Aldermere
Rain falls across grassy dunes and old piers at sunset, with red-leaved trees on the hill behind
โ€น All patch notes

Version 0.6.3

Smaller numbers, flat mana, aimed Dash and boss arenas

HP and damage numbers shrink, mana is reworked and Dash goes where you aim. Two tabs at once, a clan window, a repainted swamp and a new wiki.

Combat#

All damage and HP are divided by ten, for players and NPCs alike, and the early game has been slightly rebalanced.

Low-level fights take longer and hit harder. These are for a greatsword and plate of your tier against an NPC of your level, worked out rather than timed in real fights:

Kills pay more combat XP, most of all at low levels. Every NPC got a little extra HP, and XP comes from damage dealt. About what a same-level kill pays:

Food and potions heal a tenth of what they did. That makes early food weaker: Cooked Meat used to heal 30 against a Goblin Runt's average hit of about 26 before armour. Now it heals 3 against about 9.

Why: smaller numbers, and a better start. Level 1 NPCs had almost no health or damage, while new players began at Hitpoints 10 with gear well above them.

How the new numbers work
  • Greatsword:
    • Bronze: 248 โ†’ 40
    • Iron: 434 โ†’ 59
    • Steel: 651 โ†’ 81
    • Mithril: 961 โ†’ 112
    • Ebony: 1,271 โ†’ 143
    • Verdite: 1,891 โ†’ 205
    • Tyrian: 2,511 โ†’ 267
  • Spear:
    • Bronze: 155 โ†’ 25
    • Iron: 271 โ†’ 37
    • Steel: 407 โ†’ 51
    • Mithril: 601 โ†’ 70
    • Ebony: 794 โ†’ 89
    • Verdite: 1,182 โ†’ 128
    • Tyrian: 1,569 โ†’ 167
  • Glaive:
    • Bronze: 233 โ†’ 38
    • Iron: 402 โ†’ 54
    • Steel: 575 โ†’ 71
    • Mithril: 819 โ†’ 93
    • Ebony: 1,038 โ†’ 114
    • Verdite: 1,411 โ†’ 151
    • Tyrian: 1,736 โ†’ 181
  • Daggers:
    • Bronze: 189 โ†’ 32
    • Iron: 317 โ†’ 44
    • Steel: 453 โ†’ 57
    • Mithril: 645 โ†’ 74
    • Ebony: 819 โ†’ 91
    • Verdite: 1,107 โ†’ 119
    • Tyrian: 1,350 โ†’ 141
  • Arrows:
    • Bronze: 222 โ†’ 37
    • Iron: 374 โ†’ 51
    • Steel: 534 โ†’ 67
    • Mithril: 762 โ†’ 88
    • Ebony: 968 โ†’ 107
    • Verdite: 1,312 โ†’ 141
    • Tyrian: 1,606 โ†’ 168
  • Axes and pickaxes:
    • Bronze: 124 โ†’ 20
    • Iron: 217 โ†’ 29
    • Steel: 325 โ†’ 40
    • Mithril: 480 โ†’ 56
    • Ebony: 635 โ†’ 71
    • Verdite: 945 โ†’ 102
    • Tyrian: 1,255 โ†’ 133
  • Orbs:
    • Tier I: 108 โ†’ 18
    • Tier II: 188 โ†’ 26
    • Tier III: 284 โ†’ 35
    • Tier IV: 430 โ†’ 50
    • Tier V: 576 โ†’ 65
    • Tier VI: 870 โ†’ 94
    • Tier VII: 1,164 โ†’ 124
  • Blasts, by orb tier, before your Magic:
    • Tier I: 360 โ†’ 59
    • Tier II: 603 โ†’ 82
    • Tier III: 897 โ†’ 111
    • Tier IV: 1,343 โ†’ 156
    • Tier V: 1,789 โ†’ 201
