New World Dev Tracker

Add our Discord bot to your server to get notified when we find new dev posts!

[FAQ] Server Merges

Luxendra

Häufig gestellte Fragen zur Serverzusammenlegungen

Warum legen wir Welten/Server zusammen?

Wir haben festgestellt, dass eine gesunde Welt/Server Spieler:innen mehr Möglichkeiten bietet, die Welt von Aeternum zu genießen - von Kämpfen in Kriegen und Invasionen bis hin zu Treffen in Tavernen.

Wenn unsere Daten zeigen, dass die Spielerfahrung einer Welt nicht mehr optimal ist, wird das Team untersuchen, warum sich die Bedingungen geändert haben und ob eine Zusammenlegung der Welt mit einer anderen erforderlich ist. Ein Teil unserer Untersuchung umfasst die Suche nach dem am besten geeigneten Gegenstück für Welten, die zusammengelegt werden sollen, um sicherzustellen, dass eure Zeit in Aeternum Spaß macht.

Wie stellen wir fest, ob eine Welt zusammengelegt werden muss?

Wir prüfen einige Dinge, um festzustellen, ob eine Welt eine Welten-Zusammenlegung benötigt, einschließlich, aber nicht beschränkt auf die Bevölkerungsdichte und die allgemeine Aktivität der Welt. Sobald wir festgestellt haben, dass eine Welt zusammengelegt werden muss, vergleichen wir sie mit den vorhandenen Welten im selben Weltset, um eine optimale Partnerwelt zu finden - hierbei vergleichen wir Elemente wie Fraktion, Spielstil und Sprache. Beachtet bitte, dass eine Welt bzw. ein Weltset aus einer Region, z.B. US-West niemals mit einer Welt bzw. Weltset aus einer anderen Region, z.B. US-East verknüpft werden kann - eine Verknüpfung wird nur innerhalb derselben Region durchgeführt (also US West zu US West usw.).

Was passiert, wenn wir Welten miteinander zusammenlegen? Was kann man davon erwarten?

Spieler:innen auf Welten die zusammengelegt werden, sollten keinerlei Fortschritte verlieren (einschließlich Gold, Gegenstände, Fraktionen, Kompanien usw.). Einzige Ausnahme hierbei sind die Territorien die von Kompanien kontrolliert werden – diese gehören weiterhin der Kompanie, deren Welt eine andere Welt in sich aufnimmt.

Beispiel: Welt X muss mit einer anderen Welt zusammenlegt werden. Dabei wurde Welt Y als optimales Gegenstück identifiziert:

  • Die Charaktere der Welt X werden in die Welt Y verlegt – alle Charaktere, Kompanien, Häuser, Gold und Besitzgegenstände bleiben vorhanden - aber Territoriumseigentum und Verträge werden auf der neuen Welt nicht bestehen bleiben.

  • Charaktere der Welt Y sind davon nicht betroffen, außer einem Zustrom von neuen Spieler:innen aus der Welt X. Der Besitz des Territoriums der Welt Y bleibt nach der Zusammenlegung bestehen.

Wir untersuchen beide Welten sehr gründlich, um sicherzustellen, dass die Welten, die wir miteinander verknüpfen, das am besten kompatible Paar sind.

Wie wird man wissen, wann eine Welten-Zusammenlegung zu erwarten ist?

Wir bemühen uns, Serverzusammenlegungen immer mittwochs durchzuführen, um Überschneidungen mit möglichen Updates oder Patches zu vermeiden. Dies ist bei dieser ersten Runde von Zusammenlegungen möglicherweise nicht der Fall, da wir dies mit der Notwendigkeit abwägen, euch schnellstmöglich eine vollere Welt für ein optimales Spielerlebnis zu bieten.

Beide Welten, die miteinander zusammengelegt werden, erhalten eine Benachrichtigung im Spiel, die den Spieler:innen mitteilt, dass sie eine Serverzusammenlegung stattfinden wird. Die zu fusionierende Welt wird am Freitag vor der Fusion informiert - die andere Welt (die einen anderen Server in sich aufnimmt) wird am Montag eine entsprechende Nachricht im Spiel erhalten. Dieser Ausgleich ist darauf zurückzuführen, dass die Welt, in die fusioniert wird, weitgehend unberührt bleibt, abgesehen von der Zunahme der Spieler:innen, vor und nach der Zusammenführung. Außerdem werden wir am Freitag in unseren offiziellen New World-Foren eine spezielle Benachrichtigung über Ausfallzeiten mit einem Link zu diesen FAQ veröffentlichen.

Was passiert, wenn die Zusammenlegung nicht richtig funktioniert?

Das Team wird die Zusammenlegung, während sie stattfindet, genau überwachen und wir werden alle auftretenden Probleme so schnell wie möglich untersuchen und beheben. Um sicherzustellen, dass wir über alle Probleme informiert sind, die nach der Zusammenführung auftreten, werden wir einen temporären Beitrag im Forum erstellen, der sich mit Problemen befasst, die nach der Zusammenlegung aufgetreten sind, sowie alle wichtigen Aktualisierungen im Zusammenhang mit der Zusammenlegung weiterleiten.



[FAQ] Server Merges

Luxendra

World Merge FAQ

Why do we merge worlds?

From fighting your opposition in wars and invasions, to hanging out in the local tavern, we’ve found that a healthy realm provides more opportunities for players to enjoy the world of Aeternum.

