Ability Changes Overview
We’ve made numerous ability changes with this latest update – some with global implications, while others are specific tweaks and quality of life changes. Some of our major goals with these changes include:
- Improving the Werewolf gameplay and quality of life: Several abilities received significant adjustments, leveling the skill line is considerably easier, and Werewolves are now capable of doing more core combat actions such as resurrecting or using synergies.
- Reducing the duration of snare and defile effects: Abilities and Item Sets that apply snares or defile debuffs on enemies have had their durations significantly reduced. Since most of the changes were made to damage over time abilities, you will have to recast those abilities earlier to keep an enemy permanently snared, which sacrifices some damage. Most area of effect snaring abilities were untouched, though, since the counterplay is just to move out of the area of effect.
- Increasing the viability of some older Item Sets: A few Item Sets have received some dramatic redesigns, while others were simply buffed to improve their usage.
- Increased the Movement Speed of all Monsters summoned from your abilities and Item Sets by 25%.
Monsters now have a 50% total Movement Speed bonus. They can keep pace with you when you are using Sprint or have Major Expedition, but stacking Movement Speed bonuses will allow you to outrun them.
- A visual effect will now appear over your character’s head when using Detection Potions, Magelight, or Expert Hunter to notify other players of your ability to see sneaking/invisible enemies.
- Decreased the range of Two Handed, Dual Wield, One Hand and Shield, Unarmed, and Werewolf Heavy Attacks to 7 meters from 10 meters.
The range for melee Heavy Attacks now matches other melee cast time and channeled abilities, such as Uppercut and Flurry.
- Fixed an issue where casting certain self-targeted abilities, such as Spike Armor, Dark Exchange, or Imbue Weapon, would remove you from Sneak.
- World in Ruin: This ability now also increases the damage over time component of Fiery Breath and its morphs.
- This ability now only snares targets when you deal direct damage with an Ardent Flame ability (was any type of damage).
- Decreased the duration of the snare to 3 seconds for all ranks (previously 2/4 seconds).
- Reflective Scale
- Reflective Plate (morph): This ability now also grants 2 seconds of immunity to snare and immobilization effects.
- Death Stroke
- Incapacitating Strike (morph): This ability now only stuns your enemy if your current health percentage is lower than the target’s.
- Grim Focus
- Merciless Resolve (morph): Removed the snare from this ability.
- Aspect of Terror: Decreased the duration of the snare from this ability and its morphs to 2 seconds from 4 seconds.
- Shadow Cloak
- Dark Cloak (morph): Fixed an issue where casting this ability was removing you from sneak.
- Cripple: Decreased the duration of the snare and the Major Expedition buff from this ability and its morphs to 4 seconds from 8 seconds.
- Rune Prison
- Rune Cage (morph): Decreased the damage done from this ability by approximately 20%.
- Mages’ Fury: Fixed an issue where dodging this ability and its morphs would still apply the execute explosion debuff to you.
- Overload: Fixed an issue where the Heavy Attack from this ability and its morphs could not proc Weapon Enchantments or Poisons.
- Radiant Destruction: Increased the maximum bonus execute damage dealt by this ability and its morph to 400% from 330%.
- Solar Flare
- Dark Flare (morph): Decreased the duration of the Major Defile debuff to 4 seconds from 6 seconds.
- Solar Barrage (morph): Removed the cast time from this ability, and decreased the damage done by approximately 40%.
- Sun Fire: Decreased the duration of the snare from this ability and its morphs to 3 seconds from 5/9 seconds.
- Healing Ritual
- Ritual of Rebirth (morph): Fixed an issue where you could dodge the secondary heal from this ability.
- Rune Focus:
- This ability and its morphs now apply Major Ward, Major Resolve, and all morph effects to you directly for 15 seconds.
- Standing within the area of effect now increases the Major Ward and Major Resolve effects by 50%.
- Increased the cost of this ability and Restoring Focus to 2700 Magicka from 1890.
The new design of Rune Focus more closely matches the fast action combat, while still preserving the original feel of an area of protection.
- Channeled Focus (morph): Increased the cost of this ability to 1891 Magicka from 1080.
- Cliff Racer
- Screaming Cliff Racer (morph): Fixed an issue where casting this ability would not orient your character to face the target.
- Lotus Flower: Fixed an issue where this ability and its morphs did not work with the Light and Heavy Attacks from the Mend Wounds ability.
