Aldermere
A robed player on a grassy dune at sunset, with crabs on the beach, a jetty below and the sun low over the sea
โ€น All patch notes

Version 0.6.2

Crossbows, faster recovery between fights and a bigger map

Crossbows and quivers. Food heals fast once a fight is over. Your rod decides your fish. New faces for everyone, and 1.66x more land.

Archers#

Crossbows. A new ranged weapon for Dexterity, from Bronze to Tyrian. It shoots slower than a bow, but every shot hits much harder and crits twice as often. Player suggestion

  • Bronze Crossbow
  • Steel Crossbow
  • Ebony Crossbow
  • Tyrian Crossbow
Bronze, Steel, Ebony and Tyrian Crossbows

Why: a slower, harder-hitting choice beside the bow, for the same damage over a fight. Players asked for crossbows too.

How crossbows work
  • Over a fight a crossbow deals about the same damage as the bow of its tier. You get fewer, bigger hits.
  • Bigger hits mean a shield's flat block comes off a third as often, but more damage is lost when a hit kills.
  • Aimed Shot gains over a normal shot exactly what it gains on a bow: 237% of a crossbow shot at Bronze, up to 259% at Tyrian.
  • Each metal goes with one wood: Bronze with birch, Iron with oak, Steel with willow, Mithril with swampwood, Ebony with maple, Verdite with pine and Tyrian with moonwood.
  • The prod needs Smithing at the metal's level. The stock and the crossbow itself need Fletching at the same level.
  • Crossbows don't have an ult yet, so key 4 stays empty while one fights.

Try it: Visit the Fletcher's Stall in Alderwic, buy a Bronze Crossbow and some bronze arrows, and go find a target.

Bows are carved, then strung. Carve 1 log into an Unstrung Bow at the fletching workbench, then string it with a bowstring. Both steps need the bow's Fletching level, and together they pay the same XP as before:

Quivers. A new piece for the Back slot, so you wear a quiver or a cape, not both. Every quiver has Long Shot: +3 m range with bows and crossbows, and you can wear one with any weapon.

  • Quiver
A quiver

Bows and crossbows reach 3 m less without a quiver. Every bow goes from 30 m to 27 m, and NPC archers come down with them, with no Long Shot to win it back. Aimed Shot and the weapon card follow your range.

Why: a quiver's Long Shot adds 3 m, so bows came down by the same 3 m to make up for it. With a quiver you're back at 30 m.

You can equip at most 1000 arrows at once. Equipping more fills the slot to 1000 and leaves the rest in your bag or bank. A bigger stack you already wear stays until you've shot it down, and a saved bank preset loads 1000.

Cooking#

Food heals over time, fast. Eating now heals only a little at once, and Well Fed does the healing. Once you're out of combat and haven't been hit for 7 seconds, your regen runs 10 times faster (was 4 times). A plain fish or cut of meat then refills a player at its tier's level, before gear, from empty in 40 seconds.

  • Cooked Shrimp
  • Cooked Trout
  • Cooked Salmon
  • Cooked Cinderpike
  • Herbed Cinderpike Cake
Shrimp to Cinderpike

Why: recovery between fights should be quick and come from the food you've eaten. You eat, step back for a few seconds and go again, so the slow regen replaces the big heal on eating.

How Well Fed works now
  • Each tier of food has one regen, set for a player at that tier's level with no gear: level 8, level 14, then 21, 31, 41 and on up. A dish uses its fish or meat's tier. Omelettes, cakes and herbed cakes multiply the plain food's regen by 2, 3 and 4.
  • Say you eat a Cooked Salmon at low health. You heal 80 at once. Well Fed then gives you 5.2 hitpoints a second while you're fighting, and 52.5 a second once the fight is over and 7 seconds have passed without a hit.
  • Mana works the same way: from 0.4 mana a second for shrimp up to 2 for cinderpike, 10 times that out of combat.
  • Eat a stronger food and the time you have left shrinks to match its bigger regen before its own minutes are added, so cheap food can't bank time for a dish. A weaker food only heals you.
  • Characters start this update without Well Fed.

Try it: Eat a cooked fish after your next fight, step back for 7 seconds and watch your bar refill.

World#

The playable area is one shape, with 1.66x more land. The edge of the world is now one line drawn round the land instead of a block of square tiles. The red wall and the map's fog follow it, on angles where the coast does.

Why: one picture for the whole map limited how big the world could get.

Fallhaven's docks are far bigger, and you can walk all of it.

Fallhaven's pier on a sunny day, with red-leaved trees over the harbour houses

Why: Fallhaven needed more dock to walk and fish on.

Trees fade less. Only leaves between the camera and your character fade, and only lightly. Trunks, low branches and everything past you stay solid.

Why: whole trees faded, which left half-faded trunks and branches hanging in the air.

Storms on the coast, sunshine inland. Storms rolling in off the sea now break on Fallhaven's shore. Most die out within about 100 m of the water, and the odd one pushes up to 400 m inland. The shore keeps its storms.

Why: storms belong on the coast, and the big new Fallhaven region should see more sunshine.

Trees no longer vanish in the distance. On Low they used to stop at 200 m while the land carried on. Now every tree on land that's loaded stays drawn, on a simpler model when it's far away, and a big tree keeps its detail further out than a small one.

Why: that cut was left over from the old fog, which hid it. Today's air doesn't, so you could see the trees stop.

Oaks and maples come in two shapes, and every oak, maple and birch stands its own way and its own height: oaks 16โ€“19 m, birches 14โ€“18 m, maples 11โ€“14 m. Pines grow 10โ€“19 m and keep their shape when they're bigger, so tall pines no longer look stretched thin.

