Patch notes aggregate for Dark and Light & major official server announcements.
Source: http://steamcommunity.com/app/529180/announcements/


November (click to open)

November (click to open)

November 2 - Patch Notes

November 2 - Patch Notes

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/1456213173215045436


Greetings Adventurers! We’re going to be launching a small update at around 1:00AM PST on Thursday, 11/2. As always, be sure to log off before the update hits to reduce the risk of data loss!

Patch Notes

General Updates
Durability Changes: Durability for armor has been increased across the board. We’ll be keeping an eye on this change to see how it affects game balance, and we’ll be making further adjustments and fixes as needed in future patches. PvE Dark Altar Changes: We’ve noticed some abuse of Dark Altars on PvE servers by building structures on / around them, preventing anyone from accessing them. To prevent this, we’re adding a new system on all Dark Altars to deal heavy amounts of damage to anything nearby after a set period of time, destroying any structure placed too close to it.

  • Dark Altars (PvE only): Every 6 hours, all Dark Altars will create an explosion of dark energy, dealing heavy damage to all structures and creatures nearby.
  • Main City Optimizaton: Made some adjustments to the layout and NPC placement in Talos, Estel, and Ironfast, as well as some surrounding villages to improve game performance. In particular, each city’s Chapel was moved to the city’s outskirts.
  • New Schema - Bonfire: Unlocked upon reaching Survival Knowledge Rank 3, this huge bonfire illuminates a much larger area than a standard campfire. Weary, battle-worn Adventurers can gather around the bonfire and dance the night away, but just be sure to keep an eye out for hostile creatures!
  • New Schemas - Intermediate Rune of Warmth and Intermediate Rune of Cooling: Unlocked at Fire Magic Rank 4 and Water Magic Rank 3 respectively, these runes provide moderate protection against the elements. Perfect for exploring areas in extreme climates!
  • Centaur Camp Adjustments: The terrain and creature spawns in the Centaur Camp have been adjusted. Additionally, the Centaur Chieftain will now drop higher-quality Schemas.
  • Ice Wall: Temporarily removed due to exploit abuse. We plan on adjusting the spell and adding it back in a future update.

Goblin Club Adjustments: Legendary gods of the sky being taken down by a handheld cudgel seemed kind of silly. We’ll be keeping an eye on the balance of the Goblin Club and its interactions with the taming system, and make further adjustments as needed.

  • Goblin Club: No longer deals constitution damage to Infernus Dragons or Frost Dragons.
  • Goblin Ballista: Can now stack Goblin Contracts, up to 30 in a stack.
  • Goblin Ballista: Increased the number of inventory slots to 50.
  • Small Goblin Gizmo: Removed Gold Coins as a crafting requirement.
  • Guardian Tree: Can now survive for 12 hours without being irrigated.
  • World Vegetation: Made optimizations to existing vegetation placement around the world and added several new vegetation types.
  • Small Spell Tower: Fire-aligned shots now deal reduced damage to Infernus Dragons.
  • Wall Torch: Increased illumination range when lit.

Bug Fixes:

  • Fixed a bug where creatures would spawn at a higher rate than intended in the Ice Cave.
  • Fixed a bug with the Fireplace icon.
  • Fixed a bug where Fine Cured Meat was unlocked at both Rank 5 and 6 of
  • Cooking Knowledge.
  • Fixed a bug where multiple Water Reservoirs placed close together would clip into each other.
  • Fixed a bug where ranged weapons could pierce a Magicka Base shield.
  • Fixed a bug where certain creature Bestiary cards wouldn’t display properly upon being unlocked.
  • Fixed a bug where it was impossible to craft anything in a Cyclops Workbench.
  • Fixed a bug where Skullcracker’s RMB attack would deal the same damage as its LMB attack (RMB attack damage increased).

Known Issues:

  • Flying Creature Transformation Runes: When using a Transformation Rune for any flying creature and touching a body of water, your character will disappear and be unable to interact with the world properly. This is a serious bug that we’re working on resolving, and we hope to get a fix out ASAP. In the meantime, we would recommend not using any flying creature Transformation Runes until the issue is resolved.
  • Locked Spell Bug: When equipped with a spell and attempting to switch to a spell that has not yet been unlocked, you will be unable to cast your equipped spell. We’re working on a fix, but as a workaround, this can be easily resolved by opening and closing your inventory.
  • Frost Dragon Breath: Frost Dragons are feeling a bit winded, and don't have their breath back quite yet. We plan on adding it back in a future patch.

November 3 - Hotfix

November 3 - Hotfix

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/1456213173219743997


Greetings Adventurers! We're going to be deploying a small patch to fix some of the issues introduced in the 11/2 patch. We expect this patch to go live at around 1:00AM PST, so be sure to log off before the update hits to reduce the risk of data loss.

  • Fixed an issue where using Goblin Transformation Candy would result in a character turning invisible.
  • Fixed an issue where Constitution wouldn't recover over time.
  • Fixed an issue where players couldn't pass through Dwarven Gates.


October (click to open)

October (click to open)

October 10 - Patch Notes - Gobboween Begins!

October 10 - Patch Notes - Gobboween Begins!

Patch Notes URL: —-http://steamcommunity.com/games/529180/announcements/detail/1465218389864126840 Greetings Adventurers! We’re planning on taking down the servers for maintenance around 1:00AM PST on Tuesday, 10/10 to prepare for the Gobboween Update. Please make sure to log off before the update hits to reduce the risk of data loss.

It’s Gobboween on Archos!

Gobboween has arrived on Archos! It’s a festive (and frightening) time of year when creatures all over the planet begin to act strangely as a result of Gaia’s influence - some even transform into terrifying new forms! Get ready to discover new creatures and unlock new Schemas for Gobboween-exclusive armor, weapons, and more!

Patch Notes

New Content

  • Gobboween has begun! For the entire month of October, you’ll be able to find enchanted jack-o-lanterns spread throughout Talos, Estel, and Ironfast. I wonder what you might find if you were to crack a few open…?
  • Alpha Wolves: Some extremely aggressive wolves have been spotted roaming in packs around Archos. They’re dangerous enough during the day, but you definitely don’t want to be around them when night falls.
  • Elite Dark Reapers: These powerful enemies show up rarely after high-level meteorite crashes. Their teleportation magic and ranged attacks make them particularly dangerous foes. It’s recommended to gather a group of well-equipped Adventurers before attempting to take one down.
  • Pumpkins and Pumpkin Seeds: Pumpkins are a popular treat during Gobboween - gather some seeds to plant a patch of your own! Once they’re fully-grown, you can use them to make some delicious treats or Gobboween-exclusive Schemas.
  • Goblin Candy: Goblins have been producing a variety of strange, enchanted candy - if you manage to get some for yourself, eat them at your own risk!
  • New Schema - Jack-O-Lantern Helmet: This strange headpiece can only be collected from the Elite Goblins that roam Archos during Gobboween. Despite its appearance, it’s actually a fairly sturdy piece of armor. Wearing it might also help reveal some hidden information about some of Gobboween’s new items!
  • New Schema - Fusil: This light ranged weapon can now be crafted at a Workbench and used to fire specially-designed bullets for taking down enemies at a distance.
  • New Schemas - Gobboween Decorations: Get in the Gobboween spirit by decorating your home with some spooky glowing jack-o-lanterns and more!
  • New Schemas - Transformation Runes: A variety of new Transformation Runes have been added to the Shape-Shifting Knowledge Node. There’s also a Gobboween-exclusive new Transformation Rune that can only be found by taking down a specific new creature.
  • New Weapon - Sunder Scythe: This powerful scythe can only be found after defeating an Elite Dark Reaper. Its magical enchantments give it the ability to destroy an opponent’s armor in just a few strikes.
  • New Structure - Magicka Base: When powered with Magic Essence, this structure provides a smaller shield than a House Seal, but with the added benefit of preventing any non-allied creature or player from passing through it. A single House can support up to 3 Magicka Bases at once.
  • New Structure - Guardian Tree: This tiny sapling might not look like much, but if you plant it near a House Seal and take care of it, it might repay the favor some day.


General Updates:

  • Wooden Structures: Textures have been slightly improved.
  • Fertilizer: Fertilized plants now display a timer showing when your crops will run out of fertilizer.
  • Steam Achievements: Now properly configured - get out there and start earning some achievements!
  • Icon Makeover: A number of items have had their icons updated.


Balance Changes:

  • Dark Reapers: Added a ranged attack.
  • Small Spell Tower - Corrosive Ray: Increased base damage from 60>75, increased attack speed interval to 0.4 seconds, and increased armor reduction debuff value from 2 to 3.


Bug Fixes / Optimizations:

  • Fixed a bug where tamed creatures would be stuck crafting an item at 99% permanently after a server restart.
  • Fixed a bug where some structures would never load in after loading into the game.
  • Fixed a bug where it was impossible to earn Dwarven Manor Knowledge experience.
  • Optimized rainfall effects to reduce the amount of lag caused across the server.
  • Fixed a bug where it was possible to place a Goblin Ballista underwater.
  • Fixed a bug where Elemental / Imp attacks would occasionally cause player attacks to be canceled.
  • Creatures can no longer be polymorphed while reviving in the Summoning Pool.
  • Optimized creature pathfinding AI.https://wiki.ganareth.com/patch-notes?do=backlink
  • Removed vegetation that was rarely being utilized to help improve game performance and load times.
  • Fixed a bug where players would get launched to extreme heights when polymorphing a Gryphon while standing on top of it.
  • Fixed a bug where a large number of trees around the world were randomly removed, or had no collision.
  • Fixed a bug where creatures revived with a Soul Stone would be level 1 with minimum stats.
  • Fixed a bug with aggressive creature spawns - they should be less common around cities now. We’ll be keeping an eye on feedback with spawn frequencies and continuing to make adjustments as necessary.
  • Optimized a number of models used for terrain - this may have an unintended detrimental effect on some player structures depending on their location, but any damage should be very minor.
  • Fixed an exploit related to the Forging system.
  • Implemented a number of minor localization fixes.
  • Various minor bug fixes.

Known Issues:

  • Some creatures may have somewhat larger aggro ranges than normal.
  • Panther spawns around certain areas may still be a little aggressive - we’re keeping an eye on this issue.
  • Goblin Candy - Goblin Transformation currently has a bug where your character will die instantly if Hunger drops below 50%. We plan to have this resolved in a hotfix shortly after the update.

October 13 - Patch Notes

October 13 - Patch Notes

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/1459589062990159650


Greetings Adventurers! We're going to be launching a small patch for Dark and Light aimed at fixing a few bugs with the Gobboween content introduced in the last patch, as well as implementing a few quality of life changes we've been working on for a little while.

We're planning on shutting the servers off for maintenance around 1:00AM PST, Friday, 10/13, so be sure to log off before the update hits to reduce the risk of data loss.

Patch Notes

General Updates:

  • New Schema - Telescope: Added to Survival Knowledge.
  • Crafting QoL Changes: We’ve added a few Schemas to different inventories and increased the number of Stone Arrows crafted at once to improve crafting efficiency.
  • Empty Bottles: Can now be crafted at a Magic Workbench, crafting it there will reduce crafting time from 5 seconds > 3 seconds.
  • Ice Chunks: Can now be crafted at a Magic Workbench or in a tamed Ice Elemental, crafting it in either will reduce crafting time from 5 seconds > 3 seconds. Greatly extended decay time for Ice Chunks when stored in an Ice Elemental, they should last about a week in real time.
  • Stone Arrows: Crafting reagent requirements increased by 5x. Stone Arrows are now crafted in bundles of 5. Magic arrows are still crafted one at a time.
  • Forging Improvements: Forging is a complex system and the rewards don’t really match the effort at the moment. We’ve improved Forging speed and the value of each affix gained through successfully Forging a piece of equipment.
  • Forging affix value increased by 200%.
  • Forging speed increased by 100%.
  • Leyline energy consumed from each forging instance reduced from 60 to 30.
  • Ice Cave QoL Changes: The Ice Caves were designed for groups of Adventurers to tackle together, but the rewards are designed for solo players. We’ve increased the number of items dropped from Bytorg and Cave Yetis, as well as increased the speed of crafting in Bytorg’s Toolbox to give more people a chance to craft their new armor or weapon.
  • Cave Yeti: Items dropped on death increased from 1 > 2.
  • Bytorg: Items dropped on death increased from 5 > 20.
  • Bytorg’s Toolbox: Crafting speed greatly increased.

