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Pax Dei News

New content available on Arcadia!

[h3]Hello Paxians,[/h3][p][/p][p]We have new content available for testing on Arcadia, the Public Test Shard. [/p][p]Check the complete Patch Notes for bug fixes and other minor additions.[/p][p][/p][h2]New Feature: Player Dueling[/h2][p]Players can now challenge each other to friendly duels, allowing consensual PvP combat anywhere in the world without the risks associated with full PvP. Dueling is intended as a safe sparring system where players can practice combat, test builds, settle rivalries, or organize community events.[/p][h3]
Starting a Duel[/h3][p]You can challenge another player in two ways:[/p]
  • [p]Use the command /duel ,[/p]
  • [p]Use Request Duel from the player interaction menu.[/p]
[p]The challenged player has 60 seconds to accept the request. Once accepted, the duel begins after a 3-second countdown. Pending duel requests can be cancelled using /cancelduel.[/p][p][/p][h3]Duel Rules[/h3]
  • [p]Duels are consensual and opt-in.[/p]
  • [p]Duels have a maximum duration of 10 minutes.[/p]
  • [p]Players must remain within 60 meters of the duel area.[/p]
  • [p]Duels must occur within the same zone.[/p]
[p]When a player receives fatal damage, the duel ends, and the losing player is restored to 10 HP.[/p][p]Equipment takes normal combat durability damage, but death durability penalties do not apply.[/p][h3]
Ending a Duel[/h3][p]A duel ends when:[/p]
  • [p]One player defeats the other.[/p]
  • [p]A player uses /forfeit to surrender.[/p]
  • [p]The 10-minute timer expires.[/p]
[p]A duel will automatically cancel if:[/p]
  • [p]Either player moves beyond the 60-meter range.[/p]
  • [p]A third player attacks a duelist.[/p]
  • [p]An NPC attacks a duelist.[/p]
  • [p]Either player disconnects.[/p]
  • [p]Either player changes zones.[/p]
[p]Environmental hazards such as falling, burning, drowning, or poisoning can still kill players. If this happens during a duel, the duel ends in a draw.[/p][p][/p][h3]Third Party Interaction[/h3][p]Other players may heal or buff duelists during a duel. This allows players to practice combat scenarios that include support roles.[/p][p][/p][h3]Clan and Party Training[/h3][p]Clan members and party members can duel each other even when PvP flagged, as long as they remain friendly or allied.[/p][p][/p][h3]New Player Controls[/h3][p]Based on community feedback, additional controls and clarity have been added:[/p]
  • [p]Auto-decline duel requests can now be enabled via slash command or settings.[/p]
  • [p]Improved duel outcome messaging.[/p]
  • [p]Improved cancellation messaging to better explain why a duel ended.[/p]
[p][/p][h3]Rewards[/h3][p]Dueling does not grant XP, loot, or system rewards. The system is designed as a training and social feature, not as a competitive progression system.[/p][h3]
Community Feedback[/h3][p]Thank you to everyone who provided feedback while this feature was being developed. Your comments helped us refine several aspects of the system, including consent controls and messaging clarity. If you're interested in the full discussion and the feedback that shaped this feature, you can read it in the Feedback section on our Discord: InDev - Feedback on Upcoming Dueling System.[/p][p]We will continue to monitor feedback as players begin using the system and make adjustments as needed.[/p][p]
[/p][h2]Map improvements [/h2][p]Added a new legend to the player map for both the biomes and the icons.[/p]
  • [p]Added toggle functionality for each of the icon types to give the player full authority on what to show on the map.[/p]
  • [p]The zoom-out level has been increased.[/p]
  • [p]The compass will show the toggled indicators/icons.[/p]
[p][/p][h2]Market Stalls[/h2][p]The Heartlands market search has been expanded to make it easier to find items.[/p][p]You can now:[/p]
  • [p]Search for items by name using the market search field,[/p]
  • [p]Sort listings by item name.[/p]
[p][/p][h2]Building System Optimization[/h2][p]As we all know, building in Pax Dei is the crown jewel of the game. We’re amazed by the community's creativity, and it’s common for a dev to share images of yet another amazing creation with the rest of the team. When the game launched, we were thrilled to offer creative freedom to each of you that enabled all of this, but at the same time, slightly nervous about the implications of allowing such power to be wielded by all of you. What ended up happening was the obvious - as the skill of the builders grew, so did the amount of content in each of the Home Valleys. And getting the game to perform with that amount of content is… not trivial. Game engines are typically optimised for so-called static content - objects that the developers are placing into levels, which get packaged into the data files that ship with the game. What Pax Dei does is completely the opposite, where the community is allowed to author huge amounts of dynamic content - the building pieces that are placed into the valleys in real time, with each valley being built in a unique fashion.[/p][p]Having this perform well on a typical gaming PC - with MMO networking - is an amazingly hard challenge. We’ve historically added multiple layers of optimisation to the game to address building performance, ranging from instanced mesh arrays to advanced clustering of building content to optimise rendering datasets.[/p][p]This release introduces a new advanced physics streaming solution for buildings, enabling much better performance in densely built valleys than before. The change has enabled us to significantly adjust the streaming distance settings. In our testing, we’re able to achieve higher frame rates than before and see buildings at much greater distances.[/p][p][/p][h2]New Graphics presets[/h2][p]Important note: This is not in the build that will be deployed tomorrow, but will be added in an upcoming patch for this content update.[/p][p] In addition to the building system optimisation, we’ve been working on revamping the renderer configuration to give you a better choice between the visual quality of the game vs pure render performance for higher frame rates.[/p][p]As a side note, the Unreal rendering tech we’re using is quite intense on both the CPU and the GPU of the PC you’re playing the game on. In our testing, especially on older PCs, the game's performance bottleneck has often been the CPU. The building system optimisations in this release free up CPU for physics, shifting more to rendering, which will help on computers that have been CPU-constrained in the past.