- Arctic Wind: Increased the initial heal from this ability and its morphs to 15% of your Max Health from 12%.
One Hand and Shield
- Power Bash
- Reverberating Bash (morph): Decreased the duration of the Major Defile debuff to 4 seconds from 10 seconds.
- Lacerate: Fixed an issue where this ability and its morphs could sometimes heal you based on damage dealt from other abilities happening at the same time.
- Twin Slashes
- Rending Slashes (morph): Decreased the duration of the snare to 4 seconds from 9 seconds.
- Arrow Spray: Decreased the duration of the snare applied from this ability and its morphs to 4 seconds from 6 seconds.
- Scatter Shot: Fixed an issue where using Roll Dodge immediately after casting this ability or its morphs would prevent the enemy from gaining crowd control immunity after you knocked them back.
- Lethal Arrow (morph): Decreased the duration of the Major Defile debuff applied to 4 seconds from 10 seconds.
- Curing Vampirism will now refund all Skill Points that are invested in the Skill Line.
- Drain Essence: Fixed an issue where this ability and its morphs would fail to cast if you used it against a crowd-control immune enemy while you were blocking.
Developer Comments – Werewolf Changes: There were a significant number of changes made to Werewolf this update. Some of these changes were made to improve the quality of life with leveling and maintaining the form, while others open up new gameplay possibilities.
First, you’ll find leveling and maintaining your Werewolf is now considerably easier. The Devour passive is now granted automatically from the very start, so you can sustain the form better at lower levels before you’ve unlocked all the other skills. We’ve also significantly reduced the experience requirements to morph all skills.
Second, you’ll be able to do more core combat actions as a Werewolf, such as resurrecting your allies or using Synergies. Werewolves will have a much easier time engaging in group content now that they can help their friends more effectively. This, coupled with some other changes such as the Blood Rage passive triggering on damage dealt instead of damage taken, means they can be more viable in group PvE activities such as dungeons.
Finally, many morphs and abilities were changed to improve the cohesiveness of the Werewolf kit. Some combos and effects that weren’t very effective have been removed, while others were tweaked to better support the fast and ferocious playstyle of the Werewolf. As an example, we removed the stuns from Pounce and Piercing Howl, but dramatically improved Roar by making it instant cast, fear more targets, and have more competitive morph effects.
- You can now resurrect other players while transformed.
- You can now use synergy abilities while transformed. You will use a unique Werewolf-themed animation instead of the synergy’s usual animation.
- You can now use Siege Weapons while transformed.
- Your Werewolf timer will no longer tick down while you are reviving in place while transformed.
- Updated the tooltip of this ability and its morphs to better describe all the additional effects of transforming.
- This ability and its morphs no longer increase your Movement Speed or your Spell and Physical Resistance as a baseline effect. These bonuses have been moved to passive abilities in the skill line.
These bonuses were moved to passive abilities to help reinforce the feeling of progression you get from leveling the Werewolf skill line. It also allows for extra space to add more information to the Werewolf Transformation tooltip about all the other bonuses you have while transformed, such as your Max Stamina being increased or your Heavy Attacks dealing splash damage.
- Pack Leader (morph):
- The direwolves now scale with the bonuses from damage done.
- The direwolves now randomly alternate between 2 direct damage abilities, previously 4, and they no longer use a non-damaging snare ability.
- Fixed an issue where the direwolves would throttle their attacks against the same target. They now attack much more rapidly.
- Fixed an issue where the direwolves would not respawn with you whenever you respawned.
- Blood Rage: This ability now increases the timer of your Werewolf Transformation when you deal damage, rather than when you take damage. It adds 2/4 seconds to your timer with a 5 second cooldown.
- This is now the first passive you unlock in the skill line, and is a free passive that does not require you to spend a skill point. Points already spent into this will be automatically refunded.
- The devour corpse ability is now a 4-second channel, instead of a 4-second cast time. Every second you spend devouring a corpse increases your Werewolf timer and restores Health. Each corpse can be devoured for up to 4 seconds.
- Updated the visual effects on enemy corpses that can be devoured.
- Improved the targeting and reliability for devouring corpses.
- Hircine’s Bounty: This ability and its morphs now heal based on your Max Health; Hircine’s Bounty and Hircine’s Rage heal for 45% of your Max Health, while Hircine’s Fortitude heal for 60% of your Max Health.