Bug Fixes:

  • Fixed a bug where tamed creatures near the Ice Cave, Giant Trees, and Talos Underground Waterway would randomly disappear.
  • Fixed a bug where Bahamut RMB attack would cause it to move backwards.
  • Fixed a bug where Ice Dragons and Fire Dragons were stuck and unable to respawn.
  • Fixed bugged terrain near the volcano that was causing resource nodes to float and be uncollectible.
  • Fixed a bug where harvesting bones from creatures wouldn’t provide Shape-Shifter Knowledge experience.
  • Fixed a bug where the Pumpkin Pie Schema wouldn’t appear in the Cooking Pot.
  • Fixed a bug where Transformation Runes couldn’t be crafted after unlocking their Schemas.
  • Fixed a bug where the Fusil and Silver Bullet Schemas were craftable without needing to be unlocked.
  • Fixed a bug where it was possible to clip into the Dwarven Manor Arced Wall.
  • Fixed a bug where characters would float when jumping next to certain Window structures.
  • Fixed a bug where Wooden Steps wouldn’t snap to Straw Ceilings.
  • Fixed a bug where cooking pots wouldn’t display a special effect when activated.
  • Fixed a bug where Pumpkins couldn’t be placed in a Fireplace.
  • Fixed a bug where Panthers and Wolves would float when standing on a sloped surface.
  • Fixed a bug where herbivorous creatures weren’t able to destroy corpses.
  • Fixed a bug where the Pumpkin Pie Schema didn’t require any Pumpkins to craft (how does this happen?).

October 17 - Patch Notes

October 17 - Patch Notes

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/1459589517627101177


Greetings Adventurers! We're planning on rolling out a small patch at 1:00AM on Tuesday, 10/17. This patch contains numerous bug fixes, as well as big changes to the structure decay system, and a few minor balance adjustments for the Ice Cave and controllable workbenches.

As always, be sure to log off before the update hits to reduce the risk of data loss (and random werewolf attacks)!

Patch Notes

General Updates:

  • Decay Timer Changes: We’ve received a lot of feedback from players on structure decay timers since the system was implemented. We originally implemented structure decay to combat instances of structure-related exploits and abuse, as well as reduce the overall map load on servers with a lot of large, unutilized structures. We’re updating the decay timers to allow for more leniency for players with higher-tier structures, and we’ve implemented a new system to help prevent structure abuse. The times listed below show how long a structure must go unvisited by its owner before automatically decaying. All times listed are in real time.
  • Straw - 3 Days
  • Wood - 4 Days
  • Stone - 6 Days
  • Metal - 7 Days
  • Manor-tier - 14 Days
  • To prevent structure-related abuse such as pillaring and trapping other players, all structures will be manually demolishable by any player by interacting with if it hasn’t been visited by its owner for 72 hours straight.
  • Controlled Workbench Changes: We’re lowering the amount of time that a faction maintains control over neutral workbenches. All times listed are in real-time.
  • Cyclops Workbench: Now reverts to a neutral state 6 hours after being captured.
  • Bytorg’s Toolbox: Now reverts to a neutral state 1 hour after being captured.
  • Additionally, all controlled workbenches will now display a tooltip showing the amount of time left before reverting to a neutral state.
  • Transformation Runes: Added a tooltip showing how to revert the transformation manually.

Balance Changes:

  • Ice Cave: We’re adjusting the health and damage for a few creatures in the Ice Cave, as well as reducing the crafting time for Skullcracker in Bytorg’s Toolbox.
  • Ice Goblin: Base health reduced from 540 > 360, base attack damage has been reduced.
  • Bytorg: Melee attack damage reduced, ranged attack damage increased slightly.
  • Skullcracker: Crafting time reduced from 900 seconds > 300 seconds.
  • Advanced Extraction Spell Adjustments: The Advanced Extraction spell isn’t very efficient compared to other methods of gathering, so we’ve increased its gathering rate and durability, and reduced the amount of mana required to maintain the spell.
  • Durability: Increased from 12 > 30.
  • Mana Consumption: Reduced from 6/sec > 2.5/sec.
  • Increased the gathering rate for Wood, Stone, Copper, Iron, Mithril, Darkstone, and Lightstone by 100%.

Bug Fixes:

  • Fixed a bug where the recipe for a Soul of Light wouldn’t appear inside of neutral Soul Nodes.
  • Fixed a bug where some tamed creatures couldn’t gather normally with their LMB attacks (this fix does not affect Mythical creatures like the Colossus, Mythical creatures are unable to gather resources for balance purposes).
  • Fixed a bug where some Dark Altars couldn’t be activated.
  • Fixed a bug where Empty Bottles could not be filled at Irrigation Taps.
  • Fixed a bug where Ice Chunk decay time wouldn’t increase when stored inside of a tamed Ice Imp.
  • Fixed a bug where Small Spell Tower damage was calculated incorrectly when factoring in elemental resistances on creatures.
  • Removed antiquated Magic Workbenches in Estel.
  • Fixed the item icon for Dwarf Manor Curved Ceilings.
  • Fixed a bug where Wooden Windows couldn’t be opened.
  • Fixed a bug where it was impossible to unlock the Magicka Base Schema.
  • Fixed a bug where it was sometimes impossible to use Werewolf and Bear Transformation Runes.
  • Fixed a bug with the idle animations of Werewolves, they shouldn’t be as stiff now.
  • Fixed a bug where some corpses couldn’t be gathered from.
  • Fixed a bug where the SFX for ranged Wraith attacks would play from too great of a distance away from the attack origin.
  • Fixed a bug where it was sometimes impossible to gather from your character’s body after reviving.
  • Fixed a bug with the crafting location for the Fusil and Silver Bullets.

Known Issues:

  • Some creatures stored in a Summoning Stone may be revived with incorrect stats. This is a complex issue that the team has been working on for a while, we’ll continue investigating the problem to have it resolved in a future patch.
  • Dark Altars can be activated properly now, but it may be impossible to craft Mystical Feed in them. We plan on having this fixed in a hotfix later this week.
  • We've heard reports that the timers on fertilized farming plots may be inaccurate. We're currently testing this issue and will make changes to the system if necessary.

October 20 - Patch Notes

October 20 - Patch Notes

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/2971673269666567287


Greetings Adventurers! We’re planning on rolling out a new update at 1:00AM PST on Friday, 10/20 adding a few new items as well as taking care of a few bug fixes. As always, be sure to log out before the update hits to reduce the risk of data loss!

Patch Notes

General Updates

  • New Structure - Soul Mire: This cursed tree captures the soul of any Adventurer unlucky enough to perish within its range. Soul Mires require a nearby House Seal and Magic Essence to function - any Adventurer that dies while in an active Soul Mire’s area of effect will have their soul trapped for a period of time, increasing their respawn time to prevent overwhelming raids against the House that called upon its power.
  • New Structure - Devil Bringer: A powerful dark magic trap that roots just about any living creature that happens to wander too close to it. Devil Bringers must be placed within a certain range of House Seals and each one can only activate once. They have a very small area of effect and only last for a limited amount of time once placed, but few have fell victim to this powerful trap and lived to tell the tale.
  • Both the Soul Mire and Devil Bringer Schemas can be unlocked in the Dark Magic Knowledge node.
  • Balance Changes
  • We want to give each creature their own unique role to play once they’re tamed, so we’ve made some adjustments to the gathering rates for Colossal Flathorns and Albino Deer to give them an advantage in gathering certain items.
  • Colossal Flathorns: Now have a much higher chance of collecting large amounts of Wood when gathering from trees. Additionally, when placed in a Colossal Flathorn’s inventory, Wood only takes up 20% of its normal weight, making Colossal Flathorns excellent beasts of burden for all of your lumber transportation needs.
  • Albino Deer: Now have a much higher chance of collecting large amounts of Magic Shards when gathering from Grass and Wheat.
  • Swamp-based Resource Nodes: In a previous update, we reduced the amount of resource nodes that could spawn in the Swamp region to improve server stability. We’ve made some adjustments on the backend to prevent the same problems from reoccurring, so we’ve re-added the resource nodes that were previously removed from this area.
  • Silver Bullets: Increased damage dealt to all “Dark” creatures (Dark Fallen, Reapers, Dark Elementals) by 500%. We plan on adding this same bonus to Holy Arrows in an update in the near future.
  • House Knowledge: Reduced the amount of Node experience required to unlock each rank.
  • Advanced Grinder Schema: Moved from Survival Rank 7 to Survival Rank 5.

Bug Fixes:

  • Fixed a bug where it wasn’t possible to craft Mystical Feed in a Dark Altar.
  • Optimized vegetation in the Crescent Plains to improve performance.
  • Fixed a bug where a number of tamed creatures couldn’t collect resources
  • when using their LMB attack.
  • Fixed a bug where Unicorns / Pegasi were able to infinitely restore HP.
  • Fixed a bug where Gryphons’ hunger would deplete faster than intended.
  • Fixed a bug where no footstep SFX would play for Werewolves when walking or running.
  • Fixed a bug where some areas underwater didn’t deplete oxygen levels.
  • Fixed a bug where some resource nodes would float above the ground.
  • Fixed a bug where the Elite Reaper attack SFX would play too far from the attack origin.
  • Additional minor bug fixes.

October 25 - Dark and Light Development Update - Chaos Servers and Decay Changes

October 25 - Dark and Light Development Update - Chaos Servers and Decay Changes

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/1456212614309166265


Greetings Adventurers! We're going to be launching a few big updates to Dark and Light in the near future, including some hot new content. For now, here's a preview of a brand new server type, Chaos servers, and a few changes to the current structure decay system.


Changes to Decay Timers:

PvP Servers:

Based on feedback we've seen from the community, we’re going to be removing the feature we added where any player could demolish a structure that hadn’t been visited by its owner in 3 days. We had originally added this feature to prevent structure-related abuse like pillaring and trapping, but there is a concern that the feature itself will be used to destroy non-abusive structures. We’ll keep an eye on how things progress after removing the feature and make additional changes if necessary.

We’ve also increased the time required for Iron and Manor-tier structures to decay:

Metal - 7 > 15 Days
Manor - 14 > 30 Days

PvE Servers:

PvE servers will keep the existing rules for structure decay, including the universal 3 day demolition option. Since it’s impossible to destroy other players’ structures on a PvE server, the existing decay timers will help keep servers clear of unused / abusive structures. To reiterate, the existing structure decay rules that PvE servers will be keeping are:

Straw - 3 Days
Wood - 4 Days
Stone - 6 Days
Metal - 7 Days
Manor-tier - 14 Days

Chaos Servers:

Around the end of October, we’re planning on releasing a brand new server type, Chaos servers. These servers are going to be focused entirely on the PvP experience, and we’ll be using the data and feedback we collect from players on Chaos servers to help inform PvP balancing and content development plans. One official Chaos server will be available in each of the US, EU, and AS regions initially.

Our first Chaos server will be open for a long period of time - players can freely join at any time, there’s no need for a special access code or separate download.

There are a few differences between regular PvP servers and the Chaos server type:

  • Chaos experience rates are set to 2x.
  • Item drops will tend to be higher-quality than what you’ll find on a regular server.
  • Average wild creature level will be higher than normal, and creatures can level to 30 levels higher than the current cap.
  • Structure health is set to 5% of the current values on official PvP servers (health values of placed equipment such as Workbenches, House Seals, Chests, etc. are unaffected).
  • War declaration time has been changed to 2 hours, after which the war will persist for 24 hours.
  • Note: Right now these servers are being introduced for testing purposes, there’s no need to download any additional files or sign up to participate. We’re going to be using the data we collect from these servers to help inform our development as we continue through Early Access. As a result, we may occasionally (once a month or so) wipe the Chaos servers to help with testing.


Follow-up and Chaos Server Rewards:

For participating on the Chaos server, we’ll be analyzing data on House wars and general House performance. After every Chaos server cycle (frequency TBD), Houses that perform extremely well will have their members rewarded with special items that they can use on any server, not just the Chaos server. Look forward to more info as we get closer to the release of this exciting new server type!

October 31 - Patch Notes

October 31 - Patch Notes

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/1456213010431936076


Greetings Adventurers! We’re planning on rolling out a small patch at 1:00AM PST on Tuesday, 10/31. As always, be sure to log out before the update hits to reduce the risk of data loss!