In general, when our data shows that the experience in the world has become suboptimal, the team will investigate why conditions changed and if a merge is needed. Part of our investigation includes work to find the most suitable counterpart for worlds destined to be merged, helping to ensure your time in Aeternum is fun and socially exciting.

How do we determine if a world needs to be merged?

There are a few things we look at in order to determine if the world is unhealthy including, but not limited to, population size and overall engagement. Once we’ve identified that a world needs to be merged, we compare it to the existing worlds in the world set to find the most optimal partner world by comparing elements like faction, gameplay style, and language. By merging within a set, this means that a US West world will never be merged into a US East world but a US West world could be merged into another US West world.

What happens when we merge worlds? What can we expect?

Players on these worlds are not expected to lose any progress (including gold, items, faction, companies, etc.); however, territories should still belong to the companies on the world absorbing the merge.

For example, if World X was confirmed as needing to be merged, and World Y was identified as the counterpart:

  • Players on World Y will not be impacted, other than an influx of players on the world. World Y territory ownership will persist after the merge.
  • World X characters will be relocated to World Y - their characters, companies, housing, gold, and owned items should remain intact, but territory ownership and contracts will not persist on the new world.

We thoroughly investigate both worlds to make sure that the worlds we merge are the best compatible pair.

How will we know when to expect a world merge?

We strive to always schedule world merges on Wednesdays to prevent overlapping issues with any potential updates or patches we may have. This may not be the case for this first round of merges, as we are balancing this with the need to quickly provide you with a more full world, for an optimal gaming experience.

Both worlds (the one being merged and the one being merged into) will receive a notification in-game telling players to expect a world merge. The world being merged is informed on the Friday before the merge, while the world being merged into receives an in-game notice the Monday before. This offset is because the world being merged into will remain mostly unaffected, outside of the increase in players, pre- and post- merge. We will also post a dedicated downtime notification on Friday on our official New World forums with a link to this FAQ.

What happens if the merge doesn’t work properly?

The team will be monitoring the merge as it happens and we will investigate and address any issues that arise as soon as possible. To ensure that we are aware of any issues that happen after the merge, we will open a temporary thread on the forum dedicated to issues that you’ve experienced post-merge, as well as relay any important updates related to the merge.



Exploit Discovered, Need Point of Contact to Avoid Posting Details

Luxendra

DMs for CMs should be opened. You can message me with the information.



Join our Dev Team in the PTR!

Luxendra

Hi everyone!

Join the Developers in the PTR to play Outpost Rush and destroy Corrupted Breaches at 2021-12-07T00:00:00Z!

Please find the instructions below for participation:

  1. Select Region: US East / World: US East PTR 1
  2. Select or create a level 60 character for use in Outpost Rush.
  3. Navigate to your faction representative in the nearest settlement to take part in Outpost Rush for the playtest.
  4. Allocate your Attribute Points and Weapon Mastery Points in the Progression Menu
  5. Open up the gear boxes to equip Duffel Bag, Gems, Tools, and choose your weapons and armor
  6. Form groups if desired before joining the queue for Outpost Rush.
  7. Interact with your faction rep in the nearest settlement, if this is the first time interacting with them you may need to select “Why did you give me this dye?” to unlock queueing for Outpost Rush.
  8. Once available, select “Join Outpost Rush”, then select “Join as a solo player” or “Join with your group” depending on if you’re grouped with other players. You are now in queue for Outpost Rush!
  9. Once 32 players have entered the queue, invites will be sent, the remaining 8 will be backfilled and also receive invites, please continue signing up once the first match has begun, we should have enough for multiple games!
  10. Accept the invite to be taken to the Outpost Rush match.

Outpost Rush Game Mode Instructions:

  1. Capture outposts to get points (stand in the center - works just like capture points in war)
  2. First team to 1000 wins (if no team has 1000 points after 30min, first team to get more points wins)
  3. Gather “Infused” resources: infused wood, infused ore, infused rawhide (blue trees, blue rocks, and wolves)
  4. Use those “Infused” resources to build structures at your outposts

After players complete a full match of Outpost Rush, group up with nearby players and fight back the corruption in your territory!

Have fun and see you in Aeternum!



We need server merges!

Luxendra

We have our first server merge slated for Wednesday. [Notice] Server Merge Mardi and Brittia - Central EU

This will be the first merge we attempt on the live game so the team will be monitoring this closely to ensure that it progresses smoothly.



[Notice] Server Merge Mardi and Brittia - Central EU

Luxendra

World Merge FAQ

Why do we merge worlds?

From fighting your opposition in wars and invasions, to hanging out in the local tavern, we’ve found that a healthy realm provides more opportunities for players to enjoy the world of Aeternum.

In general, when our data shows that the experience in the world has become suboptimal, the team will investigate why conditions changed and if a merge is needed. Part of our investigation includes work to find the most suitable counterpart for worlds destined to be merged, helping to ensure your time in Aeternum is fun and socially exciting.

How do we determine if a world needs to be merged?

There are a few things we look at in order to determine if the world is unhealthy including, but not limited to, population size and overall engagement. Once we’ve identified that a world needs to be merged, we compare it to the existing worlds in the world set to find the most optimal partner world by comparing elements like faction, gameplay style, and language. By merging within a set, this means that a US West world will never be merged into a US East world but a US West world could be merged into another US West world.

What happens when we merge worlds? What can we expect?

Players on these worlds are not expected to lose any progress (including gold, items, faction, companies, etc.); however, territories should still belong to the companies on the world absorbing the merge.

