[p]Dear friends![/p][p]This update is extremely important for us, and we hope you'll enjoy it too.[/p][p][/p]
DLC Rework
[p]We reconsidered the DLC rewards and decided to give them a slight increase.[/p][p]All previously purchased DLCs will automatically receive in-game letters with rewards.[/p][p]Summary:[/p]
[p]Starter DLCs now get 2 kits (Basic and Advanced) to ease early-game progression;[/p]
[p]All DLCs receive Zlatys;[/p]
[p]Detailed Breakdown:[/p]
[p]“Commoner”:[/p]
[p]3 Zlatys;[/p]
[p]"Commoner Pack" that includes:[/p]
[p]Phantom Pouch IV;[/p]
[p]Phantom Cauldron IV;[/p]
[p]"Phantom Minor Learning" powder (3 pcs.)[/p]
[p]“Knight”:[/p]
[p]7 Zlatys (10 overall);[/p]
[p]New “Commoner” rewards;[/p]
[p]"Knight Pack" that includes:[/p]
[p]Phantom Recipe Book IV;[/p]
[p]Phantom Token Box IV;[/p]
[p]Phantom Armorer’s Tools I;[/p]
[p]Phantom Weaponsmith’s Tools I;[/p]
[p]Phantom Enchanter’s Tools I;[/p]
[p]"Phantom Learning" powder (3 pcs.);[/p]
[p]"Pack Mule" powder (3 pcs.)[/p]
[p]Tender Souffle (20 pcs.)[/p]
[p]Token: Fazira Portal (3 pcs.)[/p]
[p]“Black Knight”:[/p]
[p]5 Zlatys (15 overall);[/p]
[p]New “Commoner” and “Knight” rewards;[/p]
[p]"Banneret”:[/p]
[p]5 Zlatys (20 overall);[/p]
[p]New “Commoner”, “Knight”, and “Black Knight” rewards;[/p]
[p]"Raubritter":[/p]
[p]5 Zlatys (25 overall);[/p]
[p]New “Commoner”, “Knight”, “Black Knight”, and "Banneret” rewards;[/p]
[p]We're already working on additional social-focused DLC rewards to deliver more value soon.[/p][p][/p]
(Audio) Localization
[p](EN) Added voiceovers for tutorial content on Rivulet Island and Harbur;[/p]
[p][/p]
Mail System 2.0
[p]New in-game mail system (envelope icon in top-right UI):[/p]
[p]Mailbox functionality;[/p]
[p]Inbox with time-limited and permanent messages;[/p]
[p]Parcels delivered through mail (item transfer through mail);[/p]
[p]Currently this system was added to support new DLC rewards and system messages (including those from the administration).[/p][p]Outgoing mail functionality is ready but will launch after finalizing game design restrictions.[/p][p][/p]
Other
[p]Fall Damage: Revised detection logic – now applies in all cases (including dodges);[/p]
[p]Invisibility abilities: powder spell VFX when held in hands are now also invisible;[/p]
[p]Quest Log: Added notification for accepted quest limit;[/p]
[p]Tutorial: Notifications for cumulative rewards;[/p]
[p]Tutorial: first tutorial quest in Harbur is highlighted immediately upon appearing in this location;[/p]
[p]Shields: Fixed physics calculation issues during blocks;[/p]
[p]Standardized equipment descriptions;[/p]
[p]Localization fixes;[/p]
[p][/p]
Optimization
[p]Initial game launch accelerated by 9-15% (system-dependent);[/p]
[p]Material optimizations for settlement objects (some color adjustments will be standardized in future patches);[/p]
[p]Improved voiceover localization pipeline;[/p]
[p][/p]
In-Game Store
[p]Game edition requirement for skins lowered to "Base" (free) edition;[/p]
[p]The pricing policy for Zlaty has been partially returned to the previous level;[/p]
[p]New shield skins added:[/p]
[p]“Shield of the Sword’s Order”;[/p]
[p]“Singeing Clasp”;[/p]
[p]“Shield of the Royal Guard”;[/p]
[p][/p]
Closing Notes
[p]We'll soon publish a dedicated announcement about roadmap updates and upcoming features.[/p][p]To celebrate this update with our players, we're launching extended sales on both platforms.[/p][p][/p][p]Best regards,[/p][p]The Atlant Games Team[/p]
Fazira Weekend
Dear friends!
