Patch Notes & Known Issues - Spring Update

This patch was deployed on Arcadia, the Public Test Shard, about two weeks ago and is now live on all shards.
Check the complete Release Notes for more details on added features and changes.

Gameplay

  • Duelling is now possible in Pax Dei; you can provoke another player in a duel from the overlay menu when in front of them or from the chat with /duel [playername].
  • Bow combat should now feel more responsive. If you hold LMB while drawing a new arrow after firing the previous one, your character will seamlessly transition into aiming and shooting once the draw is complete. You can still cancel before the aim circle appears.
  • Added “Quick Stack” action to containers. Moves items from your inventory into the container if the container already contains that item type, making it faster to stack and organize resources.
  • Added “Take All” to chests and processing crafters. Attempts to move as many items as possible into your inventory from a chest (starting from the bottom slots) and collects all completed items from processing crafters.
  • Players are no longer able to bypass the door permissions of an enemy Feudal Clan by relogging and immediately using certain weapon abilities.
  • Ambush invisibility now ends when the arrow is fired.
  • Fixed an issue where an equipped bow would display a nocked arrow even if no arrows remained in the inventory.
  • Bow skill XP is now awarded when the NPC is killed, as long as the player has hit the target with a bow at least once during the fight.
  • Fixed an issue where triggering shield and bow usage at the same time would result in the bow being permanently non-functional.
  • Tombstones with items will now disappear when they are looted, and the character is revived.
  • Fixed an issue where a player was not able to decrease the price in a market stall if they had no gold in their inventory.
  • Fixed an issue where enemies would, in some cases, permanently regenerate health while in combat.
  • Fixed an issue where players could see their character briefly standing up after they died.
  • Fixed an issue where a character could be stuck in the bonfire geometry after teleporting to a Feudal Shrine.
  • Now, only players who have visited the Feudal Shrine are able to teleport to it using the map.
  • Fixed the issue where simultaneous HP and stamina recovery canceled the logout timer.
  • Fixed an issue where staves would deal no damage if the player was wearing Hunter's Trousers of Binding Roots.

Art, Visuals, and Sound Effects

  • Boars have new attack sounds.
  • The Battleaxe now has SFX for blocking attacks.
  • Made an attempt at fixing the UI progress circle when skinning that sometimes lingered long after skinning was completed.
  • Fixed an issue with some spells that had too high particle counts.
  • Will'o’wisps now die a bit more gracefully and telegraph their death with different colors.
  • Fixed the colour of flowers that were looking washed out or grey. This change mainly impacts the Grassland biomes.
  • Optimizations to GPU memory usage to improve overall performance.
  • Added a hide helmet option to the Character Panel. Helmets will always be visible when players are flagged for PVP.
  • Weapons placed on the ground now act a little better. Added position tweaks to many items - they still stand up, but look like they have been deliberately stuck into the ground. Hammers and axes are resting on the ground.
  • Fixed some floating foliage.

Crafting

  • Introduced a new system that determines which materials are returned when a crafting attempt fails. This system is designed to make crafting failures feel fairer and better reflect the investment made into a recipe. Instead of relying on flat randomness, material recovery now considers the relative value of the ingredients used in the recipe.
  • Fixed an issue where all items could be repaired from the top bar Crafting menu instead of just the items that can be crafted directly through that menu.
  • Fixed an issue that disrupted crafting when health was regenerating, effectively forcing the failure of the craft.
  • Crafting tables are now open, showing recipes that match the character’s skill level for the main skill for that crafter, and not any other skill level used for recipes on the crafter.
  • If a recipe yields byproducts, they will now be indicated in the recipe (for example, making some Meat Chunks from a deer carcass also yields bone fragments and suet).

Resources

  • As with every content update, resource spawn locations may have changed. These locations are generated by a dynamic system that balances resource availability across the open world, rather than being placed manually. While this can sometimes require players to adjust their routes, it may also lead to the discovery of more efficient or convenient farming paths.
  • We understand that frequent changes can be frustrating, so we have made improvements to increase spawn stability. For this release, approximately 60% of resource locations remain unchanged. In future updates, spawn points are expected to become even more persistent, provided they are not removed as part of resource rebalancing. This comes from improvements to the resource deployment system, which now includes logic to reuse spawn locations when possible. This release includes more changes than future updates because the improved system relies on additional data about spawn locations. This data will be available for upcoming releases, but was not fully in place for this one.