[/p][p]We’ve tuned and expanded the graphics quality presets from the current three (Low, Medium, High) to five (Low, Medium, High, Epic, and Cinematic). In the new system, the old Low roughly corresponds to the new Medium, the old Medium is the new High, and the old High is the new Epic. We’ve also added an automated GPU speed checker to the game, which will run once on every computer to set graphics settings to values that should provide a good gameplay experience.[/p][p]The goal with these changes is to make the game perform better on slower PC, but also give even more visual goodies on the latest generation CPUs and GPUs if you so choose - or for those who care about pure frame rate performance, it’ll be easier to pick presets that give you that.[/p][p][/p][h2]Scalable UI[/h2][p]Scalable UI is back with “small/medium/large” options that can be adjusted in the settings menu. Issues and bugs from the previous system have been fixed.[/p][p][/p][h2]Improved Material Recovery on Failed Crafts[/h2][p]We have introduced a new system that determines which materials are returned when a crafting attempt fails. This system is designed to make crafting failures feel fairer and better reflect the investment made into a recipe.[/p][p]Instead of relying on flat randomness, material recovery now considers the relative value of the ingredients used in the recipe.[/p][p][/p][h3]How the System Works[/h3][p]Each ingredient in a recipe now has an internal value that reflects the effort and rarity required to obtain it. When a craft fails, the system evaluates the recipe's total value and determines how much of that value should be recovered.[/p][p]Materials are then returned from the original recipe until the recovery target is reached.[/p][p]The items returned are chosen randomly, but the probability of recovering each item is weighted by its value. This means more valuable ingredients are significantly more likely to be recovered than common bulk materials.[/p][p]Because items are returned individually and probabilities are recalculated after each item, it is possible for a single valuable component to push the recovered value beyond the target.[/p][h3]Early Crafting Protection[/h3][p]To make early crafting experimentation less punishing, low-tier recipes now return a much larger portion of their materials when a craft fails.[/p][p]This helps new players learn crafting systems without being heavily penalized for early mistakes.[/p][p]As recipes increase in tier, the baseline recovery ratio gradually decreases, moving closer to the intended balance for higher value crafting.[/p][h3]Future Crafting Progression[/h3][p]The material recovery system is designed to support future progression systems.[/p][p]In a later update, players will be able to increase the recovery ratio through gameplay systems, including things like: Advanced crafting facilities, new Miracles, Crafting specializations or Equipment. These systems will allow experienced crafters to reduce risk and better protect valuable materials.[/p][h3]Crafting Experience[/h3][p]Failed crafting attempts still grant crafting experience.[/p][p]However, experience is only awarded based on the materials that were actually consumed during the attempt. Materials returned through the recovery system do not contribute to crafting XP.[/p][p]This ensures that crafting failures still contribute to normal progression while preventing situations where repeatedly failing expensive crafts could generate excessive experience.[/p][h3]Community Feedback[/h3][p]Thank you to everyone who participated in the discussion and provided thoughtful feedback while this system was being developed. Your input helped shape several aspects of the implementation and the long-term direction of crafting. If you're interested in the full discussion, you can read the feedback thread in the Feedback section on our Discord: InDev - Feedback on failed crafting return system[/p][p][/p][h2]Equipment Visibility on Characters[/h2][h3]Sheathable Weapons[/h3][p]Equipped weapons are now visibly sheathed on your character when not in use.[/p][p]The weapon that appears sheathed is the last weapon you used, and will be displayed on your character’s back or hip, depending on the weapon type. This allows other players to see what you are carrying even when it is not drawn.[/p][p]If you prefer a cleaner look, you can hide sheathed weapons from the Character Panel → [/p][p]Equipment view.[/p][p] [/p][h3]Hide Helmet Option[/h3][p]A Hide Helmet option has been added to the Character Panel → Equipment view, allowing players to hide their equipped helmet visually while still keeping its stats and benefits.[/p][p]Helmets will always be visible while a player is PvP flagged, regardless of this setting.[/p][p]This PvP exception will not be active in the initial PTS release, but will be added during PTS before the feature goes live.[/p][p][/p][h2]Bow Improvements[/h2][p]We have made several improvements and fixes to the baseline bow responsiveness and usability, as part of ongoing work on ranged combat and in preparation for the upcoming fletching revamp.[/p][h3]Gameplay Changes[/h3]
  • [p]Ambush invisibility now ends when the arrow is fired.[/p]
  • [p]Bow combat should now feel more responsive. If you hold LMB while drawing a new arrow after firing the previous one, your character will seamlessly transition into aiming and shooting once the draw is complete. You can still cancel before the aim circle appears.[/p]
  • [p]Bow skill XP is now awarded when the NPC is killed, as long as the player has hit the target with a bow at least once during the fight.[/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed an issue where an equipped bow would display a nocked arrow even when no arrows were left in the inventory.[/p]
  • [p]Fixed an issue where canceling a bow draw could incorrectly trigger the "Out of Arrows" message.[/p]
[h2]Crafting UI[/h2][p]If a recipe yields byproducts, they will now be indicated in the recipe (making some Meat Chunks from a deer carcass also yields bone fragments and suet).[/p][h2]Art & Visuals[/h2][p]We added back some stronger colors in the grass flowers (mainly in the Grassland biome). We overdid it a bit in the last update while trying to improve resource readability, which made some parts of the world look a bit too washed out. Thanks to our players for pointing this out!. It’s not exactly the same as it was before, but fairly close.[/p][p][/p][p][/p][p]As usual, we’re looking forward to your constructive feedback and bug/issue reports in the dedicated channel once the update is available for testing.[/p][p]
Pax vobiscum,[/p][p]The Mainframe Team[/p][p]
[/p]

Patch Notes & Known Issues - PTS Arcadia

[p]This patch has only been deployed on Arcadia, the Public Test Shard.[/p][p]Check the complete release notes for more details on added features and changes.[/p][h3]Gameplay[/h3]