For example, if World X was confirmed as needing to be merged, and World Y was identified as the counterpart:

  • Players on World Y will not be impacted, other than an influx of players on the world. World Y territory ownership will persist after the merge.
  • World X characters will be relocated to World Y - their characters, companies, housing, gold, and owned items should remain intact, but territory ownership and contracts will not persist on the new world.

We thoroughly investigate both worlds to make sure that the worlds we merge are the best compatible pair.

How will we know when to expect a world merge?

We strive to always schedule world merges on Wednesdays to prevent overlapping issues with any potential updates or patches we may have. This may not be the case for this first round of merges, as we are balancing this with the need to quickly provide you with a more full world, for an optimal gaming experience.

Both worlds (the one being merged and the one being merged into) will receive a notification in-game telling players to expect a world merge. The world being merged is informed on the Friday before the merge, while the world being merged into receives an in-game notice the Monday before. This offset is because the world being merged into will remain mostly unaffected, outside of the increase in players, pre- and post- merge. We will also post a dedicated downtime notification on Friday on our official New World forums with a link to this FAQ.

What happens if the merge doesn’t work properly?

The team will be monitoring the merge as it happens and we will investigate and address any issues that arise as soon as possible. To ensure that we are aware of any issues that happen after the merge, we will open a temporary thread on the forum dedicated to issues that you’ve experienced post-merge, as well as relay any important updates related to the merge.



[Notice] Server Merge Mardi and Brittia - Central EU

Luxendra

Greetings Adventurers,

We will be merging Mardi into Brittia on 2021-12-08T15:00:00Z.

From now until the merge, players in these worlds will not be able to transfer servers. They will see a banner at the bottom of their screen reminding them of this merge when they enter game.

Please see the FAQ below for more information.



1.2 Hidden changes

NW_Mugsy

You can find the December PTR patchnotes here: December PTR Patch Notes
We’ll work to get them up earlier in the future.



1.2 Hidden changes

NW_Mugsy

No, I am linking to notes provided by the actual team, this was not generated from Reddit datamining.



1.2 Hidden changes

NW_Mugsy

We hear your ask and we have posted December PTR Patchnotes here: December PTR Patch Notes

Please keep in mind these patch notes are for the PTR and may not reflect Update 1.2 on the live game.



December PTR Patch Notes

Luxendra

This is the December Public Test Realm Patch notes. Please keep in mind that information here is subject to change between now and the December Monthly Release.

December End Game Update

Based on feedback on the High Water Mark system and our desire to have a compelling and diverse end game, we’ve made some major updates to the end game in this release. For more details on our vision and future changes coming, please see this dev corner article: [Dev Blog] End Game Update - #2 by Zin_Ramu

  • Renamed High Water Mark to Expertise and now display Expertise values in the UI
    • On the paper doll each slot will now display what the current Expertise level of that slot is
    • An Average Expertise value is also shown above Average Gear Score on the paper doll
    • Players will get a level up banner whenever they increase their Expertise
  • Introduced Gypsum resource that can be acquired by performing a variety of end game activities each day
    • Obsidian Gypsum – defeating level 60+ open world named bosses, typically found in Elite Landmark
    • Sapphire Gypsum – defeating the final bosses of The Lazarus Instrumentality and Garden of Genesis
    • Ruby Gypsum – found in Outpost Rush Caches
    • Emerald Gypsum – found in Trade Skill Aptitude Reward Containers
    • Citrine Gypsum – found in Arena Caches
    • Amethyst Gypsum – found in Breach Caches
    • Topaz Gypsum – found on hostile creatures Level 55+, but only after consuming a special Attunement Potion that can be crafted at a Tier 5 Camp. Craft the potion, drink it, and start defeating Level 55+ hostile creatures anywhere in the world to find them. This potion can only be crafted once per week!
  • Introduced a Kiln station in all end game zones that allows players to craft Gypsum Orbs from the various types of Gypsum. Gypsum orbs can then be crafted into Gyspum Casts of any weapon, armor, or trinket type. Opening a Gypsum Cast will guarantee an expertise bump and reward players with a gear of the cast type.
  • Tuned down the general chances of getting an Expertise bump to compensate for the guaranteed bumps that were added with Gypsum. Elite chest odds were reduced a little, but open world bosses were reduced a lot. Expedition Bosses remain the same.
  • Adjusted the potential range of an Expertise increase based on the Expertise level. In general, the ranges stay slightly wider for further up the progression range, which translates into less overall “increase moments” required to reach the cap (so on average most people will get there with fewer bumps required).
  • Increased the rewards for Expeditions to further incentivize doing them
    • In addition to gypsum drops, each expedition boss will guarantee a random Expertise bump (note Arena bosses also guarantee a bump)
    • Fixed all chests in Lazarus and Garden of Genesis so they have a chance to provide end game Expertise bumps
    • Added Timeless Shards to Expeditions (see below for details)
  • Introduced Timeless Shards - a new crafting ingredient that can be used to guarantee specific stats on weapons and armor
    • A Timeless Shard is a Crafting Artifact that enables the player to craft an item with a specific Attribute Bonus on it while still being able to use a Craft Mod to guarantee a perk.
    • Timeless Shards are guaranteed to drop from Expedition Bosses and have a chance to drop from Elite Chests in Expeditions and Elite POIs
  • Adjusted 2 POIs to become end-game content
    • The Malevolence Elite POI in Edengrove was upleveled to level 66 content and now has 6 Elite chests that can all provide end game Expertise bumps
    • The Imperial Palace + North Dynasty Shrine Elite POIs in Ebonscale reach were upleveled to level 66 content and how have 8 Elite chests that can all provide end game Expertise bumps
  • Increased the level of end game corrupted breaches to 66
  • Made a number of adjustments in the end game difficulty to compensate for some accidental overtuning we did in the November patch. Our goal here is to find a middle ground between the too easy end game content we had pre-November and the overtuned HP sponges we had afterwards.
    • Myrkgard Difficulty Adjustments - reduced the difficulty of Corrupted Acolytes, Cooks, Priests, Ogres, and Commanders
      • Added an Elite Chest to Upper Harrow in Myrkgard, near the named Commander “Archos Imperator”
    • Ebonscale Reach Adjustments - reduced the difficulty a variety of named AI in the open world: Alligators, Boars, Bears, and Withered Grunts
    • Imperial Palace / North Palace Shrine Difficulty Adjustments - reduce the difficulty of the named Bear, Corrupted Tigers, Dynasty Spearmen, Dynasty Summoners, and Dynasty Warriors.
      • Relocated Daisy the Dancing Bear and renamed and moved Morgolf.
      • “Forbidden Ritual” POI has been discontinued and replaced with a Fast Travel option.
      • Several Elite chests were moved into the final boss encounters of Imperial Palace and North Palace Shrine
    • Scorpius Difficulty Adjustments - reduced the difficulty of the Elite Tendrils and Hellmouths, and the named corrupted Heavy
    • Ambusti Superior / Inferior POIs - replaced 2 Large Supply Chests with Elite Chests
      • Additional Corrupted Musketeers were added to both POIs
    • Deadman’s Cove POI - reduced the difficulty of the named ghost
    • Brightwood Isle POI - reduced the difficulty of the 2 named ghosts
    • Periville POI - reduced the difficulty of the named alligator, ghost, and undead hunter
    • Mangled Heights POI - reduced the difficulty of the named corrupted elk and corrupted acolytes
    • Eridanus POI - reduced the difficulty of dryad shamans
    • Caminus - moved an existing Elite chest into the boss encounter with Caminus Gate Lord
    • Svikin’s Stand - reduced the difficulty of the two named acoloytes and the named workman
    • Eternal Pool POI - reduced the difficulty of dryad shamans
      • Also added a new platform, stairs, and walls so that Viridulon the Rootbound can navigate to players outside of combat area.