    • Tier VI: 2,677 โ†’ 290
    • Tier VII: 3,563 โ†’ 378
  • Your level: Strength, Dexterity or Magic adds 0.5 a level to your hit, was 5, on top of a starting 2.5. Level 1: 5 โ†’ 3. Level 50: 250 โ†’ 28.
  • Crit on daggers and bows. Crossbows are double this. Dexterity adds 0.4 percent more crit than before.
    • Bronze: 3 โ†’ 4 percent
    • Iron: 4 โ†’ 6 percent
    • Steel: 7 โ†’ 8 percent
    • Mithril: 10 โ†’ 12 percent
    • Ebony: 13 โ†’ 15 percent
    • Verdite: 20 โ†’ 21 percent
    • Tyrian: 26 โ†’ 28 percent
  • Shield block:
    • Bronze: 22 โ†’ 3
    • Iron: 44 โ†’ 6
    • Steel: 66 โ†’ 8
    • Mithril: 88 โ†’ 10
    • Ebony: 110 โ†’ 12
    • Verdite: 154 โ†’ 17
    • Tyrian: 198 โ†’ 21
  • HP on each plate piece:
    • Bronze: 50 โ†’ 8
    • Iron: 100 โ†’ 13
    • Steel: 150 โ†’ 18
    • Mithril: 200 โ†’ 23
    • Ebony: 250 โ†’ 28
    • Verdite: 350 โ†’ 38
    • Tyrian: 450 โ†’ 48
  • Armour and Magic Resist are not a tenth. They're only slightly lower. A full plate set:
    • Bronze: 61 โ†’ 55
    • Iron: 78 โ†’ 71
    • Steel: 98 โ†’ 92
    • Mithril: 128 โ†’ 124
    • Ebony: 160 โ†’ 154
    • Verdite: 218 โ†’ 212
    • Tyrian: 280 โ†’ 274
  • Heal, at the Magic level each rank opens:
    • Rank I: 135 โ†’ 22
    • Rank II: 305 โ†’ 39
    • Rank III: 475 โ†’ 56
    • Rank IV: 645 โ†’ 73
    • Rank V: 822 โ†’ 91
    • Rank VI: 1,162 โ†’ 125
    • Rank VII: 1,502 โ†’ 159
  • Ward, the same way:
    • Rank I: 169 โ†’ 29
    • Rank II: 407 โ†’ 53
    • Rank III: 645 โ†’ 76
    • Rank IV: 883 โ†’ 100
    • Rank V: 1,121 โ†’ 124
    • Rank VI: 1,597 โ†’ 172
    • Rank VII: 2,073 โ†’ 219
  • NPCs, with their biggest hit before armour:
    • Goblin Runt: HP 167 โ†’ 58, biggest hit 53 โ†’ 19
    • Goblin Warrior: HP 333 โ†’ 75, biggest hit 106 โ†’ 24
    • Skeleton: HP 500 โ†’ 92, biggest hit 158 โ†’ 29
    • Mangy Wolf: HP 1,667 โ†’ 208, biggest hit 528 โ†’ 66
    • Seep Spider: HP 3,263 โ†’ 363, biggest hit 1,031 โ†’ 115
    • Mountain Troll: HP 4,167 โ†’ 458, biggest hit 1,320 โ†’ 145
    • Swamp Troll: HP 7,500 โ†’ 792, biggest hit 2,376 โ†’ 251
  • Bosses, HP:
    • Goblin Chief: 2,500 โ†’ 375
    • The Lampwarden: 5,000 โ†’ 600
    • The Snuffer: 13,200 โ†’ 1,420
  • HP bars show a small tick every 100 HP and a full one every 1,000, and boss bars one every 100.

Mana works differently now. Levelling no longer grows your pool, robes add much less, and higher ranks of Heal, Ward and the Blasts cost less. Your MP bar will show a much smaller number when you log in too, and spells cost less to match.

Why: a smaller pool needs cheaper spells, or you'd run out after a few casts. Orbs restore less because cheaper spells at the old restore would never run you dry.

