Guild bank item donation is now disabled until the guild withdrawal permission system is ready.
Update trading to override count to 1 if the item was marked as unstackable, but has more than one item stacked.
Ships in PVP arenas have had their health adjusted some to help combat power runaway.
Display names show for more NPCs.
Addressed the 'out of bounds' issues when changing areas.
Set sailor requirements for desert ships.
Resolved blueprint stacking issue with bone armor & sword designs.
Hardware haul quest is now requesting the proper item.
Quests that ask for potatoes in the text will no longer request the tomato item.
Chickens shouldn't get stuck as often.
Can't hide a trough under your house anymore.
Death animation in Slasher maps.
Hay will fly in the proper direction when used with pitchfork.
Support system improvements.
Logging & other prep to catch some pesky bugs.
New music and sfx.
Client Update
Crafting and other item collection has been fixed. See below.
Bernie has a new item to keep players safe during our Early Access launch period. Talk to him in Port Haven.
Adjustments to pirate and Sleethe XP, they should all give between 10-15xp now.
Multishot powerup cost in pvp shops increased from 400 to 500 to match all the other weapon upgrades.
Lowered Trainin' Cap'n health in training grounds some.
Crafting recipes can have specific crafting XP rewards.
New music in training areas.
Orange bar in combat displays properly for support abilities.
Update desert voyage sea boss sprite scale.
Disable outline when enemy is dead.
Automatically adjust GUI scale when it exceeds max GUI scale for selected resolution.
NPC's can have custom 'goodbye' messages.
Boss venom puddles should no longer be invisible in some cases.
Adjustments to the chat filter.
Players in some cases should no longer have to use the ability twice for it to function.
Prevent unloading of cargo boxes anywhere except Port Haven.
Fix some cases where ore could not be picked up.
Fixed the fix that fixed fixes fixing other fixes. This ones for you, Kuth.
Enabled Desert Region in the Notice Board.
Options screen layout adjustments.
Snake bow & arrow sound effects.
Crit sound effect on ships now plays.
New Sprites for NPCs and more.
If you ran into a problem while questing and didn't get your quest items needed to progress due to the item gaining bug, please send us a message by going to options -> Help (at the bottom) -> Support. Let us know where this happened and what item you're missing. Please be patient, it may take a while to work through the requests.
Arcane Waters is sailing into Early Access!
Early Access Release! Monday, November 14th at 10AM EST!
Batten down the hatches and set sail in an open world pixel-art adventure. Fight other pirates, monsters and players! When you need a break, tend to your farm and livestock, craft new equipment, or trade in distant lands. The choice is yours in this vast piratey world.
During our Early Access period we plan on creating 5 more regions to explore, each with unique dangers, quests, areas to explore, and rewards. We’ll also be developing the meta game to further enrich the pirate world we’ve created. Hop aboard and set sail for adventure!
Don’t be shy, and send us your feedback via Discord, Reddit, our forums, or our social media! See you in game!
To the Desert!
The desert region, Desert Dunes, is open! Once you've explored the starting region of Sunny Shores and all its hidden quests and points of interest, sail to the southern seas and explore a whole new continent with new puzzles, quests, and more! Talk to Fritz before you leave Port Haven, he might make use of your trip!
Crop Changes!
Your own personal farm is now better than ever. Not only can you customize your home, raise livestock and grow crops for sale; but you now have a storage building to store your crops. When you harvest a crop, it'll be added to your storage here. You can still sell them in town like you've done in the past, or try one of the new...drum roll please...
Cargo Runs!
Load up your crops in yer' ship and take to the high seas to deliver to remote locations! Places outside town may pay more for your crops, but no reward is without risk... Be careful not to sink, as you may lose part of your cargo to the briney deep!
Hack'n'Slash!
Grab your sword and swing wildly! You’ll still plunder the seas with engaging sea battles and strategically maneuver your way through turn based combat on land. However we now have a new way to slay your enemies. Check out the first iteration of 'Slasher' maps! Swing your sword with right click and slay your enemies by the masses!
Livestock Features!
Your farm animals will be much happier with some food and drink! Place a trough for water, and one for food. You can then place a haybale, and use your pitchfork to fill your food trough. Fill your watering trough with your can!
General Updates
New points-of-interest out in the world!
Bulk crafting! Save your clicker finger!
We can hide special dig spots. Not like we would. We just can. I wouldn't bother looking. We'd never hide anything.
Raccoons should be a little happier to see you. They were grumpy-pants.
