KCD ROLEPLAY

Hear ye, hear ye

The Chronicle of the RealmWhat changed around Kuttenberg, day by day

Every new feature, every improvement and every fix to KCD Roleplay, the roleplay servers for Kingdom Come: Deliverance II, from strict roleplay to a casual Adventure server. The details of each system are in the wiki.

A fixed gain for every trade pack, robbery as it was and games to watch.

A trade pack now pays its goods back whole and the same gain on top, whatever they are worth. Robbers see the whole pack again and take two stacks and part of the purse, the thieves' guild finds its strongboxes in the villages again and is kinder to beginners, games of dice and Bohemian Banners can be watched from beside the table, ladders stand in your house for good and your horse answers a call every 5 seconds.

Trade packs and carts

  • changed

    A fixed gain for every pack. A trade pack pays back the worth of its goods whole, plus a gain that no longer grows with what the goods are worth: about 85 groschen, down to 50 where the town is flooded with that stock or makes it, up to 120 where it lacks it. A longer road adds a little (×0.9 on the shortest road to ×1.1 from 4 km), and the route of the day adds 10%. A pack worth under 300 groschen earns in proportion. Perishable goods still lose their freshness on the way, and the day's gain and the toll work as before.

  • fixed

    A cart bought is yours at once. A cart bought from another player shows among your belongings at once, in Kuttenberg and in Trosky alike - no more trip there and back to see it.

Robbery and the thieves' guild

  • changed

    Robbery as it was. A robber sees the victim's whole pack again, worn pieces too, and takes 2 stacks and up to 70% of the purse. The 30-minute wait, the daily limits, the victim's 24 hours of protection and the rule to stay online after a robbery are kept.

  • better

    Strongboxes back in the villages. The guild's contracts find strongboxes in the villages and Trosky again: only a chest within 8 m of the door of a house someone owns is left alone.

  • better

    Heard at the lock. The chance of being heard at a strongbox's lock is 6% by day and 10% by night, decided once for each box: a snapped lockpick and a new try no longer roll it again.

  • better

    Marks that walk. The commoners you are sent after walk between two spots and stop 6 to 10 seconds at each end, and prefer a spot against a wall.

  • better

    A kinder start. Your thievery never stands below 15 at guild level 1, 16 at level 2 and 17 at level 3. Caught at levels 1 to 3 on a first contract, you get no wanted notice and the guild turns its back for 5 minutes only.

  • new

    The box isn't here. At a strongbox's mark with no box to be found, the guild's window has The box isn't here: the contract is called off with no wait, and a chest two thieves report in a week is taken out of the contracts.

  • fixed

    Show the way. The guild window's Show the way button works again.

  • fixed

    The guild's small faults. The commoner's trinket is a candle, no longer a rosary taken for the rosary prize; the purse contract no longer says crouching helps; Kuttenberg's bathhouse no longer sends thieves to chests nobody can reach.

Games

  • new

    Watch a game. Watch a game of dice at a placed table or of Bohemian Banners from beside it: E on a player > Watch their game, or F2 / the Z wheel > Here. You see the game without touching it, both Banners hands face down; up to 10 people watch a game, and the players see "N watching".

  • fixed

    Banners cards as items. A Bohemian Banners card taken out as an item can be given, traded and stored like any other item, and no longer stays stuck in your sack.

  • fixed

    The first hand's redraw. Swap and Keep on Bohemian Banners' first hand work again.

Horses, houses and work

  • better

    A call every 5 seconds. Whistling for your horse (the Call button) works every 5 seconds, no longer every 3 minutes.

  • new

    Ladders as furniture. A ladder can be placed in a house or a home and its yard like any piece of furniture, by those who may furnish it and within its count: it stays for good, and you can climb it.

  • fixed

    Charcoal from every charcoal wood. The woodlot nearest each charcoal wood gives charcoal again, however far it stands.

Titles and factions

  • new

    Chivalric titles. A character on the chivalric roll carries their grade before their name: Page, Squire, Armiger, Sir (Dame) for a knight, Banneret. These words can no longer be taken as a new first name.

  • new

    The vassal pact. Vassalage is a pact of its own between a liege and its vassal, offered from the Authority tab: both pay 3 Authority to sign, the one who breaks it 6, and every week the liege pays 1 and the vassal 2. Trade agreements bring up to 4 a week, no longer 2.

The account site

  • new

    Delete your account. Settings > Delete my account: type the account name, then confirm with your two-factor code or a link sent to your e-mail (30 minutes). Not while banned, staff or in the game, nor while a character still owns a house or a business or leads a faction.

