[h2]Greetings Wanderers,
[/h2]
We hope that you are all staying safe and are finding ways to enjoy your summer. We’re in the middle of a heatwave so we’re doing our best to stay cool while we work on Frozen Flame!
In the last month we’ve been hard at work listening to the feedback of our alpha players and have used your insights to help us focus our work. So, we are pleased to now lift the lid on our upcoming update.
So, without further ado, let’s dive into what we have been working on and what you can see in the update!
[h2]Gameplay[/h2]
Let’s start with the updates to our gameplay. For this part, we’ve focused on optimising the construction and building system to make it much more friendly and logical.
[h3]Construction System Reworks[/h3]
We’ve heard many of you comment that it was a real shame that the buildings could not be packed up and moved once you have placed them, so we’ve reworked our system. Now all the machines, workbenches, shutters and doors can be packed and moved, but the walls, foundation and roof can be disassembled and partially get resources for them back.
When it comes to storing your buildings, we’ve removed the specific building storage tab and have moved all of your buildings to your main inventory.
When it comes to the buildings themselves, you will now be able to pack up most of them, allowing you to move them to a new location.
Finally, we’ve made one (major) change to the crafting system. Players now will have the ability to craft armour of varying quality from ordinary all the way to legendary.
Check out the images below to see what they look like and how the modifiers affect the item stats!

Notice how when you attempt to craft an item, you are shown a probability chance that displays the various rarities.
You can see some examples of how rarity affects items in the examples below:



Here is the complete rarity list:
- Shoddy - no rank/colour the most basic.
- Common - white
- Refined - blue
- Superior -green
- Exquisite - purple
- Mastercraft - orange
- Legendary - yellow
[h3]Combat and PvP[/h3]
It’s only logical that you’ll want to use your new items once you have them, so lets look at the changes that we’ve made to the combat!
Who here has had a run in with our cursed system? If so, you’ll probably know that it does somewhat penalise PvP. Afterall, in the system once you’ve become cursed it doesn’t fade away. This has been discouraging people from engaging in PvP.
To fix this, we’ve made the cursed system a lot fairer. When you kill other players you will still gradually get cursed, however the curse will now fade away over time. This means that if you want to go PK’ing, you can do so knowing that once you’ve had your share of the action, the curse will gradually lift - provided to take a long enough break to let it fade away! So for all the red guild players, It’s showtime!
However, if you do become cursed, you may want to remain in your zone as players who are cursed will take damage if they enter the zone of a different Sentinel. This works as a balancing act so that we don’t make PvP too overpowered for those that want to avoid it.
On the combat itself, we’ve added in new animations for the creatures to show when they are stunned, player dodges are now shorter, and the ax strike on right mouse click has been disabled.
Check out the stun animation and new dodges in this video:
[previewyoutube][/previewyoutube]
[h3]Quests[/h3]
Just a small one here, we know that PvP is not for everyone - some people want to focus on PvE and the general storyline. So, along with the changes made that we listed in the Gameplay section, we’ve also added in 2 new quests for Skull and the Blacksmith.
[h3]Changes to the World[/h3]
And finally we come to some of the changes that we’ve made to the world itself. Firstly, we’ve fixed several bugs with the tree colliders so they will react properly when they should be hit.
The visuals of ore has been updated to look much better

The position and animations of the blacksmith have been fixed.
The columns at Mithra and the Sanctuary of Times have been reworked to be more visually pleasing
And finally, the memorials have been moved to a new location on the map - good luck in your search for them!


In addition to the changes that we’ve described above, we’ve made several major bug fixes and UI changes. The list is as follows:
[h3]Bugfixes[/h3]
- Fixed: Sentinel gave extra resources when destroyed
- Fixed: Sentinel abusing resources by spawning
- Fixed: Christmas trees glow at sunset
- Fixed: Wrong lodes for pine branches
- Fixed: When a character is on fire - he may freeze
- Fixed: When respawning, the sound of receiving a quest is played several times
- Fixed: Cursor stays in the center of the screen
- Fixed: Altar is blocking other buildings
- Fixed: Position of the iron shield in the character's hands
- Fixed: Now all construction items can be destroyed
- Fixed: Information about window opening and shutters is displayed in one place
- Fixed: Boars get stuck on the map
- Fixed: Sentinel is not displayed on the radar
- Fixed: Bug in which the character cannot stand up while entering the server
- Fixed: Unable to repair and disassemble Bone and Rawhide armor
- Fixed: Some armor does not display stats
[h3]UI Changes[/h3]
- Added an icon to display the negative Sentinel effect
- Improved the death window
- Players can now hold E to collect all loot from monsters
- Improved how the friends list looks
- Smoother map zooming
- All markers are displayed on the map and radar
- Added the ability to use resources by double-clicking in composite crafting
And of course we’ve worked on a lot of server side fixes and improvements to make the game run smoother!
We look forward to seeing you in the world of Arkana!
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