How mana works
  • Your pool is 100 plus whatever your robes add. Your Magic level adds nothing, and neither does Magic from gear.
  • A full six-piece robe set at its first level, pool before โ†’ after:
    • Wool (Magic 1): 262 โ†’ 117
    • Hemp (11): 473 โ†’ 134
    • Flax (21): 684 โ†’ 151
    • Stinkreed (31): 895 โ†’ 168
    • Toetoe (41): 1,106 โ†’ 185
    • Sunthread (61): 1,528 โ†’ 219
    • Merino (81): 1,950 โ†’ 253
  • Each piece adds its fibre's tier number times the cloth it takes: hat, gloves and boots 2, bottom and cape 3, top 5. Toetoe is tier 5, so a Toetoe top adds 25.
  • Heals in a full pool with that set and that rank of Heal, a little tighter at low levels and looser at high levels:
    • Wool, rank I: 3.7 โ†’ 3.3
    • Hemp, rank II: 4.7 โ†’ 3.9
    • Flax, rank III: 5.3 โ†’ 4.6
    • Stinkreed, rank IV: 5.6 โ†’ 5.3
    • Toetoe, rank V: 5.8 โ†’ 6.0
    • Sunthread, rank VI: 6.1 โ†’ 7.1
    • Merino, rank VII: 6.3 โ†’ 8.2
  • Costs stop falling after rank V. Ranks VI and VII are stronger, not cheaper.
  • Ults are priced off your Blast, so Pillar of Fire, Frozen Field, Bloom and Eclipse Lance now cost 2 Blasts' worth (78 at tier I) and Shatterblade costs 1. Arcane Surge still takes 40% of your current mana.
  • Bound Armour still locks 30% of your pool and Bound Blade 20%. With a 185 pool that's 56 and 37, leaving 92 to spend with both up.
  • Out of combat, regen still runs 10 times faster, so plain food's 0.25 a second becomes 2.5 and refills a bare 100 in 40 seconds. Better dishes multiply it, up to 1 a second in combat.

Abilities pay when they fire, not when you press the key. This covers the Blasts, weapon specials, ults, Arcane Surge and Home Teleport.

Why: every ability should follow the same rule, and a cast that never fires shouldn't cost you.

The Blasts are now a short cast. Arcane Blast, Fire Blast, Ice Blast, Healing Blast and Exsanguinate take 0.3 seconds.

Why: nothing flies on a Blast, so the old half second's wait is now a short cast. With the timer paused, you still get the same auto-attacks over the 8 second cooldown. Crystal Shatter and Lightless Lance take longer so that players can dodge them.

You can cancel an auto-attack. Until the blow lands or the shot leaves your hand, walking or starting a special or ult cancels it for free. The timer, the arrow and an armed Hobble all come back. That window is 0.25 seconds for orbs, 0.4 for bows and one-handed melee, and 0.5 for two-handed melee. Chasing the target you're swinging at doesn't cancel it.

Every boss now shows its arena. You used to get no warning, and crossing the edge reset the boss on the spot.

Why: leaving the arena had caught a few players out.

Venom now goes by power. A venom's power is the level of the NPC that bit you, and it decides both the damage and which anti-venom stops it.

How venom works
  • Heath Adder power 6, Briar Wasp 8, Fen Viper 20, Ettercap 24, Brood Ettercap 37, Seep Spider 44, Ettercap Broodmother 65.
  • Three Seep Spider bites are 3 stacks at power 44: 2.64 damage a second, falling by a stack every 3 seconds. Parts of a point carry over to the next tick, so nothing is lost.
  • Under an anti-venom that covers it, a venom adds no stacks, and drinking cures what you already have.
  • A stronger venom leaks through: each stack deals a fiftieth of the difference. Broodmother venom under Anti-venom II is power 65 โˆ’ 40 = 25, so 0.5 a second per stack.
  • Drinking replaces the ward you have, so a weaker potion is a downgrade.
  • Armour and magic resist still do nothing to venom. Bites still hit as normal and add one stack.

