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Steam News3 August 20268d ago

Update 0.6.8.111 - Eleven Languages, Scaling Skills & Combat Fixes

Eleven Languages Eight new languages are live. Deutsch, Francais, Italiano, Polski, Portugues (Brasil), Korean, Japanese and Simplified Chinese join English, Espanol and Russian.

In this update7

Full notes

Full Clash of Adventurers update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

5 fixes5 additions10 changes2 removals
  • UI and audio
  • Balance
  • Gameplay
  • Server
  • Performance
addedEleven LanguagesEight new languages are live. Deutsch, Francais, Italiano, Polski, Portugues (Brasil), Korean, Japanese and Simplified Chinese join English, Espanol and Russian. Open Settings, then System, and pick your language from the dropdown - the game switches immediately and remembers your choice next time you play.
changedEleven LanguagesThe whole game is translated now, not just the menus. Item names, crafting recipes, ingredient names, skill descriptions, tooltips, and party, trade, chat and map messages used to appear in English no matter which language you had picked. All of that text is translated in every supported language.
changedEleven LanguagesStat names read correctly at last. Several attributes could only display in English, and some of the translated ones came out in entirely the wrong sense - Constitution as the legal document, Intelligence as espionage, Wit as a joke. All eleven languages now use proper RPG stat terminology, and short codes like MEN stay as codes.
addedEleven LanguagesExpect some rough edges. The new translations are machine-produced and have not yet been reviewed by native speakers. If you spot a line that reads oddly or means the wrong thing, please report it - corrections are easy to apply and will not be overwritten. A few skill names and descriptions are still blank in every language, including English; those have not been written yet.
addedSkills, Tooltips and FeedbackSkills can now grow with your stats. Lesser Self Restore is the first: it heals for 1% more per point of Mentality, so at 45 MEN its level-1 heal rises from 25 to 36.25. Raise your Mentality and the tooltip updates immediately.
changedSkills, Tooltips and FeedbackTooltips name the effect instead of saying "Power". Lesser Self Restore now reads Health Restored 35 . Any skill that restores Health, Mana or Stamina labels itself correctly, and a skill whose effect cannot be described unambiguously keeps the neutral wording rather than guessing.

Clash of Adventurers changes

addedEight new languages are live. Deutsch, Francais, Italiano, Polski, Portugues (Brasil), Korean, Japanese and Simplified Chinese join English, Espanol and Russian. Open Settings, then System, and pick your language from the dropdown - the game switches immediately and remembers your choice next time you play.
changedThe whole game is translated now, not just the menus. Item names, crafting recipes, ingredient names, skill descriptions, tooltips, and party, trade, chat and map messages used to appear in English no matter which language you had picked. All of that text is translated in every supported language.
changedStat names read correctly at last. Several attributes could only display in English, and some of the translated ones came out in entirely the wrong sense - Constitution as the legal document, Intelligence as espionage, Wit as a joke. All eleven languages now use proper RPG stat terminology, and short codes like MEN stay as codes.
addedExpect some rough edges. The new translations are machine-produced and have not yet been reviewed by native speakers. If you spot a line that reads oddly or means the wrong thing, please report it - corrections are easy to apply and will not be overwritten. A few skill names and descriptions are still blank in every language, including English; those have not been written yet.
addedSkills can now grow with your stats. Lesser Self Restore is the first: it heals for 1% more per point of Mentality, so at 45 MEN its level-1 heal rises from 25 to 36.25. Raise your Mentality and the tooltip updates immediately.

Eleven Languages

  • Eight new languages are live. Deutsch, Francais, Italiano, Polski, Portugues (Brasil), Korean, Japanese and Simplified Chinese join English, Espanol and Russian. Open Settings, then System, and pick your language from the dropdown - the game switches immediately and remembers your choice next time you play.

  • The whole game is translated now, not just the menus. Item names, crafting recipes, ingredient names, skill descriptions, tooltips, and party, trade, chat and map messages used to appear in English no matter which language you had picked. All of that text is translated in every supported language.

  • Stat names read correctly at last. Several attributes could only display in English, and some of the translated ones came out in entirely the wrong sense - Constitution as the legal document, Intelligence as espionage, Wit as a joke. All eleven languages now use proper RPG stat terminology, and short codes like MEN stay as codes.

  • Expect some rough edges. The new translations are machine-produced and have not yet been reviewed by native speakers. If you spot a line that reads oddly or means the wrong thing, please report it - corrections are easy to apply and will not be overwritten. A few skill names and descriptions are still blank in every language, including English; those have not been written yet.

Skills, Tooltips and Feedback

  • Skills can now grow with your stats. Lesser Self Restore is the first: it heals for 1% more per point of Mentality, so at 45 MEN its level-1 heal rises from 25 to 36.25. Raise your Mentality and the tooltip updates immediately.

  • Tooltips name the effect instead of saying "Power". Lesser Self Restore now reads Health Restored 35. Any skill that restores Health, Mana or Stamina labels itself correctly, and a skill whose effect cannot be described unambiguously keeps the neutral wording rather than guessing.

