Aldermere
A dirt lane through the meadow past a windmill, a walled field of yellow flowers and grazing cattle
โ€น All patch notes

Version 0.6.1

A bar for each weapon, weapon swap and a loot tracker

A bow and a melee weapon now get a bar each, with a swap key. Track what your kills drop in the new Loot tab. Plus a much faster game and new birches.

Combat#

A bar for your bow and a bar for your melee weapon. If you wear a bow and a melee weapon together, each now has its own keys 1 to 4: key 1 is that weapon's special, keys 2 and 3 its two abilities, key 4 its ult. The bar shows whichever weapon is fighting. Keys 5 to 0 stay the same for both.

  • Maple Bow
  • Steel Daggers
Wear both and each gets its own bar

Why: keys 2 and 3 followed your main hand. A bow worn with a hammer could never take Hobble or Disengage, and with daggers and a bow you had one bar for both, so the Disengage you set for your bow was still there on your daggers.

How weapon swap works
  • The weapon that fights picks the bar. With auto-swap on, that's your bow from 5 m out (or with no target) and your melee weapon inside 5 m.
  • A swap holds until the fight ends, then auto-swap takes over again. Swap outside a fight and it holds through your next one.
  • Held on your bow, nothing fires inside 5 m. Held on your melee weapon, you run in to melee range.
  • Turn auto-swap off and your weapon stays where you last put it until you swap again, through logouts too. Turn it back on and the 5 m rule takes over at once.
  • Your bow's abilities move to the new bow bar the first time you log in. A bar you haven't used before starts with only Heal and Ward from the bar you came from, never a weapon ability.
  • Drag an ability onto a bar that can't hold it and it says which bar can: "Hobble goes on your bow's bar or your daggers' bar."
  • Bows don't have an ult yet, so key 4 is empty while your bow fights, even with an orb or Bound Blade in your main hand.

Try it: Wear a bow and a pair of daggers, put Disengage on the bow's bar and Dash on the daggers', and press ` to swap.

A smaller action bar. Slots are 42 px (were 48) with 4 px gaps (were 6), so the bar is 510 px wide, 542 with the swap buttons (was 590).

Heals and Wards roll like hits. Heal and Ward, on yourself or an ally, and every Bloom pulse now land somewhere around the card's number, the same way a hit does. Their cards show the range, like "Restore 85โ€“127 hitpoints". On average they give the same as before. Potions and food still heal an exact amount.

Why: damage rolls, so spell heals and shields roll too.

Healing Blast heals less. With the Restoration orb it now heals 70% of the damage it deals (was 120%: all of the damage, plus the orb's 20%). Bloom isn't changed.

Why: it was far too strong.

Magic gear gives max mana, food gives the regen. Robes, capes, cloth gloves and boots, and the Seer's and Witch's Hoods no longer give mana regen. They give 50% more max mana instead: a full wool set gives 114 (was 76), a full merino set 570 (was 380). To make up for it, Well Fed now gives 3 mana every 5 seconds per point of food strength (was 2), so a full dish gives 12 per tier (was 8). NPC casters wear the same robes, so their mana pools grow too.

Loot tracker#

See what your kills drop. Open the new Loot button in the side panel, beside DPS, Effects and Farm. It counts everything that drops for you from your kills, with its value in silver.

How the loot tracker counts
  • Only kills count. Gathering, chests and quest rewards don't.
  • In a party, it counts only what dropped for you.
  • Value is each item's listed silver value, not what a shop pays. Silver counts as itself, as soon as it drops.
  • A session starts when you log in. Each character has its own tracker.
  • An NPC shows only once you've Sighted it in the Codex.
  • Creatures, Items and Rare drops go back through your kill history from before this update. Slayer tasks start with this update: a task you already hold counts its loot from your first login on 0.6.1.

Try it: Open the side panel, press Loot, and go kill something.

NPCs#

Hard bosses are bosses in their own right. The Goblin Chief's and Varric's Hard fights now have their own kill count, their own fastest-time boards on the High Scores and their own collection log page. Only the rare-drop guarantee is still shared with the normal fight.

Boss kills pay a 50% XP boost. When a boss dies, you get half of your fight's XP again, counting the bonus for its level. Before, you got all of it again, but not counting the level bonus. That pays a little less on every boss today, and the gap is smallest on the strongest:

Why: the boss bonus should grow with the boss's level. Now it's a share of all the XP a kill pays, so higher bosses get more of it.

How boss kill XP works
  • Every hit pays combat XP for its damage, as on any NPC.
  • When any NPC above level 1 dies, you get a level bonus on top: the higher its level, the bigger. Varric (25) adds about 9% of your fight's XP, the Snuffer (66) about 67%.
  • A boss then adds half of the two together. Say a Varric fight earned you 1,000 XP: the level bonus adds about 85, and the boss bonus adds half of 1,085, about 540, for about 1,630 in all (was about 2,090).
  • Only players counted for the kill get the end-of-fight XP, and a wipe or reset loses it.

Varric's Duellist's Guard no longer blocks spells. Orb bolts and specials, Crystal Shatter, Lightless Lance, Fire Blast's splash, every ult and burns all go through. Weapon hits, weapon specials, glaive splash, Blink Strike's blade and arrows are still blocked.

Why: Duellist's Guard is a melee guard. It stops weapons, not spells.

Hespera the Bloodwitch

Why: one Acolyte each was too easy to kill.

Slayer#

Boss tasks go by level. A Slayer master gives a boss task when the boss's level, or its Hard fight's level, is in their band, the same way ordinary tasks work.

Why: tasks go by the NPC's level, and bosses now do too. A boss with a Hard fight in Osric's band is his task as well as Edric's.

Worn gear#

Robes give more max mana and no mana regen. Every robe piece, hat, cape, gloves and boots now gives half as much max mana again, and none of them give mana regen. Mana regen now comes from Well Fed, which gives more of it.

Why: food is what refills your mana, the way it refills your health, and magic gear makes your pool bigger.

World#

Plain earth, big pavers. Gravel is gone: every gravel patch in Alderwic's yards and lanes is now path dirt, with a worn-grass edge where it meets the grass. Alderwic's street is laid in large pavers instead of small setts.

Why: none of the gravel we tried looked right, so yards and lanes are painted earth.

New birches. Every birch is now one of four new birch trees, 14 to 18 m tall, each turned its own way, so a birch wood isn't the same tree over and over.

Thinner woods. Trees stand further apart now: birches at least 8 m from each other and 16 m from any oak or maple, pines at least 5 m apart. That leaves 796 birches to chop (was 1,236) and 2,246 pines (was 4,958).

Why: trees are the hardest thing in the world for your computer to draw, and fewer of them make the game run much faster.

Grass grows where the ground is lush. Meadow grass is thickest on the lush green patches, thinner on the dry ones, and gone from pebbly slopes, so the ground underneath shows through.

Why: grass covered every bit of the meadow evenly, like a carpet, and hid the ground.

Climb Alderwic's guard towers. Click the ladder on any of the four guard towers to climb up to the archer platform, and click it again to come down.

A faster game. This update makes the game run faster, most of all on Low and in busy places.

Why: a fast game comes first. A look that slows the game down has to earn its place, and Potato is for the computers that struggle most.

Interface#

One label over everything you can use. Hover a tree, rock, fishing spot, bank or anything else in the world and its name, stock bar and stats now sit together in one stack, like an NPC's nameplate, just above the part you click. A quest arrow sits on top of the stack.

Play in browser#

Why: phone browsers close a tab that uses too much memory. Softer textures leave the game more room.

Inventory#

Fixes#

Questions or thoughts on this update?

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