Patch notes 12 October 2026
Changes that reached players on 12 October 2026.
- Each class has its own badge now: a shield for the Wardbound, a sprouting leaf for the Mender, a pick for the Delver.
- Character select shows each character's class: its emblem and name, beside the name, level and people (a painted emblem until Art's class icons land).
- The animals no longer moonwalk: wolves, tuskers and blight hounds plant their feet and push off as they move, and there's a new grey wolf.
- Walls, piers and the bridge sit on the ground: no gaps under them, no trenches beside them, no ledges to get stuck on.
- Wardbound is the first class you can play, with its own abilities on the class bar.
- The action bar is now the server's bar: abilities you haven't reached the level for show dimmed with the level they open at, instead of looking ready.
- The ground no longer tears. The pieces of ground now meet cleanly where they join, with no gaps, light seams or mismatched colors. That includes the far edges past the grass distance and the river and priory ground you reported. It's the same build as 0.0.306 with only this fix added; the server is unchanged.
- F7 cycles how the world is drawn (lit, colours only, clay, surface directions) so Art can check models. Normal play doesn't change.
- Fixed a build break: the lineup and the earlier grounding fix landed at the same time and didn't compile together.
- The blight is now a front that moves along the farms in order: Haywood first, then Brookside. It only spreads while a player is near, and it never takes towns or ward circles.
- When you take a farm back, it can't be taken again for 2 hours, and that holds even if the server restarts.
- The map shows where the front heads next, and the quest tracker shows your progress taking a farm back.
- Client and server updated together (protocol 22). Both farms start reclaimed on the dev world.
- Monsters stand on the ground now. Before, the bandit, brute, blightling, blightcaller, lurker and tusker floated a few hand-widths above it while standing still.
- Each creature now stands on the lowest point of its idle pose. The game works this out once per creature model.
- Monsters stand on the ground you see, instead of floating above it or sinking into it.
- Bodies fade out where they fell.
- When a farm is reclaimed, monsters summoned by a blight caster now vanish too, even if you killed the caster first.
- The priory's two doorways now have a door frame and an open door.
- Materials (pelts, fangs, hides, tusks) now go into a free crafting bag, which holds up to 500 of each and is never sold. Materials already in your bag move into it once.
- Your main bag now starts at 24 slots instead of 16, existing characters included.
- Ordinary kills pay the coin their materials used to sell for, so earnings stay the same. Materials from elites and bosses no longer sell.
- Quest givers are easy to spot: the world map shows a gold-rimmed ! or ? at any distance, and the minimap keeps far ones on its edge pointing the way, so Hobb's quests show up.
- Every item you hover now ends with what a vendor pays for it: "Sells for" with coins, or "Can't be sold" for starter gear and quest items.
- Stacks show each and the total, e.g. 3c each (30c).
- Quest reward choices show each option's price, and hovering one shows the full item.
- Hovering gear compares it with what you wear in that slot: green up arrows when better, red down when worse, "Equipped" when it's the same piece.
- Fixed props and characters showing pitch-black faces on some sides (most visible on Low settings).
- Bags fill much more slowly: 20 wolf and tusker kills now use about 10 of 16 slots (before: full at kill 15).
- Materials of one kind now share a single stack, up to 200.
- Kills now drop a grey junk item (Matted Fur, Cracked Tusk Tip, ...) or a few copper. Sell junk at any vendor sells all the junk at once, and buyback still works.
- 'Bags full' now shows once instead of repeating.
- The game has sound: footsteps that change with the ground, rain and wind, loot and coin, menu clicks and the bags-full notice (114 sounds from Art; the wolf sounds are placeholders for now).
- New characters start dressed in a Starter Tabard and Starter Leathers, as real items you can see and take off. Characters made before today get them once, the next time you log in. Vendors won't buy them.
- Reclaiming a farmstead: its blighted guards now collapse where they stand and their bodies fade, instead of vanishing mid-fight.
- New ability on key 6: Intimidate (Hold the Line). Channel it for 3 seconds and every enemy within 6 m turns on you and stays on you until someone out-threatens you.
- The action bar now has six slots.
- Character select now shows each character wearing their equipped gear and weapon, instead of standing there in shorts.
- A character with nothing equipped (and the new-character preview) shows the starter tabard and leathers.
- Building floors are painted now: plank floors and packed-earth floors inside houses.
- Looting one body loots every body of yours within 12 m at once. Auto loot is on by default: items go straight to your bags with a small toast each, and the emptied bodies fade.
- With auto loot off (Settings), one combined window lists everything from all of them.
- When your bags are full, what doesn't fit stays on the bodies and the loot window shows it.
- Stone-flag floors no longer show a straight seam every metre.
- People always answer now. Prior Aldwen and every quest giver greet you in their own voice once their quests are done, tell you who has work next, and say goodbye.
- The loot prompt names the creature: "Loot Grey Wolf", or just "Loot".
- Monster names are written in title case everywhere (Grey Wolf, Blight Brute).
- The interaction prompt now sits in a fixed spot a little below and to the right of the middle of the screen, so it never covers what you're looking at.
- It only shows when you're close enough to use the thing; the "Too far" version is gone.
- On a phone held upright it becomes a wider bar under your character, and long names shorten with "…" instead of breaking.
- Wooden floors are a step darker, so characters stand out against them indoors.
- Stone-flag and wooden floors are laid so the 1 m repeat doesn't show once Art's painted floor tiles arrive.
- There's now an interaction prompt at the bottom of the screen: walk up to something you can use and it shows the key, what it does and its name, e.g. "F Talk to Marra" or "F Examine Trampled barley".
- It works for quest objects, people, loot, ward-stones and blueprints; the thing it points at gets a marker, and out of reach it says Too far.
- You can also click the thing (left or right click) instead of pressing the key. The key shown follows your key binding (Interact is F).
- Buildings have real floors now: no grass or flowers growing through them indoors.
- Cottages and shops have wooden board floors, the priory, chapel, bell tower and inn have stone flags, and barns have packed earth.
- The bell tower had no floor; it has one now.
- The stone walls that stood inside Haywood barn are gone.
- The farmhouse chimney no longer pokes up through the floor.
- Making a character now goes in three steps: People, Look, Name, with Back on every step (Esc goes back one step too).
- People: Settler; Smallfolk, Rootfolk and Deepkin are shown as coming later.
- Look: Male or Female, shown on the model as you pick; Skip uses the default.
- There is no class step: every class is open to every character.
- Character select is laid out like other MMOs: your characters are listed on the right, the selected one stands in the middle, and Enter World is one big button at the bottom.
- Making a character has its own screen: pick + New Character at the end of the list; Back, Cancel or Esc returns.
- An account with no characters goes straight to making one.
- Each row now shows the level in full (no more cut-off Level 5), plus Male or Female; Enter starts the game.
- The game window now reopens where you left it: same position, size and monitor, and fullscreen if you were fullscreen.
- If that monitor is gone, it opens on the main screen, fully on screen.
- Quitting the game for an update now closes it the normal way, so your window is saved first.
- When the server restarts, the game now waits for it and rejoins on its own instead of freezing on "The server is restarting."
- The waiting screen shows a spinning ring, which attempt it's on and how long it has waited.
- Back or Esc on that screen stops waiting and returns to the login screen, which has a Reconnect button.
- The quest route now goes over the Amberford bridge instead of around it.
- The piers and dock posts under the bridge no longer block walking on its deck.
Categories Patch notes