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Patch

Sharper teeth

Changed

  • The wilds bite back. Open-world monsters from level 14 up have more health, hit harder, spot you from farther away and call more pack mates. The starter coast is unchanged.
  • Hearthmoor is dangerous outside town. Goblin brutes, wolf alphas, bandit archers and bigger wolf and bandit packs roam its wilds.
  • Dungeons are built for a party. Dungeon monsters hit harder, so at the dungeon's level you'll want a healer and a tank.
  • Danger instead of level ranges. The zone banner, world map, travel list and loading screen rate each place Safe, Wild or Perilous for your level.
  • Softer warnings. Everyday enemy swings, bites, arrows and bolts no longer paint shapes on the ground: watch for the glint on their weapon and move or roll then. Low sweeps you can jump kick up a dust arc. Bigger attacks still mark the ground, now see-through and fading in and out.
  • Lanterns and torches are carried in your hand and follow your walk, run, combat and riding poses.

Added

  • Loot window. After a fight, everything in reach is listed. Click an item to take just that, or Take all (F still takes everything).
  • Lantern help. Light / Put out in the satchel's right-click menu, burn time in the tooltip, a small icon with a countdown while your light is lit, and a hint the first time you hold one.
  • Skill progress on XP drops. Every XP drop shows the skill's level, a progress bar and the XP left to the next level (Settings: Skill progress on XP drops).
  • Celebrate level-ups. When someone near you levels up, you see which skill and level over their head and hear their fanfare from where they stand. Every 10th level also gets a chat line so you can /cheer them.
  • Boss and dungeon nameplates. Bosses show a skull and an ornate frame. Dungeon monsters get a light frame and a level colour that shows how much tougher they are.
  • Dungeon entrances you can spot from afar. Every entrance now has a landmark (a cliff-faced hill, a great barrow, a mine headframe, a stone gateway, a drowned bell tower, a keep wall) with a light that glows at night. The door into the Stair That Asks now faces the Veilspire from the east, in a gatehouse.
  • Capes flow while you ride and drape over the saddle instead of clipping through the horse.
  • New loading screen. The camera walks you down into the lamplit village, shows where you're arriving and a real progress bar, then fades into the world.

Fixed

  • Play is ready right away on character select: your last-played character is already selected, and the title screen's button appears almost at once.

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