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Clash of AdventurersNewsUpdate 0.6.9.116 - Quest Markers, Records Tab, Timed Quests & Walking
Game update

Update 0.6.9.116 - Quest Markers, Records Tab, Timed Quests & Walking

Clash of Adventurers · published 30 Aug 2026, 13:45 UTC

All newsPlayers around this dateRead on Steam

Quests Now Point the Way

  • Quest givers advertise themselves. An exclamation mark floats above any NPC offering a quest you are eligible to take, and a second marker appears above the character who can close out the objective you are working on right now. The markers are personal to your own quest log - your level, your prerequisites, what you have already taken and what you have already finished.
  • Markers on the map and minimap. Every quest giver you have business with is now drawn on both the minimap and the full map, each with its own show/hide toggle, and your choice is remembered between sessions.
  • A Quests panel in the map window. A new section beneath Points of Interest splits your Active Quests from the Available ones. Expand any quest to see its objectives, and click to focus the map on the character you need.
  • "Ready to turn in" now means ready. The turn-in marker used to appear the instant you accepted a quest. It is now two separate states - pending while you are still working, and ready only once you genuinely have what the quest asks for. Fetch quests check your bags, and re-check every time your inventory changes.

Daily, Weekly and Limited-Time Quests

  • Quests understand time. A quest can now return on a cooldown, reset once a day or once a week, or be available only inside a limited-time event window. The journal and the NPC dialog both name which kind you are looking at, instead of calling everything repeatable.
  • Ask the giver when it comes back. A repeating quest you have finished stays visible in the conversation, greyed out, showing its cadence and a live countdown - for example Preparing For The Hunt (Cooldown - ready in 6h). Handing a quest in now tells you straight away when it returns.
  • Waiting times read like waiting times. A weekly quest used to say "167:00:00". It now reads "6d 23h", or "5h 12m", or "1m 30s" - and it is properly translated in all eleven supported languages rather than falling back to English.
  • Event quests clean up after themselves. If a limited-time event ends while you are still carrying one of its quests, the quest is removed from your log with a message. Previously it stayed in your journal forever as a task that could never be completed or turned in.

The Records Tab

  • Your quest window now has two tabs. Quests is the journal you already know, unchanged. Records is new - a permanent history of everything this character has ever finished.
  • Every quest, every run. Pick a quest to see who gave it to you, how many times you have completed it, when you first and last finished it, your most recent run and your fastest, and the experience it has paid you across your character's lifetime.
  • A lifetime summary. The header shows your unique quests completed out of everything available, your total completions including repeats, and your lifetime quest experience.
  • Nothing you earned disappears. Quests since removed from the game stay in their own section, marked as removed, rather than being erased from your history.
  • Honest blanks. Any value the game never recorded shows a dash instead of a misleading zero, so runs you completed before this update read as unknown rather than as instant.

Walking

  • Press / to walk. It is a toggle, not a hold - press once to start walking, press again to go back. Walking sticks with you through combat, stuns, entering town and even death, and only resets when you log out. Holding Shift still sprints, and releasing it drops you back to a walk rather than a run, so you never lose the setting you chose.
  • The world stopped sprinting. Monsters and townsfolk now walk while patrolling or idling, and break into a full run only when chasing you or heading home after losing you. Villagers in particular should read far less frantic. Their pace was tuned down and every creature's walk animation was re-aligned to match it, so their feet keep up with how fast they are actually moving. Earth Golems are the deliberate exception and keep their old pace - their animation set has no separate run cycle to blend to.

World and Interface

  • ZipIsland got a large environment pass. Actors across the island have been placed, adjusted and in some cases removed, so expect the world to look and feel more built-out as you explore. The Overview map received the same treatment on a smaller scale.
  • A visual retune on shared surfaces. Crystals, the Ciliora Temple portals, the Portal Vortex effect, fountain waterfalls and rune holder veins all use updated materials, and the shared glass family used across windows and props was reworked. The Smithy building, a Beech tree variant, a water bucket and a leather suitcase were updated too. None of it touches stats, combat or loot.
  • Tooltips match the rest of the game. Hover hints used to be a plain grey box with black text. They now appear in the game's own panel - the same rounded frame, background and typeface as the item and skill tooltips - across the chat window, world map, minimap, statistics panel and inventory.
  • Quest completion effects play at your feet instead of floating at chest height, and they sit correctly on every body size.

Fixes

  • Safe zones are genuinely safe. Monsters, resources and lootables no longer spawn inside them, monsters spawned nearby no longer wander in while patrolling or repositioning, and they can no longer lock onto a player standing inside one.
  • Overlapping zones resolve correctly. Walking out of a safe area that sat inside a larger zone could leave you assigned to the wrong region, so the zone name you saw and the rules that applied could both be wrong. Stepping out now returns you to the surrounding area.
  • Gathering and looting hold you still. Gathering only pinned you in place while out of combat - the moment you used an ability you could keep spinning with the camera while still chopping or mining. Looting was worse: you could walk and turn through the entire pickup animation. Both now lock your character until the action finishes, and release correctly if it is interrupted.
  • Abandoning a quest asks first. The Cancel Quest button in the journal now opens a confirmation that names the quest and warns its progress will be lost. Abandoning is irreversible, and a mis-click on a nearly finished quest used to destroy it silently.
  • Out-of-date clients are turned away at the door. Network compatibility is now decided on the full version number rather than the first three parts, so a client that does not match the server it is joining is refused at the connection itself instead of joining and quietly disagreeing with the server about what is happening.

Behind the Scenes

  • Character selection and login queue traffic moved onto an encrypted channel, a couple of build fixes, and groundwork for a livelier world - a much wider variety of townsfolk, and name labels that sit correctly above every character's head.
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