War of the Gods Update
Crowfall Alpha Build 5.110.0
Introduction
Welcome to the Crowfall Alpha 5.110.0 Release: War of the Gods. This is the largest release in Crowfall’s development and represents a significant milestone of moving from Pre-Alpha to Alpha. Given the number and scope of the changes in many areas, the Release Notes format has changed slightly to give greater insight into the intent of some of the changes where appropriate.
You may need to run the Crowfall Client as an Administrator. If the game closes immediately after launching the Client without receiving a patch, click on the wrench icon to the left of the launch button to repair.
We are investigating issues that cause players to teleport. If you encounter a location where this happens, please report it.
To report these issues or any bugs, please go here: 5.110 LIVE Bug Reports
To report feedback, please go here: 5.110 LIVE Feedback
For an up-to-date list of known issues please go here: 5.110 Known Issues
New Items for War of the Gods (5.110.0)
The Dregs
Join a vast universe at war in The Dregs Guild vs. Guild campaigns! In The Dregs campaigns, you compete in guild battles against other guilds to earn glory, wealth, and power in the form of Divine Favor from the Gods.
To join a Campaign in The Dregs, you need to be either a member of a guild or a member of one of the “Divine Factions”: Sun, Earth, or Moon. For players not already in a guild, your choice of a God Faction is initially offered as you join a Campaign, though this can be changed by visiting the Faction Change Banners in any of the Temples or by joining a player guild.
Dregs Campaign World
Far from the safety of the Gods, the worlds of The Dregs offer unique dangers and opportunities to explore, gather, and conquer.
Temples are the only safe refuge to be found in the wartorn Dregs.
Each guild’s choice of a Patron God determines their starting Temple, which both serves as a foothold where they initially enter the world and a safe haven to which they can recall.
Roam where you want to: members of any faction can access every Temple. Even enemy factions can gather to sell and craft, though the Sanctuary of a Temple prevents combat from taking place within the area.
Be warned that in the Dregs, once beyond the Sanctuary of a Temple it’s every guild for themselves. Even guilds dedicated to the same patron god or pantheon will be treated as enemies to each other.
Adventure Zones: The next layer of The Dregs, Adventure Zones contain Wartribes to fight and resources to gather.
Each Adventure Zone contains three Forts to claim, control, or conquer.
In order to provide greater emphasis on exploration, every Adventure Zone is unique and the NPCs and resources found in one may not be found in another.
Siege Zones: The deepest and most dangerous lands of The Dregs, Siege Zones are dominated by strife as the most powerful factions present vie for control over Keeps that can be found here.
Each Siege Zone contains a mixture of Keeps and Forts
Siege Zones do not contain Wartribes or Caravans
Strongholds
There’s more to conquer in the hostile worlds of The Dregs. Capturing and controlling Strongholds (including Keeps, Forts, and Outposts) is critical to a Faction’s success.
Each Dregs campaign has more than thirty Strongholds spread between the four Adventure Zones and three Siege Zones in order to allow more guilds a chance to control or conquer one.
Buildings
Strongholds no longer merely accumulate points: when your guild controls a Keep or Fort you can improve it by constructing buildings from schematics available for purchase in the Stronghold.
The buildings you construct provide unique benefits while in your Stronghold as well as powerful beneficial effects throughout the rest of the world. Space to build in a Stronghold is limited, though, so your choice as to what buildings to construct is an important factor in your strategy.
Building Plans are divided into types:
Class A are tied to improving Strongholds, Caravans, or sieging
Class B are tied to harvesting or give access to a bank
Class C are tied to crafting
Class D are Shrines to specific gods. Find the statue heads required for them by killing wartribes.
Class E are Sentinels. Sentinels provide a powerful effect to everyone on your Stronghold, friend or foe.
War Table
The War Table in a Stronghold allows a guild to pool its resources in the initial construction of Walls as well as increasing the Stronghold Rank to further add to their defensive values.
Both basic and non-basic resources can be used in the construction of walls in order to ensure that a Stronghold can quickly be defended after it is initially captured.
