games.
Is it that hard to make binary-diffs on Windooze?! Another 30GB Download, really?!
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nethead23: Is it that hard to make binary-diffs on Windooze?! Another 30GB Download, really?!
Developers do not make patches for games, rather they make new builds and then the platforms like GoG and Steam do the rest of the work and there is nothing the game developers can do about it, it is all on GoG and Steam and other Platforms to create effecient updating systems.

Steam does use a binary-diffs system for updating, where as GoG does not. GoG just replaces full files that have changed.