Update 1.41.0 - The loot comes to you
Loot now comes to you. What you care about drops straight into your bag, gold splits itself between everyone who fought for it, and the chat tells the whole party who walked off with what. Whispers get a window of their own, and every hunt quest in the catalog finally pays on the same scale.
You must update your client to log in. Close the game and the launcher, then reopen the launcher and press PLAY. On Steam the update is automatic.
New
Loot that picks itself up. Anything matching your filter now goes into your bag the moment it drops, without ever touching the ground. Everything else falls as it always did. You choose what in the new Hunting panel, behind the gear button on your bag: the eleven things that can actually reach the floor — health, mana and stamina potions, meat, hides and bones, organs and trophies, weapons, armor and shields, rings, necklaces and ancient stones — plus a master switch and a number of bag slots to keep free, so potions never crowd out the drop you came for. If you have never touched any of it, a notice in the corner offers to set it up.
Gold goes straight to your bag. It no longer drops on the ground at all, and in a party it is split evenly between everyone who was near the monster — the odd coin goes to whoever landed the kill. Because there is no gold left on the floor to walk over, the old option to pick gold up by stepping on it is gone with it.
Your party decides together. A new party starts with its own loot rules instead of inheriting the leader's personal filter, and your own settings are kept and come back the moment you leave. While you are in one, the leader chooses what gets picked up and how it is shared: Individual, where the killer keeps it; Turns; or Random. Item Drops take their turns on a separate count, so nobody gets two in a row. The realm-wide party is always Random, since it has no leader to ask. See what your party is picking up, and who set it, in Character » Party.
Every drop, on the record. Everyone who hit the monster now sees who got what in the chat feed, with the item name clickable, and the whole history lives in a new Loot tab in the chat log (F9).
Whispers have a window. A whisper is now a message with a name on it rather than a mode you switch into. The window opens pointed at one person, with its own text box and send button, a saved draft per conversation, a count of what you have not read, and the "not delivered" notice kept inside the thread instead of loose in the chat. Enter sends, and the field takes Korean and Chinese. The Whispering toggle in F12 now hides both halves of the conversation.
Invite a friend into the party you already have. You can now pull someone into your party instead of having to ask them to invite you. The invitation arrives as a corner notice rather than a box in the middle of a fight, tells you how many members the party has before you accept, and expires after 60 seconds. Every refusal now says what went wrong, and a name that does not exist gets an answer instead of silence. Your friends list also shows which realm each friend belongs to and whether they are already in a party.
Changed
- Hunt quests, recalibrated. All 146 now ask for a number of kills that matches how long the target really takes to bring down, capped at 100, with the count reduced for distance, enemy territory, high-level PvP zones, cramped hunting grounds and the Apocalypse event. Rewards follow one scale: Event Tokens by tier — none below tier 5, then 1, 2 or 3 — and gold from 5,000 to 90,000. Across the catalog that is 33% more Event Tokens and 7% more gold per turn-in, but individual quests move both ways: hunts below tier 5 now pay gold instead of a token, and the two Ogre hunts in Dungeon L3 drop from 50,000 to 30,000 gold.
- 56 hunt quests asked for a lower level than the map they send you to actually lets in — you could accept them and then be turned away at the door. Their level bands moved to match, keeping the same width. Two quests that asked for 110 Mountain Giants on a map where that monster never spawns have been removed.
- Fire's burn now lasts 6 seconds instead of 5, and the burn from Archery's Elemental Rounds 3 seconds instead of 2.5. Same ticks, same total damage: what grows is the window to land a second cast and push the burn to a higher stage. One catch worth knowing — the first tick now lands at 3 seconds instead of 2.5, so a monster that dies quickly may never take it.
- Three window sizes left the resolution list: 1920x1440, 2048x1536 and 2560x1920. All three stretched the image, which is the shimmer while running that several of you reported. If you were using one of them you will land on 1600x1200, which is pixel-exact. New in their place is 2400x1800, offered only on graphics cards that can hold it, and the list no longer offers windows larger than your screen.
Improved
- Every spell tooltip, in the Magic window (F7) and at the magic shop, now explains what the spell actually does — all 77 of them. The header carries the spell's school, each school in its own color, in place of the old category label.
- The skill window (F8) now tells you how many more uses you need for your next point — just hover a skill that is training.
- Dexterity now shows its real effect on the character sheet: it is the attribute behind bow damage, not Strength. The wiki says so too, in all six languages. Bow damage itself is unchanged.
- The magic damage from enchants and from the Sharp and Ancient prefixes now only appears on weapons you can actually cast with — wands and fencing weapons. Their physical damage is unchanged.
- Tooltips are drawn above everything else now, so they no longer hide behind the window you opened them from.
Fixed
- Charge Wands arrive with all 200 charges and show them on Thaddeus's counter before you pay. All four of them.
- The launcher no longer knocks your resolution down a step when you press PLAY.
- Steam players now start in their Steam language, and the file check points at Steam's own verification instead of a launcher they do not have.
- Chinese, Japanese and Korean input now shows its candidate list in fullscreen too.
- The cursor no longer shows the attack sword over a monster that is dying or already a corpse. Holding Ctrl still shows it, because Ctrl still forces the swing.
- The system cursor no longer sits on top of the game's own when you turn the hardware cursor off.
- A malformed connection attempt can no longer bring the server down.
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.