It has been a while! We are happy to announce that the much-awaited 2023 update is out now (build 4409)! This update brings a lot of changes to the game, and we hope you enjoy them. Various folks from the community have been working on this update for a long time, and we are very excited to finally get it out to you all.
I'd like to start out by thanking everyone for their patience including those of contributors. As the game is fully developed by the community, it can be challenging to decide on what should be added, what meets the standards of a game enjoyed by many and the find the time to make it all happen. Everyone involved in KAG is a volunteer, so as always anyone passionate about the game is welcome to join development through participation on Discord & GitHub!
There's many changes, small and big, let's expand on them below (I'll spoil the first one: it's no longer Christmas!):
General & Community - Winter/Christmas has been disabled - the game is now relevant to players on the northern hemisphere again! - Added missing accolades - Modified account age in scoreboard to go above 10 (X), and a minor refresh to omse scoreboard icons - Updated German and Russian translations & Fixed some text in the game not getting translated - Being AFK will now move you to spectator instead of kick you if the server is less than half-full - TTH game start sound is now the same as CTF - Resupply information moved to builder HUD - Ballista bolt/shell naming consistency - ... And many other minor fixes or tweaks to things like GUI/HUD, visuals or sounds
Maps - SmallCTF sees 16 new maps added and 3 removed - CTF sees 22 new maps added, 19 maps removed and 17 maps tweaked - TDM sees 31 maps newly added or modified and 19 removed - Map loading & refreshing is now faster - Servers can now easily change the default red barrier settings - ... Enjoy over 100 unique changes and refreshed mapcycles
Gameplay - Boat changes: custom capture zones per-boat, warboats don't cost gold anymore, longboats don't decay when left alone, more change and various fixes - Arrows break when attached to a door or platform when it's opened - Items that are on fire can no longer be put in inventory - Bombarrows flash when airborne - You can no longer pop vehicle wheels while it is being captured - And dozens of fixes like: - Spikes no longer attached to stone wouldn't deal damage - Seeds couldn't be placed as a builder when you were out of materials - Drills set on fire by a fire arrow would not cool down - Cursor appeared behind modded message boxes/website prompts - ... And many more
Highlights - Emote pack support Support was added to add custom emote packs, similar to head packs! This is not yet being used, but please share your ideas or contribute to spriting new ones if you can!
- ChatCommands system Chat commands just got a whole lot more organised! This is both handy for server owners/moderators and players alike. Commands no longer appear in chat, and have changed a little. Write "/help" instantly get all commands available to you in chat, including a description.
- Holiday event change This one is fairly minor but also includes a call-to-spriters!
First of all, a new holiday even has been added. KAG's birthday! It's a pretty small one and additions are welcome, but enjoy balloons on various places like CTF tents and boats, and a festive party hat! That last point involves the another major (behind the scenes) change to holidays, custom holiday heads are now easier to add and can be added very quickly! Do you have any ideas for holidays that should have a custom head and are an experienced spriter? Submit one! For example: a bunny head for easter, a spooky hat for halloween or a something crazy for new year's!
- Cinematic camera We've got a new fully automated cinematic camera! It smoothly follows everything in the game, zooming in on heated moments or runs with the flag in CTF, making sure you never had to manually go around again! You can toggle this uring right mouse button, should you wish to take control again.
- Wallclimb rework Wallclimb was fundamentally overhauled. Non-deterministic behavior was removed, meaning you will be able to achieve good wallclimbs more consistently. If you're used to old wallclimbs, fear not: you will not need to relearn it. Wallclimbs are now limited to two per wall, but the boost they give was buffed. These changes combined, the maximum reachable height from a simple wallclimb is roughly the same as before. The way wallclimbs are granted now depends on your velocity. When you jump from the ground while hugging a wall, your first wallclimb will only be granted when you're about to fall. Because wallclimbs override your velocity, this makes walljumps automatically closer to ideal. Further, wallclimbs and walljumps made when very close to the ceiling was made more consistent than before. We also reduced the delay between jumping/falling off the ground and being able to walljump or wallclimb. Combined with the above, this means you can perform small jumps (e.g. by tapping W) to trigger a walljump earlier than what was possible. Finally, arrow climbs now let you wallclimb again, effectively allowing you to reach higher heights. We hope these changes make climbing feel much more consistent, snappier, and increase the value and depth they provide to gameplay.
