New Changes
- We believe we've found another bug case with Faction Sigil stealing and have sent another patch. Most of it is under the hood, but one change you'll notice: stealing a sigil now announces publicly like it always should have — if you ever saw a town flip with no steal message beforehand, that was the bug. Please keep reporting anything that still looks off; the reports and screenshots are what let us find this one.
Combat & Creatures
- Further fixes to creatures jumping, sprinting home, or resetting mid-fight. Bosses now turn back at a consistent distance instead of an unpredictable one, and the Ancient Reaper will chase you a little further before returning to its roots.
- Creatures already out in the world pick up these changes too. If you still see one jumping or resetting, please send a bug report noting where it happened.
Creatures have been getting stuck in fights, standing in place while taking hits, or turning and wandering home partway through a fight. That's fixed, along with a batch of related problems with how creatures decide to chase, give up, and choose targets:
- Creatures will no longer lose interest in you while you are still well within their reach. Archers and casters were the worst for this.
- Spellcasting creatures will finish what they are casting instead of being interrupted over and over.
- A creature that gets hit while chasing will keep coming. Before, it would stop and never chase again.
- Creatures can no longer get stuck fixating on something they cannot physically reach, such as a target on a boat or a rooftop.
- A creature fought only by a pet will no longer fall asleep mid-fight.
- Paralyze no longer leaves a target stuck in place when the effect is broken early.
- Creatures that lose sight of you will take another look rather than standing and staring. Slipping past them is still possible.
New: while in combat mode you can click an idle creature to start the fight yourself, instead of waiting for it to spot you.
Factions: Town Sigils
Town stones have been turning away sigil thefts and claiming no sigil exists, even when one does. This has been a frustrating one to track down, thanks to everyone who reported it.
- The Steal Sigil option now appears only when the sigil is genuinely there to take.
- When you cannot take it, the stone will tell you why rather than pretending there is nothing there.
- Any town stone left in a stuck state will right itself shortly after this update. If there is a town that has been refusing thieves, go give it another try.
- Fixed a case where dying while carrying a sigil could lose it outright instead of sending it home.
Earlier Changes
- Vendor Search stone will no longer show prices to players to help discourage market price-fixing via the search tool and encourage actually visiting shops/exploration
- Due to player feedback, the new recipes can now be purchased from the carpenter (after a server restart).
- The Ice Dragon King will now accept all variants of the Skull Hood.
- Added two new furniture items for carpenters to craft. They require recipes that can be purchased from a vendor.
- Fixed a bug that made the obelisk tip unobtainable.