Some work on trader perks!
Some chests, like in the training areas, can be looted multiple times so players can repeat the scenario.
You can search your inventory! Use the new text input box at the top!
Some quests will only show when you have the required item, for less no-context quest requests. That's a twister.
Region-specific general dig loot templates.
Fightin'
Fix health display when sailing.
Rum perks: Bonus healing and avoidance chance.
Some tweaks to multishot's extra shot calculation.
PVP team assignment fixes.
Fixed some scaling issues.
Sounds for the slasher enemies.
Added some better variation to treasure site maps in voyages.
General combat balancing. More to come!
Farmin'
Crop demand now changes over time instead of instantly.
Initial implementation of new livestock features.
Fences.
Adjustments to grass placement.
Chance to get seeds when cutting grass perk.
Grass and trees can be removed with the shovel.
New grass seedbag sprite.
Fixed the crop growth speed perk.
Bushes don't give as much wood as a tree.
User Interface
Optional chat timestamps can be turned on in the options panel.
Fixed guild outpost wood supply not showing when relogging.
Text popup indicating health gained from HP powerups.
There's a minimap icon to show voyage entrances.
Job descriptions now show at character creation.
Fix name tab on the friends list.
Fixed some glitchy stuff that would happen due to map position.
NPC names can now
take up two lines.
Translation related fixes.
Typing in chat should no longer cancel pending invitiations in the background.
Friends list shouldn't lag anymore when you have a lot of friends.
Arrows pointing to group members will only show if they're on the same map.
Rich text should no longer work in chat.
Miscellaneous
Some tweaks to the tutorial.
Recipes can have crafting level requirements.
Tons of cool new sprites for gear, enemies, npcs, the world, and more.
Skulls, skulls on a stick, and other bones.
Fixed some issues with hair and hats.
Fixed an NPC that refused to teleport you to the training grounds. We had a good talk with them.
Made sure new characters start in the proper stance.
Lots of little map/tile fixes.
Fixed a null issue. It wasn't a null issue, just an issue with a null... You know what. Nevermind.
"Job" hats now get properly added and removed on perk gain/loss.
There's a /follow command now. It's not like I just forgot to note this last time. I'd never.
Fixed some things that could cause lag.
Lots of behind-the-scenes work on upcoming features.
Arcane Waters Playtest Is Now Live-stock!
Batten down the hatches, this might be our final playtest before Early Access November 15th!
During the last playtest we focused on our perk system and new player experience. This playtest continues that work and takes it a step further and allows you to customize your pirate even more. Not only can you now pick a profession for your pirate, but we’ve added even more perks.
While we know the new Port Haven Academy and Perks will be exciting, don’t forget to moooove on over to your farm and chick out the new livestock options. Now, livestock can enhence your farm and give you some eggcellent goods to harvest. Yes, we know the puns are fowl, we just can’t help ourselves.
Livestock is a work in progress, so we’re looking for feedback on what you’d like to see. Just don’t forget to pet them!
The next preview window for Arcane Waters will open around 12:00pm/noon EST on October 12th and run through October 16th. Set sail with us and take our new changes out for a spin!
Since this is our last test before Early Access, we've also raised the level cap to 5!
Overview
Port Haven Academy - A training ground for new players east of the auction signboard in Port Haven!
Livestock - Victoria in Port Haven is in charge of the livestock permits. Be sure to prove to her you're a worthy farmer!
Choose a Profession - You can pick a profession when creating your character and receive a hat to match!
Rum Perk Tree - First implementation of some rum perks. You'll be able to hit multiple targets and more!
Grass - Grass can be planted at your farm. See the new seed vendor in the crop shop to score some seeds.
Follow - You can now follow players by typing /follow or clicking them, then the 'follow' option in the menu.
World:
Invisible POI triggers. Yep. We can make new traps. Oh don't worry, you'll be fine!
There's little ships that resupply your ship's food when you get near a Point of Interest (POI) in the open world.
Lots of new NPC art has been added. You'll see some in game!
Encounters now have different scaling ranks, like solo-only or full group scaling.
Fancy new animations when creating a guild outpost out in the world.
Fightin':
Gear can now have elemental modifiers to help boost elemental abilities.
Some encounters can only be joined by party members if they engage the enemy within a few seconds of the initial engagement. If you hang back too long, you may not get into the fight!
Desert sea boss AI improvements and minion spawning adjustments.
Updated the scaling on the sea monsters.
Ye can't heal past your max health at sea anymore.