PATCH NOTES: [expand type=details]
[modified] idle update check timeout increased from 2s to 5s to account for AUS servers (thanks jrgp)
[fixed] WAR base crash (unused in main game) (thanks mugg91)
[fixed] spikes no longer attached to stone wouldn't deal damage (thanks mugg91)
[fixed] crate auto-pickup (e.g. logs & mats) was broken (thanks bunnie)
[fixed] buying from TTH workbenches could crash clients (thanks mugg91)
[modified] you can now drive through neutral/team doors in all vehicles and boats (thanks gingerbeard)
[fixed] added some missing translations code-side (thanks epsilon)
[fixed] already grown grains wouldn't show properly when connecting to a server (thanks gingerbeard)
[fixed] minor visual issue in water bomb stun dazzle effect (thanks gingerbeard)
[fixed] quarter beds would survive in a glitched state if you got in right as it got destroyed (thanks gingerbeard & mugg91)
[fixed] tunnel menu order was inconsistent and depended on which tunnel you were at (thanks paralogia)
[fixed] seeds couldn't be placed as a builder when you were out of materials (thanks gingerbeard & hobey)
[fixed] inventory items are properly centered and team colored in the HUD (thanks gingerbeard & mugg91)
[fixed] builder materials sometimes dropping on map change, due to builders getting incorrectly respawned twice (thanks gingerbeard & mugg91)
[fixed] corpses made grunt sounds due to fall damage (thanks mugg91)
[added] emote pack support (thanks epsilon)
[fixed] warboat capture would not change the team of its mounted bow (thanks gingerbeard)
[fixed] attached vehicles (e.g. catapults on boats) shouldn't be captured independently from their parent boat (thanks gingerbeard)
[modified] each boat now uses custom capture zones (thanks gingerbeard)
[fixed] improved boat unpacking, require the necessary space for unpacking boats (thanks gingerbeard)
[fixed] warboats and longboats had incorrect shapes in certain circumstances (thanks gingerbeard)
[modified] warboats no longer cost gold (thanks gingerbeard)
[modified] longboats no longer decay when left alone (thanks gingerbeard)
[modified] reduced the wait time before you can move the camera after dying (thanks mugg91)
[fixed] that the "Following Player" text was overlapping with the Timer (thanks mugg91)
[modified] tunnels, storages, quarries and outposts won't get a window added to them (thanks mugg91)
[fixed] knights can no longer destroy wires/components by slashing/jabbing (thanks mugg91)
[fixed] drills set on fire by a fire arrow would not cool down (thanks mugg91)
[fixed] damaging an open team bridge should not give it a closed sprite (thanks mugg91)
[fixed] fireplace sounds would not start playing automatically (thanks mugg91)
[fixed] fireplaces would spin when above a ledge (thanks mugg91)
[modified] fireplaces can now be ignited and extinguished (thanks mugg91)
[fixed] ballista bolt/shell naming consistency (thanks mugg91)
[fixed] arrows stuck to blocks would survive after the block was destroyed or collapsed (thanks mugg91)
[modified] arrows break when stuck to a door or bridge as it gets opened (thanks mugg91)
[reverted] christmas cheer
[added] amogus
[fixed?] spurious admin gold warnings (thanks epsilon)
[fixed] teleporting to tunnels that were destroyed/switched teams (thanks epsilon)
[fixed] fireplaces now play sounds when cooking food on servers (thanks mugg91)
[fixed] seat arrows will not show on entities picked up/put in entities, such as dinghies or sharks (thanks mugg91)
[fixed] that you could pick up items exactly as you entered a crate, quarters (thanks mugg91)
[fixed] that you could pick up items from other people's hands due to lag (thanks mugg91)
[fixed] that you could pick up a dinghy someone has just entered into (thanks mugg91)
[added] KAG birthday balloons (thanks mazey)
[dev] holidays now load dynamically, which makes it easier to add custom holiday heads (thanks mazey)
[fixed] clicking through map voting elements before it was even shown (thanks epsilon)
[added] resupply indicator in the HUD, replacing the resupply text messages (thanks bunnie)
[fixed] allow slashing/jabbing team corpses and disallow hitting held corpses (thanks paralogia)
[fixed] seeds could not be loaded into catapults (thanks laws65)
[fixed] correct catapult loading icons for different food types (thanks laws65)
[fixed] health bars (e.g. vehicles') moved incorrectly when zooming in/out (thanks gingerbeard)
[added] new command manager with too many changes to list, try typing !help (thanks epsilon)
[modified] ease up psychological pain from the respawn counter showing "0s" for a full second (thanks paralogia)
[modified] items on fire may not be put in inventories anymore (thanks gingerbeard)
[fixed] wallclimb is now deterministic (thanks asu)
[modified] wallclimb rework, see patch notes (thanks asu)
[fixed] blob facing updates had a short random delay due to tick throttling (thanks bunnie)
[modified] adjusted archer timings for consistency: midshot 26->24 ticks; triple shot 101->100 ticks (thanks bunnie)
[modified] reworked archer cursor: color coding, smoother animation, fixed timing (thanks bunnie)
[fixed] holding a raft now properly blocks actions (thanks mugg91)
[fixed] loading a raft on a catapult now shows the proper [E] icon (thanks mugg91)
[modified] magazines can accept any 1x1 item now (thanks mugg91)
[fixed] incorrect icons when loading certain items into magazines (thanks mugg91)
[fixed] in certain gamemodes, picking up an enemy boulder and throwing it back at them wouldn't deal damage (thanks mugg91)
[fixed] selecting obstructor/mention sensor in inventory broke background tiles (thanks mugg91)
[fixed] explosives can now damage the entity they are contained in (thanks guthen)
[fixed] player will do their death cry and properly let go of a held food when getting killed by saw, instead of eating it (thanks mugg91)
