Quieter Lamps, Louder Steel
A big round of fixes: sturdier combat, fairer loot, a friendlier interface, new emotes, and a lot of polish across the world.
Combat
- Provoke and other taunts now pull an idle or wandering enemy onto you, instead of doing nothing until you hit it.
- When an enemy dies, its warning circles and any ground it left behind vanish with it. They no longer linger or flash as if one more hit is coming, and a dead boss's burning pools can no longer hurt you.
- Spears reach 75% further (about 6 m, up from 3.4 m), with the same narrow arc.
- One-handed maces look like one-handed maces at every tier, including Iron and Mithril. They no longer show the big two-handed hammer.
- Spellcut's tooltip names its effects in plain words (Burning, Chilled, Shocked, Rune-whispered).
Gear and loot
- Only crafters can make gear excellent now. Gear from monsters, bosses and dungeons is still a different and often fun pick, but it drops at the strength of a freshly crafted piece of its tier.
- A crafter can rework found, boss and dungeon gear to +1, +2 and +3 at the same station and level as the crafted piece, using three times the materials. It keeps its own stats and look, and the tooltip shows the real cost.
- Monsters no longer drop the exact gear crafters make. They drop found versions instead, like the Warded Bearhide Hood or the Hardy Iron Shortsword: same tier, a different mix of stats. Their icons have claw marks. Gear you already own is unchanged.
- Named monster drops like the Cave-bear Warharness and the Ogre Maul are a sideways pick for their tier, so they no longer beat crafted gear.
- Some uniques hit less hard than before, but they get more stats in return. A few rings and amulets from dungeons and world bosses are noticeably weaker. Extras like the Fair-Weight Ring's added carry weight and worn weapon-trait boosts are untouched.
- Leatherworking beasts now drop their hide on every kill, and their trophy (bear claws, wolf fangs, boar and ogre tusks, wyrm horns) on its own roll at least half the time.
- Dungeon gear can now be traded and sold like any other gear. You can also sell bound gear, like the Cellar Lamp Wand, to shops. Starter kits from Corin, Isolde and the training yard are yours to keep, but shops won't pay for them.
- Fast travel from the map stays. Calling the lamplight from afar now costs ten times the fare, or twice what your satchel is worth if that is more, and the map shows the real price before you go. Lamp-stone jumps and Home Recall are unchanged.
Interface
- Hovering any piece of gear shows what you have equipped right next to it, with up and down arrows on every stat. Weapons compare damage, reach and combo too. The arrows no longer show a pointless 0% change.
- Bound items now say Bound on their tooltip.
- The selected-slot outline in your satchel is much easier to see.
- Every search and filter box has an x that clears it.
- Settings > Loot lets you choose which dropped items show name labels on the ground (all, uncommon and better, rare and better, or none).
- UI scale has a number box: type an exact percentage or step it by 1 with the arrow keys.
- Icon buttons across the game (friends, party and others) now show their tooltips.
- The minimap has filters. Click the new sliders button, right-click the map, or use Settings > Interface > Minimap markers to hide quests, townsfolk, creatures, resources, pins and more. Everything shows by default.
- The combat meter no longer shows fights from a previous character after you log out and in as someone else. Reconnecting with the same character keeps your fights.
Quests and Agility
- Quest arrows now cover every quest task. "Something to Keep" points you at the nearest bank, and the Exchange, notice board, bounty master, innkeeper, Lamp-stone and agility course tasks get arrows too.
- Clicking a quest on the tracker, or right-clicking any of them, opens your journal on that quest instead of the one you looked at last.
- You can stop tracking a quest straight from the tracker card or from its row in the journal list, and add untracked active quests from the list the same way.
- Folding the quest tracker keeps the top quest's title right under the minimap instead of leaving a bare "Main quest" bar.
- The Agility skill's unlock list shows every jump course and the Agility level it opens at.
Emotes and town life
- Dances keep going until you move, and so do the new jig and sway. Clap, sit and kneel hold too.
- Ten new emotes: /salute, /laugh, /point, /shrug, /flex, /yawn, /clap, /jig, /sway and /kneel. Type /emotes to see them all.
- Dance with friends in step: start the same emote next to someone, or type /sync to join whatever the people around you are doing (/sync jig picks one).
- Bellamy the town crier calls each line once, for everyone in the square at the same moment, and you can see it in a speech bubble over his head.
- Sitting on a bench with /sit keeps you on the bench instead of sliding down after a few seconds.
Sound
- Weapons sound weightier and more distinct: greatswords and mauls land deep and long, daggers prick quick and bright, axes and halberds bite, maces and flails crunch.
- Hits sound different depending on what you strike: plate rings, wood knocks, stone cracks and skeletons clack.
- Mobs sound like their attacks: bites and claws tear, clubs and stomps crush.
- Wands, staves and sceptres have their own basic attack sound, which no longer changes to match your last spell. Tomes, bells, censers and reliquaries make a soft sound when you attack too.
- Blocking rings deeper on a tower shield than on a round one, and wooden shields knock.
- Footsteps on bridges sound like planks now, including the stretch over the water and the newer rope, timber and root bridges.
World and art
- The Dunmar Hold signpost by the Stonebrook quarry is back up on the road, not down in the pit. Three more signposts that were standing below their roads moved up to the roadside too.
- The Weavers' Hall in Silverford has a proper floor again, with no grass coming through by the tanning rack. Grass no longer grows through the floors of Hearthmoor's Exchange, the Keep and the guildhouses.
- Lamps indoors are gentler: inns and halls stay warm and bright at night, but walls no longer glow white next to a sconce and you are not blown out standing by the hearth.
- Apple trees look like apple trees: a short orchard tree full of red apples you can spot from across the field. Once it's picked clean, the tree stays standing without its fruit.
- Campfires burn with real, flickering fire, with embers and wisps of smoke over glowing coals. The cooking spit's crossbar now reaches both posts and the pot hangs right in the flames.
- Signposts have wood grain running under the lettering across the whole board, with no pale patch behind the names.
- Leather trousers and other full-length leg armour no longer show skin at the calf, the back of the knee or the heel when you run.