  • [p]Duelling is now possible in Pax Dei; you can provoke another player in a duel from the overlay menu when in front of them or from the chat with /duel \[playername].[/p]
  • [p]Bow combat should now feel more responsive. If you hold LMB while drawing a new arrow after firing the previous one, your character will seamlessly transition into aiming and shooting once the draw is complete. You can still cancel before the aim circle appears.[/p]
  • [p]Ambush invisibility now ends when the arrow is fired.[/p]
  • [p]Fixed an issue where an equipped bow would display a nocked arrow even if no arrows remained in the inventory.[/p]
  • [p]Added “Store All” action to containers. Moves items from your inventory into the container if the container already contains that item type, making it faster to stack and organize resources. This feature will be renamed to “Quick Stack” in a future PTS update for clarity. A tooltip will also be added: “Move all items from your inventory that match items already in this container.”[/p]
  • [p]Added “Take All” to chests and processing crafters. Attempts to move as many items as possible into your inventory from a chest (starting from the bottom slots) and collects all completed items from processing crafters.[/p]
  • [p]Bow skill XP is now awarded when the NPC is killed, as long as the player has hit the target with a bow at least once during the fight.[/p]
  • [p]Fixed an issue where triggering shield and bow usage at the same time would result in the bow being permanently non-functional[/p]
  • [p]Tombstones with items will now disappear when they are looted, and the character is revived.[/p]
  • [p]Fixed an issue where a player was not able to decrease the price in a market stall if they had no gold in their inventory.[/p]
  • [p]Fixed an issue where enemies would, in some cases, permanently regenerate health while in combat.[/p]
  • [p]Fixed an issue where players could see their character briefly standing up after they died.[/p]
  • [p]Fixed an issue with the player character being stuck after being teleported to a Feudal Shrine.[/p]
  • [p]Now, only players who have visited the Feudal Shrine are able to teleport to it using the map.[/p]
  • [p]Fixed the issue where simultaneous HP and stamina recovery canceled the logout timer.[/p]
  • [p]Equipped weapons are now visibly sheathed on your character when not in use.[/p]
[h3]Art, Visuals, and Sound Effects[/h3]
  • [p]Boars have new attack sounds.[/p]
  • [p]The Battleaxe now has SFX for blocking attacks.[/p]
  • [p]Made an attempt at fixing the UI progress circle when skinning that sometimes lingered long after skinning was completed.[/p]
  • [p]Fixed an issue with some spells that had too high particle counts.[/p]
  • [p]Will'o’wisps now die a bit more gracefully and telegraph their death with different colors.[/p]
  • [p]Fixed the colour of flowers that were looking washed out or grey. This change mainly impacts the Grassland biomes.[/p]
  • [p]Optimizations to GPU memory usage to improve overall performance.[/p]
  • [p]Added a hide helmet option to the Character Panel. Helmets will always be visible when players are flagged for PVP.[/p]
  • [p]Weapons placed on the ground now act a little better. Added position tweaks to many items - they still stand up, but look like they have been deliberately stuck into the ground. Hammers and axes are resting on the ground.[/p]
[h3]Crafting[/h3]
  • [p]Introduced a new system that determines which materials are returned when a crafting attempt fails. This system is designed to make crafting failures feel fairer and better reflect the investment made into a recipe. Instead of relying on flat randomness, material recovery now considers the relative value of the ingredients used in the recipe.[/p]
  • [p]Fixed an issue where all items could be repaired from the top bar Crafting menu instead of just the items that can be crafted directly through that menu.[/p]
  • [p]Fixed an issue that disrupted crafting when health was regenerating, effectively forcing the failure of the craft. [/p]
  • [p]Crafting tables are now open, showing recipes that match the character’s skill level for the main skill for that crafter, and not any other skill level used for recipes on the crafter.[/p]
  • [p]If a recipe yields byproducts, they will now be indicated in the recipe (for example, making some Meat Chunks from a deer carcass also yields bone fragments and suet).[/p]
[h3]UI/UX [/h3]
  • [p]Map: Added a new legend to the player map for both the biomes and the icons, with toggle functionality for each of the icon types to give the player full authority on what to show on the map.[/p]
  • [p]The Heartlands market search has been expanded to make it easier to find items. You can now search for items by name using the market search field, and sort listings by item name.[/p]
  • [p]Added back the option to scale the UI and fixed the issue that was preventing the settings from persisting between game sessions.[/p]
  • [p]The “See role” button in promotion or demotion notifications for Clan roles now forwards the user to the appropriate Clan UI panel (Members), regardless of the UI's previous state.[/p]
  • [p]Change the name “Equipment menu” to “Character” in the Settings/Controls.[/p]
  • [p]Added a loading spinner in the Equipment menu when equipping/unequipping gear.[/p]
  • [p]Added indicators for door-opening direction in the building UI.[/p]
  • [p]“Attack Power” naming has been changed to “Damage Bonus”.[/p]
  • [p]Fixed some inconsistencies between the Emote icons and the Blessing icons wheel menu.[/p]
  • [p]Fixed an inconsistent display of the Filter by Type tooltip in the Market Stall.[/p]
  • [p]Fixed issues where localized text would exceed button boundaries.[/p]
  • [p]Fixed an issue where canceling the bow draw would cause the “Out of Arrows” message to appear.[/p]
  • [p]Fixed an issue where the ESC key did not close the redeeming queue.[/p]
  • [p]Fixed an issue where the Home Shrine indicator was missing on the map.[/p]
  • [p]Fixed an issue where Icons in Radial menus remained greyed out after being highlighted.[/p]
  • [p]Fixed an issue where some UI tabs would disable melee and ability inputs.[/p]
  • [p]Fixed an issue where staves would deal no damage if the player was wearing Hunter's Trousers of Binding Roots.[/p]
  • [p]Fixed an issue where XP notification would show a summed-up amount of experience instead of the amount given to each piece separately.[/p]
  • [p]Player is now properly informed in the chat that they have been muted.[/p]
  • [p]Removed "Application message" section from Invited Players in the Clan menu.[/p]
  • [p]Similar items should now be stacked in the redeeming queue.[/p]
  • [p]Spells and Special attacks in the equipment tab now display their description when hovered over.[/p]