Patch Notes

General Updates

  • Dragons: Archos’s Dragons are finally getting their breath attacks back! Not only that, we also have a special cosmetic change incoming for all Infernus Dragons for the duration of the Gobboween event.
  • Infernus Dragon and Frost Dragon: RMB attack changed to Fire and Ice Breath, respectively.
  • Infernus Dragons: Replaced with Undead Dragons, RMB Fire Breath attack changed to Spectral Blue Flame Breath (temporary cosmetic change).
  • Wolves: For the duration of Gobboween, all Wolves will now transform into Werewolves from 22:00 - 4:00.

PvE Decay Changes: We’ve gotten a lot of feedback about the mechanic where structures will be manually demolishable after not being visited in 3 days by its owner, so we’re making some changes to that system.

  • All Structures (PvE Only): Structures are now only manually demolishable by other players after reaching its full decay timer. Those timers are:
  • Straw - 3 Days
  • Wood - 4 Days
  • Stone - 6 Days
  • Metal - 7 Days
  • Manor-tier - 14 Days
  • Various Creatures: Made some adjustments to creature SFX.
  • Minor visual changes for targeted unit health / mana bars.

Balance Changes:

  • Holy Arrows: Now deal 5x damage to “Dark” creatures (Dark Fallen, Wraiths, Dark Elementals, etc.).

Bug Fixes:

  • Fixed a bug where it would be possible to run on the ground underwater and not use oxygen.
  • Fixed a bug where it was no longer possible to roll by inputting a direction + crouch, even with the option enabled.
  • Fixed a bug where Soul Mire wasn’t craftable in a Magic Workbench.
  • Fixed a bug with the crafting requirements for the Giant Elven Manor Gate Frame.
  • Fixed a bug where no SFX would play when a female character fired a Fusil.
  • Fixed a bug where several Transformation Rune icons were incorrect.
  • Fixed a bug where it was possible to place a Magicka Base inside of a city.
  • Fixed a bug where no footstep SFX would play when holding a Skullcracker.
  • Fixed a bug with the crafting requirements for an Inclined Stone Pipe.
  • Fixed a bug where killing Dark creatures would sometimes not result in earning Dark Magic Knowledge experience.
  • Fixed a bug where some shrubbery would break free from its earthly tethers, and float in the sky.
  • Fixed a bug where some walls weren’t placeable on foundations or other walls.
  • Fixed a bug where the Albino Deer bestiary entry displayed an incorrect background.


To all of Archos's brave Adventurers, have a happy and safe Gobboween!


September (click to open)

September (click to open)

September 3 - Patch Notes

September 3 - Patch Notes

Patch Notes URL: http://steamcommunity.com/games/529180/announcements/detail/1449452067252944250


Greetings Adventurers! The awesome summers has come to an end and here it comes Labor Day, as well as Dark and Light’s next update! After one month’s efforts, we’re now bringing out a brand new adventure with various exciting features to all Archos! This patch is scheduled to launch on 9/03/2017. Please make sure to log out completely before the servers go down to reduce the risk of data loss.

New Adventure - Frost Cave
Summer is gone, the deeply-buried Frost Caves entrance comes out gradually, bringing us a brand new adventure. The caves are always below freezing and home to mutant beasts, such as blue-skinned Goblins, Ice Titan, and Ice Spiders. All these beasts with different attack capabilities will try to stop players from each stepping forward. After all kinds of challenges and toughening to reach the inmost depths of the caves, players will finally encounter the very first giant boss – Bytorg the Frost-Bound, and you’d better pray not to be found by him.

Creatures in the Cave

  • Ice Goblin: blue-skinned Goblins, more greedy and tricky than average ones.
  • Ice Golem: golem covered by frost armor, with increased defense
  • Ice Spider: a tougher opponent with faster movement
  • Ice Minion: small ice creatures summoned from by Bytorg the Frost-Bound
  • Cave Yeti: fiercely territorial creatures, guarding the Frost Caves for generations
  • Bytorg the Frost-Bound: giant yeti sealed by the frost mountains, guardian of the Frozen Workbench. This gigantic creature is as tall as three adult men, and can cast different kinds of ice spells, never go for it on your own.


New weapons and equipmentse
New frost outfit and weapons can be crafted via the Frozen Workbench, which is guarded by Bytorg the Frost-Bound, and the only key to activate the workbench is carried by Bytorg at all times.

  • Frostblade: A one-handed weapon with freezing effect, causing deceleration when hitting the target.
  • Force Bow: A strong and durable bow made of the furs of Bytorg, which deals tremendous damage to targets.
  • Frost Hammer: A heavy hammer made of the Earth Essence and Crystalline Alloy, deals more damage while riding on Vicious Hyena
  • Frost Outfit: Crafted by the drop loot of Bytorg, and provides considerable defense against ice and lightning damage.


Forging of Weapons and Armor
The emergence of the Bytorg has brought about new energy surging, and the energy ground veins scattered around the world started to pulse again. Adventurers can search for ground veins, open it with magic, and summon the ancient deities to imbue powerful crafting enchantments and magic essence into the weapons and armor, and ultimately create extremely powerful weapons. There will be an increase of an affix with each forging. The affix ceiling varies from equipment quality. Weapons and armor that currently can be forged are listed below.

  • Frostblade
  • Force Bow
  • Skullcraker
  • Frost Outfit
  • Mithril Breastplate

From Dev:

  1. We've released the forging knowledge, with which adventurers will make use of the rare materials, adding additional attributes to weapons and equipments, or even change the shapes.
  2. We will open up the first stage of forging knowledge, all weapons and armors come along with this update are able to be forged. With higher quality and more forgings, equipments will be empowered with more attributes. And of course we won’t forget the original equipments, please stay tuned!
  3. Refinement stove is on our update plan list too, in which obsidian cube and crystalline alloy can be produced. These two rare materials are significant for ranking up weapons and equipments, facilities and defenses. More contents are waiting for adventurers to explore in the future.


Advanced Combat Saddle
The new energy surges also impacts creatures of this world, some creatures start to mutate. Hyenas become mad, the Cyclops is full of anger, and elks also incorporate new energy. Adventurers can search and tame them in the wild. In order to better tap the potential of these creatures, trainers have designedly prepared new saddles for them.

  • Vicious Hyenas: larger than the average hyenas, with eyes glared with blood. Its offensive strength is beyond compare. The Skullcraker can be used when riding it.
  • Albino Deer: Used to be the peaceful creature, the antler wears pale yellow light after it absorbs the magic essence. Adventurers are allowed to use force bow and arrow while riding on Light Deer.
  • Savage Cyclops: Their skin turns green out of unusual rage. Lifting huge rocks and destroy houses are only a piece of cake for them.


New Structure – Hive
New energy has brought new lives, such as bees. They settle down here to build Hives. Adventurers can steal treasures hidden in the Hive or take a Hive back to your house as a troop of guards.

New Techniques of Engineering: Goblin Ballista
Goblin Ballista: Hiring annoying Goblins as assistants to defend your house. Similar to Spell Tower as an early-stage defensive unit, Goblin Ballista doesn’t cost much to build and maintain. It only consumes Goblin Contract, normal arrows and magic arrows.

Cooking Study & More Food
As the study of food materials goes further, adventurers are enabled to produce 12 new foods, such as Dried Apple and Wheat Flour. Some cooker now has new looks.

  • Advanced Mortar and Pestle has been added to increase effectiveness
  • Larder Box and Cooking Pot have improved with new looks


New Spells, New Props
Adventurers have to study new spells to cope with powerful enemies.

  • Rune of Restoration II: A more powerful healing spell, which can only be used for one’s own.
  • Healing Light: Provides treatment for other adventurers, showing a strong value in team war.
  • House Medical Flag: Takes effects after being placed, and provides treatment for members of the same house in attacking range. There are also additional melee attack bonuses.


From Dev:For small group combat, we provide a variety of healing spells to lengthen the duration. Players now shall have more time to come up with battle tactics and routes to experience more fun in the fighting.

In addition, the magic of some spells have also been strengthened.

  • Intermediate Magic Extraction: Strengthened Draining Spell, could extract energy from everything in a certain range.
  • Flame Missile: We have optimized the chasing fireball effect. Now it looks more dangerous.


New items have been discovered

  • Parachute: Ensure slowly landing, an earlier flying tool before Hanglider.
  • Telescope: Enables adventurers to observe distant objects.


Bug fixes
Characters

  • Hair of female characters is now natural
  • Fixed a bug where the equipment and body of female roles interspersed.
  • Corrected the name of the elven melee guard’s equipment
  • Fixed bugs where players would stuck when flying or swimming under the Floating Islands.
  • Fixed a bug that characters with maximum sized legs couldn’t sit on the chair.


Spells and equipment
Fixed a bug that she spell “Great Ball Of Fire” is not effective within its maximum range. Fixed the bug where the release of “Cobweb of Crystal Ball” earns too much EXP. The magic arrow damage and the actual element type are matched.

Urban and the wild

  • Fixed the bug where some trees and stones are floating.
  • Fixed a bug that Dwarven vendors couldn’t invest.


Creature bugs

  • Fixed a bug that the Fallen can hardly attack players.
  • Fixed bugs that the Cyclopes would embed into stones.
  • Fixed bugs that Horse’s HP gets lessened when server resets or crashes.
  • Fixed the wrong description of Goblins’ backpack.
  • Fixed a bug that players couldn’t ride on Fafnir.


Structure bugs

  • Fixed a bug where the hatch of Dwarven’s city can be crafted on skylight frames of other cities.
  • Fixed a wrong description of the location where to craft Castle of Preview, it should be crafted on Work Station only.
  • Fixed bugs where gaps existed between walls and doorframes.


Performance Optimization

  • Client performances have improved when loading scenes in Dwarven City.
  • Shortened the production time of Goblin Contract from 14400 seconds to 3600 seconds.
  • Adjusted mana consumption of different spells. Higher magic may cost more mana.
  • Expanded the inventory for the Pool of Revival to 180 slots.
  • Adjusted the cool-down of crossbow from 2.3 seconds to 2.0 seconds.
  • Added pin code to smithy and magic workbench.
  • Restored the modeling of ladder.
  • Replaced the modeling of quiver when using the string arrow.
  • Moved the “house war flag” button to a more easily-seen place in the inventory.
  • Renamed “Rune of Greater Soul Binding” to “Scroll of Soul Chains”.
  • Display settings will dynamically change based on the performances of graphic cards.

September 8 - Patch Notes

September 8 - Patch Notes

Patch Notes URL: http://steamcommunity.com/games/529180/announcements/detail/1449452797314323060


Mysteries of Blackice Peaks patch supplement notes

Greetings Adventurers! Last week’s rolled back patch is scheduled to launch at 1.00 A.M PDT on 9/08/2017. Additionally, we have made some improvements based on the existed patch contents.

  1. Raged Bytorg the Frost-Bound turns the frost cave to a total frigid zone, adventurers must get fully prepared before their journey into the cave. Clothes with cold-resistance and spells that could rise temperature will be great of help.
  2. Due to the curse of Bytorg the Frost-Bound, effects of blocking spells, such as Icewall have been weakened in the frost cave.


Again we’d like to apologize for failing to push the patch live earlier and causing a lot of confusion and frustration. In the past few days, we have been working on the build at our full stretch, and fixed existed bugs as below:

  • Fixed server crash bugs.
  • Fixed a bug that causes client to crash.
  • Fixed a bug where Hailstorm effects remain on screen.
  • We’re still working on the black screen issue. Players who encounter the issue or require technical support please reach our player support team at the link below: https://support.playdnl.com/hc/en-us. To help with our investigation, kindly attach detailed server and character information.

September 12 - Patch Notes

September 12 - Patch Notes

Patch Notes URL: http://steamcommunity.com/games/529180/announcements/detail/1449453249108776627


Greetings Adventurers! We’re rolling out a small patch update on 3.00 A.M PDT on Sep 12th to fix some existed bugs as:

  • Performance Optimization
  • Fixed a bug where gaps occur on the rocks backside of the hills in Frost Caves
  • Fixed a bug that no mana was consumed when casting Intermediate Magic Extraction

Please make sure to log out completely before the servers go down to reduce the risk of data loss. If you’re a private server host, make sure your server client is updated after the patch to make sure your players can connect properly.

