You can now choose how hard the game is, earn standing with each of the three paths, and run into traveling merchants on the road. Every starting job has a unique necklace to earn through its job quests, and the job quests that couldn't be finished now can be. Beaconrock Hollow has been rebuilt as a pirate cove, Tutik has real beaches and a deep sea, and the weather now changes the land: snow settles, rain leaves puddles and swamps rise. Curiosities now have their own bag, and an appraiser in Misthaven pays well for a set of five. Tutik has its first three rares, and new puzzles and chests hide gear in Silvercrest, Miram Drift, Saril, Silkfallen and Beaconrock. Many of this patch's fixes come from playtests of the Dwarven path and the start of the Human path.
Highlights
- Difficulty: choose Story, Standard or Veteran per save, and change it any time out of combat.
- Regional Reputation: earn standing with each path, then spend it with three new Envoys in Misthaven on dyes, gear plans and perks.
- Traveling merchants: Pell, Mirenne, Scratch and the Lantern Seller roam Chapter 1 with rare recipes, unique gear and curiosities.
- Six job necklaces: one unique necklace per starting job, each one strengthening a signature ability.
- New map: a framed parchment Zone Map and a World Map of Thal'myr.
- Photo mode: hide the whole interface and fly a free camera, on keyboard, controller or touch.
- Three more Named: Hrodvar the Icebound, the Sister of Thorns and the Pale Elemental.
- Hunt Board at any level: start earning Tomes from level 1.
- Beaconrock Hollow rebuilt: the plain caves are now a pirate cove of docks, shacks and timber gates.
- Tutik Rainforest reworked: a deep sea with shipwrecks, beaches you can walk out onto, and a thinner jungle.
- Living weather: snow that builds on the land, rain puddles, and water lines that rise in a storm.
- Boss music everywhere: every boss encounter now has its own track.
- No more body blocking: you walk through enemies, as in FFXI.
- Cheaper essentials: potions cost far less, and early armor and weapons are 75% off in the starting zones.
- Curiosities pay off: they get their own bag, and Corwin Ashe in Misthaven trades five of a kind for experience, gold and supplies.
- Tutik's first rares: Captain Orrin Gale and his crew, Stickbreaker the stalker, and Grandmother Eight.
- Puzzles and new chests: climb, hop and solve your way to hidden gear, and Beaconrock Hollow finally has chests.
Difficulty
- Pick Story, Standard or Veteran when you create a character, in the new window under the Race and Job selector. Each save keeps its own setting. Existing saves start on Standard.
- Change it under Options › Gameplay › Difficulty. You can't change it while in combat.
- Story: enemies deal 60% damage, you deal 125%, enemy abilities come back 50% slower, and dying costs no experience.
- Standard: the game as it has always been.
- Veteran: enemies deal 140% damage, you deal 85%, and enemy abilities come back 20% faster.
- Experience and drops are the same on every difficulty. Your Trusts get the same bonuses and penalties you do.
Regional Reputation
- There is one reputation for each path: Dwarven, Elven and Human. It has no level requirement and counts on any job.
- Earning it: killing a rare gives +10 with the path that owns the zone. Each finished Hunt Board hunt gives +15 (daily) or +60 (weekly) with the path you're standing in. Outside every path, that bonus is split evenly between all three.
- Ranks: Stranger, Recognised (100), Known (300), Trusted (700), Honoured (1,400) and Renowned (2,500).
- The Envoys: Margit Coalbrook (Dwarven), Caelis Ardenne (Elven) and Halvard Tolle (Human) stand in Misthaven past the Remnant Quartermaster. Their stock grows with your rank.
- Recognised: the path's first dye, and 5% off gold prices at merchants in that path's zones.
- Known: the path's meal, a half-price Warp Scroll, and the path's crafting plans.
- Trusted: the second dye, and free travel between the path's lit shrines from a shrine you've already lit.
- Honoured: the path's accessory, and +10% Tomes on hunts finished in the path's zones.
