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Update 11 - Greener & Better

  • coratora
  • 2 days ago
  • 8 min read

Updated: 1 day ago


Update 11 Patch Notes - both PC and PS5 versions are live! Ecosystems & Greening

  • NEW COLOSSAL SEEDS! Seven new colossal seeds are provided at each restored Fertile Grove, and are available after ALL Sacred Groves have been restored by Huldra.

  • Ecosystems now make the landscape greener at a larger radius around it

  • As part of the greening effort, a second (cosmetic only) ring of plants and grass has been added to any town or ecosystem that restores the land around it.

  • Modified the restored area around many special Points of Interest and Shrines to be more location specific making the world feel more impacted by your efforts to regrow the land.

  • New Mini Poop added at Fertile Groves that meet certain conditions, they help explain the rules to picking up your new Colossal Seeds.

  • Pitau should finally return to T4 and T5 Tropical Ecosystems



Colossal Trees & Ecology

  • Upgrade cost of Colossal Trees and Grand Trees has been adjusted to be less Amity demanding

  • Upgrade costs for each Colossal Tree resource requirements has been adjusted. It pays to be observant to what plant provides which resources.

  • Animal Dung is more precious! While Amity costs for Colossal Trees has been reduced, you will need quite a lot of Dung to grow 11 Colossal Trees!



Lighting, Graphics & Time of Day

  • Lighting on all Presets has been adjusted and majorly improved!

  • Lower end systems should look better across the board

  • Objects like large rocks that suddenly pop in on lower settings will be reduced for all settings with a planned 11.x patch.

  • The New Fog now looks crisp and wonderful

  • High elevation clouds now subtly cast moving shadows below them making the world feel a bit more dynamic

  • More Grass now blows with the wind

  • Foliage should have more of a color range between light and dark tones

  • A large amount of ground and rock textures have received an art pass drastically improving their look

  • Most bodies of water have had a major art FX upgrade


Player Hitpoints

  • Implemented a new means of upgrading health: A Chedogo Spirit appears near Colossal Trees that lets you complete requirements to upgrade your health.

  • Existing HP will automatically convert to the new system, Chedogo's requests are based off your current health.


Equipment & Clothing

  • All Equipment slots are now unlocked by default

  • Players can comfortably carry 4 to 5 sets of armor providing clothing

  • All Clothing has received an armor balancing pass (expect more refinements very soon)

  • No more hidden Kip costs on Clothing recipes

  • Added more recipes to unlock more clothing sets sooner once players arrive at the mainland

  • Additional bonus clothing pieces are provided along the main storyline path

  • Spears no longer have effectively infinite Durability

  • Adjusted the materials cost to craft Iron and Steel Tools and reduced Kip costs

  • Iron and Steel Arrows are slightly more expensive



Economy & Kip

  • 1 Kip now costs 75 Scrap down from 100 Scrap

  • Several crafting recipes have been rebalanced to reduce reliance on Kip

  • Almost all Decorations had their values adjusted to generally be more affordable in resources and Kip

  • Buildings provide slightly less culture than before

  • More Free Decorations are awarded as you progress the main storyline, make sure to place them or store them!

  • Rebalanced some fill orders for production buildings, village towers, and shrines to be less Kip dependent

  • Production building output recipes now have a 10 second option and a 10 minute option. The longer timer is either cheaper or more generous with its output so it pays to be patient.

  • Several decorations are easier to craft and are unlocked sooner.

  • Fish drop much more varied loot. There's a rare chance for some extremely valuable drops now, especially in the early game.

  • Unlocking weapon slots in the inventory tab is slightly cheaper overall

  • The requirements needed to upgrade the Farm and Mining Village towers have been modified.

  • Farm Village Tier 2, and Mining Village Tier 2 have been decoupled from the main storyline progression and both are extremely worth upgrading now. Advanced Production buildings at both Farm and Mining Village can drastically reduce your workload!

  • Increased the spawn of Coal Boulders in various locations around the world.

  • Increased the spawn of Cactus plants in various locations around the world.

