Full notes
Full EverWorld update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Maps
Content - NPC jobs and occupations are now broadly functional: - Farmers will sow seeds, water and tend to their plants, and harvest their crops to sell - Miners will find nearby rocks and minerals to mine and sell - Woodcutters will go to forests they know about to chop down trees, collect the wood and sell it - Foragers will try and find plants to harvest and sell - Storekeepers will stand at their stores - and that's pretty much it for now - Initial paths will now generate between buildings in villages - Very early crafting foundations are now present, letting players craft from ingredients they have using recipes they know - Hills and mountain ranges generate more naturally with proper placement of trees and houses etc - NPCs with jobs now have knowledge of a nearby location relevant to their job e.g. woodcutters will know about a forest
Quality of life - Navigation performance is now slightly better - Things will spawn in slightly better and more appropriate locations (e.g buildings, trees, plants)
Bug fixes - Things won’t spawn underwater when they’re not supposed to - Things won't spawn on beaches when they're not supposed to - When things are supposed to disappear / be destroyed / be consumed this will actually happen (mostly) - Held items won't get pushed by terrain if the player collides oddly with it - Crystals and gems will generate as treasure in treasure chests again - Renewable resources (e.g. plants) won't disappear when they've been fully harvested anymore
Source
Changelog.gg summarizes and formats this update. How we read updates.
