Fixed audio bugs related to stealth- reverted changes related to stealth and audio
Fixed bug where looting wasn't accurate and felt buggy
Fixed bug where Kick and Reload inputs got scrambled
Fixed Issue with Strap's Armor Quest 3 to require less movement speed
Tutorial tips overhauled so they no longer interrupt and stop the player
5/3/2023 Patch Notes - Updates and Bug Fixes
Stealth multiplier now makes your armor sound radius smaller so you are harder to hear
Leather armor now improves attack speed instead of movement speed
All movement speed upgrades effectiveness reduced by 50%
Sheathed movement speed bonus is now 110% intead of 135%
Buana now sells the Swiftfoot potion
Gear in inventory now has visual changes to display its deterioration as durability lowers
Crafting screen now allows filtering and searching in the stash view
Gotto now sells every single lesser upgrade in the game, which are all unlocked as you progress his quests
Stealth multiplier now makes your armor sound radius smaller so you are harder to hear
Fixed bug where VOIP volume was set to 0 by default for new players
Fixed bug where crossbows were not being affected by damage upgrades
Fixed another potential server crash
Fixed Forsaken Temple footstep sounds to be stone instead of grass on the temple
Fixed bug where pressing R would kick
4/28/23 Patch Notes - Updates
Added VOIP volume adjuster
Made kunais hit effect slow more so that it is more effective when hitting sprinting enemies
Fludd's quest for corrupted bile in the forsaken temple now requires 5 instead of 3
Tweaked kick animation to be a bit lower
Weapon Tooltips now display the maximum damage of the weapon always, and will show subtractions based on durability
Fixed bug where damage upgrades on items were not working properly
Fixed visual bugs in crafting menu with backpacks and dragging
Fixed another potential server crash
4/26/23 Patch Notes - Combat Updates and Bug Fixing
Kick animation tweaked- kick comes out faster, animation lasts longer so it is more punishing to miss
Initial block cost increased to punish block spammers
Feinting attacks by kicking now costs more stamina, initial attack + kick
You are now immune to getting stunned by a kick if you get kicked at the beginning of your block. Stun immunity ends when parry window ends.
Kunai throw animation speed increase by 20%, and successful hits slow target for longer, and kunai headshots deal 300% more damage
Quick crafting recipe tooltips now show how many ingredients the player currently has
Quests will now accept items directly from a player's stash
Quest tooltips and trackers now include stash when counting quest items
Bots should always find similarly skilled groups more threatening than solos, archer bot accuracy scales more gently
Updated Gotto to sell projectile damage reduction upgrade instead of blade reduction
Matchmaking cooldown disabled for freebooter arena
Undiscovered traders now marked as undiscovered so players don't think its an unfinished feature
Crafting screen visual overhaul
Devs now have the ability to broadcast public messages in game to announce incoming patches and events
Players now spawn on the deck of the Mao Kun
Polearms attack animation tweaked to have greater range
Weapon balance tweaks:
Katana adjusted so there are proper downsides for its high attack speed
Polearms got a slight boost to their damage to help make their TTK more consistent
Dual wield weapons got a significant boost to their damage to help compensate for their stamina consumption and vulnerability to parries
Details:
Steel Katana damage from 280 to 260
Wooden Spear damage from 150 to 165
Iron Spear damage from 160 to 175
Iron Bardiche damage from 176 to 195
Steel Halberd damage from 210 to 230
Steel Partizan damage from 170 to 185
Steel Guan Dao damage from 190 to 210
Steel Naginata damage from 140 to 155
Dual Rusty Blade damage from 125 to 150
Dual Wood Club damage from 155 to 186
Dual Iron Sword damage from 132 to 158
Dual Iron Hatchet damage from 163 to 196
Dual Iron Mace damage from 155 to 186
Dual Steel Shamshir damage from 113 to 135
Dual Steel Viking Sword damage from 150 to 180
Dual Steel Gladius damage from 120 to 144
Dual Steel Tang Dao damage from 140 to 168
Dual Steel Morningstar damage from 171 to 205
Dual Steel Axe damage from 155 to 186
Dual Steel Rapier damage from 65 to 78
Fixed bug where you could "sprint backwards"
Fixed bug where bot invincibility sometimes didn't work properly
Fixed invisible bugs regarding weapons and sometimes enemies
Fixed bug where asura didn't deal damage
More speculative server crash fix
Fixed error where Duel Gladius had massive bleed magnitude
Speculative fix for random inventory damage warning when you aren't actually taking damage
Bounty Hunt Event!
