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
- One shot every 3.6 seconds (a bow shoots every 2.4).
- Each shot hits harder than the same tier's bow: 46% harder at Bronze, down to 26% harder at Tyrian.
- Crit chance is double the bow's: 6%, 8%, 14%, 20%, 26%, 40% and 52%, Bronze to Tyrian.
- It reaches 32 m, 5 m further than a bow (35 m with a quiver), and its bolts fly half again as fast as arrows.
- Otherwise it's a bow. It fires the same arrows as the bow of its wood, has the same 5 m minimum, sits beside a melee weapon with weapon swap, and its special is Aimed Shot, which reaches as far as the crossbow.
- Levels: Bronze 1, Iron 11, Steel 21, Mithril 31, Ebony 41, Verdite 61, Tyrian 81.
- It reloads after every shot. Your character reaches over the shoulder for a bolt and lays it on the rail while your legs keep walking, and the string draws back. The bolt is your equipped arrow.
- Buy one at the Fletcher's Stall in Alderwic. Bronze, Iron and Steel start in stock.
- Make one from three parts: smith a Crossbow Prod (the crossbow's metal bow) from 1 bar at an anvil, carve a Crossbow Stock from 2 logs at the fletching workbench, then put the prod and stock together with a bowstring at the workbench.
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:
- Birch: 20 to carve, 10 to string (was 30 in one step).
- Oak: 46 and 23 (was 69).
- Willow: 79 and 39.5 (was 118.5).
- Swampwood: 116 and 58 (was 174).
- Maple: 155 and 77.5 (was 232.5).
- Pine: 240 and 120 (was 360).
- Moonwood: 320 and 160 (was 480).
- Bows are worth about 20% more, so shops buy and sell them for more. A Maple Bow is now 106 silver (was 89).
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
- Dexterity by tier, the same as one leather armour piece: Leather +1 (level 1), Hard Leather +2 (11), Troll Hide +3 (21), Bear Hide +4 (31), Swamp D'hide +5 (41), Green D'hide +7 (61), Blue D'hide +9 (81).
- Make one at a workbench from 3 of the tier's leather. Crafting levels, in the same order: 8, 18, 28, 38, 53, 73, 93. XP: 15, 34.5, 59.25, 87, 116.25, 180, 240.
- Buy one from the Clothier in Alderwic, who trades every tier. Leather, Hard Leather and Troll Hide start in stock.
- The worn gear slot now says "Back" (was "Cape").
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
- Eating heals a tenth as much. Mana on eating is unchanged. Each dish heals what its fish or meat heals:
- Shrimp and meat: 30 (was 300).
- Trout and auroch meat: 50 (was 500).
- Salmon and bear meat: 80 (was 800).
- Sturgeon: 110 (was 1,100).
- Barnacle bass: 140 (was 1,400).
- Stormjaw: 170 (was 1,700).
- Vesperfin: 200 (was 2,000).
- Cinderpike: 230 (was 2,300).
- Well Fed regen goes by the food's tier, so a meat regens what the fish of its tier does. Hitpoints per second once you're out of combat and 7 seconds clear of a hit (before, out of combat):
- Shrimp and meat: 20 (was 6.4).
- Trout and auroch meat: 35 (was 12.8).
- Salmon and bear meat: 52.5 (was 19.2).
- Sturgeon and boar meat: 77.5 (was 25.6).
- Barnacle bass: 102.5 (was 32).
- Stormjaw: 127.5 (was 38.4).
- Vesperfin: 152.5 (was 44.8).
- Cinderpike: 177.5 (was 51.2).
- In combat, or within 7 seconds of a hit, regen runs at a tenth of that. Kindled still doubles it.
- Any hit stops the bonus, venom ticks included, and so does staying in combat.
- Eat until full. Right-click food and pick it to keep eating until Well Fed is full or that food runs out.
