Combat XP
- [p]The combat skill XP requirements and ranges of XP earned for enemies have been comprehensively revamped. The XP for a Tier 1 base level enemy is now 100 XP, with other enemies scaling this number up or down based on the enemy tier and rank. The resulting combat XP requirements are now very close to the crafting skills.[/p][/*]
- [p]The XP gained from hard-to-kill enemies has been increased relative to the easier-to-kill enemies. The XP requirements to level up have been adjusted, so it’s highly beneficial to group up and hunt for harder-to-kill enemies instead of grinding easy kills in Heartlands. With the combination of the two, there’s no more effort to level up to the skill cap if you solely kill easy enemies and less effort if you group up and go after the hard enemies.[/p][/*]
- [p]XP earned when in parties has been tuned. Enemies intended for soloing now distribute the XP across the party in a manner where the total XP earned by the party is the same as if you were soloing the enemy. Enemies intended for parties now give an increasing amount of total XP based on the party size, for up to 3.3x their base XP for a party of 6, so the most effective way to level up should always be to party up.[/p][/*]
- [p]XP gained from animals has been significantly increased to make it easier to level up combat skills related to hunting.[/p][/*]
- [p]Fixed a bug related to some enemies giving 0 XP.[/p][/*]
- [p]Fixed a bug related some enemies giving more XP.[/p][/*]
Spells / Weapons
- [p]Bow damage has been increased across all tiers.[/p][list]
- [p]The arrows provide a stronger progression on damage.[/p][/*]
- [p]Bow damage has been increased throughout the whole itempower range.[/p][/*]
- [p]The bow handling and draw speed increases faster with itempower.[/p][/*]
Gathering
- [p]Hold to interact resource gathering will now correctly re-equip offhand wieldables upon completion.[/p][/*]
- [p]Resource node hardness value now matches the tool's tier required to gather it. (0-4)[/p][/*]
- [p]Gathering tool damage progression was rebalanced, significantly increasing the tool damage across the whole range.[/p][/*]
- [p]Skinning hardness of wolves were increased to 1 (in the new range).[/p][/*]
- [p]Skinning health was rebalanced for all skinnable animals[/p][/*]
Audio
- [p]Fixed audio from Water wells being too loud.[/p][/*]
- [p]Polished audio for sitting animations.[/p][/*]
- [p]Fixed an issue with Tempest Command not playing its chain sound on bound enemies.[/p][/*]
Crafting
- [p]Recipe List refresh on level up.[/p][list]
- [p]When you gain a profession level while crafting and you unlock new recipes, the recipe list now automatically refreshes and you no longer need to manually reopen the crafter.[/p][/*]
- [p]Crafting timers were very excessive (especially when crafting gear). We've reduced these timers substantially or by roughly 1/2. We will continue to monitor feedback regarding them for future refining of the system.[/p][/*]
- [p]Gear should now take 9-12 rolls to craft, based on recipe complexity (down from a whooping 21 roll afk coffee break).[/p][/*]
- [p]Once fully Mastered, these crafts should only require you 3-4 rolls.[/p][/*]
- [p]Other non-gear recipes should also be slightly faster.[/p][/*]
- [p]Many crafting stations — particularly processing crafters — previously had unclear progression paths that often left players confused or blocked. It wasn’t always obvious what each station was for or how to progress in the associated profession, largely due to missing or hidden recipes.[/p][list]
- [p]To improve this, we’ve made recipe progression more transparent: more recipes are now unlocked by default, and key recipes that were previously gated behind obscure item requirements now unlock through skill progression instead.[/p][/*]
- [p]These changes affect many crafters including Spinning Wheels, Looms, Tanning Racks, Charcoal Kilns, Pottery Kilns, Furnaces, Tailoring Tables and Leatherworking Tables.[/p][/*]
- [p]We wanted to smoothen out some basic progression discovery at the start and therefore the Founder’s Crafting Table, Basic Charcoal Kiln, the Log Workbench and the Basic Furnace are now all unlocked by default in the build menu.[/p][/*]
- [p]Many of you reported that they couldn't find the recipe for Furnace Parts Sorry!!. The recipe can now be found in the Basic Forge, as it should :)[/p][/*]
- [p]Quite a few items accidentally made it into the game in the latest creation, same with recipes or items visible in the Journal that shouldn't have. A lot of these were either deprecated items or placeholder items that may or may not be part of future content releases. They've now been properly removed. Example: Steel Anvil.[/p][/*]
- [p]A recipe for the T2 Alchemy Workbench mistakenly called for a “Deadly Nightshade Fruit” — which, tragically, did not exist. It now correctly asks for Nightshade Fruit. Please note: we still do not recommend eating it. Side effects may include confusion, nausea, alchemical mishaps, and/or death.[/p][/*]
- [p]When using a profession blessing at level 40 takes you to level 41 but it didn’t effectively increase your skill beyond 40. Now it will! [/p][/*]
Other
- [p]Fixed an issue in the Construction hammer UI where "Claim a plot to start building crafters" in German and French exceeded its designated space[/p][/*]
- [p]Updated localization in several instances.[/p][/*]
- [p]Clay now spawns in greater density around water, in addition to new spawn locations near cliffs.[/p][/*]
- [p]Hunters have discovered a breakthrough in animal carcass logistics. You can now pile up 20 of them.[/p][/*]
- [p]Game no longer switches to walk mode when opening inventory while stationary or when interacting with crafters.[/p][/*]
- [p]Spirit regain floating text numbers are now only visible to the user.[/p][/*]
- [p]Healing floating text numbers are scaled down when targets are at full health.[/p][/*]
- [p]Arrow recipes (in the crafting menu) now show the intended item description.[/p][/*]
- [p]Fixed an issue where swapping equipped items which share the same base granted spell would lose the ability to determine the granting item (and thus their ItemPower) causing them to fall back to minimum stats.[/p][/*]
- [p]Fixed sprint players being able to sprint without consuming stamina after passing zone boundary[/p][/*]
- [p]The gold amount shown in the top bar and in your inventory will now consistently show you the correct amount.[/p][/*]
- [p]You can no longer open the Redeeming Queue and Redeem items while dead.[/p][/*]
- [p]Consumables now correctly show the cooldown of it instead of the duration of its effect.[/p][/*]
- [p]Fixed some world areas close to the the Province edges that had an unintended non-blocking landscape mesh.[/p][/*]
- [p]Teleporting while wielding a hammer no longer results in an extra cylinder in game view.[/p][/*]
Patch Notes - Hotfix - 17/6/2025,
- [p]Fixed an issue to address various server crashes.[/p][/*]