UI:
Quests can be flagged as 'recommended' to help players figure out what to do next. Or you can ignore it. You do you.
Inventory should load faster.
New visuals for enemy encounters.
Made some stuff in the tutorial a little more obvious.
Updated some panel sorting orders.
Other Stuffs:
AFK - Inactivity will cause your player to show an AFK status.
New pickaxe sprite sheet.
Overall performance improvements.
Tool durability now wears on swing instead of per operation performed.
Sound effects added for things like grass collection, ore collection, and bug collection.
Male/Female eye types have been merged. No, we didn't make a cyclops. We just let you pick whichever you want at character creation.
Pathfinding tweaks. The pirates were not going where they were told. Imagine that... rebellious pirates... They also tried to walk through ore. Apparently not the smartest bunch either.
Patched up some memory leaks. Slap.
Updated some enemy spawn logic. They're still pirates, so how logical can they be?
Improved sprite morphing calculations. Sounds like voodoo.
Lots and lots of bugfixes.
Arcane Waters Playtest Is Now Live-stock!
Batten down the hatches, this might be our final playtest before Early Access November 15th!
During the last playtest we focused on our perk system and new player experience. This playtest continues that work and takes it a step further and allows you to customize your pirate even more. Not only can you now pick a profession for your pirate, but we’ve added even more perks.
While we know the new Port Haven Academy and Perks will be exciting, don’t forget to moooove on over to your farm and chick out the new livestock options. Now, livestock can enhence your farm and give you some eggcellent goods to harvest. Yes, we know the puns are fowl, we just can’t help ourselves.
Livestock is a work in progress, so we’re looking for feedback on what you’d like to see. Just don’t forget to pet them!
The next preview window for Arcane Waters will open around 12:00pm/noon EST on October 12th and run through October 16th. Set sail with us and take our new changes out for a spin!
Since this is our last test before Early Access, we've also raised the level cap to 5!
Overview
Port Haven Academy - A training ground for new players east of the auction signboard in Port Haven!
Livestock - Victoria in Port Haven is in charge of the livestock permits. Be sure to prove to her you're a worthy farmer!
Choose a Profession - You can pick a profession when creating your character and receive a hat to match!
Rum Perk Tree - First implementation of some rum perks. You'll be able to hit multiple targets and more!
Grass - Grass can be planted at your farm. See the new seed vendor in the crop shop to score some seeds.
Follow - You can now follow players by typing /follow or clicking them, then the 'follow' option in the menu.
World:
Invisible POI triggers. Yep. We can make new traps. Oh don't worry, you'll be fine!
There's little ships that resupply your ship's food when you get near a Point of Interest (POI) in the open world.
Lots of new NPC art has been added. You'll see some in game!
Encounters now have different scaling ranks, like solo-only or full group scaling.
Fancy new animations when creating a guild outpost out in the world.
Fightin':
Gear can now have elemental modifiers to help boost elemental abilities.
Some encounters can only be joined by party members if they engage the enemy within a few seconds of the initial engagement. If you hang back too long, you may not get into the fight!
Desert sea boss AI improvements and minion spawning adjustments.
Updated the scaling on the sea monsters.
Ye can't heal past your max health at sea anymore.
UI:
Quests can be flagged as 'recommended' to help players figure out what to do next. Or you can ignore it. You do you.
Inventory should load faster.
New visuals for enemy encounters.
Made some stuff in the tutorial a little more obvious.
Updated some panel sorting orders.
Other Stuffs:
AFK - Inactivity will cause your player to show an AFK status.
New pickaxe sprite sheet.
Overall performance improvements.
Tool durability now wears on swing instead of per operation performed.
Sound effects added for things like grass collection, ore collection, and bug collection.
Male/Female eye types have been merged. No, we didn't make a cyclops. We just let you pick whichever you want at character creation.
Pathfinding tweaks. The pirates were not going where they were told. Imagine that... rebellious pirates... They also tried to walk through ore. Apparently not the smartest bunch either.
Patched up some memory leaks. Slap.
Updated some enemy spawn logic. They're still pirates, so how logical can they be?
Improved sprite morphing calculations. Sounds like voodoo.
Lots and lots of bugfixes.
Digging Deeper Into Perks
We’re sailing into another Playtest! During our last playtest we showed off the beginnings of the new perk system. This time we’re expanding them further with new perk trees and abilities. Look out gunners, it’s time to refine those skills.