The War Table is unavailable while the Stronghold has an active Siege window. Once a siege is completed, the War Table also allows the victorious guild to spend resources to repair all of the walls at once based on the amount of damage to be repaired.
Caravans
Caravans represent a new opportunity for open world PVP in Crowfall. Previously, significant PvP usually took place around Strongholds; now players will have to lead a vulnerable Caravan from a distant location back to a place of safety.
Building Materials (Timber, Boulders, and Ingots) required for the construction of many Siege Weapons and Stronghold buildings no longer spawn in chests. Instead, Caravan Pack Pigs may be found in the forests and canyons of Adventure Zones already loaded with specific types of Siege Resources (Wood, Ore, Stone, or Leather)
Building Materials from Caravans can be of any rarity, even Legendary.
Caravans Pack Pigs must be tamed and led back to a Caravansary (a specific Stronghold Building) or a Refinery Outpost in order to gain Siege Resources. Siege Resources may then be converted into non-basic resources of the appropriate type.
A player can tame up to three Caravan Pack Pigs at a time, and Caravans can be killed by other players. Alternatively, the player leading a Caravan can be killed by their opponent in order to tame and gain control of the Caravan.
Be careful: Caravans only remain tamed while within 50 meters of the player, but can be summoned a short distance using a new Pack Pig Whistle Power.
In order to gather all the different types of Building Materials required for building a Stronghold, players will often need to guide a Caravan over long distances, even between different zones. This is especially true for a Faction that controls a Keep, as the lack of Caravans in the Siege Zone will require greater coordination and effort to build. Controlling a Stronghold with nearby access to a variety of Caravan types is a strategic choice a faction will need to weigh.
Siege Updates
Sieges are a key component to any Crowfall campaign, and we’ve made several changes in order to provide more engaging Siege gameplay.
The capture mechanics for Forts and Keeps have been updated: Forts
In order to capture a Fort, a Faction must first defeat the Defenders that guard it.
The time required to capture a Fort has been increased.
Forts now represent a significant investment of resources, and this change makes it slightly more challenging for an opposing guild to flip control rather than just a rush of numbers to the center.
Keeps
Planting a Tree of Life now requires a Tree of Life seed which is purchasable in a Temple.
The Tree of Life in a Keep has been moved from the top floor of the Keep to the central courtyard providing greater access.
The Tree of Life is now protected by Wards: defenses that must be destroyed before the Tree of Life is vulnerable to damage. Initially each Tree of Life has two Wards located on the top of the Keep, and two additional Wards can be constructed.
These changes are intended to create more interesting gameplay once the Keep Walls have been breached: an attacking opponent must split their forces between assaulting different locations up the heart of the central Keep fortification.
Siege weapons
Siege Weapon costs, damage, and health have been updated: higher ranks will increase Health, Armor and Damage. Additionally, we’ve added Mk I-IV versions of Catapults and Trebuchets.
Siege Weapons can no longer damage the Tree of Life.
We’ve removed the ability for an opposing faction to place ballistas on an enemy-controlled Stronghold. While placing ballistas on an enemy Stronghold was an interesting tactic employed by guilds, the general consensus was this should be removed.
Siege Window
The siege schedule has been significantly altered: Currently all Keeps and Forts activate simultaneously
Based on player feedback, we’ve been working to strike a balance between ensuring there are sufficient opportunities for Strongholds to be vulnerable without making players feel like they have to be logged in every night. Strongholds, including forts, are now only vulnerable in “prime-time hours” for the server’s time zone, currently 8:00
Capture Penalties
To prevent potential coordination between Factions, losing control of a Stronghold incurs a Capture Penalty to that Faction’s Conquest Score rather than a bonus to the Faction that captured it. The Capture Penalty for a Stronghold increases the longer a Faction controls a Stronghold, but the Conquest Points for having controlled it are always greater than the Penalty.
Victory Cards
One of the most exciting aspects of a Crowfall is the dynamic nature of its gameplay: every fight, siege, or campaign is unique. Victory Cards allow us to add further unpredictability to a campaign.
Season Cards
At the start of each Season of a Campaign, three Season Cards for Glory, Wealth, and Power will be randomly chosen and displayed in the Divine Favor section of the Campaign Scoreboard (which you can view through the map).
