Greetings Adventurers! We’re going to be launching a small update at around 1:00AM PST on Thursday, 11/2. As always, be sure to log off before the update hits to reduce the risk of data loss!
Patch Notes
General Updates
- Durability Changes: Durability for armor has been increased across the board. We’ll be keeping an eye on this change to see how it affects game balance, and we’ll be making further adjustments and fixes as needed in future patches.
PvE Dark Altar Changes: We’ve noticed some abuse of Dark Altars on PvE servers by building structures on / around them, preventing anyone from accessing them. To prevent this, we’re adding a new system on all Dark Altars to deal heavy amounts of damage to anything nearby after a set period of time, destroying any structure placed too close to it.
- Dark Altars (PvE only): Every 6 hours, all Dark Altars will create an explosion of dark energy, dealing heavy damage to all structures and creatures nearby.
- Main City Optimizaton: Made some adjustments to the layout and NPC placement in Talos, Estel, and Ironfast, as well as some surrounding villages to improve game performance. In particular, each city’s Chapel was moved to the city’s outskirts.
- New Schema - Bonfire: Unlocked upon reaching Survival Knowledge Rank 3, this huge bonfire illuminates a much larger area than a standard campfire. Weary, battle-worn Adventurers can gather around the bonfire and dance the night away, but just be sure to keep an eye out for hostile creatures!
- New Schemas - Intermediate Rune of Warmth and Intermediate Rune of Cooling: Unlocked at Fire Magic Rank 4 and Water Magic Rank 3 respectively, these runes provide moderate protection against the elements. Perfect for exploring areas in extreme climates!
- Centaur Camp Adjustments: The terrain and creature spawns in the Centaur Camp have been adjusted. Additionally, the Centaur Chieftain will now drop higher-quality Schemas.
- Ice Wall: Temporarily removed due to exploit abuse. We plan on adjusting the spell and adding it back in a future update.
Goblin Club Adjustments: Legendary gods of the sky being taken down by a handheld cudgel seemed kind of silly. We’ll be keeping an eye on the balance of the Goblin Club and its interactions with the taming system, and make further adjustments as needed.
- Goblin Club: No longer deals constitution damage to Infernus Dragons or Frost Dragons.
- Goblin Ballista: Can now stack Goblin Contracts, up to 30 in a stack.
- Goblin Ballista: Increased the number of inventory slots to 50.
- Small Goblin Gizmo: Removed Gold Coins as a crafting requirement.
- Guardian Tree: Can now survive for 12 hours without being irrigated.
- World Vegetation: Made optimizations to existing vegetation placement around the world and added several new vegetation types.
- Small Spell Tower: Fire-aligned shots now deal reduced damage to Infernus Dragons.
- Wall Torch: Increased illumination range when lit.
Bug Fixes:
- Fixed a bug where creatures would spawn at a higher rate than intended in the Ice Cave.
- Fixed a bug with the Fireplace icon.
- Fixed a bug where Fine Cured Meat was unlocked at both Rank 5 and 6 of
- Cooking Knowledge.
- Fixed a bug where multiple Water Reservoirs placed close together would clip into each other.
- Fixed a bug where ranged weapons could pierce a Magicka Base shield.
- Fixed a bug where certain creature Bestiary cards wouldn’t display properly upon being unlocked.
- Fixed a bug where it was impossible to craft anything in a Cyclops Workbench.
- Fixed a bug where Skullcracker’s RMB attack would deal the same damage as its LMB attack (RMB attack damage increased).
Known Issues:
- Flying Creature Transformation Runes: When using a Transformation Rune for any flying creature and touching a body of water, your character will disappear and be unable to interact with the world properly. This is a serious bug that we’re working on resolving, and we hope to get a fix out ASAP. In the meantime, we would recommend not using any flying creature Transformation Runes until the issue is resolved.
- Locked Spell Bug: When equipped with a spell and attempting to switch to a spell that has not yet been unlocked, you will be unable to cast your equipped spell. We’re working on a fix, but as a workaround, this can be easily resolved by opening and closing your inventory.
- Frost Dragon Breath: Frost Dragons are feeling a bit winded, and don't have their breath back quite yet. We plan on adding it back in a future patch.
