1. The Bloodline
  2. News

The Bloodline News

Hotfix #12

[p]

Harbingers,[/p][p][/p][p]A new hotfix patch is available now to address some of the latest issues you reported and improve your experience in the lands of Eudros!
[/p]
  • [p]Fixed issue with NPC names not being visible[/p]
  • [p]Fixed issue with some weapon components not showing the correct recipe (or any recipe)[/p]
  • [p]Fixed flickering issue when mounted in third person[/p]
  • [p]Fixed issue with some components not snapping to the correct sockets[/p]
  • [p]When starting to craft a weapon, the camera now centers on the center of the anvil (where the arrows for the minigame spawn)[/p]
  • [p]The rubble covering the anvil at the Harbinger’s Stronghold should now always be destroyed after mining all of the tutorial nodes[/p]
  • [p]Fixed inconsistent armor values on storefronts and storage tooltips[/p]
  • [p]Fixed issue with duplicating enchanted items in storage[/p]
  • [p]Fixed issue that caused spear cores to not be craftable[/p]
  • [p]Fixed issue that would cause all gear to inherit the color of the Tattered set you get at the beginning of the game when equipped[/p]
  • [p]Weapons are now auto-sheathed when you interact with an anvil, preventing odd animations[/p]
  • [p]Custom-forged daggers are now detected as such and should not allow a shield to be equipped at the same time as them[/p]
  • [p]Equipping custom-forged daggers when a shield is equipped now auto-unequips the shield, as it does with preset daggers[/p]
  • [p]The dropdown menu when crafting weapon components should now populate in order of level. Lowest level components first, and higher components last.[/p]
  • [p]Fixed issue with custom-forged rapiers sheathing on player’s backs[/p]
  • [p]Fixed issue with custom-forged daggers sheathing incorrectly (one would appear on the back, similar to the rapier)[/p]
  • [p]Fixed issue with custom-forged spears not allowing you to equip shields with them[/p]
  • [p]Fixed issue that would cause shields to behave oddly when swapping between a 1H sword and a spear[/p]
  • [p]The storage window can now be closed using ESC[/p]
  • [p]Fixed issue that would cause your shield to be invisible when equipping a weapon AFTER equipping your shield[/p]
  • [p]Made a few changes to “The Art of Smithing” and the “Guardhouse Weapons” quests that are found in Elderglen. These quests required you to craft weapons using the
  • old* weaponsmithing system. They now require you to craft components using the new weaponsmithing system.[/p]
  • [p]Custom daggers now face the correct way[/p]

