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New World: Aeternum News

Store Unvaulting: Dusk Fae Showcase


Greetings, Adventurers!

Some of your favorite Store skins like the Titania’s Regalia, Oberon’s Armor, and Dark Scion are back for a limited-time. These items can be obtained in exchange for Marks of Fortune until 6AM PT (1:00PM UTC) on April 4. Following this enchanting selection of Dusk Fae apparel, additional player requested skins will cycle through the Store each month. Let us know what you want to see unvaulted in the future.

Check out the full selection, including armor skins, weapon skins, emotes, and more below.

[h2]DUSK FAE APPAREL BUNDLE[/h2]

“While Aeternum is rife with corrupted souls, one can also find delicate and enchanting magic among its many spirits.”
Includes:
  • Titania's Regalia
  • Oberon's Armor
  • Dark Scion

This bundle is pro-rated, so if you’ve already purchased something in the bundle, that will reduce the cost.

Cost: 36,000 Marks of Fortune

[h2]DUSK FAE WEAPON BUNDLE[/h2]

“The results are both unpredictable and enchanting when using weapons blessed by the spirits of the wild.”
Includes:
  • Twisted Undine - Musket skin
  • Sleeping Spindle - Rapier skin
  • Spiritgem - Hatchet skin
  • Nymph Smasher - War Hammer skin
  • Dusk Fae Fire - Fire Staff skin
  • Icesnap - Ice Gauntlet skin

This bundle is pro-rated, so if you’ve already purchased something in the bundle, that will reduce the cost.

Cost: 34,500 Marks of Fortune

[h2]BLUE LANT'RN ABODE - CAMP SKIN[/h2]

“Thyne e'rie lant'rns attracteth flutt'ring spirits, and can draweth one's attention f'r most wondrous lengths, until rest and dreams ov'rtake thee.”

Cost: 20,000 Marks of Fortune

[h2]DUSK FAE TOOLSET[/h2]

“The mystical spirits that guard the land that have imbued this toolset with their knowledge of how to best harvest its resources.“
Cost: 15,000 Marks of Fortune

[h2]DUSK SYLPH DECOR BUNDLE[/h2]

“Your fine guests will feel right at home in these lavish and enchanted furnishings.“
Cost: 10,000 Marks of Fortune

[h2]EMOTES[/h2]
[h3]TUG OF WAR[/h3]
[previewyoutube][/previewyoutube]
"Pull for all you're worth! Pull like you're back at sea, hauling the mainsail aloft."

Cost: 4,000 Marks of Fortune

[h3]CHEF'S KISS[/h3]
[previewyoutube][/previewyoutube]
"For a job well done."

Cost: 4,000 Marks of Fortune

Thanks for your support! We’ll see you in Aeternum.

Season of the Guardian: Update


Greetings, Adventurers!

This article was updated on March 22: Season of the Guardian will release on Tuesday, April 2. Thank you for your patience and understanding as we continue to resolve issues based on PTR feedback and work together towards even more enjoyable experiences in Aeternum. You can also look forward to the full release notes at the end of next week.

Thank you for playing the Season of the Guardian PTR. To better address your feedback on the upgraded combat & animation system as well as issues identified through the PTR and internal tests, Season 5 will be delayed. We appreciate your support as we continue to resolve issues and work together towards an even more enjoyable release. Stay tuned for an updated Season 5 release date in the near future.

Here’s how each feature has been reshaped based on your PTR feedback. Other changes, noted below, will require more time to implement and release in a later update. Our team will continue to work hard on these additions for a more seamless experience. Thank you for your insightful commentary, patience, and understanding.

[h2]ARTIFACTS[/h2]

[h3]PHOENIX AMULET[/h3]
Many of you shared concerns that the invulnerability perk will make Healers and Ranged DPS overpowered. Taking this feedback into consideration, we updated the Phoenix Vengeance perk so that when a player receives lethal damage, they will temporarily avoid death, become invulnerable for 4 seconds, and then die. Following a second PTR release which provided these changes, we received and acknowledge further feedback regarding the sustained interest and viability of the perk with these modifications at play.

As a response, we will take another pass at the design of the Phoenix Vengeance perk, but due to timing, will plan to release further changes in an update following Season 5. You can expect the following adjustments (values not final and subject to change):

When you receive lethal damage, avoid death and regain 100% of your max health. You will then become inflicted with Vengeance. This reduces healing by 100% and deals 12% of your max health every second until you die or get a kill. (180s cooldown).