- Hircine’s Rage (morph): This morph now grants Major Brutality for 20 seconds.
- Infectious Claws: Updated the visual effects for this ability and its morphs.
- Piercing Howl:
- This ability and its morphs no longer stun the target.
- Decreased the cost of this ability and its morphs to 3510 Stamina from 4050.
- Updated the visual effects for this ability and its morphs.
- Howl of Despair (morph): The synergy now grants the ally Empower for all Light Attacks for 5 seconds. Previously, it granted 10% more Light and Heavy Attack damage for 15 seconds.
- Pounce: This ability and its morphs no longer stun the target if they were already set Off Balance.
- Pursuit: This ability now also increases your Movement Speed by 15/30%.
- Note: This bonus was moved from a baseline effect of Werewolf Transformation to this passive.
- This ability and its morphs are now instant-cast, previously 1 second.
- This ability and its morphs can now fear up to 6 targets, previously 3 targets..
- This ability and the Rousing Roar morph no longer set enemies Off Balance.
- Ferocious Roar (morph): This morph now sets feared targets Off Balance.
- Rousing Roar (morph): This morph has been renamed to Deafening Roar, and now applies Major Fracture for 10 seconds to feared targets.
- Savage Strength: This ability now also increases your Spell and Physical Resistance by 5000/10000.
- Note: This bonus was moved from a baseline effect of Werewolf Transformation to this passive.
- All Werewolf abilities now require less experience to morph. The experience requirements to level up the Werewolf abilities now match the Weapon Skill Line abilities, and the Werewolf Transformation Ultimate experience requirement now matches Class Ultimate abilities.
- Curing Lycanthropy will now refund all Skill Points that are invested in the Skill Line.
- Fixed an issue where casting another ability while in the middle of a Werewolf Heavy Attack would cancel the Heavy Attack, instead of queuing the ability to cast when the Heavy Attack completed.
- Silver Bolts: Decreased the duration of the snare to 4 seconds from 6 seconds.
- Silver Leash (morph): Fixed an issue where this ability was not counting as a Fighter’s Guild ability for the Slayer passive.
- Imbue Weapon
- Fixed an issue where this ability and its morphs were removing you from sneak when cast.
- Fixed an issue where this ability and its morphs were not playing their visual effects or audio if you were unarmed.
- Crushing Weapon (morph): Fixed an issue where this would heal based on the damage done from the Light Attack, and not the damage done by Crushing Weapon itself.
- Mend Wounds: Weapon swapping to an ability bar that does not have this ability or its morphs slotted will now toggle the ability off.
- Trapping Webs
- Shadow Silk (morph): Fixed an issue where the black widow spiders were using a poison damage over time effect that was being mitigated by the target’s Spell Resistance, instead of their Physical Resistance.
- The Atronach
- Tactician: Fixed an issue where this passive was setting enemies Off Balance when you dodged their attack with dodge bonuses such as Major/Minor Evasion, instead of only from Roll Dodge.
- The Lady
- Unchained: Fixed an issue where this passive was not functioning when you used Break Free while transformed into a Werewolf.
- Crest of Cyrodiil: This item set has been redesigned, and its old effect has been moved to the Ward of Cyrodiil Item Set.
- 2: Weapon Damage
- 3: Max Health
- 4: Healing Taken
- 5: When you deal melee damage, you apply Minor Defile to the enemy for 5 seconds, reducing their healing received by 30%. This effect can occur once every 5 seconds.
- 2: Stamina Recovery
- 3: Max Health
- 4: Max Health
- 5: After successfully blocking, heal for 8000 Health. This effect can occur every 5 seconds.
- Defending Warrior: Fixed an issue where this item set could sometimes heal you based on damage dealt from other abilities happening at the same time.
- Domihaus: Updated the telegraph visuals displayed to enemy players.
- Durok’s Bane: Decreased the duration of the Major Defile debuff to 4 seconds from 10 seconds.
- Elf Bane: Fixed an issue where this item set was not increasing the duration of the damage over time from the Grothdarr Item Set.
- Hagraven’s Garden: Updated the telegraph visuals displayed to enemy players.
- Hatchling’s Shell: This item set has been redesigned.
- 2: Physical Resistance
- 3: Spell Resistance
- 4: Healing Taken
- 5: Gain a damage shield that absorbs 5000 damage every 15 seconds.