Secrets Of The Forge Update

[p]Harbingers, The news update Secrets Of The Forge is available now to improve your journey in Eudros! This one focuses mainly on the Weaponsmithing Rework and Armor System Rework, which - along with the full list of bug fixes and adjustments - we break down in detail in this article! [/p][h3]
BUG FIXES[/h3]
  • [p]Lightning Rod now consumes mana properly [/p]
  • [p]Lightning Rod now grants electromancy EXP [/p]
  • [p]Fixed issue with Arcane Bolt that would cause an attack lockup if casting it exhausted your mana [/p]
  • [p]Fixed issues with enchanted gear that would cause it to sometimes not activate or activate several times [/p]
  • [p]Fixed issue that would cause flintlock weapons to jam after gathering a resource [/p]
  • [p]Can no longer attack with ranged weapons when fishing [/p]
  • [p]Aloe now grants EXP properly [/p]
  • [p]Fixed issue that would cause flintlock and bow levels to not track correctly [/p]
  • [p]The amount of runewords you’ve deciphered should now properly track in your detailed stats [/p]
  • [p]Fire Elementals can no longer be ragdolled with Ignition Kick [/p]
  • [p]Venison Sandwich now heals properly. Also updated heal amount to 250 instead of 100. (Will only appear in the description if you don’t already have the item in your inventory before the update!) [/p]
  • [p]Fixed dead-end dialogue with Prawix [/p]
  • [p]Fixed a couple equipment items that had inconsistent tooltip details [/p]
  • [p]Fixed issue with weaponsmithing EXP not tracking properly [/p]
  • [p]Fixed camera sensitivity being linked to framerate... finally! Sorry about this – It was an obvious solution that I just didn’t understand. I’m still learning, after all (; [/p]
  • [p]Fixing the camera sensitivity issue in turn should also fix an issue that some users report about their camera suddenly jerking in a different direction [/p]
  • [p]Fixed third person camera issue when riding on griffon[/p]
  • [p]Players can no longer place auto turrets on top of one another (could cause players to get stuck within the turrets)[/p]
  • [p]Fixed EXP bar at the top of the crafting menu not updating properly[/p]
  • [p]The Electromancy skill “Lightning Rod” should now grant Electromancy EXP[/p]
  • [p]Fixed issue that would allow players to pick up physics items beyond what their strength would allow[/p]
  • [p]Fixed issue with EXP gains from anvil strikes when weaponsmithing - the proper EXP amount (2 exp) should now be added to your weaponsmithing level with each successful hit[/p]
  • [p]The item filters on the trading window now work properly[/p]
  • [p]Levelling up a multiple times at once no longer plays overlapping sounds[/p]
  • [p]Fixed issue that would allow players attempt to strike the anvil multiple times per arrow when weaponsmithing (this would allow for multiple quick successful hits or failures. You can now only attempt to strike the weapon once per arrow popup)[/p]
  • [p]Weapon speed (for custom weapons) now shows properly in tooltips[/p]
  • [p]Fixed issue with the sleep popup that wouldn’t allow you to accurately select the amount of time to sleep[/p]
  • [p]Fixed rotation issue with third person griffon cam[/p]
  • [p]Fixed issue when dismounting while in third person. (Would cause many character model issues, especially when changing gear[/p]
  • [p]Fixed third person camera on mounts[/p]
  • [p]Fixed issues with some helmets not hiding the player’s head correctly, resulting in the head clipping through the helmets.[/p]
[h3]
ADJUSTMENTS & OPTIMIZATIONS[/h3]
  • [p]Griffon mount now has better handling when flying [/p]
  • [p]Further optimized crafting window [/p]
  • [p]Reworked mining/smelting/weaponsmithing tutorial given by Theo Macgowan at the Harbinger Stronghold. Before, it required lots of leaving/returning to the stronghold. This new tutorial should be a bit smoother and direct, while still showing players the basics. [/p]
  • [p]Refined Mary Osterhout’s quest to introduce the player to woodcutting. She also better explains village mechanics now. [/p]
  • [p]Updated Rasoul’s dialogue (the weapon trainer at the Harbinger Stronghold) [/p]
  • [p]Improved Self Propulsion Boots functionality [/p]
  • [p]Adjusted various loot table spawn rates and added new items to some loot tables (lockpicks can be found more often now!) [/p]
  • [p]Optimized crafting menus [/p]
  • [p]Optimized Harbinger Stronghold [/p]
  • [p]Adjusted the speed at which the quality bar is filled when crafting weapons. The amount that the quality bar is filled is still increased with every weaponsmithing level, but at a more steady rate.[/p]
  • [p]Climbing EXP Orbs no longer require you to be climbing to collect them since[/p]
  • [p]Removed “Atacamite Ingots” from smelting and replaced them with “Mystcopper Ingots” (Atacamite and Slimemetal were too similar. Mixing copper and atacamite will create mystcopper)[/p]