We understand perfectly well that the long-awaited summer season has begun, as well as the vacation season, and not everyone will want to dive into the frosty Fazira.
Nevertheless, we cannot do without apologizing for the problems with the update, as well as the absence of these events in the last 2 days.
Therefore, we invite everyone to the event Fazira:
portals will be open to all comers for several days;
start: scheduled server reboot, June 12;
end: Monday evening, June 16;
We remind you that the event Fazira has the following bonuses:
increased experience (+150%);
increased coin drop (+25%);
increased cloak drop (+10%);
"Freeze" powder added to loot from creatures;
more profitable exchange of herbs at NPC exchanger;
Best regards,
The Atlant Games Team
Chapter 2: Update 0.95.396
Dear friends!
This is an interim but very important update.
Vocation Movement Speed
A number of Vocations were given a passive speed boost:
Physical Vocations (except Hunter): +10%;
Universal Vocations: +5%;
Magical Vocations: 0%, except for Necromancer. Their bone-thin legs carry their nearly negative HP 5% faster.
These are values meant to be tested. We intend to to implement more detailed Vocation adjustments later, including within each specialization;
AOE Magic
Added obstacle penetration checks originating from spell centre of origin with specific offset rules;
Currently, spells don’t consider obstacle material but account for thickness (generally penetrates if it’s lower than 5cm)
Obstacle height matters. "Immolation" cast directly under a low fence won't damage targets behind it;
80% of slabs, logs, and ore chunks spawn with size M, the rest 20% is evenly split between S and L;
80% resources are medium quality, other 20% is of low and high quality;
*The quality of metal progression is inverted—high-quality ore means more base metal but fewer rare metals.
In-Game Store
Added 10 new skins for shields;
Best regards,
The Atlant Games Team
Chapter 2: Update 0.95.363
Dear friends,
This update includes the main objective of Chapter 2: the damage formula and other changes in PvE damage calculation.
Tutorial 2.0
Added technical buffs for new characters:
“Rookie” karma level:
No experience or item loss upon death (except "red" items);
Killing a character with such karma level decreases karma by 1000 points;
Removed upon reaching level 31 or after killing 3 characters;
Tax Exemption:
Exempts players from paying castle taxes;
Removed upon reaching level 21;
T2 County: Unsund
Added 2 settlements:
Added T7-T9 powder merchants;
Added T4-T6 equipment merchants;
Planned for the near future:
Settlement minimaps;
Addition of T7-T9 equipment merchants, quest givers, and other NPCs;
Real estate;
Damage Formula 2.0 (General and PvP)
A complete overhaul of the damage formula with several changes/fixes:
Formula no longer smooths out significant advantages of attack over defense;
Removed effective melee weapon range and hidden additional critical damage chance stats;
Minimum damage when defense exceeds attack is now simply "1" (was 10% of attack value), with simplified attack/defense comparison;
Body parts and hitboxes:
Head/neck hits: pull weapon damage toward MAX attack value and add damage multiplier ONLY to weapon attack (x1.5 crossbow, x1.4 melee, x1.45 magic);
Torso/arms: No modifiers;
Leg hits: pull towards MIN weapon attack, multiplier (x0.8 crossbow, x0.9 magic), energy drain increased 2-2.5x;
Improved and fixed hitboxes for male and (significantly) female characters;
Powder heating: Fixed incorrect bonus calculation. Heating bonus now only affects powder's own attack value but stacks with headshot bonus;
Planned for the near future:
Balance adjustments for new formula;
Rework of minimum damage to move away from "1" damage;
Rework of shield interactions with different weapon types, including AOE magic;
Damage Formula 2.0 (PvE and Scaling)
Added a "partial scaling" mechanic when the character level significantly exceeds the AI level:
The greater the positive delta between character and AI level, the more attack value the character loses and the AI gains;
Fixed formula error causing double attack values for certain AI attacks;
Fixed experience calculation error for killing blows – now considers all attack values instead of just weapon attack;
Due to overlapping new damage formula, scaling mechanic, and AI stat revisions, we apologize in advance for potential artifacts;
Combat System:
Disabled prediction system for melee weapons:
Client now always waits for server response about attack results instead of simulating parallel calculations;
This will add ping-based delay to hit reaction SFX/VFX (hit sounds, blood, crosshair color, weapon recoil animation, etc.)
