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Pax Dei News

New Year Statement from Pax Dei Dev Team

[h2]Hello Paxians,[/h2][p][/p][p]We hope you had a nice start to the year, exploring the world of Gallia and having fun in Lyonesse, while crafting lovely little Yule goats.[/p][p]We wanted to follow up on some important points that have been discussed over the past weeks within the community.[/p][p][/p][h2]Pending Issues[/h2][p][/p][p]The issue affecting the spawn of the Mournel trees in the NA region took some time to be fully identified, and as a fix was deployed yesterday on the live shards, the situation should now be back to normal.[/p][p][/p][p]Our team continues to work on resolving the issues with NPCs spawns that are not working as intended, as well as an issue with players getting stuck in the shrines when TPing to them, and doors in the PvP area that can be opened by non-clan members. We expect to have fixes in the coming days. In addition, we are still investigating the issues reported regarding the in-game chat and should be able to provide an update pretty soon.[/p][p][/p][h2]Valley-wide Markets[/h2][p][/p][p][/p][p][/p][p]As mentioned in the retrospective, one of our plans is to have valley-wide markets in the near future. We understand this feature is controversial and have read the feedback thoroughly. This is why we have decided to postpone the deployment of this feature and prioritize other elements. We will revisit it and explore how we can adjust it to better appeal to a wider audience.[/p][p][/p][p]Nonetheless, we want to explain the reasoning behind the feature, so you understand it’s not coming out of nowhere and has a real benefit.[/p][p][/p][p]We realize that the current market system doesn’t work for new players. Participation relies on hidden knowledge and prime stall locations near Petra Dei, making it hard to know what to trade, how to sell effectively, or even whether using the market is worth it. As a result, many new players never meaningfully engage with the economy at all.[/p][p][/p][p]The change we wanted to make by turning the markets valley-wide isn’t about slower progress but non-participation. Lowering friction is about converting non-participants into participants, which is essential for a healthy MMO population. Market health depends on liquidity: how easy it is to buy and sell. While geography and distance should matter for production and regional advantage, they shouldn’t prevent transactions themselves. Requiring travel to individual stalls causes many sales to never happen, eliminates impulse purchases, and makes low-value goods not worth listing or buying, which especially hurts new players.[/p][p][/p][p]The change would not remove geography and, in some cases, would strengthen it by making regional advantages more valuable. We think it would also prevent abusive behavior like listing items at inaccessible stalls. Overall, we feel that allowing purchases within a market area would turn latent demand into real transactions, increase participation, and create a healthier, more resilient player-driven economy for everyone.[/p][p][/p][p]Now, we understand this isn't what most of you expect, so, as mentioned above, we’ll put the development on hold for now.[/p][p][/p][h2]Permissions Changes[/h2][p][/p][p]We know this is a hot topic, and something that’s highly requested. We already said we’re working on it, and we’re making this a priority for the next Verse.[/p][p][/p][p]Our plans are to add more ranks to the Clans, with the possibility of defining different permission levels for each rank. We are also looking into the possibility of allowing the Clan Alderman to rename the ranks to make it more immersive.[/p][p][/p][p]We should be ready to share more on this when we get closer to Verse 6 timing.[/p][p][/p][p]Last but not least, we know you’re quite eager to see where the game is going and what’s cooking: we should have an updated timeline for the first half of the year in the coming weeks, with more details on what’s coming for Pax Dei.[/p][p][/p][p]Pax vobiscum, The Mainframe Team[/p]

Patch Notes - Verse 5 Patch 1.1 - Dec.19

[p]This patch introduces significant changes to the Mournel tree-balancing algorithm to address community feedback. The issues we’re addressing are:[/p]
