WUCHANG: Fallen Feathers v1.5 – Análise, Patch Notes & Baixar

WUCHANG: Fallen Feathers Update v1.5 – Review, Patch Notes & Download

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The team behind WUCHANG: Fallen Feathers has just released the long-awaited Patch 1.5 on Steam, bringing a series of adjustments, fixes and optimizations to improve the player experience. Among the new features are adjustments to the invincibility frames, faster healing animations, critical bug fixes and preparations for future content updates. This patch reinforces the developers’ commitment to listening to the community and polishing the game to offer more fluid and strategic gameplay.

If you’re a fan of WUCHANG: Fallen Feathers or are curious to know what’s changed, read on to find out the details of this essential update!

Main Improvements and Fixes in Patch 1.5 of WUCHANG: Fallen Feathers

Patch 1.5 of WUCHANG: Fallen Feathers not only corrects technical problems, but also introduces significant adjustments that directly impact gameplay and immersion. Let’s break down the main changes:

1. Adjustments to gameplay and balance

  • Invincibility Frames (i-frames): The protagonist Wuchang now has greater protection during the animation of getting up after being knocked down, avoiding unfair attacks at the start of the game.
  • More agile healing: The animation of consuming healing items has been accelerated, and players can cancel the recovery with a dodge, adding more fluidity to combats.
  • Light Weapon Impact: Early enemies have less resistance to interruptions, allowing quick attacks to break through their defenses more efficiently. More advanced creatures, on the other hand, require strategies such as spells or special abilities to be controlled.

Patch 1.5 brought subtle but impactful changes to the way players face the challenges of WUCHANG: Fallen Feathers. In addition to the adjustments already mentioned, the developers have rebalanced the activation frequency of thorn traps, making them less punishing in situations of intense combat. The landmines in Chapters 2 and 3 have also received significant reductions in their damage and quantity, especially in the third act, where excessive explosions could frustrate strategic advances. These changes maintain the tension of the game, but prioritize fairness and fluidity, allowing players to better adapt to hostile environments.

Another important refinement was the optimization of enemies’ impact resistance, which now responds more coherently to the type of weapon used. Light attacks have become more relevant against early opponents, while combos with special abilities have become more effective against advanced monsters. This change not only encourages experimentation with different styles of play, but also deepens the tactical layer of confrontations. The possibility of canceling the healing animation with a dodge is another example of how the game now rewards agility and planning amid the chaos of combat.

2. Critical bug fixes

  • Dialog and Endings: A bug that prevented players from reaching the endings “Bound by Fate’s Threads” and “Dream’s Sweet Deceit” has been fixed by adjusting the order of the conversations between the characters Fang Yao and He Youzai.
  • Missing items: Fixed the bug that caused the Buddha statue to disappear from the inventory when closing the game abruptly in Chapter 1.
  • Controls problems: Keys such as Shift, Ctrl and Alt can now be reconfigured flawlessly.

The patch addressed several persistent issues that affected player progression, such as the frustrating bug that prevented combo-based blessings and the Jade Pendant from triggering correctly during New Game Plus cycles. These fixes ensure that the reward systems work as intended, allowing specialized builds to maintain their effectiveness in repeated matches. Another problem resolved was the inconsistency in the dialogues of secondary NPCs, which now properly contribute to the development of the narrative and the unlocking of side events.

One of the most significant adjustments was the correction of the elevator behavior in Chapter 5, which previously could trap players indefinitely at their destination due to a failure in the loading synchronization. In addition, rendering issues on specific hardware have been resolved, including crashes related to shader processing on NVIDIA cards and conflicts in animations when loading maps. These technical improvements provide a more stable experience, especially for players with high-performance configurations who previously faced unexplained instabilities.

3. Performance optimizations

  • Fast elevators: The waiting time in elevators has been reduced, and a bug that trapped players at the elevator destination in Chapter 5 has been eliminated.
  • VRAM and crashes: The team implemented code tweaks to reduce VRAM consumption in order to minimize crashes on high-performance hardware.
  • GPU errors: Problems related to NVIDIA cards and the rendering of semi-transparent textures have been resolved.

Patch 1.5 brought significant improvements to the game’s technical efficiency, especially in the management of system resources. The developers optimized the code to reduce excessive VRAM consumption, a problem that caused crashes and stuttering on powerful machines, especially during scenes with lots of visual effects or in densely detailed areas. The rendering of textures and semi-transparent objects has also been improved, eliminating the crashes that occurred in extreme situations when multiple visual effects were processed simultaneously.

In addition, the patch included intelligent adjustments to the way the game handles real-time resolution changes, preventing the crashes that some players faced when switching between different graphics settings. The team also worked on the background loading processes, smoothing out transitions between areas and reducing waiting times, especially noticeable when using the accelerated elevators. These optimizations not only improve stability, but also contribute to a more immersive experience free from technical interruptions.