Each Season Card is tied to one of the Crowfall Gods and presents unique goals for that season - once the season ends, the goals you achieve per the cards for that season will earn you Divine Favor from the Gods, impacting the final Campaign score for your faction.
At the end of a Dregs campaign, the winner will be the guild with the most Divine Favor, rather than the guild with the highest conquest score
Season Cards present choices and challenges to players and will need to be factored into a Faction’s strategy for a season. Some Victory Cards require the sacrifice of specific resources, others encourage the construction of certain Buildings, while others may require controlling multiple Strongholds at the end of a Season.
In order to create a more level playing field, some Victory Cards look to the contribution per player active in the Faction.
Other Season Cards use the term “Landless”: These Victory Cards require specific goals or conditions to make progress, but can only be won by a Faction that does not control any Strongholds at the end of the Season.
Campaign Cards
To provide some consistency, three additional Campaign Victory Cards are present every Season to ensure that core gameplay features aren’t neglected: conquest and capturing objectives will always provide a value regardless of what the Seasonal Victory Cards are.
Your guild must actively participate in Victory Card challenges to be considered for rewards.
Leaderboard Changes
The Conquest scores for the top five Factions are now displayed on screen. As always, the complete ranking of guilds can be seen on the Map by opening View Details.
Imported items
Items imported into a campaign will be flagged as Embargo Import.
Any items crafted with items flagged this way will also be flagged as Embargo Import.
These items can not be sacrificed to contribute towards Victory Cards.
Exporting an Embargo Import item will remove this flag
Frostweaver
An exciting new addition to the roster of Crowfall classes, the Frostweaver is now available! The Frostweaver is a unique class that offers players a new gameplay experience.
New updates:
Masters of the cold-based magic Cryomancy, the Frostweaver specializes in the creation and manipulation of different forms of Ice to heal or harm. Whereas Confessors utilize their faith to shape flame, Frostweavers use wizardry and magic to harness their chosen element.
Frostweavers use Ice as a unique resource. Ice can be created in a number of different forms to perform a variety of functions. The Frostweaver is extremely versatile and can transmute one type of Ice into another on the fly. And when the fight is over, they can even pick up and store leftover Ice for later.
Frostweavers have access to Damage, Defense and Healing roles, and can specialize their talents to become a deadly Archmage, a defensive Frostguard or a supportive Icecaller.
Frostweavers wield a unique weapon: the Frostcaster. Frost Crystals set in a metal frame grow and contract with a gesture allowing the Frostweaver to cast icy magic at will.
The Frostweaver is available to the Fae, High Elf and Wood Elf races.
Survival Tray
One of the previous interface elements used to support gameplay, known as the Survival Tray (or the Harvest Tray), has been removed and replaced with a new streamlined gameplay interface. We feel this change provides a much more intuitive and responsive gameplay. It’s a significant change and we’re looking for feedback on any areas or interactions that do not feel user-intuitive.
There is no longer a tray specifically for out-of-combat actions, survival or harvesting, and all trays can be used while in-combat or during out-of-combat activities including harvesting.
Players now enter combat mode by using any combat power and are automatically removed from combat mode after they have not taken damage from another player for 10 seconds and if there are no aggroed NPCs nearby.
Some classes only have a single power bar such as Melee or Ranged, while other classes have the option to switch between power bars by pressing a hotkey.
Some combat powers can only be added to a specific powerbar.
Non-combat powers can be added to any powerbar.
Passive abilities are always active when the character is in the appropriate combat mode.
Players can now loot NPCs while in combat.
There is now a mini-bar where you can load 3 consumables (bandages, apples, etc) for on-the-go use. These 3 mini-bar slots are universal and available to all trays.
Harvesting and Crafting XP
Previously there has been limited value to harvesting or crafting while leveling. To allow players to have greater variety in the way in which they choose to level, harvesting of resources and crafting items now grants players XP. As you gain levels, you will need to seek out higher value resources or craft items with higher rarity to continue gaining XP from these activities. Harvesting
Each of the five harvesting tools now has a specific inventory slot to which they can be assigned; there is no longer a need to change which tool is equipped. While out of combat and facing a resource, using Left-click will automatically activate the appropriate harvesting tool to harvest it.