September 20 - Patch Notes

September 20 - Patch Notes

Patch Notes URL: http://steamcommunity.com/games/529180/announcements/detail/1471971967168146510


Greetings Adventurers! We’re rolling out a new patch for Dark and Light on 9/20 at 01:00 A.M, PST!

This patch is focused almost entirely on bug fixes and optimizations, with some very minor balance changes. While this update isn’t addressing any major balance changes, we have heard a lot of your feedback on the extreme difficulty of the Ice Cave introduced in the last patch. We’ll be discussing all of the feedback we’ve gotten so far and how we may be addressing it in a future patch.

As always, be sure to log out before the scheduled maintenance for the patch in order to reduce the risk of data loss.

General Updates:

Added an on/off toggle in the game options menu for evading with crouch + movement and double tapping. This was included in our last patch, but not mentioned in the patch notes. No more accidentally rolling off of cliffs!

Balance Changes:

  • Base stats have been adjusted for the Albino Deer, Vicious Hyena, and Savage Cyclops.
  • Bytorg the Frost-Bound can no longer be polymorphed.
  • Delicate Carnivore and Herbivore feed recipes have been slightly adjusted to include advanced materials in their recipes.


Bugs Fixes:
General

  • Made several minor localization fixes.
  • When changing screen resolution in the character creation interface, the character will now correctly resize to the new solution.


NPCs / Ceatures:

  • NPCs now accept the reality of their lives, and will no longer disappear randomly or run around in circles forever.
  • NPC Vendors now properly retain donation totals through server restarts and after death.
  • Herb Vendors will now all accept donations
  • Dark Fallen ragdolling on death has been reduced.
  • Creatures in the Ice Cave will no longer duplicate after a server restart.
  • Ice Goblins no longer generate unlimited boxes in the Ice Cave.
  • Bytorg’s ranged attacks will now properly deal damage to players.
  • Bytorg’s armor (textures) will no longer disappear in the middle of a fight.
  • Players should no longer be able to squeeze themselves into areas where Bytorg can’t damage them.
  • Vrock (two-headed vulture) models been slightly adjusted for better performance.
  • Savage Cyclopes’ should get stuck on other objects less often.
  • Goblins can now have multiple hook arrows attached to them at once.
  • Nidhog wildness now no longer depletes when taming them with their preferred food.
  • Tamed creatures will now eat uncommon and rare variants of their preferred foods.
  • Water Elemental projectiles are now cearly visible.


Items / Crafting:

  • Fixed the delay caused by crafting a stack of 100+ items at once.
  • Rune of Radiance should now remain in a player’s Schema list permanently after unlocking it.
  • Dragonscale Shield should now remain in a player’s Schema list permanently after unlocking it.
  • Stone Water Taps should now appear in a player’s Schema list after unlocking it.
  • Stone Rectangular Foundations are now no longer placed as Metal Rectangular Foundations.
  • Triangular Foundations and Ceilings now match the size of square Foundations and Ceilings.
  • Wood / Stone ceilings no longer prevent interaction with Furnaces.
  • Small Spell towers can now be placed in single-player mode.
  • Evading while shooting a bow / crossbow should no longer result in the bow / crossbow locking up and being unable to fire.
  • Soul Stones / Summoning Stones will now retain their data through server restarts.
  • Small Spell Towers and Goblin Ballistae can now target bees spawned from hives.
  • Fur Cloak physics have been improved on female characters, and the item now has a preview in the inventory.
  • Food items added in the Blackice Peaks patch can now be consumed after being placed on the Dining Table.
  • Server restarts will no longer reset the progress for items in the Forging Workbench, but you will need to manually re-activate the workbench. We’re planning on addressing this in a future patch.
  • Small Spell Towers should now target enemies at their intended max range.
  • House Medical Flags are now clearly visible once they’re cast.
  • Fixed the display of a special aura effect on Tamed Hives that are producing Honey.
  • Players can now use consumable items while mounted again.


Known Bugs List:

  • Disclaimer - this is not be an exhaustive list of all of the bugs currently being investigated and worked on in Dark and Light, but are bugs that we’ve been able to replicate and verify in our current build:
  • The 99% loading black screen bug is still occurring for some players - our investigation is continuing and we’ll provide an update when we have more details. For players who are still facing this bug, please visit our dedicated player support portal and follow the instructions at this link[support.playdnl.com].
  • Localization is bugged for Goblin Engineering Knowledge experience gains. You can gain experience in the node by “using” the Goblin Small Parts that drop from dead Goblins, and crafting Goblin Small Parts and Goblin Contracts in tamed Goblin inventories (goblin). We’ll have the in-game text working properly in a future update.
  • Text is bugged for Forging Knowledge experience gains. You can gain experience in the noce by “using” Frozen Crystal Ore mined from resource nodes in the Ice Cave and by crafting Refining Forges and Alloys. We’ll have the in-game text working properly in a future update.
  • Tamed creatures will disappear if left in a rented property after a server restart.
  • Hungry characters will constantly play the “growling stomach” sound effect - carry some snacks with you for now!
  • Ice Elementals are meant to do magic damage, but currently deal physical damage.
  • Female characters can fall underground after falling from extreme heights or being pushed underground by a flying creature after death.
  • Dwarven Manor experience gains are bugged, and it may be impossible to earn experience in the Dwarven Manor node currently.
  • Illusions cast on structures will disappear after server restarts.
  • Respawning at the northwestern mountain soul node will incorrectly spawn you near Talos.
  • Bees summoned from Tamed Hives will attack both friendly and hostile targets.
  • Bytorg’s Toolbox and the Cyclops Workbench may be locked for longer than intended.
  • Items of varying qualities (craftable, rare, legendary, etc.) will incorrectly display identical stats. This is just a visual bug, higher-rarity items, weapons, and armor perform better than their lower-rarity counterparts.
  • Guards are meant to only spawn at level 60+, but may occasionally spawn at lower levels.

September 23 - Update

September 23 - Update

“Patch Notes” URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/1471971967183101642


A 2GB patch went live earlier this morning that included a number of minor bug fixes and localization changes, as well as some files we'll be using for future content updates.

We've gotten reports from some players that the patch has caused the loss of trees and creatures on their server. If you've encountered this problem, or any other serious bugs with the patch, please contact our dedicated Player Support team by clicking here[support.playdnl.com].

September 27 - Patch Notes

September 27 - Patch Notes

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/1495616499739360103


Greetings Adventurers! We're planning on deploying a small hotfix targeting some of the issues introduced in Dark and Light's latest patch. The patch is scheduled for 1:00AM PST on 9/27, so make sure to log out before the patch hits to reduce the risk of data loss.

Gameplay Changes:

  • Silica Powder crafting reverted from automatic to manual.
  • Reduced the amount of time required to craft Silica Powder, Copper Ingot, Iron Ingot, and Mithril Ingot in a Forge 50%~.
  • Reduced the amount of time required to craft all items in a Refining Forge by 50%~. This change stacks on top of the Forge crafting time reduction for Silica Powder, Copper Ingot, Iron Ingot, and Mithril Ingot.
  • Context: Several patches ago, we fixed a long-standing bug with forges that allowed multiple types of ingots to be crafted simultaneously. Each crafting tool is only meant to produce one type of material at once, except for byproducts like Charcoal. To compensate for the extra fuel required to craft the same number of Ingots now as before, we’ve reduced the amount of time to craft all existing Schemas found in a Forge.
  • Stone Elementals' sleep function has been restored. They still aggro to nearby hostile entities, but their detection radius is greatly reduced while they're sleeping.
  • Reduced spawn rate for panthers around the world.
  • Reduced spawn rate for wolves near cities.
  • Increased spawn rate for longhorns near cities.
  • Gravity has returned to its original value.

  • Context: Gravity has seen some changes over our last few patches while we were addressing an issue where characters would be pushed underground after death. This should no longer happen, but we may need to continue adjusting gravity slightly in future patches to address similar issues.

Bug Fixes:

  • Fixed an issue where creature spawn rates were unintentionally increased to extreme levels - cities will no longer be plagued by hordes of panthers.
  • Fixed an issue where creatures were spawning inside of player-built structures.


Known Bugs (since the latest patch):

  • We're aware that Mythical creatures have been shrunk by quite a bit, they'll still be bite-sized after this hotfix.
  • We're also aware that there are some issues with hostile creature aggro ranges being much larger than before. We're still working on addressing this problem and aim to have it fixed in a future patch.


As always, if you run into any serious bugs or issues in-game, please be sure to contact our dedicated Player Support team at this link[support.playdnl.com].

September 28 - Patch Notes

September 28 - Patch Notes

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/1495616499744149042


Greetings Adventurers! We’re rolling out a small patch update at 1.00 A.M on Sep 28h to fix some existed bugs as:

  • Fixed the numerical bug of forging system.
  • Fixed the creatures’ size bugs.
  • Fixed a bug where an invisible air-wall appears when reviving creatures.
  • Fixed the lag bug that happens when collecting in the fields.


Please make sure to log out completely before the servers go down to reduce the risk of data loss. If you’re a private server host, make sure your server client is updated after the patch to make sure your players can connect properly.

As always, if you run into any serious bugs or issues in-game, please be sure to contact our dedicated Player Support team at this link[support.playdnl.com].

September 30 - Patch Notes

September 30 - Patch Notes

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/1495616499752307815


Greetings Adventurers! We're planning on publishing a patch at approximately 1:00AM PST on 9/30. As always, please make sure to log out before the patch hits to reduce the risk of data loss.

This patch is focused entirely on quality of life fixes for the Ice Cave. We've seen a lot of feedback from players on the extreme difficulty of the Ice Cave since it launched with the Blackice Peaks update, so we've put some work into reducing the difficulty and improving the rewards, while still maintaining the challenge and experience of fighting your way through the caves.

General Updates

  • Increased the minimum temperature of the Ice Cave to -145C - you now need about 2500 cold resist to avoid the chilled status throughout the cave.
  • Adjusted meteorite, Wraith, and Dark Fire Elementals item drop rates - increased the drop rate of high-quality Brimstone armor.
  • Heavily reduced the HP and damage of creatures in the Ice Cave.
  • Modified Bytorg’s set, Frostblade, Skullcracker, and Force Bow to only be craftable one time per player in Bytorg's toolbox.
  • Adjusted drop rates for all creatures in the Ice Cave:
  • All ice cave creatures now have a chance to drop Frost Recall Runes, special runes that will return players to the entrance of the Ice Cave when used.
  • Ice Goblins will drop Runes of Warmth and food
  • Ice Spiders will drop Acid
  • Ice Imps will now have a chance to drop Frozen Crystal Ore
  • Frost Elementals will drop a large amount of Frozen Crystal Ore
  • Cave Yetis will drop Bytorg parts, and a chance to drop higher-quality (green or blue) equipment Schemas.
  • Bytorg will now, in addition to his existing drops, has a chance to drop higher-quality (blue or purple) equipment Schemas.
  • Note - these new high-quality Schemas can only be crafted by placing them in Bytorg's Toolbox.
  • Adjusted Frost Recall Rune time to let players return to the entrance of the Ice Cave more often.
  • Adjusted the probability on Forging affixes for Brimstone armor, it's now more likely to receive a bonus to Cold Resist.


Bug Fixes

  • Fixed a bug where the incorrect values would be assigned to affixes for Forged items.


August (click to open)

August (click to open)

August - What's New, and What's Coming Up

August - What's New, and What's Coming Up

Patch Notes URL: http://steamcommunity.com/games/529180/announcements/detail/1447197818067444725


Hello, Archos adventurers!

We've been hard at work incorporating all the feedback you've been sending us this past week, and we've got a big patch coming your way soon. Today, however, we're prioritizing the following important bug fixes.

Today's maintenance starts at 4 A.M. (UTC-5) and will last approximately one hour, so please log off before maintenance begins to preserve your character data.

  • Actions that aren't synchronized. This bug previously resulted in players failing to collect resources or launch effective attacks. Fixing this bug will make resource collection and battle much smoother.
  • Elemental creatures respawning is causing lagging and crashing on servers, so we'll fix that as well.
  • Players have reported bugs related to the buff provided by treants to speed up crop growing, so we will provide a fix for that.
  • We're increasing the time that fertilizer lasts in order to make it easier for growing crops. Plenty of you have observed that fertilizer doesn't last long enough, so we're increasing the duration of fertilizer by 1.66.
  • We're fixing the bug that doesn't cause any change in display settings, even when you select custom settings from the main menu.
  • We've also improved the Wall of Electricity–previously, players have noted that casting Wall of Electricity causes serious lag.

