
Path of the Adventurer - Patch Notes (en anglais)
This update significantly changes core systems, world structure, and gameplay flow. Verse 3 lays the foundation for a richer, more immersive journey.
Please note that we anticipate an 8-hour maintenance window on June 11, starting at 8:30 a.m. UTC, during which the servers will be unavailable.
New Features
World
The world has been resculpted, with an increased maximum number of plots per Province. Changes include:
- Ten Home Valleys per Province (instead of six).
- Smaller but more engaging Wildlands.
- Merrie and Kerys Provinces have swapped their positions.
- Biome distribution and enemy camp placements have been adjusted worldwide.
- Petra Dei sites revamp with starting crafters.
- Some crafting sites have been added to the world.
Building/Crafting
- Several professions have been reviewed to fit the RPG changes and to make the onboarding easier, the progression smoother, and the dependencies smarter.
- New starting crafter: the Log Workbench. The Carpenter's Workbench is now dedicated to Furnishing pieces.
- The 'chamois goat' (aka wild goat) was added in mountainous areas, which provides wool.
- New Profession: Skinning[Unsupported inline type: unordered-list]
- Several new building pieces have been added to the game: a Granite Foundations set, a Limestone set, a Log set, and more.
- A hunter-themed Market Stall variant has been added to the game.
Gameplay
Combat Skill Progression:
- We introduced new combat skills reflecting your affinity with armor slots: six skills (head, chest, legs, feet, arms, and hands) per armor strength (Heavy, Medium, Light), so eighteen in total.
- Combat XP comes from killing enemies and now contributes to leveling specific weapon/armor skills.
- Combat XP gains now appear as floating numbers near your character, similar to damage indicators.
- Killing harder enemies generally means they grant more experience.
- Party Experience is shared with all members in proximity.
- Party Experience shares experience depending on the type of enemy killed:[Unsupported inline type: unordered-list]
Blocking
- One-handed weapons can no longer block (without holding a shield)
- Improved responsiveness of blocking in certain situations
New Gear and Weapons
· Reduced the number of equipment slots: we reduced the number of slots specifically in areas where all armor types didn't have an item available in those slots.
· The following slots are now combined:
- Top, Top-Outer and Shoulder slots were changed to a combined Top slot.
- Bottom and Bottom-outer slots were changed to a combined Bottom slot.
- Armor roles are defined using new attributes with these themes:[Unsupported inline type: unordered-list]
- Each armor item in the Head/Chest/Legs/Feet slots has a spell, even for common crafted items:[Unsupported inline type: unordered-list]
Item power
- Items now have minimum skill requirements to use; if the player does not meet these requirements they will get a notification about not having enough skill to use.
- Item power scales items and spells:[Unsupported inline type: unordered-list]
New spells on Armor items
List of spells per wearable
- Heavy Helm[Unsupported inline type: unordered-list]
- Heavy Torso[Unsupported inline type: unordered-list]
- Heavy Greaves[Unsupported inline type: unordered-list]
- Heavy Boots[Unsupported inline type: unordered-list]
- Medium Helm[Unsupported inline type: unordered-list]
- Medium Chest[Unsupported inline type: unordered-list]
- Medium Pants[Unsupported inline type: unordered-list]
- Medium Boots[Unsupported inline type: unordered-list]
- Light Cap[Unsupported inline type: unordered-list]
- Light Tunic[Unsupported inline type: unordered-list]
- Light Pants[Unsupported inline type: unordered-list]
- Light Shoes[Unsupported inline type: unordered-list]
Healing staves
- Staff of Zephyr (Cleric Staff)[Unsupported inline type: unordered-list]
- Staff of Divine (Cleric Staff)[Unsupported inline type: unordered-list]
- Sylvan Staff[Unsupported inline type: unordered-list]
Weapon update
- Weapon attack chain no longer deals extra damage on the last hit.
- Offhands (like the shield) no longer grant special attacks (Shield slam was removed).
- Shield still grants the ability to block attacks (Right mouse button) and now comes with some additional stats.
- All weapons now have 3 special attacks / spells.
New weapon specials per weapon
- Mace[Unsupported inline type: unordered-list]
- Great Maul[Unsupported inline type: unordered-list]
- Great Axe[Unsupported inline type: unordered-list]
- Sword[Unsupported inline type: unordered-list]
- Greatsword[Unsupported inline type: unordered-list]
- Handspear[Unsupported inline type: unordered-list]
- Polearm[Unsupported inline type: unordered-list]
Rebalance and changes
- Default health now starts at 1000.
- All in-game armor and weapons have been recreated.
- Adjustments to attribute values (downwards) of Max Health / Max Spirit / Max Stamina is now 10% of the base value per second. This happens when food, removing attribute giving armor piece or any other effect makes adjustments to the maximum health.
- Spirit, a new resource to replace stamina as the spell casting and weapon special abilities resource:[Unsupported inline type: unordered-list]
- Equipment (armor etc.) cannot be switched while the character is in combat.[Unsupported inline type: unordered-list]
- Armor spells share the same cooldown across the same slot to disincentivize armor switching to quick cast spells.
- Weapon abilities share the same cooldown across different weapon types to disincentivize weapon switching while in combat.
- Weapon passives have been removed.
- Weapon & staff normal attacks replenish a small amount of energy.
- Players are able to hold the primary attack input to continuously chain normal attacks.