The shovel tool slot is now locked until you obtain the skill Digging Basics in the Excavation skill tree.
The Harvesting user-interface (on-screen icon and “pips”) has changed:
This UI is no longer automatically granted - first players will need to equip an Exploration discipline (specifically: Connoisseur, Lookout, Survivalist, Foreman or Villein)
Once the discipline is equipped, players can get the benefit of the Harvesting Power passive power that then activates the ability to charge the harvesting pips (via the harvesting UI).
The Villein Exploration discipline also allows you to see the Harvesting UI (pips) but does not give players the ability to use it - without having the Harvesting passive power.
In order to unlock the Harvesting Ultimate: Energetic Harvesting, players must spend points in either the Excavation or Reaping Skill Tree (in the Basic nodes of both trees).
Crafting
Specialized crafting tables will no longer automatically grant you all of their recipes; they will give you the recipes for basic components, with higher resource costs - to provide a higher benefit to having a Crafting specialization.
To unlock additional recipes, you must now equip the appropriate Major Discipline tied to that Craft.
To further improve your crafting experience (reduce the amount of resources required to complete a recipe, and improve your result), equip the appropriate Advanced Minor Discipline.
NPCs NPC Levels and Difficulty
NPCs now have a level ranging from 1 to 30 which corresponds in power to player levels. This change is intended to make finding and fighting relevant NPCs more accessible and user-intuitive for players than the previous system.
The level difference between a character and an NPC now plays a greater role, and higher level NPCs are significantly more challenging to fight. NPCs that are significantly higher level than a character will do increased damage to that character and have increased resistance to attacks. These changes are intended to provide a smoother, more intuitive curve for character leveling by offering players challenges appropriate to their level (+/- 4 levels.)
Beyond the standard NPCs players most frequently encounter, we’ve added new NPCs including elites and powerful new raid bosses that are distinguished by a visually unique (color/shape) frame on the nameplate to better stand out. These NPCs may require multiple players to defeat.
NPC AI, aiming, and aggro management has been improved. NPCs should more realistically be able to hit players and choose which enemies to attack.
In order to add variety for Wartribes, the following NPCs have been added or modified.
The Underhill Wartribe. Conniving, light-fingered, and greedy, The Underhill were once related to the Guineceans before these criminals were pushed to the fringes of society. Scavengers and thieves, the Underhill often make use of stolen equipment and are notable for their ability to use firearms (while lacking the capacity or inclination to create their own.) This Wartribe includes Cleric, Duelist, and Knight enemies.
The Aracoix Knight. This adds a new melee NPC in the Aracoix wartribe for players to fight and brings variety to the Aracoix beyond stealthing Aracoix Assassins and ranged Druids.
Long considered a myth, the fearsome Bogbear can now be found.
The Risen have been removed from the game. These Hunger-infected NPCs may return at a future time.
Thralls
Powerful souls of fallen warriors and craftsmen, these spirits cannot leave the mortal plane and move into the afterlife and wander the land.
These ghostly NPCs spawn only at night at locations across the map and drop special crafting resources and rare crafting components.
Rarely you may encounter a Thrall that is tied to one of the Major Disciplines; when slain it will drop a Soul Essence that can be used in the crafting of that Discipline. This is now the only way to acquire higher rarity Major Disciplines.
Sacrifice
All God statues have been added in the Temple. Each god has a dedicated Sacrifice Brazier and some Victory cards may require sacrificing to specific Gods.
The Sacrifice window now provides additional lore for each god
Capturable Outposts dedicated to specific gods have been added to the world.
Seasonal Updates
Seasons are more important than ever in Crowfall and the new Seasonal Updates make that apparent. As a campaign transitions from Spring through to Winter there are now visually distinct grass, terrain, and lighting to emphasize the world’s descent into being consumed by The Hunger.
New Player progression in God’s Reach (Starting World)
In order to ensure player’s get off to a strong start, we’ve updated the player leveling experience and we’re introducing a new God’s Reach map.