But eliminates discrepancies between client/server calculations (where client showed hit but server registered miss)
Fixed crosshair focus issue when target is in range;
Increased melee weapon recoil animation speed;
Disenchantment Changes
The concept of "disenchanting" has been removed along with its overly strict rules;
Enchanted items can now be re-enchanted without prior disenchanting;
However, re-enchanting requires a recipe of EQUAL OR HIGHER quality than the item;
Initial enchanting still allows using lower-quality recipes with risk of failure and item breakage;
Changes
Increased sprint speed in Red and Black zones by 11% (now 4.8 m/s);
Increased crossbow bolt speed and flatness by 20%;
Reduced radius of Air magic S_/M_ missiles by 10% and 15%, respectively;
Increased Shroom spawners in Daerkunn, Unsund, and Oer;
Removed Vocational quest CD;
“Tax Evader” karma now gives the same penalties as “Bad” karma;
Optimization
Various background sublevel loading improvements;
Loading screen no longer disappears prematurely;
Best regards,
The Atlant Games Team
Update 0.95.336
Friends,
The suddenness of the patch is due to the importance of a number of fixes in it, on the other hand the patch included a number of “temporary” solutions, we apologize and thank you for your understanding.
Tutorials 2.0
Added a task for processing skins (changed the order of accrual of cumulative rewards);
Added display of the monetary component of rewards in cumulative rewards;
Recycling tasks now do not have an intermediate step with a teleport (description changed, display range of teleports on the compass increased);
Movement speed and “In combat” status
Sprint speed now depends on zones when the character is not in combat:
Green - 5,6 m/s;
Yellow - 5,12 m/s;
Red/Black - 4,32 m/s;
“In Combat” status::
slows sprint speed to 4,32 m/s;
ring swapping is allowed (temporary - solution to the problem of applying positive buffs to yourself);
Traders of T4-T6 powders
Added T3 Warlock in Harbur (instead of T0 Warlock);
Added T4-T6 Warlocks in Isgollyne (all three are namesakes);
DVB (price change depending on supply and demand) for all Warlocks has been “softened” by 4-7 times;
Map/Compass Markers
Added NPC markers in Isgollyne;
Compass: significantly increased display range of portal markers, locations with black zones, decreased display range of NPC markers in cities;
Changed the approach to the priorities of markers layers;
Map: partial corrections to localization and duplication of names;
Fixed a number of markers on the map with outdated coordinates;
Added
Delayed deletion of characters - 24h real time (temporary - default UI design);
Changed
Rewards for “local” quests have been updated (increased);
Wolf skins are now always recyclable, but only to thin leather;
Fixed
Impossibility of interaction "E" in case of a number of teleports/transitions between servers;
Chance of losing powders during cooking in case of pouch overload;
Duplicate NPCs have been removed, as well as a number of outdated ones;
Localization;
Other
Loading screen: sword guard element from the logo replaced with a diamond;
Optimization
(Server) Mob spawning;
(Client) Loading optimization;
In-game store
Added Slavic helmet skin;
Known issues:
(Rare) client crash when closing the game related to music;
Best regards,
Atlant Games Team
Tutorial Hotfix
Friends,
We were surprised, but sincerely thank the “testers” who tirelessly completed the tutorial more than 200 times in pursuit of talers!
In first place is the tester with almost 40 completions - a deep bow, we have never seen such zeal during testing)
As another additional reward for testers, we will multiply all received thalers for completions by x0.2 ;)
Changes
Temporarily blocked the deletion of characters until the cooldown is added;
The monetary part of the cumulative reward is awarded only one time per account;
Revised the proportion of monetary rewards between direct and cumulative;
Disabled interaction with the Exchange from the Island;
Disabled cancellation of main quests in the tutorial;
The rewards now give identical copies of items, but have no value when sold to NPCs;
Fixed a situation where when processing wood you could only get a beam, without any explanation about the possibility of processing a beam into boards;
Fixed a number of duplicate marks on the map;
Changed the loading screen;
Congratulations to everyone on Victory Day!
Best regards,
The Atlant Games Team
Tutorials 2.0 and Other Changes
Dear friends,
Unfortunately, this task took us significantly longer than expected, but we've completely revamped our approach to the tutorial system.