ATTENTION ALL FREEBOOTERS!
We are running a community spotlight event on Saturday, 4/22/23, in NA servers, from 8-10pm est! Come join to practice your combat abilities, or come show off your skills and win the rewards! All players, newbies or veterans, are encouraged to participate in this glorious battle.
Famous gladiators are competing in the freebooter arena during this designated time. Defeat them to claim your bounty! Any player who defeats them will be rewarded with 25,000 gold. Any player who successfully wins in the arena and extracts during this timed event will also receive a serpent-bladed key!
Join our discord to stay up to date with this event and get more information. Have a great weekend!
04/21/23 Patch Notes - Hotfix
More potential solutions to mysterious server crashing
Fixed Quest rewards not working properluy
Tweaked weapon upgrade quests to fit with new weapon stats
Slowed down rate of corrupted zombie spawns in forsaken temple
Quest Rewards and Weapons Overhaul
Hello Expeditioners! We have some game changing updates coming out today, along with some Log-in bonuses for the weekend.
Our goal with this patch is to improve player progression. Along with our Dynamic AI feature that we implemented a couple days ago, the game experience should feel much better to new players. The game becomes more difficult as your familiarity with combat improves, the differences in power for the rare gear is more apparent, and you will receive more meaningful rewards when completing quests.
We are taking care to continuously monitor the game experience and work toward a great final product. All concerns are taken into account, and with the small manpower we have, we aim to address the issues based on priority. Thank you for continuing to play our game during the early access period!
We have also been made aware of the large amount of localization issues. We don’t yet have the resources to translate everything properly, and many language options still have outdated description texts. We are looking into rectifying this issue to the best of our ability. We recommend playing the game in English for now, if possible.
Log-in Bonus:
Make sure to log in from April 20th 9pm EST to April 24th 1 pm EST in order to receive:
Reward Bag of Empowered Upgrade
Reward Bag of Supreme Upgrade
Reward Bag of Ascended Upgrade
Reward Bag of Food
Bountiful Bag
Hefty Bag
Quest Reward Overhaul
All non-tutorial quests now grant 1 Vigorous blood and a Hefty Bag on completion. Quests that lead to an upgrade for the trader now also reward you with a Bountiful Bag. All merchants throughout their questline now periodically grant Lootbags containing high tier upgrades.
Weapons:
3% more base damage per upgrade socket 3% more stamina efficiency per upgrade socket Amount of stamina returned on a successful hit is now consistently 50% of the stamina cost of that weapon's light attack
Armors:
Light armor receives 0.6% more blunt damage reduction per upgrade socket Medium armor receives 0.4% more base damage reduction per upgrade socket Heavy armor receives 0.6% more blade damage reduction per upgrade socket
Gear Upgrades Balancing:
Overview: Empowered, supreme, and ascended precision upgrades now reduce parry efficiency rather than base damage Bleeding upgrades scale up less and high level bleeding upgrades reduce crit damage more Bone break upgrades scale up less and high level bone break upgrades reduce crit damage more Impact upgrades start off stronger and scale less per upgrade, they also reduce debuff application far less Empowered, supreme, and ascended resilience upgrades reduce movement speed less than before Fortification upgrades scale up more and high level fortification upgrades reduce parry efficiency instead