  • [p]In our first Mournel balancing, large trees dropped a significant amount of Mournwood, and when this tree type spawned, it was always the only one available in Lyonesse at the time. As a result, the optimal strategy for gathering Mournwood was to form a large, uncontestable group, undermining the intended PvP dynamics in Lyonesse.[/p]
  • [p]Additionally, spawn times are currently concentrated within a very narrow time window.[/p]
  • [p]There’s been wide speculation about how the instances affect the Mournels. We fully agree that we don’t want any tree to be harvestable without being contested.[/p]
[p]These changes to the trees will be as follows:[/p]
  • [p]The base spawn times will be expanded to cover 4:30 PM local time to 11:30 PM local time, every day, in the region, with the most spawns happening between 7 PM and 9 PM, so the time span covered is more than double that of the earlier. [/p]
    • [p]Spawn times - Mon to Sun – 4.30 PM - 11.30 PM[/p]
    • [p]NA shards are set to MT (UTC-7); EU shards (including Arcadia) are set to CET (UTC+1); SEA shards are set to SGT (UTC+8)[/p]
  • [p]Every day of the week will feature the same base spawns, which are all made of the small trees, with all four buildable areas of Lyonesse getting a spawn at the same time. The 7 PM and 9 PM spawns will feature a total of 8 concurrent spawns, 2 per area. With this change, a large group can still dominate a single tree if they so choose. Still, it will be impossible to block all tree acquisition for the spawn moment entirely, and the wood yield per participant will be very low, so the optimal strategy will be to go after multiple small trees with smaller groups.[/p]
  • [p]The large number of spawns will also mean smaller groups are much more likely to find a tree that might not be contested at all, or is being harvested by a group they can engage. The intent of the trees has always been that there is a significant risk of PvP when harvesting them, but actual fighting is not guaranteed every time, and this update should move the needle in this direction.[/p]
  • [p]Having spawns occur concurrently in four areas greatly reduces the chance of a second instance being created, which in rare cases could otherwise leave a group alone in that second instance.[/p]
  • [p]Tuesdays and Saturdays will continue to be special, with extra spawns in the central Lyonesse area. These spawns partially overlap the spawns in other areas, so up to 11 trees will be spawned at the same time in the whole of Lyonesse. Both days will feature an additional medium and large tree spawn, so there is still a reason for larger-scale battles.[/p]
  • [p]To accommodate the significantly higher number of spawns, the amount of wood per Mournel has been slightly reduced to 16, 50, and 160. Overall, the total amount of Mournwood that can be gathered per day and per week remains almost unchanged after these balancing adjustments.[/p]
[p]We’ll monitor how these changes affect the overall experience in Lyonesse and continue to discuss the game's future with all of you on Discord.[/p][p]Notably, we are aware of performance issues in large-scale battles and have profiled the game to identify the root causes of the degradation. We have good leads on what is happening and are actively working to fix the performance issues we’re seeing. We’re also working on additional changes to improve performance presets for rendering.[/p]

Gallia’s Newsletter - Community Highlights - Dec 18 edition

[h3]Hello Paxians,[/h3][p][/p][p]Welcome to the second edition of Gallia’s Community Newsletter! This edition features clan recruitment, public events, community-led initiatives, and a new player-built tool supporting Gallia’s markets. Let’s dive in.[/p][p][/p][h3]🛡️ Recruiting Clan — Knights of Valour[/h3]
  • [p]Clan: Knights of Valour[/p]
  • [p]Location: US East - Sif \[RP] – Inis Gallia - Jura[/p]
  • [p]Primary Time Zone: North America[/p]
  • [p]Language: English[/p]
  • [p]Knights of Valour is a role-playing clan focused on growth, connection, and long-term community. Welcoming both casual and dedicated players, the clan places a strong emphasis on inclusivity, especially for adults 30+, parents, evening gamers, and weekend warriors.[/p]