Dig further into the changelog and you’ll notice we’ve added an ability to the shovel. Now you can dig for buried treasure - a requirement for any pirate worth their salt. We’re also introducing the pickaxe! Once you obtain it from the mining perk tree, you can swing into action and maximize your ore harvesting.
We’ve seen a lot of your feedback about our first time player experience. We’ve started work on the new player experience and would like some feedback. Help us test the tutorial by creating a new character and give it a try. Let us know what you think.
If you have a SteamDeck, take the game for a spin on it. We’ve spent time these last few months making sure it plays smoothly. Now you can leave home and still hit the high seas… or just farm a bit while waiting for your plane.
The next preview window for Arcane Waters will open around noon EST on September 14th and run through September 18th. Set sail with us and take our new changes out for a spin.
What's New
The intro/tutorial has been getting some love. Try it on a new character!
There's pickaxes! Using a pickaxe will yield more ore from veins than other tools or weapons. You can learn the recipe in your perk tree, or purchase one from another player.
Shovels are now usable and can be used to dig for common loot. Durability wear on each use. Items can be repaired at the weapon shop anvil.
Shovels can be used to dig crops.
New Farming Perk Tree.
Farming perk for a chance to return seed on harvest.
Option to disable pixel effect on screen transition.
User Interface
Steam Deck keyboard support for text entry.
You'll now see gold rewards on the quest rewards panel.
Translation for system messages.
Translation for notification messages.
Translation for confirmation messages.
Fixed bug where items could not be linked into chat.
Fix linked blueprint icons in chat.
Fixed some weapon icon issues in chat.
Fixed perk trees display issues on higher resolutions.
Update option layout to support language switching.
Adding chat command to switch local channel.
Fix issue where some NPC names did not display.
Options panel dropdown scroller UI improvements.
Improved translations for other panels and notifications.
Updated inventory panel to filter out items that are inactive/shows blank to normal players
Fixed categorization in inventory tab.
Fixed player menu popup coordinates.
Fixed bug where equipping rum weapon didn't display rum based abilities in the ability panel.
Added warning indicators for combat finish.
Other Fixes
Fixed bug where users double attack when spamming ability keys.
Battle music bugfix.
Pirate boss SFK improvements.
Outpost building SFX.
Fixed ship boost SFX bugs
Updated combat to support abilities that have multiple target effects.
Set world map warps to be hidden in some specific situations.
Fixed weapon dyes not displaying properly on toolbar.
Inventory data fetching improvements.
Fixed the 'picking a house' step of the tutorial.
Problems with arrows near the toolbar.
Buoy now shows properly in the tutorial.
Updated rum ability icons.
Various map fixes & edits.
Digging Deeper Into Perks
We’re sailing into another Playtest! During our last playtest we showed off the beginnings of the new perk system. This time we’re expanding them further with new perk trees and abilities. Look out gunners, it’s time to refine those skills.
Dig further into the changelog and you’ll notice we’ve added an ability to the shovel. Now you can dig for buried treasure - a requirement for any pirate worth their salt. We’re also introducing the pickaxe! Once you obtain it from the mining perk tree, you can swing into action and maximize your ore harvesting.
We’ve seen a lot of your feedback about our first time player experience. We’ve started work on the new player experience and would like some feedback. Help us test the tutorial by creating a new character and give it a try. Let us know what you think.
If you have a SteamDeck, take the game for a spin on it. We’ve spent time these last few months making sure it plays smoothly. Now you can leave home and still hit the high seas… or just farm a bit while waiting for your plane.
The next preview window for Arcane Waters will open around noon EST on September 14th and run through September 18th. Set sail with us and take our new changes out for a spin.
What's New
The intro/tutorial has been getting some love. Try it on a new character!
There's pickaxes! Using a pickaxe will yield more ore from veins than other tools or weapons. You can learn the recipe in your perk tree, or purchase one from another player.
Shovels are now usable and can be used to dig for common loot. Durability wear on each use. Items can be repaired at the weapon shop anvil.
Shovels can be used to dig crops.
New Farming Perk Tree.
Farming perk for a chance to return seed on harvest.
Option to disable pixel effect on screen transition.
User Interface
Steam Deck keyboard support for text entry.
You'll now see gold rewards on the quest rewards panel.
Translation for system messages.
Translation for notification messages.
Translation for confirmation messages.
Fixed bug where items could not be linked into chat.
Fix linked blueprint icons in chat.
Fixed some weapon icon issues in chat.
Fixed perk trees display issues on higher resolutions.
Update option layout to support language switching.