Major changes to resources distribution

The following improvements to resource availability and distribution have been made with this release:

  • Ensure a more even distribution of Tin, as there were noticeable differences in distribution between home valleys.
  • Added lower-tier mining nodes to the wildlands to increase variety, based on player feedback of specific biomes like rocky terrain having few or no nodes in some cases. These added nodes will not reduce the number of higher-tier nodes; they are an addition. The new nodes may, however, be located at the spot where another node previously was. The motivation for the change is to enable players in the earlier stages of progression to have better access to these ores, especially in case when the player lives close to an area border.
  • Added tin, copper, and impure iron nodes, as well as barley, to Lyonesse. These will not reduce the number of other resource spawns, but they may spawn in the location where another type of resource previously spawned. The primary motivation of this changes is we want Lyonesse to be a viable home location even for new players who are a part of a clan in Lyonesse and not having these resources available made if very hard to level up skills while living in Lyonesse.
  • Increased the number of cotton spawns, based on player feedback. Small amounts of Cotton can now be found near water in Wildlands and in Lyonesse. This will significantly increase availability of Cotton in Wildlands with small wetlands areas, but due to the scarcity of the spawns near water, you’re still best placed to travel to Wetlands biomes to find Cotton.

Notes regarding the changes listed below: the biomes and geography vary widely across the provinces, so changing the amount of resources can have very different effects depending on the available biomes.
In many cases, if you compare the change across provinces, a province seemingly getting a smaller increase is usually a case of the area having already had a significant amount of the resource available, so the relative change of an increase is smaller (as, for example, is the case with Kerys and Cotton).
If a resource is not listed as changed, the amount of spawns has remained exactly the same.

Ancien

Overall availability changed by +6.3%.

56.7% of resource sites stayed at the exact same locations; newly added sites are excluded from this percentage.

  • Cotton availability increased by 164.7%.
  • Lavender availability increased by 135.9%.
  • Red Grapes availability increased by 81.0%.
  • Hellebore availability increased by 77.8%.
  • Meadowsweet availability increased by 66.1%.
  • Tin Deposit availability increased by 53.0%.
  • Badger availability increased by 47.8%.
  • Copper Deposit availability increased by 43.8%.
  • Impure Iron Deposit availability increased by 41.7%.
  • Flint Rock availability increased by 32.7%.
  • Barley availability increased by 28.5%.
  • White Grapes availability increased by 19.1%.
  • Reeds availability increased by 7.1%.
  • Gneiss Deposit availability increased by 7.1%.
  • Gneiss Rock availability increased by 6.8%.
  • Iron Deposit availability increased by 6.0%.
  • Rain Lily availability decreased by 3.8%.
  • Clay availability increased by 3.2%.
  • Deer Stag availability increased by 1.8%.
  • Rosemary availability decreased by 0.3%.

Merrie

Overall availability changed by +7.6%.

57.6% of resource sites stayed at the exact same locations; newly added sites are excluded from this percentage.

  • Cotton availability increased by 335.6%.
  • Lavender availability increased by 218.8%.
  • Hellebore availability increased by 134.1%.
  • Meadowsweet availability increased by 119.9%.
  • Tin Deposit availability increased by 71.5%.
  • Badger availability increased by 71.1%.
  • Copper Deposit availability increased by 64.3%.
  • Impure Iron Deposit availability increased by 56.4%.
  • Flint Rock availability increased by 34.7%.
  • Barley availability increased by 33.7%.
  • Red Grapes availability increased by 26.5%.
  • Deer Stag availability increased by 26.4%.
  • Iron Deposit availability increased by 14.7%.
  • Reeds availability increased by 8.1%.
  • Gneiss Deposit availability increased by 7.2%.
  • Gneiss Rock availability increased by 6.6%.
  • White Grapes availability increased by 5.3%.
  • Rain Lily availability decreased by 4.4%.
  • Clay availability increased by 3.2%.

Kerys

Overall availability changed by +7.7%.

57.5% of resource sites stayed at the exact same locations; newly added sites are excluded from this percentage.

  • Hellebore availability increased by 145.4%.
  • Cotton availability increased by 107.3%.
  • Tin Deposit availability increased by 97.4%.
  • Badger availability increased by 78.6%.
  • Impure Iron Deposit availability increased by 78.3%.
  • Copper Deposit availability increased by 77.6%.
  • Meadowsweet availability increased by 69.5%.
  • Barley availability increased by 56.3%.
  • Flint Rock availability increased by 35.7%.
  • Lavender availability increased by 33.3%.
  • Red Grapes availability increased by 24.8%.
  • Iron Deposit availability increased by 18.6%.
  • Deer Stag availability increased by 18.2%.
  • White Grapes availability increased by 10.1%.
  • Gneiss Deposit availability increased by 7.6%.
  • Reeds availability increased by 6.9%.
  • Gneiss Rock availability increased by 6.4%.
  • Rain Lily availability decreased by 5.1%.
  • Clay availability increased by 2.6%.