  • Ensured Kelp is now available in more shorelines

  • Iron Tool & Weapon Merchant has reduced prices 15 Kip per tool and 20 Kip per weapon.


Mounts & Motion

  • 2 new mount have been added to the Midhaven Stable: Dun-Da-Da and Flum Buu.

  • Dun-Da-Da is a speedy type with more Stamina than Spee Ru

  • Flum Buu can JUMP very high!

  • Rebalanced the stats of mounts to keep them feeling unique

  • New placeable machines added: Winguri's Breath, and Winguri's Catapult, alongside a decorative floating ring for setting up an obstacle course. Chain them together and get really creative with a new non-conventional travel network.

  • The new machines are available at the west Midhaven Trader after Tier 1.



Build Limit Rework

  • Drastically reduced the build limit so players can no longer over build in one area

  • Build limit is shared across ecosystems as well as buildings, machines and all decorations

  • If your over built save is maxed out, we will be refining this system further in the coming days. This is a known concern.


UI

  • Health bar is now a radial bar adds segments as the player's health increases past certain points in the upgrade process. Each segment is more HP almost like a heart container in another game you may have played.

  • Player's active item now nests in the radial HP bar

  • Stamina Bar is an arc above the health radial wheel

  • XBOX controller glyphs will now be correctly shown when using any non PS5 controller and while using Steam Deck

  • Smaller UI elements like O2 and Withered Resistance have been enlarged and placed above the radial HUD

  • Toggle HUD now properly hides most UI

  • A New Observation UI

  • Placeholder art for Farm Seeds has been replaced with proper Seed UI

  • A much more informative Hunger Meter lets you keep creatures happily fed

  • PC: Pressing Esc in most menus should now get you out of that UI

  • Key items will now have a unique item background in the inventory

  • New Rarity icons added to items (this is a work in progress expect changes)

  • Discovering and entering locations and regions provide a unique Sound Effect

  • Popup notifications are larger now with larger text

  • Some additional text has been made larger for better readability

  • Players that do not have enough Kip to unlock an inventory slot are given more UI feedback showing that they cannot unlock that slot.

  • You should automatically return to your last used inventory tab now

  • New Pollination Pod UI

  • Slightly enlarged the Ecosystem/Town and Biome indicator



Multiplayer

  • Improved multiplayer stability and performance

  • Clients can now use Host’s Storage Boxes

  • Clients can now see quest and map icons

  • Fixed rare dismounting graphical bug making other players appear below the map when they were not

  • Cutscene audio that did not play properly for clients should now be more reliable (this is a work in progress)

  • Improved lag experienced for clients during combat

  • Ensured clients cannot place colossal seeds or village markers in a host's world from their own inventory.

  • Only the host can transfer and remove colossal seeds and village markers to and from storage boxes

  • Clients should be able to remove Withered nests without issue.



Major Bugs Fixed

  • Hiluna Dialogue Softlock Fixed

  • Grand Tree Seeds not spawning should now properly spawn eventually

  • Teleporters should allow you to teleport again if you encountered this bug

  • Too Far Away from X Bug fixed in almost all instances for both storage and production buildings

  • Players can no longer plant invisible farm crops that become not harvestable instantly, the game now properly stops you from planting Farm Seeds away from the Temperate Ecosystem Farm Village.

  • UI: Inventory Sort feature should sort again in an expected manner

  • An untold number of small bug fixes


Known Issues

  • After an extended playing session it's advised to fully quit the game and restart before loading a new save or rejoining a MP session. This is at the top of our 11.x Hotfix list.

  • Recipe Unlocks are being spammed well after they've been unlocked, usually after a player changes regions on the map (which can sometimes be invisible to the player)

  • MP is still a work in progress. We're going to be improving it with 11.x hotfixes as well as with Update 12 later this summer. Update 11 is by far the best MP experience to date however!

  • Multiplayer:  Crash when Host looked at Fill Order tab in menu (cycling through tabs)

  • Multiplayer:  Crash when client interacted with Compost Shed to collect Cob crafted by host, may impact other Production Buildings.