For the staff

  • new

    Regions in the Tab list. The staff's Tab list has a region picker beside the search: each player's town, the towns peopled now with their counts.

  • new

    Map duty. Mappers go on map duty (F2): unseen, "[Mapper]" over their head and "Mapper" in Tab, and the mapping tools work on duty only.

  • better

    Nothing taken in silence. Repair kits and arrows or bolts past the limit are taken with no payment, the player told and the staff flagged in the staff chat and the account site's logs.

  • new

    Thieves' box reports. A chest reported missing by two thieves in a week is switched off and the staff told; /adminthief lists it and can switch it back on.

Brigands who let the fallen be, ropes anyone can untie and a [Defender] tag in raids.

Brigands no longer stand over a fallen player: they turn on the next one standing or go home, and the fallen keep their cursor to call for help or give up. Anyone can untie a bound person, the stocks free the one who led the prisoner, raids show who defends, and a horse gear duplication, a coach landing outside the map and a few other faults are fixed.

Fights, brigands and the wounded

  • fixed

    Brigands let the fallen be. Bandits, ambushers and village raiders no longer keep striking a player who is down: they let them be and turn on the nearest player still standing, or walk back to camp.

  • fixed

    Your cursor when down. A blow on you while you lie wounded no longer takes the cursor away: Call for help and Accept death stay within reach.

  • fixed

    No training on friends. Fighting a party member or a faction-mate outside a duel no longer trains strength, agility or vitality, as it already trained no weapon skill. A sparring duel still trains within its daily hour.

The law and the rope

  • better

    Anyone can untie. Anyone beside a bound person can untie them (E > Untie). Nobody unties their own rope, and a prisoner serving a sentence stays bound.

  • fixed

    The stocks and the rope. Putting a prisoner you lead in the stocks ends the lead: you can walk away and leave them there.

Raids

  • new

    [Defender] in raids. During a raid, the defending side - the holding's faction, its allies, its side of a war and those they hired - wears [Defender] over their heads; everyone else on the raided ground keeps [Raid].

The coach, horses and items

  • fixed

    North Trosky's coach. The coach from North Trosky sets you down beside the Devil's Den coachman where he stands, no longer outside the map behind an invisible wall. Every paired road arrives where its coachman stands now.

  • fixed

    Horse gear duplication. Taking a saddle, a caparison or other horse gear off a horse no longer leaves a copy in the saddlebags.

  • fixed

    The Strange strawhat. The Strange strawhat weighs half a kilo, no longer 36.

For the staff

  • new

    Item catalogue. The account site's staff pages have an Item catalogue: every item of the game with its picture, name, class name and ID (click to copy), category, weight and price, searched and filtered by category.

  • new

    Died in the Log center. The Log center has a Died log of its own: every death as "Player1 kills Player2" or "NPC kills Player2", searched by either name, the weapon or the town.

  • fixed

    Fewer false item alarms. The item check no longer counts the same standing difference, or a difference in the purse, again and again toward an item spawning ban.

Each road its own way to Trosky, names without numbers and physicians close at hand.

Each of Kuttenberg's four coachmen now leads to its own road in Trosky and back. Names over heads go without their number until you press Caps Lock, physicians answer only the calls close to them and learn from the supplies they make, the bandit camps lose their archers, and documents can carry your faction and rank.

Kuttenberg, Trosky and the coach

  • better

    Each road its own way. Each of Kuttenberg's four coachmen leads to its own road in Trosky: Maleshov to Troskowitz, Wysoka to Nebakov, Suchdol (beyond Raborsch) to Semine and Devil's Den to North Trosky. Coming back from one of Trosky's coachmen sets you down at its pair in Kuttenberg.

  • better

    Sedletz in your language. Sedletz Monastery and its gate are named in the language you play in.

Names and people

  • better

    Names without numbers. Over heads you read the name alone - "Jan", "Unknown" - so name tags take less room. Hold Caps Lock (or tap it for 5 seconds) and the numbers show after the names within 60 m: "Jan (12)", "Unknown (12)". With No names chosen in the settings, the names shown under Caps Lock keep their numbers. The wounded on the ground follow the same rule.

  • new

    Numbers in the faction window. A member in play shows the number they go by beside their name in the faction window.

  • better

    No untying yourself. A character tied up by another can no longer untie their own rope: the watch, the one who bound them or the staff on duty frees them.

  • better

    Masks in the players' list. A masked player sits at the very end of the TAB list, their number hidden from everyone but the staff.

  • new

    Fight from the person menu. Face a player, press E and choose Fight to lock on to them, as /fight used to do.