[modified] account ages >=10 are now shown as the actual number instead of X (thanks goldenguy)
[removed] amogus
[fixed] blob shapes were not made inactive when placed in inventories, e.g. causing wooden things to incorrectly emit sounds and a potential performance bug (thanks asu)
[fixed] memory leak on dedicated servers (thanks alainx277)
[fixed] cursor appeared behind modded message boxes/website prompts (thanks goldenguy)
[dev][fixed] script loading bug (thanks goldenguy)
[dev][fixed] bad deltas should have a lesser effect when caused by improper .Sync (thanks goldenguy)
[fixed] in rare cases, the flag timer would never reset after being thrown (thanks mugg91)
[fixed] in rare cases, flags could be picked up, but would instantly be returned when thrown (thanks mugg91)
[fixed] maps could not add prebuilt backwalls behind flags or they would break instantly (thanks gingerbeard)
[fixed] disabled and bloody saws would not sync correctly when joining servers (thanks gingerbeard, mugg91)
[fixed] crushing enemy mines made saws bloody (thanks mugg91)
[fixed] quit synchronizing the match time property every tick, lowering debug log spam and bandwidth required (thanks gingerbeard)
[dev][fixed] plant grow checks applied one tile too deep (only relevant for mods?) (thanks gingerbeard)
[modified] being AFK in a server less than 50% full will only kick you into spectating (thanks gingerbeard)
[fixed] lanterns would often be desynced when joining servers (thanks gingerbeard)
[fixed] lanterns could shut off when thrown in water but still have the burning frame (thanks gingerbeard)
[fixed] sponge wet frames now show in inventories as they should (thanks mugg91)
[fixed] disabled lanterns now show in inventories as unlit (thanks mugg91)
[fixed] storage lantern sprites would sometimes still show even after withdrawing lit lanterns (thanks gingerbeard, mugg91)
[fixed] avoid frequently rereading costs configuration from disk (thanks gingerbeard)
[fixed] spikes and materials are now pushed by the red barrier (thanks vamist)
[fixed?] red barrier desync issues (thanks vamist)
[modified] servers can now configure custom red barrier defaults (thanks vamist)
[fixed] placing a block will destroy scenery in the whole block instead of only in the top left of the block (thanks mugg91)
[fixed] you can click on "change class" buttons from the right corners of class shops (thanks mugg91)
[modified] bombarrows flash when shot (thanks mazey)
[modified] better class icons in scoreboard, dimmed sprites when dead (thanks mazey)
[modified] show skull for dead players in scoreboard (thanks mazey)
[modified] TTH game start sound is now the same as CTF (thanks mazey)
[fixed] emitters/receivers incorrectly blocked water (thanks asu)
[modified] localhost debug editor requires holding build mod + lmb/rmb (thanks asu)
[added] cinematic camera when spectating/dead, toggled with rmb (thanks epsilon, asu)
[changed] player won't get hurt by their own damage sources when invincible (thanks mugg91)
[fixed] player won't get set on fire when invincible (thanks mugg91)
[fixed] player won't get knocked back when invincible (thanks mugg91)
[fixed] player doesn't make a hurt sound and have blood animation when bomb explodes in hand while invincible (thanks mugg91)
[fixed] player won't lose air or take drown damage when invincible (thanks mugg91)
[fixed] can't unpack crates from very far away crates anymore (thanks mugg91)
[fixed] initiating unpack of a crate without picking it up will correctly assign its team regardless (thanks mugg91)
[fixed] if the player was set on fire several times in rapid succession, they did not get damage (thanks mugg91)
[fixed] teleporting in tunnels placed you too high, sometimes causing saws to kill you when they should not (thanks mugg91)
[fixed?] shops occasionally ceased working in some conditions (thanks asu)
[modified] mounted bows now face the mid of the map when spawned (thanks noahthelegend)
[fixed] desync where vehicle firing sounds wouldn't play (thanks gingerbeard)
[fixed] certain vehicle sprites not showing their correct damage frame (thanks gingerbeard)
[modified] boats collide with platforms (thanks gingerbeard)
[modified] pop off wheels button doesn't appear when the vehicle is attached (thanks gingerbeard)
[fixed] map loading/minimap refresh is faster now (thanks asu)
[fixed] simplified script dictionary logic; fixed crashes with certain methods (thanks alainx277)
[updated] caught up to missing accolades, still missing certain UKC results (thanks bunnie)
[updated] noahthelegend misc. accolades
[updated] german translation (thanks mugg91)
[updated] russian translation (thanks kussaka)
[modified] smallCTF mapcycle: added 16 (noahthelegend), removed 3, see PR #1612
[modified] CTF mapcycle: added 22 (bunnie, biurza, fg, ferrezinhre, gix), removed 19, modified 17 (thanks bunnie), see PR #1601
[modified] TDM mapcycle: added/modified 31 (thanks noahthelegend for changes, maps from thd, biurza, ni, ferrezinhre, fg, bunnie, yeti5000, vans, pineapple, gurin, eluded, crocodile, sjd360, deynarde, mcrifel, asu, lorderplay), removed 19, see PR #1623
Ride mounts, wield a new weapon, and explore transformed lands when New World: Rise of the Angry Earth launches on October 3. We can’t wait for players to experience every new feature, including the story behind the fall of First Light, in our first paid expansion. Discover Aeternum’s next chapter for $29.99. New players can pick up both the base game and the expansion for $69.99 as part of the New World: Elysian Edition bundle.
Look forward to Season 3 updates for all players alongside the release of Rise of the Angry Earth. With revamped mainline story quests, open world PvP changes based on player feedback, and quality of life improvements like the removal of Wards, Banes and Expertise, there has never been a better time to visit the Eternal Isle. Check out the announcement trailer below.