  • [p]The buyer is now informed about it if the price changes during the purchase.[/p]
  • [p]Fix the issue with the Gear fragments that were locked into the equipment slots.[/p]
  • [p]Fixed an issue where the UI panel could jitter across various crafters.[/p]
  • [p]Fixed an issue where releasing a plot blocked the player from using tokens.[/p]
  • [p]Fixed an issue where chat history would disappear when teleporting.[/p]
  • [p]Players should no longer get random portraits when their portraits don’t load, but instead see an icon with a question mark. [/p]
  • [p]Fixed an issue where messages written on Zone chat would not show above the character's head, like when written in other chat channels.[/p]
  • [p]Fixed an issue where players were unable to reply to a Discord message from players who are not on their friends list.[/p]
  • [p]Fixed an issue where clan invite notifications would sometimes only appear on the screen for a split second.[/p]
  • [p]Grace Help pop-up was removed as it was a legacy from before we implemented the interactive tutorials[/p]
[h3]Optimization[/h3]
  • [p]Added a new advanced physics streaming solution for buildings, enabling much better performance in densely built valleys than before[/p]
[p][/p][h2]Known Issues[/h2][p]Character Creator[/p]
  • [p]The default tunic is missing from the avatar when you are in Character Edit mode.[/p]
[p]Dueling[/p]
  • [p]System messages related to the Duel feature are missing the sender's name, displaying a blank space where a player's name would normally appear.[/p]
[p]Sheathable gear[/p]
  • [p]The sheathable shield or weapon disappears when both are triggered simultaneously.[/p]
  • [p]Character's hair clips through the sheathable shield.[/p]
  • [p]Sheathed weapons clip with some wearable items, such as the Cleric Alb of Reflection Hood.[/p]
[p]Chat[/p]
  • [p]Player gets no feedback for why they can’t type messages longer than the character limit of 1000 in chat.[/p]
  • [p]Chat does not consistently snap to the latest message received.[/p]
  • [p]Older chat notifications remain on the screen for a longer time if the UI scale is changed from “Large” to “Small” while the notifications are still visible.[/p]
[p]Visuals and sound[/p]
  • [p]Longer sleeves on some armour appear unnaturally stiff during emotes.[/p]
  • [p]Arrows clip through the character’s model when the bow is drawn.[/p]
  • [p]There is no SFX at the beginning and end of a duel.[/p]
  • [p]Hiding and unhiding chainmail gear in the Inventory UI sometimes takes a long time to reload.[/p]
  • [p]Grass might appear on stretches of the road, obstructing visibility.[/p]
[p]UI[/p]
  • [p]The map is not aesthetically centered for new avatars on first open.[/p]
  • [p]When a clan changes its heraldry, the heraldry doesn't update until the player forces an update, for example, by closing and reopening the interface.[/p]
[p]Other[/p]
  • [p]The loading screen sometimes changes size during loading.[/p]
  • [p]There is a spot in Tyr - Wildlands where players can fall through the map.[/p]
  • [p]Player cannot emote while equipped with a construction hammer.[/p]
[p][/p]

Patch Notes – Verse 5.1.2 Hotfix 1 - Build Version 44.16.8191

[h2]UI[/h2]
  • [p]Fixed an issue where the settings shortcut \[Z] key was unresponsive in the General tab of the Chat menu.[/p]
  • [p]Fixed an issue when the "Equip" button for wearables in equipment would be greyed out when at least one item in the category could be equipped.[/p]
  • [p]Players no longer need to manually select an item even when there is only one to choose from.[/p]
  • [p]Made changes to how mining works in an attempt to fix the reported mining issue.[/p]
[h2]Gameplay[/h2]
  • [p]Fixed a recurring issue with a duplicate “ghost corpse” being summoned instead of the proper party member corpse.[/p]
[h2]Performance[/h2]
  • [p]Fixed performance issue when equipping some wieldables in densely built areas.[/p]
[h2]Localization[/h2]
  • [p]Fixed various localization issues.[/p]

Patch Notes - Verse 5 - Patch 1.2 - Feb. 20

Patch Notes

Crafting XP
  • [p]We’ve made a major pass on crafting XP across Blacksmithing, Weaponsmithing, Armorsmithing, Tailoring, and Leatherworking.[/p]
  • [p]Crafting XP is now based on the materials and effort required to make an item, resulting in more consistent XP gains across all recipes within a profession.[/p]
  • [p]Finished items now grant significantly more XP than before.[/p]
  • [p]Component crafting often grant less XP than before.[/p]
[p]Additional XP changes:[/p]
  • [p]Failing a recipe now grants up to 4× more XP than before.[/p]
  • [p]Trivial recipes now grant 3× more XP than before.
    (Applies to all professions.)[/p]
[h2]Recipes[/h2]
  • [p]Armor recipe difficulty has been rebalanced within each Tier to provide meaningful crafting choices for multiple equipment slots throughout progression.[/p]
  • [p]The difficulty gap between Common, Uncommon, and Rare armor pieces now scales more smoothly at higher Tiers. Early Tiers retain larger difficulty differences, while higher Tiers offer closer difficulty between rarities.[/p]
  • [p]Material costs for two-handed weapons (including staves) have been slightly increased, and these items now grant higher XP rewards.[/p]
  • [p]Reduced Charcoal cost for smelting Steel to 150.[/p]
  • [p]Increased material costs for Tier 1 Uncommon (green) armor pieces.[/p]
  • [p]Adjusted stack sizes to fix most cases where crafted outputs took up more inventory space than their ingredients, reducing inventory issues during craft-all actions.[/p]
    • [p]See detailed list of stack changes below.[/p]
  • [p]The Limestone building set is now significantly stronger than wooden counterparts and provides more integrity.[/p]
    • [p]Limestone Pillars and other reinforcement pieces now grant more stability than Limestone Walls.[/p]
  • [p]Fixed several tool and weapon recipes that were using incorrect components, particularly recipes that should require Fine Sword Hilts.[/p]
  • [p]Removed the Steel Anvil Head recipe, which is currently unused.[/p]
  • [p]Linseed Oil requires less materials to craft.[/p]
  • [p]Fixed an issue where Wooden Shield did not grant XP from crafting.[/p]
  • [p]Bronze Bar recipe produces ( 1 ) ⇒ 2 Bars now, same as other metal bar recipes[/p]
  • [p]Most weapons and tools that required a shaft or a hilt (which already included Leather Bands or Coarse Leather bands) also redundantly required additional Coarse Leather Bands in the final combination. The only ones that still do are staves.[/p]
  • [p]Many recipes have been tweaked to improve progression consistency and balance between weapon types. [/p]
  • [p]A few Examples of recipe adjustments for Weapons & Tools:[/p]
    • [p]Iron Battleaxes just need ( 2 ) ⇒ 1 Axe Blade, same as Wrought Iron and Steel[/p]