World Experience

World

Winter Convergence Holiday Event - 12/14/2021 through 1/11/2022

  • The holiday of Winter Convergence is upon Aeternum! Marked by the appearance of increased snowfall and Northern Lights in the sky (ala Aurora Borealis) this is a time of duality and dichotomy as the Yeti, the Winter Wanderer, comes to the land. While in the settlements gifts are exchanged to mark the passing of the year, outside the safety of the walls there rages a wintry war between the positive forces of Winter (slumber, perseverance) championed by the Winter Wanderer’s positive side and the negative forces of Winter (death, stagnation) championed by the Winter Wanderer’s negative side. The player takes on the cause of the Winter Wanderer to collect Winter Tokens from repeatable events across the island, able to turn them in to a Holiday Shop containing rare and cosmetic items. The Winter Wanderer’s positive aspect grows in power with each Token collected and turned in.

  • Ice Caves are appearing all over Aeternum because of the Winter Warrior’s desire for a Forever Winter. They are snowy and icy caves that the yeti use their powers to freeze up and make snow fall. The rest of Aeternum will look like these Ice Caves if the onslaught of the Warrior is not stopped! These caves will remain behind after the event as scars on the land, sources of wintry magic that refuse to melt even with the Warrior’s eventual defeat by the player.

  • Icy winds and the Winter Wanderer bring with them new armors, weapons, furnishings, skins, consumables, and a delightful “present gifting” emote; all themed off the wonderful Aeternum holiday of Winter Convergence!

    • Winter Villages
      • The Winter Wanderer has set up four villages to facilitate the joy and cheer of Winter Convergence! Visit these villages in Everfall, Monarch’s Bluffs, Weaver’s Fen, and Brightwood to meet the Winter Wanderer and carry out his holiday quests!
    • Activities
      • The Convergence Spirit -* Celebrate the spirit of the season by giving a helping hand in decorating your favorite Settlement!

        The Convergence Spirit is a special Town Project that allows players to complete special Town Project Quests to upgrade each Settlements Tree of Light for improved daily rewards!

      • Lost Present Recovery –* Those dastardly Frigid Folk are spreading their mischief and stealing present across Aeternum!

        Located throughout the world are Lost Presents to be recovered and turned in for Winter Tokens at the Winter Village Holiday Huts.

      • Gleamite Collecting –* Bright, glittering, gleaming Gleamite meteors of a multitude of color fall from the nights sky during this time of the year; as destructive as they are beautiful!

        Gleamite Showers are a new random, dynamic event that occurs at night throughout Aeternum. Keep your eyes and ears open as you search for locations where the showers are most prevalent. Exchange the harvested crystals for Winter tokens at the Winter Village Holiday Huts. Happy hunting!

