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New World: Aeternum News

Luck of the Bones


Greetings, Adventurers!

Find portals, summon Rafflebones, and snatch Legendary rewards in Luck of the Bones on August 16. The elusive loot collector, Rafflebones, will have his unpredictable spawns guaranteed at any of the numerous portals throughout Aeternum. Best of all, its rewards are even better than usual. How will you make the most of your luck before the event ends on August 29?

[h2]REWARDS[/h2]

Interdimensional portals are opening around the Eternal Isle! Interact with these mysterious gateways, summon Rafflebones and defeat the elusive loot collector before he flees this dimension. Successful Adventurers are guaranteed to receive his bounty of legendary rewards:
  • 1 Legendary PvE Fortune Hunter item
  • 1 Legendary PvP Fortune Hunter Item
  • 1 Mutation Boss named item
  • 1 named item
  • 500 Umbral Shards
  • 1 Obsidian Gypsum

Note you must deal a minimum amount of damage to earn rewards. Loot can be taken from Rafflebones a maximum of 3 times daily. This limit will reset at 5 AM local time. For example, if you collect your third set of spoils from Rafflebones at 4:58 AM, you’ll be able to get more at 5:01 AM.

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

New World Update 2.0.2



Greetings, Adventurers!

New World Update 2.0.2 downtime will begin at 4:00AM PT (11:00AM UTC) on August 3 and last approximately 1.5 hours. It includes fixes to framerates, the sandwurm Elite Trial, and more. Read on for a full breakdown of the performance changes.

[h2]PERFORMANCE CHANGES[/h2]
  • We have implemented a performance change to the way shaders are loaded on the game client. This change is expected to enhance the overall gameplay experience by reducing instances of frame-hitching and stuttering. However, it's important to note that there will be a noticeable impact on game boot-up time as a trade-off.
  • The new start-up time will vary depending on your local hardware setup, with less delays experienced on SSD hard drives and longer delays on HDDs.
  • During this process, your client will remain on the initial New World logo screen for up to a minute as it front-loads necessary assets. We kindly ask for your patience while you experience this new personal start time benchmark.
  • We will closely monitor player feedback and telemetry on client performance after this change, in search of further opportunities for optimization.
  • Fixed a number of server crashes that disconnected players with a “Lag Detected” error.

[h2]COMBAT[/h2]
  • Fixed an issue that allowed players to end the recovery of the Blunderbuss ability “Splitting Grenade” early.
  • Increased the amount of health players gain from the first 150 levels of Constitution attribute points.
  • Swapped the 150 DEX and 300 DEX attribute threshold bonuses with each other.
  • The Detonate Heartrune is no longer able to deal Critical damage.
  • Reduced the strength of the Spear’s “Cyclone” slow effect, from 50% to 30%.
  • Limited the number of targets that could be affected by the Spear’s “Leeching Cyclone” Perk in a single use to 3.
  • Reworked the Sword's “Achille's Heel” passive to instead be a Rend.

[h2]ELITE SANDWURM TRIAL[/h2]
  • Fixed an issue that caused players who died during the encounter to not receive rewards upon completion.

[h2]ECONOMY, PROGRESSION, AND GEAR[/h2]
  • Fixed an issue that made Legendary Fish far easier to catch than intended.
  • Introduced hotkeys for Gear Set Storage. You can now specify hotkeys that will swap your current loadout to a specific Gear Set Storage loadout.
  • Fixed an issue that made the Artisan Fishing Pole unusable.

[h2]SEASON PASS[/h2]
  • Fixed an issue that caused the Earn PvP XP Season Activity to display incorrect text.
  • Fixed an issue that caused Season XP awarded from crafting Gypsum Casts to not scale correctly when crafting multiple casts at once.
  • Fixed an issue that prevented players who did not earn a Gear Set Slot through the Season 1 Season Pass from purchasing it through the Store.
  • Fixed an issue that caused the Journey task “Call of the Ancients” to not properly record song completion.