Adding chat command to switch local channel.
Fix issue where some NPC names did not display.
Options panel dropdown scroller UI improvements.
Improved translations for other panels and notifications.
Updated inventory panel to filter out items that are inactive/shows blank to normal players
Fixed categorization in inventory tab.
Fixed player menu popup coordinates.
Fixed bug where equipping rum weapon didn't display rum based abilities in the ability panel.
Added warning indicators for combat finish.
Other Fixes
Fixed bug where users double attack when spamming ability keys.
Battle music bugfix.
Pirate boss SFK improvements.
Outpost building SFX.
Fixed ship boost SFX bugs
Updated combat to support abilities that have multiple target effects.
Set world map warps to be hidden in some specific situations.
Fixed weapon dyes not displaying properly on toolbar.
Inventory data fetching improvements.
Fixed the 'picking a house' step of the tutorial.
Problems with arrows near the toolbar.
Buoy now shows properly in the tutorial.
Updated rum ability icons.
Various map fixes & edits.
Arcane Waters Early Access Coming Soon!
Ahoy Arcane Wanderers!
We’re back again with an exciting announcement.
Arcane Waters will go into Early Access on Tuesday, November 15th!
Over the coming weeks, we’ll continue to have short limited playtests to introduce new features to the community. The current playtest will showcase a sneak peek at our new “perks” system. It gives players the ability to develop specific pirate abilities. We’ll have this and at least three other playtests prior to our “opening day”, each introducing new capabilities to the game. We also plan to announce the languages the game will support in September. We’re hoping to get community input on which languages we should include. Please join us on Discord to learn more.
When Arcane Waters goes into Early Access, it will be available for purchase on Steam. Arcane Waters is not a free-to-play game. The game will be sold for a single price that will include access to all seven of the regions we’re building before we leave EA (you can see our pre-launch progress on each region on the notice board in game) and the treasures and quests they contain along with all of the perks and player progression features in the game. In the future, we may develop regions beyond the “seven continents” planned for the game to be sold separately as DLC.
For those wondering, Arcane Waters will be priced “below the price of a quality SNES game in 1990”. That’s around $20 in USD. We hope we’ll provide you as much fun as all of those games, as well.
We wanted to share a couple of additional points on how the game will change in Early Access:
We expect that almost everything players have earned while exploring Sunny Shores, the region containing Port Haven, will be carried forward into the game. Some resources may need to be recalibrated to account for player enthusiasm (looking at you, Potato Kings).
All players that purchase during our launch window will receive a commemorative in-game item with their purchase that won’t be available thereafter.
New players that have not purchased the game will be able to create a Pirate and voyage to Port Haven but will have limits on how far they can voyage beyond that. They will not be able to visit Desert Dunes, Pine Peaks, and the other regions
Our goal going into Early Access is that core elements of the game will be complete. We will continue to expand more strategic/meta aspects of the game, expand the range of buildings and ships, add tonnes more stuff to find around the world, and complete all Seven Seas of Arcane Waters before exiting Early Access.
Arcane Waters Early Access Coming Soon!
Ahoy Arcane Wanderers!
We’re back again with an exciting announcement.
Arcane Waters will go into Early Access on Tuesday, November 15th!
Over the coming weeks, we’ll continue to have short limited playtests to introduce new features to the community. The current playtest will showcase a sneak peek at our new “perks” system. It gives players the ability to develop specific pirate abilities. We’ll have this and at least three other playtests prior to our “opening day”, each introducing new capabilities to the game. We also plan to announce the languages the game will support in September. We’re hoping to get community input on which languages we should include. Please join us on Discord to learn more.
When Arcane Waters goes into Early Access, it will be available for purchase on Steam. Arcane Waters is not a free-to-play game. The game will be sold for a single price that will include access to all seven of the regions we’re building before we leave EA (you can see our pre-launch progress on each region on the notice board in game) and the treasures and quests they contain along with all of the perks and player progression features in the game. In the future, we may develop regions beyond the “seven continents” planned for the game to be sold separately as DLC.
For those wondering, Arcane Waters will be priced “below the price of a quality SNES game in 1990”. That’s around $20 in USD. We hope we’ll provide you as much fun as all of those games, as well.
We wanted to share a couple of additional points on how the game will change in Early Access:
We expect that almost everything players have earned while exploring Sunny Shores, the region containing Port Haven, will be carried forward into the game. Some resources may need to be recalibrated to account for player enthusiasm (looking at you, Potato Kings).