4. Preparing for Future Content

The patch also includes preliminary adjustments for the arrival of new armor and weapons in the Deluxe Edition, inspired by historical costumes from the Wei and Jin dynasties. In addition, the developers are working on:

  • An optional respawn system (between the Sanctuary or the entrance to the boss fight).
  • More eye-catching visual effects for collecting Red Mercury Essence.

Patch 1.5 laid the foundations for future expansions, with internal adjustments that prepare the game for the introduction of new equipment and armor sets planned for the Deluxe Edition. The developers specifically mentioned work on historical costumes inspired by the Wei and Jin dynasties, which promise not only to enrich visual customization, but also potentially add new game mechanics related to these traditional outfits. These changes indicate a commitment to expanding the game’s universe while maintaining its unique cultural identity.

In addition to cosmetic content, the patch included optimizations to the respawn system that pave the way for more flexible functionality, allowing players to choose between respawning at shrines or directly at the entrances to boss battles. Technical adjustments have also been implemented to support more impactful visual effects when collecting Essence of Red Mercury, suggesting that future updates may bring more visual and rewarding reward systems. These preparations demonstrate a long-term vision for the game’s continued development.

Complete Patch Notes

Features/Bug Fixes

* Slight adjustment to the invincibility frames during Wuchang’s get-up animation after being knocked down.

This is to prevent players from being attacked during the getting-up animation to optimize the player’s initial gaming experience.

* Slightly speed up Wuchang’s healing animation to ensure that players have enough time to heal. The recovery animation after drinking can now be canceled with a dodge.
This is to enhance the strategic element.

* Made adjustments to animations, values, and level design for certain NPCs and AI.

Dialogs added for some NPCs to complete some plots. We will further optimize the exhaustion animations in the future to improve plot performance.

Fixed the faction bug in Chapter 4, adjusted the level design and increased the BVB performance effect.

Corrected the dialog order between Fang Yao and He Youzai to avoid a bug where players could not reach the endings of “Bound by Fate’s Threads” and “Dream’s Sweet Deceit” due to an incorrect sequence.

* Resolved the problem that caused audio playback to stutter on certain hardware models.

* Revised descriptions of some equipment and items

* Added/revised certain audio lines.

Added a little ‘Wuchang’ voice to complete the story, and added some NPC dialog.

* Fixed a problem where certain keys could not be set in the keybinding menu and where some key changes could not be saved after reconnection, such as left shift, left ctrl, left alt.

* Fixed the issue where the Buddha statue could disappear from the player’s inventory when forcibly exiting the game after it is placed on Palace Hill in Chapter 1.

* Fixed an issue with combo-based Benediction and the Jade Pendant not working correctly in NG+ cycles.

* Addressed problems with certain terrains that can cause the player to get stuck.

* Reduced the elevator waiting time and fixed the problem in Chapter 5 where the elevator could trap the player at their destination.

While Wuchang is waiting for the elevator, the speed of the elevator has tripled. Due to loading problems, the speed of taking the elevator is temporarily unchanged.

* Optimized the impact resistance of certain monsters.

Reduce the impact tolerance of some primary enemies, making it easier for light weapons to interrupt the attacks of some monsters in the early stages, while increasing the strategic nature of light attacks.

For later-stage monsters, players can now use spells, weapon skills, etc., to directly execute follow-up light attack combos to suppress some monsters.

* Increased trigger interval for Spike Traps.

* Further reduced the damage from landmines in Chapters 2 & 3.

Monsters can still be quickly staggered, keeping combat strategies in areas with groups of monsters unchanged.

* Reduced the number of landmines in Chapter 3.

* Game content adjusted to prepare for the update of new weapons and sets in the Deluxe Edition compensation.

Currently, the high-poly phase of the Deluxe Edition compensation content is nearing completion, and we hope to bring players more traditional armor, including ancient armor such as the armor from the Wei/Jin dynasty.

* Optimized game code in preparation to allow players to choose to respawn in the Shrine or the BOSS Fight Entrance after death.

* Optimized the game code in preparation for future patches to reduce VRAM usage, with the aim of addressing frequent stuttering and other display problems caused by VRAM overflow.

* Optimized asset specifications in preparation for the upgrade for a more noticeable effect when taking Red Mercury Essence.

* Fixed an issue where the super-sampling resolution applied incorrect parameters when using the Extreme settings on high-end machines.

* Other minor corrections.

Bug fixes

* Fixed a problem where changing the screen resolution under certain conditions could cause the game to crash.

* Fixed shader-related errors that occurred with certain NVIDIA graphics cards.

* Fixed a GPU crash caused by certain semi-transparent assets in extreme scenarios.

* Fixed a crash caused by unnecessary render calls in specific scenarios.

* Fixed a crash caused by the GPU locking up under specific conditions.

* Fixed a crash that could occur with a certain probability at the end of map loading due to the simultaneity of the animation blueprint.

* Other minor corrections.

This patch has been a long time coming, and we will continue to refine and optimize the game based on player feedback, striving to deliver a product that satisfies our players!

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