  • Quests

    • Winter Convergence Quests - 7 new quests for the Holiday event.
      • (Questline ranges from level 25 to 60)
    • Improvements to Main Story Quests:
      • “Destiny Unearthed” gets a solo-able option
      • “The Nose Knows” has improved level design, and new tasks associated with actually acquiring the “ingredients” for Bear Repellant
      • “Triumphant Return” now requires players to extinguish fires in Fort Alazar before rescuing Rima
  • Supplemental Territory Quests

      • 16 new quests added to Mourningdale
      • 13 new quests added to Restless Shore
  • New “Housing” Quests

    • 7 new quests added that are unlocked as players progress in their Territory Standing. These quests allow players to assist an idealistic architect as he undertakes a bold mission to contruct new houses out in the wilds of Aeternum. The architect will extol the virtues of Home Ownership and reward players with new furniture and decor!
    • Seek out Giacomo Altovoli in the Settlement in First Light, Everfall, Monarch’s Bluffs, or Windsward to get started (completion of “Encroaching Corruptuion” required

Notable Fixes

  • Add more info to tell players that PvP Faction Mission PKs doesn’t reset on death
  • Fixed an issue where killing Corrupted Tendril AI did not progress the “Adiana’s Fountain” quest
  • Removed “Elite” Quest Prereqs for L40 Weapons & Armor Quests where possible
  • Support added to display the Spirit shrine icons on the map like other POIs in the world
  • Quest marker for Visions of Invaders is now shown on the Map
  • Fixed issue where some Mourningdale NPCs don’t have Map Markers for quest acceptance and turn in
  • Fixed issue with players farming Captain Thorpe after clipping through Myrkgard Cathedral. Was not intended to be a combat target
  • Fixed issue where players were able to clip through the walls of the attacker war camps

General AI

  • Abominations
    • Fixed an issue with bite and swipe attacks on larger, scaled Abominations that made them miss.
  • Ancient Guardian Mage
    • Fixed an issue causing the Mage’s Rolling Spell to sometimes hit behind the mage.
  • Ancient Guardian Reaver
    • Fixed an issue that could cause the Reaver to die at the end of his retreating state.
  • Big Cats
    • Fixed an issue causing cat-type AI to not respect level disparity for perception.
  • Brutes
    • Removed the “Gravity Vortex” ability from the Outpost Rush Corrupted Ogre.
    • Fixed an issue preventing Outpost Rush Corrupted Ogres from being staggered.
    • Fixed an issue preventing Invasion Brutes from being staggered.
  • Dynasty Musketeer
    • Fixed an issue causing the Musketeer to sometimes choose retreat positions that required them to run long distances to a position that is nearby.
  • Entropy
    • Fixed an issue preventing Entropy from being gathered.
  • Heavy
    • Fixed an issue causing Heavy AI characters to not properly play their stagger animation.
  • Spring Stag
    • The Spring Stag has cleaned up its diet and will no longer drop motes while it moves.

Dungeon AI

  • General Dungeon AI
    • Fixed a rare issue that allowed Boss enemies to prematurely use their group wipe ability to kill all players.
  • Amrine Excavation
    • Simon Grey
      • Fixed a very rare issue allowing Simon’s Consume ability to deal damage to himself.
  • The Depths
    • Fixed an issue causing AI to get stuck in the Retreating state in The Depths.
    • Archdeacon Azamela (spelling?)
      • Fixed an issue that rarely allowed the Archdeacon to see and target players outside of his room.
    • Captain Thorpe
      • Darkness Calls fire ring will now apply a single tick of damage and burn when players run into it.
      • Fire Charge will now more rapidly apply 3 stacks of Burn.
      • Burn is now capped at 3 stacks (down from 5).
  • Dynasty Shipyard
    • Isabella’s Tigers
      • Fixed an issue causing Isabella’s cannons to not properly deal damage on impact.
      • Fixed an issue causing Isabella’s wave beam attack to hit players twice.
      • Increased the aggro radius for Isabella’s Musketeers so that they always target a player.
    • Empress Taiying (spelling?)
      • The Empress will now dash to players who are far away.
      • Fixed several issues that allowed the Empress to accidentally kill players who were in Death’s Door.
      • Fixed an issue allowing the Empress’s Corruption Wave to hit a player twice if they were standing between two waves of corruption.
  • Lazarus Instrumentality
    • Demos
      • Fixed an issue that could cause Demos’ lunging spear attack to miss players in melee range.
    • Cilla
      • Fixed an issue causing Cilla’s Arcane Wave attack to hit players twice.
      • Fixed an issue causing Cilla’s Arcane Snares to execute players who were in Death’s Door.
      • Fixed an issue causing Cilla’s Arcane Bomb spell to continue casting after she is dead.
        • Note: There is still 1 case that allows this to happen and we’re looking into solutions

AI Affixes

  • Adjusted Slicer
    • Decreased spawn rate: 1 slicer / 5 seconds → 1 slicer / 10 seconds
    • Increased duration: 10 seconds → 20 seconds
    • Fixed issue where standing on top of the slicer would not continue to apply damage

Combat

Due to an issue in our initial PvP damage formula that caused lower gear to be more beneficial in damage mitigation, we have updated our formula. We look forward to hearing your feedback on this update.

  • PVP damage formula update
    • Adjusted the way armor mitigation was calculated to use enemies’ gear score value instead of your average gear score.
    • To adjust for the difference in armor mitigation we increased damage low level players do to higher level players and reduced the damage that higher level players due to lower level players.
  • Crit damage application
    • Critical damage bonuses from masteries or perks are now applied additively instead of multiplicatively. On average, this will reduce the extra damage they provide by 3-5%.
  • Buffer Windows
    • A general consistency pass has been done across all weapons to adjust the buffering windows for dodges, abilities and basic attacks. The updated buffer windows starts on the first frame of the attack that would deal damage or on the first casting frame in the case of abilities that do not deal damage.

