Long goals, rare finds, pets and swaying grass
Nothing was wiped. Your character, bag, skills and claim are where you left them.
This one is about the long road. The early levels still come quickly, but every skill now has something to look forward to all the way up to 99, and the work itself feels better under your hands: more sparkle, more sound, and a meadow that moves.
Goals: press G
A new Goals window (press G, or Esc, then Goals) keeps track of the long game:
- The collection log. A page for each kind of thing you can find: rare finds, what you gather, pets and more. Every new entry fills a square, and each page shows how close it is to complete.
- Milestones. Every skill has one every five levels, and there are more for your total level, for how much you gather and make, for bosses, rare finds, pets and your daily streak. Each pays coins once, and some give you a title.
- Titles. Pick the one you like and it shows on your nameplate for everyone to see.
- Pets. See which you have found and choose which one follows you around.
Rare finds
- While you chop, mine, fish, farm, forage or hunt by hand, now and then something special turns up: gems while mining, a bird's nest or amber from a tree, pearls, a message in a bottle or a sunken chest from the water, seed packets and keepsakes in the field, honeycomb and speckled eggs while foraging, feathers and a golden claw while hunting.
- There is a new find every twenty levels or so, and the rarest take hours to turn up. Your chances grow as you level past each one.
- A rare find rings a bell, throws gold sparks around you and gets its own banner.
Pets
- Every gathering skill has a pet to find: Wren while woodcutting, Pebble while mining, a hermit crab while fishing, a chick while farming, a truffle piglet while foraging and a wolf pup while hunting.
- They are very rare, just for fun, and they trot along behind you.
Gems and jewellery
- Cut the gems you mine at the kiln as your Masonry grows.
- Set them in silver and gold at the forge: rings and amulets, at last a use for all those silver and gold bars.
A daily streak
- Finish all three of a day's tasks for a bonus of experience and coins. Come back the next day and the bonus grows, for up to a week.
A longer, steadier climb
- We measured how long every level of every skill takes, so there is always something new not far ahead, and no long stretch with nothing to unlock.
- Some unlocks moved further up their skills, so they land through the first hours instead of all in the first half hour: coal, iron, silver and gold, iron and steel gear, the later crops, the later dishes, and the bigger farm animals.
- If you already trained past an old unlock that moved (iron at Mining 20, say), you will need the new level before you can use it again. Everything you own stays yours.
- Fishing now gives more experience a catch and a catch comes a little quicker.
- The stone block gives more Masonry experience.
The world feels livelier
- Grass sways. Tufts of grass stand on the meadows, lean in the wind and part around your feet as you walk through. The ground itself has more variety too.
- What you gather counts up over your head, "+1 Oak log", "+2", "+3", and the item hops into your bag.
- Experience rises into a counter under your health, with the skill, your level and a bar to the next one.
- Level-ups throw fireworks and tell you what the new level opens: "You can now chop: Oak".
- Picks strike sparks off metal ore, trees shed a few leaves, and things puff away when they are picked clean or defeated. Heavy hits land with a bigger pop.
- When someone near you levels up, you see a little sparkle over them.
Caves, dungeons and places inside
- Builders can now make whole places of their own, caves, dungeons and big buildings, reached through an entrance. Walk into one and the screen fades as you step inside.
- Keep an eye out for them as they appear around the world.
Settings
- Grass: off, low or high. If the game feels slow, turn it down first.
- Screen shake: turn off the little jolt of a heavy blow.
- Reduced effects: fewer sparks and leaves, and a gentler shake.
Smaller things29 changes
- The hotbar tidies itself: a slot empties when its item leaves your bag.
- If a staff member ever has to remove a claim, you are told why, and everything that stood on it waits for you in Reclaim (Esc, then Reclaim) to take back into your bag. A badge on the clock shows when something is waiting.
- Many item pictures were redrawn: bars are ingots, meat looks like meat, the iron pickaxe no longer looks like a sickle, cabbages are green, helmets and masks sit properly on your head, capes hang straight, and fences and gates are tidier. Gates swing open as you walk up to them.
- The kiln is now a proper brick kiln with a glowing mouth.
- The first steps list is shorter: the step you just finished, the one you are on and the next, with how many are done at the top. It no longer runs under the minimap, and the step about farming now says to press T to till.
- Tracked quests tuck themselves away when there is no room for them above the minimap.
- Examining a rare find tells you where it turns up.
- Caves and dungeons are quiet: no birdsong or rain down there.
- The controls list (H) now shows how to zoom.
- Buttons sink a little when you press them.
- The hotbar remembers each of your characters' pins separately, and what you drop when you fall stays pinned until you pick it back up.
- Right-click bare ground on your claim to Till Ground, if T is not your thing.
- Selling "All" leaves your starred items alone.
- The market tells you when something of yours sells.
- A barrel shows its own twelve slots.
- What a fire or forge makes, and what you gather while away, now counts in your collection log and toward milestones.
- A fire that fills your bag tells you how much is still waiting on it; coming back from time away without the right tool tells you why nothing was gathered.
- Collecting from animals says what you got.
- Short of coins? The shop still hands you a free starter axe or pickaxe if you have none.
- Asking a player to be friends who already asked you now simply makes you friends.
- Blocked players are hidden in every chat, not just whispers.
- Trades: Accept waits a moment after the other side changes their offer, and you are told when the other side declines or walks away.
- A guild leader can hand the guild over with
/grank <name> leader. - Monster names read properly in messages and on the quest board.
- An empty quest board says so, instead of reading forever.
- Pressing a combat ability with nothing to fight tells you to attack something first.
- A worn skill cape is no longer handed out again when you prestige.
- Lots of small fixes to logging in, character select and the character editor.
- Most windows were rebuilt from the ground up. They should look the same, but tell us if anything looks out of place.
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