[h2]SEASON TRIALS[/h2]
  • Fixed an issue that caused the Hordemaster boss to spawn less monsters than intended.
  • Fixed an issue that caused a large gray plane to be visible within the arena space.
  • Fixed an issue that caused long load times for some Seasonal content.

[h2]QUESTS[/h2]
  • During the “Break Some Eggs” quest, it is now no longer necessary to travel to the Neopolis as the Hatchery Soul Trial immediately unlocks after applying oil.
  • Reduced enemy health and damage in the “Break Some Eggs” Soul Trial.
  • NPC "Spawned Guy" no longer spawns in the world.
  • Removed lingering missions from Old First Light as that zone is no longer accessible due to the Angry Earth.

[h2]GAME MODES[/h2]
  • Increased the amount of personal score points gained from contesting outpost control points by 40% in Outpost Rush.
  • 3v3 Arenas - The Brimstone Sands Arena has been activated once again as part of the 2-week rotation. It will remain active until 8/15/23 when the original Soulwarden's Proving Ground Arena will be activated.

[h2]UX/UI[/h2]
  • Fixed an issue where Minstrel Pattern items could not be crafted even though you had the materials.
  • Fixed a rare issue that prevented players from accessing their Season Journey and Activities.
  • Fixed a texture loading issue that caused the chat window to become white.
  • Fixed an issue that caused chat channel tooltips to be incorrect.
  • Fixed an issue that made localized text on Faction Boards incorrect when no PvP missions were available.

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

Happenings From Aeternum - Summer Medleyfaire


Greetings, Adventurers!

Happenings from Aeternum is all about the community. Explore community Q&As on topics like New World's client performance, view community spotlights, and discover new content creators. This month features the Summer Medleyfaire. Learn how to get involved or just enjoy what’s happening.

[h2]Community Q&A[/h2]
We’ve started additional community Q&As in Discord as a result of community feedback. Join the conversation to find more answers and ask your own questions in August. Here’s the latest Q&A episode of Forged in Aeternum, followed by some responses from our July thread:

[previewyoutube][/previewyoutube]
[h3]Is there a planned Inventory/storage overhaul coming? The storage shed system is very frustrating in terms of organization.[/h3]
We agree strongly with your point of view, and are actively looking into it. I'm sure you can imagine there are technical constraints to work around. We are still exploring!

[h3]Any plans for separate PvE and PvP balance?[/h3]
Yes, this is something we've discussed in the past and think is important so we can push for exciting and strong PvE experiences without breaking the balance of PvP. The first part of it will come in Season 3 when we use this new system to replace some of the balance we achieved through "required" perks. We will then build upon this system over time to include more aspects of combat.

[h3]Any plans for solo Expeditions?[/h3]
There are no plans for solo Expeditions at the moment. Those experiences are built for multiple players and designed with support and tank classes in mind. However, we want to make sure everyone can easily participate in Expeditions, so we're making some changes in Season 3 to the difficulty of base Expeditions to make them easier for all. We want players to be able to experience the fun and story of our Expeditions in a low pressure setting. If players want a challenge they can participate in Mutators.


[h2]New World's Client Performance[/h2]
We caught up with Mike Boccieri, one of New World's AZoth Engine team leads, to answer your questions about DX12, performance optimization, and DLSS:

[h3]What are your plans for DX12? When the game came out you said the game would move to DX12 after a few months. We are missing out on better graphics and potential performance.[/h3]

As Rich Lawrence mentioned in 2021, New World's AZoth Engine team has had in the past - and currently has - active development towards supporting DX12. While any new platform technology has the potential for improvements - both in areas of graphical fidelity as well as performance - the ability to leverage new technologies effectively is heavily dependent on both the upfront cost to develop the implementation, as well as the downstream costs to the game's content creators.

As a result, when we consider against the broader portfolio of things we can do as an engine team on behalf of New World players and New World developers, those costs weigh heavily in our calculations. Thus in consultation with New World leadership we've taken a longer-term approach to supporting new render platform technology, and instead have spent much of our time supporting the team with a host of new tools and technologies that we think have greater immediate value to players - more efficient developer workflows for making new game content, new shaders and character rendering tech, etc.