- Renowned: the third dye, a title, and rares in the path's zones respawn 15% faster.
- Nine new dyes, sold only by the Envoys for 1,000, 2,500 and 5,000 gold:
- Dwarven: Highland Amber, Cavern Slate, Forgeborn Bronze.
- Elven: Silvercrest Moss, Grove Gold, Canopy Jade.
- Human: Ironrise Steel, Canoram Pine, Miram Frost.
- Three new crafted items (level 18, plans 900 gold from the Envoys at Known, recipe level 54):
- Deepward Gloves (Dwarven, Clothcraft): caster hands with INT +3, MND +2, Damage Taken −2%.
- Silverbough Sabatons (Elven, Blacksmithing): heavy boots with VIT +3, STR +2, Movement Speed +6%.
- Driftrunner Sash (Human, Leatherworking): a Thief and Monk belt with AGI +3, DEX +2, Haste +3%.
- A new Reputation tab in the Journal lists the three paths on the left, like the Lore tab. Pick one to see your rank, progress, what each rank unlocks and how to earn more. There are also four new achievements.
Traveling Merchants
- Four merchants now move around Chapter 1 on their own schedules. Each visit brings new stock, and each rotating item can be bought once per visit.
- Pell walks a nine-stop route across Chapter 1 with her mule, Consequence. She sells rare Alchemy and Cooking plans: Hillwalker's Draught, Frostward Tonic, Marsh Ward Salve, Wayfarer's Pie, Drover's Hotpot and Smoked Eel Pasty.
- Mirenne, a very old elf, appears some days in Silvercrest, Tutik and Miram with Elven gear and curiosities. She never speaks.
- Scratch turns up in the hard zones with one piece of gear suited to that zone: Thawheart Scarf, Bogstrider Boots, Riverguard Sash, Tunnel-Eye Charm or Saltwarden Bracers.
- The Lantern Seller appears only on some nights, selling curiosities, and is gone by morning.
- Scratch no longer appears under the world near Emolim's temple in Saril Riverland, and Pell no longer stands half inside a slope in Silvercrest Enclave.
Curiosities
- Their own bag: curiosities now go into a Curiosity bag of 30 slots and no longer take space in your inventory. Saves that already hold some move them across on load.
- Stack to five: you can hold up to five of each curiosity, in one stack.
- Every curiosity you pick up shows a notice with how many you hold, such as "Curiosity: Pirate Coin (2/5)".
- Corwin Ashe, Curio Appraiser, stands beside Elemeen in her shop in Misthaven. Hold five of a curiosity and he offers to take them. Accepting hands them over and pays at once, and you can do it again with every new set.
- What he pays: curiosities sold by the traveling merchants give 2,000 experience, 1,350 to 3,750 gold, 3 Medium Healing and 3 Medium Mana Potions. Pirate Coins, Navigator's Compasses and Forgeborn River Weights give 1,500 experience, 1,000 gold, 3 Medium Healing Potions and 2 Antidotes. The five from Named enemies give 5,000 experience, 5,000 gold, an Elixir, 3 Large Healing Potions and a Cluster.
- Davan's Carving and Elemeen's Bottle are one-of-a-kind quest rewards, so Corwin doesn't buy them.
- The Journal's Curiosities tab now shows only the curiosities you've found.
- Curiosities and key items stay with the character who found them. They can't be put in the shared stash.
Maps
- The Zone Map is now a proper window with a frame, a Close button and a parchment look. Cancel (B or Esc) closes it.
- The new World Map shows Thal'myr. Click a zone you've visited to see its map. Zones you haven't visited stay fogged.
- Enemy blips on the minimap are half the size.
Photo Mode
- Press F11 or choose Photo Mode from the game menu. It hides the HUD, chat, overhead names and bars, damage numbers, quest markers and ground-target circles.
- Your abilities still work, and windows you had closed stay closed when you leave. This also fixes the old F11 mode, which disabled your abilities and reopened the DPS meter.
- Free camera: press M (Select on a controller). It stays within 30 m of your character and slides along walls. Touch screens get on-screen buttons.