  • Hold B on a skill to see the full formula. An advanced panel opens showing the whole calculation, for example 25 x (1 + (MEN 40 / 100)) = 35, with every input named so there are no unexplained multipliers. The prompt only appears on skills that actually have a breakdown to show. B was chosen over Shift so that reading a tooltip never burns stamina by triggering sprint.

  • Chat tells you exactly what every effect gave or took. A new system line reports each resource change - Lesser Self Restore restored Health +36.25, Poison drained Health -4 - covering hazards and drains as well as heals. Repeated ticks from the same source are grouped into a running total instead of flooding the feed, and decimals only appear when they matter.

Combat

  • Getting hit can now break your cast. A stun from Body Slam or Etheral Shockwave cancels whatever you were doing, every time - no luck involved once the stun lands. Energy Bolt instead has a chance to disrupt a channel, currently a 50% roll per direct hit across all ranks.

  • An interrupted cast still costs you. The mana is spent and the cast is lost, so getting caught mid-channel is a real risk. Quick-tapping a skill without charging it still costs nothing, so normal play is unaffected. One hit cancels everything you are doing at once - if you are sprinting and charging together, a stun ends both.

  • You cannot interact while stunned. The interact prompt disappears and the key does nothing until the stun wears off, instead of opening a menu on a target that then refuses to respond.

  • Interrupted loots no longer eat your key. If a loot is broken off partway through you get nothing, but you also keep any item the loot would have consumed.

Gathering and Interaction

  • Gathering is now press-and-hold. Hold E to gather; it stops the moment the key comes up, alongside every existing stop condition - walking away, the node depleting, another player finishing it, death or disconnect.

  • Holding E pins you properly. The hold used to stop you walking but still let you spin on the spot with WASD, sprint with Shift and jump with Space. All four are locked while you hold the key and unlock the instant you let go. Pressing Shift or Space mid-gather shows a plain "You can't do that right now." - it will never claim you are stunned, because gathering does not block your combat abilities.

  • Your gathering tool equips again, and you get your weapon back. The automatic tool swap had been silently failing. It works again, and whatever weapon the tool displaced is returned to you on every path gathering can end by - unless you changed that slot yourself in the meantime.

  • Interaction range is much shorter. You now need to be within 1.5 metres of a crafting station, trader or dropped item to start interacting, down from 8 metres. Open panels such as the crafting window close once you step about 2 metres away, so wandering off from a station closes it promptly instead of leaving it hanging open across the room.

World and Interface

  • The world keeps living under load. If the server dipped below a performance threshold, respawning used to shut off entirely - monsters, ore, herbs and chests never came back and the area stayed empty until a restart. Spawning now slows down gracefully instead of stopping, and recovers on its own once the pressure passes.

  • Friendly NPCs have their own nameplate. Merchants - Delivan, Koskela and Branoc - now show a clean name label with no health bar and a flat neutral colour, instead of the red and orange threat colouring meant for monsters. Monsters are unchanged. The look is data-driven, so more NPC types can get distinct nameplates over time.

Fixes

  • Monsters stop shrugging off your hits once they get home. A monster that broke off a fight and walked back to its patrol route could stay untouchable after arriving, reporting "is invulnerable" for up to 30 seconds with no way to break it. Arrival is now judged purely on whether the monster is standing at the patrol point it was heading to, so it becomes a valid target the moment it stops. Circling behind one or stepping out of its line of sight no longer makes it untouchable either.

  • Melee creatures actually attack again. Wild Boars, the Feral Werewolf zone boss and the whole Sea Crab family (including the Sea Crab zone boss, Pebbleback and Elder variants) could charge, halt a step too far away, back off and charge again without ever swinging. Their configured attack distance was being overwritten with a much shorter one. They now use their intended range, so expect them to commit to attacks from noticeably further out.

  • Enemy attack warnings fade in properly. The red marker under an enemy winding up an attack either sat barely visible for the whole wind-up or snapped straight to full brightness on a live server. It now fades in smoothly across the wind-up, and appears part-way through if you walk up on an attack already in progress.

  • Charged attacks land at the right strength. On a server that had been up for a long stretch, the charge timer could drift enough to mis-measure how long you held an attack and change its damage. Held attacks are now timed accurately no matter the uptime.

  • Death camera shake only hits the player who died. The shake used to radiate from the corpse and jolt everyone within 10 metres, so the killer's screen shook as hard as the victim's on every melee kill. It now goes only to the player who died, at full authored strength, and the shake itself has been retuned to stay punchy without being overwhelming.

  • Fixed a crash after heavy inventory use. Repeatedly moving items into a container such as the Recipe Book could eventually shut the game down. The inventory was rebuilding a full hover tooltip for every filled slot on every refresh; tooltips are now built the moment you hover a slot instead. Large inventories and full containers should feel smoother.

  • Empty container slots are blank again. Unused spaces in containers like the Recipe Book showed a stray "1" left over from the cooldown display. Container slots now clear themselves the way inventory slots always did, along with the stack count and slot background.

Behind the Scenes

  • Groundwork this build: dedicated-server build fixes, automatic crash reporting, cross-server online status, and integrity systems. None of it changes gameplay yet.

Source

Steam News / 3 August 2026

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