Source: Steam Community (opens in a new tab)
Containers Now Pull Their Weight
- Loot files itself away. If you are carrying a container that accepts an item, anything the world hands you goes straight into it. Right now that means recipes and your Recipe Book, so picking one up no longer means opening your bag and dragging it across.
- It covers every source of loot. Items off the ground, chests and knowledge lootables, gathering nodes, drops that go directly to your inventory from a kill, and loot shared to you by your party.
- A pickup is never split. Auto-filing only happens when the container can take the whole stack. If it does not all fit, the lot goes to your bag exactly as before.
- Stored materials now count. Anything inside a container you are carrying is counted when the game asks whether you can afford a cost: crafting ingredients, quest hand-ins, class-change and skill purchase costs, and ability costs.
- Spending order is predictable. Loose items in your bag go first, containers next, equipped gear last. Filing something away never hides it, and a cost will never strip gear you are wearing while a spare sits in a satchel.
- Gold always stays loose. It never moves into or out of a container, so vendors and craft stations can always see it.
Fixes
- Dropping items on the ground works again. Dragging an item out of your inventory and releasing it over the world drops it, instead of leaving it in your bag. Dragging a shortcut off the shortcut bar to clear it is working again too.
- Losing an item now asks first. Dropping an item on the ground or dragging one onto the recycle bin raises a confirmation naming exactly what is at stake, such as "Permanently destroy 3 x Iron Ore? This cannot be undone." Cancel and nothing happens.
- ESC safely aborts a drag. Backing out of a drag used to be treated as a release, which could throw the item on the floor.
- Prompts no longer stack. Starting a second drop while the first was still asking "How many?" could leave two dialogs overlapping, where a click meant for one landed on the other. A second prompt is now refused while one is open.
- A full bag no longer blocks loot a container could hold. With no room in your bag but an empty Recipe Book, a recipe used to be refused with "Your inventory is full." That check understands your containers now.
- The crafting panel tells the truth. A recipe could read "0 / 6" and tint as unaffordable while the craft itself would have succeeded, because the panel counted only loose items. It now shows what the craft can actually reach. The same fix applies to the class master's requirement list and to the gathering prompt that refused an interaction when the required tool was tucked away.
Behind the Scenes
- Groundwork on the sign-in and character-selection screens for a more reliable login, plus extra server diagnostics. Nothing to see in game.