RUSTY BLADE =========== Basic blade weapon with no extra gimmicks or anything; the default t1 item that all other t1 items and t2+ growth is based off of Base Damage: 200 -> 250 Critical Damage: 60% -> 50% Attack Speed: 0% (APS 1.05) -> 0% (APS 1.05) Block Dmg Dealt: -90% -> -90% Bleed Magnitude: 5% -> 5% Stamina Multi: -30% -> -30%
WOOD CLUB ========= Baseline blunt weapon; when compared to bladed weapons, it is slower but punishes the opponent for being hit more Base Damage: 240 -> 310 Critical Damage: 40% -> 35% Attack Speed: -20% (APS 0.84) -> -20% (APS 0.84) Block Dmg Dealt: -50% -> -45% Bone Magnitude: 5% -> 5% Stamina Multi: -30% -> -35%
WOODEN CROSSBOW =============== Previously just an inferior version of the arbalest. Now has a special role: High fire rate, low damage. A better weapon for newbies: missed shots are punished less and they can try again later. But the lower DPS and higher ammo consumption compared to the arbalest means the arbalest is still objectively better - just not for newbies. Base Damage: 300 -> 200 Critical Damage: 35% -> 35% Attack Speed: 0% (APS 0.43) -> 50% (APS 0.64) Block Dmg Dealt: -80% -> -90% Move Speed Multi: -6% -> -6% Stamina Multi: -6% -> -6%
WOODEN SPEAR ============ Baseline spear weapon; when compared to other weapons, the spear has the worst TTK and ability to block opponent's attacks. It is only competitive when applying debuffs and being able to precisely hit around blocks Base Damage: 120 -> 150 Critical Damage: 40% -> 40% Attack Speed: 0% (APS 1.25) -> 0 (APS 1.25) Block Dmg Dealt: -90% -> -90% Block Dmg Taken: -95% -> -95% Bleed Magnitude: 5% -> 3% Stamina Multi: -30% -> -40%
DUAL RUSTY BLADE ================ Basic blade dual weapon with no extra gimmicks or anything; sets the pattern for other dual weapons where an individual attack is weaker but a successful combo of multiple attacks in a row gives them the best DPS in the game Base Damage: 100 -> 125 Critical Damage: 60% -> 50% Attack Speed: 0% (APS 3.33) -> 0% (APS 3.33) Block Dmg Dealt: -90% -> -90% Bleed Magnitude: 2.5% -> 2.5% Stamina Multi: -40% -> -15%
DUAL WOOD CLUB ============== Baseline blunt dual weapon; can potentially stunlock opponents with the highest APS and DPS blunt weapons but it is very difficult to pull off in practice Base Damage: 120 -> 155 Critical Damage: 40% -> 35% Attack Speed: -20% (APS 2.66) -> -20% (APS 2.66) Block Dmg Dealt: -50% -> -45% Bone Magnitude: 2.5% -> 2.5% Stamina Multi: -40% -> -20%
RUSTY SHIV ========== t1 baseline blade secondary. Unable to cause flinch when dealing damage, but has a very low stamina reduction. Fits role of a sidearm better; use it when in stam trouble! Base Damage: 150 -> 150 Critical Damage: 50% -> 45% Attack Speed: 0% (APS 1.78) -> 0% (APS 1.78) Block Dmg Dealt: -80% -> -90% Block Dmg Taken: -80% -> -90% Stamina Multi: -20% -> -16%
*** TIER 2 *** IRON SWORD ========== Basic blade t2 weapon with no extra gimmicks or anything; the default t2 item Base Damage: 220 -> 264 Critical Damage: 60% -> 50% Attack Speed: 0% (APS 1.05) -> 0% (APS 1.05) Block Dmg Dealt: -90% -> -90% Bleed Magnitude: 10% -> 8% Stamina Multi: -30% -> -30%
IRON MACE ========= Basic blunt t2 weapon; slower but punishes opponent for getting hit more than the sword Base Damage: 260 -> 326 Critical Damage: 40% -> 35% Attack Speed: -20% (APS 0.84) -> -20% (APS 0.84) Block Dmg Dealt: -50% -> -45% Block Dmg Taken: 20% -> 0% Bone Magnitude: 7% -> 8% Stamina Multi: -30% -> -35%