Powers
There has been a substantial change to the way powers are created and executed in-game. This should provide a long-term improvement in performance and our ability to efficiently fix powers related bugs, temporarily the FX and SFX of some powers may not trigger correctly. We are working to correct these issues.
Some Power Cooldowns and Buffs now persist through zoning and logging out.
The range of many Melee abilities has been changed to 6m.
Class Powers
The Druid Static Bolt basic attack is no longer a channeled ability and can be used as individual attacks or as a chain.
Disciplines
The Major Disciplines Elementalist, Militant Mage, Mudman and Scarecrow have been removed and can no longer be purchased or crafted.
Talents
It is our Design intent that players make meaningful choices when choosing Talents; not all will be able to be purchased - choices matter and you will be forced to make trade-offs.
The benefits provided by many Talents have been altered.
Plate armor proficiency has been removed as a default starting option for classes that previously had it.
Proficiency with Plate armor is now granted by several Promotion Specializations.
Major Disciplines now cost 5 talent points.
Races and Racial Passives
Choosing a Race in Crowfall has always been a meaningful and impactful choice. We’ve made a number of changes to racial bonuses and powers, as well as improving how those benefits are presented.
Attribute Base Caps have been clarified. This allows players to see base stat caps for a race at the top level in the racial discipline.
Many Passive and Active Racial bonuses have been altered. Races now receive one to two active powers, four to five passive powers, a race specific Dodge and some races receive an additional equipment slot.
New or Updated Racial Passives:
Centaur
Hungry as a Horse - large physical size requires you to eat more often, reducing your Food Regen Rate by 20 seconds.
Legion's Strength - increases all nearby group members Attack Power and Attack Power statistics by 75.
Sure Footed - prevents damage from removing you from a mounted state.
Trailblazer - increases your Out of Combat Movement Speed by 15% after you Pathfind a trail. Pathfinding automatically happens whenever you leave combat.
Elken
Follow-Through - increases your Ranged Distance Bonus Cap by 5.
Gaea's Tears - increases your Critical Healing Amount statistic by 10%.
Tannin Techniques - increases your Leatherworking and Leatherworking Experimentation statistics by 10.
Trailmaster - increases your Out of Combat Movement Speed by 25% after you Pathfind a trail. Pathfinding automatically happens whenever you leave combat.
Fae
Born Under The Knife - increases your Power Damage Bonus: Melee statistic by 3%.
Toxic Tolerance - increases your Organic Resistance statistic by 5%.
Improbable Antidote - has a chance to instantly remove all Toxin effects on you whenever a Toxin effect is applied to you.
Glide - reduces your falling speed. You can activate this power with the jump key after a successful double jump or while falling.
Guinecean
Double Jump - jump again while near the apex of your first jump.
Epicurean - increases your Consumption statistic by 15%.
Superior Weapons - increases your Weapon Damage statistic by 8.
Caravan Master - increases your Plentiful Haul statistic by 1.
Half Giant
Brawny - increases your Critical Damage statistic by 10%.
Gigantism - large physical size requires you to eat more often, reducing your Food Regen Rate by 10 seconds.
Maken Me Mad! - grants a stack of Maken Me Mad whenever you are damaged for less than 200 Health. If five stacks are gained in 30 seconds, gain Giant Smash. Giant Smash increases your Damage Bonus and Healing Bonus statistics by 5% for 12 seconds, and also restores some of your class specific resource.
Sticks and Stones - increases your Logging and Quarrying statistics by 10.
Half Elf
Bandit's Armor - protects you with a Barrier preventing up to 1000 Piercing damage or 500 damage of other types for 15 seconds. (Activated power)
Lay of The Land - increases your Mining statistic by 15.
Past Lives - unlocks an additional Minor Discipline Slot.
Trailblazer - increases your Out of Combat Movement Speed by 15% after you Pathfind a trail. Pathfinding automatically happens whenever you leave combat.
Wildkin's Retort - heals 6% of your maximum Health every second for 4 seconds whenever you are the victim of a Knockdown, Stun, Root, or Snare.
