Mage Towers

  • Added Mage Towers with round walls, winding staircases, several floors and roofs in different colors. They also have their own miniature on the world map.
  • Tower locations now choose between normal towers, watchtowers and Mage Towers with equal probability.
  • Their inhabitants and ambient details vary from tower to tower.
  • Integrated Mage Towers into compatible encounters.
  • NPC directions use a dedicated Mage Tower glyph.

Furnished homes, shops and dungeons

  • Village houses now contain a selection of beds, bedside tables, tables, stools, shelves, containers, vases and flower vases.
  • You can interact with beds to lie down and sleep. Their collision height matches the low bed surface while keeping the resting pose on the mattress.
  • Shops now have counters in front of their vendors, with room left to approach and interact.
  • Added vases and flower vases outside village houses.
  • Castles and all tower types now have more varied interiors, with tables, stools, shelves, barrels, sacks, crates and vases.
  • Furniture placement follows the room layout: shelves and storage sit against walls, stools accompany tables or stand along walls, and doorways, windows and stairways are kept clear.
  • Seating varies between rooms, with some having a table and stools, some only stools, and others neither.
  • Corrected shelf collision heights to match their scaled models and reduced shelf collision depth.
  • Fixed an interaction issue that could select a stool on another floor when trying to sit down.
  • Corrected wall detection in Mage Towers so torches and wall furniture no longer appear in the middle of the room.
  • Restored castle pillar torches and made tower torch placement less uniform.

Forests

  • Trees can occasionally generate as stumps or fallen logs, with matching world-map miniatures.
  • Trees beside buildings stay upright so fallen logs do not extend into houses or terraces.

Lighting

  • Torch flames now flicker in brightness while keeping a fixed lighting radius.
  • Improved the selection of lights affecting each terrain mesh, reducing abrupt lighting changes between neighboring meshes.
  • Light selection now also accounts for vertical distance, so lights on other floors are less likely to displace nearby lights.

Controls and voxel editing

  • Added a customization workbench to blacksmith terraces, just like in previous versions of Cube World. Interacting with it opens the voxel editor and inventory together; click an editable item in the inventory to select it for customization instead of equipping it.
  • Removed the old middle-mouse shortcut for opening the voxel editor from the inventory. The middle mouse button still rotates models inside the editor.
  • The visible mouse cursor can now leave the game window while menus are open. It remains captured during crosshair control.
  • In the voxel editor, you can rotate the camera with Shift + left or right mouse drag, as well as the middle mouse button.
  • Starting a left or right mouse drag on the background behind the voxel model also rotates the camera.
  • Rotating a model in the voxel editor no longer turns the game camera at the same time.

Dungeon difficulty

  • The additional dungeon enemy level bonus now decreases to +1 by player level 20, rather than level 60. The usual layer-level variation still applies.

Startup and launcher

  • Added a monitor selector to the launcher so you can choose where the game opens. The choice is remembered; if that display is disconnected, the game uses the primary monitor.
  • Improved launcher news loading for larger feeds.
  • Added an early Vulkan 1.3 compatibility check, with clearer messages for missing or outdated Vulkan support before the client loads.
  • Memory-allocation errors now recommend lowering View Distance in the launcher and restarting the game, since this setting affects reserved RAM and GPU memory.