- Each food adds Well Fed by how far up the dish ladder it is: plain food 5 minutes, an omelette 10, a cake 20, a herbed cake 30, up to 3 hours (was a flat 20 minutes from any food).
- Kindled now stacks up to 3 hours (was 3 hours 20 minutes), the same cap as Well Fed. Each log still adds 10 minutes.
- Well Fed is kept when you log out, and its time pauses while you're away. Dying still clears it.
- Boar meat is new. Boars and Tuskers always drop it. Cook it at level 36, or make it into an omelette (38), a cake (40) or a herbed cake (42). Each heals 110.
- Bear dishes drop the word "meat", the way fish dishes never had it: Bear Omelette, Bear Cake and Herbed Bear Cake. So do the new boar and auroch dishes.
- Food cards show regen per second: "5.2 hitpoints and 0.8 mana per second (52.5 and 7.5 out of combat)".
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.
- New land opens north and north-west of Fallhaven, east of Reaver Camp and south-east of Alderwic. Green Dragons have spread onto the ground north of Fallhaven, and Dungeness Crabs hold the beaches to the north-west.
- Fallhaven's coast and woods have been reshaped.
- Trees to chop: maples 35 โ 199, most of them across the Fallhaven woods and the new land north of them. Birches 796 โ 989, willows 13 โ 19, oaks 66 โ 67. Pines 2,246 โ 1,447, mostly from the reshaped Fallhaven woods.
- The world map and minimap load one piece of map at a time, only what's in view.
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.

- The pier carries on west to a wide T-shaped end.
- A quay runs along the shore either side of the pier, and a long trade wharf runs west from it.
- A cliff walk follows the shore north-west and runs on under the north cliff to the west bank, with two jetties and their boats along the way.
- The new sea spots line the pier, the cliff walk and the jetties.
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.
- Inland Fallhaven is clear about 92% of the time (was about 75%).
- Fewer grey skies everywhere: only a fifth of the weather off the sea is a dry grey sky (was nearly half). The rest is mostly storms.
- Grey skies in the heartlands: 16% โ 10% of the time. Great Swamp: 22% โ 18%.
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.
- High now keeps trees detailed further out than Medium, and Medium further than Low. High used to match Low.
- Birches fade between their near and far models instead of snapping.
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 16โ19 m, birches 14โ18 m, maples 11โ14 m. Pines grow 10โ19 m and keep their shape when they're bigger, so tall pines no longer look stretched thin.
- Your outline through walls and trees. When something stands in front of your character, a pale outline shows where you are.
- Drawing and sheathing. Weapons stay in your hands out of combat. Equipping, removing or swapping a weapon plays a draw, sheathe or switch while your legs keep walking: from the hip for one-handers and daggers, from the back for two-handers, glaives, bows and crossbows.
- Sounds right beside you play in both ears and move fully to their side by 12 m. A hit next to you was nearly silent in one ear before.
- Fallhaven's music now plays across the new land around it, and the land goes by Fallhaven's name too: in your Friends list, the Farm tab, Slayer tasks and your Discord status.
- The ground follows its shape. Dips go darker and browner with lusher grass, flowers gather on rises, and the ground darkens toward a tree's trunk across its whole crown, where the grass is shorter and thinner.
- Street stones are repainted: big smooth stones in one warm grey, with moss in the joints. They have twice the detail and no longer look blurry.
- The meadow has more light and shade. Its grass is warmer and yellower, path dirt is warmer, and the grass no longer shows a repeating grid of light and dark patches from a distance.
Characters#
New faces. Every face has been reshaped, on players and townsfolk alike. Hair and helmets still fit, and closed helmets don't change.
- Female faces have their own softer skull: a small rounded chin, a narrower jaw, high cheeks, a rounder forehead and a small nose.
- Male faces have a blunt nose, a slight brow ridge, a realistic jaw and a firm chin. Beards follow the new jaw.
- Eyes: real whites and a brown iris, set where a real face has them. Almond and gently tilted on female faces, flatter with a heavier lid on male ones.
