In this update5
Full notes
Full Clash of Adventurers update
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What changed
- Gameplay
- Performance
- Balance
- Server
Clash of Adventurers changes
Radius Pickup
Grab everything at once. Press the interact key while you are not aiming at anything interactable and your character sweeps up every eligible drop around you, closest first. Aiming directly at a single drop still works exactly as before, and aiming always takes priority - if you are looking at a gathering node, an NPC, a craft station or a specific item, you interact with that instead.
Loot rules still apply. Items reserved for another player or their party are quietly skipped instead of cluttering your chat with refusals, and party loot distribution still governs everything you pick up. There is a per-press cap, so a truly enormous pile takes a couple of presses - and since the sweep always takes the closest items first, the leftovers are simply the furthest ones.
A dedicated sweep animation. Radius pickup can play its own gather animation, separate from the single-item pickup, so scooping up a pile reads differently from grabbing one thing.
Looting is far smoother. Three separate stutters are gone. The animation now starts the instant you press the key rather than after the items have already landed in your bags, dropped items no longer cause a hitch when they first appear in the world, and collecting a large batch no longer freezes the screen - picking up thirteen items used to lock the client for roughly a third of a second and is now imperceptible.
Gathering Polish
Your character turns to face what you harvest. No more chopping a tree while swinging off into empty air.
Off-hand gear is put away properly. A shield or other off-hand item is tucked out of sight for the duration of a gather, so you are not mining ore while holding a shield. It is only hidden, never unequipped - it keeps its slot, its bonuses stay active, and it needs no free bag space, so nothing can be lost while you harvest.
Arrows come back. If you were carrying a bow with arrows, the arrows are now returned correctly when you finish gathering. Previously the bow came back and the arrows did not.
Gathering now has a cooldown defined per skill level. This is the first step toward gathering skill progression, where your harvesting improves as you level it up.
Craft stations are easier to reach. Range to a station is now measured from its actual shape instead of a single hidden reference point, so standing anywhere along a long table, a wide forge or a big furnace works the same way. The Kitchen Table was the worst offender - you could stand right at it and still be told you were too far away. The Blacksmith Furnace and Blacksmith Refinery also had their collision fixed and are properly interactive now.
Skills
Charged abilities are tuned per rank. Energy Bolt, Cheap Shot and Etheral Shockwave each now carry their own charge timing and damage scaling at every rank they can reach, so higher ranks can feel meaningfully different instead of sharing one set of numbers. This release puts the dials in place; the tuning pass comes next.
Skills can cost more than one resource. A skill can now draw on mana, stamina and health together, and charge one price to start an action and a different one to keep holding it. If you cannot afford every part of the cost, the skill simply will not fire - there is no partial payment. Sprint has moved onto the same system, with its drain unchanged at 3 stamina per second.
Cooldown messages name the skill. Trying to use a recharging skill now tells you which one - Gather is in cooldown - instead of the old catch-all "You can't do that right now." This applies to every skill, and gathering gives that feedback at all now, where before pressing interact on a cooling-down node simply did nothing.
Body Slam has had a values pass.
Fixes
Full servers are shown as full. The server browser now understands which capacity limit applies to your client, so a server that genuinely cannot take you appears as Full with its row disabled. Previously a server could look joinable, let you pick your character, and only then bounce you back to the login screen. If a server fills in the seconds between choosing it and pressing Play you can still be turned away at that point - that final call has to be made by the server at the moment you connect, or two players could be promised the same last seat.
No more blank row in the interaction prompt. The prompt could briefly show an empty action the first time you looked at an object that had only just appeared in the world - freshly spawned treasure chests were the easiest way to see it. The client was drawing the list before the server had finished delivering it, and it now waits for the whole list.
Stackable items stay put on a refused equip. If an equip was rejected because your bags were full, stackable items such as arrows could end up shuffled into the wrong slots. They are now restored exactly as they were, and the leftover on-screen debug text that came with it is gone.
The tutorial screen no longer relies on an outdated experience lookup, so the progression it shows stays in step with the rest of the game. The crafting request and ability cast bar panels also received configuration updates.
Behind the Scenes
Groundwork this build: monster disengage reliability, combat messaging, item and currency history tracking, pickup reach tuning, and server-side systems for future cross-world features.
Source
Changelog.gg summarizes and formats this update. How we read updates.