We extend our gratitude to the players who contributed not only through testing but also with invaluable feedback.
New Game Introduction Format
New players will now experience a tutorial divided into 2 phases:
Characters spawn with starter gear and essential items pre-loaded on hotbars;
Rewards granted per completed step plus cumulative bonuses for multiple completions;
Final rewards: Level 10.10, 300k+ talers, high-quality gear, and unique items (rings, helmet, cloak);
Leaving the island now requires level 10.10;
Special visual effect zones mark each tutorial step area;
Path illumination guides players through recommended step sequence;
Harbur Phase follows the same structure but introduces real estate, merchant interactions, enchanting mechanics, repeatable quests, teleport system, resource gathering/refining, Vocations, and abilities;
Final rewards: Level 15.15, 800k+ talers, T3 high-quality gear, T3 containers, cauldron, and useful powders;
Legacy Rivulet Island
All characters on the legacy island will be migrated to new island:
Saved hotbars preserved (may cause minor tutorial tooltip mismatches);
Required tutorial items available in marked areas;
Legacy island real estate:
Access relocated to Harbur (check property descriptions for tavern backyard door marker (BYD ;)).
Revised Island Tax thresholds/distribution: 50% burns, 50% is allocated to "royal" treasury between existing castles in Dwarrhan.
Harbur Updates
Added all Vocations trainers (Tiers 1-6) to main village hall;
Added map/compass markers for key NPCs (market, weapon and armor sellers, community cauldron, quests from guard captains, hunters, and butchers, warlocks, and token sellers;
Many dummy-NPCs were replaced with quest-relevant NPCs;
Daerkunn County
AI spawn adjustments within 1.5km of Harbur: decreased AI levels, removed bears and rare, dangerous animals;
Added teleport points to streamline Phase 2 tutorial;
Movement Speed & Energy
New sprint multipliers: out of combat -- x1.75, in combat -- x1.35;
"In Combat" status triggers on damage dealt/received (15s duration) and any attacks (5s duration);
Base sprint energy cost increased to 2 pts/sec;
Idle energy regen boosted to 10%/sec;
Reduced the volume of and standardized heavy breathing SFX;
Miscellaneous
Revised automatic castle tax payment system (now applies to all castle lands);
Fixed item pickup vulnerability during teleport activation;
Added rune interaction lock during castle the white phase;
"Saint" karma (up to Lvl 21) and tax exemption (up to Lvl 31) for new players, tax evasion penalty for players over Lvl 31;
Royal treasury redistribution among castles;
Solo/group dungeons as alternate gear/recipe sources (using legacy island assets);
Adding T4-T6 powders to NPC vendors
Relaxed VDB restrictions with normalized cooldowns
Map markers for NPCs in remaining villages/towns
Reduced UI clutter in marker system
Higher priority for:
T2 settlements
T3 counties
T10-12 items
Best regards,
The Atlant Games Team
Hotfix of patch 0.95.222 and Balance Changes
Dear friends,
In addition to fixing the crash issue that occurred in some cases during the first launch, we’ve also addressed yesterday’s controversial changes, which were met with mixed reactions:
In PvP, the increased speed was, to put it mildly, received poorly;
While for non-PvP situations it was received well;
We’ve prepared a series of changes for testing this week and will gather feedback by the end of the week
Our Plans
We want to try the most convenient option for us:
Base movement speed will remain increased by 14%;
Sprint speed multiplier during combat will be 1.35x;
Sprint speed multiplier outside of combat will be 1.75x;
The "in combat" status will activate not only when dealing/receiving damage but also during any attack or spell cast;
There will still be many questions about why sprinting is slowed due to self-casting, but buffs can include regeneration, and where there’s regeneration, healing (HP/MP, etc.) is often nearby. For now, this is what we’ll stick with.