Thanks for your understanding and support while we work on making Archos as awesome as possible!


Here's what you can look forward to in our upcoming big patch:

Part 1–Gameplay Optimization

[Animation and Sound]

  • We've added new sound effects to light and heavy Ghost Scythe attacks. Spooky!
  • Characters can now evade forward (crouch + movement direction), and we've smoothed out animations for all evades.

[Balance]

  • The time for resource nodes to respawn after being depleted has increased.
  • NPC health recovery speed has increased, and the base stats of City Guards has been adjusted.
  • We've heard a lot of feedback regarding creature balancing. Here's what we've done to address player concerns:
  1. Divine Creatures - Added spell damage resistance.
  2. Infernus Dragon - Added spell damage resistance and fire damage immunity.
  3. Frost Dragon - Added spell damage resistance and ice damage immunity.
  4. Wyvern - Added spell damage resistance.
  5. Elementals - Added elemental damage immunity based on the Elemental’s type (i.e. Fire Elementals are now immune to fire damage).
  6. Dark Fallen - Added dark damage immunity.
  7. Ice Wolf - Added ice damage resistance.
  8. Hellcat - Added fire damage resistance.
  9. Bahamut - Added fire damage resistance.
  10. Wolf - Reduced the amount of Raw Meat obtained from harvesting a Wolf corpse.
  • We have reduced the amount of constitution damage a character gets when hit by friendly fire. Still need to be careful where you aim that weapon, though!
  • We've tweaked the effects of certain weapons and magic spells. The Wall of Lightning no longer damages structures. The targeting range of Small Spell Towers has been adjusted, and we also improved the heavy attack hit detection for the Iron Hammer.


[New Content]
Using certain items will now increase related Knowledge node experience. Feel smarter yet? We've introduced some new UI for your convenience, including Health and Mana bars when targeting creatures, NPCs, and other players. We also adjusted tooltips in the Knowledge interface.

Part 2–Bug Fixes

[Gameplay]

  • We've fixed several annoying bugs related to item and spell schemas. Check it out:
  1. Resetting Potion - Using it will no longer reset your unlocked Schematics.
  2. Wall of Lightning - Schema crafting requirements, damage tick frequency, and spell duration have all had their values corrected.
  3. Spider Web - Players can now move immediately after casting.
  4. Fertilizer - Fixed a bug where fertilizer would disappear from a crop plot after a short period of time.
  5. War Flag - Fixed a bug where, occasionally, after making a war declaration, the House that received the declaration would not be able to damage the declaring House’s structures.
  6. Framework Triangle Foundation - Corrected HP values.
  • NPC Guards were occasionally spawning with only 1 HP. Not anymore! Also, NPC Vendors that have been killed will respawn in their set location within the city after a set period of time.


[Graphics]

  • We've adjusted the Female Guard Armor and the Male Traveler Suit modes. We've also adjusted the eating animation for female characters. Don't be shy about chowing down!

There are still a few known issues that we're working on, and we'll hopefully have fixes up as soon as possible. We're still working on some fixes for the quest system, and we know that some quests aren't tracking properly. As always, if you encounter a bug, feel free to send a report with a detailed description of the issue plus your IGN and server (screenshots are super helpful too!) to darkandlight_cs@SnailGamesUSA.com.

August 7 - Update-Servers and Patch Notes

August 7 - Update-Servers and Patch Notes

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/1447197818083150869


Greetings Adventurers! Our next major patch is about to go live - we’ll be shutting down official servers at 01:00 PDT, so be sure to get to safety and log out before then to reduce the risk of accidental data loss.

Important notice about this patch: We’ve identified a number of problem areas around The Sacred Path where players and creatures were getting stuck. We’ve done some work on the terrain in these areas, and it should make for a much better experience while traveling and building a home on The Sacred Path. Unfortunately, a side effect of these changes is that structures and items on the affected terrain may be damaged or destroyed when the patch goes live. For future patches, we’ll be implementing a system where we can cordon off areas targeted for terrain fixes. We apologize for the inconvenience.

Infernus Dragon Fire Breath Exploit - Temporary Fix: A tamed Infernus Dragon’s Fire Breath attack wasn’t properly interacting with House Seals and structures, allowing players to damage items and players through walls under a House Seal. This has turned out to be a fairly complex issue, so we’ve temporarily disabled the Infernus Dragon’s Fire Breath attack while we’re working on a permanent fix.

General Updates

Animation and Sound:
Weapons / Magic:

  • Wooden Bow - Improved animations.
  • Ghost Scythe - Added new sound effects to light and heavy attacks.
  • Horses - Added hit and footstep sound effects.


Characters:

  • Evades (crouch + movement direction) - Added a forward evade and improved animations for all evades.
  • Adjusted various female character animations.
  • Adjusted movement animations during character creation.


Balance:
General:

  • Slightly increased the time for rare resource nodes to respawn after being depleted.


NPCs:

  • City Guards - Increased base stats.
  • NPC health recovery speed increased.


Creatures:

  • Divine Creatures - Added spell damage resistance.
  • Boss Creatures - Increased health pool.
  • Infernus Dragon - Added spell damage resistance and fire damage immunity. Temporarily removed Flame Breath attack. Reduced respawn rate.
  • Frost Dragon - Added spell damage resistance and ice damage immunity. Reduced respawn rate.
  • Wyvern - Added spell damage resistance.
  • Elementals - Added elemental damage immunity based on the Elemental’s type (i.e. Fire Elementals are now immune to fire damage).
  • Ice Elemental - Added new water attack.
  • Water Elemental - Increased respawn rate.
  • Dark Fallen - Added dark damage immunity.
  • Ice Wolf - Added ice damage resistance.
  • Hellcat - Added fire damage resistance.
  • Bahamut - Added fire damage resistance.
  • Centaurs - Adjusted animations.
  • Wolf - Reduced the amount of Raw Meat obtained from harvesting a Wolf corpse.


Characters:

  • Friendly fire constitution damage reduced.
  • City Lords - Adjusted the amount of gold required to enforce punishments.


Equipment / Magic:

  • All Projectile Magic (Fireball, Frostbolt, Lightning, etc.) - Increased projectile max flight distance.
  • Wall of Lightning - No longer damages structures.
  • Small Spell Tower - Increased targeting range by 50%.
  • Iron Hammer - Heavy attack hit detection improved.
  • Iron Pick - Added a power attack (right-click).
  • Spear - Can now aim vertically, even if it looks a bit awkward for now.
  • All Armor Types - Adjusted physical and magic defense, and added spell resistance to be more in line with the armor tier, type, and weight.


New Content:
General:

  • Using certain items will now increase related Knowledge node experience.


UI:

  • Added Health and Mana bars when targeting creatures, NPCs, and other players.
  • Adjusted tooltips in the Knowledge interface.
  • Added icons above objects that can be interacted with.
  • Ice Chunk - Changed the item icon.
  • Server Selection UI - Now allows for longer server names.
  • Keybinds - Cleaned up the menu and removed unused actions.


Bug Fixes

General:

  • Resetting Potion - Using it will no longer reset your unlocked Schematics.
  • Wall of Lightning - Schema crafting requirements, damage tick frequency, and spell duration have all had their values corrected.
  • Spider Web - Players can now move immediately after casting.
  • Firestorm - Fixed damage against metal structures.
  • Fertilizer - Fixed a bug where fertilizer would disappear from a crop plot after a short period of time.
  • War Flag - Fixed a bug where, occasionally, after making a war declaration, the House that received the declaration would not be able to damage the declaring House’s structures.
  • Framework Triangle Foundation - Corrected HP values.
  • Stone and Iron Pickaxe and Axe - Improved hit detection, making it easier to gather from smaller resource nodes without needing to crouch.
  • War Declaration - Fixed incorrect War Declaration time, now persists through server restarts. Fixed an issue where one House was unable to attack another even after receiving a War Declaration.
  • Focusing Potion - Fixed a bug where it was uncraftable if learned after level 10.
  • Bedrolls - Can now be picked up after placing and will retain durability usage.
  • Parachute - Fixed a bug where players were still taking full fall damage even when using a Parachute.
  • Dragon Transports - Temporarily removed Estel and Ironfast’s Dragon Transports while the system is redesigned.
  • Wall Torch - Fixed a bug where Wall Torches would defy all logic and expand to dozens of times their original size when demolished.


NPCs:

  • Guards - Fixed a bug where Guards would occasionally spawn with only 1 HP. Can now actually look up and target / attack flying creatures.
  • NPC Vendors - Now respawn in their set location within their city after a set period of time after being killed.


The Sacred Path:

  • Adjusted terrain in a number of locations around The Sacred Path where characters and creatures were getting stuck. This patch is focused mainly on the area around Ironfast.
  • Fixed issues with floating foliage in a number of locations around The Sacred Path.


Creatures:

  • Fixed a bug where a character dismounting from certain creatures would allow them to clip through walls.
  • Longhorn, Hellcat, and Infernus Dragon - Fixed a bug where these creatures would move backwards when using their normal attack while riding them. Power attacks still have this issue, and will be fixed in a future patch.
  • Frost Dragon - Fixed a bug where Frost Dragons could be ridden without a saddle.
  • Light Elemental - Fixed a bug where Light Elementals could be equipped with a saddle.


Graphical:

  • Made adjustments to the Female Guard Armor and Male Traveler Suit models.


Note: we're aware that there are still some issues with the Quest system, and we appreciate your feedback thus far. We're working on those bugs and we'll have a fix out as soon as possible.

August 10 - Update-Servers and Patch Notes

August 10 - Update-Servers and Patch Notes

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/1447198334076937813


Greetings, residents of Archos! Our next patch update is going to address a spread of bugs related to, among other things, NPCs and staffs/spell casting. Maintenance will start on 8.10 at 1:00 A.M. PDT, so be sure to log out ahead of time to preserve your data.

Here's the full list of what to expect:

  • We've made rabbits and sheep easier to hunt–though why would you want to kill such sweet fuzzy creatures?
  • Fix the bug that causes players to lose their inventory items when rebooting the server.
  • Allow human NPCs to respawn after being killed so that you can do your trading and get your gold!
  • Fix the bug that permitted random players to sit in your chair or lie in your bed.
  • You will now be able to drag the bodies of players who are dizzy and immobile, similarly to how you can drag dead bodies.


Weapon and Spell Fixes:

  • Previously players could cast a spell even if their mana was insufficient, which decreased their staff's core durability. We've fixed this issue.
  • When you switch your staff from being on your back to in your hand and also use the shortcut to switch the staff head, a bug prevents the right staff head from being placed. We've fixed this bug.
  • The Wall of Fire will now give players damage if its cast at them or where they're standing–you're not fireproof anymore!


Playability Fixes:

  • Fix bugs in the scroll wheel players use as a shortcut to switch between items.


Performance Optimization:

  • Optimized creature's movement AI.
  • Reduce the number of fish to prevent the number of creatures getting stuck in the terrain.
  • Improve and optimize game performance and playability.
  • We've temporarily the option to rent a house in the city, but if you've already got a rental, don't worry–yours won't be affected. We're adjusting the system to make it easier to use, as well as add special guards to protect your stuff, so you can be confident that your rental will be safe.
  • We've optimized tree cutting so that you can cut down trees quicker and more smoothly.


We've got a big update planned for later this month, and there are still some known issues that we're working on. We appreciate all your feedback, and our Support Team is always available to help you out.

August 11 - Update-Servers and Patch Notes

August 11 - Update-Servers and Patch Notes

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/1447198334081513139


Greetings, denizens of the Dark and Light world! Our latest patch fixes a few issues that players have been giving us a lot of feedback about. Maintenance will begin at 4:00 A.M. PDT so please log out before it begins.

Here's what you can expect:

  • Optimization: We've removed the function that allows you to drag a dizzy character's body the way you can drag a dead body.
  • Fix: Many players reported their game getting stuck when loaded at 99%. We've fixed this bug, and we appreciate all the players who reached out to bring this to our attention!
  • Fix: We've fixed the recurring problem of disappearing NPCs that don't respawn once killed.
  • Fix: Many players have reported that their spell towers with wouldn't work with certain spell combinations after each previous update. We've fixed the bug causing that issue.
  • Fix: We've addressed the bug that allows players to use advanced spells without a decrease in mana that would occur when players would switch staff heads.
  • Fix: Display error at the respawn point.