Rapier

  • Tondo: Fixed a typo in the description.
  • Fleche: Updated how this ability interacts with gravity to prevent it from being used to traverse up steep inclines.
  • Heavy Attack: Reduced recovery time by ~5 frames.
  • Swiftness: Fixed an issue where the haste applied by this passive ability was applying at a shortened duration with each use.

Fire Staff

  • Burnout: Updated how this ability interacts with gravity to prevent it from being used to traverse up steep inclines.
  • Meteor Shower: Fixed an issue that allowed this skill to deal damage to targets through Fort Gates and War Camp gates.
  • Watch It Burn: Fixed an issue that prevented this passive ability from functioning.

War Hammer

  • Path of Destiny
    • Seismic Waves: Reduced hitstun from 30 frames to 10 frames.

Bow

  • Rain of Arrows:
    • Fixed an issue that allowed this skill to deal damage to targets through Fort Gates and War Camp gates.
    • The bleeding effect from Rain of Arrows can no longer be stacked by multiple players using the ability on the same target. This change was made to keep the ability consistent with other AoE skills that can be stacked on top of each other.
  • Penetrating Shot
    • Blood Soaked Arrow: Fixed an issue that caused this upgrade to increased damage with each hit instead of after each hit.
  • Surprise Attack: Updated description of this passive ability to specify that its effect is per target.
  • Improved all Aim Down Sights transitions between abilities and primary shot. This also addresses an issue that prevented Penetrating Shot and Poison Shot from being canceled after exiting the shots.
  • Mark upgrade: Fixed an issue where the damage increase would not cap, it will now cap at 30% damage increase against enemy with debuff.

Hatchet

  • Aimed Throw: Increased recovery before being able to cancel out from frame 3 → 14.
  • Heavy Attack: Reduced recovery time by ~5 frames.

Musket

  • Fixed an issue where the musket would reload slower when stamina was depleted.
  • Fixed an issue where the player’s back warped unnaturally while sheathing the musket in the prone position.
  • Fixed an issue where the shoot animation was skipped, which unintentionally increased the Musket’s rate of fire.
  • Fixed an issue that caused Musket charged shots to not be expended while firing from the crouched position.

Life Staff

  • Splash of Light
    • Purify: Updated description to specify that the target must be healed for debuffs to be removed.
  • Beacon: Fixed an issue where the healing buff would persist on the caster after leaving the circle.

Ice Gauntlet

  • Ice Pylon
    • Pylon Dodge: Updated tooltip to better match functionality.
  • Ultimate Chill
    • Updated Ultimate Chill’s status bar debuff tooltip to be consistent with the Weapon Mastery tooltip.
    • Fixed an issue that caused Ultimate Chill status effect icon to appear to stack.
  • Blocking Stamina: Fixed an issue that allowed this passive ability to give stamina when the player was out of mana.
  • Heavy Freeze: Updated description to more accurately describe the cooldown.
  • Ice Tomb:
    • Increased Ice Tomb health from 50% to 75% of caster’s health.
    • Entombed Burst: Reduced mana cost from 20 mana to 10 mana.

Sword and Shield

  • Heavy Attack: Reduced recovery time by ~5 frames.

Great Axe

  • Charge: Updated how this ability interacts with gravity to prevent it from being used to traverse up steep inclines.
  • Enduring Strike: The grit windows for attacks empowered by this passive ability have had a consistency pass to make sure that they only last until the end of the strike windows.
  • Blood Lust:
    • Updated description to clarify the correct effective range of 15m.
    • Haste bonus reduced from 30% to 20%.
  • Light attacks and non fully charged heavy attack: Reduced homing range detection from 4.5 meters to 3.5 meters.
  • Base Crit Damage: Reduced from 40% to 30%.
  • Reap: Damage on initial pull reduced from 110% weapon damage to 70% weapon damage.

Void Gauntlet

  • Putrefying Scream Perk
    • Reduced the max percentage it could scale up to from 50% to 30%.
  • Voidcaller
    • Fixed an issue where Voidcaller passive could trigger with regular basic attacks.
    • Fixed an issue where the Voidcaller cooldown would reset when swapping weapons.
  • Glimpse of the Void: Fixed an issue where the Glimpse of the Void cooldown would reset when swapping weapons.
  • Orb of Decay
    • Detonating Orb: Fixed an issue where Detonating Orb could trigger backstabs.

Spear

  • Increased hitshape size, and homing on all thrust attacks.
  • Skewer: Increased lunge distance by 50%.
  • Perforate: Increased rotation speed during the ability.
  • Strong Conditioning
    • Fixed an issue where the Strong Conditioning buff could be canceled by using a Honing Stone.
    • Strong Conditioning no longer shows a text pop-up when triggered.

Dodge

  • Fixed an issue where you could repeatedly dodge while in the exhausted state if you weren’t pressing any directional inputs.
  • Abilities which previously only prevented dodging (such as Ice Shower) have been updated so that they now also prevent jumping.