- Leave with F11, or with Start or Esc.
Job Necklaces
Each starting job now has a unique level 20 necklace. It can't be sold or dropped, and you can't get a second one.
- Warrior, Bogfather's Tusk: from The Bogfather in Blackgrim Wetlands. STR +3, Attack +5, Counter +3. Vengeance lasts 30 seconds instead of 20 and adds Attack +15.
- Thief, Harlan's Chain: from Harlan Quill. DEX +3, AGI +2, Critical Hit +2. Mug lasts 45 seconds instead of 30, and its target takes about 15% more damage instead of 10%.
- Monk, Stillclaw Fang: from Stillclaw in Tutik Rainforest. DEX +3, STR +2, Accuracy +5. Focus lasts 45 seconds instead of 30 and adds Critical Hit Chance +5%.
- Black Mage, Quillcharge Torque: from the Grove Spine-Cat while Don't Touch It is open. INT +3, VIT +2, Magic Attack Bonus +3%. Shock Spikes deals more damage.
- White Mage, Rimehide Claw: from Rimehide in Miram Drift. MND +3, VIT +2, Magic Attack Bonus +3%. Sealed Pact gives more Magic Attack (+25% instead of +15%) and cuts your healing by less.
- Red Mage, Galeheel Charm: from Galeheel on Highland Plateau. INT +2, MND +2, Magic Accuracy +5. Gravity slows by 40% instead of 25% and also lowers Magic Evasion by 20.
Job Quests
- We went through all 31 Chapter 1 job quests. Four couldn't be finished, and those are fixed below.
- Level 5 is now one quest per job: Fledgling Warrior, Thief, Monk, Black Mage, White Mage and Red Mage. Use your starting weapon skill five times and your starting job ability twice. Your job's mentor or any Guild Courier offers it. The old level 5 quests are retired, and 70 quest-only enemies have left the starting zones and Tutik with them.
- From Behind, Politely (Thief 12, Canoram Hills): now has its raider camp of six and a short-sighted Watcher, and Diegar takes your report.
- The Whole Company (White Mage 12, Canoram Hills): now has its Militia Captain, his militia and eight Priestbane Skeletons to hold the road against.
- The Cost of the Swing (Warrior 12): Faren now takes your report.
- Twice, If You're Quick (Red Mage 12): the Tempered spiders now drop the silk you need.
- A Working Definition of Borrowing (Thief 20): rob Harlan Quill's strongbox in the Misthaven tavern, then fight him when he follows you back to Miram Drift.
- What Comes Back (Warrior 20): The Bogfather is now a true boss, with an arena.
- The Narrow Door (Monk 20): Stillclaw, a large tiger, now waits at the cliff shrine in Tutik.
- The Trade (White Mage 20): the den in Miram Drift now holds Rimehide.
- Make Them Stay (Red Mage 20): now one boss, Galeheel, in place of eight kills.
- Black Mage level swap: Aether Jump is now level 12 and Shock Spikes level 20. The Grove Spine-Cat rose to level 20 to match.
- Job quest text was rewritten in plainer language throughout.
Story & Side Quests
- Dialogue choices: conversations can now ask you to pick a reply.
- The Elder's Debt: Torvin leaves it to you what Drev Ashkar gets told: everything, nothing or part of it. Drev reacts to your choice, and Torvin answers it at turn-in.
- A Frozen Discovery (new, Miram Drift): Davan the ice carver has found a figure in the ice. Break it out for the Rimewatch Mantle plans, or leave it and take Davan's Carving. If you leave it, you watch Davan carve the ice at turn-in.
- Message in a Bottle: all 11 bottles are now out in the world, and their quests have real text in the log. Take each one to Elemeen in Misthaven.
- The Tracker's Work (Blackgrim Wetlands): a repeatable troll hunt for Jaelin Bael, replacing Never Enough.
- The Golems That Weren't Carved (Dwarven): rewritten around the golems no Dwarf made.