  • [p]Adjusted some ingot level requirements for smelting:[/p][p] - Silver is now level 5[/p][p] - Gold is now level 6[/p][p] - Moonstone is now level 7[/p]
  • [p]Added an auto-save checker. Specifically, this check ensures the player isn’t falling before auto saving. This should help prevent saves when flying or when players manage to get out of bounds and fall out of the map[/p]
  • [p]Meadowstrider (Huge rabbit) ears now flop to down when you mount it[/p]
  • [p]Player can no longer equip weapons when mounted and in third person (you couldn’t attack properly when in third person on mounts anyways)[/p]
  • [p]Increased all damage dealt by Armored Troll
    [/p]
[h3]ADDITIONS [/h3]
  • [p]Added level up tutorial [/p]
  • [p]Added lockpicking tutorial [/p]
  • [p]Added combat tutorial (given by Fredrick at the start of the game. Can be skipped.) [/p]
  • [p]Added grappling hook tutorial [/p]
  • [p]Added a woodcutting tutorial [/p]
  • [p]Added quest that is given at the very start of the game by Fredrick that guides players to Geoffrey, who kicks off the main quest [/p]
  • [p]Added a “Getting Started” quest that shows each of the tutorial NPCs to that player. [/p]
  • [p]Added skill tutorial (takes place after combat tutorial) [/p]
  • [p]Added new coconut helm available from Omar the CocoNUT [/p]
  • [p]Added detailed potion crafting tutorial [/p]
  • [p]Added weapon components to loot tables [/p]
  • [p]Added new weapon components to loot tables [/p]
  • [p]Weaponsmithing has been completely reworked[/p]
  • [p]You can disassemble weapons by right-clicking them in your inventory and selecting “disassemble”[/p]
  • [p]Disassembling CRAFTED weapons will return the components to your inventory[/p]
  • [p]Disassembling PRESET weapons will return resources to your inventory[/p]
  • [p]Added player storage, finally! The chest can be found in your room at the Harbinger’s Stronghold[/p]
  • [p]Added new weaponsmithing level up jingle[/p]
  • [p]Armor system rework[/p]
  • [p]Having a total armor value above 50 will make additional armor foley sounds play when moving[/p]
  • [p]Added new ingot type: Steel[/p]
[p] [/p][h2]WEAPONSMITHING REWORK
[/h2][p]It goes without saying that the previous weaponsmithing system was very lackluster. It was shallow, uninteresting and didn’t draw players in. Some of the weapons you could make were cool, but even then, you craft them once and you’re done interacting with those elements ever again (unless you sell the crafted weapons, but I digress) [/p][p]I wanted to make the weaponsmithing experience a bit more in-depth, polished, and fun to experiment with. The refined system allows players to craft weapons piece-by-piece! For example, crafting a sword requires you to assemble a grip, pommel, guard and blade together. Each element dictates the weapon’s speed, damage and value, allowing players to craft their ideal weapon. (Selling custom weapons is still a WIP but will work retroactively for already-crafted weapons since all the necessary data is stored in the weapon.) [/p][p]Instead of adding a new crafting type (like highly requested armor smithing), I’ve decided to refine elements that are already present in the game. This will be a common theme going forward – polishing existing content until the sandbox experience is smooth, enjoyable and polished as I can make it! [/p][p] [/p][p]Forging high-quality weapons doesn’t just improve their stats — it also boosts the EXP you earn from crafting them.[/p][p]The equation EXP gains from forging weapons is the following:
[/p][p]EXP = (((OverallDamage * 1) + (OverallSpeed * 10) + (OverallValue * 0.5)) * QualityMultiplier) ^ 1.25
[/p][p]This equation ensures that both raw stats and weapon quality meaningfully impact the amount of EXP gained. Players are rewarded not just for crafting powerful weapons, but for perfecting their craftsmanship and aiming for higher quality tiers.
[/p][h3]Crafting Difficulty - How does it work?
[/h3][p]When forging your weapon, the weaponsmithing minigame will begin. Here, you’ll strike the weapon to enhance its quality. Successful strikes increase the quality bar. [/p][p]The AMOUNT that the quality bar is increased depends on a couple factors; One being your weaponsmithing level and the other being the crafting difficulty of the weapon. [/p][p]The crafting difficulty is based off of the EXP that the weapon earns you by crafting it. The same equation as above, except the quality multiplier isn’t applied in this case.
[/p][p]Weapon EXP is divided by 300 to determine the weapon’s difficulty rating. This rating directly affects how much the quality meter increases with each successful strike. The higher your weaponsmithing level, the more efficient your strikes become—each level adds a 1.5% bonus to the base increase per strike.