  • [p]Whether your interests lie in trading, PvP encounters, or PvE challenges, Knights of Valour aims to create a space where friendships form and every playstyle is respected.[/p]
  • [p]How to join:[/p]
    • [p]Contact: @metavente or @jkronc[/p]
[p][/p][h3]⚔️ Public Dungeon Runs — Luminari[/h3]
  • [p]Clan: Luminari[/p]
  • [p]Alderman: Shalimar[/p]
  • [p]Location: EU Central – Tyr – Merrie – Down[/p]
  • [p]When: Every Sunday at 19:30 CET[/p]
  • [p]Luminari hosts a weekly public dungeon run, open to all players regardless of combat experience. Dungeons rotate weekly across provinces, with a focus on the local temple dungeon and additional parties tackling rivulet dungeons.[/p]
  • [p]Participants are organized into independent teams of six (tank, healer, DPS) for smooth runs and maximum fun. Loot is distributed as evenly as possible, with pre-bids for named drops.[/p]
  • [p]Sign-ups are posted midweek in the Luminari Discord.[/p]
  • [p]All participants must have Down Petra unlocked as a teleport point.[/p]
  • [p]Join as a guest: https://discord.gg/qR2TdW8Kg8[/p]
[p][/p][h3]🏛️ Clan Life Highlight — Virelux[/h3]
  • [p]Clan: Virelux[/p]
  • [p]Alderman: Jetflie[/p]
  • [p]Location: US East – Selene - Kerys – Retz[/p]
  • [p]Virelux showcases a strong example of organic clan life built around shared spaces and shared time. By connecting all clan plots, members created a central guild hall and storage hall, often gathering at Viggo’s Tavern to chat while crafters prepare food and alchemy supplies.[/p]
  • [p]New members have access to a dedicated lower-level storage area to help them get started, with gear, materials, and support readily available. The clan favors a relaxed onboarding approach, allowing players to explore freely while always being available to answer questions. Discord is optional, with in-game chat remaining fully supported.[/p]
  • [p]Contact: DM @Jetflie[/p]
  • [p]Recurring activities include:[/p]
    • [p]Group mining and gathering runs[/p]
    • [p]Raider camp excursions filled with coordination — and plenty of laughter[/p]
    • [p]Collaborative building sessions[/p]
    • [p]Group exploration trips (sometimes with unexpected, amusing encounters)[/p]
[p][/p][h3]🌲 Clan Initiative — The Rangers[/h3]
  • [p]Clan: The Rangers[/p]
  • [p]Location: EU Central - Tyr - Kerys - Dolavon[/p]
  • [p]Based in the south-east of Dolavon, The Rangers are known for their welcoming approach to new players. Beyond operating a clan market, members often go further, recently helping recruits by collectively building starter homes and complete workstation sets.[/p]
  • [p]Support is offered at each player's preferred pace: hands-on help for those who want it, quiet guidance for those who prefer to learn on their own. The clan also encourages cooperation beyond its borders and is currently discussing joint dungeon runs with another region’s clan.[/p]
  • [p]Their guiding principle is simple: everyone should feel welcome — clan member or not. Several players have noted that this kind of support made the difference in sticking with the game, especially during the early experience.[/p]
[p][/p][h3]📊 Community Tool Spotlight — Pax Dei Market Tracking[/h3]
  • [p]Community member Adain has added a new feature to their site focused on market activity. Players can now, among other things, track their orders and view market activity across locations[/p]
  • [p]A useful addition for traders and crafters alike.[/p]
  • [p]🔗 https://paxdei.gaming.tools/market[/p]
[p]That’s all for this week’s highlights![/p][p]If you or your clan are hosting events, building something special, or contributing tools or initiatives to the community, send us a DM as we’d love to feature you in an upcoming edition.[/p][p][/p][p]Pax vobiscum,
The Mainframe Team[/p]

Celebrate Yule in Pax Dei

[h3]Hello Paxians,[/h3][p][/p][p]We recently unveiled our upcoming temporary Yule in-game celebrations, and we’re happy to share that the event is now live and will run up to January 13, 2026![/p][p]This (almost) month-long celebration will give you plenty of time to gather ingredients and craft our festive Yule recipes.

To begin, you’ll need to craft your Yule Charm on the Log workbench.
Then you need to equip it to
unlock access to Yule-exclusive resources. If you unequip it, you won’t be able to see these resources.

