Solid Ground
A big round of fixes from your reports: fewer walls you can slip through, caves without holes, every melee swing landing, and gear that drops when you die instead of vanishing.
Combat
- Every swing lands. In a long melee chain the fourth click could play a swing that never hit. The game and the server now agree on when your next swing is ready, so every swing you see connects.
- Pistol Whip reaches like other bashes. The flintlock's butt strike now has the same reach as Shield Bash.
- Knockbacks stop at hills and walls. Titan's Swing and Earthsplitter no longer shove enemies into a hillside where they stood stuck. They stop at the slope or wall and walk out afterwards.
- Bosses keep their footing. Charging enemies stop at a ledge instead of running off a cliff. A world boss that can't reach you heads back to its lair and keeps fighting instead of resetting. We also cleared the trees that bosses kept getting caught on.
- Sweeping beams hit where they're drawn. In dungeons, a turning beam's marker now stays still during the wind-up and follows the real beam through the whole sweep, so standing clear of it keeps you safe.
Training yard
- Warding the wounded guard works. The sparring dummy now swings at the guard you're protecting, even when you stand right next to him, and the guard no longer spawns out of the dummy's reach.
- The right words on the map. Objectives like the guard trial now say "Ward" or "Heal" instead of "Defeat".
Death in the Reaches
- Gear drops instead of breaking. Worn gear dropped on death no longer has a chance to shatter. Everything you drop goes into the cache, and the death panel shows exactly what you'll drop.
- "No thanks" means no. Turning down an escort offer stops the same leader asking you again for 10 minutes.
Walls, stairs and the ground
- Stairs you can't fall through. The stone stairs by the Cold Pool and at the Windwhisper Hollow mouth no longer drop you through their outer steps.
- No more slipping into the Lamp Tower. Jumping off the Warden's Keep roof no longer carries you through the tower wall.
- Solid barrels and snowdrifts. Paired barrels block you at both barrels, and Lastlamp's snowdrifts look like snow and can be stood on.
- No more pits to get trapped in. Small sunken spots in the canyons that you couldn't climb out of have been filled.
- A gentler ramp at Lakehearth. The ramp down to the Wading Way ends in a soft landing instead of a two-metre drop.
- Crafting needs you on the same side of the wall. You can no longer use a furnace or bank through a building's wall.
- Caves without holes. You can no longer see the sky, trees or fences through gaps in cave walls and ceilings, in every cave.
- Less flicker on wooden and dry-stone retaining walls.
Around the world
- Lampwatch's walls join up. A tower now stands on each corner and either side of each gate, and the walls run cleanly between them with no gaps. The gate braziers moved beside the towers, out of the road.
- Bank booths stay inside their halls. The booths no longer poke through the side walls of every town bank, and the counter now sits just in front of the banker.
- Fishing spots match their water. Coastal spots are now sea fishing, not river fishing.
- Fishing houses only stand by water. New hamlets no longer get a stilt fishing house on dry land.
- Torch posts at the Guild Row duel ring now look like torches instead of crates.
- Tidestone no longer grows out of cliff faces.
Quests and tutorial
- Lamps in the Dark has real beacons. Each beacon you relight is now a brazier in the world, and it lights up when you relight it.
- Greenwatch has an alchemy table for the poultice step of Roots of the Matter.
- Find the Drip Hall points you at the cave mouth until you're there.
- Smoke Without Fire now reminds you to ask Fennick for a spare if you lost the bung-iron.
- The Law of the Cut rewards a ring that suits its level.
- Quest items say they can't be sold instead of showing a price no shop will pay.
- The Spark and Fuse trial no longer suggests you need a staff to set things burning.
- The hotbar tutorial accepts an ability placed on the second row (Shift+1) and keeps its tip short.
- Drowned Shard no longer appears in fishing hints, since it isn't a fishing catch.
Controls
- No more stuck movement keys. A key released while a text box or menu had focus could keep you walking. Every key release now counts.
- Alt behaves with the drawn cursor off. A quick Alt tap no longer leaves the camera half-freed, and holding Alt no longer flickers between free and locked.
- Auto-run stops when you open the bank, a crafting station, a shop or a conversation, whatever your window setting.
- The staff menu (Alt+G and /gm) works again after a reconnect.
Interface
- A cleaner highlight. The hover outline lost its faint outer ring and is about a third as thick.
- The hover outline survives a resize. Leaving fullscreen or resizing the window no longer switches off the outline round what you point at.
- Crafting shows just the item's name, "Bronze Boots" rather than "Forge Bronze Boots".
- Radiant Burst has its own icon instead of sharing Dawn Rally's.
- Longbows cost two logs to carve, so their extra fletching XP matches the extra wood.
- Players on another floor of a building or cave are no longer drawn floating through the floor above or below you.