[/p][p]It may sound a bit complex, but I’ve found that it balances nicely in my tests so far.
[/p][p]For example:[/p]
  • [p]At level 1, crafting a weapon worth 405 EXP (which is a lot for level 1) would only increase the quality meter by 1% per strike.[/p]
  • [p]At level 6, that jumps to nearly 7% per strike. A weapon worth 405 EXP is about right in this level range.[/p]
  • [p]And by level 15, you’re gaining almost 17% per strike. A 405 EXP weapon is still fine at this level, but in this level range, you should be crafting harder weapons.
    [/p]
[p]This system should also help ensure that craftable weapons remain challenging at your current weaponsmithing level, preventing them from feeling trivial too quickly. I’m trying to achieve a balance of allowing the player to feel like they’re progressing as a weaponsmith without making it too easy, too quickly. It should also allow those who are really good at the minigame to be able to craft powerful weapons earlier. If you come across a stash of Moonstone weapon components at a low weaponsmithing level, you can still try forging them… but only skilled players who have mastered the minigame will be able to unlock their full potential so early on.
[/p][p]So far, I’ve found that this helps encourage creating high quality items rather than creating many low-quality items. That being said, however, I’m sure there will be some balancing that needs to be done to make it feel just right.
[/p][h2]ARMOR SYSTEM REWORK
[/h2][p]The armor system has been gutted and reworked! More specifically, how damage reduction, sprint stamina reduction, jump stamina reduction, and movement speed are calculated.
[/p][h3]Damage reduction broken down
[/h3][p]DamageReduction = [/p][p](HeadArmor ^ 1.15) * 0.10 + (ShoulderArmor ^ 1.15) * 0.10 + (ArmArmor ^ 1.15) * 0.15 + (TorsoArmor ^ 1.15) * 0.30 + (LegArmor ^ 1.15) * 0.20 + (KneeArmor ^ 1.15) * 0.05 + (FeetArmor ^ 1.15) * 0.10
[/p][p]This equation factors in how much of the body each armor piece protects. For example, torso armor is multiplied by 0.30 because it covers approximately 30% of the body. This ensures that larger, more critical armor pieces contribute more significantly to your overall damage reduction.
[/p][p]The exponent in the equation (1.25) introduces non-linear scaling, meaning that higher armor values contribute more than lower ones. This helps make heavier armor feel stronger. Instead of each point of armor always providing the same benefit, the exponent ensures that the impact of armor increases more noticeably as the value rises—while still keeping low armor values modest.
[/p][h3]Stamina consumption for running and jumping broken down
[/h3][p]EffectiveArmor = max(0, ArmorRating - ArmorOffset)
[/p][p]StaminaDrain = BaseStaminaDrain × (1 + ((EffectiveArmor ^ Exponent) / SoftCap))
[/p][p]This equation ensures that sprint stamina drain is minimally affected by low armor values, while higher armor values cause a gradual and noticeable increase in stamina consumption.
[/p][p]For example, wearing 50 armor increases stamina drain by approximately 37%.
[/p][p]The “armor offset” ignores the first 5 points of armor, allowing light armor builds to sprint without significant penalties, rewarding mobility-focused playstyles. The same method is used for calculating stamina costs for jumping.
[/p][h3]Movement Speed and Jump Height Breakdown
[/h3][p]Armor now has a greater effect on movement speed and jump height. Here’s the equation for it:
[/p][p]EffectiveArmor = max(0, ArmorRating - ArmorOffset)[/p][p]SoftCap = 30[/p][p]MoveSpeedMultiplier = 1 - ((EffectiveArmor ^ Exponent) / ((EffectiveArmor ^ Exponent) + SoftCap))
[/p][p]This equation controls how movement speed is reduced based on the player's total armor, rewarding lighter armor builds with minimal slowdown while ensuring heavier armor feels appropriately bulky - but not too slow, as I’ve added a clamp to ensure your speed never reduced more than 50%.
[/p][p]In summary, it’s pretty much how you’d expect it to behave: Low armor values have little to no impact on movement speed, while higher armor values result in a gradual reduction.
[/p][p]For example, wearing 50 armor reduces your movement speed by approximately 29%.
[/p][p]The equation includes an “armor offset”, which ignores the first 5 points of armor to give light armor users full mobility, the same principle as stamina consumption. The same % of movement speed decrease is applied to your jump height as well.[/p][p] [/p][h3]KNOWN ISSUES[/h3]
  • [p]Loot window ESC key needs to be added [/p]
  • [p]ESC doesn’t close village windows [/p]
  • [p]Druid sight not working until respawn [/p]
  • [p]Crafting menu doesn’t close with ESC [/p]
  • [p]Space while gathering causes camera issues [/p]
  • [p]Need to Alphabetize building list [/p]
[p][/p]