Inis Gallia

Overall availability changed by +7.7%.

59.8% of resource sites stayed at the exact same locations; newly added sites are excluded from this percentage.

  • Cotton availability increased by 621.3%.
  • Lavender availability increased by 345.5%.
  • Crane Flower availability increased by 206.2%.
  • Meadowsweet availability increased by 89.9%.
  • Red Grapes availability increased by 84.5%.
  • Hellebore availability increased by 73.9%.
  • Tin Deposit availability increased by 67.3%.
  • Barley availability increased by 66.7%.
  • Copper Deposit availability increased by 63.7%.
  • Impure Iron Deposit availability increased by 53.7%.
  • Badger availability increased by 50.6%.
  • Flint Rock availability increased by 31.7%.
  • White Grapes availability increased by 24.2%.
  • Iron Deposit availability increased by 14.4%.
  • Reeds availability increased by 10.6%.
  • Gneiss Deposit availability increased by 7.4%.
  • Gneiss Rock availability increased by 6.1%.
  • Clay availability increased by 5.7%.
  • Rain Lily availability decreased by 5.1%.
  • Deer Stag availability increased by 1.9%.

Lyonesse

Overall availability changed by +16.9%.

62.4% of resource sites stayed at the exact same locations; newly added sites are excluded from this percentage.

  • Tin Deposit is newly available.
  • Copper Deposit is newly available.
  • Impure Iron Deposit is newly available.
  • Barley is newly available.
  • Hellebore is newly available.
  • Meadowsweet availability increased by 588.6%.
  • Cotton availability increased by 433.9%.
  • Badger availability increased by 150.2%.
  • Flint Rock availability increased by 38.5%.
  • Lavender availability decreased by 37.3%.
  • Iron Deposit availability increased by 21.4%.
  • Pure Iron Deposit availability increased by 15.5%.
  • Deer Stag availability increased by 14.7%.
  • Red Grapes availability decreased by 12.8%.
  • White Grapes availability increased by 10.2%.
  • Reeds availability increased by 9.5%.
  • Gneiss Rock availability increased by 5.9%.
  • Rain Lily availability decreased by 4.2%.
  • Residual Harvester availability increased by 2.5%.
  • Canonite availability increased by 2.0%.
  • Ambergrasp availability increased by 2.0%.
  • Clay availability increased by 0.6%.

UI/UX

  • Map: Added a new legend to the player map for both the biomes and the icons, with toggle functionality for each of the icon types to give the player full authority on what to show on the map.
  • The Heartlands market search has been expanded to make it easier to find items. You can now search for items by name using the market search field, and sort listings by item name.
  • Added back the option to scale the UI and fixed the issue that was preventing the settings from persisting between game sessions.
  • The “See role” button in promotion or demotion notifications for Clan roles now forwards the user to the appropriate Clan UI panel (Members), regardless of the UI's previous state.
  • Change the name “Equipment menu” to “Character” in the Settings/Controls.
  • Added a loading spinner in the Equipment menu when equipping/unequipping gear.
  • Added indicators for door-opening direction in the building UI.
  • “Attack Power” naming has been changed to “Damage Bonus”.
  • Fixed some inconsistencies between the Emote icons and the Blessing icons wheel menu.
  • Fixed an inconsistent display of the Filter by Type tooltip in the Market Stall.
  • Fixed issues where localized text would exceed button boundaries.
  • Fixed an issue where canceling the bow draw would cause the “Out of Arrows” message to appear.
  • Fixed an issue where the ESC key did not close the redeeming queue.
  • Fixed an issue where the Home Shrine indicator was missing on the map.
  • Fixed an issue where Icons in Radial menus remained greyed out after being highlighted.
  • Fixed an issue where some UI tabs would disable melee and ability inputs.
  • Fixed an issue where XP notification would show a summed-up amount of experience instead of the amount given to each piece separately.
  • Player is now properly informed in the chat that they have been muted.
  • Removed "Application message" section from Invited Players in the Clan menu.
  • Similar items should now be stacked in the redeeming queue.
  • Spells and Special attacks in the equipment tab now display their description when hovered over.
  • The buyer is now informed about it if the price changes during the purchase.
  • Fixed the issue with the Gear fragments that were locked into the equipment slots.
  • Fixed an issue where the UI panel could jitter across various crafters.
  • Fixed an issue where releasing a plot blocked the player from using tokens.
  • Fixed an issue where chat history would disappear when teleporting.
  • Players should no longer get random portraits when their portraits don’t load, but instead see an icon with a question mark.
  • Fixed an issue where messages written on Zone chat would not show above the character's head, like when written in other chat channels.
  • Fixed an issue where players were unable to reply to a Discord message from players who are not on their friends list.
  • Fixed an issue where clan invite notifications would sometimes only appear on the screen for a split second.
  • Grace Help pop-up was removed as it was a legacy from before we implemented the interactive tutorials.

