World#
The Reaver Dales. The land east of the Reaver Camp is open: three new stretches of highland with a beck, a tarn, the Reavers' camps and Eastwatch, a thegn's outpost at the edge of the Dales.
- The Reavers now run from level 14 to 24:
- Reaver, 14
- Reaver Axeman, 16. Drops the new Reaver Hand Axe.
- Reaver Seer, 18. Heals the Reavers around it.
- Wulfstan, 20, in the war camp. A much tougher Reaver with a charge and a big purse.
- Reaver Bowman, 21
- Reaver Berserker, 22. Charges.
- Reaver Witch, 23. Heals.
- Hold Hearthguard, 24, guarding Varric's Hold.
- The Reaver Camp's scattered Reavers are now three camps of Reavers, Axemen and Seers.
- Varric the Smokefang has moved to Varric's Hold in the north of the Dales, and he's level 25 (was 32).
- Every Reaver rank has its own look now, instead of a kingdom soldier's kit. Each one's headpiece is a rare drop (see Worn gear).
- The Reaver and Varric no longer drop Hard Leather or Troll Hide armour. Like every rank, they drop their own headpiece instead.
Why: the Reavers now fill their own level band the way the goblins fill theirs: front ranks, a miniboss, back ranks and a boss on top. At 32 Varric sat in a gap well above everything around him; at 25 he ends the band. NPCs drop what they wear, and the rest of a Reaver's outfit is now its look rather than items.
Big pine forest. The small pines across the world are now full-size pines, about 12 to 18 m tall, so pine forest towers over you.
- You can chop all of them. Small pines couldn't be chopped before.
- When pine needles are between you and the camera, they fade from lower down, so you don't lose sight of yourself under them.
Grass takes the colour of the ground it grows on, so it's darker on the darker patches instead of always meadow green. It's a little taller, and it grows on the Dales moor too.
Lighter towns. People, pen animals and mounts you can't see no longer animate, gathering spots stop checking for your mouse until you point at them, and smoke and sparks out of view pause. In Alderwic's centre, with about 100 NPCs nearby, the game's work each frame fell from 9.5 to 8.7 ms on our test laptop.
Try it: Head east from the Reaver Camp into the Dales, or talk to Thegn Aldred at Eastwatch.
Combat#
Private boss fights. Every boss now has an Arena Ward at the edge of its fight. Pay once and the boss past it is your party's alone, for as long as you stay. The shared boss is still there, and still free.
- Click the ward and pick Fight privately. Your party can join free at the ward any time while the fight's on. They're told in chat when you open it, their party cards say Join at ward, and the ward pulses on the minimap.
- Inside, the boss comes back 45 seconds after each kill. You only pay again once you've all left.
- Walk out past the mist ring to leave. Step out by mistake and you can walk back in any time while your party's still inside, or within 30 seconds if you were on your own. Log out and you'll be back at the ward, with the same way back in if the fight's still on.
- When the fight ends, anything left on the ground moves to the shared world, so nothing is lost.
- The fee is about what one kill drops on average, not counting rare drops:
- The Big Runt, goblin camp: 60 silver
- Goblin Chief, goblin valley: 100 silver
- Wulfstan, the Reaver war camp: 240 silver
- Varric the Smokefang, Varric's Hold: 420 silver
- The Lampwarden, Crystal Mine: 740 silver
- Ugrot the Unrested, the Crypt: 1,080 silver
- Hespera the Bloodwitch, Great Swamp: 1,860 silver
- The Snuffer, Crystal Depths: 3,480 silver
- Free for your quest: if a quest sends you to the Big Runt (Scout Sweep), the Goblin Chief (The War Horn) or the Lampwarden (The Long Shift), your first private fight with it is free, up to your first kill.
- If another party's fighting a boss, it tells you where its ward is.
Why: every boss was in the open world, and whoever hit it first owned the fight, so a busy boss meant waiting or getting crashed. The fee keeps the shared boss slightly better for one kill, and a private fight better for a long sitting.
How private fights work
- A private fight copies only the boss. Ore, trees, chests and other NPCs stay in the shared world, so you can't reset them by going in and out.
- Inside, you only see and fight your own party and your boss. Chat to people nearby stays inside too.
- One private fight per party at each ward, and a few at a time across the world. When they're all taken, the ward says so and charges nothing.
- Only the player who opens the fight pays. Joining is always free.