Many of these tech changes go out as part of the game content updates, but are otherwise not called out as standalone engine technologies because they don't have much player-value without the paired content that uses it. Expedition bosses, for example, were built with and heavily benefit from new graphics technology in our Brimstone Sands update. In Season 2 you may notice that more characters on screen simulate their cloth apparel, from further away. These are just a few examples where we made strategic investment choices to support specific game content rather than rush out support for a new renderer.

A DX12 update alone - to the contrary of some online opinions - is in no way a "magic bullet" for performance optimization. If anything it can present new challenges toward performance optimization because the core technology leaves much of the control of the system hardware in the hands of the graphics engine. Previously, a game could reasonably rely on the DirectX11 API to handle giving you resource allocations at the OS level. With DirectX12, now you have to build your own methods for handling those resources within your game engine.

“With great power comes great responsibility" is the quote that comes to mind or the arguments for manual versus automatic transmissions: in theory manual shifting gives you "more control," but with the trade-off of now having to "think about" and "do" gear shifting as the driver. In a lot of cases those trade-offs will be worth it; but if you've driven an automatic car for years, the switch to manual can be very jarring. Therefore as we've been working on implementing our DX12 support we've spent a great deal of time and effort trying to make that transition comfortable for New World developers.

[h3]What are you doing concerning Performance optimizations?[/h3]
One of the things I really like about working on New World is that Ownership is one of the Leadership Principles at Amazon as a company, and an ideal that all developers on New World aspire to. When we talk about performance optimization for New World, we are talking about a shared responsibility across all of New World's development team. In an MMORPG there are so many moving parts - from the engine tech that brings data to the screen to the game systems that dictate the rulesets for all of your world interactions.


Degraded or improved performance in any one part can have a cascading effect to all other parts of the game experience. While AZoth Engine team can and does deliver incremental changes to our engine tech on behalf of New World, one of our primary jobs is helping other contributing teams identify and measure the performance impact of their changes whenever we release a new update. We coordinate as well with our data analytics teams to monitor the live health of the game product and try to respond to any variance in performance as quickly as possible, as well as assist in investigating player feedback when you note framerate issues.

We also evangelize for continuous improvement in game performance - not only in service of new game content and features - but also in ensuring that, wherever it is reasonable to improve existing game content, we fold those plans into our development plan. As with DX12 however, there is no buzzword I can provide to say "we are enabling X feature and that 'boosts the game' 10%" or something like that.

What I can say is that for our game clients, when we see performance reaching its limits, the game is often "CPU bound". This means that game optimizations that target the CPU cores are going to typically be more impactful for more of the audience than optimizations that attempt to improve GPU performance for New World.


Our past optimizations include code and content changes to move some computation from the PC's CPU to the GPU when feasible, as well as multi-threading (able to distribute their computation to more CPU cores at once) various engine and game systems.

We plan to release some significant changes to the game client's streaming technology to go along with upcoming content releases. Following the Season 2 release, our 2.0.2 update will address hitched frames. We hope players will be happy with these changes in particular.

[h3]How difficult would it be to add DLSS? Do you have any plans to do so?[/h3]
DLSS support is dependent on implementing DirectX12 support, so we will investigate DLSS support in greater depth once we've brought DX12 to at least a beta-ready state for players. We have several technology possibilities that we can unlock on the other side of our initial DX12 delivery: DLSS, ray-tracing support, etc. These are both possible and of interest to us.

But if I can close out with one thought, I just want to say that so much can and is still possible in terms of performance optimization and improved visualization, regardless of whether New World is running with DX11 or DX12. Equating good/poor performance or good/poor visual quality to one or the other API is over-simplifying the narrative. Both great games have and poor games been delivered with either method.

Our hope is that you can feel the love and effort we've put into New World's engine reflected in the quality of the game updates, season over season. In the meantime, if and when something in New World isn't performing the way it used to, please keep sharing those reports. You are all an invaluable part of making New World an even greater game. Knowing it brings players enjoyment is the reason so many on our AZoth Engine team do what we do.