    • [p]Bronze Pickaxe needs ( 1 ) ⇒ 2 Bronze Bars and Long Wood Stock instead of Sapwood.[/p]
    • [p]Iron Mace needs ( 1 ) ⇒ 2 Iron Ingots[/p]
    • [p]Iron Greatmaul needs ( 6 ) ⇒ 3 Iron Ingots and ( 2 ) ⇒ 3 Iron Spikes[/p]
    • [p]Steel Chopping Axe no longer requires Linseed Oil but now requires 10 Wrought Iron Nails.[/p]
    • [p]Also, all of these example recipes already require a shaft which require leather bands so the recipe for the tool or weapon doesn’t also require additional leather bands.[/p]
    • [p]XP Multipliers recalculated according to changes above (roughtly anywhere between a +/- 5% change a part from a couple of outliers).[/p]
[h2]Component Recipe Size Increases[/h2]
  • [p]Updated default size of many component recipes[/p]
  • [p]These changes were made with the goal of striking a balance where; a) They are meaningful time-savers for active crafters who need to mass produce components b) They do not create friction for newer players and their initial crafting c) They do not accidentally introduce new bottlenecks (for example, being unable to process materials because you cannot meet a new minimum batch size of materials).[/p]
  • [p]We initially tested larger sizes of these on PTS but following your feedback we tuned them back down and hopefully found the right balance point that will satsify most players.[/p]
[p]Recipes following the same ratio as BEFORE[/p]
  • [p]By "same ratio" we mean that the cost of the material produced is the same.[/p]
  • [p]If a recipe says 1 ⇒ 2 it means that it now produces 2 components instead of only 1[/p]
    • [p]The material cost of the recipe has doubled and the recipe gives twice as much XP than otherwise.[/p]
[p]Carpentry[/p]
  • [p]Long Wood Stock 5 ⇒ 10[/p]
  • [p]Long Fine Wood Stock 5 ⇒ 10[/p]
  • [p]Wooden Beams 5 ⇒ 10[/p]
  • [p]Fine Wooden Beams 5 ⇒ 10[/p]
  • [p]Sand (from Gneiss or Limestone) 10 ⇒ 20[/p]
[p]Blacksmithing[/p]
  • [p]Arrowheads 5 ⇒ 10[/p]
  • [p]\[Metal] Nails 50 ⇒ 100[/p]
  • [p]\[Metal] Sheets 1 ⇒ 2[/p]
  • [p]\[Metal] Spikes 1 ⇒ 2[/p]
  • [p]\[Metal] Wire 4 ⇒ 10[/p]
  • [p]Iron Hinges 5 ⇒ 10[/p]
  • [p]\[Type] Buttons 10 ⇒ 20[/p]
[p]Leathercrafting[/p]
  • [p]Rawhide (workbench) 1 ⇒ 2[/p]
  • [p]Nubuck Leather 1 ⇒ 2[/p]
  • [p]Suede Leather 1 ⇒ 2[/p]
  • [p]Heavy Top Grain Leather 1 ⇒ 2[/p]
  • [p]Medium Top Grain Leather 1 ⇒ 2[/p]
  • [p]Fur Leather 1 ⇒ 2[/p]
  • [p]Fine Fur 1 ⇒ 2[/p]
  • [p]Glue 5 ⇒ 10[/p]
  • [p]Leather Handles 1 ⇒ 2[/p]
  • [p]Leather Pads 2 ⇒ 4[/p]
  • [p]Leather Straps 1 ⇒ 5[/p]
  • [p]Rough Leather Straps 1 ⇒ 5[/p]
  • [p]Weapons Belt 1 ⇒ 5[/p]
  • [p]Fine Weapons Belt 1 ⇒ 2[/p]
  • [p]Reinforced Leather Plate 1 ⇒ 2[/p]
  • [p]Rough Leather Plate 1 ⇒ 2[/p]
[p]Tailoring[/p]
  • [p]All Waddings / Paddings / Cores / Felts 1 ⇒ 2[/p]
  • [p]Cuirbound Linen 1 ⇒ 2[/p]
  • [p]Coarse Linen Cloth (workbench) 1 ⇒ 2[/p]
  • [p]Linen / Wool / Cotton Strings 10 ⇒ 25[/p]
  • [p]Sewing Needles 10 ⇒ 50[/p]
  • [p]Pins & Needles 5 ⇒ 10[/p]
[p]Recipes with adjusted ratios[/p]
  • [p]Steel Lames 1 ⇒ 2 (Requires 15 Steel Sheets, down from 16)[/p]
  • [p]Coarse Leather Bands 20 ⇒ 50 (Requires 5 Nubuck Leather, up from 2.5)[/p]
  • [p]Leather Bands 20 ⇒ 50 (Requires 5 Medium Top Grain Leather, up from 2.5)[/p]
  • [p]Coarse Leather String 50 ⇒ 100 (Requires 5 Nubuck Leather, up from 2)[/p]
  • [p]Leather String 50 ⇒ 100 (Requires 5 Medium Top Grain Leather and 5 Boar Sinew, up from 2 and 2)[/p]
[p]New Stack Sizes[/p]
  • [p]To reduce inventory friction and improve workshop flow, we’re also increasing stack sizes for:[/p]
    • [p]All building props → 25[/p]
    • [p]Animal Hides → 50[/p]
    • [p]Rough Animal Hides → 50[/p]
    • [p]Leather String → 500[/p]
    • [p]Cuirbound Linen → 50[/p]
    • [p]Fur Leather → 50[/p]
    • [p]Fine Fur → 50[/p]
    • [p]Leather Bands → 200[/p]
    • [p]Coarse Leather Bands → 200[/p]
    • [p]Linseed Oil → 50[/p]
    • [p]Tallow → 200[/p]
    • [p]Lard → 200[/p]
    • [p]Glue → 200[/p]
    • [p]Fine Glue → 200[/p]
    • [p]Sanctified Oils (i-iv) → 20[/p]
    • [p]Coarse Leather Bands → 200[/p]
    • [p]Coarse Leather String → 500[/p]
    • [p]\[Metal] Nails → 1000[/p]
    • [p]\[Metal] Studs → 1000[/p]
    • [p]\[Metal] Hinges → 50[/p]
    • [p]\[Metal] Arrowheads → 200[/p]
    • [p]\[Metal] Buckles → 200[/p]
    • [p]Long Wood Stock → 50[/p]
    • [p]Long Fine Wood Stock → 50[/p]
    • [p]Wood Beams → 50[/p]
    • [p]Fine Wood Beams → 50[/p]
    • [p]Clay Bricks → 50[/p]
    • [p]Wool Fiber → 100[/p]
    • [p]Cotton Fiber → 100[/p]
    • [p]Flax Fiber → 100[/p]
    • [p]Flax Seeds → 100[/p]
    • [p]Horn Needles → 500[/p]
    • [p]Sewing Needles → 500[/p]
    • [p]All Buttons → 200[/p]
[h2]Master Crafting[/h2]
  • [p]Introduced Master Crafted items, which feature a distinct icon, display the Item Power bonus, and show the crafter’s name in the item details.[/p]
  • [p]Items that have ‘Item Power’ can now be Master Crafted when a craft rolls 95% success or higher, granting a +50 Item Power bonus on eligible items.[/p]
  • [p]Master Crafting chances scale with your skill level relative to recipe difficulty, with the highest chances on mastered recipes. [/p]
[h2]New Players[/h2]
  • [p]New characters now start with a placeable Storage Chest in their inventory along with basic tools and weapons to get going.[/p]
  • [p]Simple Chest Updates[/p]
    • [p]Renamed to Storage Chest.[/p]
    • [p]Recipe difficulty reduced from 12 to 9 and now unlocked by default.[/p]
    • [p]New characters now receive a free Storage Chest in their inventory.[/p]
    • [p]Updated description: "Place on a plot to store items. Storage: 32".[/p]
[h2]Gameplay[/h2]
  • [p]Did some experimental fixes on how NPCs are spawned in the game - we are looking forward to your feedback on the matter.[/p]
  • [p]Fixed an issue where an extensive amount of map markers would affect game stability[/p]
  • [p]Fixed an issue with the Sylvan Staff - Overgrowth; the spell now applies direct healing.[/p]
  • [p]Cultist presence has been bolstered and rearranged in all Rivulet dungeons.[/p]
  • [p]Fixed issues with problematic named spawns.[/p]
  • [p]Fixed an issue where Tombstones got duplicated if Corpse hitboxes collided with mob projectiles.[/p]
  • [p]Fixed an issue with a duplicate “ghost corpse” being summoned instead of the proper party member corpse.[/p]
  • [p]Fixed an issue where the Water Well model had an untextured plane present in the middle of it.[/p]
  • [p]Fixed an issue where Wooden Shield did not grant XP from crafting.[/p]
  • [p]Sand, Clay, Gneiss, and Cotton can now be found in the Global Market when using filters.[/p]
[h2]Slash commands[/h2][p]Slash commands are back, now with autocompletion.[/p]
  • [p]Type / in chat to display the full list of available commands.[/p]