Longer casts show on the progress bar with their time left: Home Teleport (Teleporting, then Arriving), Resurrect, Aimed Shot, Arcane Surge, Pillar of Fire, Frozen Field, Bloom, Shatterblade, Sanguine Burst and Eclipse Lance.

Try it: Check your new HP and MP bars, hit something you know, then find a boss and watch for the ring on the ground.

Abilities#

Dash goes where you aim. It used to need an enemy target.

Why: dashes you aim are what make this kind of combat engaging, and a move shouldn't be refused for being too close.

Rank 2 for six picks. Buy the scrolls from the trainers in Harwic. A scroll replaces Rank 1, and your bar keeps its slot.

Each weapon keeps its own keys 2 and 3. Change weapon and they change to what you last had on that weapon. Stay on the same weapon and nothing moves them, including page flips and logging back in.

Casting changed, and you'll notice it. Settings has two modes under Spell Casting, and Normal is still the default.

The Spellbook is now Abilities. Same tab, same key, with everything sorted by where it goes.

Why: it had become an ability list, and an unorganised one.

Picks only go on keys 2 and 3. Two picks now really means two.

Why: you get two picks so that choosing them means something. Spare ones on the rest of the bar got around that.

Try it: Buy Dash II or Charge II from the trainers in Harwic, then aim a dash at open ground.

Interface#

Two tabs at once. Click a button on the taskbar, or press its key, to open that tab next to your bag.

The Abilities tab open beside the bag, above the one-row taskbar, with the action bar to the left
A second tab beside your bag, and the taskbar on one row

A new Customise tab. Title, Mount and Emotes now live together here. Title and Mount left the Equip tab, and Emotes left the side panel. It has no key until you set one.

The taskbar is one row of nine. It sits on the bottom edge with bigger square buttons, and folds to two rows under your bag if it would hit the action bar. The eight old icons are repainted, and the bank's Deposit worn and Deposit inventory buttons use the new ones.

The minimap is square. It sits tight in the top right corner, and resizing it now shows you more of the world instead of magnifying it. Drag the new grip in its bottom left corner, or the rim as before.

Buttons moved to clear the corner beside your bag.

Examine an NPC to tag it. Examine still prints in chat, and now also opens a side panel sheet with its name, level, title and examine line.

More tidying.

Try it: Click Skills on the taskbar to open it next to your bag, then right-click an NPC and Examine it.

Clans#

The Clan tab is now small, and the full clan has its own window.

Why: other clans' names were hard to read in the old tab.

World#

Brown earth in the meadow. The meadow used to be green right up to the rocks and the water.

Green meadow breaking into brown, pebbly earth on the slopes and around the foot of a rock
Bare earth on slopes and at the foot of rocks

The Great Swamp is repainted. The ground was flat olive. Now it's bottle-green sedge with drifts of straw, moss, dead sedge and peat, and it looks the same right across the swamp.

A red blood seep on green sedge beside a swamp channel, spilling a little into the water
One of the swamp's blood seeps

Why: the mist was an unreadable dark olive wash, and the ground had no blending at all where it met the meadow.

Ferns. Ferns now grow under the trees around Fallhaven, on Low and above.

Walk into more buildings. These used to be shut:

Climb. Stairs and ladders too steep to walk now show Climb. Click it, and you walk over and go up or down a floor. You'll find it in the windmill, in the Tavern, and in houses in Harwic and Fallhaven.

Things leave your view by one rule now. Every placed object disappears when it would be one hundredth of your screen's height. Small things go sooner, and big things stay in view far longer.

On Low, how far away things disappear:

Most props now disappear at once rather than fading.

Why: objects used to follow a handful of fixed distances. Now one number covers everything, chosen after trying how much smaller and larger ones cost and where each made things vanish.

Far things switch to their simplest version sooner. A 16 m tree does it at about 130 m on Low, was about 346 m. Trees and foliage fade across a stretch of distance now, rather than over half a second.

Why: the old point kept full detail a very long way out, at a real cost on High.

The same air on every setting. High now has Low's haze, so the air looks thicker there.

Why: how thick the air looks shouldn't depend on your graphics settings.