Thanks again for all the great feedback you've been giving us. We're working hard to make Archos as awesome as possible, and we can't do it without your help!

August 14 - Maintenance Announcement

August 14 - Maintenance Announcement

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/1447198842506903448


Greetings, Archos! To keep up with demand, we're going to roll out nine new servers at the following times:

3 A.M. (PDT)
AS-Knight -55
AS-Knight -56
AS-Knight -57

6 A.M. (PDT)
US- Knight -64
US- Knight -65
US- Knight -66
EU- Knight -61
EU- Knight -62
EU- Knight -63

We'd also like to mention that US PvE servers Wrymslayer 1-18 will undergo maintenance starting at 1 AM (PDT) Aug 15th. If you play on that server, be sure to log out in time to preserve your account data.

Thanks for your patience!

August 16/17/18 - Maintenance Announcement

August 16/17/18 - Maintenance Announcement

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/1447198999526690846


Greetings, Archos! To keep up with demand, we're going to roll out six new servers at the following times:

Aug 16th 6 A.M. (PDT)
US- Wyrmslayer -19
US- Wyrmslayer -20
US- Wyrmslayer -21
EU- Wyrmslayer -19
EU- Wyrmslayer -20
EU- Wyrmslayer -21

We'd also like to mention:

  • EU PvE servers Wrymslayer 1-18 will undergo maintenance starting at 1AM (PDT) Aug 16th.
  • US PvP servers Knight 4-12, 16-24 will undergo maintenance starting at 1AM(PDT) Aug 17th
  • EU PvP servers Knight 16-33 will undergo maintenance starting at 1AM(PDT) Aug 18th


If you play on these servers, be sure to log out in time to preserve your account data. We suggest completely closing the game, and then restarting it.

Thanks for your patience!

August 17 - Patch Notes

August 17 - Patch Notes

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/2776886884936047727


This latest patch is designed to address player concerns about game balance. We’ve enhanced the strength of all buildings and adjusted the strength of certain spells to better protect creatures and players, to make battles and raids more fair. Maintenance for this patch will begin at Aug 17th 1AM PDT., so be sure to find a safe place and log out before then to preserve your character data, and get ready for a much more balanced Archos! Here's the full list of updates:

Melee weapon damage reduction:

  • The amount of damage a stone weapon can do to thatch structures is reduced.
  • Iron weapons' damage to thatch and wood buildings is reduced, and iron weapons can cause minor damage to buildings made of stone.
  • The iron hammer will retain its ability to do additional damage to structures, but it can no longer cause damage to iron reinforcements and castle structures.


Creature damage reduction:

  • Most creatures will only be able to damage structures made of thatch and wood, making it safer for characters to live out in the wild. Get started on your dream mountain cabin!
  • Only powerful dark creatures can cause damage to stone buildings, iron reinforcements, and castles. Vigilance is key at nightfall!


Spell damage reduction:

  • The damage that non-fire and non-earth spells can inflict upon thatch structures has been reduced.
  • Only Firestorm I, II, and Fireball II and III can cause damage to wood structures.
  • Only Firestorm I, III and Fireball III can cause damage to stone structures.
  • Only Firestorm I and II can cause damage to iron reinforced buildings.
  • Only Firestorm II can damage castles.
  • Damage to castles from Firestorm spells is reduced.


Projectile weapon damage reduction:

  • The damage of stone arrows, stone spears and stone flying knives to thatch structures is reduced.
  • Only Siege Arrows and Bursting Arrows can cause damage to wooden structures.
  • Only Siege Arrows can damage a stone building. Their damage to iron reinforcements is reduced, and they can cause slight damage to castles.


Lightning Bolt reduction:

  • We've reduced the ballistic speed of Lightning Bolt in order to improve accuracy when casting it.


We've got plans to roll out some exciting new content this month, so stay tuned for more updates. As always, if you encounter an issue, our Support Team is available to help you out!

August 20 - Patch Notes - v100.5468

August 20 - Patch Notes - v100.5468

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/2776886884948241534


Greetings Adventurers! Dark and Light’s next update, v100.5468 is on its way - this patch is scheduled to launch at 1:00AM PST on 8/20/2017. Please make sure to log out completely before the servers go down to reduce the risk of data loss. If you’re a private server host, make sure your server client is updated to v100.5468 after the patch to make sure your players can connect properly.

Important Notice on Areas Targeted for New Content
In major updates in the near future, we’re planning on adding content that will take the place of some of the wide-open areas on The Sacred Path. As a result, some Adventurers’ structures may be damaged, or even destroyed entirely. In order to help prepare for these additions and prevent losses, we’ve added glowing indicators in affected areas. Please check to make sure that your structures and items are completely out of the range of the glowing indicators to avoid losing anything.

New Content

  • Added a number of new Schemas in the Construction Knowledge tree. Every Adventurer needs a place to return home to, whether it’s at the end of an adventure or after an unfortunate run-in with a Cyclops. Craft these new Schemas to add some style to yours!
  • Added Secured Door in the House Knowledge tree. Secured Doors can be set to only allow certain people into a room - perfect for treasure hordes.
  • Removed rarely-used Schemas in the Stonework Knowledge tree.
  • Updated the launch splash screen.


General Updates

  • In our ongoing optimization efforts, we’ve merged and removed a number of redundant assets and improved the way textures are loaded. As a result, load times when initially logging into a server have been reduced, and overall performance should be improved. We’ll be continuing to improve Dark and Light’s optimization throughout the Early Access period - thanks for your feedback and support!
  • Spell Tower Changes - Spell Towers will now deal significantly increased damage. Delay between shots has been reduced.
  • House War Declaration Changes - House Owners can now set permissions on which House members can make War Declarations.
  • Experience Gain Changes - High-level Dark Fallen, Wraiths, and Elementals will now grant more experience when killed.
  • Greatsword - Power attack (RMB) removed.
  • Durability Changes - Being attacked will now remove less durability from equipped items.
  • Mounted Creature Knowledge Experience Gain Changes - Harvesting while mounting a tamed creature will now grant reduced Knowledge tree experience gains.
  • Tamed Creature Stat Adjustments - Creature base stats have been increased, but it will now take longer for tamed creatures to level up.
  • Creature Taming Difficulty Adjustments - Creatures are now slightly more difficult to tame across the board. Frost Dragons and Infernus Dragons are now much more difficult to tame.
  • Scrolling with the mouse wheel will no longer switch between items on the hotbar.


Bug Fixes

  • Various construction pieces have been reworked to make them easier to place.
  • Adjusted the concentration of resources in several problem areas to improve performance.
  • FPS has been improved when viewing the Inventory.
  • Tooltips should now display properly on the respawn UI.
  • Guards should now properly target and attack flying creatures.
  • Fixed a bug where city guards would occasionally slide or float randomly while pathing.
  • Fixed a bug where the Focusing Potion Schema wasn’t unlocking for some players.
  • Fixed an issue where attacking a Fire Imp with a Greatsword would occasionally cause a server crash.
  • Tamed Elementals will no longer despawn on server restarts.
  • Fixed a bug where casting a spell with insufficient mana would still remove equipped spell durability.
  • Fixed a bug that would allow players to dismount certain creatures to clip inside of structures.
  • Fixed a bug where War Declarations would occasionally result in immediate wars when declaring against multiple houses.
  • Fixed a bug where one House wouldn’t be able to attack another after a War Declaration was made.
  • Removed collision models for a number of objects.
  • Fixed a bug where characters wouldn’t take damage from Fire Wall.
  • Visual effects when using Summoning Stones and Soul Suppression Stones have been fixed.
  • Triangular Foundations will no longer float when placed.
  • Several sound effects have been adjusted.
  • Players were still able to use prone by adjusting some .ini files - prone has now been completely removed as intended.
  • Respawn locations are now properly labeled in the respawn UI.
  • Fixed a bug where creatures were wandering in a wide radius - they will now wander in a shorter radius from their original spawn.
  • Fixed a bug where character models would go rigid when seized by a creature.
  • Fixed a bug where players weren’t able to donate to Estel’s blacksmith.
  • Soul Node inventory text has been adjusted.
  • Fish were spawning out of control! Aquatic creature spawn rates have been reduced.
  • Adjusted the frequency of meteorite spawns.
  • Bear, Boar, and Wolf animations have been adjusted. They should get stuck inside of other creatures less frequently now.
  • Equipment models have been adjusted to look more natural.
  • Removed interactable items in rented properties to improve performance in cities.
  • Slums can now be rented in Estel.
  • Weapon hit rates have been improved while running.
  • Fixed an issue where Revival Altars were displaying improperly on the respawn UI.
  • Improved Copper Helmet model on female characters.
  • Adjusted Infernus Dragon saddle model.
  • Adjusted Cyclops respawn points so they should no longer respawn inside of stones.
  • Fixed an issue where tamed Nidhogs could be ridden without a saddle.
  • Fixed an issue where switching an equipped spell on the hotbar would allow a spell to be cast without durability loss.
  • Fixed an issue where Spell Towers were deactivating and needed to be reset on server restarts.

August 20 - URGENT update (Previous Patch Rollback)

August 20 - URGENT update (Previous Patch Rollback)

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/2776886884949086928


Greetings Adventurers!

Due to today's patch update, we've received several feedback from players, mention that the previous patch update is causing in-game bugs.

We will roll back both Dark and Light build and in-game server record to the previous version within couple of hours.

Please take our apology on this unexpected accident, the whole dev team started working on this immediately.

Stay tuned

August 23 - Patch Notes - v100.5468

August 23 - Patch Notes - v100.5468

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/1448325533545135168


Greetings Adventurers! Dark and Light’s next update, v100.5468 is on its way - this patch is scheduled to launch at 1:00AM PST on 8/23/2017. Please make sure to log out completely before the servers go down to reduce the risk of data loss.

  • Optimized server performance
  • Fixing, durability will no longer be deducted if switching between the same staffs
  • Optimization, greatly increased the health of constructions
  • Optimization, independent constructions will be atomically destroyed after 72 hours. Other constructions will be destroyed after player has been off-line for 72 hours

August 25 - Patch Notes - v100.5657

August 25 - Patch Notes - v100.5657

Patch Notes URL: http://steamcommunity.com/gid/103582791456725901/announcements/detail/1448325533552616382


Greetings Adventurers! A small update is on its way to Archos - here’s what’s being changed, this patch is scheduled to launch at 1:00AM PST on 8/25/2017

  • Official Server Optimization: We’re rolling out some more optimizations for our official servers that should help reduce issues with lag and stuttering.
  • Structure Decay Timing: We’re extending the decay timer for structures made from Stone or higher-tier materials. Structures will still be automatically destroyed once the decay timer is exceeded, but if you or your Housemates are online and visit the structure, the timer will automatically reset. We implemented this change because want to prevent instances of players blocking off resources or ideal building locations, but the timer was set too short, which we realized may negatively affect normal players. We’ll keep an eye on how the new decay timer works out and continue to make adjustments to the system as necessary.
  • Trigger Death Changes: We’re adding a 5 minute cooldown to the ‘Trigger Death’ function in the esc menu. After using ‘Trigger Death’, players will now have a 15 second respawn timer. We noticed that some players were abusing the ‘Trigger Death’ function to create a mountain of corpses in city squares, causing performance issues in an area around the city, so we’ve added a short respawn timer to prevent this abuse.

August 30 - Patch Notes - v100.5973

August 30 - Patch Notes - v100.5973

Patch Notes URL: http://steamcommunity.com/games/529180/announcements/detail/1449452067236321750


Greetings Adventurers! Dark and Light’s next update, v100.X is on its way - this patch is scheduled to launch at 1:00 AM PST on 8/30/2017. Please make sure to log out completely before the servers go down to reduce the risk of data loss. If you’re a private server host, make sure your server client is updated to v100.5973 after the patch to make sure your players can connect properly.

Important Notice on Areas Targeted for New Content
In major updates in the near future, we’re planning on adding content that will take the place of some of the wide-open areas on The Sacred Path. As a result, some Adventurers’ structures may be damaged, or even destroyed entirely. In order to help prepare for these additions and prevent losses, we’ve added glowing indicators in affected areas. Please check to make sure that your structures and items are completely out of the range of the glowing indicators to avoid losing anything.