Here’s an overview of every major update coming to New World as part of Rise of the Angry Earth, plus answers to your most common questions such as new system requirements. We’re also happy to offer players a chance to get an early feel for these features in the next PTR.
RISE OF THE ANGRY EARTH
The lush greenery of Elysian Wilds, powerful new combat options, and primordial Beast Lords await those brave enough to challenge Artemis. You will need to purchase Rise of the Angry Earth to experience the following updates:
NEW STORY
First Light has fallen. Once a welcoming place for newcomers to Aeternum, the fields have been ravaged by the fury of the Angry Earth. No one is certain what has become of the people and villages that once populated the area, and a deadly barrier has kept all but the most intrepid from attempting to find out. This abundance of earthly powers has awakened the mighty Beast Lords, a new possible adversary facing the people of Aeternum… but with them also comes a boon - the secret to taming and riding animals.
MOUNTS
Summon a mount for faster traversal across Aeternum. Master horses, dire wolves, and lions, each with a unique look, customizable equipment and a name you can set. Level up the new Riding Trade Skill to earn upgrades like increased speeds, buffs and higher tier consumable food for your new friend.
NEW PROGRESSION
Increase your character’s level to 65 and Gear Score to 700 with new attributes to help power up your builds. Increase Trade Skills to level 250 with new items to gather, refine and craft. Complete a new Faction Quest and unlock a new Faction tier loaded with desirable gear and items.
NEW GEAR RARITY: ARTIFACTS
Find and equip Artifacts, a powerful new tier of weapons and armor. Complete a series of quests and awaken the Artifact’s full potential by unlocking its six perks including one unique playstyle-defining perk to change your game.
NEW WEAPON: FLAIL
The Flail is a versatile one-handed weapon with the option for an offhand shield. Use arcane magic to enhance attacks and buff allies or debuff enemies for an easier victory. Through a combination of melee, arcane magic, and strong defenses, the wielder can bolster their group’s effectiveness without dropping the offensive.
A ZONE TRANSFORMED: ELYSIAN WILDS
The southeastern tip of Aeternum, formerly known as First Light, has been invaded by the powers of Artemis and the Angry Earth. Explore the raised structures of this magical new landscape and battle the ferocious beasts that have taken refuge in the verdant, unsettled terrain.
NEW EXPEDITION: THE SAVAGE DIVIDE
Embark on a dangerous new Level 62+ Expedition to track down the primordial Beast Lords before chaos emerges from the depths of Aeternum.
NEW HEARTRUNE ABILITY: PRIMAL FURY
Unleash your inner beast to deal unarmed light and heavy attacks on enemies.
SEASON 3 CONTENT
Influence Races, a new Season Pass, a main storyline quest revamp, and more are coming for all players in Season 3. Here are some of the highlights:
NEW SEASON PASS
Season 3 introduces a new Season Journey, new Activity Card, new Challenges, and new rewards.
NEW INFLUENCE RACES
Capture new Influence Towers and strike down enemy Factions in open world combat for territorial supremacy. Each Faction will compete for Influence in specific zones during scheduled times. If an attacking Faction earns enough Influence through PvP Missions, Influence Towers, and Forts before the race ends, they’ll receive bonus rewards, plus the opportunity to declare War. If the defending Faction prevents the attackers from scoring enough Influence within the time limit, they’ll earn bonus rewards for both the Influence Race and the next War. Regardless of who wins, the attacking Faction with the most influence can escalate the conflict into War.
NEW MAIN STORYLINE QUEST REVAMP: EDENGROVE AND GREAT CLEAVE
The Edengrove and Great Cleave main storylines are getting an overhaul based on player feedback and improvements made to the revamped starting experience. Experience these familiar zones through fresh narratives, more quest variety, and a few new surprises.
WARD, BANE, RESILIENCE AND EXPERTISE REMOVAL
We’re removing Creature Bane Perks, Creature Ward Perks, Resilience Perks, and Expertise based on player feedback. As a result, we will make the following balance changes:
For Banes, we’re increasing the base damage of magic and ranged weapons in PvE to make them more effective alternatives to melee options against multiple enemies.
For Wards, we’re making adjustments on the AI and encounter side to account for the removal of their defensive and offensive benefits.
For Resilience, we’ve added crit reduction to all players via the equip load effects (Light -15%, Medium -20%, Heavy -25%). Current items with this perk will receive the “Health” perk instead which increases the player’s health as a certain percentage of their base health.
For Expertise, we’re making adjustments to the Gear Score drops from all creatures based on their level.
Stay tuned for more weapon and perk balance updates as we continue to implement player feedback in Season 3.
SEASONAL EVENTS
Events will continue to be free for all players. This season includes the following returning favorites:
NIGHTVEIL HALLOW
Costumes are coming alongside the return of Baalphazu, Marquis of Terror. Banish the demon and his horde of ghoulish Pumpkinites for a chance at temporary Mask skins, treats, and other limited-time rewards.
TURKEY TERROR
Turkulon is back for revenge. Hunt down the feathered menace and his ‘fowl army’ to earn new rewards.
EXPANSION FAQ
CAN I PURCHASE RISE OF THE ANGRY EARTH WITHOUT OWNING THE BASE GAME?
New World is required to play the expansion. Rise of the Angry Earth is a continuation of the main story quest featuring some of the game’s most difficult challenges yet.