Optimization

  • Added a new advanced physics streaming solution for buildings, enabling much better performance in densely built valleys than before
  • Revamped the renderer configuration to give you a better choice between the visual quality of the game vs pure render performance for higher frame rates.
  • Improved performance in the dungeons slightly by tweaking the insect effect on certain enemies.

Known Issues

Combat

  • There is a known issue where using the [F] Intercept ability with Hand Spears on humanoid enemies can prevent the target from dying if the ability does not deliver the killing blow. After this occurs, the NPC will continue to take damage from subsequent attacks but will not die. As a workaround, the NPC can still be killed using bow attacks.
  • When using the Intercept ability with any one-handed spear equipped, enemies start to lose HP over time
  • When the Player's character revives in Lyonesse and someone takes all items from their corpse, they teleport to the place where they were defeated.
  • Staves currently don't do damage
  • Avatar becomes unable to move, when healing a target that is moving out of range
  • Switching between a shield and a bow while holding block button causes the shield to stay visible as if it was equipped together with the bow.
  • Spells fail to cast on first activation when taking high damage
  • Moods disappear incorrectly during and after PvP combat state

Character Creator

  • The default tunic is missing from the avatar when you are in Character Edit mode.
  • The Reset button doesn’t reset the Face Detail settings to the initial state during the character creation. Instead, it will set all sliders to the middle point.

Dueling

  • System messages related to the Duel feature are missing the sender's name, displaying a blank space where a player name would normally appear.

Sheathable gear

  • The sheathable shield or weapon disappears when both are triggered simultaneously.
  • Character's hair clips through the sheathable shield.
  • Sheathed weapons clip with some wearable items, such as the Cleric Alb of Reflection Hood.
  • Sheathed staves are shown on top of a shield, while swords and axes are shown under a shield. Axes also clip through the shield
  • Sheathable bow animation glitch, when triggered simultaneously with another sheathable weapon

Chat

  • Player gets no feedback for why they can’t type messages longer than the character limit of 1000 in chat.
  • Chat does not consistently snap to the latest message received.
  • Older chat notifications remain on the screen for a longer time if the UI scale is changed from “Large” to “Small” while the notifications are still visible.

Visuals and sound

  • Longer sleeves on some armour appear unnaturally stiff during emotes.
  • Arrows clip through the character’s model when the bow is drawn.
  • There is no SFX at the beginning and end of a duel.
  • Hiding and unhiding chainmail gear in the Inventory UI sometimes takes a long time to reload.
  • Grass might appear on stretches of the road, obstructing visibility.
  • Sun’s rays may pass through terrain/mountains in low or medium overall quality settings.

Crafting

  • Additionally Crafted material's label moves in the UI, when the recipe is selected in the crafting UI
  • Inconsistencies with naming in Poorly Parted meat parts in Butcher's Workbench
  • Strawberry Mead recipe is duplicated in Barrel Bottle and appears as two separate items
  • Craft All button moves below the Craft button if there are 3 digits in the amount of crafts
  • "Craft All" button fills crafting queue more slowly than the keyboard shortcut (Left Shift + C)

UI/UX

  • The map is not aesthetically centered for new avatars on first open.
  • When a clan changes its heraldry, the heraldry doesn't update until the player forces an update, for example, by closing and reopening the interface.
  • Splitting an item stack in the inventory fails if the amount to split is greater than the free space in the target inventory slot/stack.
  • Map UI elements flicker when opening the map with a keyboard shortcut
  • Enchanting an item using the [E] button does not work, but consumes the enchanting oil
  • Recently placed chests initially show a wrong owner's name
  • Partial word search does not work on Heartland Market Search, but it does work when searching from an individual stall

Other

  • The loading screen sometimes changes size during loading.
  • There is a spot in Kerys - Wildlands in a Inquisitors tower where players can fall through the map.
  • Player cannot emote while equipped with a construction hammer.
  • New characters currently do not receive a free chest and tools
  • Graphics settings made in the lobby may be reset to the default settings when entering the game from the lobby.