Physicians, brigands and crafts

  • better

    Calls close at hand. A call for help reaches only the physicians on duty within 300 m of the wounded - never one from across the land. A physician who comes within 300 m while the call is open is told then, and one who goes farther loses its mark.

  • new

    Supplies teach the new physicians. Below level 3, a physician earns 5 XP for each suture kit, knitbone poultice or field kit they make - never past level 3, and within the day's physician XP.

  • better

    Physicians come from the masters. A physician is now named only by a Master physician or the staff - factions no longer name them - and the physicians named before were released: learn the trade from a master. On the International Medium RP server the trade is taken freely at a town hall.

  • better

    No [Physician] tag. A physician on duty no longer shows [Physician] over their head - that was metagaming. Their duty and the calls for help stay.

  • better

    No archers in the bandit camps. Bandit camps and the men who come to their aid no longer have archers: every brigand fights hand to hand.

  • better

    Ordinary coats without silver. An Ordinary coat with a crest no longer takes fine silver: it takes more padding and leather, for the same worth.

  • fixed

    Hare meat. Hare meat shows as meat, with its own picture, no longer as a pelt.

  • better

    Repair kits are not bought back. Repair kits are no longer sold back for money.

  • fixed

    Strongboxes in Trosky. The thieves' orders now find Trosky's strongboxes, Troskowitz's included - never a chest inside a house, a faction's storage or a ward.

Documents and property

  • new

    Affiliation on documents. A document can carry its writer's affiliation - their faction and their rank in it, read as they stand that day - and the authority it grants its holder, for certificates, commissions and warrants.

  • fixed

    The whole chest. A chest's or a storeroom's grid fills the window: its last row is no longer cut off. F2 > My belongings > Houses shows each house's number.

For the staff

  • new

    Town crier log. Every announcement paid to a herald is kept 30 days: F2 > Admin tools shows its text, the character and account who paid for it and when, searched by words and dates.

  • new

    Names for court offices. The Admins name each town's court offices on the account site's Territory page; the game uses those names.

  • new

    Master physicians from the site. A character's page on the account site names or removes a Master physician, and the staff's player search lists the physicians.

  • new

    Pause mapping requests. Lead Admins pause or reopen new mapping requests from the desk's Mapping tab.

  • better

    /check shows the faction number. /check gives the faction's number beside its name.

  • fixed

    /tp by number. /tp followed by a player's number goes to that player again.

  • better

    Spawned items and objects. Items or objects spawned by a cheat get the account banned until the staff look into it.

Documents between players, your cart on the coach and a fairer trade pack day.

Agreements, contracts and deeds can now be drawn up, signed in person and sealed. The coach takes your horse or your cart along, Kuttenberg gets three more coachmen and the wanted may travel. The trade packs' daily limit counts only your gain, never what your goods are worth, stalls and taverns are bought through the town's court, and a long list of fixes for evictions, the court window, items and arrivals.

Kuttenberg, Trosky and the coach

  • new

    Your horse or cart on the coach. Under the journey, the coach's page now offers Go with my horse (name) and Go with my cart (name) for each of yours within 30 m - your own, one lent to you, or your faction's cart. It travels with its saddlebags, gear and load and is led out beside you when you arrive, a cart's horses hitched again. Get down from the saddle or the cart's seat first.

  • new

    Three more coachmen in Kuttenberg. Kuttenberg now has four coachmen bound for Trosky, at the land's edges, each on your map. Walk within 30 m of one or speak to him.

  • better

    The wanted may travel. A wanted notice no longer stops you at the coach. The notice stays in its own land.

  • better

    Your horse at once after the trip. Whistle on arrival and a horse left on the other land comes to you where you stand, no longer "too far" at a stable; a cart is brought round to you without a cartwright.

  • new

    Lowtschitz. The hunters' village north of Pschitoky is a node of its own in the Lordship of Pschitoky, held by a faction like the others.

  • new

    One number for every player. Every player goes by their character's number - the same on both lands, across relogs and on the website - for PMs, reports and the staff. A number typed in full is still found.

  • better

    Trosky's Lord. The Lord of Trosky is titled Lord, not High Lord.

  • better

    Nobody begins in the monastery. A new character chooses Kuttenberg or Trosky; Sedletz Monastery is visited, never a place to begin.

  • fixed

    Feet on the ground. Travellers arriving together are set down on solid ground around the coachman, no longer in the air beside him.

  • fixed

    Your look after the trip. Your character's own face and body are given back once the game has really set you in the world, every time.

