In this update3
Full notes
Full Ardent Wilds update
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Repeated intro
Greetings adventurers. Here's the latest round of bugfixes and QoL improvements (more coming soon!)
What changed
- Gameplay
- Balance
- Fixes
- Performance
Ardent Wilds changes
Quality of Life & Gameplay Tweaks
Rend no longer applies its attack/movement slow to bosses
Void Apparitions no longer scales with multiplayer player count
Reduced multiplayer health scaling for most bosses to +35% per extra player (was +50% per extra player)
Pyromancer Staff no longer requires Mark of Fire to craft
Mark of Fire drop rate from Krell camp mages increased to 75% (up from 15%)
You can now right-click various consumable items to use them straight from your inventory (potions, etc.)
Added some additional info to some early quests
Bug Fixes
Consumables now correctly remove from the slot they were used from
Fixed Aether Rush status effect icon
Tentacle POI chest shields no longer get stuck if not all tentacles had a valid spawn
Alchemist tower shield collision now disables as soon as the destroy animation starts
Aetherium Conflux cutscenes now only play if you're nearby
Teleports no longer count as lethal fall damage under certain circumstances
Fixed a crash with terrain details during shutdown
Fixed digging and shield-block related crashes
Assorted stability fixes across combat, movement, and world systems
Known Issues
These are some issues we're aware of and working on fixing right now, but we weren't able to incorporate them in this patch yet.
Certain structures have awkward snapping behavior when combined (notably stairs+floors and some walls+roofs)
Under certain circumstances, some game objects can fail to replicate after either moving very fast or teleporting a great distance. This can sometimes cause buildings to disappear and result in players falling to their deaths.
Thanks for playing! As always, keep the feedback coming! <3
Source
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