Movement Speed
Base speed remains unchanged (still +14%);
Sprint speed multiplier reduced from 1.75x to 1.35x, resulting in an absolute speed close to the previous sprint (now 4.32 m/s, previously 4.23 m/s);
Energy
Energy regeneration is now percentage-based (1%/2%/6% of max energy for running/walking/standing still)
This significantly surpasses the previous flat regeneration values for higher-level characters;
Flat cost reduced by 25%, overload penalty reduced by 70%;
Jump: 4 + 8*(carried weight/carry capacity) + 20% penalty for repeated jumps within 3 seconds;
Overload impact increased by 60%, penalty duration reduced by 2 seconds;
Dodging: 8 + 16*(carried weight/carry capacity) + 20% penalty for repeated dodges within 3 seconds;
Flat cost reduced by 20%, overload impact increased by 60%, penalty duration reduced by 5 seconds;
These changes standardize overload penalties relative to flat costs and adjust cooldowns for repeated jumps/dodges;
Energy drain effects now scale as:
1% of dealt damage for melee weapons;
0.75% for crossbow bolts;
0.5% for magic ("projectiles");
Magic and Crossbow Bolt Speed/Radius
Crossbow Bolts:
Flight speed increased by 30%;
Radius increased by up to 12%;
Curvature range set to 50m;
Earth Magic:
Small projectile powders: speed +25%.
Medium projectile powders: speed +25%, radius +20%;
Air Magic:
Small projectile powders: radius +20%;
Medium projectile powders: radius +30%;
Water Magic:
Small projectile powders: speed +15%, radius +40%;
Medium projectile powders: speed +15%, radius +40%;
Fire Magic:
Small projectile powders: speed +20%, radius +20%
Medium projectile powders: speed +15%, radius +10%.
Best regards,
The Atlant Games Team
Update 0.95.222
Dear friends,
We apologize for the ongoing issues with quests, but below we will explain why resolving the problems with quest completion has taken longer than expected. The primary reason was the critical need to address another issue—connectivity to servers in the EU region.
We also remind you that the main focus of the current chapter is a complete refactor and reconceptualization of the tutorial, to which we are dedicating nearly all of our team's resources.
Anniversary
We’ll start these patch notes with gifts celebrating the early access anniversary:
Warming Brew х3 per character;
Anniversary Cake x10 per character;
Token: Mountain Pass x3 per character;
Phantom Major Learning x5 per account;
Special Cloak Skin;
You can claim the reward within a week after the update!
EU Region and Alternative Routing
The EU region, as part of the initial concept, remains distributed across servers in data centers in Germany, Russia, and Finland.
Due to circumstances beyond our control—well known to many—issues arose with connectivity to certain locations.
We’ve prepared our own solution for routing to game servers, which, based on our tests, allows seamless connection without a VPN while preserving those precious milliseconds.
Activation is done manually in the main menu.
Quests
The new quest system has received multiple improvements, along with detailed logging for faster bug fixes;
Fixed the issue with quest activation probability (availability);
The gradual migration of quests to the new system continues;
Completely reworked hide quests based on the mob-killing concept (description below);
Fixed an issue with the reroll timer deviation (the event determining quest availability and rewards) for mob-killing quests, which caused a gradual increase in the frequency of this event;
Fazira | Mountain Pass
Reworked the mountain pass leading to Fazira.;
Added a teleportation token to the entrance of Fazira (almost to the entrance). NPCs for creating the token are located in Anthernolle and Oergrad;
• Added a blizzard to the event version of Phazira. This weather condition:
Has its own distinct visual design;
Applies a negative effect to the character (v1);
To remove the negative effect, characters can warm up by campfires or use warming items;
Movement Speed | Energy
Character movement speed increased by 14%.
Additionally, sprint speed increased by another 16% (a total of 32%).
Sprinting will consume more energy;
Fixed the visual mismatch between female character animation speed and movement speed;
Changes
Removed the restriction on using items during combat (now only equipment changes are restricted);
Added a sprint restriction for all medium (M) attack powders during casting (similar to AOE attack powders);
Added a weapon swap restriction during dodge;
Replaced the VFX for the "Meteor" magic spell;
Invulnerability upon spawning in Black Zones now follows the same rules as in Red Zones, meaning stricter conditions for losing invulnerability;
Miscellaneous
Localization fixes;
(Footnote) Settlement Quest Features
Hide Quests Changes - general:
The average quest reward has been increased by 35%;
Each settlement favors two types of mobs: quests for these mobs become active 10% more often and offer 10% higher rewards;
Rewards for hare hides have been increased several times;
Quests with the highest rewards are given by hunters in remote areas, followed by city hunters, and then village hunters;
Settlement-Specific Features:
Anthernolle and Dyrivoy:
High rewards with high variance;
Medium quest activation chance;
Medium DQB stability;
Isgollyne and Harbur:
High chance of "bulk" quests appearing;
Highest rewards and highest variance;
Low DQB stability;
Medium quest activation chance;
Camlasse and Buddre:
Medium rewards and variance;
Medium DQB stability;
Medium quest activation chance;
Oergrad and Reniche:
High quest resistance to DQB;
High quest activation chance;
Low rewards and variance;
Oer’s Wilderness:
Bulk quests with medium rewards;
Brabat’s Wilderness:
High rewards;
Unstable DQB;
Gwasgar’s Wilderness
High DQB stability;
Low reward;
Daerkunn’s Wilderness:
Medium stability;
Medium rewards.