  • [p]Continue typing to filter the list, or click a command to use it.[/p]
[p]Besides being a QoL feature the slash commands also allow you to perform social actions remotely, like forming a party.[/p][p]Here are the categories:[/p]
  • [p]Chat commands to change the feed (/zone, /nearby, /party, /clan, /general)[/p]
  • [p]Clan commands (/clanpromote, /clandemote, /clanleave…)[/p]
  • [p]Party commands (/invite, /leave, /disband…)[/p]
  • [p]Emotes (/sit, /greeting, /yes...)[/p]
[h2]User Interface[/h2][p]Character Menu update[/p][p]We’ve updated the Character Menu to improve clarity, consistency, and ease of use.[/p]
  • [p]The Character Menu has been moved to a right-hand side panel, making it consistent with other in-game menus.[/p]
  • [p]Inspecting items and elements now displays their details in a floating tooltip, shown on hover or click.[/p]
  • [p]The Equipment tab no longer takes control of the camera. Your character is now displayed directly in the menu, giving you more freedom to move and adjust your view.[/p]
  • [p]The Equipment tab displays your character’s name and average item power below your character.[/p]
  • [p]Selecting an equipment slot now displays only items that can be equipped in that slot, making gear management faster and clearer.[/p]
  • [p]The Stats view has been moved from a small pop-up to its own dedicated tab.[/p]
  • [p]Several new stats have been added to the Stats overview, along with unique icons for each stat.[/p]
  • [p]The Skills tab has been moved from the Journal into the Character Menu, grouping all character-related information in one place.[/p]
[h2]Clan Menu update[/h2][p]We’ve updated the Clan Menu to improve readability and bring it in line with the rest of the interface.[/p]
  • [p]The Clan Menu has been moved to a right-hand side panel, making it consistent with other in-game menus.[/p]
  • [p]Inspecting clan-related elements now shows their details in a floating tooltip, displayed on hover or click.[/p]
  • [p]Players who are not part of a clan will see two tabs: Join Clan and Create Clan.[/p]
  • [p]Players who are already in a clan will see three tabs: News (Clan Announcements), Members, and Applicants.[/p]
  • [p]Clan settings, including heraldry customization and options to leave or disband a clan, are now accessible from the top-right corner of the Clan Menu.[/p]
[p]Item Details update[/p]
  • [p]All attributes/Stats shown in the details panel of any item have received unique icons to improve recognition.[/p]
[h2]Other UI Improvements[/h2]
  • [p]Fixed an issue where, when a high number of experience points is gained from the premium status, the text sometimes overlapped with the experience gained from crafting.[/p]
  • [p]Fixed a missing space in Enchantment field when selling enchanted items on the market[/p]
  • [p]Fixed a minor UI spacing issue in mining and chopping interaction menus[/p]
  • [p]Fixed an issue where the "Delete Plot" field would show the wrong input message when opened for the first time[/p]
  • [p]Fixed an issue where the Gold split in party showed notifications with no amount[/p]
  • [p]Fixed an issue where crafter and tool’s names for some languages would not fit in the UI Frame.[/p]
  • [p]Stability Improvements for the Discord connection.[/p]
  • [p]Crafting stations will now auto-scroll past easier recipes when accessed.[/p]
  • [p]When sending a party invite to a player, the "Party invite has been sent" notification now appears only once.[/p]
  • [p]Character Creator colour selections should be more persistent going forward (hair colour, eyebrows, and makeup).[/p]
  • [p]Enchanted items and their enchantment level attributes are now displayed in the market listing.[/p]
  • [p]Extending plot time with grace now is projected correctly and is greyed out when there is more than 1 month of expiration time on the plot.[/p]
  • [p]The Plot extension button is now greyed out when the player has no more tokens or the plot has more than 30 days left, and the player is notified why they cannot extend the plot.[/p]
  • [p]Fixed an issue where the sort setting of the Market Stall list was reset when buying or editing an item.[/p]
  • [p]Fixed an issue where the plot name was reset to “No Plot Name” when Edit was confirmed without any modifications.[/p]
  • [p]Fixed an issue where, when a filter was applied, the “Filters active, showing x of y orders” text always displayed the number of orders on the current page for both values in Heartland Markets.[/p]
  • [p]Texts for different languages in different UI elements are no longer overlapping [/p]
  • [p]Added missing notification after leaving a clan at an unclaimed Feudal Shrine.[/p]
  • [p]Fixed an issue where triggering certain UI elements would interrupt emote animations.[/p]
[h2]Localization & Icons[/h2]
  • [p]Fixed typo in Majestic Saint Veridiana’s Breath.[/p]
  • [p]Corrected prefixes for Uncommon and Rare Wrought Iron Greatswords; now properly named Attuned and Warded.[/p]
  • [p]Glue and Fine Glue now have unique icons and models.[/p]
  • [p]Upcycling recipes now have unique names (e.g. Steel Ingots made from Wrought Iron).[/p]
  • [p]Gathering miracles now correctly display the skill bonuses they grant.[/p]
[h2]Art & Visuals[/h2][p]We did a broad pass to improve resource readability within the biomes and make the scale more consistent. This included changes like:[/p]
  • [p]Converting small, low-resource clusters to larger clusters. E.g., strawberries, many flowers, and most mushrooms[/p]
  • [p]Made some plants taller or just bigger. E.g., blueberry is now replaced by a blueberry bush[/p]
  • [p]Tweaked colors to make some resources stand out more from the grass[/p]
  • [p]Made a few plants more iconic. E.g Daisy is now the more common white variety[/p]
  • [p]Make the non-interactive grass and small plants more homogeneous and slightly lower[/p]
  • [p]While at it, we also recreated a few plants from scratch to improve the visual quality. E.g. Cotton plant[/p]
  • [p]Fixed Brickmaker texture stretching.[/p]
  • [p]Tweaked Granite stairs so that the steps don’t clip through a granite wall when snapped together.[/p]
  • [p]Adjusted visual effects on regrowth spell.[/p]
  • [p]Bloodfed Grove VFX no longer lingers after casting a spell.[/p]
  • [p]Fixed an issue where some foliage was appearing in places it was not supposed to.[/p]
  • [p]Removed floating border stones in Avalon, Lyonesse.[/p]
  • [p]Fixed UV on wood fuel on the Pottery Kiln model.[/p]
[h2]New Emotes and Moods[/h2]
  • [p]Some new emotes have been added: Insult, Show Respect, Let’s Go!, and Call Out[/p]
  • [p]Moods: The Emotes menu now includes an additional tab that lets you pick a facial expression that reflects your current mood. Pressing C twice is a quick way to access it.[/p]