- 2: Physical Resistance
- 3: Spell Resistance
- 4: Max Health
- 5: Gain a damage shield equal to 20% of your Max Health for 15 seconds every 15 seconds.
- Hide of Morihaus: Fixed an issue where the damage from this item set could critically strike.
- Jorvuld’s Guidance: Fixed an issue where this item set was not increasing the duration of the Minor Expedition buff granted by the Hasty Prayer ability.
- Light of Cyrodiil: The 5-piece bonus has gained an additional effect.
- 5: While you are casting or channeling an ability, your damage taken is reduced by 15%.
- 5: While you are casting or channeling an ability, your damage taken is reduced by 15%. When you are interrupted, your next Magicka ability will cost no Magicka.
- Robes of the Hist: Altered the the 5-piece bonus from this item set.
- 5: Reduces the duration of disabling effects applied to you by 20%. While you are affected by a disabling effect, heal for 2000 Health every 1 second.
- 5: While you are affected by a disabling effect, immobilization, or snare, you heal for 2500 Health every 1 second.
- Sload’s Semblance:
- Removed the first damage over time tick.
- The damage over time effect now begins dealing damage 1 second after it has been applied.
- Decreased the total damage by approximately 15% due to the removed tick.
- Fixed an issue where the damage over time from this item set was removing invisibility.
- Fixed an issue where the damage over time could proc itself.
- Swamp Raider: Redesigned the 5-piece bonus from this item set.
- 5: When you deal damage with a Magicka ability, your Poison and Disease Damage abilities gain an additional 450 Weapon Damage for 10 seconds.
- 5: Adds 400 Weapon Damage to your Poison and Disease Damage abilities.
- Tremorscale: Decreased the duration of the snare to 3 seconds from 4 seconds.
- Ward of Cyrodiil: Redesigned this item set.
- 2: Stamina Recovery
- 3: Mounted Speed
- 4: Max Health
- 5: Increase the amount of damage you block by 8%.
- 2: Weapon Damage
- 3: Stamina Recovery
- 4: Stamina Recovery
- 5: When you deal melee damage, you apply Major Defile to the enemy for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 5 seconds.
- Witchman Armor: Fixed an issue where the resource restore from this item set would not work if the Ultimate ability you cast did not hit the target.
- Zaan: Decreased the range required to break the fiery tether to 8 meters from 10 meters.
- Infused (Weapon): Fixed an issue where the cooldown reduction was applying to both of your Weapon Enchantments if you were dual wielding.
- Players who queue for Cyrodiil while grouped will now independently enter Cyrodiil on their own individual queue timers.
- This means a group that queues for Cyrodiil can have members in Cyrodiil and other zones as their group transitions into the campaign.
- Delve bosses in Cyrodiil now spawn like other Delves in Tamriel. Happy hunting!
- Updated the Alchemy satchels acquired from Conquest boards or from Imperial City Tel Var purchases to include new Alchemy materials introduced in Summerset.
- Healing Medals in Team Deathmatch now contribute more scoring value towards the end of game scoreboard, as well as weekly Leaderboards.
- You can no longer cast Undo to get into starter locations.
- Fixed an issue where a few items in Cyrodiil would be considered “stolen” when picked up. In the lawless land of Cyrodiil, this is preposterous – and thus, these items are now no longer considered “stolen”.
- Keeps now have 2 levels per resource material instead of 5.
- Resources now have 1 level for Defensive upgrades and 1 level for Production upgrades.
- Resources will now go from level 0 to 1 in about 10 minutes.
- A Keep will now gain its levels slower from a level 0 resource, but much faster from a level 1 resource.
- Prior upgrades which were spread out across 5 levels have been compressed into 2 levels for Keeps and 1 level for Resources, but the overall strength of each upgrade at maximum level remains the same.
- Keeps once again have Degrade turned back on. However, the degrade rate is much faster; a Keep can lose a resource level in about 5 minutes instead of an hour.
Resources and Keeps were always intended to be a symbiotic Structure, where capturing a Resource effected a Keep in a meaningful way. Resources were also meant to be the primary target for smaller groups and solo players that want to alter the course of the War. The speed which a Keep can be toppled has gotten faster and faster, resulting in Resources not living up to their desired design purpose and simply serving as beach-heads that don’t effect the Keep they’re tied to. By reintroducing degrade and condensing the levels of Keeps and Resources, we believe the war in Cyrodiil will offer more options for players in small groups or solo to contribute in a meaningful way. This returns Keeps and Resources to their intended interplay as a full entity instead of disparate beach-heads surrounding a Keep. If you want to cripple the guards at a Keep, take the Farm. If you want to make the walls weaker, take the mine. If you want the doors to drop faster, take the Lumbermill.
