Steam Patch 2.14.2026 - Combat Changes & Balance, fixes + More!
Steam Patch 2.14.2026
[p]Happy Valentine's Day! [/p]Levels
[p]• Combat Level Experiment: Combat Level is now calculated off of the sum of XP from your combat skills next login you'll find your combat level a bit higher than it was before. Let us know your thoughts in general This makes it more simple and streamlined - focus on your combat skills vs a separate XP bar, levels come passively / naturally [/p][p][/p]Combat & Balance
[p][/p][p]• Bow Range Update: All bows now have a standardized range of 10 meters • Melee QoL - Auto-Target: Pressing a melee skill now automatically targets the nearest valid enemy if no target is selected
• XP on Absorb Shields: Players now correctly gain combat XP when their damage is absorbed by shields • Mitigation XP: Improved how XP is awarded when mitigating damage through shields, i.e. Stormshield • Damage Source Updates: Void, Radiant, and Legendary weapon procs now correctly report their damage source for the combat log and skill XP
• Level Difference XP Penalty: Removed
• Party XP Bonus: Now applies to skill XP as well (was only character XP before) [/p][p][/p]
Items & Crafting
[p][/p][p]• Updated Crafting Blueprints: Corrected material costs and output stats for 2H legendary weapon recipes [/p]Quests
[p][/p][p]• Research Tasks: Updated Tier 4 and Tier 5 Research Task quests • The Cursed Crops: Updated quest data [/p]UI & Client
[p][/p][p]• Quest Location Markers: Added on-screen markers showing quest objective locations • Quest Tracker: Improved quest tracking display
• Cursor System: New context-sensitive cursor types with visual feedback for different interactions
• Entity Pooling: More reliable entity fading and object pooling for smoother gameplay in populated areas
• Unholy: Demonism has been renamed to Unholy
• Pure Damage: Now appears properly in the combat log
• Fidget Animation: Monsters play their fidget/idle variation animation every 6-9 seconds vs 2-3 before • Pet Name Colors: Pet names should now properly appear as yellow/red depending on hostility [/p][p][/p]
Performance & Technical
[p][/p][p]• Voxel Raycast System: New voxel-based raycast system to improve performance of terrain and camera interaction • Raycast Fixes: Fixed raycasts originating from outside map boundaries; raycasts now respect hidden layers
• Teleport/Dash Fix: Corrected movement behavior for teleports and dashes [/p]
Bug Fixes
[p]• Currency Deduct Order: Fixed the order in which currency is deducted during transactions (gold first instead of copper) • Broken Tool Info Messages: Fixed incorrect info messages when using broken tools • Cursor Manager: Resolved multiple cursor display issues
• NPC Walk Animation: Fixed NPCs playing incorrect walk animation
• Costume Materials: Fixed memory leak in costume material lifecycle
• Relic Swap Buff Loss: Swapping relics will now only clear class buffs instead of all buffs
• Nameplate Stacking: Fixed a bug causing the player's nameplate to not remain anchored to the player • Tile Selection: Fixed a bug causing tile selection to break after a short time in game
• Floor Stuck Bug: Fixed a bug causing players to get stuck 'gliding' without control when moving up layers
• Vendor Values: Corrected vendor value formula to pay ~3x more per item than before. Also Wealth Value was updated to reflect vendor prices
• Map Summoned Monster Loot: Fixed a bug where summoned monsters (like Fire Idols in Cinderfall) were incorrectly dropping loot and triggering Need/Greed rolls when killed in a party • Ol Johnny can be used in place of a bow [/p][p]Please keep all of the feedback and insights coming - we see everything and will continue to work hard to make Ethyrial great!
PS - Congrats to @IStillCrank90 @Minyo @WxD @Kirito & @Ren on forging their legendary weapons!
Team OG[/p]