Client Changelog
- Change: “Quick keybinding” setting can now be changed from inside the game, instead of only in the launcher.[/*]
- Change: Reflective items will now show more of the original material and texture by tinting the reflections.[/*]
- Bugfix: Fixed a rare client crash that could happen when performing various actions.[/*]
- Bugfix: Fixed movement speed while walking inside some fence plans.[/*]
- Bugfix: Fixed several issues with the Action Queue showing actions it shouldn’t.[/*]
- Bugfix: Tutorial will now again recognize the journal window being opened[/*]
- Bugfix: Tutorial notification window will automatically close when a player is moved to Guidance[/*]
- Bugfix: Dragging multiple stacks of items should properly move all of them again.[/*]
Server Changelog
- New: Added “Lindwyrm Bench” monthly skin to Marks Shop.[/*]
- New: A title has been added for 100 skill in Trebuchets. Congrats Zekezor![/*]
- Change: Drifting of unmanned boats has been removed, even if they are not moored with a mooring anchor. Drifting has rarely ever occurred in practice due to bugs, and rather than cause significant inconvenience for players by fixing that, we’ve made the decision to officially remove it. Mooring anchors will still prevent players from dragging or pushing boats without permission.[/*]
- Change: New tree growth will now destroy any tree stump that already exists on the tile.[/*]
- Change: Dig to pile is now enabled by default for new accounts.[/*]
- Change: Fight skill will now transfer between Defiance and Northern Freedom Isles.[list]
- The first transfer will take the higher skill value from both sides, replacing the lower one. Afterwards it will transfer as usual just like the other skills.[/*]
- Village tokens in PMK capitals can be used as portals for kingdom members.[list]
- When using a portal to get to Chaos, you’ll only see options for locations of your Chaos kingdom.[/*]
- If after using a portal you arrive on Chaos to find that you’ve been removed from your kingdom, you’ll be redirected to a Freedom kingdom starter deed.[/*]
- When a tile like grass is destroyed by the action, it now always turns into dirt, never to sand.[/*]
- Flattening a tile border is now 5 seconds per tick instead of 10 seconds, like the old action.[/*]
- Libila and Magranon priests are once again blocked from flattening or leveling surface tiles.[/*]
- Flattening and leveling near clay, tar, or peat once again has a much longer timer.[/*]
- You can no longer flatten or level while standing on a bridge.[/*]
- Flatten and Level now work under bridges, using the same rules for whether or not you’d be able to dig or drop dirt in that location. For example, you can’t flatten a tile with a bridge support.[/*]
- Action timers for Flatten and Level should now be correct across the board, except in cases where the action is canceled prematurely due to an error (such as hitting the rock layer).[/*]
- The order in which tile corners are modified by a Flatten or Level action is randomized on each tick of the action, similar to how the old action worked. For example, when lowering a tile with Level, it will no longer lower the same corner every single time until it’s flat before moving on to the other corner.[/*]
- Raising unchangeable tiles like clay, tar, peat, and trees using Flatten or Level is no longer possible.[/*]
- To prevent wasted time, a Flatten or Level action will cancel immediately and send the error if the first tick would result in no change, instead of waiting for that first tick to finish.[/*]
- Sleep powder and other no-drop items can no longer be fed to anything other than yourself.[/*]
- Source seeds have been given lower priority, so feeding or taming from a container with other items the creature can eat should prioritize using those items to prevent unhappy accidents.[/*]
- Error messages have been improved. When right-clicking a creature or using a Feed or Tame keybind, a more specific error message is given if the item is edible but not by that creature, such as trying to feed onions to a carnivore. If a completely inedible item is used by performing the action with a keybind, the error message is more clear about the item being completely inedible.[/*]
- Taming with source seeds is now only possible if the creature would benefit from their effects, as was already the case with the Feed action.[/*]
- Seals can now eat source seeds, for all your seal husbandry needs.[/*]
- The old “Tame” and “Feed” actions should no longer appear in right-click menus accidentally.[/*]
- Source seeds may once again be fed to female creatures regardless of whether they are hungry or not.[/*]
- Bashing a floor, roof, or bridge section is now much more similar to bashing a wall in terms of which types of weapons do the most amount of damage. This also means that bashing them with items that are not weapons (for example, liquids or handfuls of pumpkin seeds) is no longer possible.[/*]
- Bashing an unfinished floor, roof, or bridge section now grants a bonus to the amount of damage done scaling with how unfinished it is, similarly to walls.[/*]
- Bashing a ladder opening does significantly more damage than it would to a normal floor of the same material, much like arched walls compared to other walls.[/*]
- Bashing a bridge section now gets a large bonus to damage if another bridge section adjacent to it is only a planned section with nothing built (due to being destroyed or simply not being started yet). This should make destroying an entire bridge much easier once the first section is destroyed through decay or player action. This bonus gives 6 times normal damage for most types of bridge sections, and 3 times normal damage for supports, since missing a nearby section would not destabilize them as much.[/*]
- The “Mallets & Sickles” quest no longer requires you to have the hatchet in your toolbelt when cutting down a tree. Instead, a new quest stage has been introduced at the beginning of the quest requiring you to put a hatchet inside a toolbelt and to equip the toolbelt.[/*]
- The “Mallets & Sickles” quest no longer gives a free large anvil in the middle of the quest. Instead, a new quest stage has been introduced requiring the player to create one.[/*]
- The “A Place to Call Home” quest will now retroactively award progress for planning and finishing a building if the player has already done those tasks. For example, a player who has already fully constructed a house on Guidance will be awarded that quest progress when they accept the quest, or upon logging in if they already have the quest active.[/*]
- Players will not lose progress in this quest as the result of these changes. If you have already completed the quest, it will stay completed, and a new stage will only need to be done if you have not progressed to that point in the quest yet.[/*]
- When earning rewards from quests, the message sent will now be displayed as on-screen text.[/*]
- The find route action will no longer take a long time to show the village list.[/*]
- The selected route should no longer randomly reset when following it.[/*]