- Drakelowe, Dragonclaw and Brindle now offer an 8% AP bonus per Keep held.
- This bonus is also noted on the Keep tooltip when you hover over it.
- Keep bonuses now give increases to AP, XP, Gold, Spell Crit and Weapon Crit for every level of ownership, instead of every other bonus.
- The siege masters of Vivec and Shor have learned from their counterparts in Sotha Sil, and all siege weapons will be more effective against players in Champion enabled Campaigns.
Siege damage over the years has tailed off in terms of raw output when comparing CP vs. No-CP campaigns. Siege in Non-CP campaigns deal damage that more closely resembles the original design and intent of Siege weaponry. The changes we’re doing to Siege damage in Champion-enabled campaigns result in closer parity between CP and Non-CP Siege damage.
- Players transformed into werewolves will now animate properly when interacting with objects in Battlegrounds.
- The Pelinal’s Ferocity buff will no longer display its effects every time you change zones.
- Many citizens who were previously unsuspecting of a thief’s ill intentions will now respond with suspicion when you approach.
- Many Mementos that prevent you from moving now also prevent you from mounting while you are using them.
Many of these Mementos cause your character to use unique animations or spawn unique effects that don’t look very good (or stop working entirely) if you mount while using them. Since these Mementos also often stop you from moving entirely while they’re active, we decided to keep you from mounting up, instead of allowing you to mount but then be unable to ride off.
- The visual effects from Hurricane no longer persist longer than your character stands in the area of effect.
- Dying wisps no longer repeatedly attempt to detonate until their detonation would hit something.
- Dawn-Prisms are now available from Battleground Supplies Merchant.
- Updated the base-rank icons for Metalworking, Tailoring, Woodworking, and Solvent Proficiency to match the facing of subsequent ranks.
- Fixed an issue in the French translation where, when crafting Brassards for a Crafting Writ, the incorrect quest step would progress.
- Fixed an issue where poison visual effects would not display on weapons while you had an Outfit Style applied.
- Now, while you’re working on your Outfits at an Outfit Station, other players will be sure to see you facing the Outfit Station, rather than staring off into space in the opposite direction, seeking inspiration for your next catwalk-ready design.
- Corrected an issue preventing Pyandonean and Sapiarch Outfit Styles from being previewed within Outfit Stations or the Outfit Collection.
- Fixed an issue where, while in Preview mode at an Outfit Station, your headpiece would disappear if you used the paint bucket tool on a slot that the chosen Head Style did not have.
- Lower tiers of Blacksmith, Clothier, and Woodworking Writs now all require fewer raw materials to satisfy, bringing them in line with the topmost tiers of each. Jewelry Crafting, Enchanting, Provisioning, and Alchemy Writs have not been modified.
- Updated the Equipment Writ Board’s post-certification text to mention that it does, indeed, provide Jewelry Crafting Writs.
- Max-ranked Crafting Writs will no longer display a superfluous Inspiration award.
- Fixed an issue resulting in Provisioning Writs being somewhat unpredictable on what they required during the week.
- Fixed an issue that could occasionally cause the busts in the Crown Store preview view to load in crooked.
- Fixed an issue that would cause walking animations to stop playing when you exit an emote preview from the Crown Store.
- Fixed an issue where the Adorable Assassin Hair Style would have visual issues when equipped with Elder Council Tunic and Sash, City Isle Tunic Dress and Cyrod Patrician Formal Gown.
- Assistants will now remain stationary while you are interacting with them to prevent closing the interaction when their owner moves around.
- The Assistant will close active interactions and catch up to the owner if the owner moves about 40 yards away from it.
- You can now only select one role when queueing through the Activity Finder, and it will display next to party frames.
This change was made for a few reasons. Most importantly, it streamlines the queueing system so groups can be created faster. It’s also in an effort to address the issue where players would queue as multiple roles and get assigned the role they just can’t do, leading to bad group experiences. Now, if a player chooses a role, they are explicitly saying they are equipped to perform that role so there is less downtime at the start of the dungeon waiting for players to figure out which role they were assigned and making adjustments.