- What Silkfallen Hides: the runestones in Silkfallen Cavern can now be opened. Before, clicking them did nothing.
- Fixed dialogue lines that should have completed an objective but silently didn't. This affected any line with a condition, across every path.
- Side quest text was copy-edited throughout.
- Five Forgeborn history tablets, in their own violet, now stand in Silkfallen Cavern, Saril Riverland (two), Beaconrock Hollow and The Frozen Cliff.
Named & Endgame
- Hrodvar the Icebound (The Frozen Cliff, level 23): a draugr whose Stormgrave Cleave punishes your Trusts with a ring of lightning. Always drops a Lightning Cluster, with a rare chance at the Icebound Jarl's Girdle (STR +4, VIT +3, Double Attack +2).
- The Sister of Thorns (Silvercrest Enclave, level 22, night only): a silver wolf whose Thorn Rend hits your Trusts hard and makes them bleed. She can drop her Silver Fang and the plans for the Silverfang Earring.
- The Pale Elemental (Miram Drift) is now a post-story Named at level 24, just below Grimveil. It drops Ice Clusters more often and can now drop the Cinderfrost Diadem.
- The Sister of Thorns, Grimveil and the Pale Elemental appear only after Chapter 1 Complete. The Pale Elemental could also appear for a new character through its zone's random spawn list. That's fixed, and random spawns now obey these rules for every rare.
- Grimveil now returns after 30 minutes and travel through three other zones. Other Named take 15 minutes and two zones.
- Hunt Board: open from level 1, with no Chapter 1 requirement. Before Chapter 1 you get the gathering and crafting hunts plus three new ones: Road Patrol (20 kills that give experience), Rare Quarry (any rare) and The Wanderer's Tally (120 kills, weekly). Named hunts join the draw at the next reset after Chapter 1 Complete.
- The three new Named have their own daily hunts, and The Named Circuit now counts all 10.
- Rimewing: no longer shoves you as it closes in, or kicks you into the air when it turns. You can now reach it from its edge instead of from inside its body. Its melee hits harder, it flinches far less, and Frost Barrage now fires from its jaw.
- Ascended Riverward: the Sabatons' damage reduction moved to the Greaves, so the boots slot is free. The set total hasn't changed.
Tutik Rares
Tutik Rainforest had no rares. Now it has three, each with its own moves, a Bestiary page, reputation for the kill, and a rare chance at a piece of gear.
- Captain Orrin Gale (level 20): sometimes takes the place of a Restless Corsair on the southwest island. Crew Drill rallies him and every ally within 12 m with more Attack for a minute. At half health he calls up two Deckhands from the sand, once a fight. Captain's Cleave hits your Trusts with a ring around him. Can drop the Baron's Chapeau.
- Stickbreaker (level 19, night only): a huge cat that stalks the southern path in stealth. You see it only when you face it, and from further away the higher your level is above its own. Up close you see it whichever way you face. Its Ambush hits hard from hiding, and any swing, spell or hit brings it out. Can drop Rambler's Gaiters.
- Grandmother Eight (level 18): a giant octopus in a hollow stump in the eastern jungle. Eight-Arm Grab nearly stops you in place for 8 seconds, and Ink Burst hits your Trusts with a ring of water. Can drop Linen Wristcuffs.
Trusts
- Trusts now say a line when you call them and another when they fall.
- Trusts no longer pull enemies on their own. They join in when you're auto-attacking a target, have hate on it, or it's attacking the party.
- A Trust that gets left behind and teleports back to you now drops its fight, instead of dragging it along.
- Your attacks can't hit your own Trusts, and you can't auto-attack them. You can still target them with cures and status removal.
- The party card shows each Trust's level. Over its head, a Trust now shows only a slim health bar, status icons and the skillchain glyph.
Combat
- You now walk through enemies. They can't shove you around, and you can't stand on their backs or get knocked up onto them. Your Trusts still collide with them.
- Long-bodied enemies such as crocodiles, bears and tortoises now stop further away from you and reach further to match. Against any big enemy, your range is now measured to its nearest edge.
