Interface and controls

  • Added a temporary skill XP bar below the character XP bar. It shows the icon, level and XP of the talent you most recently gained experience in, then fades out after a few seconds.
  • Buffs now appear in a horizontal row to the right of the character XP bar.
  • The ring menu stays open when opened while moving. You can continue moving forwards or backwards, while left and right still cycle through items. Opening it while standing still retains the previous behavior of closing it when you start moving.
  • Opening the Friends menu now stops your movement, including while swimming or riding a pet.
  • Skill and utility slots now display your actual key bindings instead of the default keys, and refresh their labels when bindings change.
  • Added an FPS limit slider to the options. It is disabled by default.
  • Press F6 to show or hide the FPS counter. It starts hidden each time you launch the game.
  • The camera now reacts immediately to obstructions while your character is inside a building or dungeon. The brief delay outdoors is unchanged.

Combat and talents

  • Fixed Sneak not granting talent XP near eligible enemies, even with a full stealth bar.
  • Guardians now generate twice as much damage-based aggro.
  • Mage Teleport and Water Mage Whirlpool now enforce their mana requirements before activation. Whirlpool also respects its unlock requirement, and Teleport rechecks available mana before moving the player.
  • Zombie grabs and draining attacks now end when their target moves out of range. Teleport and Intercept can free you from a grab by taking you outside its reach.
  • Poison, bleeding and other non-elixir effects are cleared on death. Elixir buffs remain active.
  • When you die, a dead pet no longer has to finish a separate respawn countdown after you return.
  • Primary and secondary attacks now cancel the Dance and Wave emotes.
  • Players and their pets no longer draw enemy aggro or take combat damage while on the start screen or character selection and creation screens.

Items, loot and crafting

  • Reduced the chance for equipped enemies, such as bandits and dungeon enemies, to drop their worn equipment by 75%.
  • Rings and amulets now share a single jewelry drop chance when dropping worn equipment, instead of receiving separate chances for each equipped jewelry slot.
  • Generated equipment rewards now have a 40% weapon, 40% armor and 20% jewelry distribution. Rings and amulets are equally likely within the jewelry category.
  • Stackable items now share one inventory-wide stack limit. Existing duplicate stacks are merged automatically when loading the inventory, without discarding items already owned.
  • Crafting keeps the selected recipe while the mouse button is held, even if the cursor moves away from it.
  • Returning to character selection closes gameplay panels and prevents continued crafting or vendor interaction from the menu.
  • Void Cubes can no longer remove the final voxel from an equipment model. Previously emptied models regain a voxel so they can be edited again.

Creatures and world generation

  • Random cave creatures now use idle behavior instead of standing permanently still.
  • Penguins and snow leopards now spawn only in snowy biomes.
  • Improved water-animal placement and their ability to reach usable water from a riverbank.
  • Camps no longer generate below sea level, including where terrain depressions lower the ground beneath an otherwise dry-looking site.
  • Raised coastal village foundations to prevent buildings from being partially submerged.

Rendering, map and startup fixes

  • Fixed item icons temporarily disappearing from the ring menu and inventory after many items were dropped.
  • Elemental spirits attached to a boomerang now remain visible while it is in flight.
  • Fixed pets remaining translucent after mounting with a charged stealth bar.
  • Fixed jerky world-map scrolling when returning to the origin from very distant locations.
  • Improved recovery when world-map tiles cannot allocate a mesh. Existing tiles remain visible during failed refreshes, and missing tiles are retried automatically. Added diagnostics for these failures.
  • Fixed loading getting stuck on systems with few logical CPU threads, including four- and five-thread configurations.
  • A character slot is now selected automatically if none was previously selected. The character selection PLAY button is hidden without a valid selection, and entering the game requires the selected character to be ready.