Best regards,
The Atlant Games Team
Update 0.95.176
This update slightly diverts from the roadmap order by incorporating mechanics from the next chapter, as a complete overhaul of the tutorial system is taking longer than we anticipated.
Events
Added a system for scheduled regular events;
Our trial event will be Fazira (starts daily at 00:00, 08:00, 16:00 UTC+0):
Duration: 2 hours;
Increased experience gained in the location (+150%);
Increased Ice Token drop rate (+25%);
Increased cloak drop rate (+10%);
Increased level of all creatures (+20%);
Added "Freeze" powder to the loot;
NPC herb exchanger in the Green Zone exchanges herbs at an average rate (3:1);
Added an NPC herb exchanger in the Black Zone with a favorable exchange rate (1:3);
The teleport to the event Fazira is located at the previous Fazira teleport spot;
After the event ends, all characters return to Harbur;
Former Fazira and Mountain Pass
Added a new location: Mountain Pass, a Black Zone rich in Frostleafs;
Entrance to the original Fazira will be located in this Pass;
Experience from spiders reduced by 50% in former Fazira;
NPC herb exchanger in the Green Zone exchanges herbs at an unfavorable rate (10:1);
Quests
Introduced a new quest system, with a gradual migration of current quests:
Mob-killing quests;
Seasonal bill quests;
For feedback, quests that have already been transferred have the prefix (NEW) in their names;
Fixed an error in quest appearance probability calculation that significantly lowered it;
Fixed an error causing quest progress rollback when switching between servers (seamless transition);
Fixed an error causing setbacks in “collect” quests that were being completed gradually;
Fixed an error in DQB* update where it only occurred during daily (in-game time) reward rerolls for quests**
*DQB — Dynamic Quest Balance: NPCs change quest requirements based on how many times a quest has been completed while keeping rewards unchanged;
**Daily quest reward changes: once per in-game day at a specific time (usually location-dependent), the taler rewards for quests change (range up to +/- 90%);
NPCs
(Fazira) Added an NPC processor for exchanging coins of different types;
Changed the type of NPC processing bills from a quest giver to a processor;
NPC quest givers with seasonal bill offers are now 60% more profitable;
Shields and Blocking
Significantly increased the drop chance for T4-T9 shield recipes and blanks;
Improved shield usage physics;
Temporarily changed the blockingmechanics; now when a shield is raised and hit:
Magic of the "projectile" type (magic arrows) and crossbow arrows deal no damage;
Air magic deals damage considering shield bonuses;
Magic of the "projectile" type with (de)buffs (e.g., Purification Powder) does not apply (de)buffs;
(Temporarily) Melee weapon attacks deal no damage;
The current shield blocking system is being prepared for a new formula and a new parameter for weapons/magic—whether to deal damage when hitting a shield.
Additions
T0 powder vendors in Harbur and Buddre;
A new item type that drops on death but does not block teleportation (includes: Ice Tokens, Frostleafs, rune shards);
Ability to sell Fazira coins on the Market;
Changes
Druid's mana restoration powder ("Inspiration"): Cooldown reduced to 5 sec, cast time reduced to 4 sec, added sprint restriction during use;
25% reduction in debuff from AOE powder "Thunder";
Visual improvements for objects used on mountains;
Fixes
Various inaccuracies in map markers;
(Gwasgar, Oer) Spawn points for stone blocks in quarries;
Localization, names, and NPC titles;
Other
New system for logging all taler transactions in the game;