- Death: fixed a major bug where dying could refill your Health while you were still dead, so enemies killed you a second time. Corpses also no longer slide along the ground.
- The experience lost on death is now charged when you Return to your home point. A Raise or Reraise now costs no experience.
- Return Home now takes you to your real home point, not the last zone you entered. A save already written with the wrong one keeps it until you attune again.
- Loading a save where you're dead now shows you dead, not standing.
- Skillchain icons are twice the size and now show one clear glyph in the chain's colour.
- Staves and polearms no longer twist your left hand over the weapon.
- Two-handed weapons have a combat stance: great swords, great katanas, great axes, staves, polearms and scythes now hold a proper two-handed stance in combat, instead of the one-handed sword-and-shield pose.
- Pressing a ground-target ability while another is aiming no longer leaves the old circle stuck in the world.
- Casting sounds now always stop when a cast ends, however it ended, including when the caster dies.
- First Aid costs no MP.
Enemies
- Out of combat, enemies no longer notice targets more than 6 m above or below them, so they stop aggroing through floors and off ledges.
- Enemies that join a nearby ally's fight now join only allies of their own kind, and do it more reliably. Before, walls and props nearby could stop them from finding an ally at all.
- Silkstone Spirit is now a Rare.
- Silkfallen Cavern respawns are slower: slimes 2 minutes, bats 2.5, golems 3.
- The two Dervish Rabbits on Highland Plateau now fight together.
- Driftpaw Rabbits in Miram Drift hit for less and attack more slowly.
- Ice Elementals in Miram Drift take more damage from physical attacks and hit for less.
- Whiteclaw (Miram Drift), Pointy-Eared Jack (Highland Plateau) and Zooby Bat (Silvercrest Enclave) are weaker, so each is now an entry-level rare for its zone.
- Some bats, cutpurses, Fenrik and the Vampiric Surge's bats were dropping Silvercrest Enclave's loot wherever they were. They now drop their own zone's loot, or their surge's.
- The Wavebend Surge's Water Spirits and Tidecroak Toad now drop loot: a Water Crystal every time, with a chance at a Mana Ring or a Water Cluster.
- Bats and rabbits have new, higher-pitched voices. The bats no longer sound like trumpets.
- New names: most common enemies have dropped the zone from their name. Rares and bosses keep the single-word names.
- Silkfallen: Webroost Bat (Silk Bat), Grotto Slime (Silk Slime).
- Blackgrim: Bog Snapper (Blackgrim Crocodile), Reed Footpad (Blackgrim Thief), Fen Sellsword (Blackgrim Warrior), Deepmuck Troll (Giant Swamp Troll).
- Saril: Bilewater Croc (Saril Crocodile), Creeping Flytrap (Saril Flytrap), Shadeskin Troll (Shadeskin Giant Swamp Troll).
- Enclave and Grove: Honey Cub (Small Bear), Fernwood Pup (Small Wolf), Midge Bat (Tiny Bat), Prayer Bat (Grove Bat), Barrow Boar (Grove Boar).
- Tutik: Canopy Stalker (Jungle Tiger), Bough Chimp (Jungle Chimpanzee), Rainwalk Octopus (Jungle Octopus), Restless Cutpurse (Tutik Pirate Thief), Restless Corsair (Tutik Pirate Warrior).
- Beaconrock: Drowned Pickpocket (Beaconrock Pirate Thief), Drowned Buccaneer (Beaconrock Pirate Warrior).
- Miram and Canoram: Drift Bear (Miram Polar Bear), Driftpaw Rabbit (Snowy Miram Rabbit), Hill Bear (Canoram Brown Bear), Hill Wolf (Canoram Grey Wolf). Both Ice Elems are now just Ice Elemental.
- The Frozen Cliff: Rime Thrall (Frozen Bones), Rime Slinger (Frozen Boneslinger).