From there, you can explore all the seasonal recipes—the Little Yule Goat, the Goat Mask, the Yule Crown of Winter, and Meirothea’s Yule Flame—and even prepare a few extra items to trade or sell once the event comes to an end. 😉[/p][p]We’re looking forward to seeing your homes and villages, transformed with seasonal decorations, and of course, your characters proudly wearing their new festive attire.[/p][p]For our lore aficionados, we’ve also prepared a short text exploring the origins of Yule in Pax Dei and the symbolism of the goat.[/p][p][/p][h3]The Legend of the First Goat[/h3][p]As your grandma told it every winter.[/p][p]
The ancients said that in the First Winter, before people knew how to mourn or remember, the dead wandered.[/p][p]
The Veil was thin, but the paths were dark, and nothing guided the lost souls home. Even Meirothea, whose moonlight softened the night, could not illuminate every place where sorrow hid.[/p][p]
One evening, as she walked across the frost, Meirothea found a child’s spirit sitting beneath a bare tree. The child was cold, afraid, unable to speak their own name, for humanity had not yet learned a true language, only a handful of words, and none for grief or mourning.[/p][p][/p][p]Meirothea knelt and whispered, “Little one, follow my voice.” But the child could not rise. Their feet were tangled in shadows.[/p][p][/p][p]So, Meirothea called for her wolf. But the wolf’s steps were too heavy, and the shadows grew wary of his teeth.[/p][p]
Then, Meirothea called for her bird. But the bird’s wings could not reach the low places where sorrow pools.[/p][p]
So Meirothea called out a third time, into the stillness of the world: “If any creature knows the hidden roads, show them to me.”[/p][p]
From the dark roots of the tree, a small shape emerged. A creature with bright eyes, nimble hooves, and horns like twin crescent moons. It bowed to Meirothea, as though it had been waiting for her to speak.[/p][p]
The goat stepped to the child’s spirit and gently touched them with its horn. Where it touched, the shadows loosened. The goat turned, walking a path that had not existed the moment before, a path that wound between the thorns of sorrow and the deep drifts of forgetfulness. And the child followed. [/p][p]
When they reached the Veil, the goat returned to Meirothea and bowed again. “Why do you help the lost?” the Redeemer asked. The goat did not speak, goats still rarely do, but it placed its forehead against her hand, and she understood: “Because the living rarely look downward, and the dead often do.”[/p][p]
From that day, the goat walked before Meirothea in all winter journeys. Its hooves found every hidden road. Its horns broke every snare of shadow. And its bright eyes reflected every soul who sought the way home.[/p][p]
So at Yule, we weave little straw goats to honor the First Guide. We place them in doorways, on hearths, or beside the fire or a lantern, believing the goat still walks unseen, clearing a path for the spirits of the departed.[/p][p]And we say: “A wolf guards, a bird warns, but a goat leads you home.”[/p][p]
Happy Yule to everyone![/p][p]Pax vobiscum,[/p][p]The Mainframe Team[/p][p] [/p][p][/p]

Verse 5 - Patch Notes

[h2]Hello Paxians![/h2][p][/p][p]You can find more information about the game content and mechanics:[/p][p]Battle for Lyonesse update adds significant new gameplay to Lyonesse, the open PvP area in the world of Pax Dei. For more details, you can check our post describing the Feudal Sovereignty on Lyonesse and watch our Verse 5 video showcasing the new content.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][h2]Release Notes[/h2]
  • [p]New resource: Mournwood, which you can harvest from new Mournel trees that only appear in Lyonesse. Be careful - Fast Travel is disabled if you carry Mournwood.[/p]
  • [p]Mournel trees are very scarce and appear only in the world during regional peak game hours in the evening. You will see the spot where a tree is about to appear in the game map of Lyonesse, a set amount of time before it spawns.[/p]
    • [p]Sunday, Monday, Wednesday, Thursday, Friday - 6 PM-10 PM[/p]
    • [p]Tuesday, Saturday - 5 PM-10 PM[/p]
    • [p]NA shards are set to MT (UTC-7); EU shards (including Arcadia) are set to CET (UTC+1); SEA shards are set to SGT (UTC+8)[/p]
  • [p]Mournel trees are very tough and have a ton of health. Fully harvesting one will likely require sustained effort from many players. However, Mournwood is given in stages; a single player can harvest it, even if entirely chopping down the tree would take much longer.[/p]
