← All patch notes

v0.24.0 ·

A True Measure

Your combat level now means what it says

Combat level was the sum of every combat skill's experience, which made it climb far faster than any single skill. A character reading 45 might swing with an Attack of 23. Your level now comes from your best fighting style plus your defence and health, so all skills at 50 reads as 50, and 99 is the cap. Most characters will see a lower number after this update. Nothing was taken from you. The number was flattering you, and everything it controls has been corrected to match.

You can hit what you are sent to fight

Because levels ran high, the game pointed you at monsters calibrated for a character twice your Attack. Some players could not land better than four blows in ten anywhere they could reach. On-level monsters are now hittable at every tier.

Weapons hit as hard as they should

Every measurement of how long a fight should last was made against a character who does not exist. Corrected, real damage was running short across melee and ranged. Swords, greatswords, mauls, spears, daggers and bows all hit noticeably harder now. Casters were already correct and are unchanged.

Take up a new fighting school at any level

Experience stopped paying once you outgrew a monster, and that was measured against your whole character. A veteran who wanted to learn Divine had nothing to learn on: low monsters paid nothing, and high ones needed spells they did not have. Progress in a school is now measured against that school. A Divine of 1 trains on beginner ground the same as a new character, while your main still earns nothing there.

Divine begins with a weapon, not a bandage

Every tier of the divine book taught healing first, then shields, then attack, so a divine caster had no way to deal damage until their third unlock. Every tier now opens with its combat spell, then the heal, then the shield. Sear the Unclean is available from level 1.

Roads and doors open sooner

Region and dungeon requirements were guesses, and several bore no relation to what waited inside. Two regions gated the same difficulty fourteen levels apart. Every requirement is now derived from the content behind it, and every dungeon opens between three and twelve levels earlier than before.

The combat log shows the number

A kill said "60% XP" without ever saying 60% of what. It now names the amount and the skill. Every combat skill that gained is listed, not only the largest, so the school you are actually training is never hidden behind another.

Fixes

  • Ranged and poison builds could not log in at all. Any character whose swings pierced armour was locked out permanently.
  • Ranged players were dropped to their last save part way through a fight.
  • Region difficulty bands shown on the map were stale and understated what several regions contain.