← All patch notes

Version 0.10.34

September 30, 2025

Content

  • Charmed NPCs will now return to their designated stay position after combat ends, instead of their path point if they had one before being charmed
  • The Coalition have established an encampment in Talon's Edge, seeking to exploit its valuable resources. Their presence has become a major threat to the nearby harpies, escalating tensions across the cliffside. Coalition NPCs in the camp are now itemized and quest implemented. A new zone script has been added
  • Tracker Ferran now has an additional questline
  • All NPCs now have generic loot associated with their class from level 16-30
  • Osgul Smashers with the suffix "Zug" all refer to themselves correctly now
  • Fixed typos and various grammar mistakes in dialogue
  • Windsmith Orson quest is no longer repeatable
  • Adjusted a few Ogre Outcast NPCs to make flee percent consistent
  • Adjusted a few gnoll NPCs to make their flee percent consistent
  • NPCs should more reliably flee at 20% if not undead or set to high difficulty

Crafting

  • Salvage: Removed the +1 STR from Broken Pickaxe
  • Carpentry: Adjusted the Heartwood Faceguard and Heartwood Defender recipes from Carpentry 10 to Carpentry 40 to better reflect current crafting metrics
  • Fletching: Heartwood Longbow recipe remains at Fletching 30 for now, but is flagged for adjustment once Fletching has a few more recipes
  • Made a lot of little description/note corrections here and there

Class

  • Druid: Fixed all the tooltips for Become Wolf colors
  • Wizard: Adjusted damage / mana of Bolt of Embers and Bolt of Flames for better progression
  • Warrior: Changes to Shove - Damage scales higher, based on shoulder slot items AC, level, and strength. Stamina cost reduced. Now positional; requires side or back. Performs a taunt, and interrupt

Systems

  • Pathing: Where a pet would warp to a player in certain situations, if the pet is charmed, it will just break charm and leash
  • Fixed a bug where if the player was unreachable and directly above the NPC, the NPC wouldn't warp to its target
  • Fixed a bug where NPC Beastwardens wouldn't have mana
  • Fixed a bug where you could force your pet to attack mezzed targets
  • Self Found players can now use Buy Back at merchants
  • The release timer will now pause if you have any active resurrection confirmation windows active
  • Added additional checks to make sure you don't get 'released' while in the process of being resurrected
  • You can no longer get resurrected while zoning. The person casting will get a message informing them to try again
  • NPCs can now actually bind players
  • Slightly increased 'group' mobs resist chance and CC spell resist chance
  • Finished up Charm Power. It will be displayed on the Player Window with other stats. It has a large impact on how easy it will be to maintain control of your charmed targets. It scales much faster than other 'Powers'
  • Each tick charm breaks will now take into account resist information (like any other spell), including: level difference between you and your target, your Charm Power, mob difficulty, any Light resist type spells the target may have (we don't have these yet)

Chat/UI

  • Camera: When players move up/down blocks the camera will now smoothly follow the player, instead of abruptly changing height. This setting can be tweaked in General Settings
  • Fixed a bug where Spell Crit % was not being updated properly on the Player Window UI

Bug Fixes

  • Fixed a bug where NPCs would try to buff and heal friendly crates / eggs / boats etc
  • Fixed a bug where NPC direct damage and lifetap spells were showing 'missing' damage
  • Fixed a typo with spell messages
  • Fixed a bug where attempting to cast while collecting, your spell gems would appear as disabled
  • Fixed a bug where player corpse nameplates would sort behind water, etc
  • The copper elementals should no longer show their copper ore as 'collectible' also resized the copper node a bit to be less crazy
  • Fixed a bug where right clicking or using the 'To Inventory' button would cause armor to have a quantity after relogging (this won't fix old items, just need items from crafting stations from now on)