The download version draws the world a new way. In our test runs with a low camera on Low, it did about two-fifths less work drawing Harwic and about a third less at the aurochs. At a steeper camera it was about a fifth in Harwic, with no clear change at the aurochs. We haven't timed it on a release build yet.

Fewer stutters from trees. The game used to fit an exact click box to every tree it loaded, whether or not you ever pointed at it. Now each tree does it the first time your pointer touches it. In our test runs through town, long stutters fell to about a tenth.

New names: Harwic and Hartwold. Alderwic is now called Harwic, and the land around it is Hartwold. Aldermere is the name of the whole world.

Why: Aldermere is the game's name, so the town and the land around it get names of their own.

The Crags. The land where the green dragons live now has a name on your world map, and the people of Fallhaven use it.

Try it: Walk down to any river bank in Hartwold, then head to the Great Swamp and look for red by the water.

NPCs#

Ettercap Broodmother. A new level 65 boss in Fallhaven, with two Brood Ettercaps at her side from the start.

Most NPC specials now come right after a normal hit, not in place of one, so these hit harder: The Big Runt, Possessed Hobgoblin, Wulfstan, Reaver Berserker, Smuggler Cutthroat, Smuggler Crossbowman, Smuggler Brute, Smuggler Ringleader, Brood Ettercap, Shardbound, Pit Knight, Swamp Dragon, Greenbound Foreman, Vein Gargoyle and Green Dragon. Bosses still swap a hit for their special.

Wulfstan and the Reaver Berserker now use the same Charge players do: no ground warning, and a much smaller hit than their old rush. Wulfstan also Cleaves and Braces, and the Berserker carries a Kingdom Greataxe.

Wiki#

Aldermere has a wiki. Find it at https://aldermere.online/wiki, or from the new Wiki link on the website's top bar. It's built from the game's own data and updated with each release.

Play in browser#

A lighter browser version. The browser version is now built for the browsers people use today, so it can use what they can do.

Why: the browser version was built to run on the oldest browsers that could open it, and almost nobody plays on those now. Building for newer ones is the setting Unity, our game engine, recommends for speed.

Privacy policy, Version 8. Performance samples from the browser version now include which browser you use and its main version number, such as Chrome 155, and never more of your browser's details than that. The Privacy policy says so, and you'll be asked to agree to it again.

Why: it shows us how many players are close to the oldest browser we support, and whether a problem only happens on one version.

Try it: Open https://aldermere.online and press Play in browser.

Characters#

Faces and hair, on players and NPCs.

Why: real proportions for heads and faces. The noses were too small for real faces.

The Steam beta won't launch until early 2027. Character progress resets when it does. The notice on the sign-in screens now says so, and you'll see the welcome window once more. It now has Website and Discord buttons you can click.

Skills#

Firemaking. Logs add much less time to a fire that's already burning. Experience per log is the same. A birch log (60 seconds) now adds:

A full bag of birch logs burned at a steady pace leaves about 12 minutes on the fire, or 18 if you add them as fast as you can. Moonwood leaves about 23 or 29.

Why: to prevent abuse.

Left-click a fire to use it. It's now Cook if you have raw food you can cook, otherwise Add log if you have a log, which adds all your logs. With neither, it's still Walk here. The right-click menu always has Cook and Add log, with Add log right under Cook when you have logs.

Skill calculator.

Chat#

Codex#

Settings#

Three graphics presets: Potato, Low and High. The old Medium is now called High and the old High is gone. If you were on either, you're on the new High.

If you were on the old High, here's what changes:

Why: the old Medium and High were so close they were almost impossible to tell apart, and one fewer preset leaves a lot less to optimise. High should still look really good.

Water looks the same on every preset, without the old High's reflections, so the Water setting is gone.

View Distance and Trees are gone from Settings, and LOD Bias is now called World Detail. It's the one setting for how far things stay in view.

Why: everything now leaves your view by one rule, so those two rows had almost nothing left to do.

Fixes#

Questions or thoughts on this update?

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