Economy
- Potions are much cheaper: Small 60 gold (was 250), Medium 250 (was 1,000), Large 750 (was 2,500). Phoenix Down is 500 (was 1,200). Crafting now makes 5, 4 and 3 potions at a time, and 2 Phoenix Downs.
- Crystals now cost 100 gold, and Sheep's Milk 100.
- Early gear is 75% off at the armor and weapon merchants on Highland Plateau, in Silvercrest Enclave and in Miram Drift. Buy before the fights get harder at level 9.
- Even farming: normal enemies in the five starting zones now pay about 30 gold a kill, whichever family you hunt.
- Plateau Golems and Blackfen Shamans were using rare enemies' loot tables, paying hundreds of gold a kill and dropping rare recipes. They now use their zone's normal table. Berga Stoneshade now uses her own table.
- Gear drops from Drowned Crew and Priestbane Skeletons are much rarer, because those two groups earned far more than anything else.
- Non-boss quest enemies now drop only the quest item they carry, or nothing. Quest bosses still have a small bonus chance.
- 19 crafted gear items sold for more than they cost to make. They now sell for slightly less than their materials.
- Prices were reworked on several Found accessories, including the Named earrings, sashes and cloak.
Chests
- Chests that refill can now give gold. That roll never worked before.
- A looted chest now stays empty until you've visited two other zones, the same rule rares use. Quitting and reloading doesn't reset it.
- Loot tables for every zone's chests were retuned, with zone gems and crystals added. Some tables had every item at 0%, which always gave the first item.
- You can't reopen a chest that's already open. Emptying a chest while its timer runs now cancels the timer and drops the channel bar.
- Beaconrock Hollow has chests: the Wrecker's Strongbox in Draven's depot (Kingdom Bandana), the Navigator's Sea Chest in Seris' chart room (Misery Staff), the Powder Hulk Lockbox on the sunken barge's rowboat (Flame Claymore), and the Fourth Captain's Cursed Chest in the cursed hold (Serpentscythe). After the first opening they refill, with a rare chance at a Poison Boomerang.
- Saril Riverland: its chests now hold Treebane, a Poison Scythe and a Hope Earring the first time you open them. Before, they had no first-open item at all. A fourth chest stands on the Still Queen's island with Bonze's Circlet. Refills now fit the zone's level: Yew Lumber, Silver Ore, Silver Bass, crystals, Large potions, and a rare chance at Flynn's Fishing Rod +1.
- Silkfallen Cavern: the Deep Cavern chest gives a Scholar's Ring once, then refills with mushrooms, Iron Ore, Aquamarine, crystals, 100 gold and a small chance at a Fire or Dia scroll.
- The Frozen Cliff: its chests now hold a Shield Earring and a Focus Collar, replacing the Power Bow (a vendor item) and the Misery Staff.
- Miram Drift: the small chest at Rabbit Rocks now holds an Onion Mace the first time you open it.
Puzzles
- Silvercrest Grove, the spirit stones: three meditation statues stand across the Grove: the Warrior, the Scholar and the Priestess. An open book, The Answer, hints at the order to light them. A wrong stone resets them. Light all three for a Brass Hairpin.
- Silvercrest Enclave, the treehouse climb: jump up the platforms spiralling round three trees, through the leaves, to a Plain Robe on the rack at the top. A fall only means starting again from the bottom.
- Miram Drift, the frozen falls: hop the ice floes up the inlet to the pool below the falls, where a greatsword stands in the water. The meltwater is too cold to swim, so falling in sends you back to the shore.
Items & Crafting
- Tavern drinks last five minutes and come with a catch: Canoram Brown Ale (Regen +1, VIT +2, AGI −1), Drift Honey Mead (Ice damage taken −10%, MND +2, Accuracy −5) and Frostcliff Firewater (Attack +5%, STR +3, Evasion −10).
- Rivercatch Rod: the plans from Grath the Patient now craft a real weapon, a very slow club that hits very hard. Damage 44, delay 528, HP +25, STR +2. It really is too heavy to fish with.