- Mouths: soft lips tinted from your skin colour. The pale rectangle on male faces is gone.
- Brows are finer and sit closer above the eye, each keeping its own shape.
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
- Each fish needs a rod of its tier: shrimp any rod, trout iron, salmon steel, sturgeon mithril, barnacle bass and stormjaw ebony, vesperfin and cinderpike verdite.
- River spots need an iron rod or better, and sea spots an ebony rod. With a lower rod you only catch the fish it allows.
- A better rod no longer pulls in bigger fish. Rod cards now say what they fish up to: "Fishes up to: Salmon".
- River and sea spots take 20 seconds a catch at the spot's level (river 11, sea 41), down to about 7 seconds six levels past it, whatever you land.
- What you catch goes by your level. A new fish starts rare and takes over within a few levels. A fish starts to fade once you're 10 levels past it.
- XP per hour now goes by what you catch, so it climbs as a better fish takes over.
- Spots last a little longer, up to about a third.
- Fishmongers now stock 5 Iron and 2 Steel Fishing Rods.
- More places to fish around Fallhaven: sea spots 8 โ 32, all around Fallhaven's docks, and 4 new river spots at the river mouth in Fallhaven (river 12 โ 16).
- Six verdite rocks on the old dragon ground east of Fallhaven are gone (21 โ 15).
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.

- Smuggler Cutthroat (28, was the level-24 Smuggler): paired daggers. Its Flurry strikes only you, four times.
- Smuggler Crossbowman (29, new): a crossbow. Its Aimed Shot roots it for a 1.2-second draw, then hits with a crossbow's Aimed Shot.
- Smuggler Brute (30, was 28): a greatsword. Its Cleave cuts the Armour of everyone it hits by a fifth for 12 seconds.
- Smuggler Ringleader (31, was 51): a glaive, and an elite now. Its Crippling Sweep slows everyone it hits by 40% for 4 seconds.
- Each special comes back after 20 seconds, like yours, and each one is used as soon as it's ready. No rolls.
- The Fallhaven woods hold 10 Cutthroats, 9 Crossbowmen, 5 Brutes and 4 Ringleaders (was 20 Smugglers, 8 Brutes and 2 Ringleaders).
- Smuggler drops are gear of their level's tier: Cutthroats and Crossbowmen drop troll hide and steel daggers or a steel crossbow, Brutes steel armour and a steel greatsword, Ringleaders mithril armour and a mithril glaive. That's a tier or two lower than before: Smugglers dropped bear hide, mithril daggers and swampwood bows, and the Ringleader swamp dragonhide, ebony and verdite.
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.
- An NPC stops attacking on sight once your combat level is 1.5ร its level, or 5 levels above it if that's higher.
- Stop sooner: Goblin Chief at 15 (was 20), Hobgoblin Runt at 18 (was 24), Possessed Hobgoblin at 30 (was 35).
- Stop later: Mountain Troll at 75 (was 65), Seep Spider at 66 (was 50), Vein Gargoyle at 98 (was 69).
- An NPC has to see you now. A wall or hill between you hides you. A low fence doesn't.
- Three ranges now: most NPCs spot you from 15 m, slow ones from 8 m and small ambushers from 4 m.
- Now 8 m: Lamplit Miners, Seep Spiders and Greenbound (was 6), Shardbound (was 10).
- Now 4 m: Heath Adders (was 2), Fen Vipers (was 3), Briar Wasps (was 5).
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:
- Black Bears (27, new): 14 in and north of the Fallhaven woods.
- Grizzly Bears (57, new): 10 on the ground east of Fallhaven.
- Forest Bears are level 87 (was 39), half again as big and more common: 22 (was 9).
- Boars (30, new) and Tuskers (35, elite, new): 21 and 5 in the woods round Fallhaven. They spot you from 15 m and call each other in from 9 m.
- Bear Claws are a chance on every bear now, and the bigger the bear, the more claws it drops. Forest Bears always dropped one before.