  • Multiplayer: If players rapidly teleport at the same time, this can cause crashes, it's recommended that players wait 30 seconds between teleports if at all possible while we're working on a hotfix for this issue.

  • Crafting or picking up a tool while having the same tool not at 100% durability in the inventory gives the player wrong durability graphic on both tools. It's visual only and reverts to proper durability upon that specific tool's use.

  • Pop-in on lower end PCs: if you have a lower end system we're working on reducing pop-in for Low and Medium setting presets. It's advised to set view distance to High or Epic until we get this revision out in an 11.x patch.

  • Bodies of Water sometimes become more clear than intended, this happens in MP sessions currently.

  • Mount Quests may return even after you've completed the quest, ignore them and talk to the Stable Rancher to switch mounts

  • Build Limit Rework may pause your grander construction projects while we work on a solution for an 11.x patch

  • Many smaller issues as well. Thank you for all your reports on Discord/Reddit and Steam Discussions they're very helpful!


Live Reported 11.0 Known Issues

  • The Midhaven Stable seems unreliable and not properly showing the two new mounts -> Hotfix incoming

  • Select XBOX controllers seem to be having issues with the PC build of ToA -> Hotfix incoming


Misc

  • New tutorial signboards appear around the world to re-learn systems

  • We finally fixed the Amity Multiplier Elixir!

  • Reduced the number of townsfolk spawning in villages temporarily till their performance can be improved.

  • Ensured treasure chests don't appear near shrines till it has been restored.

  • Ensured travelling merchants now appear around Midhaven

  • Decorations and foundation stones should now be easier to place with lesser issues with placement

  • Mask collection achievement should now be completable

  • All achievements should be completable again, including Olson is Happy

  • There should now be a pause before stamina regain begins instead of instantly regaining stamina when not consumed

  • More fish spawned in lakes and shorelines (this is still a work in progress)

  • Fish now only come back to life after 30 minutes of playing dead

  • Improved the generation of bonus kickback seeds from harvesting crops

  • The Player Tent rest times are now much more cinematic and functional. Need to get something done in the light? Rest until Morning or Noon. Need to embrace the darkness? Try Evening or Night.

  • Mushrooms and Raro dropping plants received a balance pass

  • A few more Ripe Seeds than before have been added to non-Arid plants

  • Midhaven's Colossal Seed Restriction has been enlarged to prevent possible level streaming issues

  • Midhaven upgrade costs have been rebalanced to be more fair and less Kip dependent

  • Midhaven had its Tier 1 and Tier two potholes filled and stairs cleared of rubble

  • PC: Russian Language support is still in the works. Once we get it finished for PC, we can begin language certification for it as well as Portuguese on PS5. This remains a significant undertaking. Thank you for your understanding.

  • Reduced camera shake when running in a straight line

  • Select stairs are now more stackable and Freestanding

  • Windmills fixed and back to being more easily placed

  • When using the Teleporter, all other map Icons are hidden by default

  • Shovel harvests a little more quickly speeding up crop harvesting significantly

  • Removed Building sound effects - they might come back really soon!

  • Additional Stone provided by Stone Boulders

  • Adjusted WIthered Spawn radius around large Withered Towers

  • Some areas of the map should not have permitted building trees and towns on them, those areas have been removed as available space until we can properly rework and address them in the future.

  • Oxygen consumption has been adjusted. You may want to bring O2 potions with you for extended sea exploration.


Thank you for continuing to grow the land of Aghasba with us. Your contributions across Steam, Discord, Reddit, and Social Media are super helpful. While our small team can't get to everything all at once, we aim to get there someday. Please keep sharing your energy and enthusiasm for Towers of Aghasba. Update 12 aims to be a bit more of a smaller Update with an eye on improving overall experience without rolling out too many new features. Your feedback is very helpful in helping us improve the game. Look for Update 12 to come out later this Summer.


-The Dreamlit Team

 
 
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