- Rimewatch Mantle: VIT +2, AGI +2, Ice resist +8%. The Galewind Mantle gains Wind resist +8%.
- Crafting Log: a tax line above Craft, a Craftable filter, its missing title, smaller description text, and tooltips on the result and materials. It also opens your Inventory beside it. Chat and the channel bar now name the item you're making.
- Tooltips: learned scrolls and recipes say "Already known", every sellable item shows its sell value, and only your current job lights up on the job strip.
- Double-clicking a scroll you already know now says so in chat.
- About 260 items got real icons, including every earring and crafting material, plus Message in a Bottle and one scroll per craft for recipes.
- Crafting materials and several foods have proper descriptions, and food text now matches what the food does.
- The inventory's Tomes line shows a tome instead of a gold coin.
- Inventory tabs: the inventory window now has General, Key Items and Curiosities tabs. Key Items lists every key item you hold, with its description beside it.
- Grey Warden's Ursine Mantle: the Grey Warden in Silvercrest Enclave can now drop Leatherworking plans for it (recipe level 30: Grey Warden's Hide, 2 Bear Leather, 2 Linen Thread, an Earth Crystal). The +1 has DEF 11, STR +3 and VIT +3.
- The Wardweave Cloak now takes 3 Bear Hide instead of the Grey Warden's Hide.
- Misery Staff: now level 18, with INT +8.
- The Traveler's Mantle can now be worn by every job.
Merchants
- Fixed merchant buyback: buying part of a stack back no longer deletes the rest. The buyback window now starts at the whole stack.
- The merchant window now always opens on the items list, and you can always get back to it from buyback.
- Silkfallen Cavern has a new General Merchant.
- The Miram fishing merchant now sells only fish and fish dishes. The Grove's Elven merchant now sells woodland weapons and consumables, with no armor.
Beaconrock Hollow
- The zone has been rebuilt as a pirate cove. The old rock tunnels now have sea-cave rock and pirate-built docks, stairs and shacks through the caverns, with crew quarters along the route.
- The gates that open on boss kills are still here, now rebuilt in timber.
- Five stretches of water are now swimmable, and you can see their surface from below.
- The zone now has baked lighting.
Tutik Rainforest
- The sea is deep now, down to 26 m, with ocean water and a seabed you can see.
- You can get out of the water: a wading shelf, 28 beach ramps, 15 rock ramps and 6 dock stairways up the cliffs. Most of the shore now has a way out of the water close by.
- A thinner jungle: tall undergrowth now blocks about half as much of the walkable ground.
- New sights: a sunken shipwreck field, a half-sunk wreck on the shore, coral and seaweed, rocks along the terraces, fireflies and falling leaves.
Weather & Water
- Weather now changes during a visit, about every six real minutes. Before, it held until you left the zone.
- Snow follows the weather in Miram Drift, Canoram Hills and The Frozen Cliff. A blizzard buries the rock, and it melts back afterwards.
- Rain leaves puddles on Highland Plateau, in Misthaven, Silvercrest Enclave, Silvercrest Grove, Saril Riverland, Tutik Rainforest and Blackgrim Wetlands.
- Water rises in a storm by up to 1.5 m in Blackgrim Wetlands, Saril Riverland and Tutik Rainforest. Blackgrim's low ground becomes swimmable when it's high.
- You can see the water's surface from below. Underwater fog is now a pale aqua instead of a solid blue wall.
- Blackgrim Wetlands has new, slower swamp water.
World
- Bud's Tavern: Bud now runs a small walk-in tavern in Canoram Hills, with a Barmaid who sells consumables and all three new drinks.
- Better terrain: cliffs no longer show stretched streaks, and snow and rock now follow the land's shape in Miram Drift, Canoram Hills and The Frozen Cliff.
- Fixed tall sheets of terrain standing up at zone borders.
- The sun and moon now fade out at the horizon, so a set sun no longer lights the world from below.
- NPCs, creatures and other models that ignored fog now fade into it properly.
- Fixed odd dark squares over Saril Riverland at night.