[h3]VENOM SPEAR[/h3]

Most feedback suggests the Poison Tipped perk should only apply its Damage Over Time effect to heavy melee attacks for more compelling risk versus reward combat. We agree with your sentiment. Now the perk will only apply to heavy melee attacks.

We also saw recommendations to re-balance Venom Spear separately for PvP and PvE, as some of you felt the DOT effect for ranged attacks was balanced in PvE activities. However, we want to limit the amount of functional divergences for between PvP and PvE, so we’ll likely consider adjusting the item’s stats such as Damage % or Status Effect Duration instead.

[h3]NATURE’S WRATH CHESTWEAR[/h3]

The Nature’s Blessing perk split player opinion. It removes Empower status effects in exchange for an always active base damage increase. This can be a trade off or completely beneficial depending on the prevalence of Empowers. For example, the Spear has several Empowers, which if combined, equal 50% Empower. However, to achieve that 50% Empower, you’ll have to either use two specific abilities or dodge frequently. It can be perceived as a net-loss if you look at max Empower uptime, but with the Artifact you can swap your abilities and passives to obtain that additional damage without utilizing those Empowers. You can even maximize the bonus damage 100% of the time unlike with base Empowers where it is only possible as long as you use those abilities, though there are cooldowns to consider.

For now, we believe the Artifact is powerful but not essential. It has the added benefit of promoting different playstyles through trade-offs. Given the divided feedback, we will not make any changes for the time being. We’ll continue to monitor its usage and make revisions in the future if necessary.

[h3]UPGRADED COMBAT & ANIMATION SYSTEM[/h3]

It was apparent from your feedback following the first PTR update that some fine tuning was needed with the Upgraded Combat & Animation System (aka Slayer Script). While your reports helped us identify many of the bugs and issues, we will continue to test and improve this system for Season 5.

[h3]CONTROLLER SUPPORT[/h3]

Players noted some awkwardness with the current version of Controller Support, specifically the pre-set controller layouts and accessibility options. Although no major changes or updates will be coming with Season 5, we will continue to make improvements for the controller experience, like custom controller mapping and speech to text, in future updates.

[h3]COOKING TRADE SKILL[/h3]

We heard your feedback regarding the Cooking Trade Skill changes, and made several adjustments to address the two largest concerns: the increased amount of resources required to craft dishes, and the fast depletion of Fishing Hotspots where Legendary Fish can be found. As such, cooking recipes will now require 3 materials for 3 dishes (opposed to 5 materials for 3 dishes) and the number of fish that can be caught from Fishing Hotspots has been increased. As a bonus, we’ve also decreased the respawn time for Fishing Hotspots!

We will continue to gather feedback, so please keep it coming. We’d also love to hear your thoughts on this new feedback article format. Thanks for your support and participation! We’ll see you in Aeternum.

Winter Rune Forge Trial Deep Dive

Greetings, Adventurers!

Join up to 10 max-level players in a bone-chilling gauntlet of increasingly difficult enemies. This Seasonal Trial requires teamwork to overcome Rune puzzles, slay an Icey Construct, and fell an Ancient Ice Guardian for unique rewards. Here’s an interview going behind the scenes of the Winter Rune Forge, plus a deep dive featuring the Art Team’s process.

[previewyoutube][/previewyoutube]
[h2]WINTER RUNE FORGE DESIGN[/h2]
Join Environment Artist Carlos Lopez for a glimpse into how the Art Team brought our latest Seasonal Trial to life.

[h3]SENSE OF SCALE[/h3]

Level Designer Zachary Holm, Lead Artist Brian Patenaude and I brainstormed the layout for this Trial. We were all enthusiastic about the thought of dropping down from the ice floor after an intense fight. I took inspiration from the worlds in Dark Souls and Metroid Prime, specifically their sense of scale. My goal was to immerse players in a grand area while instilling the feeling that you're just a small person walking through these historically significantly structures, each wall complete with its own story. Looking at older Trials, I wanted to make the art unique without contradicting Aeternum's established aesthetic.

[h3]SENSE OF EXPLORATION[/h3]

The initial idea of the chasm was too simplified — You drop through the ice, fight a boss, get the rune and leave. I wanted the chasm to feel like the structure below once had purpose above ground but eventually collapsed and fell, giving the player the ability to partially climb back up or use the dilapidated structure as a path down. Depending on where the player fell, this would add a sense of exploration.