- Die inside and you respawn at home, outside the fight.
- Drops and quest credit work as they do on the shared boss.
Try it: Take your party to the Goblin Chief in the goblin valley and click the Arena Ward.
Combat level. It's now your best attack skill (Strength, Dexterity or Magic) plus Hitpoints, halved and rounded down.
- A new character goes from 3 to 5.
- 40 in one style with Hitpoints 30: 28 โ 35.
- 40 in all three, Hitpoints 40: 50 โ 40.
- NPC and quest level colours compare against the new number.
Why: your combat level now matches the NPC level that's an even fight for you.
Faster kills, and three kinds of enemy.
- Every hit does 10% more damage, yours and NPCs' alike. You take 10% more from the same hit too.
- Every enemy is now ordinary, elite or a boss:
- Ordinary enemies have a third less health and hit a third softer. One at your level is a fight you win; two at once is comfortable, three is a real fight.
- Elites have full health and full damage: an even fight at their level. The dragons are elites, and so are Wulfstan and the Big Runt.
- Bosses have twice an elite's health and hit like one (see Bosses below).
- You can tell them apart by the health bar over their heads: an elite's bar is half as long again as an ordinary enemy's, and a boss's is twice as long.
- Together, ordinary kills at your level are much quicker, even against NPCs in plate, which got tougher with the plate change below: a Mangy Wolf 32 โ 22 s, a Mountain Troll 37 โ 29 s, a Swamp Troll 47 โ 38 s.
- Combat and Slayer XP for a kill follow the NPC's health, so an ordinary kill gives a third less. You kill that much faster, so XP an hour stays about the same.
- Spell, weapon special, weapon and arrow cards show the new damage.
Why: kill times had got far too slow, and an enemy at your level fought like your equal, so a pull of three was usually death. Ordinary enemies are now built to be beaten, as in most MMOs, and elites are the even fights.
Bosses. Every boss has half the health it had, and they're built to be fought solo at their level without a bag of potions.
- Varric the Smokefang fights alone: no more Reavers on engage or at his rally. His rally still opens Smoke Step, and he still speeds up at the end. About 45 seconds solo at level 25.
- Ugrot the Unrested no longer brings Hobgoblin Warriors. He calls one healer at three quarters, half and a quarter of his health. Kill them or they undo your work.
- Wulfstan and the Big Runt are elites now, with half the health they had.
- Slayer boss tasks ask for more kills to fill the same 30 minutes.
Why: a boss hits like an even fight at its level, and with four times the health a solo kill cost several bars of your own health. Varric in full steel took about 30 health potions.
Smaller pulls. An NPC now calls for help only from friends within 9 metres of it (was 15), so most camps come at you two or three at a time instead of all at once.
- NPCs in camps come back after 2 minutes instead of 30โ45 seconds, so the first ones you killed don't return while you're still clearing the camp. If someone has been fighting near the spot in the last 30 seconds, it waits until the fighting there has stopped for 30 seconds. NPCs that fight alone, like wolves, trolls and dragons, keep their quick respawn.
- Bows reach 30 metres (was 35), and orbs, heals and other spells 23 metres (was 20), yours and NPCs' alike. An archer you pull now follows you out of its camp instead of shooting from the edge of it, and bows no longer outrange magic by so much.
Why: you couldn't pull a few enemies out of a camp, especially archers and casters, and camps filled back up while you were still fighting in them.
Worn gear#
Armour and magic resist, reworked. Every armour type now has a clear job: plate is the toughest, mostly Armour, robes mostly Magic Resist, and leather sits between: less Armour than plate, as much Magic Resist as robes.
- Armour and Magic Resist now come only from what you wear, plus Bound Armour. Strength no longer adds Armour, and Magic no longer adds Magic Resist.
