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NIGHTINGALE UPDATE 0.2 REVEALS MASSIVE CHANGES AHEAD OF RELEASE

Nightingale Update 0.2 is coming next week with several big changes to the
survival game.

By Ricky Frech - April 21, 2024 10:33 pm EDT

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Nightingale launched earlier this year to solid sales but mixed reviews. To some
degree, that's expected for an early-access game. The developers at Inflexion
Games know they have kinks to work out during early access, but many aspects of
the game are promising. To that end, the team recently dropped the initial notes
about the upcoming 0.2 Update. This is the second major update Nightingale has
received since launching in February, and Inflexion Games has big plans,
particularly in the crafting department.

Once Update 0.2 drops, players will be able to stack attributes once again. In
the future, the team will add a soft cap and a hard cap to "make stacking
attributes more sustainable and to continue encouraging crafting variety." This
uncapped update should give the developers plenty of data to work with in their
quest to iron out the caps. Inflexion Games is also going through and streamling
every attribute. This should make it a little easier for players to plan out
which items they want to use, getting back into the fray much more quickly. 



Below, you'll find the full notes from the developer's preview post. While these
aren't the full patch notes, they do provide a great idea of where the team is
headed. Nightingale is out now on PC. Update 0.2 launches next week.


NIGHTINGALE UPDATE 0.2 PREVIEW NOTES

CHANGES SUMMARY

With Update 0.2 there are several refinements to the crafting system. Some of
the changes reflect feedback we've received since the last update, while others
evolve core fundamentals of the crafting system as we continue to expand
functionality and find the right balance for players. This isn't the crafting
system in its final form, but it is a significant step forward.



The most notable changes are:



 * The ability to stack attributes returns! You can once again use the same
   material multiple times when crafting gear 
   
   [Note:  In a future update, we'll be introducing a soft cap and a hard cap
   system to make stacking attributes more sustainable and to continue
   encouraging crafting variety – see more below]

 * Items will now receive attributes from resources used in crafting – even if
   the item doesn't possess the attribute originally. This benefits players with
   a lot more optionality in crafting (For example, if you're crafting a gun
   that doesn't normally have the 'Stealth' attribute on it, using a resource
   with 'Stealth' will then apply it to the gun)

 * The number of attributes has been consolidated and adjusted to make
   attributes more intuitive and valuable – making crafting more accessible
   while retaining depth 

STREAMLINING ABILITIES‍

Firstly, let's get into that last point on streamlining attributes. The way
crafting an item has worked until now is that an item has a set of baseline
stats, and as you add new resources to the crafting recipe, those stats get
multiplied by the resources. This means that if one of those resources has an
attribute of zero, its output stat is also going to be zero. Unfortunately, we
found this was unintuitive for some players. 



So for the next update, we've made a change that says if an attribute is on a
resource, it will apply to the crafted item. If a gun you're making doesn't have
the 'Stealth' attribute by default, but the material you're using does, then the
gun you craft will now have 'Stealth' applied to it. 

To balance out the fact that we're going to have a lot more attributes on items,
we're going to make a change across the board so that resources will have a
reduced number of attributes pulled from three categories. Here's the new list:

Resilience



 * Health Max (Flat Number)

 * Stamina Max (Flat Number)

 * Weight Limit (Flat Number)

 * Environment Resistance (Percent)

 * Injury Resistance (Percent)

Athletics

 * Melee Damage (Flat Number)

 * Ranged Damage (Flat Number)

 * Critical Damage (Flat Number)

 * Health Regeneration / s (Flat Number)

 * Stamina Regeneration / s (Flat Number)

 * Movement Speed (Percent)

 * Stealth (Percent)



Intellect

 * Magick Power (Flat Number)

 * Fire Resistance (Percent)

 * Poison Resistance (Percent)

 * Maleficium Resistance (Percent)

 * Ice Resistance (Percent)

'Stamina Efficiency' has been removed (players can improve stamina more
effectively by other means), 'Blocking Efficiency' has been combined with
'Injury Resistance', and 'Environmental Resistance' is now one attribute
(covering hot, cold, blight and wet resistance).

Attributes that we've removed (such as 'Strength' or 'Fishing') will now become
part of the identity of certain items – so rifles will shoot farther, and the
better fishing rods will fish better. Charms and Minor Realm Cards will still be
able to modify these attributes. We also fixed a bug with magick damage scaling
– it should now scale appropriately. 

This update across attributes and resource balancing will apply retroactively,
so you will notice some changes in your equipment's performance, including
increases and decreases in weapon damage, health and magic power. However, this
overhaul enables you to enhance any piece of equipment, offering more
flexibility in how you gear up.

ATTRIBUTE STACKING

In our last update, we made some changes to players being able to stack
attributes onto items in crafting. There were some issues with this system: it
discouraged exploration and experimentation, there were a number of unintended
exploits, and it also triggered a bug wherein it was bloating player profiles –
preventing them from logging back into the game (we've subsequently fixed
this). 

Originally, we had intended that players wouldn't be able to use the same
material multiple times to gain the same benefit, because it would make players
only ever want to use a few materials when they were making a crafted item.
Instead, we were hoping that players would explore the world and find new
materials to fit their playstyles.

When we updated this as part of the fix for 'Infinite Stacking' in our previous
update, we discovered that players liked how it had previously been working – as
they could focus on specific attributes and have more consistent colour options
for gear. We have always valued this kind of feedback from our community, so
we've turned this back on and are implementing it in a way that's more designed
and sustainable.  

We know that in reverting back to attribute stacking, some players will be
concerned about the lack of variety in crafting. We hear you, and we're going to
continue to iterate so that players will be encouraged to discover different
resources and experiment with different builds that would fit their desired
playstyle. 

One way we'll be tackling that is by introducing a soft cap and hard cap system.
As we're now expecting players to put the same material into an item multiple
times to stack attributes, they'll eventually reach a point where that item
starts to produce diminishing returns on its benefits – eventually reaching a
hard cap. This feature didn't quite make it into 0.2 but will be coming very
soon.

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