[h3]SENSE OF WONDER[/h3]

The bridge section follows a similar philosophy. What once was a functioning part of a previous civilization now becomes a gameplay element. Players parkour along the fallen bridge thanks to a new path of giant stalactites that have fallen from the ceiling. There’s also a sense of wonder as the player takes in a view of the gigantic cavern and teases of ancient structures. As you venture deeper, these structures slowly reveal that this isn’t a typical cave. The word grand had to play a role in every part of it.

[h3]SENSE OF INTRIGUE[/h3]

I designed two paths at the bottom. The first is clearly locked, yet dangled in front of the player. Hopefully the intrigue of the vast, long destroyed bridge behind those gates makes them say “I want to go there,” despite the other path being the only accessible route forward. This designated path leads down a hall into an ever-expanding Ancient room lined with broken walls on all sides.

[h3]SENSE OF SATISFACTION[/h3]

Honestly, the Design Team’s Rune puzzle placement was a great reason to give the Art Team a bit more love on the upper sections of the map. Typically, we’d focus all of the detail on the ground where players primarily look. Now there’s a chance for players to naturally appreciate their surrounding environment.

The hope is for players to say something like, “finally! I get to see what is on the other side of this locked gate" after finishing that second fight. We want to exceed player expectations with even more interesting and diverse areas filled with memorable boss battles and visual clues teasing Aeternum’s past. Please let us know what you think of the Winter Rune Forge Trial design as we continue to work hard on new areas.

[h2]REWARDS[/h2]

Conquer the Winter Rune Forge for trial-specific rewards like a new Artifact, 6 Named Weapons, 3 Named Armor Sets, and more.

[h3]STANDARD REWARDS[/h3]
Every time you strike down both bosses you’ll earn the following:
  • A random weapon or armor piece at their level from the Frostforged set
  • Sapphire Gypsum

[h3]WEEKLY REWARDS[/h3]
Twice per week you’ll get even more rewards for completing this trial, including a chance to uncover the Tempest Fury Artifact. You’re guaranteed to net 1 piece of Named Gear (all upgradable), 150 Dark Matter, and 4 pieces of Frostforged gear upon each of your two completions. Weekly rewards reset at 5 AM local time on Tuesday. For example, if you grab one special cache at 4:58 AM, you’ll be able to earn another at 5:01 AM.
  • Tempest Fury Artifact - Great Axe (10% chance)
  • Faction Token Bundle (50% chance)

[h3]NAMED WEAPONS:[/h3]
  • Icecleaver - Warhammer
  • Frozenpoint - Spear
  • Snowburst - Musket
  • Chilled Meteor - Flail
  • Moon of Healing - Life Staff
  • Sun of Knowledge - Fire Staff

[h3]NAMED ARMOR SETS:[/h3]
  • Frostweaver - Light
  • Freezeframe - Medium
  • Ice Guardian - Heavy

Thanks for your support! We’ll see you in Aeternum.

Native Controller Support Deep Dive


Greetings, Adventurers!

Controller support is coming to New World. Choose from two pre-set controller layouts to enhance your New World experience. As part of optimizing New World for controller play, we've introduced the following new features and settings with additional functionality (such as rebinding) coming soon. We also caught up with the Development Team for even more insight into all things controller.

[h2]NEW FEATURES[/h2]
Aim Assist
  • Assists with aiming ranged attacks.
  • Available only on a controller and exclusively against AI enemies (PvP aim assist will be reevaluated for future seasons).

Target Friction
  • Reduces reticle speed when hovering over a valid target.
  • Available only on a controller.

Enemy Target Lock
  • Enables you to lock the camera onto an AI enemy (PvP target lock will be reevaluated for future seasons).
  • Supported by both controller (move the right stick to switch between multiple targets) and Mouse and Keyboard (Middle Mouse Button and Mouse Wheel Up/Down) input methods.

Freeform Movement
  • Allows running in all directions, including towards the camera.
  • Holding Block/Aim will revert to normal strafe navigation.
  • Activating Target Lock will strafe around the locked target.
  • Defaulted to "on" only while using a controller input device.
  • In addition, backwards movement has been sped up in normal strafe navigation.

Use Camera Direction for Melee Attacks:
  • When off, allows melee attacks and blocking in the direction of your input/character facing instead of camera facing.
  • Defaults to "off" only with while using a Mouse and Keyboard input devices.