- Blackheart Haven
- The Roost Mother’s Fiery Sacrifice area effect is now more clearly visible and no longer disappears right after doing damage.
- City of Ash I
- Rothariel Flameheart’s clones will now die when Rothariel Flameheart is defeated or the encounter resets.
- City of Ash II
- The Ash Titan’s Molten Shower ability will now have an appropriate icon in the Death Recap window.
- Bloody Mayra has extricated herself from the walls of the dungeon.
- Crypt of Hearts
- Archmaster Siniel will now abandon his pursuit when cowardly players run from his fight space.
- Archmaster Siniel’s Death Bolt now travels at the appropriate speed no matter its range.
- Archmaster Siniel’s Horror ability will no longer have its effects inexplicably turn black.
- The Banekin torturing Faindor will now continue to display their visual effects, even if your character dies and resurrects.
- Death’s Leviathan’s Ignite ability now has a more appropriate icon.
- Death’s Leviathan’s Trample ability will now do reduced damage if blocked.
- Death’s Leviathan and the Mage Master will no longer pursue cowardly players endlessly.
- Crypt of Hearts II
- Alanwe’s body will no longer appear flame resistant after catching fire, and will now continue to burn until fading away.
- Nerien’eth’s Resist Necrosis effect now has a proper synergy icon.
- Elden Hollow II
- Kargand will no longer show as full health when chosen to be sacrificed for the greater good at the end of Consuming Darkness.
- Fungal Grotto I
- You can now hear Tazkad the Paskmaster’s Frenzy of Blows ability when it hits a character.
- Fungal Grotto II
- Gamyne Bandu will no longer summon Obsidian Aspects if any player character is in the midst of a Torture Session.
- Vaults of Madness
- Iskra the Omen no longer changes her mind when using Falling Sky and fails to move to the telegraphed location.
- Falling Sky and Slam now have more visible telegraphs to discern their area of effect.
- Skeletons and Mummies no longer have convulsions should your character perish near the end of the Blood and Sand quest.
- Sanctum Ophidia
- The Lamia Howler’s Sonic Boom now destroys any totem hit by it in the Celestial Serpent fight.
- The totems are now correctly named Empower Totem, Wrest Totem and Cursed Totem.
- Mudballs can no longer be thrown at players who are performing interactions.
- Fixed an issue resulting in Jewelry Crafting Writ delivery boxes visually opening Blacksmithing Writ delivery boxes, and vice versa.
- Fixed an issue where a researchable item’s tooltip would indicate it had an incorrect trait, or no trait at all.
- Fixed an issue where Lena’s Wand of Finding only worked on certain chickens. It will now be able to ‘find’ many other types of chickens.
- Fixed an issue where you would occasionally get a non-Clockwork City furnishing plan when obtaining a Clockwork furnishing plan, while looting world objects in the Brass Fortress and Summerset.
- Fixed an issue where Molag Grunda, a quest boss in Coldharbour, could drop incorrectly-leveled equipment when defeated.
- The Aldmeri Master Explorer achievement now uses the correct name for the “Khenarthi’s Roost Pathfinder” achievement.
- Fixed a number of minor text errors on Fishing-related achievements.
- Rare fish listed in Achievements will now indicate which type of water they can be found in.
- Bait tooltips now indicate which water type they are best used for.
- Fishing Nodes now display what water type they are in their name.
- Added a new Housing Permission called “Limited Visitor”. Limited Visitors cannot adjust your lights or other adjustable furnishings.
- Fixed an issue where, if a decorator moved an Assistant in a home after another player moved that Assistant, the Assistant would refuse to interact with anyone. They are now sworn to carry the burdens of even the most indecisive decorators.
- Employers of Tythis Andromo, Nuzimeh, and Pirharri, rejoice! Thanks to recent updates to labor laws, any Assistants placed in a home will now turn to face you when you speak to them.
- Some of the pews in the Alinor Crest Townhouse were rotated incorrectly in the default template. They will now be properly rotated for any newly-purchased Townhouses (but existing Townhouses’ furniture placement will not be touched).
- Fixed an issue where the closing doors of the Princely Dawnlight Estate would block the camera while in third-person mode.
- Furnishings that count towards the Special Furnishing limit now indicate such in their Furnishing Behavior tags.
- Fixed an issue where the “High Elf Fountain, Regal” did not actually have waterspouts.
- Fixed an issue where, if you attempted to sit in a chair that was placed in a position that you couldn’t reach, you would sit in place when attempting to interact with it.