  • [p]Lyonesse will gain 12 new Feudal Shrines that only a Clan Elder and the Alderman can claim. Claiming a Feudal Shrine site costs both Gold and Mournwood. The sites have a Mournwood upkeep cost and storage for up to a week of upkeep.[/p]
  • [p]Claiming a Feudal Shrine allows you to place three plots at the site, which can be upgraded to host up to 22 plots.[/p]
  • [p]You can set a Feudal Shrine that your Clan has claimed as your Petra Mea Home point, and you can use a spell that costs 20 Grace to fast travel to it.[/p]
[h3]Arcadia temporary balancing notice[/h3][p]The balancing for Mournels and the Shrines was temporarily changed in Arcadia for testing and has now been rolled back. The live update uses the intended balancing: Mournel's hardness and health are higher than during the test, and Shrine claiming costs are back to 200 Mournwood and 50k Gold.[/p][p][/p][h2]Patch Notes[/h2][p][/p][h3]PvP & Lyonesse[/h3]
  • [p]You can now acquire Mournwood from Mournel trees in Lyonesse.[/p]
  • [p]You can use Mournwood along with Gold to control one (or more) of the 12 new Feudal Shrines in Lyonesse.[/p]
  • [p]The shrines can be upgraded to allow more building and a feature upkeep system.[/p]
  • [p]The Lyonesse map has been updated to show the Shrines, the heraldry of the controlling Clan, and the Mournel tree spawns.[/p]
  • [p]While bearing Mournwood, characters cannot use Fast Travel miracles, including Unstuck.[/p]
  • [p]Logout time in Lyonesse has been increased to 60 seconds and resets if you take damage during this period. Remember to only log out in locations you know are safe.[/p]
  • [p]Doors require players to be members of the controlling Clan when placed on a plot near a Shrine. We will introduce similar controls outside of Lyonesse.[/p]
  • [p]An issue that sometimes flagged players for PvP upon entering Lyonesse through the safe areas has been fixed.[/p]
[h3]Gameplay Changes[/h3]
  • [p]You’ll now only experience the “20s Weapon Switching Cooldown” when equipping a weapon that is different from the last one that was equipped.[/p]
    • [p]You can now sheath your weapon, equip bows or tools, and then draw your gun again without incurring the cooldown.[/p]
    • [p]You can also equip a weapon of the same “type” without incurring the cooldown. So, for example, you can swap between an Iron Mace and a Bronze Mace without a cooldown, but if you swap from Staff of the Divine to Staff of Zephyr, you will incur a cooldown because the two staffs have different spells and attributes.[/p]
  • [p]Fix for NPC spawning issue that caused named NPCs in dungeons to be extremely rare. They should now appear at the expected rates.[/p]
  • [p]Fixed an issue where the Valet of the Chamber was accidentally showing up in a place where it shouldn’t have.[/p]
  • [p]Cultists have heightened security and become more protective of their piles of ill-got loot.[/p]
  • [p]Cave populations have been bolstered and rearranged to the whims of the Divine.[/p]
  • [p]Zebian Cultists have rearranged and bolstered their forces within Zebeum dungeons.[/p]
  • [p]Fixed an issue where multiple players could sit on pre-placed chairs in POIs.[/p]
  • [p]Fixed issues where creatures in caves would spawn in unreachable places.[/p]
  • [p]Demonic trees from the Corrupted Plains biome are no longer interactable by any player-facing means.[/p]
[h3]Gameplay Balancing[/h3]
  • [p]Resource balancing has undergone significant changes, as outlined below. We want to highlight that, while the number of spawn nodes in some cases is now lower than before, total harvestable resources are up across the board for all resources because respawn timers are faster.[/p]
  • [p]XP from Elite and Boss enemies has been increased by 18%.[/p]
  • [p]Elite enemies deal more damage, especially Elite Cultists and Demons.[/p]
  • [p]Enemies should lose interest in you a bit sooner, especially if you haven’t done anything to them and you’re running away from them.[/p]
  • [p]Pure Iron found outside Lyonesse has increased slightly.[/p]
  • [p]Respawn timers for most resources were made significantly shorter. This affects all world areas and effectively makes the amount of daily spawns higher than before, even for resources where the spawn node amount was lowered.[/p]
  • [p]The previous Verse accidentally distributed significantly more Pure Iron and Cotton to Lyonesse than intended. The number of spawn nodes has been reduced, but with the spawn timer change, the total number of daily resources available is higher than in Verse 4.[/p]