DOES THE RISE OF THE ANGRY EARTH EXPANSION INCLUDE THE PREMIUM REWARD TRACK?
The Premium Reward Track is a separate purchase from the expansion and must be bought individually.
HOW DOES RISE OF THE ANGRY EARTH EXPANSION WORK ACROSS DIFFERENT CHARACTERS ON THE SAME ACCOUNT?
New World: Rise of the Angry Earth is account-wide and will be accessible to all of your characters regardless of their world.
WILL RISE OF THE ANGRY EARTH EXPANSION CONTENT BE AVAILABLE FOR A LIMITED-TIME LIKE SEASONAL CONTENT?
No, the expansion content will remain available regardless of the Season, while Seasonal content will continue to cycle about every 3 months.
HOW WILL NEW WORLD: RISE OF THE ANGRY EARTH IMPACT MY ABILITY TO JOIN PLAYERS WHO DO NOT OWN THE EXPANSION?
New World: Rise of the Angry Earth is the only way for players to experience the Elysian Wilds zone, the Primal Fury Heartrune, the Savage Divide Expedition, the Flail weapon, Artifact gear, mounts, progression updates, and revamped Mutations. All other modes, events, and quests will remain accessible for everyone to enjoy together.
WHAT CHANGES ARE COMING TO REVAMPED MUTATIONS WITH RISE OF THE ANGRY EARTH?
To further improve Mutations as an endgame activity, we’ve revamped the experience for level 65 players. As a result, you will need to purchase Rise of the Angry Earth and max out your character level to enter Mutated Expeditions. Based on player feedback, Mutations will have 3 difficulties and a weekly limit of 100 Mutations. This added accessibility means less time waiting for groups and more opportunities for players to help less experienced Adventurers.
Players can also look forward to more desirable endgame rewards. For example, players that complete Elite Mutations will have a chance to earn Artifacts. Here’s the difficulty breakdown.
Intermediate: Requires 650 gear, includes Mutation
Hard: Requires 675 gear, includes Mutation and Promotion
Elite: Requires 700 gear, includes Mutation, Promotion, and Curses
WHAT ARE THE SYSTEM REQUIREMENTS TO PLAY NEW WORLD?
New World has continued to grow since launch and reached a point where the PC requirements for running the game need to scale with these new experiences. To improve the game’s client performance for all players throughout Aeternum, New World will require the following system requirements alongside the release of Rise of the Angry Earth:
Note: Internet connection is required to play. PC specs for New World may continue to evolve over time.
PTR
The Public Test Realm (PTR) is a limited-availability server-set that grants an early look at upcoming features. These preview builds are snapshots of upcoming major releases and are not final versions — you may encounter bugs, crashes, missing text, or other issues. Between our internal testing efforts and your reports, we hope to catch and resolve all serious issues before they reach the live servers. Hundreds of changes have already been made — with more to come — and the full release notes will be shared on release day. However, not every bug or feedback piece will be actioned on before release — some changes need time to be investigated further, and may arrive in a subsequent patch or two.
To help with the feedback process, all newly created PTR characters will have the opportunity to instantly level to select level-ranges outfitted with appropriate gear and items.
Stay tuned to our website and social media channels for updates on when the Rise of the Angry Earth and Season 3 PTR will be available. If you encounter a bug, exploit, or have suggestions to improve a feature or piece of content, we’d love to hear your feedback on our Discord (you can also utilize our in-game feedback tool). We will do our best to address as much of your feedback as possible before the content update makes its way to our live servers. Your participation will help us to deliver awesome content and updates in the future!
During this iteration of the PTR, we look forward to hearing your playtest feedback on the following changes:
Elysian Wilds Zone
Rise of the Angry Earth Main Story Quest
Edengrove and Great Cleave Main Story Quest Revamp
The Savage Divide Expedition
Horse Mounts
Artifacts
Flail
Weapon/Perk changes
Primal Fury Heartrune
Trade Skill and Gear Score changes
Influence Race
Season 3 Rewards Track
PTR CLIENT ACCESS
This special preview client will be made available for download through the stand-alone Steam application, “New World Public Test Realm” (which should already be in your Steam library if you own the main game). When the test period is complete and the main New World game is updated with the previewed content, the PTR world will shut down and may be wiped clean. You will continue to see the New World PTR application in your Steam library, but there will not be an active server until the next time we announce a public test.
PTR BACKSTORY LOADOUTS
Upon character creation on the PTR, players will be given multiple caches of special armor and weapons. Each cache has a designation based upon a general build and a main attribute: CON, DEX, INT, FOC, and STR.
To help manage the sudden onset of new items, do not open all provided caches at once, or you’ll risk becoming encumbered! Instead, equip all provided bags and then follow-up with opening each cache deliberately. Any undesired caches can be dropped or deposited into your personal settlement storage.
PTR FAQ
HOW DO I ACCESS THE NEW PTR?
Everyone with a copy of New World will be automatically granted access to the secondary PTR app. The PTR is not compatible with the live game, so you will need to download a separate client (and have the hard drive space required to support it). From there, we will have special worlds available within supported regions. Not all regions will initially be supported. Access is on a first come, first served basis. There may be queues.
CAN I PLAY WITH OR TRANSFER MY LIVE CHARACTERS TO THE PTR?