High Elf
Acrobatics - has a chance to instantly restore 1 Dodge Power when performing a right-click Dive Roll.
Hauteur - increases your Critical Damage statistic by 5%.
Vanity - increases your Elemental Resistance statistic by 500.
Minotaur
Thick Skin - increases your Resist All statistic by 300.
Gigantism - large physical size requires you to eat more often, reducing your Food Regen Rate by 10 seconds.
Unbreakable - grants immunity to all Stun effects that hit you from the front.
Waste Not, Want not - Increases your Skinning statistics by 15.
Nethari
Desert Winds - increases your Health Regen: Out of Combat statistic by 20.
Subcuticular Suturing - increases your Necromancy and Necromancy Experimentation statistics by 10.
Sun-Kissed Skin - increases your Anti-Critical Strike statistic by 3%.
Walk Without Rhythm - increases your Movement Speed: Stealth statistic by 20%.
Stoneborn
Blood of the Mountain - increases your Incoming Healing statistic by 15%.
Coagulation - has a chance to instantly remove all Bleed effects on you whenever a Bleed effect is applied to you.
High Forge Apprentice - increases your Blacksmithing and Blacksmithing Experimentation statistics by 10.
I Get Knocked Down - reduces the length of Knockdowns you suffer by two seconds and increases Damage Bonus and Healing Bonus statistics by 5% for 12 seconds after suffering a Knockdown.
Wood-Elf
Nature Resistance - increases your Nature Resistance statistic by 1000.
Reflection of Nature - increases your Critical Healing Chance statistic by 3%.
Shaper of Wood - increases your Woodworking and Woodworking Experimentation statistics by 10.
Trailblazer - increases your Out of Combat Movement Speed by 15% after you Pathfind a trail. Pathfinding automatically happens whenever you leave combat.
Items
The cost, attributes, crafting requirements, and values of many items have changed.
Added several new items that can be found by harvesting.
Removed artifact combine tables and added cooking crafting stations instead. Artifacts dropped from Wartribes can no longer be combined.
Weapon appearances have been updated.
Vendors:
Added a vendor in the Temple that sells a Grassland Parcel.
Updated messaging for Vendors when Inventory is full.
Improved vendor shop names and icons.
World Bank
The World Bank / Vault in campaigns are no longer accessible by hitting ‘B’ or the UI; you can access the Bank in a Temples; additionally, there are new bank outposts that can be found throughout the world (by using your map).
The Vault can still be accessed while in an EK.
Added a confirmation dialog to prevent players from accidentally deleting items able to be exported - via remaining export tokens - in the game lobby.
Deeds purchased with Crowns can no longer be imported into an Embargo Campaign.
User-Interface
We’ve dramatically updated the User Interface including visually exciting Nameplates, Character Sheet, Action Bars, Class Resources, and more. The new UI provides a drastically more consistent look and feel that compliments the world and lore of Crowfall.
Sounds / Animations
Added and updated numerous sounds, animations, and icons.
Culling and Performance Improvements
In order to improve Client performance, we’ve added additional culling of objects and FX.
Powers that you use, those that will hit you, or Area of Effect abilities should not be affected.
Under Settings -> Advanced Settings you can configure this setting to allow for additional objects and FX to render
General
Roads now increase the movement speed of players and Caravans on them.
Tower Outposts are now located near the roads.
The skills trees have been significantly reworked. Several obsolete or non-functioning branches have been removed and the Skill Trees should now offer better progression.
Added a confirmation dialog with the race and class during character creation when using a crafted Vessel.
You should now be able to see your vessel quality in the lobby before deleting it.
There is now a setting to turn off screenshake FX.
Implemented several new plant appearance variations.
Falling damage can now be applied while you are mounted, and may also dismount you.
Infected
The Infected campaign type has been updated to reflect several of the new Siege and Stronghold changes introduced in The Dregs with the following differences:
All buildings are predetermined and can not be changed or destroyed
The only building that provides an interactable is the Well of Eternity
Scores are not cumulative and reflect the current ownership of capture points in the campaign
To access The Infected, click on the God's Reach tab in the Lobby and Enter World with a character level 15 or higher.
