v0.23.0 ·
The Measure of a Blade
Every weapon has its place
Two-handed weapons and bows now hit as hard as their swing speed says they should. A greatsword, maul, spear or bow was paying for the off-hand slot it gives up and getting nothing back for it. Daggers keep their speed. Every fighting style now kills at the pace it was built for.
Quality you can feel
High Quality and Masterwork gear now lifts every stat the base piece has, instead of one. Six common items that quietly beat the tier above them have been corrected, so moving up a tier is always a step forward.
Caster gear finally casts
Spell damage on gear did nothing at all. It works now. Mana focuses also draw on their own tier of potion rather than a stale one, so the whole caster line pulls its weight.
Your abilities come with you
Taunt, Hold the Line, Battle Frenzy, Precision and Multishot now fire in solo combat, not only in guild dungeons. Taunt answers even when the monster is already looking at you.
Treasures of the great houses
Each of the eight houses now keeps a single named epic at its market, priced at 10,000,000 gold and opened at Trusted standing. Bought outright, one to a house, each with art of its own. Something to spend a fortune on at last.
Healing gear says so
Healing power never appeared anywhere in the game, on any of the 31 items that carry it. Every relic and Darrenton’s Dawn’s Mercy now show it plainly, in the vault, at market, and in the codex. The stat was always working. You simply could not see it.
A guild dungeon wants a real group
One tank, one healer and three damage in tier-appropriate commons clears at the wire. Every other composition wipes. Healing tells the truth as well: a spell that reads 100 heals 100, with no hidden multiplier, and the healer is genuinely tested now rather than watching from the back.
Seasons change your pace, not your pack
A hard season no longer eats materials you earned. It changes how fast the work goes. Where a season is acting on you, the action card, the home screen and the offline report now say so plainly.
A fair fight pays fairly
Killing far beneath your level now fades away to a third and then stops paying. This covers swing XP too, so grinding low monsters forever is no longer the quiet best option.
Fixes
- The main quest "A Crown’s Day" could not be finished by a new player. Quest travel now passes region gates and fares.
- Recipes and Lyceum writs are one-time unlocks. They no longer sit in your vault forever after use.
- Being Slowed by an enemy could knock the game offline for the rest of the fight, stuck on your last save.
- Enemy afflictions now show as icons on your card and are named in the combat log when they land.
- Wild flax granted XP without the flax roughly one tick in four.
- The skill screen no longer flashes empty stacks while a craft completes.
- Action cards show the XP and yield you will actually receive, mastery and season included.
- The combat panel’s damage figures now match the server exactly.
- Armour-ignoring poison is shown per hit in the combat log, and weapon poisons and poison arrows now list the damage they add.
- House epics read "Cannot be sold" rather than "Sells for 0g". They were never sellable, so the price was not a price.
- Cloaks and belts now follow the same armour budget as the rest of your kit, and three unreachable belts were removed.
- Three weapon lines were authored off the damage budget and have been corrected.
- Fighting in the Crownlands now earns Crown favor.
- Selling an epic asks you to confirm first.