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Steam News30 July 202612d ago

Update 0.6.8.29 - Fairer Death Penalty & Speed-Hack Blocking

Death XP Penalty Rebuilt The same cost at every level. Dying now costs 20% of your current level's bar - the same visible amount at level 5 as at level 50.

In this update3

Full notes

Full Clash of Adventurers update

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What changed

2 fixes0 additions1 change3 removals
  • UI and audio
  • Gameplay
  • Security
  • Performance
fixedDeath XP Penalty RebuiltThe same cost at every level. Dying now costs 20% of your current level's bar - the same visible amount at level 5 as at level 50. The old penalty took a fifth of your total lifetime experience, which sounds fixed but was not: because each level costs far more than the last, that same fifth bought progressively more of your progress bar the higher you climbed. Around level 10 it crossed half a level, by level 19 it was a full level, and past level 40 it was well over two levels per death. That is the "I lost over 50% of my XP" reports.
removedDeath XP Penalty RebuiltDying while logged out no longer charges you twice. A bug re-applied the full death penalty every time you logged back in while still defeated, stacking on top of the original death - a character who died and reconnected a few times without resurrecting could lose a very large share of their total experience to a single death. Reconnecting while defeated now simply restores your defeated state and costs nothing extra.
removedAnti-CheatSpeed hacking is now blocked outright. Tampering with the client to move faster than the game allows no longer produces any advantage - the server reclaims the fabricated time rather than just noticing it.
fixedAnti-CheatFairer to players with bad connections. The previous checks measured movement against the wrong window of time, so an ordinary player hitting a lag spike, a frame stutter or a moment of packet loss could be flagged for something they never did. Those checks are corrected, and a tolerance now forgives normal network hiccups outright. If you play legitimately you should never notice any of this.
changedAnti-CheatNormal movement is untouched: speed, jumping, falling and combat all behave exactly as before.
removedFixesNPC prompts no longer linger while you are dead. Dying while looking at a merchant, skills teacher, class changer or quest giver used to leave their name and action list stuck on your crosshair, and the interact key could still pop open the action picker. None of it worked - the game already prevented dead players from interacting - but the leftover interface made it look like it should. The prompt and its options now disappear the moment you die, and the picker will not open at all. Everything returns to normal as soon as you respawn. Gathering nodes and loot containers behave the same way: untouchable while dead, back to normal when you are up again.

Clash of Adventurers changes

fixedThe same cost at every level. Dying now costs 20% of your current level's bar - the same visible amount at level 5 as at level 50. The old penalty took a fifth of your total lifetime experience, which sounds fixed but was not: because each level costs far more than the last, that same fifth bought progressively more of your progress bar the higher you climbed. Around level 10 it crossed half a level, by level 19 it was a full level, and past level 40 it was well over two levels per death. That is the "I lost over 50% of my XP" reports.
removedDying while logged out no longer charges you twice. A bug re-applied the full death penalty every time you logged back in while still defeated, stacking on top of the original death - a character who died and reconnected a few times without resurrecting could lose a very large share of their total experience to a single death. Reconnecting while defeated now simply restores your defeated state and costs nothing extra.
removedSpeed hacking is now blocked outright. Tampering with the client to move faster than the game allows no longer produces any advantage - the server reclaims the fabricated time rather than just noticing it.
fixedFairer to players with bad connections. The previous checks measured movement against the wrong window of time, so an ordinary player hitting a lag spike, a frame stutter or a moment of packet loss could be flagged for something they never did. Those checks are corrected, and a tolerance now forgives normal network hiccups outright. If you play legitimately you should never notice any of this.
changedNormal movement is untouched: speed, jumping, falling and combat all behave exactly as before.

Death XP Penalty Rebuilt

  • The same cost at every level. Dying now costs 20% of your current level's bar - the same visible amount at level 5 as at level 50. The old penalty took a fifth of your total lifetime experience, which sounds fixed but was not: because each level costs far more than the last, that same fifth bought progressively more of your progress bar the higher you climbed. Around level 10 it crossed half a level, by level 19 it was a full level, and past level 40 it was well over two levels per death. That is the "I lost over 50% of my XP" reports.

  • Dying while logged out no longer charges you twice. A bug re-applied the full death penalty every time you logged back in while still defeated, stacking on top of the original death - a character who died and reconnected a few times without resurrecting could lose a very large share of their total experience to a single death. Reconnecting while defeated now simply restores your defeated state and costs nothing extra.

  • De-levelling is unchanged. If you are less than 20% into your current level you will still drop a level. That is intended.

Anti-Cheat

  • Speed hacking is now blocked outright. Tampering with the client to move faster than the game allows no longer produces any advantage - the server reclaims the fabricated time rather than just noticing it.

  • Fairer to players with bad connections. The previous checks measured movement against the wrong window of time, so an ordinary player hitting a lag spike, a frame stutter or a moment of packet loss could be flagged for something they never did. Those checks are corrected, and a tolerance now forgives normal network hiccups outright. If you play legitimately you should never notice any of this.

  • Normal movement is untouched: speed, jumping, falling and combat all behave exactly as before.

Fixes

  • NPC prompts no longer linger while you are dead. Dying while looking at a merchant, skills teacher, class changer or quest giver used to leave their name and action list stuck on your crosshair, and the interact key could still pop open the action picker. None of it worked - the game already prevented dead players from interacting - but the leftover interface made it look like it should. The prompt and its options now disappear the moment you die, and the picker will not open at all. Everything returns to normal as soon as you respawn. Gathering nodes and loot containers behave the same way: untouchable while dead, back to normal when you are up again.

Source

Steam News / 30 July 2026

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