Fading out The Shadow
In order to have greater focus on The Dregs campaign, we will be temporarily disabling the “Three Faction Campaigns” which we are now referring to as “The Shadow.” The Shadow will be an available campaign option in later rounds of Beta testing and at Launch.
Bugs Fixed
We’ve fixed numerous issues this release… too many to list in one place. The list below is a combination of critical issues that have been fixed, as well as a number of less impactful, but player reported, bugs.
Show Stoppers:
Fixed an issue where installing Crowfall without updated Visual Studio C++ Redistributables would cause a black screen or sound errors loading into the game.
Turkey Region Settings no longer cause Assets to not load properly which would prevent players from being able to log in.
General:
The Dizzy effect has been removed from the game.
Constructing a wall no longer causes the character to sometimes rubber band or become stuck.
Fixed an issue where interacting with a Rune Gate would not remove the character from stealth.
Carrying Capacity: Ore node in Exploration Basic skill tree now improves stats properly.
Deleting a World Bank will now delete all items inside of that bank (including crafted vessel items).
Fixed an issue where players could not login if their username began with numbers, dashes, underscore or dots.
Players can no longer spend level points in a maxed out stat.
Fixed bug with faction selection causing loading screen issues.
Player character and NPC corpses will no longer float if they die midair.
NPC Corpse interaction has been improved to better reflect the position of the NPC.
Fixed bug where players could see doobers while in crow form.
Guinecean stealth double jump animation now plays properly.
Bandage animation now plays correctly.
Players will no longer get stuck on Leaving World when you log out.
Fixed an issue where NPCs could be stuck in the world and unkillable while leashing.
Ballista aiming reticle should now appear correctly when over a player character.
Decreased interactable radius for Death Blow.
Building interact distance has been shortened to 5m.
Vendor interact distance has been shortened to 5m.
Fixed an issue where some items from the ejected vendor were disappearing.
Fixed an issue where some items would rarely be lost being returned to the Vault.
Fixed an issue where some objects would be seen floating.
Buying disciplines using the Right Mouse Button should now work properly.
Harvest-able resources will no longer shield characters from siege attack damage.
The Zone tab of the chat now appears in zones that contain apostrophes.
Equipped items can now be swapped with the same item in the inventory.
Siege timers on Keeps on the map are now displaying the correct duration.
Fixed an issue when a character dies via falling through the map and is taken to an infinite loading screen.
Fixed crashes resulting from players zoning.
When the hunger bar is depleted the starving debuff will now appear and health will not regenerate.
Power tray background now displays correctly after being overlapped by another character's health bar.
Fixed issue where the next attack after retaliate does not do any damage.
Fixed issue after purchasing a guard the character would be teleported to the roof of the outpost.
Fixed issue where Wartribe corpses appear to stand up when the character backs away more than 40 meters.
Fixed issue where the player is able to enter game-play with a recently deleted character.
Completing a Hippo (a wall or building) no longer causes your vessel to rubber band or become stuck.
Updated and improved animations for stronghold guards.
Improved character animations while swapping trays.
Hellcats can no longer hit the player character when in an outpost.
Fixed screen lock up when selecting the completed tab from the campaign screen in the lobby.
Campaigns:
Fixed an issue where Raid Bosses were not spawning in some campaigns.
Fixed an issue where some NPCs were not moving from their Spawn Location.
Fixed an issue where Runegates, harvestables, and NPCs would not spawn in a zone.
Crafting:
Book Clasps, Bow Risers, and Staff limbs can now take 2 Spherical Gems.
Players must unlock the Assassin Tools of the Trade talent in order to craft toxins.
Players must have the appropriate recipe scroll equipped in order to craft a Runic Staff.
Updated food vendor to have apples, plants, and more items per purchase.
Some crafted recipes (artifact binds) no longer add to the leaderboard.
Eternal Kingdom:
Players are now able to move Castle Defense buildings that have Modular Wall Panels attached to them in your EK.
Fixed an issue where "Building Placement Fail" message would appear while trying to move a house building in EK that has a vendor stall and vendor attached in it.