[h2]Summer Medleyfaire Spotlight[/h2]
We asked you to share your best Summer Medleyfaire images in celebration of the festivities. Here are some of our favorites:

[h3]SastlE - Nysa[/h3]


[h3]JakeL - Castle of Steel[/h3]


[h3]Vince Varden - Valhalla[/h3]


[h3]Gatup0jk - Barri[/h3]


[h3]Lady Aki - Aaru[/h3]


[h3]Kimber Mckay - Castle of Steel[/h3]


[h2]Discover New Content Creators[/h2]
Here are three New World content creators worth checking out on Twitch:

[h3]Himboandy[/h3]
Looking for a new comfort stream? Himboandy is relatively new to the category and enjoys all aspects of New World, especially fishing.

Summer Medleyfaire Highlights:
  • I was so happy to get my first Legendary fish, the Sturgeon. It changed how I played the game. Instead of just logging in for Outpost Rush or Expeditions I really wanted to explore the world more and fish.
  • I loved that I was incentivized to farm content outside of combat. I really wanted to unlock everything I could and loved the music system too.

[h3]vXBlackSwanXv[/h3]
Tune into vXBlackSwanXv for a mix of PvE and PvP content, plus community engagement.
  • Integrating my community into content is always my top priority. Being able to invite them to my server, Company, and activities is what makes New World special. They’re absolutely family. I end every stream with "I love you. Stay safe please."
Summer Medleyfaire Highlight:
  • I am an avid crafter. The Medleyfaire patterns will make even the most inexperienced PvE enjoyers get out there! I also seek the rush of crafting BIS gear for people. These patterns help achieve (with ease!) those happy little Legendaries everyone hopes to roll.

[h3]Sema[/h3]
Relax through varied content and comedy with German content creator Sema.

Summer Medleyfaire Highlight:
  • Dancing and playing music with the community felt like a cozy family gathering! Together, we celebrated the wholesome vibe of the Summer Medleyfaire. It’s so much fun.

Let us know what you’d like to see in future installments. Thanks for your support! We’ll see you in Aeternum.

Outpost Rush and 3v3 Arenas Creator Nights


Greetings, Adventurers!

Root for your favorite New World personalities in PvP events on Twitch and YouTube. You might even discover some tips for your next match. Here’s everything you need to know about the Outpost Rush and 3v3 Arenas Creator Nights.

[h2]OUTPOST RUSH CREATOR NIGHT[/h2]
Check out the Season 2 Outpost Rush adjustments in action on July 25 at 2:00 PM PST (9:00 PM UTC). Whether you want to learn more about builds, enjoy memorable banter, or gain insight into strategies for Cross World Outpost Rush, there’s something for everyone to discover.

[h2]3V3 ARENAS CREATOR NIGHT[/h2]
Watch New World veterans make the most of the new 3v3 Arenas map layout on August 8 at 2:00 PM PST (9:00 PM UTC). With so many skilled players that excel at different aspects of PvP, you never know what will happen next.

[h3]FEATURED CREATORS[/h3]
Tune into multiple creators across YouTube and Twitch for different playstyles during each event:

Explore the full list of personalities and then join the conversation to let us know who you will support on game night. Thanks for playing! We’ll see you in Aeternum.

New World Update 2.0.1


Greetings, Adventurers!

New World Update 2.0.1 downtime will begin at 11:00PM PT (6:00AM UTC) on July 18 and last approximately 1 hour. Celebrate the Summer Medleyfaire with new songs and rewards at Summer Villages throughout Aeternum. This update also includes additional store items, plus various bug fixes.

Join the New World Discord and share your favorite images from the event for a chance to be featured on our website.

[h2]SUMMER MEDLEYFAIRE[/h2]
The Summer Medleyfaire returns with new songs and rewards like a Guitar Hero title. Every seasonal activity is back, including the Aeternum Sturgeon — a highly sought after fish prized by both anglers and cooks alike! Visit Summer Villages, raise your reputation with the Medleyfaire Maestro, and net any seasonal items you may have missed from last year. The festivities will run from July 19 until August 15. Check out the full announcement for more details.