IRON HATCHET ============ Alternative blunt t2 one-handed weapon. Originally appeared to be a faster mace with extra conditional damage. Made it lean more into "conditional damage" with clear downsides; crits and block damage hurt slightly more than the mace, but regular light attacks hurt less Base Damage: 240 -> 310 Critical Damage: 50% -> 50% Attack Speed: -10% (APS 0.95) -> -20% (APS 0.84) Block Dmg Dealt: -40% -> -35% Block Dmg Taken: 15% -> 0% Bone Magnitude: 6% -> 5% Stamina Multi: -30% -> -35%
IRON LONGSWORD ============== Baseline blade 2h weapon with no extra gimmicks or anything; Originally was just a slow t2 shortsword with alt animations, so the new stats are based off the iron shortsword Base Damage: 280 -> 310 Critical Damage: 60% -> 50% Attack Speed: 0% (APS 0.83) -> 0% (APS 0.83) Block Dmg Dealt: -60% -> -60% Block Dmg Taken: 15% -> 15% Bleed Magnitude: 10% -> 8% Stamina Multi: -25% -> -40%
IRON MAUL ========= Baseline blunt 2h weapon with no extra gimmicks or anything; Originally was just a slow t2 mace with alt animations, so the new stats are based off the iron mace Base Damage: 300 -> 340 Critical Damage: 40% -> 35% Attack Speed: -10% (APS 0.75) -> -10% (APS 0.75) Block Dmg Dealt: -20% -> -20% Block Dmg Taken: 15% -> 15% Bone Magnitude: 10% -> 8% Stamina Multi: -25% -> -45%
IRON SPEAR ========== Bladed 2h polearm weapon with no extra gimmicks or anything Base Damage: 140 -> 160 Critical Damage: 40% -> 40% Attack Speed: 0% (APS 1.25) -> 0% (APS 1.25) Block Dmg Dealt: -80% -> -90% Block Dmg Taken: -95% -> -95% Bleed Magnitude: 10% -> 4% Stamina Multi: -35% -> -40%
IRON BARDICHE ============= Blunt 2h polearm weapon; slower but hits harder than blade as is typical Base Damage: 160 -> 178 Critical Damage: 30% -> 30% Attack Speed: -10% (APS 1.12) -> -10% (APS 1.12) Block Dmg Dealt: -70% -> -75% Block Dmg Taken: -95% -> -95% Bone Magnitude: 10% -> 4% Stamina Multi: -40% -> -45%
DUAL IRON SWORD =============== Dual t2 weapon with no extra gimmicks or anything; the default t2 item Base Damage: 110 -> 132 Critical Damage: 60% -> 50% Attack Speed: 0% (APS 3.33) -> 0% (APS 3.33) Block Dmg Dealt: -90% -> -90% Bleed Magnitude: 5% -> 4% Stamina Multi: -40% -> -15%
DUAL IRON HATCHET ================= Alternative dual blunt t2 one-handed weapon. Originally appeared to be a faster mace with extra conditional damage. Made it lean more into "conditional damage" with clear downsides Base Damage: 120 -> 163 Critical Damage: 50% -> 35% Attack Speed: -10% (APS 2.99) -> -20% (APS 2.66) Block Dmg Dealt: -40% -> -45% Block Dmg Taken: 15% -> 0% Bone Magnitude: 3% -> 4% Stamina Multi: -50% -> -20%
DUAL IRON MACE ============== Dual blunt t2 weapon; slower but punishes opponent for getting hit more than the sword Base Damage: 130 -> 155 Critical Damage: 40% -> 50% Attack Speed: -20% (APS 2.66) -> -20% (APS 2.66) Block Dmg Dealt: -50% -> -35% Block Dmg Taken: 20% -> 0% Bone Magnitude: 3.5% -> 2.5% Stamina Multi: -50% -> -20%
IRON DAGGER =========== t2 baseline blade secondary. Unable to cause flinch when dealing damage, but has a very low stamina reduction. Fits the role of a sidearm better; use it when in stam trouble! Base Damage: 175 -> 165 Critical Damage: 50% -> 50% Attack Speed: 0% (APS 1.78) -> +5% (APS 1.86) Block Dmg Dealt: -80% -> -85% Block Dmg Taken: -80% -> -85% Stamina Multi: -20% -> -13%
*** TIER 3 *** ARBALEST CROSSBOW ================= Previously just a good version of wood xbow. Now has a special role: Low fire rate, high damage. A better weapon for pros: missed shots are punished more and the loss in damage is huge. But when it hits, ouchies Base Damage: 400 -> 400 Critical Damage: 35% -> 35% Attack Speed: 0% (APS 0.43) -> 0% (APS 0.43) Block Dmg Dealt: -60% -> -80% Move Speed Multi: -12% -> -12% Stamina Multi: -12% -> -12%
STEEL TANG DAO ============== Baseline t3 weapon with no extra gimmicks or anything; the cutting edge version of rusty and iron blade Base Damage: 270 -> 280 Critical Damage: 60% -> 50% Attack Speed: 0% (APS 1.05) -> 0% (APS 1.05) Block Dmg Dealt: -90% -> -90% Bleed Magnitude: 20% -> 10% Stamina Multi: -20% -> -30%