- Mangy Wolves: 24 (was 13), the new ones round Fallhaven.
- Ettercaps: 27 (was 15). They spot you from 15 m (was 6).
- Green Dragons: 15 (was 12). Most now roam the new ground north of Fallhaven.
- Dungeness Crabs (level 13) line the beaches north-west of Fallhaven. They're big, they go for anyone who comes within 15 m however high your level, and they drop nothing.
Brood Ettercaps (37, elite, new): 12 of them, just east of the Ettercaps, and much bigger.
- Venom Spit: a cone on the ground warns you for 1.2 seconds, then it spits everything in the cone. Getting hit adds 2 venom stacks, the same tier of venom as an Ettercap's bite. It spits 5 seconds into a fight, then every 12 seconds.
- The spit is venom damage: armour, magic resist and shields do nothing to it, and it can't crit. Absorb shields and Iron Will still help.
- They always drop Ettercap Venom and Ettercap Legs.
Elsewhere:
- The Wild Bull is the Auroch. Its horn, meat and dishes are renamed to match (Auroch Horn, Raw and Cooked Auroch Meat and its dishes), the Baby Wild Bull is the Baby Auroch, and the Slayer task is Aurochs.
- Auroch Bulls (28, new): 3 among the Aurochs, with the same drops, and they count for the Aurochs Slayer task.
- Deer are level 9 (was 3) and have a new look. Deer are the does now, so they've lost their antlers. Only Stags wear them.
- Varric uses Smoke Step the way you do. There's no warning circle any more: he vanishes and strikes only his target.
- Possessed Hobgoblins swing Bloodreap with a Gobbler's numbers: a shorter warning (0.9 seconds, was 1.5) and a wider sweep.
- Varric ยท Hard wears and drops a new Smokefang Hood ยท Hard (level 55) instead of the base hood.
- The Chief's Machete drops much less often. It's now a rare drop: it counts toward the rare-drop guarantee and is announced in World chat.
- More trolls near Alderwic: 10 more Lowland Trolls to the east and 6 more Mountain Trolls to the south-east.
- More rabbits: 64 (was 23), around Alderwic and Fallhaven.
- A herd of stags and deer now grazes east of Alderwic.
- Wren and the Fallhaven Rangers stand a little further east.
- Camps come back even if you're still fighting. A camp waits up to 30 seconds past its 2-minute respawn for the fighting near it to stop. After that it comes back anyway.
Combat#
Fairer rules for fights. A set of rules for what happens when targets vanish, move or die:
- Moving cancels a long cast, and the cancel costs nothing. Aimed Shot's draw and every ult's gather end when you move, and you get the cooldown, mana or hitpoints back. Short windups (Cleave, Impale, Flurry, Smoke Step) still go off.
- Invisible means untargetable. While you or an NPC are vanished, no new hit, spell or special can land. An attack aimed only at you is cancelled. Venom and burns already on you keep ticking. That counts your own Smoke Step too.
- Attacks already launched still land if their attacker dies: arrows, orb bolts and released ults like Meteor, Frozen Field, Sanguine Burst and Crystal Shatter. A swing that hasn't connected and an ult that hasn't been released die with the attacker.
- Burns keep paying XP and kill credit after their caster dies.
- Line of sight is checked when an attack starts. A target that steps behind cover after you've swung or shot is still hit.
- Impale and Flurry hit their target wherever it stands in reach, not only inside the cone.
- A root stops dashes. Dash, Disengage and Charge won't go while you're rooted, and a rooted Goblin Chief can't rush. Blink Strike and smoke steps still work.
- You can't be hit while arriving in the world.
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.
- Eclipse Lance (key 4, new): aim a line 30 m long and 3 m wide from your feet with the cursor, then click, press the key again or use Quick cast to fire. No target needed. You hold still for 1.5 seconds, and moving cancels it and gives everything back. Everything in the line takes 110% of a Blast, once. Walls stop it. It costs twice the Lance's mana, on a 75-second cooldown.