Improved Accessibility
  • New radial menu for quick access to commonly used functions like emotes, commands, and camping.
  • New Shift modifiers for quick access to all combat abilities.
  • UI Help Bars and shortcut buttons provide an improved user experience while navigating the UI with a controller.

[h2]DEVELOPER INTERVIEW[/h2]

[h3]GAMEPLAY[/h3]
Adding target lock makes for some great combat gameplay; dodging and circling around is very fluid, and moving between locked targets is easy with a flick of the right stick. We think players are going to enjoy figuring out new ways to approach combat when controller support is launched.

[h3]ACCESSIBILITY[/h3]
Controller provides a greater scope of quick actions via shortcut buttons, shift modifiers (combos), radial menus, etc. that you can’t apply easily with mouse and keyboard. We’ve also added a toggle option for “while holding” buttons, such as Block/Aim.

[h3]DEVELOPMENT PROCESS[/h3]

We started by setting the bar based on games we felt were gold standards for our genres — third person action gameplay, and a complex RPG UI. That’s where a lot of the big changes like a new camera/movement mode and target lock came from. Significant work went into streamlining both gameplay and the UI. New World wasn’t initially designed for controllers.

There was a LOT of work from figuring out how to fit all the functionality onto a gamepad (thus radial menus and shift modifiers), to condensing the UI, adding shortcut buttons to every interface, and so on. With the paper design done, it then came down to building the supporting tech (for new things like haptics tied to audio cues, cursor magnetism, etc.), redesigning and implementing the UI, and finally getting the feel of movement, combat, and menu navigation right. We’re still tuning that last part, along with future updates like button remapping.


Our team has many different types of players, so we went back and forth on how “hardcore” or complex to make controls. Some of the developers have played New World for years on Steam controllers. They hoped to support every range of custom input possible: double-taps, multiple modifiers, gyros and touchpads, multiple button combos, plus everything mixable and nestable (e.g. a two-button modifier on a two-button combo double-tap), some of which is a real nightmare for UI to dynamically display (we like to have the input prompts on-screen). Limited time and resources meant focusing on what the majority of our players prefer, but we’d love to allow that level of customization in the future!

[h3]CHALLENGES[/h3]

There was the matter of transferring the MANY keyboard inputs of a complex MMORPG to a handful of controller buttons (and thus the radial menus, shortcut buttons, shift modifier, etc.). In addition, we had to make changes to the camera and visual cues for controllers to read and play better during combat. That said, we did find these changes actually transfer well back to Mouse and Keyboard.

We will launch with multiple preset button layouts but trying to find the best default was a challenge. Having more player data earlier would have helped drive these decisions. Haptics is considerably different across controller types, too, which we discovered late in the process.


It was a scary moment when we realized New World’s system for generating and controlling haptics — vibration is tied to game audio — would NOT work with DualSense controllers. Luckily, as the deadline loomed and we debated either delaying gamepad support (BOOOO!), or releasing with no haptics for PS5 controllers (also BOOOO!), a scrappy developer managed to find a workaround. Whew. Haptics turned out nicely on all gamepads. For future releases, we’d like to find ways to go even further with some of the more nuanced gamepad systems.

[h3]PVP CONTROLLER BALANCE[/h3]

For the Season 5 controller launch, we will not allow target lock and aim assist in PvP due to balance concerns. This is something we will continue to evaluate and iterate on in future seasons. Please share your feedback in our Discord after you try it out. Thanks for your support and we’ll see you in Aeternum!

Cooking Deep Dive


Greetings, Adventurers!

Join Lead Seasons Designer Patrick Smedley and Senior Systems Designer Tony Morton for a taste of the changes coming to Cooking and other Trade Skills in Season 5. Look forward to ingredient updates, revamped Cooking progression, Legendary Fish recipe tweaks, the removal of split attribute food, and more. Let’s dive in.

[previewyoutube][/previewyoutube]
[h2]SPLIT ATTRIBUTE FOOD[/h2]
From recipes and ingredients to food, buffs, and other items like Dye, Cooking can be complex, especially for players less familiar with the Trade Skill. Let’s start with how we’re simplifying some of the options.

At launch Cooking was front-loaded with an enormous amount of potential combinations for food buffs. We were very much in the discovery phase of understanding how this would impact players throughout their early travels in Aeternum. Now, after millions upon millions of hours played, we have a far better idea of how players structure builds and use consumables.


There are 5 Tiers of food. Almost every Tier offers both split and full attribute options, but most players only use pure attribute food. To simplify things, we’re going to sunset split attribute food in Season 5. This goes for both the consumable food, learned recipes and physical recipes that may be in your inventory.