Unfortunately, no. These are separate ecosystems, so at this time it is not possible. However, to make testing easier, we will occasionally provide our play-testers with special accommodations such as instant levels, special gear, etc.
CAN I PROVIDE DESIGN FEEDBACK REGARDING WHAT’S INCLUDED IN THE PTR?
Preview game builds on the PTR are finished with their core development and are in their final phase of testing and bug fixing. Our main focus at this phase is improving quality, although we will appreciate any feedback you have to share.
I HAVE A PROBLEM; HOW CAN I CONTACT CUSTOMER SUPPORT?
Our policies and Code of Conduct cover the PTR, and in-game moderation will continue to be supported. Unfortunately, due to the temporary and potentially unstable nature of the PTR, general Customer Service assistance through both Live Chat and through the Support Website will not be available.
I DON’T WANT TO PARTICIPATE IN THE PTR, CAN I REMOVE THE APP FROM MY LIBRARY?
Don’t worry, no offense taken. Players can manage visibility of the New World Public Test Realm Steam Library entry. Opening up the game options (right-click > Manage) offers the “Hide Game” function.
Keep an eye out for feature-specific breakdowns as we get closer to the release of Rise of the Angry Earth on October 3. Thanks for your support and participation! We'll see you in Aeternum.
We are thrilled to extend to you a warm invitation to participate in the second World Team Championship.
This exciting event is scheduled to take place from the 10th of September to the 23rd of December and is supported and sponsored by Slitherine.
Deadline for final entries is set for the 7th of September at 11:59 AM, UK time.
This is an extraordinary opportunity: the chance to represent your very own country on this global stage!
We aim to gather a total of 24 teams, although configurations of 16 or 20 teams are also feasible. As of now, it has been confirmed, 4 teams from the UK & Ireland, 3 from the USA, 3 from France, 3 from China, 2 from Italy, 1 from Spain, and 1 from New Zealand. Teams and players from other countries would be fantastic.
Should you find yourself unable to participate as a representative of your country, we have thoughtfully included provisions for one or two "Europe" teams as well as teams from the Rest of the World.
Due to the theme of the plot, it's necessary to establish a confined setting.
In the realm of detective fiction, common settings of this kind include stormy mansions, unreachable islands, and moving trains.
In essence, these are places where external interference is impossible.
However, in this work enriched with a touch of fantasy, the aforementioned settings are all too ordinary. Our requirement is a grand, beautiful, and memorable location.
Initially, when constructing such a setting, the idea was a laboratory in the deep sea...
This way, the scene from the previous work, Rail of Möbius, could be reused.
Nevertheless, due to the nature of the story's premise, the final decision was to position the primary worldview within a snowy landscape of a distant future.
Amidst the dim and tranquil expanse of pure white, a massive square laboratory is quietly established...
What is unfolding within it, and what purpose does the self-destruction hold? It's up to players to diligently uncover the truth in the game.
For a while now, I've wanted to add some more interesting ways to get new blueprints. With this update, I've added the ability to either connect a Beacon to the Chronos, or Corrupt it. This unlocks the potential to get new unique blueprints based on the Beacon's status. Looking forward to seeing what you guys think of this change!
Major Features: - Beacon Connection: Beacons now have two different states that the player can choose in the Beacon menu after a HUB has been spawned. Connecting to the Chronos allows you to purchase humanity-specific blueprints that are focused on creating the latest technology. Corrupting a beacon allows you to get AI-created bio-machines that use a lot of the natural resources that you can find in the world. Corrupting a beacon also corrupts the nearby environment, causing harder enemies to spawn for a while.
Minor Features: - New Ally; Emberblade: The Emberblade is a sword-wielding bot that is focused on quick movement and high damage. It can be empowered with Energy to deal extra damage. - New Ally; High Capacity Axe Bot: An upgraded version of the current Axe Bot. It can carry twice as many items and has slightly stats overall. - New Ally; Ripper Drone: This ally focuses on high move speed and decent damage. The main draw is the relatively low cost for the damage output. - New Ally; Carapace Crusher: Focused on high defense, this slow moving ally can outlast most enemies while dealing pretty decent damage for the cost. - New Ally; Frostclad Repair Drone: The current highest tier ally. This one focuses on healing, much like the current repair bot, but has one major upside. The Frostclad can repair while moving! It also has a larger power pool as well as a higher healing rate.
Bug Fixes: - Fixed an issue causing allies to not rubberband to the player as fast as they should. Allies will still be left in the dust if you move too fast, but not as badly as before! - Fixed beacons not increasing nearby corruption on HUB spawns. - Fixed enemy spawn health. No more half-health Spitters!
If you've read to the end of this, then you've actually paid attention. I'll tell you something super secret... I actually started implementing logistics... It's still not finished, so use it at your own risk! The keybinds for it are: [ and ] for testing. Press ] to open up the filters menu. Here you can add in items to filter (it uses item IDs, so good luck finding out which item is which). If the filter's empty, it will just be all items. Then you can press [ while looking at a storage that you want to transfer items from, then look at a different storage and press [ again. This will link the two storages and start transferring items!
Again, this is an Experimental Feature... so... sorry if it breaks stuff.
We are thrilled to extend to you a warm invitation to participate in the second World Team Championship.
This exciting event is scheduled to take place from the 10th of September to the 23rd of December and is supported and sponsored by Slitherine.
Deadline for final entries is set for the 7th of September at 11:59 AM, UK time.