  • [p]Lyonesse now spawns all resources that are available in Wildlands.[/p]
  • [p]Enchanting resources spawned on the ground in Lyonesse were reduced from 4 to 2 nodes.[/p]
  • [p]Enchanting resources dropped as loot from NPCs were increased significantly, and the chance of dropping 0 Enchanting resource loot was removed from the Residual Collector, Reaper, and Hoarder. An issue that made Collectors, Reapers, and Hoarders much less likely to spawn than intended has been fixed.[/p]
  • [p]Increased durability and lifetime of weapons, tools, and shields by 33% & decreased lifetime of armor by 33%.[/p]
  • [p]Loot from Loot Piles has improved significantly. You can now expect to get some gold, some stacks of valuable materials, faction relics, and a reasonable chance of getting a rare relic.[/p]
  • [p]NPCs no longer drop Nubuk leather; instead, they may drop Suede leather or better.[/p]
  • [p]Changed some ability cooldowns for NPCs that affect their behaviors in different ways to make them a bit more tactical to fight against.[/p]
[h3]Building & Crafting[/h3]
  • [p]All chests and storage containers have had their capacity increased, and their descriptions now clearly indicate how much they can store. The size of individual containers has also been tuned to better reflect the difficulty and cost of manufacturing them.[/p]
    • [p]Each storage tier now offers a small selection of mass-produced container options, rather than a single obvious choice. These containers are larger than before, and we hope that, combined with the increased size of many components, this will make inventory management less of a headache for you.[/p]
    • [p]Recipes for several chests and other storage containers have been updated to better reflect their quality, materials, and relative tier within the progression.[/p]
    • [p]The Griffin Chest is now produced from more appropriate materials. At launch, it was unfortunately too cheap and easy to manufacture, which overshadowed other storage options. Griffin Chest is intended to be a distinct visual option, not the best storage wooden planks can buy.[/p]
  • [p]Increased stack sizes of various crafting components, most notably for components related to Tailoring, Leatherworking, Baking, and Brewing.[/p]
  • [p]Processing crafters, such as Kilns and Furnaces, now have a more sensible default sorting of Recipes (yes, charcoal now appears before Lime).[/p]
  • [p]Fixed an issue where door states were not replicated correctly and caused problems with more than a single player.[/p]
  • [p]Fixed an issue where the Long Log beam connected one way, but not the other.[/p]
  • [p]Fixed an issue with crafting attempts getting stuck occasionally.[/p]
  • [p]Fixed an issue with grass being visible through the Water Well.[/p]
  • [p]Fixed the inconsistent names of the Limestone wall construction pieces.[/p]
  • [p]Fixed recipe tiers for parted chamois meat.[/p]
  • [p]The Bronze Bar recipe is now unlocked by default.[/p]
[h3]New Furniture/Decoration[/h3]
  • [p]New wooden signs[/p]
    • [p]Roman number signs from I-X,[/p]
    • [p]Arrow signs (Left, Right, Up, Down),[/p]
    • [p]Beer sign.[/p]
  • [p]Garden Wheelbarrow (static) for decoration, also functioning as a small container.[/p]
  • [p]Lots of new decorative Tableware.[/p]
  • [p]A few new animal hide rugs of different sizes.[/p]
  • [p]Lots of new candleholders — both wall-hung and table styles.[/p]
  • [p]New wooden table, stool, and shelf.[/p]
  • [p]New window planters.[/p]
[h3]User Interface[/h3]
  • [p]The HUD has been adjusted and does not overlap with any other UI elements, as follows:[/p]
  • [p]The pickup, crafting progression, and combat progression Notifications have been moved to the left side of the character.[/p]
  • [p]The Zone & PVP component has been adjusted and moved slightly upwards.[/p]
  • [p]The Main Notification has been adjusted and moved slightly downwards.[/p]
  • [p]Revive is easier to respond to. The notification is longer, and a key-hold action has been added.[/p]
  • [p]Fixed an issue with information about Item Power bonus that can be granted by Enchanting, not taking previous Enchantments of that item into account.[/p]
  • [p]The duration of the Active Premium status has been added to the Premium tooltip.[/p]
  • [p]Fixed an issue with duplicated "+" symbols in the Polish localization of the Premium Bonuses tooltip text.[/p]
  • [p]Fixed an issue where flickering occurred in item tooltips within UIs when the language was set to German.[/p]