- Full sets, Armour / Magic Resist, before โ after:
- I: Bronze 84/0 โ 61/14 ยท Leather 42/42 โ 29/20 ยท Wool 16/16 โ 9/20
- II: Iron 168/0 โ 78/20 ยท Hard Leather 84/84 โ 40/27 ยท Hemp 34/34 โ 14/27
- III: Steel 252/0 โ 98/26 ยท Troll Hide 126/126 โ 50/34 ยท Flax 50/50 โ 16/34
- IV: Mithril 336/0 โ 128/34 ยท Bear Hide 168/168 โ 64/42 ยท Stinkreed 68/68 โ 22/42
- V: Ebony 420/0 โ 160/41 ยท Swamp D'hide 210/210 โ 78/54 ยท Toetoe 84/84 โ 27/54
- VI: Verdite 588/0 โ 218/56 ยท Green D'hide 294/294 โ 110/72 ยท Sunthread 118/118 โ 36/72
- VII: Tyrian 756/0 โ 280/70 ยท Blue D'hide 378/378 โ 140/92 ยท Merino 152/152 โ 48/92
- VIII: Bogsilk 184/184 โ 56/112
- Shields, Armour: Wooden 12 โ 6, Bronze 24 โ 17, Iron 48 โ 22, Steel 72 โ 28, Mithril 96 โ 37, Ebony 120 โ 45, Verdite 168 โ 63, Tyrian 216 โ 80. Blocking is unchanged.
- Armour no longer gives attack speed. Leather sets lose theirs (Leather +5% up to Blue D'hide +45%), and so do facemasks (Wool +1% up to Bogsilk +11%). Their Dexterity bonus stays.
- Armour penetration is gone from every weapon, orb and NPC. The pen lines are gone from the stats window and weapon cards.
- Dexterity's critical hits now count only with daggers, bows and glaives.
- Weapons hit harder to make up for it: greatswords, spears, axes, clubs and pickaxes by about 63%, and daggers, arrows and glaives by more at each tier up. Orbs are unchanged.
- Bound Armour, ranks IโVII: 42, 84, 126, 168, 210, 294, 378 โ 30, 39, 50, 65, 80, 110, 140: still half of a full plate set of its tier.
- Bound Blade: 125% of your orb's damage (was 120%), and Blink Strike 125% of Arcane Blast (was 120%).
- Crushing Grip (plate gauntlets): was +10% armour penetration, now +10% damage to targets above 75% of their hitpoints.
- Ice orbs: Chill slows by 30% for 4s (was 20% for 3s), and Glacial Spike freezes for 3s (was 2s).
Why: armour and magic resist didn't line up between players and NPCs. Leather resisted magic better than robes, plate had no magic resist at all, and armour penetration decided fights more than the gear did.
Reaver headpieces. Each Reaver rank wears its own headpiece and has a rare chance to drop it. Each follows its rank's armour type at the rank's level.
Reaver Mask
Seer's Hood
Gorse Hood
Bearskin Hood
Witch's Hood
Hearthguard Helm
Smokefang Hood
- Reaver Mask, level 14, leather (the Reaver)
- Seer's Hood, level 18, robes (Reaver Seer)
- Gorse Hood, level 21, leather (Reaver Bowman)
- Bearskin Hood, level 22, plate (Reaver Berserker)
- Witch's Hood, level 23, robes (Reaver Witch)
- Hearthguard Helm, level 24, plate (Hold Hearthguard)
- Smokefang Hood, level 25, leather (Varric the Smokefang). It's announced like his daggers.
Uniques wear now. Boss uniques and Reaver headpieces of level 21 and up wear down like other gear: the Gobbler, Smokefang Daggers, the Gorse, Bearskin, Witch's and Smokefang Hoods, the Hearthguard Helm, and the Lampwarden's and Lightless Lanterns.
- Nothing makes them, so only an NPC repairs them, for silver: Benny Smith for weapons and plate, the Clothier for leather and robes.
- The lanterns are orbs, so a wizard recharges them.
- The Chief's Machete, Reaver Hand Axe, Reaver Mask and Seer's Hood are below level 21, so they don't wear.
How weapon damage changed, every tier
- Greatswords: Bronze 152 โ 248, Iron 266 โ 434, Steel 399 โ 651, Mithril 589 โ 961, Ebony 779 โ 1,271, Verdite 1,159 โ 1,891, Tyrian 1,539 โ 2,511
- Spears: Bronze 95 โ 155, Iron 166 โ 271, Steel 249 โ 407, Mithril 368 โ 601, Ebony 487 โ 794, Verdite 724 โ 1,182, Tyrian 962 โ 1,569
- Axes and pickaxes: Bronze 76 โ 124, Iron 133 โ 217, Steel 199 โ 325, Mithril 294 โ 480, Ebony 389 โ 635, Verdite 579 โ 945, Tyrian 769 โ 1,255
- Glaives: Bronze 178 โ 224, Iron 287 โ 379, Steel 404 โ 541, Mithril 561 โ 763, Ebony 671 โ 957, Verdite 877 โ 1,291, Tyrian 1,044 โ 1,561
- Daggers: Bronze 164 โ 170, Iron 250 โ 278, Steel 361 โ 388, Mithril 477 โ 547, Ebony 552 โ 685, Verdite 687 โ 907, Tyrian 742 โ 1,076
- Arrows: Bronze 203 โ 219, Iron 321 โ 357, Steel 409 โ 507, Mithril 552 โ 710, Ebony 658 โ 887, Verdite 767 โ 1,177, Tyrian 858 โ 1,398
- Others: Chief's Machete 224 โ 365, Smokefang Daggers 526 โ 603, Steel Battle Axe 100 โ 163, Troll Club 40 โ 65
Interface#
The HUD takes up a lot less of the screen.