Next Updates & Plans!

[p]Harbingers,
[/p][p]Today we’re taking a moment to update you on the latest developments for The Bloodline![/p][p]After gathering your feedback, it’s time to share some important decisions regarding version 1.0 — directly from Milo (the dev behind the project) — along with our plans for the upcoming updates. One of them is just around the corner, and we’re ready to give you more than just a sneak peek!
[/p][p]NEXT UPDATES

[/p][p]In the upcoming updates — alongside ongoing general QA and bug fixing — you can expect a solid dose of new content to expand your experience in The Bloodline![/p][p]Before you get to explore a new realm, Lonland — which we've already told you quite a bit about through our State of Eudros series — you'll soon be able to dive into "Secrets of the Forge": an update improving tutorials, enhancing quests, overhauling weaponsmithing, and more![/p][p]You can watch the trailer below — the update drops on June 17! [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]AN IMPORTANT MESSAGE FROM MILO

As The Bloodline continues to grow, I want to take a moment to thank everyone who has offered feedback, reported bugs, and shared ideas over the past months. Your input has shaped the game more than you know—and it's helped redirect the path of development going forward! I think you all will love and agree with this (: The new development theme going forward will be a strong focus on refining and strengthening existing systems, areas, and content. Rather than spreading my efforts too thin, I’ll be diving deep into what’s already in place. Tightening mechanics, filling in lackluster elements,  improving clarity, and making the experience as polished and cohesive as it can be.[/p][p]To be clear, that doesn’t mean development on new content is stopping. Kingdom 3 has already been cookin’ for quite some time, and it’s still on track to release—likely before all the above-mentioned goals are finalized. I believe this will actually benefit the game’s flow, giving players a substantial chunk of new content to enjoy while I continue improving the foundation beneath it. The Kingdom 3 update will also push the goals listed above.[/p][p]To make this possible, we've adjusted the production schedule a bit (huge thanks to 505 Pulse for their flexibility and support. I couldn’t ask for a better team to be supporting production of the game), and I’ve re-prioritized development tasks with long-term AND shorter-term goals in mind. Some of these changes might not be immediately visible, but they’re vital for reaching the quality bar I want to hit for the eventual release of 1.0, which will only come when I feel the game is in a polished state. [/p][p]As many of you know, The Bloodline is developed by me alone, which means things can sometimes take a bit longer than we all wish. That said, I’ve recently brought on some help to speed up progress on a few highly requested elements of the game, and that support is already making a difference. I’m committed to upholding the promises I’ve made as reasonably as one can (from major features to polish and performance), and I’ll continue pushing forward with care, clarity, and the same passion that’s fueled this project from the start. I love The Bloodline with all of my heart and I hope that the soul of the game continues to shine through. [/p]

State of Eudros #9 - 1.0 plans, Lonland & Enchanted Items Requests!