[h2]RELEASE NOTES[/h2]
[h3]WORLD EXPERIENCE[/h3]
  • Fixed an issue that caused players to get stuck in the quest “Temple of Sands" when abandoning it.
  • Fixed an incorrect quest task description that said "Go to the Temple of Shu" instead of describing a crafting task.
  • Fixed an issue that blocked progression if you died in the breather phases of the solo Hatchery.
  • Fixed an issue in the quest “The Vigil's Truth” that prevented players from repeating the grave portion upon reset.
  • The Denier in Weaver's Fen now counts toward any Faction quests that require his defeat regardless of the player's Faction.
  • Fixed an issue that blocked players from continuing into Shattered Mountain if they immediately traveled to Brimstone Sands after completing the quest “A Selfless Nature”.
  • Fixed an issue that caused structures in the POI Castrum Perdita to appear in the incorrect position.
  • Fixed an issue that caused the player to enter a bad state when catching a rare fish in Mourningdale.
  • Fixed an issue that caused the Disk of Atum encounter to break, preventing progression on the quest “The Demon’s Caulron”.

[h3]SEASONS[/h3]
  • Updated visible collision with Arena walls in the Season 2 Trials.
  • Fixed an issue with a visual issue with an NPC that played the guitar.
  • Fixed an issue with the Passion for Prismabloom Journey task that caused it to not specify the type of Prismabloom needed to progress (Desert Rose Prismabloom).
  • Replaced placeholder text on the tooltip for Trophy of Blood of the Sands.
  • Fixed an issue that caused a mismatched name for the Buckler of the Briar Rose between the skin and the reward track.
  • Fixed issue that caused the Journey task “Call of the Ancients” to not properly record song completion.
  • Fixed an issue that would prevent Hadish Azar from properly using his wipe move when all players are downed while in the Hatchery.
  • Fixed an issue that was preventing players from being able to access their Season Journey and Activities Card in the UI.

[h3]ECONOMY, PROGRESSION, & GEAR[/h3]
  • Fixed an issue that prevented players who did not earn the Level 100 Season 1 Pass Reward from purchasing the unearned Gear Set Slot in the store.
  • Gypsum Casts for Shields are now Epic rarity to match the rarity of the possible reward.

[h3]COMBAT CHANGES[/h3]
  • Fixed an issue that caused the Dodge and Weave passive haste buff to persist when the player swapped weapons mid dodge.
  • Fixed an issue with the Detonate Heartrune's explosion VFX so that it remains visible in high-density combat areas.

[h3]UI/UX/SOCIAL[/h3]
  • Fixed a rare issue that prevented players from leaving their group.
  • Fixed an issue that caused Azoth staff VFX to get stuck on weapons if the player was damaged while closing a Corruption Portal.
  • Fixed a typo in the description for the quest "Heir to the Sands."
  • Fixed an issue that caused a white UI box to appear during musical performances.
  • Fixed an issue that caused the Skip button on the Summary screen presented at the end of an Invasion to become non-functional.
  • "Friendship Accepted" notifications for existing friends will no longer appear when entering Outpost Rush.

[h3]GAME MODE UPDATES[/h3]
  • Backfill for PvP Arenas is now more responsive, making it more likely for players in the queue to get into pre-match games.

[h2]NEW STORE ITEMS[/h2]
The Frontier Wastelander Store Showcase is live now through October 3, but additional items are coming to the in-game store. These items can be obtained individually or as part of a bundle in exchange for Marks of Fortune.

[h3]RUGGED RESPITE - CAMP SKIN[/h3]

“Take shelter from the storms of dust and blood alike.”
Cost: 20,000 Marks of Fortune

[h3]EMOTIVE BUNDLE - EMOTES[/h3]

“How are you feeling?”
Includes:
  • Pondering Emote
  • Plotting Emote
  • Pout Emote
  • Eyes on You Emote
  • Cry Emote
  • Whistle Emote

Cost: 9,000 Marks of Fortune

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