- Minimap: 200 px across (was 248). The letters and the clock on it stay the same size, and the enlarged map is unchanged.
- Inventory: slots are 48 px (was 55) and the tab rail beside it is slimmer. It's still always open. The bank, trade and loot windows keep their bigger slots.
- Trackers: the Journal, Codex and Slayer trackers under the minimap are now one block. The Codex and Slayer trackers are one line each: the name, its stage or your count, and a thin progress bar.
- Click a line to open the full card, and click the card again to open the Codex or the Slayer window. โ folds it back to one line.
- The ร is gone from those two. Right-click instead: Open Codex and Unpin on the Codex tracker; Open Slayer tasks, Open Codex and Hide until next task on the Slayer tracker.
- Quests you aren't following show just their name. Click one to follow it and see its steps.
- Prefer the old layout? Settings โ Interface, Compact HUD.
Why: the HUD took up too much of the screen, and on a shorter window the trackers ended up over the inventory.
- Minimap: it zooms out to 200 m across at most (was 320 m).
- World Map: it now opens zoomed in around you, about 500 m top to bottom, instead of showing the whole map. Scroll out to see everything.
- Players online: right-click a name for Examine, as on the friends list.
Try it: Log in, take a Slayer task or pin a Codex entry, and click its line under the minimap.
Quests#
Black Mail, a new quest (level 14, after The War Horn). Thegn Aldred at Eastwatch wants to know why some farms in the Dales keep getting raided and others never are.
- Rewards: 750 Silver Coins, 2,500 Hitpoints XP and a Large Combat XP Scroll.
- Every quest now shows its level, like [6] Scout Sweep, in the Journal and the Quests tab. It's coloured against your combat level the way NPC levels are: green is below you, yellow is your level, orange and red are above. The details window shows Level 6 under the title.
- The quest levels: Alchemist's Apprentice 1, Made to Order 1, Learning the Ropes 2, Scout Sweep 6, Watch Iron 6, The War Horn 10, Black Mail 14, The Long Shift 32.
- The Long Shift no longer needs combat level 25. It still needs Watch Iron and Slayer 5, and its level, 32, tells you how hard it is.
- The quest tracker under the minimap is now called the Journal. It lists the quest you're following first, then the rest lowest level first, and only quests whose next step is within 400 m of you, plus any with no fixed place. The others are counted under "+N more in the Quests tab".
- Quests near you that you can't start yet show in the Journal too, dimmed, after the rest. Click one to see what you're missing.
- The Quests tab is split into Active, Not started and Completed, each lowest level first. Finished quests are a cool blue-grey instead of green.
Why: so you can tell at a glance which quests suit your level and which ones are in your area.
Settings#
Report a problem. There's a new button at the bottom of Settings, next to Log out.
- It takes a picture of your screen, then opens a window where you say what went wrong and what you were doing.
- Press Send. Once it's in, you get a report ID. Quote it on Discord (https://discord.gg/X9jqMwNwKk) so we can find your report. Copy ID puts it on your clipboard.
- What's sent: your text, the picture with names and chat painted over, and the game's recent errors. Reports are kept for 90 days, and the privacy page now says so.
- You can send 5 reports an hour and 20 a day per account. If one doesn't go through, your text stays in the window and it says why.
Why: a crash report only tells us how a game ended. A problem report shows us what you saw while it was still running.
Field of view is now 48ยฐ for everyone. The Field of View slider is gone from Graphics, and so is the wider view on higher tiers (Low 52ยฐ, Medium 56ยฐ, High 60ยฐ). The view still widens a little when you look out towards the horizon.
- The camera starts one scroll closer, at 14 m (was 16 m).