- New Gear Attributes added to accentuate different playstyles for Tanking, DPS, and Healing.[Unsupported inline type: unordered-list]
- Fix: Aggro properly scaling based on damage dealt to enemies.
UI / UX
- We now natively support most keyboard layouts (AZERTY, DVORAK…).
- New Input System: The entire keymapping has been reviewed to accommodate the RPG and combat systems changes. Among the main changes (on QWERTY layout):[Unsupported inline type: unordered-list]
- Spell targeting:[Unsupported inline type: unordered-list]
Miscellaneous
- Being in combat now has reduced regeneration on different resources:[Unsupported inline type: unordered-list]
- Falling damage is now more forgiving. Starts at ~5 meters and becomes lethal at ~20 meters.
- Sprinting and jumping while the inventory menu is open is now possible.
AI
- Improved pathfinding of enemies inside dungeons
- Reduced likelihood of enemies teleporting when they cannot reach their aggro target
- When AI is unable to fight with their aggro targets they will leave combat (hard leashing) and regenerate to full.
- Leashing improvements:[Unsupported inline type: unordered-list]
Character
- The Cultists of Zeb have received a massive visual update to fit more of what they are and what they do.
Audio
- All crafters now have unique SFX.
- New ambient sounds and music.
- More grunt sounds for the Zebians.
- New spell sounds.
- New mixing to improve transitions and 'busy' situations.
Visit our latest publications to learn more about the features and changes in Verse 3: Path of the Adventurer:
World Fixes
- The grass blend is now smoother across biome borders.
- The size and the shape of clay deposits have been adjusted.
- Improvements to wind and foliage fade.
- Fixed an issue in Caves that could cause lighting to render incorrectly when fighting NPCs.
- Fixed an issue where the lighting in dungeons was too dark.
- The road leading to the northern gate in Lyonesse, the Gwydion Stone, has been moved to the western side of the river, as it was too steep.
- Fixed an issue where part of a river was lacking water in Lyonesse.
- Inquisitors are no longer spawning on top of banners.
Building Fixes
- Rebalanced resource costs for various stone foundation building pieces
- Fixed Climbing Ivy's blueprint, which sometimes appeared leafless from the rear side.
- Fixed an integrity issue with Supported/Curved Beams placed on half-supported structures.
- The moss spread area is no longer affected by opening or closing the door on a stone building.
User Interface Fixes
- Fixed an issue where the "deposit gold" pop-up would persist on screen after closing the chest
- Fixed an issue that prevented picking up an item when in Examine view.
- Fixed an issue where, sometimes, hovering over a spell or a weapon slot blocked keyboard inputs.
- Fixed an issue where spamming opening and closing the redeeming queue would crash the game.
- Fixed performance issues with the redeeming queue when there are many items in it.
- Fixed an issue where Map markers placed on high-altitude areas were not always displayed in the Compass.
- All Gates are now visible on the Compass from a certain distance, even from nearby zones, which improves navigation.
- Fixed an issue where Icons sometimes did not appear on the Compass despite being present on the map
- Death Markers can now be seen in all zones, regardless of the distance within the same Province.
- Wieldable Torches and Lanterns are removed from the game.
Combat Fixes
- Attempting to use a weapon ability on cooldown will no longer interrupt an ongoing attack or combo.
- Fixed an issue where NPCs could get stuck by dropped inventory items.
- Players can no longer get EXP by simply blocking weak NPCs.
- Players' corpses can no longer block NPCs and projectiles.
- Healing numbers are no longer visible from far away distances
- Zebians no longer use melee attacks when they are far away from players' characters.
- Fixed an issue in The Reflection of Holastri where players were teleported to the dungeon's entrance when entering a specific body of water.
Miracles Fixes
- Fixed some issues with notifications when approaching fast travel destinations.
- Fixed an issue where specific animations initiated with precise timings could halt fast travel while still consuming grace.
- Fixed an issue where the Get More Grace key became unresponsive after switching to other tabs in the Miracles menu.
- Fixed an issue where gate travel would rarely fail, leaving the character in the same Province inside a dead-end segment behind the physical gate structure.
Chat Fixes
- Fixed an issue where the player could not "Join other Voice Chat" after previously cancelling this option.
- Fixed an issue where leaving any Voice chat after canceling "Join other Voice chat" resulted in the player being moved to the canceled channel.
Audio Fixes
- Fixed an issue that caused the main menu music not to trigger consistently.
- Female NPCs and avatars now use appropriate voice and grunt sound effects.
- Fixed an issue where Zebians' idle grunt was too loud.
Other
- Fixed an issue with editing the price of a market order while the buyer was starting a transaction.
- Fixed an issue where Consumables of the same type could sometimes be stacked.
Known Issues
- XP gained in combat: the text is bugged in non-EN languages and does not display the XP amount.
- Changing your keyboard layout while in-game does not update the displayed key prompts. You can force a refresh with a logout/login.
- Health, Stamina, and Spirit do not update correctly when the character transitions through zones with a food buff.
- Characters respawn with 100 HP only and no Spirit, forcing them to wait for regeneration
- When levelling up a Crafting skill, the list of available recipes is not refreshed and needs the crafting station to be closed and reopened.
- The common, uncommon, and rare versions of a wearable item have the same names.
- The descriptions of the spells and weapons' abilities are only available when the item is equipped.