STEEL GLADIUS ============= Slower 1h blade with below average damage, but BIS 1h blade crits Base Damage: 250 -> 240 Critical Damage: 80% -> 90% Attack Speed: -5% (APS 1.00) -> 0% (APS 1.05) Block Dmg Dealt: -90% -> -80% Bleed Magnitude: 20% -> 10% Stamina Multi: -20% -> -30%
STEEL VIKING SWORD ================== t3 1h blade that has the lowest crit multiplier but highest base damage for consistent performance Base Damage: 280 -> 300 Critical Damage: 50% -> 30% Attack Speed: 0% (APS 1.05) -> 0% (APS 1.05) Block Dmg Dealt: -90% -> -90% Bleed Magnitude: 20% -> 10% Stamina Multi: -20% -> -30%
STEEL SHAMSHIR ============== t3 1h blade that has very poor direct damage but BIS 1h blade bleeding Base Damage: 190 -> 226 Critical Damage: 50% -> 40% Attack Speed: 0% (APS 1.05) -> 0% (APS 1.05) Block Dmg Dealt: -90% -> -95% Bleed Magnitude: 40% -> 25% Stamina Multi: -20% -> -30%
STEEL MORNINGSTAR ================= Baseline t3 blunt weapon; slower than its blade counterpart (Tang Dao) but punishes hits more Base Damage: 340 -> 342 Critical Damage: 40% -> 35% Attack Speed: -20% (APS 0.84) -> -20% (APS 0.84) Block Dmg Dealt: -50% -> -45% Bone Magnitude: 10% -> 10% Stamina Multi: -20% -> -35%
STEEL GREATSWORD ================ Baseline t3 2h blade; based off the Steel Tang Dao and Iron Longsword, with no funky gimmicks Base Damage: 360 -> 330 Critical Damage: 60% -> 50% Attack Speed: 0% (APS 0.83) -> 0% (APS 0.83) Block Dmg Dealt: -50% -> -50% Block Dmg Taken: 15% -> 15% Bleed Magnitude: 20% -> 10% Stamina Multi: -25% -> -40%
STEEL KATANA ============ 2h blade with high crit and attack speed, but low base damage. Previously had better bleed than scimitar this bleeding has been removed so "desert swords" are consistently the best bleed in game Base Damage: 270 -> 280 Critical Damage: 100% -> 100% Attack Speed: 15% (APS 0.95) -> 15% (APS 0.95) Block Dmg Dealt: -70% -> -65% Block Dmg Taken: 0% -> 15% Bleed Magnitude: 40% -> 10% Stamina Multi: -25% -> -40%
STEEL GIANT SCIMITAR ==================== Loses attack speed to do more bleed damage without losing all of its direct damage like shamshir does Base Damage: 330 -> 320 Critical Damage: 70% -> 50% Attack Speed: -10% (APS 0.75) -> -10% (APS 0.75) Block Dmg Dealt: -50% -> -50% Block Dmg Taken: 15% -> 15% Bleed Magnitude: 30% -> 25% Stamina Multi: -25% -> -40%
STEEL BATTLEAX =============== T3 2h blunt; has the highest attack speed multiplier of any blunt weapon Base Damage: 310 -> 325 Critical Damage: 50% -> 35% Attack Speed: -5% (APS 0.79) -> -5% (APS 0.79) Block Dmg Dealt: -20% -> -20% Block Dmg Taken: 15% -> 15% Bone Magnitude: 10% -> 10% Stamina Multi: -25% -> -40%
STEEL WARHAMMER =============== T3 2h blunt; Based off steel mace, but it has the worst speed of any melee weapon and makes up for it with BIS block damage dealt and second best base damage Base Damage: 380 -> 390 Critical Damage: 40% -> 35% Attack Speed: -25% (APS 0.62) -> -25% (APS 0.62) Block Dmg Dealt: -10% -> 0% Block Dmg Taken: 15% -> 15% Bone Magnitude: 20% -> 15% Stamina Multi: -30% -> -50%
STEEL AXE ========= Alternative t3 blunt one-handed. Like the iron hatchet it has higher "conditional damage" (crits and block dmg dealt) but, to keep in line with its original version better, the t2->t3 upgrade actually improves its speed not its damage Base Damage: 280 -> 310 Critical Damage: 50% -> 50% Attack Speed: -10% (APS 0.95) -> -10% (APS 0.95) Block Dmg Dealt: -40% -> -35% Block Dmg Taken: 15% -> 0% Bone Magnitude: 8% -> 7% Stamina Multi: -20% -> -35%