Navigation

  • Crouch/Prone: Crouch and prone can no longer be toggled while holding the block button.
  • Fixed an issue where traversing with Auto-Run and Auto-Traverse had a slight movement pause.
  • Fixed an issue with character leg animations when sheathing staff weapons.
  • Fixed an issue with weapons sometimes not equipping properly when players quickly switch between crouch/stand into prone.
  • Fixed an issue where players could clip through outcropping collision by using certain abilities while prone.
  • Fixed an issue where players could desync their unsheathed weapon by repeatedly using prone and dodge commands.

Perks

  • Exhilarate (Gem Perk): Updated description to clarify that the damage bonus applies when the gem owner’s health is below the specified percentage rather than their target.

  • Retaliate (Gem Perk):

    • Updated description to clarify that the effect provided by this perk only lasts for a specific number of hits and added a status effect icon that will appear while the effect is active.
    • Also increased the number of hits player can perform while retaliate is active from 1 → 3
  • Keen Berserk: Fixed an issue where the perk tooltip was displaying inaccurate HP percentages.

  • Additional perks added:

    • Logging Efficiency - Logging speed increased by 3%-15%.
    • Mining Efficiency - Mining speed increased by 3%-15%.
    • Skinning Efficiency - Skinning speed increased by 3%-15%.
    • Harvesting Efficiency - Harvesting speed increased by 3%-15%.
    • Plagued Crits - Critical strikes against target below 50% health inflict disease for 12s, reducing healing effectiveness on the target by 10%-40%.
    • Plagued Strikes - Heavy attacks against targets inflict disease for 8s, reducing healing effectiveness on the target by 10%-40%.
    • Thwarting Counter - Deal 10%-25% additional damage against targets with active grit.
    • Thwarting Strikes - Deal 3%-12% additional damage while you have active grit.
    • Trenchant Strikes - Fully charged heavy attacks deal 3%-15% additional damage.
    • Trenchant Crits - Fully charged heavy attacks deal 5%-20% additional Crit damage.
    • Trenchant Rend - Fully charged heavy attacks apply rend for 7s, reducing target’s absorption by 4%-15%. (12s cooldown).
    • Trenchant Recovery - Fully charged heavy attacks heals the player for 10%-30% of the damage dealt.
    • Physical Aversion - You take 2%-4% less damage from ranged physical light and heavy attacks.
    • Elemental Aversion - You take 2%-4% less damage from ranged elemental light and heavy attacks.

Outpost Rush

  • Initial spawn areas now have barriers preventing enemies from entering.
  • Fix to a crash when exiting Outpost Rush.

Miscellaneous

  • Mana: Fixed an issue where players could drop below 0 mana.
  • Consumables: Using a consumable will now cancel aiming.
  • Weapon mastery descriptions: Naming pass and fix to multiple grammatical errors in ability descriptions.

Economy/Progression/Rewards

Trade Skill Aptitude

We want to continue rewarding the efforts you make to craft items for yourself, your friends, or to make a buck on the Trading Post, so we have introduced Trade Skill Aptitude!

  • Upon reaching level 200 in a Trade Skill, the Leveling Circle will update to show 3 markers equidistant from each other on the circle.
  • Earning Trade Skill XP will begin progressing you again, and when you reach one of these markers, you will be awarded with a container of useful items that are (mostly) trade skill relevant, such as Craft Mods, special ingredients, and even schematics and recipes!
  • Each subsequent marker awards a more spectacular container with more rewards than the one before.
  • Gaining enough XP to go all the way around the circle will increment the Aptitude Counter by 1. This counter will keep counting so you can keep track of how many times you’ve wrapped your progression around the top level.
  • We have also introduced a new type of reward with this system: Equipment Patterns.
    • Equipment Patterns are Crafting Artifacts that enable you to craft a guaranteed Gear Score 600 item that has a specific appearance.
    • Patterns require a significant amount of powerful crafting resources to create, but guarantee a GS 600 item.
    • Patterns still roll perks and players have the normal amount of control over their outcome with Craft Mods and Azoth.
    • Equipment Patterns have a small chance to drop from Arcana, Weaponsmithing, Armoring, and Engineering Aptitude Reward Caches.

Refining

  • Added refining recipes that let you refine 250 of a T5 raw ore, wood, fiber, or rawhide into 1 legendary material. For instance, you can now convert 250 Orichalcum Ore into 1 Tolvium.
  • Orichalcum Ingots can now be crafted with Platinum as well as Starmetal.

Rewards

  • There are a number of Knights in the game that have valuable named items for players around level 20-25. Seek them out and take their treasures from them!
  • Added Tier 5 Amulet, Ring, and Earring drops that randomly roll all stats and gear score to all Level 60+ content. Previously, there were only named trinkets dropping at this tier, so this should accelerate Trinket Expertise, as well.
  • The Gash Named Ring previously had the incorrect gem slotted into it (a weapon gem), it now correctly has an armor gem in it.
  • Faction shields no longer have a damage perk on them (Enchanted). Round shields now have Refreshing Ward, Kite Shields have Keenly Fortified, and Tower Shields now have Hated.
  • The “Moonless Night” void gauntlet was renamed to “Wine Dark Night”
  • The Primordial weapon set was previously missing a Tower Shield and Ice gauntlet. These have been added and drop from the same activities as other Primordial weapons.
  • Boots of Channeled Energy previously had an incorrect perk (Siphoning). This perk is only available on weapons and has been swapped out for Afflicted.
  • The Unhallowed Soul of Myrkgard Named AI erroneously did not have any have any drops. It now drops 3 named items, a spear, a life staff, and an amulet.
  • More feminine armor appearances have been added to the game as world drops.