Why: so nobody sees more of the world than anyone else.
- Crowd Detail, Auto (on the download): it no longer hides people and NPCs in the distance unless your game drops below 45 FPS, and it keeps a cut only if it really makes your game faster. Otherwise it puts it back.
- Full range comes back 3 seconds after the crowd thins, or straight away after a teleport. Wildlife and pen animals no longer count towards a crowd.
Why: Auto was cutting how far you could see on fast computers outside town, for no gain. Cuts are meant for computers that are struggling.
Left-click attacks again. The NPC Attack setting is back to Left click for everyone who never changed it: left-clicking any enemy attacks it. When higher and Always right-click are still there in Settings โ Controls, and if you picked one, you keep it.
Why: with When higher as the default, new players clicked an enemy, walked up to it and thought they couldn't attack.
Graphics card. The Windows download now picks your graphics card itself. If your PC has a separate NVIDIA, AMD or Intel Arc card, the game starts on it, even when Windows would have given it the chip built into your processor.
- Settings โ Graphics โ Graphics card lists Automatic and every card in your PC. Pick one and it's used from the next time you start Aldermere.
- Automatic uses the card Windows ranks fastest. If you've set a graphics preference for the game in Windows' own settings, Automatic follows it.
- If the game can't start on a card, it starts again straight away on your other graphics, and chat tells you. Automatic skips that card until you pick it again.
- If the game still ends up on the built-in chip, the Your graphics card isn't being used card shows how to switch in Windows, with Copy game path for Windows' Browse box and a reminder to plug a desktop's monitor into the card. It stays quiet if you picked the built-in chip yourself.
Why: many PCs start games on the built-in chip even when there's a much faster card. The game now sorts that out itself instead of asking you to.
NPCs#
Smokefang Daggers
Smokefang Wolf Pup
- His pet, the Smokefang Wolf Pup, now smokes like his daggers: smoke off its back and tail, the odd ember, ember eyes that glow, and a trail of smoke when it runs.
- Pets are all the same size now, judged by bulk rather than height, and every one is at least a fifth taller than before. Thin, upright pets like the baby goblins and the Little Lamplighter grow the most.
- Boss uniques that drop often, like the Goblin Chief's Machete, are no longer announced in World chat, on Discord or in clan chat. The rare ones and pets still are.
Why: the Machete was filling World chat.
- Hespera the Bloodwitch now drops Embersage, the tier IV herb, as well as her Moonbloom and Vervain.
Why: her other herbs are below the Alchemy level of most players strong enough to fight her.
- NPC defences follow the new armour: heavily armoured NPCs, like Swamp Trolls, Mountain Trolls and Pit Knights, have much less armour but hit harder. Casters now wear some armour. Agile NPCs and archers have less armour and magic resist. No NPC pierces armour any more.
Skills#
No more yarn. At the spinning wheel, fibre now weaves straight into cloth. One trip to the wheel pays what spinning and weaving paid together, so cloth trains Crafting twice as fast.
- Crafting XP per cloth: Wool 5, Hemp 11.5, Flax 19.75, Stinkreed 29, Toetoe 38.75, Sunthread 60, Merino 80. That's what the yarn and cloth steps paid together (Wool was 2.5 + 2.5), the same as a bar, a leather or a bowstring of the tier.
- The yarn recipes are gone. Yarn you already have can't be woven, but the Clothier still buys it, so it isn't wasted.
Why: players asked for it.
- Masterworks are rarer. You can't make one at a recipe's own level any more. From one level over, the chance is 0.05%, rising 0.05% a level to 0.5% at ten levels over (it was 1% rising to 3%). Your first Masterwork of each item is still guaranteed: by 8,000 crafts at one level over, down to 800 at ten (was 400 down to 134). Crafts at the recipe's level count toward it.
Spellbook#
- Quick cast: pressing an attack spell or weapon special's key with no NPC under the cursor now casts it on your combat target, as Normal mode does. It used to cast nothing.
Slayer#
- Reaver tasks now count every Reaver rank, from the Reaver up to the Hold Hearthguard. Wulfstan and Varric don't count.
Music#
- Riding Time, a new track, plays across the Reaver Dales. It unlocks the first time you walk in.
Shops#
- Weapons, armour and arrows above tier III no longer start stocked. The shops still buy them and sell on what players sell them, and anything already on a shelf runs down over time.