  • [p]Fixed an issue where looting and skill notifications would stop displaying.[/p]
  • [p]Fixed an issue where the map inside the Plots menu of the construction hammer would briefly display all zone names in one place before the map fully loaded.[/p]
  • [p]Fixed an issue where notifications about splitting Gold would still appear after leaving a Party.[/p]
  • [p]Fixed an issue where outdated localization appeared for text indicating corpse expiration timer.[/p]
  • [p]Fixed an issue where the pickup notification would sometimes remain on screen and blink.[/p]
  • [p]Clan application notifications are now only sent to the Alderman and Elders.[/p]
  • [p]Incorrect usernames no longer display when receiving Clan or party invites.[/p]
  • [p]The readability of interactive tutorials has been improved.[/p]
[h3]Art & Visuals[/h3]
  • [p]Fixed an issue with Snag Trees' physics when being chopped down.[/p]
  • [p]Fire in the Brickmaker Crafter is now correctly aligned.[/p]
  • [p]Fixed an issue where the bloom of the sun shining could be seen passing through the mountain range.[/p]
  • [p]Fixed an issue where some foliage was appearing in places it was not supposed to.[/p]
  • [p]Fixed an issue where some trees were stretching vertically and did not look correct.[/p]
  • [p]Fixed an issue where the player’s crosshair turned red when hovering over another player, outside of PvP.[/p]
  • [p]Fixed several pieces of leather garments that had minor clipping on the belts and the waist area.[/p]
  • [p]Hammer now stays in hand while destroying a building.[/p]
  • [p]Updated the visual style of the Sylvan spell effects.[/p]
[h3]In-game shop and Plot Tokens[/h3]
  • [p]Added 2 new subscription plans, “Premium + 6 plots” and “Premium + 8 plots”.[/p]
  • [p]Added the option to purchase individual Plot tokens on:[/p]
    • [p]Our webshop.[/p]
    • [p]The In-game shop for Steam and Epic game clients.[/p]
    • [p]This will be added later to the Xbox game client.[/p]
[h3]Other[/h3]
  • [p]Client no longer crashes when the Steam subscription purchase is cancelled.[/p]
[h2]
Known Issues
[/h2][h3]Lyonesse[/h3]
  • [p]There is no information about releasing Feudal plots when disbanding a Clan that owns at least one Feudal Plot.[/p]
  • [p]User may occasionally be unable to place a plot or see the Feudal borders upon claiming a Feudal Shrine as Clan Leader or joining a Clan with a claimed Shrine as Villager - Logout/Login solves the issue.[/p]
  • [p]"Fast travel location unlocked!" notification appears when approaching an unclaimed Feudal Shrine or a Shrine claimed by another Clan.[/p]
[p]Minor world issues in Lyonesse[/p]
  • [p]In the Southeastern part of Corbin, in Lyonesse, the map shows a road leading to a Lost Souls camp, but the camp is on a cliff and not accessible by road.[/p]
  • [p]Multiple floating border Stones between Avalon and the center, in Lyonesse.[/p]
  • [p]Stretched texture on a paved path in Lyonesse Avalon.[/p]
  • [p]A path to Carnac Feudal Shrine in Lyonesse - Brecilien does not lead to the entrance[/p]
  • [p]A path is blocked with a boulder in Lyonesse, Avalon[/p]
  • [p]Misaligned walls are present on the road near the cliffside in the Eastern part of Lyonesse - Corbin.[/p]
  • [p]Some paths on the Lyonesse map are not clearly marked.[/p]
  • [p]Multiple Border Stones in Avalon, Lyonesse clip with other assets.[/p]
  • [p]Some resources spawn on the road in Lyonesse - Brecilien.[/p]
  • [p]Pure Iron Deposit can spawn on the roof and walls of a Watchtower in the center of Lyonesse.[/p]
  • [p]Bush spawns inside a border stone on the border between Brecilien and the center of Lyonesse.[/p]
  • [p]Trees clipping through border stones on the border between Brecilien and the center of Lyonesse.[/p]
  • [p]A specific tree's roots are flickering based on the camera position in Lyonesse - Karrek.[/p]
  • [p]Tortured Oak's branches are flickering based on the camera position in Lyonesse - Avalon.[/p]
  • [p]A jagged wall is present on some cliffs in Lyonesse - Karrek.[/p]
  • [p]Some floating foliage is present in Lyonesse - Karrek.[/p]
  • [p]Unnaturally placed border stone on the border between Corbin and the center of Lyonesse.[/p]
  • [p]Three border stones are clamping together at the border between the central zone of Lyonesse and Brecilien.[/p]
  • [p]Some resources can spawn over the Petra Dei in Lyonesse, Avalon.[/p]
  • [p]A tree clips with a path in Lyonesse, Avalon.[/p]
  • [p]Character clips through a stone on the border between Brecilien and Corbin.[/p]