All players that purchase during our launch window will receive a commemorative in-game item with their purchase that won’t be available thereafter.
New players that have not purchased the game will be able to create a Pirate and voyage to Port Haven but will have limits on how far they can voyage beyond that. They will not be able to visit Desert Dunes, Pine Peaks, and the other regions
Our goal going into Early Access is that core elements of the game will be complete. We will continue to expand more strategic/meta aspects of the game, expand the range of buildings and ships, add tonnes more stuff to find around the world, and complete all Seven Seas of Arcane Waters before exiting Early Access.
Arcane Waters: The Perks of Piracy
It’s time to set sail on another Playtest! During our last playtest we showed off the quest log and new questing features. We’re still working on your feedback from that and the player survey, but wanted you to check out something new we’ve been cooking up.
One of the most common bits of feedback we’ve seen is regarding perks. During this playtest you can test out the initial stage of our perk system. We were inspired by constellations in the night sky which pirates would use to navigate their ships. Please let us know what you think and what direction you’d like us to navigate towards.
The next preview window for Arcane Waters will open around noon EST on August 22nd and run through August 28th. Set sail with us and take our new changes out for a spin.
New Features & Content
There's a new perk system! Look to the skies and fill the constellations that suit your playstyle! View your perks by hitting the perks button on your inventory panel. This is still a work in progress and many more perks are coming soon!
We also have a new tutorial/introduction in the works as an ongoing effort to help new players understand the game. Previously existing characters will be prompted to try it upon login.
The team has started working on some localization for different languages. You can test the currently implemented languages in the ESC/options panel. During this phase, the translations are made automatically. We know this isn’t always ideal and will be looking for help from our community to fine tune them so they’re more accurate translations. More information on translations will be coming soon, along with additional languages.
PVP has been rebalanced somewhat to address some power run-away. Be sure to hop in a PVP match and give it a shot!
If you set sail into the open seas, be sure to keep an eye out for new locations to visit!
Explorin'
New Point of Interest to find in the forest region!
Hazel's hint reworded.
Fixed invisible walls in some odd places.
Victoria now asks for slime.
Snuffy hints towards his flask.
Snuffy's starter rum weapon is easier to get and has been renamed.
Farmin'
Fixed issues with crops displaying incorrectly.
Victoria's Pitchfork can now harvest crops.
Quest for Victoria's Pitchfork now has a farming level requirement.
Fix saplings' chance to appear at shops.
Harvesting, planting, and watering all share a collider. Size can be adjusted by perks.
Fixed issue where some crops wouldn’t be highlighted with arrows when in range.
Fightin'
PVP ship health rebalance.
PVP shop adjustments.
Fixed problems interacting with shop.
Start panel moved so players can chat pre-game.
Fixed issue where you couldn't leave PVP battles.
Poison Cannonball now has a cooldown.
Davy Jones ability now has a cooldown.
Stances now have more effect in combat.
Fixed some ability issues.
General Fixin'
Ye' can be a bald pirate.
A third body type to choose from has been added.
Custom drops for voyage boss.
Controller/Steamdeck profile update.
Controller/Steamdeck preparation.
Translation fixes.
General loot distribution revisions.
Adjustments to outpost building costs.
Applied profanity filter to name entry.
Fixed issue where silver, buffs, or ranking would persist between voyages.
Only tier 1 weapons are now sold in shops.
Slightly higher guild creation cost.
Some areas are now public instead of instanced.
Removed some abusable ore spawns.
Auctions now assume no buyout price if none entered instead of a toggle.
Chat filter adjustments.
Restart notices now show in minutes instead of seconds.
Admins can now morph other users. Muahahaha.
Fixed some possible item duplication bugs.
Added loot expiry time.
Hats should display correctly during emotes.
New pirate boss SFX.
Fixed some possible exploits.
Neutral gender available at character creation.
Proper destruction of some instances.
Can no longer leave group during land combat.
Lots of internal fixes.
Improvements to help players with some lag issues. This is an ongoing issue that we’ll continue to address. These playtests help us identify where lag might be coming from
GUI
Fixed warping with world map.
Fixed GUI issues in tutorial.
More information on tooltips.
Petting animals now shows a hand cursor.
Warning when guild name already exists.
Some panels now load quicker.
Fixed message when trade is declined.
Users are no longer able to use formatted text in chat.
Some UI glitchy-ness fixes.
We can make arrows point at stuff in-game. Guess I could do it here too. Wishlist button over there at the top. -->