- Gathering: node markers are now a soft pulse on the ground, replacing the tall light beams. Pickups land on the ground instead of floating. Logging, herbs and fishing now make sounds, and each mining or logging gather is two hits.
- The mining pickaxe is held the right way round. Attuning at a shrine no longer sinks you into the floor.
Characters
- Silkfallen's Dwarves are now the right size, and Drev and the Kingsguard show their names.
- Elder Torvin now animates, shows his quest marker and no longer spins his head. Faren and other quest NPCs no longer spin when something bumps them.
- Thorin now surveys the land instead of picking berries. Highland's tavern patrons talk instead of fishing. Canoram's fishermen now fish, and its stablehands no longer chop at thin air.
- The floating book in the Highland tavern is back on its crate.
- Balinda Stonehammer's name is now spelled correctly. Miram's pine cones are now named Miram Pine Cone.
Music & Sound
- Boss music: all 27 boss encounters and the three Empowered Trials now have their own track.
- New sounds for a failed synthesis and for picking up gold from a chest.
HUD & Interface
- A new line above chat shows the elemental day, the time, the moon and the weather.
- Reaching a home point now shows a notification instead of a chat line. Reading a lore tablet for the first time now shows "Lore discovered" and plays a sound.
- Your current mission now heads the Quest Log, in gold.
- Status icons over enemies' and Trusts' heads are a third of their old size.
- Long tracked quest names now wrap to a second line instead of being cut off or running over the rows below.
- A finished objective now fills in its diamond, in the tracker and in the quest window.
- Quest points no longer show the No Action cursor until you click them.
- Journal: every zone page now has correct totals for secrets, enemies and gathering, plus new text once you've found everything in a zone. Sealed shrines now count when you find them, so three zones' secret counters can reach their totals.
- The title screen has a Credits button.
Options & Controls
- Graphics options: VSync, Frame Limit (30 to 144, or Unlimited), Brightness, Field of View and Reset to Defaults.
- Steam Deck: the game now detects a Deck and defaults to the Performant tier at 30 fps. Your own choices override this.
- Lock On When Engaging (Options › Gameplay): right-clicking an enemy, or holding the interact button on a controller, also locks on to it. Off by default.
- Options rows now have real descriptions.
- Baked lighting on every tier: the Balanced and Performant tiers now get the zones' baked lighting. Before, they got flat ambient light instead.
- A new install on PC now starts on High Fidelity again, as intended. It had slipped back to Performant, which has no sun shadows.
- Controller fixes: one press on the crossbar fired the slot three times, including once on release. It now fires once. Holding a D-pad direction and then pulling a trigger no longer fires a slot. Letting go of the interact button a little early now interacts instead of doing nothing.
- Camera turning with a stick no longer depends on your frame rate, so it's the same speed at 30 fps and 144 fps.
- WASD no longer moves the selection in menus. The arrow keys and controller still do.
- A quick click no longer leaves the cursor hidden and locked.
- The camera should no longer glide into place after you change zones.
Known Issues
- Six Trusts in the roster, the Chapter 2 job masters, stay locked for now.
- Saves from before this patch with a level 5 job quest or The Narrow Door in progress haven't been tested. If one gets stuck, please report it.
- When the water is high in Blackgrim Wetlands, some quest and gathering points end up underwater. Tell us if one stops working.
- Some of Tutik's tallest cliffs still have no way up from the water.
- The minimap may still show Stickbreaker while it's hidden.
- Some newer consumables still use placeholder icons, and the Clapperless Bell has no icon yet.
- Trial Sigils can only be bought at the Hunt Board for now, not crafted.
- Runic Surges don't have their announcement and victory sounds.
- There are small cracks between terrain tiles on Highland Plateau.
- In Beaconrock Hollow, the skeletons near Draven Kell can get stuck running in place, and Old Tally moves in small stutters.
- Dwarf characters created during the female-Dwarf builds keep that body. Start a new Dwarf to see the current look.
Thanks for playing, and keep the reports coming. Include the version number from the title screen when you do.