Fishing

  • Madtom fish now breaks down into Madtom Toxins which can be used in alchemy (also a chance of fish oil on breakdown)
  • A number of fishing armor items are now eligible to be bought/sold on the trading post. These are all items that a player could potentially not get during fishing quests as the reward boxes sometimes roll 1 piece out of 2 or 3 at random. This fix ensures that all players have access to all pieces of armor to complete every set, if they wish.

Notable Bug Fixes

The token and coin cost of the Tier 2 Faction Health and Mana Potions for Syndicate now match the other factions: 50 & 30 tokens respectively instead of 100.* War previously did not drop a War Void Gauntlet. It has been added in as a possible reward for that activity.

  • Fixed an issue that was causing Void Gauntlets to not naturally roll their ability-specific bonuses when dropped and crafted.
  • Fixed an issue that was causing chests in Lazarus Instrumentality and Garden of Genesis to not respect the Gear Score value of the Expedition
  • Fixed an issue that was causing the Outpost Rush End Game Overview to display 0 for all Assists.
  • Fixed a display issue with Outpost Rush compass icons that could cause them to disappear, which should also address some other compass-related issues.
  • Fixed an issue causing Trading Post purchase taxes to go to the settlement at which an item was listed for sale instead of the settlement where it was purchased.
  • Fixed an issue that was causing the Nothingness Void Gauntlet to require Eternal Ice instead of an Empty Heart to be crafted.
  • Fixed an issue preventing forms of tallow from being used as a crafting mod when crafting items. (The relevant perks are: Accuracy, Mortal Refreshment, and Refreshing Toast)

UX, UI, & Social

Updated Loading Screen System

  • Adjusted system so that it loads in different screens depending on where player is loading into
  • Added tips to the loading screens
    • These will be a mix of general tips and tips specific to your destination

Updated Social And Navbar UI

  • Updated the art and layout of the menu for improved readability
  • Updated notification numbers to be more noticeable
  • Increased room for social panel and made it more readable

Notable Fixes

  • Improved logic of Azoth cap warning so that it only occurs at certain thresholds, should be way less spammy
  • Fixed a number of issues with the compass that should make it more reliable when switching game modes
  • Fixed the icons for town project crafting. They now show the town project blue icon not the standard yellow quest icon
  • Only show the message stating that you can not damage other players when not PvP flagged once. These messages got annoying doing PvE content with other faction members
  • Added audio to a bunch of UI actions to help provide feedback the action was successful - repairing gear, entering housing sub menus, changing sub menus in the company section, expanding/collapsing lists in crafting stations, from filter boxes, and when changing chat feeds
  • Fixed an issue that was causing pings within some expeditions to display under ground
  • Added ambient audio to various crafting and refining stations
  • Better support for multi-monitor setups
  • We now provide information on that maximum number of unique items a storage shed can hold
  • Fixed a bug where when rapidly salavaging items sometimes the game incorrectly salavged a random item of the type your cursor was over
  • Fixed an issue that sometimes caused players to stop recieving banner notification for friend, group and company invites
  • Gave players more descriptive options when reporting abusive chat. Now players can choose between abusive text or voice chat.


Turkey terminator title is used for RACISM

NW_Mugsy

Thank you for surfacing this concern, hopefully it is clear in this case our intended use of the word Turkey refers to the in-game animal. We will share your concerns with the team. If anyone in-game violates our Code of Conduct with hate speech or racist remarks please be sure to report them as this behavior is not tolerated.



1.2 Hidden changes

NW_Mugsy

I think there is a disconnect. For PTR we generally provide notes on where we want folks to test but have not posted full release notes for those tests. I am referring to live product release patchnotes. Update 1.2 would be a live product release.



1.2 Hidden changes

NW_Mugsy

As mentioned above, I understand that we have dropped the ball on providing fully comprehensive patch notes in the past and when Update 1.2 releases our goal is to include all the changes introduced. I don’t think we’ll be perfect but we know this is a place we have to improve.



[Dev Blog] End Game Update

TigerCr4ne

Thank you for your participation and feedback about the Gypsum system! We hear you on the coin cost associated with crafting Gypsum Orbs and Casts, and because of your feedback, we will dramatically lower the coin costs before the feature hits the live game.



1.2 Hidden changes

NW_Mugsy

If I am saying anything patronizing please let me know, that isn’t my intention or how I feel as I am responding. So if there are things coming off that way definitely not what I mean to do.



1.2 Hidden changes

NW_Mugsy

I agree with you in that we need to continue to iterate on how to use PTR to get the most out of the feedback we receive from testers prior to that build being tagged for release.



1.2 Hidden changes

NW_Mugsy

If you are talking about PTR feedback, we should be providing a list of areas where we want folks to test. If you are talking about live game feedback we hope that people play and experience the changes then provide feedback on how it has impacted how gameplay feels. For example, when we have a major update we likely won’t put up focused feedback threads for 48 hours so folks can actually play the changes and report on their experiences and pair that with data.

New World is a living game, it will change a lot and the team will listen to feedback, implement changes, listen to feedback and implement changes and so on.



1.2 Hidden changes

NW_Mugsy

Yes, there have been mistakes made and we will have to earn back any trust we have lost.



1.2 Hidden changes

NW_Mugsy

Unfortunately, while we collected valuable feedback during the last PTR it requires additional time to implement so folks rightfully felt like it was not heard at all. We do care about feedback, the team is listening, and we will continue to work with our players to shape New World.



Stream Team

Dev Tracker