  • [p]Trees spawn inside border stones on the border between Brecilien and Corbin.[/p]
  • [p]A border stone clips through two other border stones on the border between Brecilien and Karrek.[/p]
  • [p]A floating border stone is placed on the border between Brecilien and Corbin.[/p]
  • [p]The death marker can obscure the Feudal Shrine map icon, preventing the teleport-to-Shrine function.[/p]
  • [p]A Silver Fir Sapling grows through the stone walls of a watchtower, North-East from the Dolorous Shrine.[/p]
[h3]Items, Crafting[/h3]
  • [p]There is an inconsistency between skill requirements and crafting stations for the different Rug recipes.[/p]
  • [p]Missing \[G] Examine option for some Furnishings.[/p]
  • [p]The collision area for the Wooden Shelf furnishing currently covers the entire rectangular body of the object. As a result, smaller items cannot be placed on its lower shelves.[/p]
  • [p]Multiple small objects have missing particles when destroyed.[/p]
  • [p]The earrings are placed incorrectly on the character models.[/p]
  • [p]Some of the 2-handed weapons are clipping through the character’s neck and head during animation from idle to block and vice versa.[/p]
  • [p]Snapping issue with granite and gneiss stairs and walls.[/p]
  • [p]Examined items can collide with, displace, or make invisible the player's character.[/p]
  • [p]While examining the torso and leg armor, the camera on some items becomes out of focus, resulting in a loss of depth of field (DoF).[/p]
  • [p]While placing items into the crafting queue in the Fermenter, the SFX will be missing on one of the slots.[/p]
  • [p]The Grain Mill has a millstone near the foundation with an uneven texture.[/p]
  • [p]The Wooden Shield does not yield XP from crafting.[/p]
  • [p]Some yellow onions are floating in the air.[/p]
  • [p]The Water Well blueprint includes an untextured plane in the middle (it disappears when placed).[/p]
[h3]Combat and locomotion[/h3]
  • [p]Humanoid NPCs disappear when being lured a significant distance away from their spawn area.[/p]
  • [p]Bloodfed Grove SFX disappears after 12 seconds when in casting stance.[/p]
  • [p]The Battleaxe lacks SFX for blocking attacks.[/p]
  • [p]The character's sprint animation jitters when turning or sprinting in frantic loops.[/p]
  • [p]The animal NPCs can lose aggro while fighting on the ground covered in items.[/p]
  • [p]Inquisition Rectifiers can simultaneously cast a shield on the same NPC, resulting in stacked shields.[/p]
  • [p]The Valet of the Chamber in the Carcinoma dungeon is always the following rare spawn after being killed.[/p]
  • [p]The arrows shot by an Inquisition Assessor are not aligned with the shooting animation.[/p]
  • [p]Players will briefly see their character standing up where they died before being teleported to a respawn point.[/p]
[h3]Miscellaneous (UI & Graphical)[/h3]
  • [p]Players cannot extend a token-placed plot duration with Grace if it has more than 1 month before the expiration time, while the UI acts as if it is possible.[/p]
  • [p]Clan invite Notifications occasionally fail to appear and are not displayed in the Notification menu. The only way to resolve this issue is to open the Clans list by pressing the \[O] key and manually search for the Clan to which the player has been invited. By selecting that Clan from the list, the player will see a pending invitation that can be either accepted or declined.[/p]
  • [p]Lobby: "Unknown Error" might occasionally appear when performing specific actions, particularly when cancelling the character creation process.[/p]
  • [p]The zone selection area of Tremen overlaps with Vanes’s one in the starting location menu.[/p]
  • [p]Gateway travel can be triggered by running into walls near the passage.[/p]
  • [p]The Examining function can make some button prompts on UI pop-ups disappear.[/p]
  • [p]Some graphical artifacts appear in the clouds when any Super Resolution option is enabled (they are less visible with DLSS than with TSR or FSR3).[/p]
  • [p]Floating foliage can be found near Petra Dei in Kerys - Pladenn.[/p]
  • [p]Beech and Oak's branches are flickering based on the camera position in Ancien - Salias.[/p]
  • [p]Floating foliage present near Ancien - Armanhac.[/p]
  • [p]Some floating foliage is present near Ancien - Salias, Kerys- Bronyr, and Merrie - Down.[/p]
  • [p]There are some misaligned Birch tree roots in Kerys - Bronyr.[/p]
  • [p]Player's character clips through a rock due to inaccurate collision in Ancien- Armanhac.[/p]