[h2]INGREDIENTS AND RECIPES[/h2]
The last thing we want is to remove items and wipe them from the player’s inventory. Instead, we’ll swap those ingredients for more desirable options.

Take the Pesto-stuffed Turkey Breast as an example. This Tier 4 food gives players a Strength and Intelligence bonus. When Season 5 goes live, it will be replaced with Clam Chowder, a Tier 4 pure Strength food. In any scenario where an item is being deprecated, we will replace it with the same Tier of item that shares the main attribute. Since the Pesto-stuffed Turkey Breast gave more Strength than Intelligence, we’ve swapped it with a Tier 4 Strength food.


What about recipes? The physical recipes in your inventory will be swapped using that same logic. However, you’ll lose access to any known recipes as they’ll be depreciated.

We will do a pass on our Trade Skill food too. While we enjoy having multiple tiers of Gathering food, the low-level tiers never made a big impact. As a result, they will also be sunset. Any player who is Level 15 in Season 5 can consume Tier 5 Gathering food for a more impactful buff on their Gathering Luck. Any Gathering food or recipes will automatically upgrade to the Tier 5 variant.

[h2]LEGENDARY FISH RECIPES[/h2]

When reviewing all of these items there was a glaring issue that we haven’t been happy with for a long time—many updates and new recipes have rendered Fishing less useful than intended. These changes aim to make Legendary Fish more meaningful.

Upon the release of Season 5, Legendary Fish recipes, like Fried Albenaja will become the most potent food in the game. Here’s an example of how their values will change.

[h3]OLD VALUES[/h3]
Tier 5 Dex Food - Fried Albenaja (+40 Dex)
  • Duration 40 minutes
  • Requires Cooking Level 200 and Player Level 60

Tier 5 Dex Food - Chili con Armadillo (+40 Dex)
  • Duration 60 minutes
  • Requires Cooking Level 200 and Player Level 60

Tier 52 Dex Food - Banana Pudding (+48 Dex)
  • Duration 50 minutes
  • Requires Cooking Level 205 and Player Level 61

[h3]NEW VALUES[/h3]
Re-ordered to show intended progression:

Tier 5 Dex Food - Chili con Armadillo (+40 Dex)
  • Duration 40 minutes
  • Requires Cooking Level 150 and Player Level 45

Tier 52 Dex Food - Banana Pudding (+44 Dex)
  • Duration 40 minutes
  • Requires Cooking Level 205 and Player Level 61

Tier 5 Dex Food - Fried Albenaja (+48 Dex)
  • Duration: 40 minutes
  • Requires: Cooking Level 250 and Player Level 65

[h3]FISHING LUCK[/h3]
To further improve the meaningful impact of Legendary Fish, we changed how Luck works in the Fishing Trade Skill. Legendary Fish will be worth the extra effort to catch given upcoming changes. We’re going to do a full pass on Fishing and give the Trade Skill even more love in a future update alongside another Deep Dive.

[h2]COOKING PROGRESSION[/h2]

We also revamped XP generated from Cooking recipes for even more satisfying progression. Recipes, in general, will generate way more XP than they have in the past. Our goal is to maintain an enjoyable leveling journey and motivate players to craft a little of everything for that First Craft Bonus rather than a ton of one thing.

[h3]INSIGHTFUL INGREDIENT DESCRIPTIONS[/h3]
Ingredient descriptions will now detail where items can come from and be found. Instead of a generic description like “Basil leaves, used to add a bright, aromatic note to cuisine,” players will now find more helpful information such as “Cooking Ingredient. A rare item gathered from Herb Plants found in Everfall, Brightwood and Brimstone Sands.”

[h3]RECIPE DROPS[/h3]

Less items means less recipes to find. After reviewing the possible locations of each recipe, we’ve significantly adjusted their drops rates. While it may take a little longer to find some, there are a LOT less to locate meaning duplicates should appear far less frequently.

[h2]FUTURE REWORKS[/h2]
This is only the first Trade Skill rework. We’ve learned a lot since launch and continue to gain a better understanding of what our players craft and where they allocate resources. Expect more major reworks to just about every Trade Skill, with the exception of newer ones like Riding, in future Seasons.

We look forward to your feedback in the Season 5 PTR. As always, we’ll continue to balance and tune as we see how players interact with these systems. Thanks for your support! We’ll see you in Aeternum.