This is an extraordinary opportunity: the chance to represent your very own country on this global stage!
We aim to gather a total of 24 teams, although configurations of 16 or 20 teams are also feasible. As of now, it has been confirmed, 4 teams from the UK & Ireland, 3 from the USA, 3 from France, 3 from China, 2 from Italy, 1 from Spain, and 1 from New Zealand. Teams and players from other countries would be fantastic.
Should you find yourself unable to participate as a representative of your country, we have thoughtfully included provisions for one or two "Europe" teams as well as teams from the Rest of the World.
With "Upper Echelon update expected in the coming days, we wanted to read you in on what changes are headed your way. Please keep in mind that this is a Work In Progress changelog and things are subject to change (items may also be removed or added) before the final release.
2XP - We've got something in store for you just in time for the long weekend! Play anytime from Aug. 31st to Sep.5th to take advantage and earn Double XP! (which may work great with the Echelon system below!)
Upper Echelon Patch Notes Agents, it’s finally time to go in-depth with our next update! Upper Echelon is focused on targeted gameplay enhancements and additions to change up the meta in team based modes, expand options in what and where to loot and enhance our progression systems for high level players. There is a lot to dive into, all inspired by player feedback, so let’s get to it!
General Changes
Echelon System
We’ve received a lot of demand from the player base to expand progression in the game beyond what we currently have. Enter the Echelon system! The goal of this new system is to open up character based progression well beyond mastery 10. No gameplay unlocks will be tied to Echelons, this is really a “completionist” feature that rewards you for continuous play with your favorite agent over long periods of time.
Here’s what you will unlock by leveling up Echelon ranks:
An evolving flair next to your name when playing as a Echelon Ranked character showcasing your progress
You will earn 20 Bonds (our real-money currency) every Echelon Rank.
3 titles per character on Echelon rank 10, 50 and 100.
Do note that Echelons DO NOT reset your gameplay unlocks on a character. You can pursue them without losing any of your hard earned unlocks. Reaching Echelon level 100 should take a sizable amount of time, we are excited to see how far you get into this new system.
Team Revive Rework A major piece of feedback we’ve been looking at for a while now is the overwhelming presence of “body camping” in team-based modes. To remedy this and give players more options, we are adding a new way to revive your teammates while dodging a camping team.
From now on, extraction terminals will allow you to revive your entire team for the cost of 5 intel. They will respawn at the pad immediately, removing the need to make it to their bodies while being camped. This option becomes unavailable in the extraction phase to help drive the match to a conclusion.
Of course, you will still be able to revive your teammates directly at their body with no intel cost if the situation allows it. We think this change will make team matches much more dynamic and interesting and we’ve had a blast playtesting it internally.
Team Revive health thresholds To go along with the revived rework, we are tweaking the max health thresholds after getting revived. We hope these changes will give a bit more lee-way for revived players to make a difference, while still making it undesirable to get downed early in a match.
Revive health thresholds before: 75-50-30 Max Health
Revive thresholds now: 80-60-40 Max Health
Package Restore The player that gets the package from the vault first will now get a full restore for them and their team. This will put everyone back at full health, but also put all your teammates back at the max health threshold if they have been revived before in the match.
This will NOT resurrect teammates that are currently downed or out for good though, so make sure you get your teammates back up before capturing that package if possible.
New Gameplay element: Lost and found boxes While we are happy with the keycard changes from Season 2, one side effect of their inclusion was to devalue staff rooms in the overall structure of matches. To remedy this while still keeping control over match pace, we are introducing a new element unique to these rooms for players to seek out: Lost and found boxes. For 5 intel, players can hack them open to find a random drop from a list of possibly high value items, including keycards and field upgrades. Be careful though: there is a small chance to loot less valuable items too. Weight the options carefully!
New lootables
Three new item types will now spawn randomly across all maps. These items will reward you with “meta reward” like XP and currency to spend outside matches.
XP Cassette: Get 200 XP right away
Credits Purse: Get 25XP and 25 Credits
Pile of Bonds: Get 25XP and 5 Bonds
You will find these spawning randomly across the map so keep an eye out for them!
Player Movement Update
With this patch we are rolling out a major upgrade to how we handle player movement. What this means in practice is that player movement will be updated much more frequently by the server, leading to more accurate, smoother and easier to track movement overall. This should have a major impact on the overall game feel and smoothness of combat.
We will continue looking at possible upgrades on this subject in the future.
New XP sources
To help you reach these elusive… ahem… upper echelons, we are adding two new sources of XP to the game. Intel spent on doors and Intel spent on chests (field upgrades chests or lost and found boxes). These XP events scale with how much intel you spent. We hope these will make progressing the game more rewarding, but also encourage team play by spending intel for your allies.
Content Creator Contest Calling Cards
We are happy to introduce our first content creator calling cards following our streaming context! Leaflit was the grand winner in both categories (Hours streamed and viewer hours) while Fitzy and Miss Lovely Shadow were the runners ups in both. You’ll be able to go and grab their calling cards for free in-game with this update from the calling card menu.
We are excited to announce that Relic Hunters Legend will enter Early Access on September 25, 2023! So grab your crew of Hunters and fight the evil Ducans.
