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Clash of AdventurersNewsUpdate 0.6.9.132 - Teleport Crystals, Cave Spiders & Bouncy Mushrooms
Game update

Update 0.6.9.132 - Teleport Crystals, Cave Spiders & Bouncy Mushrooms

Clash of Adventurers · published 2 Sep 2026, 07:28 UTC

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Teleport Crystals

  • Fares are now shown as real items. Talking to a teleport crystal used to spell the price out in words. Each destination now shows the item's icon, its name, and an owned/required count that turns green or red depending on whether you can afford it. Hover a fare row for the full item tooltip.
  • Situational pricing. Each waypoint can charge a surcharge for travelling while you are in combat, and a separate one for travelling while PvP-flagged. The two never stack - whichever applies decides the fare, and being flagged takes precedence. A crystal can also be closed to flagged players entirely, though by default they are still served.
  • The price can no longer change under you. If your situation shifts while you are reading the destination list, the crystal refuses the trip and asks you to speak to it again rather than charging you an amount you never saw. Nothing is taken when that happens.
  • You are no longer charged for a trip that does not happen. Teleports used to take payment first and move you second, so a blocked destination cost you the fare, left you standing there, and gave you no error. The game now confirms it can place you at the destination before taking anything, and refunds automatically in the rare case something changes in between.
  • Clear reasons when a trip fails. Crystals used to answer every problem with the same vague line. A missing route, a blocked arrival point and a crystal that is not linked to a network now each say so, and a charged teleport that fails tells you whether your fare came back.
  • New craftable: Faoi Teleportation Crystal. An alchemy recipe made from 5 Faoi Crystal Fragments, 1 Creature Blood and a Basic Alchemy Tool Kit.

The Caves Have Teeth

  • Cave spiders call for help. Attack one and every Cave Spiderling nearby drops what it is doing and comes straight for you. Cave Spiders and Spiderlings are now passive until provoked, so you can walk past a nest untouched - you choose when the fight starts, but you do not choose how many join it.
  • Cave Spiderling (Lv 11). Small, fast and weak alone. Built to be fought in numbers: it deals a quarter of the damage of an ordinary level-11 monster and awards a quarter of the experience, so a nest is a real fight rather than a wall of health bars.
  • Adult Cave Spider (Lv 14). A full-grown hunter that still tracks you on sight, and calls the brood down on you when you engage it.
  • Broodmother Spider (Lv 15). A new Zone Boss, and the mother of everything else in the cave. Group content by design.

Bouncy Mushrooms

  • Jump on a mushroom cap to launch yourself. The large mushroom caps in the Overview area now send you flying upward, carrying your running momentum so you can line up a landing while still airborne. The bounce is the same strength whether you walk on or drop onto it from a height.
  • Soft landings. Coming down on the mushroom cap itself, or on a designated safe landing platform, costs no fall damage. Miss the platform and the usual fall damage still applies - reaching the ledge is a real success and falling short is a real mistake. Fall damage is unchanged everywhere else in the world.
  • Aim your run-up. Your character has very little air control once launched, so line the jump up before you bounce.

A Livelier World

  • Zones refill in seconds, not minutes. An internal limit meant the entire server could only place one creature, resource node or lootable per second, shared across every region at once - so a cleared camp trickled back to life and busy areas felt emptier than they should. Each area now repopulates independently and aims to be fully stocked within about ten seconds of your arrival.
  • Areas no longer slow each other down. A busy region and a quiet one refill at their own pace, and the system speeds up as it approaches its target so the last few stragglers appear promptly.
  • Never at the cost of smoothness. Repopulation now measures its own cost frame by frame and backs off automatically when the server is under load.

Map and Crafting

  • Live coordinates on the world map. Open the map and your exact X, Y and Z position is shown on three lines along the window's title bar, updating ten times a second as you run. If the game briefly has no character to read - during a respawn or a zone transition - the readout shows a dash rather than a stale position. The coordinates hide with the rest of the window chrome in fullscreen and return in windowed mode.
  • The craft station's materials list works again. The results panel now lists every material a craft consumed, including the recipe itself when one was used up. It could previously come up empty. The list scrolls properly again, so crafts with many ingredients no longer hide the ones that do not fit.

Fixes

  • Out-of-range conversation options hide correctly. Dialogue choices that require you to stand near an NPC no longer stay available after you walk away.
  • The "too far away" message actually says something. It was previously blank, and it is now translatable for the first time.
  • NPC dialogue is ready for translation. Every teleport crystal dialogue line has moved into the game's translation system.

Behind the Scenes

  • Server hardening and groundwork. Protection against connection-flood attacks is now live so login and gameplay stay stable under hostile traffic, alongside economy safeguards, zone-population measurement, world-building tooling, and the underlying types and text that the Faoi Crystal network and the conversation system are built on.
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