- The Lightless Lance now hits everything in its line for 70% of a Blast (was 100%).
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 clans by XP gained or Boss kills, across All clans or within My clan.
- XP gained counts every skill. Boss kills count every boss, Hard and Veteran included.
- The week runs from Monday 00:00 UTC. A clan's total is what its current members gained this week, so members who join bring their week with them, and members who leave take theirs.
- It starts with what everyone has gained since this Monday.
Rank permissions. Settings โ Rank permissions gives each rank below the leader a tick list. Player suggestion
- The list: invite players, kick lower ranks, promote and demote lower ranks, edit the message of the day, change guest chat and broadcasts, remove guests, and change rank permissions.
- Every clan starts with the rules it has today, and only the leader can change them until they hand that permission to a rank.
- Each tick saves at once, and clan chat says who turned what on or off.
- Kicks and rank changes still only reach ranks below your own, whatever is ticked. Clan chat stays open to everyone. The tag, rank titles, disbanding and handing over stay with the leader.
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
- World records name the player or the whole party and the day.
- The High Scores button opens that boss's fastest-time board.
- The table shows the world records even before your first kill.
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.

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
- Right-click a step for Per round (1โ5), or Take out of combo.
- Pick a planting with its harvest to count what you'll grow. Seeds you get back pay XP and cut what you need to buy. Right-click a planting for Use manure or No manure, and fibre for Let it go to seed or Harvest the fibre.
- Right-click a material and Add to combo for the step that makes it, in any skill.
- Hover a material to see what's in your bag and bank and how many you're short.
- One manure now lasts a herb plant's three pickings: every regrowth grows 20% faster and gives 20% more herbs, until the plant goes to seed. Before, it wore off after the first picking.
Farming#
- Pen bulls give Raw Meat, like every pen animal (was Raw Bull Meat). Raw Auroch Meat comes only from the aurochs.
- The Farm tab lists every patch and pen in the world. Ones you aren't using show as a blank row with their place and "Empty", under everything in progress.
- Bigger pens give more manure. Mucking out used to pay 1 manure a round whatever lived in the pen, so 16 cows matched one hen. Now a full round pays 2 from sheep or geese and 4 from cows, and a coop left full for three days pays 3. No pen pays less than before: every round is still worth at least 1.
Alchemy#
- Dexterity Potions now climb: Tier II takes an Ettercap Leg and Tier III a Seep Spider Leg (both took Stag Antler). Ettercaps and Seep Spiders drop them, and Tier IV keeps the antler.
- Those potions are worth more: Dexterity Potion II 79 silver (was 33), III 228 (was 96).
Why: Strength and Magic potions already take an NPC part per tier, and now Dexterity does too.
Mounts#
- Picking a target no longer gets you off your horse. Click a distant enemy and you ride there at full speed, then get down as your first swing starts, or when you cast a special or ult. Until then you're not in combat, and clicking away just rides on.
Inventory#
- Dropping a pet asks first. Only a click on the confirm button drops it, so a stray key can't.
- An untradable item you drop stays yours. Nobody else can pick it up, party members included, until it disappears.
Bank#
- Placeholders remember wear. Unworn, worn and broken copies of an item each keep their own placeholder, and the placeholder shows the condition bar. Player suggestion
- The Equip tab opens at the bank, so you can check and change worn gear without closing it. The other tabs stay shut.
Interface#
- One HUD now. The older, bigger layout and its Compact HUD setting are gone, so everyone gets the smaller minimap, bag slots and one-line trackers. Click a tracker to open it and โ to fold it. Unpinning the Codex tracker and hiding the Slayer tracker are on their right-click menus (the ร is gone).
Why: the interface took up too much of the screen.
- The bag panel minimises. Click the open tab's button, or press its key, to fold the panel down to its tabs. Open any tab to bring it back. The tabs sit under the panel as a taskbar of icons: hover one for its name and key.