General Updates

  • In our ongoing optimization efforts, we’ve merged and removed a number of redundant assets and improved the way textures are loaded. As a result, load times when initially logging into a server have been reduced, and overall performance should be improved. We’ll be continuing to improve Dark and Light’s optimization throughout the Early Access period - thanks for your feedback and support!
  • Spell Tower Changes - Spell Towers will now deal significantly increased damage. Delay between shots has been reduced. Certain powerful spells cast by players can also now be intercepted by Spell Towers.
  • House War Declaration Changes - House Owners can now set permissions on which House members can make War Declarations.
  • Experience Gain Changes - High-level Dark Fallen, Wraiths, and Elementals will now grant more experience when killed.
  • Greatsword - Power attack (RMB) removed.
  • Durability Changes - Being attacked will now remove less durability from equipped items.
  • Mounted Creature Knowledge Experience Gain Changes - Harvesting while mounting a tamed creature will now grant reduced Knowledge tree experience gains.
  • Tamed Creature Stat Adjustments - Creature base stats have been increased, but it will now take longer for tamed creatures to level up.
  • Creature Taming Difficulty Adjustments - Creatures are now slightly more difficult to tame across the board. Frost Dragons and Infernus Dragons are now much more difficult to tame.
  • Scrolling with the mouse wheel will no longer switch between items on the hotbar.
  • Updated the launch splash screen.


Bug Fixes

  • Various construction pieces have been reworked to make them easier to place.
  • Adjusted the concentration of resources in several problem areas to improve performance.
  • FPS has been improved when viewing the Inventory.
  • Tooltips should now display properly on the respawn UI.
  • Guards should now properly target and attack flying creatures.
  • Fixed a bug where city guards would occasionally slide or float randomly while pathing.
  • Fixed a bug where the Focusing Potion Schema wasn’t unlocking for some players.
  • Fixed an issue where attacking a Fire Imp with a Greatsword would occasionally cause a server crash.
  • Tamed Elementals will no longer despawn on server restarts.
  • Fixed a bug where casting a spell with insufficient mana would still remove equipped spell durability.
  • Fixed a bug that would allow players to dismount certain creatures to clip inside of structures.
  • Fixed a bug where War Declarations would occasionally result in immediate wars when declaring against multiple houses.
  • Fixed a bug where one House wouldn’t be able to attack another after a War Declaration was made.
  • Removed collision models for a number of objects.
  • Fixed a bug where characters wouldn’t take damage from Fire Wall.
  • Visual effects when using Summoning Stones and Soul Suppression Stones have been fixed.
  • Triangular Foundations will no longer float when placed.
  • Several sound effects have been adjusted.
  • Players were still able to use prone by adjusting some .ini files - prone has now been completely removed as intended.
  • Respawn locations are now properly labeled in the respawn UI.
  • Fixed a bug where creatures were wandering in a wide radius - they will now wander in a shorter radius from their original spawn.
  • Fixed a bug where character models would go rigid when seized by a creature.
  • Fixed a bug where players weren’t able to donate to Estel’s blacksmith.
  • Soul Node inventory text has been adjusted.
  • Fish were spawning out of control! Aquatic creature spawn rates have been reduced.
  • Adjusted the frequency of meteorite spawns.
  • Bear, Boar, and Wolf animations have been adjusted. They should get stuck inside of other creatures less frequently now.
  • Equipment models have been adjusted to look more natural.
  • Removed interactable items in rented properties to improve performance in cities.
  • Slums can now be rented in Estel.
  • Weapon hit rates have been improved while running.
  • Fixed an issue where Revival Altars were displaying improperly on the respawn UI.
  • Improved Copper Helmet model on female characters.
  • Adjusted Infernus Dragon saddle model.
  • Adjusted Cyclops respawn points so they should no longer respawn inside of stones.
  • Fixed an issue where tamed Nidhogs could be ridden without a saddle.
  • Fixed an issue where spells could be cast without losing durability.
  • Fixed an issue where Spell Towers were deactivating and needed to be reset on server restarts.


EA Release - July 20, 2017 (click to open)

EA Release - July 20, 2017 (click to open)

July 21 - Early Access Week 1-1 Update

July 21 - Early Access Week 1-1 Update

Patch Notes URL : http://steamcommunity.com/games/529180/announcements/detail/1433685663543103533


  • Server Performance
    • Fixing server population display bug: population shown as 0 when server population exceeds its capacity.
    • Fixing in-game collection bug caused by server lag.
    • Fixing creature AI feedback bug.
    • Fixing attacking position offset issues.

July 21 - PvE Servers and Patch Notes

July 21 - PvE Servers and Patch Notes

Patch Notes URL : http://steamcommunity.com/games/529180/announcements/detail/1433685663544761040


Adventuers! A new update for Dark and Light is launching later today, bringing PvE servers for every region, new Oceania servers, adjustments to Food, Water, and Focus depletion, and bug fixes.

In order to download the 1.9gb patch, you'll need to restart your Dark and Light client if you were playing before the update.

PvE Server Launches + OCE PvP Servers

We received a lot of feedback from players on the lack of PvE-focused servers. We're launching 12 PvE servers across our US, EU, Asia, and OCE regions. These servers are great for players who want to focus on exploration, crafting, and construction without the threat of open-world PvP.

  • US-Wyrmslayer-1
  • US-Wyrmslayer-2
  • US-Wyrmslayer-3
  • EU-Wyrmslayer-1
  • EU-Wyrmslayer-2
  • EU-Wyrmslayer-3
  • Asia-Wyrmslayer-1
  • Asia-Wyrmslayer-2
  • Asia-Wyrmslayer-3
  • OCE-Wyrmslayer-1
  • OCE-Wyrmslayer-2
  • OCE-Wyrmslayer-3

We are also launching an additional 3 PvP servers in our OCE region.

Patch Notes

  • Wraiths spawned from meteor landings now have a chance to drop a Ghost Scythe on death. Now, the power to reap the very souls of your enemies is in your hands!
    • Stats:
    • Base Damage - 100
    • Weight - 200
    • Special attributes:
    • Wide AOE power attack (RMB).
    • Shares functionality with the farming sickle - can be used to harvest seeds.
  • Adjusted the crafting requirements for the Melee Crafting Rank 9 Schema - Greatsword:
    • Can no longer be crafted at a normal Workbench.
    • Can now be crafted at a Cyclops camp Workbench.
  • Fixed a bug where Magic Defense Rank 2 equipment was unable to be crafted.
  • Fixed a bug where Schemas from the Offhand knowledge tree would appear in the inventory instead of a Workbench, and couldn't be crafted.
  • Estel's blacksmith has finally recovered his clothes and underwear! Talos's merchant is still trouncing around in the emperor's new clothes, however…
  • Based on the feedback we've seen from launch day, we've adjusted the following stat depletion rates. For context, when recovering Stamina and Mana, you lose a proportional amount of Food/Water and Focus, respectively. These numbers are baed on that ratio of recovery : depletion:
    • When recovering Stamina over time, the rate of Food and Water depletion has been lowered from 0.25 to 0.1.
    • When recovering Mana over time, the rate of Focus depletion has been lowered from 0.25 to 0.1.
    • When either Food or Water is at 0, the rate of health loss over time has been adjusted from 0.75/second to 0.25/second.
  • Female characters have remembered their training, and can now use the power attack (RMB) with the Stone Sword properly - hit accuracy has been improved.

We'll be continuing to closely monitor feedback and make further additions, adjustments, and bug fixes quickly during the early stages of our Early Access launch. Be sure to visit our Steam Discussions page to check out some helpful resources and leave feedback for our development team! We're looking forward to seeing you in Archos!

July 22 - Servers and Patch Notes

July 22 - Servers and Patch Notes

Patch Notes URL : http://steamcommunity.com/games/529180/announcements/detail/1433685663547359664


  • Patch Notes:
    • Fixed bugged drop rate in cornfield.
    • Cornfield respawn time increased to 3 days in game. Now you have more time to make crop circle designs.
    • Iron Greatsword and Ghost Scythe are two strong weapons in DnL to attack only. No in-game item will be get during chopping bush and tree.
  • Server Update:
    • Optimizing server performance
    • Fixing server crash

July 23 - Patch Notes

July 23 - Patch Notes

Patch Notes URL: http://steamcommunity.com/games/529180/announcements/detail/1433685663551980735


Greetings Adventurers!

Today's patch is mostly focused on improving server stability, as well as a few minor bug fixes and quality of life changes. Please restart your client to update to the latest version. For any players hosting dedicated private servers, please manually update your server client.

  • Server Stability and Bug Fixes:
    • Resolved an issue with casting certain spells, (Fire Wall, Ice Wall, Lightning Wall), causing extreme server lag across a wide area.
    • Resolved server crashes related to the erratic movement of Moths / Nightshades. These creatures, while still annoying, will no longer affect server health.
    • Resolved an issue where taking certain actions would cause your character to grow or shrink is size.
  • Quality of Life Changes:
    • By default, pressing “R” while targeting a tamed creature will open its inventory; you no longer need to select it from the radial by holding “E”.
    • Rolling (crouch + movement or double-tapping a direction) off of an elevated platform will now reduce fall damage on landing. We still don't suggest rolling off of any cliffs, but at least it'll hurt slightly less now.
  • Regarding the “Earn 100 Gold” Quest Bug:
    • We're aware that players have been unable to complete the “Earn 100 Gold” quest by selling items to vendors due to the quest failing to track the amount of gold earned. We're addressing the issue and will be improving our overall quest system throughout the Early Access period.

Update:

  • Regarding lowered harvesting rates since the last patch:
    • We've heard feedback from players on bugged gathering rates across official servers since the last patch where we addressed an exploit in the “cornfield” area. Our team is currently investigating the issue and we plan to have a fix out shortly.

Thanks again to all of our adventurers for your continued support and feedback; we're looking forward to seeing your adventures on Archos!

We also understand that these patches are coming very quickly, and there's not much time to prepare to restart your client or update your server client. We're working on a more optimized announcement system to help player prepare for upcoming patches.

July 26 - Hotfix Patch - What We're Working On

July 26 - Hotfix Patch - What We're Working On

Patch Notes URL: http://steamcommunity.com/games/529180/announcements/detail/1447197096910312413


Greetings Adventurers! We’re deploying a hotfix to help address some feedback we’ve received from the community regarding server stability and a couple of bug fixes.

Just a heads up, we're changing the prefixes of all our Australian servers to OC-XX.

1. We’ve received some feedback from players on the bugs and problems caused by rollbacks due to unexpected server outages. We apologize for the inconvenience, and we’re working on further improving server stability to ensure that players won’t be faced with similar issues in future updates.
•Resolved an issue where players would get a “Duplicate ID Error” message when attempting to log into a server after being disconnected.
•Resolved an issue where taming certain creatures would occasionally cause server crashes.

If you experience unexpected downtime or server rollbacks on official servers please send a report with your server’s full name to our support team at DarkandLight_CS@SnailGamesUSA.com. This will help us investigate and resolve server issues in the long-term.

2. The House Seal that is unlocked after forming a House and recruiting several members to it, was designed to protect House-owned structures from hostile player attacks on PvP servers unless an official war declaration was made first. We’ve received reports from players that the House Seal was not working as intended, even when powered by Magic Essence. We’ve worked quickly to resolve this issue, and it’s being fixed in the hotfix being deployed this morning.

•Resolved an issue with the House Seal not properly protecting House-owned structures.

We’re planning on deploying a larger patch on 7/27 that’s aimed to fix a large number of bugs, as well as addressing some gameplay concerns based on the feedback and data we’ve received during the first week of Early Access.

One issue in particular that we’re interested in addressing is offline raid protection. We want to hear from the community how you’d like to see this addressed - maybe we can add some defensive ballistae, manned by allied goblin workers? The sky’s the limit, let us know what you want to see!

3. Each time we launched an update, it caused a desync between the client version and server version for players hosting dedicated private servers. We’re working on addressing this issue, and we’re also preparing a small custom tool for experienced server hosts and players to help build their own private servers. We’ll be providing more details and releasing the hosting tools in an update in the near future.

July 27 - Upcoming Dark and Light Patch–What to Expect

July 27 - Upcoming Dark and Light Patch–What to Expect

Patch Notes URL: http://steamcommunity.com/games/529180/announcements/detail/1447197096913540784
The first section is the actual Patch Notes. Then the section after the break is upcoming changes for what I believe is part of the patch that went out on August 3rd. Leaving this as one post to match the format is went out for now.


