Embers and Item Forging
Added Embers, a new character bound currency earned through normal gameplay.
Embers can come from Elite enemies, Arena wins, World PvP, dungeon bosses and Heroic+ completions.
Higher Heroic+ levels and full parties provide better Ember rewards.
First-time Heroic+ unlocks award an additional Ember bonus.
Players can use owned or public anvils to improve Rare, Epic and Legendary equipment.
Added Forge Once and Forge All options.
Forged items keep their existing attributes while increasing their Power Level and displaying a + upgrade level.
Item effects such as Ring of Power now become stronger through forging.
The forging window now shows the complete item you will receive after a successful upgrade, including its new stats and effects.
Added clear success and failure feedback for every forging attempt.
Selected items can now be removed from the forge using the X button.
Guilds and Town Halls
Guild ranks can now control who may build houses, terraform, plant, place castle buildings, place or collect furniture, operate gates, invite members and manage the Town Hall.
Town Hall management now shows claim size, maintenance costs, required materials and remaining protection time.
Guilds can expand their Town Hall claim at the cost of increased maintenance.
Non-guild guests can be added to a Town Hall and assigned the permissions of a chosen guild rank.
Guild members with permission may build their own house inside the guild claim.
Disbanding a guild now removes its Town Hall and furniture attached to it, preventing abandoned or floating objects.
Public Stations and Gates
Public anvils and workbenches placed in towns can now be used by every player.
Public workbenches are now correctly recognised by the crafting window.
All three Nightrun gates and both Highlands gates can now be opened by players.
Opening a public gate no longer dismounts you.
Fixed duplicate gate geometry sometimes appearing after a gate had opened.
Water and Shorelines
Beach waves now have more varied shapes, widths and timing instead of appearing as repeating lines.
Shore foam has improved movement and fades in naturally from farther offshore.
Fixed shoreline effects sometimes failing to appear when new water areas loaded.
Players and mounts now leave visible ripples and wakes while moving through water.
Shallow water footsteps create smaller splashes, while jumping or entering deeper water creates a larger splash.
Moving ships now leave a larger wake that can be seen from farther away.
Weather and World Atmosphere
Added drifting fog that may appear during mornings across the world.
The Dark Forest can experience fog during both day and night, with a greater chance during the morning.
Wind now travels across the landscape in visible gusts.
Trees, bushes, grass, capes and water react as gusts pass through them.
Clouds now cast moving shade across terrain, buildings, scenery, players, equipment and paintings.
Rain impacts and surface splashes have been made easier to notice during heavier rain.
Movement and Collision
Improved movement while walking and jumping on moving ships.
Reduced snapping, camera jolts and cases where players could be pushed off a ship.
Improved how players remain attached to a moving ship during jumps and small position corrections.
Furniture collision should no longer push players beneath the terrain.
Furniture placement now better prevents objects being placed through the player.
Improved the smoothness of coastline loading while travelling.
World Feedback and UI
Running on sand now produces sand particles.
Running on dirt creates dust, while grass creates visible blades and earth particles.
Mounted footsteps create stronger ground effects than footsteps on foot.
Hovering over your portrait, a party portrait or your selected target portrait now shows that character’s information panel.