- Benny Smith: Mithril, Ebony, Verdite and Tyrian daggers, greatswords, spears, glaives, shields and armour, 1 each โ none
- The Fletcher: Mithril Arrows 125, Ebony 62, Verdite 31 and Tyrian 15 โ none; Swampwood, Maple, Pine and Moonwood Bows, 1 each โ none
- The Clothier: Bear Hide, Swamp D'hide, Green D'hide and Blue D'hide armour, and Stinkreed, Toetoe, Sunthread, Merino and Bogsilk hats, robes, boots, gloves, capes and facemasks, 1 each โ none
- Iron and steel weapons, armour and arrows start stocked as before.
- The Clothier's list now runs hides and leathers, then each yarn beside its cloth, then armour, with each facemask beside its set. He still trades yarn, but starts with none (see Skills).
Why: 0.5.5 stocked every tier by mistake. Only tiers II and III were meant to start stocked.
Fixes#
- World: on some Macs playing in the browser, oaks, birches and flax plants were invisible, though you could still chop them. They're back, and birches keep their mix of green and yellow.
- World: on the Windows download, fires and torches inside a building lit nothing once its roof was cut away.
- World: dropped Huscarl and Thegn armour lay on the ground at giant size, and dropped Green D'hide armour and Green D'hide Leather showed the wrong model or nothing. They're the right size and shape now.
- Combat: venom kept ticking after you logged out and could kill your character while you were away. It now pauses when you log out and picks up where it left off when you're back.
- Spellbook: spell, weapon special, potion and food cards now count your armour's bonuses, as casting already did: Clarity's cheaper mana cost, Mending on heals and healing potions, Warding on wards and Wellspring on food. A broken Restoration orb no longer shows its bonus.
- Spellbook: Heal Other and Ward Other could be cast on a player who had logged out.
- Bank: loading a preset could destroy an item when the preset held gear you're not high enough level to wear. That gear now stays in the bank, and chat tells you.
- Bank: Deposit worn with only a Bound Blade said "Bank is full." and still showed the blade. It now dismisses the blade and updates your gear.
- Quests: Osmund's Ring could be copied by dropping it and asking for a new one. You get a new one only once your dropped ring is gone, and only face to face.
- Death: you could loot your own body from a different place that shares its spot on the map, such as a dungeon. You now have to be where your body is.
- Shops: a shop nobody had opened since a restart kept its old shelf instead of drifting back to its usual stock.
- NPCs: people sitting in the hall and the tavern jumped up whenever they turned to talk to you. They stay seated now.
- Quests: a quest's details window opened from the Quests tab could flick back to a different quest.
- Skills: a boss kill's bonus XP was lost entirely if it would take a skill past its maximum XP. It now fills the skill to the cap.
- Interface: on a shorter window the quest, Codex and Slayer trackers could sit over your inventory, and you couldn't click the items under them. They now fold away when there's no room, the DPS meter first, then Slayer, then Codex. The quest you're following drops to its name too.
- NPCs: hovering an NPC that was standing still made its outline blink off for a moment.
- Combat: Blink Strike's damage showed the moment you landed, before your blade got there. It now hits as the swing connects.
- Combat: after Blink Strike you could land facing the wrong way. You now face your target.
- Combat: far-off NPCs and players were easy to click by mistake, because the area that took a click around them was as wide far away as up close. It now shrinks with distance, so you have to click close to a far NPC's body to attack it.
- Spellbook: casting Resurrect could turn you to face the wrong way instead of the body.
- Interface: long hover text, like the list of what counts for a Slayer task, stretched across the whole screen in one line, and the end could be cut off. It wraps in a box now, so you can read all of it.
- World: NPC spears, shields and other held gear could cast a shadow with no body under it once the body's shadow was switched off in the distance.
- Interface: the faces in NPC conversations and on party cards could show other players or NPCs standing nearby, and the yellow outline of whoever you'd hovered or targeted. They show only the speaker or party member now.
- World: on Potato or Low graphics, or Low memory in the browser, the goblin valley's back camps could be missing their tents, fires and stores while you stood in them, and so could part of the great hall's courtyard in Alderwic.
- Characters: stubble showed as pale patches on darker skin. It now takes the skin's own colour.
- Inventory: Animal Feed looked like a flat brown slab, easy to take for leather. It's a sack of grain now, in your bag and on the ground.
Questions or thoughts on this update? Talk about it on Discord โบ