STEEL RAPIER ============ t3 blade one-handed. BIS attack speed for one-handed weapons, but it has the worst inherent bleed magnitude, gets countered hard by blocking, and relies on crit damage for a competitive TTK Base Damage: 140 -> 130 Critical Damage: 120% -> 120% Attack Speed: 30% (APS 1.36) -> 30% (APS 1.36) Block Dmg Dealt: -90% -> -95% Bleed Magnitude: 5% -> 3% Stamina Multi: -30% -> -30%
STEEL HALBERD ============= The only t3 blunt polearm. As with all blunts, it tends to be slower but hit harder than the blade baseline. Base Damage: 210 -> 210 Critical Damage: 30% -> 30% Attack Speed: -10% (APS 1.13) -> -20% (APS 1.00) Block Dmg Dealt: -70% -> -70% Block Dmg Taken: -95% -> -95% Bone Magnitude: 10% -> 5% Stamina Multi: -40% -> -50%
DUAL STEEL TANG DAO =================== Baseline dual weapon with no extra gimmicks or anything; the cutting edge version of rusty and iron blade Base Damage: 135 -> 140 Critical Damage: 60% -> 50% Attack Speed: 0% (APS 3.33) -> 0% (APS 3.33) Block Dmg Dealt: -90% -> -90% Bleed Magnitude: 10% -> 5% Stamina Multi: -40% -> -15%
DUAL STEEL MORNINGSTAR ====================== Baseline dual blunt weapon; slower than its blade counterpart (Tang Dao) but punishes hits more Base Damage: 170 -> 171 Critical Damage: 40% -> 35% Attack Speed: -20% (APS 2.66) -> -20% (APS 2.66) Block Dmg Dealt: -50% -> -45% Bone Magnitude: 5% -> 5% Stamina Multi: -50% -> -20%
DUAL STEEL AXE ============== Alternative t3 blunt dual weapon. Like the iron hatchet it has higher "conditional damage" (crits and block dmg dealt) but, to keep in line with its original version better, the t2->t3 upgrade actually improves its speed not its damage Base Damage: 140 -> 155 Critical Damage: 50% -> 50% Attack Speed: -10% (APS 3.00) -> -10% (APS 3.00) Block Dmg Dealt: -40% -> -35% Block Dmg Taken: 15% -> 0% Bone Magnitude: 4% -> 3.5% Stamina Multi: -50% -> -20%
DUAL STEEL RAPIER ================= t3 blade dual weapon. BIS attack speed for dual weapons, but it has the worst inherent bleed magnitude, gets countered hard by blocking, and relies on crit damage for a competitive TTK Base Damage: 70 -> 65 Critical Damage: 120% -> 120% Attack Speed: 30% (APS 4.32) -> 30% (APS 4.32) Block Dmg Dealt: -90% -> -95% Bleed Magnitude: 2.5% -> 1.5% Stamina Multi: -40% -> -12.5%
STEEL DAGGER ============ t3 baseline blade secondary. Stamina efficiency has grown incredibly. Because upgrade slots inherently improve stam efficiency, a legendary steel dagger has virtually no impact on stam! Base Damage: 200 -> 180 Critical Damage: 50% -> 55% Attack Speed: 0% (APS 1.78) -> +10% (APS 1.95) Block Dmg Dealt: -80% -> -80% Block Dmg Taken: -80% -> -80% Stamina Multi: -20% -> -10%
Full Patch notes:
Weapon Overhaul
Old and unused turn speed stat removed from stat page
Fixed more potential server crash
Removed projectiles weaknesses from all undead enemies (early game zombies still take additional 50% damage from all sources)
Quest reward overhaul
Forsaken Temple now starts in the afternoon, so the night time and corrupted zombies starts earlier, and loot quality has been improved.
Quick Repair no longer adds extra costs for ammo, shirts, or pants.
Some localization updates
Thank you for getting this far! We look forward to growing our community and making the best game possible. As always, safe expeditions!
04/19/2023 Patch Notes - Hotfix
Renamed "food", "hunger" to nourishment for consistency
All dual wield weapon damage increased by 10% and stamina costs greatly reduced
Updated tootip for food/nourishment explanation to reflect how hungry and starving effect stats with the last update
Fixed bug where first person blocking anim was not playing after kicking with dual wield weapons
Fixed bug where sometimes multiple people could spawn in the same room in the freebooter arena