- FPS and ping history. Click the FPS number for a chart of the last hour, with tabs for 1, 5 and 15 minutes. Ping is clickable too: its chart shows the median, how much it jumps and the worst reply.
- Ping turns amber or red when your connection is unsteady, unstable or high, and hovering it says why. The number now shows your latest reply (was the lowest of the last 8).
- Resize the minimap by dragging its rim, up to 160%. Settings โ Interface โ Minimap size is a slider now. The Enlarge Minimap key switches between your normal size and the last bigger one. Player suggestion
- The minimap zooms out further, to 300 m across (was 260). Shop icons hide past 180 m.
- Player and NPC dots draw over map icons, so someone standing on a bank icon stays visible.
- The camera sits a little higher while you ride. Player suggestion
- The bottom of the HUD sits on the screen's edge: chat in the bottom-left corner, the bag and its taskbar in the bottom-right, the action bar along the bottom.
- Examine a player from chat: right-click their name for Examine, which shows their examine lines and opens their High Scores.
- The Friends count shows "185/200" only once you're near the 200 cap.
- Kill XP is its own red drop. The kill bonus for tougher enemies and bosses, and Slayer XP, comes 0.6 s after the killing blow as "+120 kill xp", in the red of an enemy's name. With Split XP drops on, each line reads "+80 Strength kill xp".
Quests#
- A gathering step shows one arrow, on the closest spot, and it moves. When another tree, rock or fishing spot becomes closer as you walk, the arrow and the minimap's pointer change to it. A spot that's been used up loses to any live one. Before, up to 5 spots could be marked at once, and the arrow could sit on one across the water.
Settings#
- Choices Up Front (Game, off by default): show an NPC's choices under their line, without clicking to continue. Player suggestion
- Critter Nameplates (Game โ NPCs, off by default): nameplates for deer, rabbits, foxes, rats and livestock, out to 20, 40 or 60 m. Hover or fight one and its nameplate shows anyway. Player suggestion
- Background FPS (Graphics): 15 (as before) or Full, which keeps your FPS cap while the game window isn't in focus. Player suggestion
Chat#
- Chat minimises. Click the tab you're already on to fold chat down to its tabs, and click any tab, press Enter or start typing to open it again. While it's folded, a tab with new lines turns gold.
- Chat's tabs now sit along the bottom and stay visible. Each one shows its filter under its name: On, Friends, Filter or Off.
- Moderators can hide a chat line in World, say, yell, party or clan chat. It disappears for everyone at once and doesn't come back with chat history.
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:
- Mana: 18, 27, 36, 45, 54, 72, 90, 108 (was 30, 45, 60, 75, 90, 120, 150, 180).
- Crafting level: 8, 18, 28, 38, 53, 73, 93, 113 (was 10, 20, 30, 40, 57, 77, 97, 117).
- XP: 15, 34.5, 59.25, 87, 116.25, 180, 240, 315 (was 25, 57.5, 98.75, 145, 193.75, 300, 400, 525).
Why: capes now cost and unlock like a quiver, the other Back piece, and a robe's mana goes by the cloth in it.
- Lantern values: Lampwarden's Lantern 6,000 โ 6,250 silver, Lightless Crystal 42,000 โ 37,310, Lightless Lantern 48,000 โ 43,560.
Fixes#
- Bows and orbs: attacking a target already in range took a step towards it before the first shot. You now stay put and turn to face it.
- Ettercaps: a hit landed long before the bite in the animation. Ettercap and Brood Ettercap hits now land as the fangs lunge in, about 0.7 seconds later than before. They attack just as often. The Brood Ettercap's spit bite is timed to its hit too.
- The Lampwarden: walking into the north-west alcove of his chamber reset the fight. He now follows you across the whole chamber, up to 30 m (was 18).
- Vein Gargoyle: Stone Crash played at once with no warning on the ground. It now holds still over a warning area, then lands.