Changing the player's account name when there is an EK created now changes their EK's Zone Name and Owner Name.
While Building a house in Eternal Kingdom (F) and (G) prompts will no longer linger on-screen when the character is facing away from the building.
Fixed issues with characters falling through the world.
Edit Kingdom and Map can no longer be opened at the same time.
User Interface:
World Bank inventory window visible on the Vault screen should now open in the correct place on-screen.
Group Leadership Combat stats are now correctly reflected on the players details panel.
Faction crests should now appear correctly on the World Map.
Fixed visual bug when moving gold between your Vault and a World Bank.
Fixed bug with Talent Point tutorial tip.
Fixed visual issue on Trial of Gaea badge stat improvement.
Crafted Wood Elf vessel item description now correctly refers to it as a Wood Elf vessel instead of Druid.
Fixed an issue where logging out after opening all UI caused players to lose click ability.
Fixed an issue where modifying a stack while in the sacrifice window could give less XP.
Comparing Tooltips for Harvesting items now displays the correct values.
Chat:
The /ignore chat command now persists between play sessions.
New player-created chat channel names are now restricted to 12 characters or fewer.
If a guild member is removed from their guild, the Guild chat tab should disappear within the next 5 minutes.
The following chat commands have been removed: /chatkick and /chatinvite
The General chat channel is now campaign-specific, and will no longer be available in the Lobby.
Chat channels now have a locked sorting order of appearance - adding new channels will no longer move your tabs around.
A new channel has been added called Recruitment.
Default channels now remember if you left them, and don't try to re-join the next time you log in.
Using /[channel] should now switch to that channel, automatically. Say/yell/whisper also switches to Me.
General and Discipline Powers:
Fixed bug where powers were missing their FX the first time they were used.
Fixed the song duration resulting from the pure voice buff of twisting minor discipline.
Channeling or charging powers will no longer fire upon character death.
The hit FX, hit reaction and camera shake are no longer visible when attacking a character with different faction in a Sanctuary.
Stealth shader now appears on all stealthed allies including allies that were stealthed before coming into view.
Class Powers:
Assassin:
Assassin Shadow Armor talent now improves Resistance stats correctly.
Assassin talent Alligator Blood tooltip now shows the correct bleed improvement information.
Using the Assassin's ultimate power Shadowstep towards the Tree of life will no longer teleport you inside the Tree.
Champion:
When using Colossal Smash within 10 meters of a target the character no longer clips through the targeted enemy.
Visuals for Second Wind have been improved.
Confessor:
Projectile of Meteor Purge now animates.
Druid:
Druid's Electrogenesis orbs will now be visible to the caster.
Druid Partial Redirection talent now heals you by the correct amount of HP.
Druid Sacrifice power tooltip has been updated to reflect the correct Essence restoration.
Druid Blight power now has the correct duration.
Druid Gaea's Wail bear projectile now animates correctly.
Duelist:
Duelist only stealth powers can utilize the Vanguard Scout passive lifesteal ability.
Fixed an issue where the 'Dynamite' ultimate power of duelist could make multiple barrels per building near to the target.
'Impale' power of Duelist class will now trigger appropriately when used on an enemy.
Snipe power now deals damage and registers in the combat log.
Knight:
Knight Shield Slam power now works at the correct distance.
Updated the Pursuit power to be a buff instead of a charge/hit. When used it will give a movement speed increase for the duration of the buff. The barrier talent remains the same, but the Stop! talent that stunned targets now gives a stun buff for 8 seconds on the next shield attack done by the knight.
Updated shield animations and root motion on Onslaught.
Myrmidon:
Myrmidon Pulverize power now has hit FX.
Ranger:
Ranger basic bow attacks can no longer hit targets if they are obscured by game objects.
Deathloop no longer unequips your secondary Melee Weapon when playing as a Ranger.
Templar:
Templar Holy Warrior power now has correct SFX and FX.
Race Powers:
Half-Giant
The 'Blood of the Giant' racial power of the Half-Giant now has animation.
Major Discipline:
Fixed SFX issues on Lay Low, Stink Bomb, and Caltrops abilities.