Harbingers,

It’s been a few months since our last SoE, but the updates haven’t stopped and today, we’re back to share the latest news, updates on ongoing work (did someone say controller support?), and our plans for version 1.0 of The Bloodline! So…

Welcome to our new edition of State of Eudros, your go-to summary for the latest news from the world of The Bloodline!

[h2]WHAT’S COOKING? 🥘 [/h2]

With the February and April updates, a large number of bug fixes and optimizations were introduced - but work continues daily! Last month, Milo shared the results of the "What's your The Bloodline Play Style?" survey with you, and we helped gather even more feedback from the discussion, aiming to support him in setting development priorities and better tailoring the experience for future updates.

Today, we have another form for you! Here, you can submit your requests for new enchanted items - as long as they’re not weapons - and Milo will pick the most interesting ideas from your suggestions! 👀

As for the much-requested controller support, we’ve got good news! Milo is receiving development assistance from an external studio, and their main focus will be helping him implement full controller support. That means it’ll be coming faster, and it will be set up with complete controller integration: all windows, all actions, all gameplay will be fully controller supported. This also means that – hopefully - the game will be Steam Deck compatible without requiring any custom layouts! We’ll keep you posted on progress, but we can finally confirm: it’s actively in the works.

These past few months have come with their own set of challenges. Milo had to face a strange and random engine issue that was incredibly hard to identify and diagnose, making it extremely difficult (if not impossible) to work with the game map. Fortunately, he found a workaround and resolved the issue, allowing him to refocus on bug fixing and preparing for the upcoming Kingdom update, which is shaping up to be the most content-rich update yet!



[h2]KINGDOM 3: LONLAND ❄️ [/h2]

Work on the next Kingdom update is well underway, and Lonland is coming along wonderfully. According to Milo, these frozen lands will feature the most beautiful locations so far, and a ton of new content.
The new guild arriving with Lonland will be his main focus for the next few weeks: called The Chapter, this paladin-themed guild is dedicated to preventing the spread of the Undead across Eudros, working closely with the Church of Arosa.

There will be plenty of new things to discover and experience in these icy lands, including an all-new themed weapon set. We’ve already shown you some of the concept art - but now, they're coming to life in their final form!



[h2]THE BLOODLINE 1.0: WHAT TO EXPECT? [/h2]

We’re slowly but surely approaching version 1.0 of The Bloodline, and we’d like to clear up a few doubts and share Milo’s vision for the release.
Version 1.0 of The Bloodline will be classified as a “Sandbox 1.0”. It will include all the core features originally planned for the game, and Miles wants to continue to update the game as often as he reasonably can with guilds, crafting types, companions, skills and – of course - bug fixes, QoL improvements, and optimizations. The scope of the game has grown and evolved with its success, so once we reach the core goal of The Bloodline (being a solid sandbox RPG), that will mark the soft 1.0 milestone.

Leaving Early Access is a big step, and certainly not a simple decision, but ultimately, it’s one made with the bigger picture in mind, balancing many different aspects and priorities. It will mark that the initial foundational goals of the game have been achieved - and the beginning of an exciting new journey, both for you, who have supported The Bloodline from the very beginning and made all of this possible, and for the new future Harbingers out there!

[h2]FOLLOW THE JOURNEY [/h2]

To stay in the loop with smaller and constant development updates, you could follow Miles on TikTok and X, where he posts regularly. If you want to chat directly with him, you can join the official Discord server, which is also the best place to share your suggestions and feedback.

The world of Eudros will continue to evolve, and we hope you're enjoying this adventure with us ⚔️

Update | Bug fixes, optimizations & 140+ new decorations!



Harbingers,

A new update is available now to improve your journey in Eudros! This one is focused on bug fixes, optimizations and additions to the village system, with 140+ new decorations.