Greetings Adventurers! The next patch is a big one - it’s focused mostly on quality-of-life improvements and bug fixes, but there are a few cool new items and features included as well. Check it out:

Part 1 - Game Performance Optimization:

  • Resolved Missing / Rainbow-Colored Textures: Resolved an issue where low graphical settings would result in missing / rainbow colored textures across a number of objects. The quality of low graphical settings still isn’t exactly where we’d like to be just yet, so we’ll be continuing to optimize it across future patches.
  • Resolved an issue where creature skeletons were randomly desyncing from the server, causing major performance issues.
  • Creature Collision Optimization: Reduced the number of leaves, branches, roots, and other objects around the world with excessive collision points to reduce instances of creatures getting stuck on geometry in the world.
  • Building Damage Optimization: What’s the fun of buildings on a PvP server if you can’t destroy them? We’ve noticed that there are some issues with effects related to building damage and destruction. We want to deliver a real visceral experience for players when attacking / destroying structures, so we’re continuing to optimize these effects.
  • Lighting Optimization: Resolved a bug with lighting effects that was causing slowdown. We’ll be continuing to investigate and optimize lighting effects to further improve performance.
  • Harvesting from creatures on slopes: Resolved a bug where it was often difficult or impossible to harvest materials from creatures on steep slopes.


Part 2 - World Design Optimization:

We’ve made a few changes to the scenery around The Sacred Path to make for an overall smoother experience:

[Collision]

  • Improved physics on sloped terrain.
  • Cleaned up invisible collision to help improve travel while mounted.
  • Fixed areas where players got stuck in the world geometry.
  • Fixed the collision detection of boulders in Ironfast.
  • Rewrote some construction rules to allow construction and item placement on a wider variety of surfaces.
  • Smoothed out vegetation and slopes near the swamp, to help players avoid getting stuck.
  • Objects in cities have been rearranged to make them a little easier to traverse.


[Interactions]

  • Adjusted rain effects in some areas and lowered the possibility that it will rain inside a covered house.
  • Added fire damage to magma flows in volcanic areas. Watch your step!
  • Adjusted the texture of interactable rocks and boulders, making them easier to distinguish from scenery.
  • Addressed a bug related to harvesting on the Floating Islands; players can now harvest there normally.
  • Resolved a bug that was causing trees and grass to float above the ground without even using magic.
  • It’s called The Sacred Path for a reason - optimized paths around the world to make it easier to travel.


[Graphics / Scenery]

  • Made some adjustments to various terrain models and textures.
  • Added altar relics in the Crescent Plains.
  • Improved the textures of Gaia (the ruined planet visible in the sky above Archos) so that it looks better during the night.
  • Upgraded textures on foliage.


[Gameplay]

  • We’ve gotten a lot of feedback from players who feel like it’s just a little too dark at night. We’ve shortened the duration of nighttime so that players can enjoy a longer, brighter, more productive day on The Sacred Path.
  • Players should no longer accidentally respawn in the lava flowing beneath Ironfast.
  • Adjusted spawn points for creatures spawned from meteorites - they should no longer get stuck inside of them now.
  • We added some magic barriers for caves and dungeons that aren’t quite ready for exploration yet. We’ll let players build up their power a bit before unleashing the dangerous forces held within.


If you find any bugs in the world that you’d like to report, you can press “Delete” to display your coordinates in-game. If you take a screenshot of the bug with the coordinates displayed, you can send it to our support team at DarkandLight_CS@SnailGamesUSA.com and they’ll log the bug for our development team.

Part 3. System Fixes and Optimization:

[Knowledge / Skill System]

  • Reaching Ironwork Rank 1 will now properly unlock the Iron Triangle Foundation Schema instead of the Iron Triangle Ceiling Schema.
  • Gathering Mythril Ore will now properly result in Dwarf Manor Knowledge experience.


[Quest System]

  • Fixed a number of bugged quests that weren’t properly tracking progress. Earning 100 gold from selling items will now complete the quest wherein you have to earn 100 gold from selling items. Seems pretty obvious in hindsight…
  • Reduced the number of gold coins gathered from barrels required to complete the quest “Scavenging Scraps”.


As mentioned previously, we’re going to be making a number of revisions and optimizations to our quest system throughout the Early Access period. Thanks to everyone who has provided feedback and suggestions already!

[Character Creation]

  • Character animations during the creation process have been improved slightly.
  • Based on player feedback, we’ve adjusted customizable parameters for each race to allow players to focus more on their chosen race’s unique characteristics.
  • Racial templates may now only be applied based on your selected faction. (CONFIRM)
  • The “Random” feature will now only select random values from parameters available to your selected race.
  • Added a “roughness” slider for both male and female character’s hair.
  • Added additional beards for male characters.
  • Resolved a bug where it wasn’t possible to select a hairstyle for male characters.
  • Male characters’ short hair no longer looks like Muckripper scales.
  • Character creation BGM has been adjusted.
  • Hair will now display properly when in a shaded area.
  • Improved the appearance of hair when adjusting a character’s head size.


We’ve gotten a lot of feedback from players on character animations during the character creation process. This patch hasn’t addressed that issue, but we’re working on a fix for a patch in the near future.

[Various Fixes]

  • Taming should now work as intended in single-player mode.
  • Added steam achievements.
  • Resolved an issue where some creatures couldn’t be tamed even after exhausting them with Rope Arrows.


Part 4 - Items:

[Weapons]

  • Elite goblins now have a chance to drop Goblin Clubs!
  • These sturdy clubs won’t do much damage, but you can use them to quickly knock out your foes.
  • Spell durability will no longer decrease when being attacked. Now only shields will lose durability when being attacked.
  • Modified the damage type and damage value that sickles and Draining Spells do to structures.
  • Fixed the offhand Cobweb spell - players should now be able to use it normally.
  • Increased the size of the iron hammer. Now you can truly look the part of a mighty hammer-wielding Dwarf!


We’re planning on adding a wide variety of additional melee weapons and magic weaponry in future patches - please look forward to it!

  • You can now craft the Polymorph spell on a Magic Workbench or in a tamed sheep’s inventory.
  • New sound effects have been added to Pyroblast, Rune of Acceleration, Rune of Warmth, Rune of Restoration, Hunter’s Eye, Rune of Light, and Bursting Arrows.


[Crafting]

  • At Alchemy Rank 4, you will now unlock a Reset Potion Schema. Reset Potions can be used to reset a character’s stat points.
  • Resolved a bug with crafting Acid, and reduced Acid max stack size from 100 to 10.
  • Added Small Soulstone Schema to Taming Rank 5 - Small Soulstones can be used to capture the souls of Imps and resurrect them, fully tamed, at a Resurrection Pool.


[Miscellaneous Changes]

  • We’re aware of a bug where Bedrolls will restore their durability after being picked up. We’re working on a fix to ensure that Bedrolls maintain their durability even after being picked up, but for now, we’ve disabled the ability to pick up Bedrolls once they’re placed.
  • Resolved a bug where players were unable to use Bedrolls or Beds after using them once.


Part 5. Creature Fixes and Optimization:

  • Elemental cores can now be crafted in a tamed Elemental’s inventory.
  • Adjusted respawn rates for Fire Dragons in Dragon’s Respite (Dragon Island).
  • Gryphons can no longer use their “seize” ability while on the ground.
  • Adjusted Treant attacks to better match their animations.
  • Goblins are a little heavier now, and will no longer fly away when killed with a heavy attack.
  • Water Elementals will now blow pretty bubbles!
  • Adjusted various underwater creatures so they should get stuck less when traveling through shallow waters.
  • Light Elementals will no longer drop Wind Elemental Cores.
  • Bramblehoppers can now be more easily hit with standing attacks.
  • Resolved a bug where it was impossible to harvest from Nidhogs.
  • Hellcats / Molten Tigers now have a new running animation - their walking animation is also now slightly faster.
  • Bears have new animations for walking and running.
  • Fire Elemental death sounds has been adjusted.
  • Gryphon sound effects have been slightly adjusted.


Part 6 - Gameplay:

[Dark Altars]
Three powerful altars exist on The Sacred Path, which regulate the transmission of magical energies between the destroyed planet Gaia, and Archos.

These altars can be found high in the mountains, in the volcanic region, as well as on the floating islands.

By finding an altars and crafting a dark, powerful item in it, you can earn a bounty of advanced materials. However, there are consequences for your dealings with dark forces - proceed with caution.

  • Added the ability to craft Souls of Darkness on altars.
  • Players can occupy and activate an altar by crafting a Soul of Darkness on it.


[Soul Nodes]
There are 20 soul nodes in the Sacred Path. Players can craft a Soul of Light within them to occupy them.

Adventurers belonging to the same faction as ones who have captured a Soul Node will be able to select them as a respawn / teleport point.

  • We optimized the respawn map, so that players can select different soul nodes to respawn at or teleport to.


We’re working on polishing the map to make it more easily-readable than before. We’re hoping that players can make the best use of this map to respawn and teleport themselves exactly where they want to go.

[Field Camps]

  • Increased the health and attack of camp bosses.


Part 7. Defense Optimization:

[Small Spell Tower]

  • Improved visual effects for activating / deactivating Small Spell Towers. It’s now easier to tell when one is active or not.
  • Localization has been improved.
  • Elemental Furnace detection range has been improved.
  • Range display has been improved.
  • Small Spell Towers can now be damaged and destroyed.
  • Adjusted projectile movement speed.
  • Added special effects on attacks.
  • Attack value has been adjusted.
  • Now displays a grid when using the Small Spell Tower from your inventory.


We’ve noticed that there’s a bug with the Small Spell Tower that causes special effects to not display properly. This issue won’t be addressed in this patch, but we’re working to get a fix out in the near future.

[House Seal]
We’ve noticed a number of bugs with the House Seal failing to properly protect against hostile players. We’ll be keeping a close eye out to ensure that the House Seal properly protects players’ belongings.

  • Hammers, sickles, and other melee weapons can no longer damage player structures under the protection of an active House Seal.


[Construction]

  • All interactable housing pieces (doors, windows, etc.) are now easier to target and interact with.
  • Added Giant Iron Gate and Castle Ceiling Schemas
  • Improved models for Wooden, Stone, and Iron Windows.
  • Added new icons for Castle Ceiling Schemas.
  • Adjusted construction sounds.


To help players more easily defend their homes, we’re planning to implement a new structure in an upcoming version.

Part 8 - City Optimization and NPCs:

  • Finally, blacksmiths Talos and Estel have found their clothes and underwear. Many NPC hair and clothing bugs have also been fixed.
  • Upgraded NPC face models and textures.
  • Added a new feature for guards / soldiers.
  • Fixed sliding and floating NPCs in cities.
  • Added NPC vendors who sell Parachutes and Gliders - these vendors can be found near the Dragon Transport in each city.
  • Adjusted the placement of NPC icons, so that the icons will not overlap with their names.
  • Adjusted NPC SFX.
  • Increased NPC health points. If they lose sight of their target, they’ll quickly return to their original position and quickly regenerate HP. NPCs will regain 100% of their max health within 2 seconds of exiting combat.


Part 9 - UI Optimization:

  • Adjusted line spacing in tooltips.
  • Adjusted backpack opening SFX.
  • Improved localization for a number of items.
  • Resolved a bug where the game would slow down when searching through another player’s inventory.
  • Disconnecting from a server inadvertently will now display the correct error message.
  • Added Bestiary illustrations for Elite Goblin, Grut Stag, and Ice Wolf.
  • You can now press ‘Q’ in the inventory to toggle between detailed and simple item information displays.
  • Added additional tips to the loading screen.
  • The quest tracker can now be disabled.
  • The correct tooltip should now display when hovering over items in the secondary belt.
  • Vendor trading interface has been adjusted.
  • Added a new icon for the upgraded Rune of Light.
  • Improved targeting reticle precision.
  • Respawn UI has been adjusted.


Part 10 - Localization Optimization::

  • Fixed bugged text in the Quest and Inventory interfaces.
  • Fixed localization problems in the tooltips characters enter/exit cities.


We realize that there’s still a lot of work to be done in regards to polishing Dark and Light’s localization. We appreciate all the feedback we’ve received so far, and we’re looking forward to announcing additional details on our plans for localizing Dark and Light in additional languages.