Runes and blank runestones now craft at about 10 a second: set the amount and press craft once.
Combat and equipment
Ascendancy classes
Living Steel
Changed
Living weapons move like living things again: they hover and sway, wind up and lunge with a recoil on each hit, turn slowly in the Weapon Bulwark and spin along their flight when recalled. Before they froze in one pose.
Living weapons can no longer be hurt. Instead their item loses 25 durability per blow they land and, in the Weapon Bulwark, 0.5 durability per point of damage they take off you (less with minion life nodes). At zero the weapon flies back to you broken until repaired; the bar above it now shows the item's durability.
A weapon senses enemies 20 m out, 5 m short of its 25 m leash, lets go of any target further than the leash from you, and is not pulled back while it fights a target in reach: no more engage-and-pull-back loop.
The forge ring of weapons returning, leaving or waking together plays once per event, not once per weapon.
Living weapons now look and sound alive: a hot trail and ember glow on the edge, sparks and a ring at the tip of each lunge, a quiet hum while they hover, an arcing flight back with a flash and a ting in the hand, points-up blades circling in the Weapon Bulwark. Heavier weapons move slower and sound lower (forge.fx-* knobs).
Quivers
Quiver on the back
Changed
A worn quiver hangs across the back like a real one: mouth at the right shoulder, closed end at the left hip, arrow nocks peeking over the shoulder instead of above the head.
Gems
New look for auras
Changed
Every aura gem now has its own look, and the visible edge matches the real radius. Plague Breath is a low poison fog around the character.
World and exploration
Encounters
Keeper of Forgotten Sagas
Changed
The wanderer shows as many gifts as the level's set of uniques allows: one gift per two uniques, three at least, six at most. Where a level has seven or eight uniques the table holds three or four instead of six of seven, so rare uniques are no longer offered almost every time.
Interface and usability
Map
Halls marks on the shared map
Changed
Halls entrance marks now travel with the map: through the cartography table and the Cartographer mastery. The table keeps the marks other players already put there.
PoV Link
Error reports
Changed
PoV Link 0.5.0: error reports can be turned off in the Link window, Diagnostics, next to the detailed log. Off, nothing leaves your game, including the report about a previous crash. Link 0.5.0 requires PoV 6.0.
Fixes
Dedicated servers
The host's difficulty profile
Fixed
Since 6.0.0, clients on dedicated servers with the Hard or Merciless preset rejected the host's difficulty profile, so the biome ladder fell to vanilla for them: summoned skeletons and other creatures near the player were several times weaker than intended. The profile is accepted again; the fix is on the client side.
Halls of Oaths
Eikthyr's vegvisir
Fixed
There are no Halls in the Meadows, so Eikthyr's vegvisir now marks the nearest Halls entrance of the Black Forest instead of marking nothing.
If a client has not yet received the world's keys from the host, reading a stone now says so instead of leaving the map without a mark.
World
Floating objects
Fixed
Halls entrances, encounter characters, azurite and runic veins no longer float or sink on dedicated servers and terrain changed by world mods: once the zone is loaded they sit on the real ground on every client.
Inscription Gate
Fixed
A portal with no name of its own, or with the gate's name, is now bound only to the gate and no longer pairs with other portals of that name, and a redirect from the far end cannot break it. Portal names are not changed, and existing worlds repair themselves.
Craft tree
Grave Tether
Fixed
The remembered grave position is tied to the world it was set in: a marker from one world no longer appears in another world with the same character.
Quick Mark
Fixed
Special ore deposits (Hot iron, Barrow silver, Frost iron and the other runic veins) are marked with their ore's icon instead of the generic marker, matching Ore Sight.
Fishing
Fixed
The extra fish from "chance to catch an extra fish" now goes straight into your inventory instead of being dropped at your feet, where at the water's edge it could swim away.
Special ores through portals
Fixed
The Ore Portals mastery now lets all special ores and their alloys through: each once the boss of its home biome is dead, with the same toll as ordinary metals.
Ascendancy classes
Living Steel
Fixed
Living weapons no longer attack the smith's own buildings: walls, kilns, workbenches and chests.
Combat
Ballistas shoot all around
Fixed
A ballista only saw enemies in an arc in front of it, and the direction it was built in came out at random, so it often wound up and collapsed without firing. It now sees and turns all the way around. Crossbows from other mods with their own ammunition type work too.
Dead creatures no longer stay standing
Fixed
A creature could stay standing after death as an invulnerable ghost, with allies still attacking it. Such bodies now leave the world within seconds.
Floating damage numbers
Fixed
The number was shown before the world damage rate and the per-player share, so it did not match the health lost. It now shows the damage actually dealt.
Aura gems no longer flicker
Fixed
An aura's circle went out and came back several times a second. An active aura now stays steady.
Items
Food after death
Fixed
Food taken back from a grave would not stack with the same food made since. It now stacks.
Windows
Cursor at the runic anvil
Fixed
At an anvil owned by another player on a server, the window opened with no cursor. The cursor now shows.
Class tree
Fixed
The points and path plaques no longer cover the class tree's nodes: while it is open they sit in the top right corner.
Inventory over the tree
Fixed
The inventory key opens the bag over the open tree more reliably, including from the search field, so jewels can be socketed without closing it.