- Capes: a cape could cut through your legs, worst when chopping trees. It now hangs clear of them and stays square to your hips.
- Party portraits: could draw with pieces missing on some PCs.
- NPC talk: an NPC's head stayed missing until the next page if its model wasn't ready when the page opened.
- Clan chat: the message of the day now goes through your chat filter.
- Clicking: a click on a hill no longer picks a tree, NPC or object hidden behind it. You walk to where you clicked.
- Fishing: some shrimp spots on the coast near Alderwic couldn't be reached from the shore. Shrimp spots now reach 3 m (was 2).
- Oaks and maples: a low drooping branch no longer counts as the trunk, so clicking near one doesn't pick the tree and its outline stays on the trunk.
- Grass: running could drop your FPS badly, worst on High, because the grass around you was sometimes redone all at once, which then slowed the next round too. It's now always done a little at a time, and the grass you can see stays up while it happens.
- Sea: a flickering white line along the horizon is gone.
- Well Fed: eating again could hide the Well Fed square while the buff was still running.
- Varric: damage numbers from before he vanished no longer follow him to where he reappears.
- Keybinds: 0.6.1's key change (page flip moved to -, Weapon Swap on `) ran again on every login, so a page flip you'd set back to ` kept moving, and Weapon Swap could share a key you'd already used. It now runs once. If a new default key is one you already use, that action starts unbound and Settings says why.
- Connection: a connection that fell far behind stayed in the world but stopped updating. It now drops and reconnects by itself.
- Reconnecting: if the server had already let go of your character while you were away, you came back to a copy of it frozen in its last pose. You now come back to a character that moves.
- Reconnecting: trade, party and clan updates, bank totals, the restart notice and death notices sent just before a reconnect were lost.
- Travel: logging out during a loading screen could stop click-to-move and map movement working on your next login.
- Travel: your character could lose its mount for a moment after a teleport or portal.
- Boss rooms: logging in inside a private boss room showed the outside world's boss lamps.
- Players can't attack players. Some specials and ults (Charge, Dash, Hobble, Aimed Shot, Meteor and others) could be aimed at another player.
- Aimed Shot: a kill with it no longer refunds its own cooldown.
- Dashes: Dash, Disengage, Charge, Smoke Step and Blink Strike could carry you past the edge of the world. They stop at the edge now.
- Heal and Ward on others need a clear line to the target now, not just distance, and you walk closer until you have one.
- Hobble and Crippling Sweep: a sweep could stretch Hobble's slow. Each slow now runs on its own timer, and only while both are on does the stronger one count.
- Buff bar: Brace and Bloodthirst could be right-clicked off. Only Well Fed, stat potions and Kindled can be removed.
- Resurrect: casting it on someone who'd just been raised raised them again. It now says they were raised too recently.
- Lightless Lantern: using a Lightless Crystal on a Lampwarden's Lantern could lose the crystal, and the new lantern always came out Standard. It now keeps the old lantern's quality and wear.
- Kill credit: if the player who tagged an NPC had logged out, an online party member who qualifies now gets the kill. The tagger still gets it if no one else does.
- Bosses: an add dying at the same moment as the boss could wipe the "You defeat" line.
- Server restarts: kill bonus and Slayer XP still on their way when the server stopped was lost.
- Clans: muted players could still change the clan's message of the day, tag, name and rank titles.
- Loot tracker: paging could skip drops that landed in the same second.
- Dropped pets: a dropped pet showed as a pink box. It now lies on the ground as itself, and any other item with no ground model lies there as its bag icon.
- Skill calculator: long names and captions got cut short with "โฆ" even when there was room beside the count. They now use whatever the count leaves free.
- Worn gear: the Equip tab could spill past the bag panel. Every tab now fits the panel.
- Farming: a patch's info card could stay stuck on screen after you moved on to another patch.
- Animals: pen birds and some other animals could slide along with their legs still.
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