BUG FIXES & OPTIMIZATIONS
  • Made the camera when talking to shopkeepers zoom in and out smoother (especially with Dwarven shopkeepers)
  • Fixed quest info that would refer to the Khenmoore Flatlands as the Khenmoore Woods
  • Fixed misspelling of “The Hills of Delvenaugh”
  • Fixed issue with Quickness buff that would cause slowness if you harvested while buff was active
  • Fixed issue with Quickness buff that would cause it to sometimes not activate properly entering an area or loading a save with the buff already active
  • The “House Blend” questline can now be completed once again with the new farming system
  • Fixed issue that would cause freezes if you rapidly clocked the crafting button when smelting
  • Optimized villager spawns at the player’s stronghold
  • Village buildings should now more reliably spawn NPCs
  • Fixed issue that would cause the first-placed themed decor item to grant double theme EXP
  • Fixed the decoration “Shop Stall 6” granting irrelevant resources upon demolition
  • Fixed issue that would sometimes cause the player to spawn at their stronghold after taking an airship to another city
  • Fixed issue with overworld airship that would force players to board the airship after disembarking from the airship during flight
  • Fixed issue with all necromancer spike decorations not updating to the correct material after being hovered over
  • Fixed farming plots not decreasing village EXP when deleted
  • Player can no longer move when smelting/weaponsmithing/engineering
  • Metal Lightposts now produce light correctly
  • Players can no longer place decorations on or too close to the village overview board, donation box or decoration table. This should prevent players from locking themselves out of those features with placed decorations.
  • Fixed issue with guild rank title not showing properly in the guild overview screen
ADDITIONS
  • Added new potion drinking animation
  • Added new shopkeeper spawn points for player village, allowing players to create vendor stalls. Different vendors will spawn based on your village theme levels.
  • Added option to disable head bobbing
  • Added option to disable ALL screen shakes
  • Added 140+ new village decorations
    ○ X4 crate stacks
    ○ Firewood Pile
    ○ Stone Lantern
    ○ Standing Torch
    ○ X7 new trees
    ○ X7 dead trees
    ○ X6 bushes
    ○ X4 grass types
    ○ X5 rocks
    ○ X3 cairn
    ○ X3 stacked stones
    ○ Monolith stone
    ○ X2 archery targets
    ○ Arrow barrel
    ○ Tanning rack
    ○ Hunters Campfire
    ○ Fish Rack (Large)
    ○ Fish Rack (Small)
    ○ Fish Bucket
    ○ X4 training dummies
    ○ X2 weapon racks
    ○ X2 Warrior statues
    ○ X2 Arcane statues
    ○ Prayer Candles
    ○ Chapter Banner
    ○ Divine Vessel
    ○ Shrine Archway
    ○ Necro Lantern
    ○ X3 bone piles
    ○ Wooden Table 4
    ○ Wooden Table 5
    ○ X5 Hunter Statues
    ○ X3 Carts
    ○ X2 fountains
    ○ X3 wells
    ○ Wagon
    ○ Cauldron
    ○ X2 buckets
    ○ X4 barrel stacks
    ○ Barrel
    ○ X2 Wooden Archways
    ○ X2 baskets
    ○ X5 benches
    ○ Gibbet
    ○ X2 Gargoyles
    ○ Crypt
    ○ X2 coffins
    ○ X3 glowing mushrooms
    ○ X4 logs
    ○ Gazebo
    ○ Gazebo Wall
    ○ Barrel Target
    ○ X2 sacks
    ○ Catapult
    ○ Mortar
    ○ Cannon Balls
    ○ Bard Spawner
    ○ Rabbit Spawner
    ○ Deer Spawner
    ○ Horse Spawner
    ○ Hitching Post
    ○ X4 Hay Stacks
    ○ X2 Bard Statues
    ○ X3 signs
    ○ X4 chairs
    ○ Stool
ADJUSTMENTS
  • Added a bit more detail to some parts of the overworld
  • Deploying a zipline on an invalid surface, the skill will now immediately cooldown
  • Reduced SFX for Rock Fists
  • Reduced attack screen shake (especially for unarmed attacks)