Early Access Experience
Long-time fans of Relic Hunters Legend will have additional adventures, Relics, gear and weapons to look forward to beyond what you’ve seen in the Stress Test, Closed Betas, and live-streams. We’ve also addressed several issues players uncovered during the Stress Tests and Closed Betas, creating the best gameplay experience yet.
But it doesn’t stop there! We’ll continue to deliver content updates over the course of Early Access, including new Hunters, missions, and story content. We’ll also continue to refine the game based on player feedback.
From the very beginning, Relic Hunters Legend has been driven by the love and passion of both the development team and community. With Early Access, this game will continue to evolve and grow. We always want to hear from you to make sure that the game becomes even more awesome over time!
Early Access Features:
Play through 42 multiplayer missions and 21 Story Missions
Eight different multiplayer mission types
Rewarding replayable content
5 unlockable Hunters
Relics & Relic Hunts
Level your Hunters to 30
New items and gear
Gear and item trading with fellow Hunters
Players have various ways to get into Early Access such as getting the Rebel Edition, upgrading with the Heroic Content Upgrade Pack, or picking up everything at once with the Legendary Edition that includes a digital comic book, character skins, and more. Additional details about the Relic Hunters Legend Early Access Editions and Content Pack can be found below:
Rebel Edition - $14.99 USD
Relic Hunters Legend base game on Steam
Early Access player badge
Heroic Content Upgrade Pack (supporter DLC, base game not included) - $19.99 USD
Golden Early Access player banner
Digital comic book (120 pages) *
Exclusive Early Access bubble pack
Exclusive Kami accessory for all playable characters
Gold-themed skin (hair, shirt, bottom) for all playable characters
Star-themed skin (hair, shirt, bottom) for Seven
Legendary Edition - $34.99 USD
Relic Hunters Legend base game on Steam
Early Access player badge
Golden Early Access player banner
Digital comic book (120 pages) *
Exclusive Early Access bubble pack
Exclusive Kami accessory for all playable characters
Gold-themed skins (hair, shirt, bottom) for all playable characters
Star-themed skin (hair, shirt, bottom) for Seven
* The Digital comic book is available in English and Brazilian Portuguese
The Road to Update 1.0
Here at Rogue Snail, we are excited to share that we’re already busy crafting even more content releasing in the 1.0 update! Our plans include additional Hunters joining the roster of playable characters, the EPIC conclusion to the story, and more! These additions have been in development for a while, and we’re putting in extra effort to make sure they’re where we want them before they become part of the game.
Throughout the Early Access period, we’ll be gathering feedback through surveys, community discussions, player data, and other avenues to make informed decisions on future content. This information will be important in improving features and adding new features to make Relic Hunters Legend the best game in the Galaxy!
We appreciate everyone who has joined our journey in making Relic Hunters Legend something special. It has been a long time in the making, and we are working diligently to grow and improve this universe for all.
Early Access FAQ
Why Early Access? Relic Hunters Legend would not be the game it is today without the feedback and support of our community. With Early Access, we can gather even more crucial feedback to help improve the game even more, and continue to grow the amazing community that has supported us through the years.
Approximately how long will this game be in Early Access?
Our focus is to make sure that development has the time it needs to produce the best experience of the game possible. We have a lot planned for the full release, and will continue to add content in the coming months!
How is the full version planned to differ from the Early Access version?
The full version of Relic Hunters Legend will feature additional Hunters, the EPIC conclusion to the story, and more!
What is the current state of the Early Access version?
Relic Hunters Legend goes into Early Access with the first two Acts to explore, a ton of loot and gear to collect, five unlockable Hunters to play, and eight different types of missions to play with friends or other players across the Galaxy. It’s a robust introduction to the world we are developing, and a great jumping off point for the content we’ll be adding further into development.
How are you planning on involving the community in your development process?
We’ve always had a community-focus in the development of Relic Hunters Legend. We believe that seeing how players respond to the game and interact with other community members will help us make the best version of the game possible. We have done various Closed Betas with our Founders on Discord and received a ton of great feedback around those. It’s a conversation we’re continuing to keep open!
We are collecting feedback and suggestions through the Steam Discussion forums, as well as our Relic Hunters Universe Discord Server.
New to Relic Hunters Legend
Howdy, Hunter in training! I’m surprised you made it this far to read what Relic Hunters Legend is, but I’m glad you’re here! Relic Hunters Legend invites players to:
Be A Rebel – A vibrant, lore-rich world with an equally colorful and unique cast of characters, each with their own abilities, playstyles, and personalities.
Power Up – Explore a variety of highly replayable missions as you comb your way through the universe, gathering powerful loot and facing off against intergalactic threats. With a wide range of weapons, gear, and skills to unlock and suit the way you play, Relic Hunters Legend is fun to learn and challenging to master.
Conquer Adventures – There are many ways for players to experience this new world. They can dive in solo to experience the Story Mode; group up with friends in the online co-op mode; or meet new, fellow Hunters in missions designed for up to four players.
Take Back Time – Play as the mysterious character Seven and unlock all the playable Relic Hunter characters in the single-player Story Mode campaign. Uncover a story about time travel, lost memories, and friendship while facing off against the tyrannical Duke Ducan and his evil minions.
You can also read some of our past blog posts which talk about topics such as Ways to Play, Guide to Weapons, Guide to Gear, What are Relics, and the Jimmy and Ace character showcase.
Join our Community to meet, talk, and play with other Hunters!