Characters#

New faces. Every face has been reshaped, on players and townsfolk alike. Hair and helmets still fit, and closed helmets don't change.

Why: female faces were built on almost the male skull, and the faces were stylised. These aim for realistic proportions.

Gathering#

Your fishing rod decides which fish you can catch.

  • Iron Fishing Rod
  • Steel Fishing Rod
  • Mithril Fishing Rod
  • Ebony Fishing Rod
  • Verdite Fishing Rod
Iron to Verdite Fishing Rods

Why: better fish should pay more XP per hour. Before, catch rates were set so a better rod only changed which fish you got, never your XP.

How a fishing spot works now
  • The spot sets the pace: 20 seconds a catch at its level, faster as you level past it, down to a third of that six levels on.
  • Each fish your rod and level allow gets a share of your catches. A fish you've just reached gets a small share that grows over the next few levels. Ten levels past a fish its share starts to halve, and halves again every 10 levels after.
  • Say you're Fishing 31 at the river with a mithril rod: about a quarter of your catches are trout, half are salmon and a fifth are sturgeon. With a steel rod you'd catch only trout and salmon.
  • You fish with the best rod you carry or wear that you have the Fishing level to use.

Try it: Smith or buy an iron rod, go to the river and try for trout.

NPCs#

The Smugglers are a band of four ranks. Each one fights with a single weapon and uses that weapon's special, with the same numbers as yours.

The four Smugglers: Cutthroat, Crossbowman, Brute and Ringleader
Cutthroat, Crossbowman, Brute and Ringleader

Why: each smuggler should fight with a weapon players know and use its special, at the numbers players use.

NPCs leave you alone by how much stronger you are. They used to stop attacking on sight at a set number of levels above them, and NPCs with a short range gave up first.

Why: a short range should mean an NPC notices you later, not that it gives up on you sooner. The first goblins still notice new characters, so they still teach you to pull.

How NPCs notice you
  • An NPC spots you from its full range until your combat level passes its level. After that the range shrinks evenly, down to nothing where it lets go.
  • A Seep Spider is level 44 with an 8 m range, so it lets go at combat 66. At combat 55, halfway there, it spots you from 4 m.
  • A Goblin Runt is level 2 with a 15 m range, so it lets go at combat 7. A new character is combat 5, so it spots them from 6 m.
  • Hitting an NPC still calls its friends nearby, whatever your level, even if they can't see you.
  • Dungeness Crabs never let go, whatever your level.

More NPCs in Fallhaven:

Brood Ettercaps (37, elite, new): 12 of them, just east of the Ettercaps, and much bigger.

Elsewhere:

Combat#

Fairer rules for fights. A set of rules for what happens when targets vanish, move or die:

Why: an ult that hadn't fired could cost you its whole cooldown just for stepping aside, so moving now gives it back.

Home Teleport no longer drops enemies off you. You can still cast it in combat, but you stay targetable while you leave, and any hit cancels it with its cooldown refunded. You leave the fight only when the warp happens.

Lightless Lantern: a new ult, and a weaker Lance.

Why: a special that hits a whole line should deal less than the single-target Blast, and aiming freely belongs on the ult.

Chief's Charge. The Chief's Machete, in every version, has a weapon special now. Charge a target up to 8 m away and strike for 150% weapon damage. It's free, on a 30-second cooldown, and a root stops it.

Clans#

A weekly clan leaderboard. Open Social โ†’ Clan and switch to Leaderboard. Player suggestion

Rank permissions. Settings โ†’ Rank permissions gives each rank below the leader a tick list. Player suggestion

The message of the day shows at login. Members see it once in chat when they enter the world, and it stays in the Clan tab.

Codex#

Fastest kills on boss pages. Each boss page shows a Fastest kills table: your best time and the world record, solo and in a group, with Hard fights on rows of their own. Player suggestion

Slayer#

Task kills count anywhere. A kill of your task's NPC, or any of its family, counts wherever it lives. The task's area is now only where it's best hunted: "Kill 40 ร— Goblin Runt, best hunted in Alderwic". Party members share kills wherever their tasks point them.

Why: a task's NPC should count wherever you find it. Tying kills to one area was a first draft.

Skills#

New skill icons. All 15 are repainted as one set, with the same light, outline and shadow.

All 15 new skill icons, from Strength to Slayer
Every skill has a new icon

A new Skills tab. Shorter, darker framed tiles fit the whole grid without scrolling, with the level number and progress lines on each. A strip under the grid shows your total level and combat level, or the skill you're hovering, and never covers a tile.

Combos in the skill calculator. In the side panel's Calculator, click more rows to plan them together. A step that makes what a later step uses makes exactly enough of it, so smithing bars for arrowheads or cloth for a robe works out by itself. Clear drops them all. Player suggestion

Farming#

Alchemy#

Why: Strength and Magic potions already take an NPC part per tier, and now Dexterity does too.

Mounts#

Inventory#

Bank#

Interface#

Why: the interface took up too much of the screen.

Quests#

Settings#

Chat#

Worn gear#

Capes cost 3 cloth now (was 5), and give less mana. They unlock earlier, pay less XP and are worth 40% less. Their Magic is unchanged. Wool, Hemp, Flax, Stinkreed, Toetoe, Sunthread, Merino, Bogsilk:

Why: capes now cost and unlock like a quiver, the other Back piece, and a robe's mana goes by the cloth in it.

Fixes#

Questions or thoughts on this update?

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