  • [p]The mood you select persists until you pick another. The top entry is the current neutral expression.[/p]
  • [p]Emotes now have some basic facial animation, but they don’t override your current mood. Emotes can be changed quite a bit by mixing them with various moods.[/p]
[p][/p]
Known Issues
[h3]Chat and Slash commands[/h3]
  • [p]The Clan invite notifications (N) only appear for a second.[/p]
  • [p]Messages written on Zone chat will not show above the character's head.[/p]
  • [p]/clanpromote command system message does not specify that changing the clan's Alderman is blocked only through slash commands[/p]
[h3]User Interface[/h3]
  • [p]The character panel is still named "Equipment" in the Controls setting.[/p]
  • [p]The item details panel can jitter in various crafters.  [/p]
  • [p]The open chat settings shortcut (Z key by default) is unresponsive.  [/p]
  • [p]The "Help" keybind is still present in the Controls menu, even though the action has been removed.[/p]
  • [p]Invited Clan candidates have an extraneous “Application Message” module in the Applicants section of the Clan menu.  [/p]
  • [p]Emotes should not be interrupted when opening menus.[/p]
  • [p]The Shields' block power is not shown in the Equipment menu.[/p]
  • [p]Some stats are not displayed correctly in the Stats menu (e.g., no offensive power when a weapon is equipped).[/p]
  • [p]There is a slight inconsistency between Emotes icon and Blessing icon wheel menu  [/p]
  • [p]Clan announcements cannot be edited or deleted  [/p]
  • [p]Player gets no feedback when trying to type messages longer than the character limit  [/p]
  • [p]The door opening indicator is not displayed in the building UI[/p]
  • [p]Changing mood in the middle of an ongoing emote (such as celebrate) quickly reverts to the original mood selected when the emote began[/p]
  • [p]\[F7] "See Role" key won't navigate Player to the role view in the Clan menu  [/p]
[h3]Characters and Combat[/h3]
  • [p]Characters are unable to strafe when using a one-handed weapon or a staff.[/p]
  • [p]Goats initiate aggression against Players based on proximity.[/p]
  • [p]Inquisition Acolytes may cast the fireball spell with their backs turned to the player.[/p]
  • [p]There are several issues with NPCs' pathfinding (stairs) and aggro loss.[/p]
  • [p]Items placed in the redeeming queue for expired plots don't show the Province where they can be redeemed.[/p]
  • [p]Clan avatar portraits can sometimes not appear for the player's own avatar.  [/p]
  • [p]Audio cues can lag behind gameplay in Dungeons.[/p]
  • [p]Gear fragments should not be equipped after a player is revived in Lyonesse[/p]
[h3]Crafting[/h3]
  • [p]Appointment crafters' SFX interrupts when other crafting sounds are triggered.  [/p]
  • [p]Crafting gets aborted when HP regenerates after consuming any Max HP consumables.[/p]
  • [p]There is an inconsistency in the output from Chamois carcass processing based on the levels[/p]
[h3]Other[/h3]
  • [p]Fog drastically materializes when entering the Corrupted Plains biome and spreads to other biomes until the player leaves the area.[/p]
  • [p]Performance sometimes drops extensively in densely built areas[/p]

Future of Pax Dei - A Letter From the Team

[h3]Hello Paxians,[/h3][p]Given recent news about the MMO industry, it’s completely understandable that some of you may be wondering what the future holds for Pax Dei. We’ve seen your questions and concerns, and we feel it’s important to address them as directly and transparently as possible, while also sharing where we’re headed.[/p][p][/p][h2]“Are you going to shut down as other studios have recently?”[/h2][p][/p][p]No. We still have a small, but very passionate, hard-working team working on Pax Dei, and we intend to continue delivering updates regularly.[/p][p]Let’s be transparent: yes, we’ve had rough moments. Being an independent studio means we rely on a mix of external investment and, increasingly, revenue from the game itself to pay for the ongoing development of Pax Dei. We’ve had to adjust our team size and limit our scope accordingly.[/p][p]Since we left Early Access, we’ve been balancing our long-term vision for the game alongside player feedback, and tackling some genuinely tough problems to make sure the game has a stable foundation, technically, operationally, and in terms of the content we’re able to offer.[/p][p]We understand that progress can sometimes feel slow from the outside. But as long as we have our players' support, our intention is to keep building Pax Dei and delivering on the features we’ve showcased in the past, even if it sometimes takes longer than we, or many players, would like.[/p][p][/p][h2]“So, how can we support you?”[/h2][p][/p][p]Support comes in many forms, and not all of them involve paying money. You can support by:[/p]
  • [p]Playing regularly[/p]
  • [p]Inviting friends to join[/p]
  • [p]Leaving thoughtful (and fair) reviews[/p]
  • [p]Sharing feedback and testing new content on the Public Test Shard[/p]
  • [p]Engaging with our posts and updates on Discord and social media[/p]
  • [p]And ultimately, of course, the most direct way to support us, for those who want and are able to, is by purchasing Memberships (plots, Premium, etc.)[/p]
[p]All of these matter, especially for a small studio like ours.[/p][p][/p][h2]“Well, I like the game, but I’m not ready to pay.”[/h2][p][/p][p]That’s completely fine.[/p][p]You don’t need a subscription to enjoy Pax Dei. You can join a Clan, contribute to the community, and enjoy the game without your own plot. If you want your own home and play regularly, you can maintain one plot with Grace, which allows you to enjoy the full experience by purchasing the base game alone. Simply being part of the world and its community already helps more than you might think.[/p][p][/p][h2]“What about the features we’ve been asking for?”[/h2][p][/p][p]We know this is a sensitive topic, so let’s address some of these features.[/p][p]Farming & fishing: these features were mentioned before Early Access in interviews and Q&As. Their absence from the game so far is due to two main reasons:[/p]
  • [p]First, both farming and fishing primarily add new content loops to the cooking system, and the current state of cooking is not where we want it to be yet. Introducing new resource loops now would only amplify existing balance issues, which doesn’t make sense at this stage.[/p]
  • [p]Second, both systems require significant development, and we haven’t yet been able to allocate the necessary time to them.[/p]
  • [p]That said, the crafting skills related to cooking and potions are next in line for rebalancing. This means we’re very close to removing the main balancing blocker for these features.[/p]