- Added mount previewing to the stable master. They will display in a similar way to previewing furniture at a vendor.
- Fixed an issue where the bounty meter would appear briefly the first time you opened a UI window.
- Consumables will now properly display their effects in the Announcements window.
- Fixed an issue where books would not display properly at some resolutions.
- Fixed an issue where you could attempt to interact with objects that are in the process of being destroyed and disappearing (mainly harvest nodes right after you harvest them).
- Additional items that can be sold to a vendor will now sort to the top of the Sell tab within a Vendor.
- The Alliance War menu will no longer be displayed to characters below level 10.
- When whispering a character name, pressing Enter after the name will now put you in a whisper channel with that character, similar to how typing /zone and pressing Enter puts you in the Zone channel.
Crown Store & Crown Crates
- Fixed a crash that would occur when pasting a large amount of text in one of the available text fields when sending or receiving gifts.
- You will now receive a notification when the countdown for unlocking Gifting has started on your account.
- Fixed an issue where the Crown Crate UI could appear broken if left up during a teleport.
- Fixed an issue where the mouse-over state wouldn’t update appropriately in the Crown Store.
- Fixed an issue where the “Purchased” label on market products was not positioned correctly.
- Elden Hollow II: Bogdan the Nightflame’s nameplate will now appear in a more appropriate position.
- Fixed an issue where the dungeon difficulty would sometimes not display on the map.
- Fixed an issue where the boss health bar could interfere with compass quest pins after a boss is defeated.
- Added the option to change the color of chat channels, including guild channels, for text chat.
- Added the ability to immediately jump up or down a level on the map.
- Fixed an issue where guild notes would not immediately update after being saved.
- Fixed an issue where players with the Master Gatherer Champion passive would still get a second vibration when harvesting wood or metals
- Fixed an issue where the actions list wouldn’t update correctly after locking an item in the bank
- Fixed an issue in the Character UI where the attributes panel could fail to display correctly.
- Fixed an issue where the Keep claim dialog would not initially show the alliance of the selected guild.
- Fixed an issue where toggling the Gamepad UI with the map active could result in incorrect UI elements appearing.
- The Help menu now correctly shows the location of Bait in your inventory.
- When attempting to mount while in combat, an alert will now display stating “You cannot mount while in combat.”
- Navigating to the Werewolf skill line will now display the Werewolf bar, even while not in Werewolf form, to make it easier to rearrange your Werewolf abilities.
- Within the Skills menu, you can now edit both skill bars while your character is dead, or if you don’t have a weapon equipped in each bar.
- Fixed an issue where group members would display on an instance map while in their own version of the instance (mostly noticed in Houses).
- Added an error message when trying to weapon swap as a Werewolf or with Overload active.
- Fixed an issue where guild member locations would not update when actively looking at the guild roster.
Help & Tooltips
- A tooltip will now display for currencies when looting them.
- Fixed an issue where tooltips for improving equipped items mistakenly showed the average of your current character’s stats instead of the stats of that item.
- Tooltips for containers that contain item sets will now show stats that correspond to the item’s level, rather than always showing level 1 stats.
- Fixed an issue where incorrect requirements for entering Imperial City would display on the map tooltip.
- Race names on Collectible tooltips will now display in a consistent order.
- Fixed an issue in houses where you’d incorrectly receive the “Your permissions for this house have changed” alert when other players entered the house.
- Fixed an issue where, if you spun a mount or non-combat pet in preview while placing it in a house, you would be unable to see other non-combat pets or mounts.
- Fixed an issue where, if you were in werewolf form, you could get an “End Preview” button when selecting furnishings in the Housing Editor, even when not eligible to preview furnishings.
- After completing a quest, the quest tracker will now try to track another quest in the same Quest Journal category as the previous quest.
- Fixed an issue where quest rewards with large quantities would display awkwardly at certain resolutions.
- Associated quest pins will now appear properly on the exit of Dyzera’s Realm.
- A Hostile Situation: The Merchant Chest will now properly display a quest marker above it when you are required to loot the disguise from it.
- Objections and Obstacles: Eoki will no longer keep a quest bestowal pin over his head after you accept this quest.
- Rise of the Dead: King Fahara’jad will no longer be missing a pin over his head when on the step to talk to him, though it will only appear after the Ash’abah completes her proclamation (which is when he becomes interactable).