← All changesUpdate the modpack before joiningThis release requires a newer modpack. Update your installed pack in the launcher before joining again.
- One inventory on E: your gear, belt and holster slots, build totals and four saved loadouts in one screen.
- A deeper fight: stamina, blocks that wear you down, parries, ripostes, combo chains with a finishing stroke, and balance you can break.
- Each of the nine named blades now has a technique of its own, from the half-sword grip to the mercy stroke.
- Bleeding, adrenaline and exhaustion are shown beside the crosshair and in clear rows of signs, and a bandage roll stops the bleeding.
- Update your pack: an old client cannot join this server.
All changes in this version01One inventory
- Press E for everything you wear: armour, the second hand and the belt, holster and face slots sit around your figure. Click a part of your figure to see how well it is covered.
- The panel on the left adds up attack, defence and load. Click a total to see what makes it up, and hover an item to see how it would change your build.
- Hovering a weapon or a piece of armour shows a short card with up to three bars, compared with what you wear. Hold Shift for the full figures.
- Save up to four loadouts and switch between them. Each armour piece takes a second to change, so changing in a fight leaves you half dressed for a moment.
02The fight
- Stamina is back. Swings, blocks, sprints and rolls spend it, and heavier gear makes it smaller and slower to return.
- A block costs stamina for every blow it holds. When stamina runs out, the guard breaks and you stagger.
- Alternate the direction of your strikes to build pressure; an unbroken chain ends in a finishing stroke that cannot be parried.
- Blows wear down balance. A fighter with no balance left can be finished, and a perfect parry opens a riposte.
- Where a blow lands now follows the swing. A cut lands at the shoulders, an overhead blow at the crown, and only a thrust or a bullet reaches the face. A mask or visor in the new face slot covers it.
- Guns pay for their rate of fire with recoil, a hot barrel and slow turning for heavy guns. Damage per shot never changes, and bolt-action rifles now fire faster.
03Builds and gear
- Weapons now pierce by their metal as well as their kind, so a better blade is a better blade against armour.
- Matched armour sets make your gear lighter at two pieces, cover their weakest spot at three, and work as one harness at four.
- New belt, holster and bandage roll. The holster draws a pistol or a dagger in a quarter of a second. The belt dresses a wound or mends what you hold while you stand still.
- Armour made with care now protects better, and lined armour guards the part it covers.
04Named blades
- Each named blade has one technique a skilled hand could do with steel. Think of the half-sword grip, a thrust between armour joints or a four-cut series.
- Every technique has a cost and an answer: read the blade's card and the guide page before you meet it in a fight.
05Signs and statuses
- Combat signs appear beside the crosshair only in a fight: stamina, balance, pressure, the finishing stroke and the parry window.
- Help is shown as circles on the left and harm as hexagons on the right, each with a shrinking edge for the time left. Hold J to name every sign.
- Bleeding never kills on its own: crouch still for two seconds or use a bandage roll. Adrenaline after a parry or a kill gives a short-lived shield of health.
06The war and the server
- Several weekly goals can run at once, each sized to how many people played this week, with one person's share capped.
- A public war page and a Discord board show the open goals, rifts and the week's fronts, tides and herds.
- Groups can now say they take newcomers, and new players without a group see who does when they arrive.
- Three new mods: Autochef's Delight, Ping Wheel (pings reach only your party) and Exposure film cameras.
- The server now warns staff once when it fails, not every few seconds. It rolls back a broken update and checks the world's ground before it starts.
07Fixes
- Money owed to a group that disbands is no longer lost, and an outpost counter now pays the same market fee as the order book.
- A bounty pool now goes only to the reaper who ends the hunt.
- A warlord cannot be raised twice while its fight still stands, and a counter refuses a purchase if its price changed under your click.
- A named blade lost with a corpse that vanished comes back into the world in time.