[p]Mounts: we shared an early concept for mounts last year, but the feature is still a long way from being ready. While the overall design is now complete and some technical challenges have already been addressed, there is still significant work ahead.[/p][p]We need to implement the gameplay systems themselves, improve animations, particularly those related to the rider, and ensure mounts persist correctly across zones. As we’ve mentioned before, we want horses to be more than a simple movement-speed bonus. This means dedicating time from several team members to build meaningful content and systems around them, even for the initial version you’ll see in-game.[/p][p]Recycling: last summer, recycling was a high priority. Since then, priorities have shifted to address more urgent needs. We know how important recycling is to many of you, and we agree. However, at the moment, we simply don’t have the bandwidth to actively work on it.[/p][p]That said, we are continuing to refine the design and hope to have something ready to ship later in the year. In the meantime, the upcoming crafting balance changes in the next update aims to significantly reduce crafting waste. You’ll no longer need to grind a small, specific set of items to maximize XP gains, which we believe will greatly reduce the need for recycling in the short term. Our next step on that front will be to look into failed crafts and reduce material costs.[/p][p][/p][h2]“So what are you working on?”[/h2][p][/p][p]With the game and the team we have right now, our priority is clear: it makes far more sense to improve, fix, and strengthen what already exists than to keep expanding outward with new zones, biomes, or professions.[/p][p]For most of this year, our focus will be on making Pax Dei more meaningful rather than simply making it bigger. That means going deeper into existing systems, addressing long-standing friction points, and delivering quality-of-life improvements that make the game more coherent and enjoyable day-to-day. You can already see this direction with XP rebalancing on the PTS, as well as the work we’ve started on Cooking, Jewelcrafting, and Alchemy (with plans to review Fletching as well).[/p][p]Rather than spreading the team too thin, we want to strengthen the game's foundations so that future additions are built on solid ground.[/p][p][/p][p][/p][p]Building as a foundation: a major pillar of this effort is building. Player feedback has been very clear: the building system is amazing, but its impact is currently mostly aesthetic. We want construction to matter more, not just as decoration, but as a meaningful part of gameplay and social life in Pax Dei.[/p][p]Building isn’t only about placing structures. It’s about creating places where communities gather, trade, roleplay, and leave a lasting mark on the world. Our goal is to reinforce the building system as the backbone of villages and cities, so future features feel richer and more connected.[/p][p]Systems that reinforce building: to support this vision, we’re working on several interconnected systems. Alongside ongoing crafting professions rebalancing, we’re introducing mechanics that tie gameplay benefits directly to well-designed structures: systems like Comfort and Rest with crafting bonuses influenced by roofs and layouts. Together, these changes aim to make where and how you build just as important as what you build.[/p][p]Alliances and permissions: at the same time, we’ve been spending a lot of time designing Alliances. Our goal is to make Alliances meaningful for all types of players, not just PvP-focused groups, but also Clans who want to build villages and cities together. To achieve that, Alliances need purpose beyond PvP flagging alone, which means introducing supporting mechanics before Alliances themselves go live.[/p][p]A key part of making this work is giving players better control over access and trust. That’s why we’re finally revamping the permission system. Clans will support customizable membership tiers, each tied to specific roles and permissions. Plot and item access will be more granular, including the ability to define Trusted Friends with elevated rights. The new system is also designed to be safer and more forgiving, with clearer presets and stricter deletion rules, making it easier to welcome new members without fear of losing property or progress. We’ll go into more detail once this reaches the Public Test Shard.[/p][p][/p][p]Note: the image hereunder is a UI mockup and is subject to change. We will talk more about it once it is functional, but we wanted to show you how granular we want it to be. Here you can see the Plot Permissions section with its two tabs: one for the Plot itself (building, destroying), and one for the items on the Plot (crafters, storages, decorations, etc.).[/p][p][/p][p]These are long-term goals, and they are only possible if the underlying systems are strong.[/p][p]This is the direction we’re committed to: stronger foundations, deeper systems, and a world that becomes more meaningful the more you invest in it.[/p][p][/p][h2]“This all sounds great. What’s the timeline then?”[/h2][p][/p][p]As we speak, Verse 5 is growing with new content, including Master Crafting, new emotes, UI updates, and more. This update also includes significant rebalancing of crafting XP across most professions, aimed at making crafting progression much more pleasant overall. This content is currently being tested on the Public Test Shard (Arcadia) and should reach live shards in the coming weeks.[/p][p]After Verse 5, we’ll be moving to Verse 6 (surprising, right?). Verse 6 will focus on building, the comfort system, and permissions. As part of this planning, we made the difficult decision to move Alliances to later in the year, in Verse 7. This allows us to properly lay the foundations first, rather than introducing Alliances before the supporting systems are ready.[/p][p]Alongside these major features, we also plan to roll out smaller, nice-to-have features and systems throughout the year. Here’s what’s simmering in our magical cauldron: the much-anticipated duelling system, additional building sets, a cooking and food glow-up, and more improvements for Jewelcrafting and Alchemy, combat improvements and PvE content fixes. We’ll also be adding birds, not just ambient “chirp-chirp” ones, but wildlife that can be hunted and that will be tied directly to fletching. And, of course, a few surprises we’re not ready to reveal just yet.[/p][p][/p][p][/p][p]We remain fully committed to Pax Dei. We’re proud of what we’ve built so far, aware of what still needs work, and grateful for a community that continues to challenge, support, and believe in the project.[/p][p][/p][p]Thank you for reading and for sticking with us.
Pax vobiscum,
The Mainframe Team[/p]