Towns and property

  • new

    Sedletz Monastery's town hall. The monastery is a town with its own court, given by the staff to a faction like any town - the church - whose leader names an Abbot or Abbess. Its court grants and sells the cells to the brothers and sisters, names its officers, keeps its justice, register and treasury, and the Realm window shows its places and houses. It can never be claimed, besieged or taken by influence.

  • better

    Stalls and taverns through the court. On the Strict RP server a stall costs 25,000 groschen and a tavern 35,000, one stall per character. A stall, a tavern or a house is bought only in a town someone holds, once its court consents, and the first sale of a stall or a tavern goes to the crown, never to the town's holder.

  • fixed

    Your belongings after an eviction. A court's eviction gives its holder their belongings back - a house's chests and storeroom as a parcel, a business's hall chests, counter wares and till - instead of leaving them to the next buyer.

  • fixed

    Eviction notices that lapse. A notice ends with its holder: a property taken back by the staff, the upkeep or a character kill voids it, and an old notice on a free property no longer blocks the court's reservation or sale. The court window no longer shows "leaves by" on a property nobody holds.

  • fixed

    The court's citizens and properties. The Citizens and Properties tabs of the town court are full at the first opening, not only after switching to another town and back.

  • fixed

    Taverns' innkeepers. The innkeeper of a tavern owned by a player always answers when you press E.

  • fixed

    Keepers' names. The bank's and the herald's names, and every keeper's sign, come back for everyone shortly after the server starts.

Trade and work

  • better

    How to become a physician. The physician's trade is not taken at the town hall: you are named an official physician by a Master physician who offers you the post, or by the staff - no longer by your faction.

  • new

    The physicians' school. The staff name Master physicians, who teach anywhere: from Z > Physician lesson, Give a lesson to one official physician beside you or to a whole group - ten minutes within 30 m of the master for 400 XP each, up to level 6. One lesson a pupil a day, ten sessions a master; beyond level 6, only real patients teach. A master may also name a physician: a player beside them who accepts.

  • better

    The day counts your gain. The day's lines - in full up to 4,000 groschen, 70% to 6,000, half to 10,000, a quarter beyond - now count only what a pack earns above its worth. The worth of your goods is always paid back whole, so a goldsmith's coffer never sells under its gold and gems.

  • new

    When full pay comes back. The pack window says when full pay returns ("full pay again in 3.5 h"): each sale leaves your day 24 hours after it.

  • better

    The routes map's needs. A town's needs show as a red dot by its name on the trade packs' route map, the list itself on hover or when you pick the town.

  • fixed

    Strongboxes within reach. The thieves' orders no longer send you to chests nobody can walk to: walled-in courtyards, closed castles and Kuttenberg's walls.

  • fixed

    Quality kept apart. Items of another quality or condition never stack into one another: a tier 4 sword stays tier 4 in a horse's bags, and a worn helmet stays apart from a whole one.

Letters, documents and cards

  • new

    Documents between players. F2 > Letters > Documents: draw up an agreement, a contract, a deed of sale, a note of debt, an oath or a testament for the scribe's 5 groschen and sign it. Present it to someone beside you as a party or a witness: they read it all and sign or decline. Seal it once another party has signed - its words and signatures never change again - and every signatory keeps a copy to show. Never presented in a fight; only the staff can void a sealed document.

  • better

    No letters while tied up. A character who is tied up cannot send a letter, whether from the letters window, the command or a court's letter to a group.

  • new

    Buy packs from the card book. The card book has a Buy packs button in its corner that opens the store on Bohemian Banners' packs and bundles.

For the staff

  • new

    Gatekeepers in the staff's hands. Every coachman, the monastery's gatekeepers and the old built-in trader appear in /npcs (b0, b1...): the staff move them where they make sense, put them back, or take the trader away.

  • new

    Every letter on the account site. The Lead Admins read every letter of their server on the account site - who wrote to whom, when and what - with those burnt in the last 90 days.

  • new

    The thieves' destinations. The /adminthief window shows every strongbox, purse street and guild man by town on the map, to switch off, move, add or delete.

  • better

    Reports against the staff. A server's top staff member reads, answers and closes every report there, whoever it names.

  • better

    Money created and burned. The economy page separates money really created and really burned from money that only changes hands.

  • fixed

    Short numbers in the staff's logs. "Who was ID?", the Log center and the logs' Who field find a player by the short number shown over their head (#1275) on every server, and Who was ID? names the character at once.

  • fixed

    Restores. A restore no longer adds the newcomer's clothes or doubles a stack of items.

Trosky beside Kuttenberg, robbery with rules and bodies across horses.

The land around Trosky Castle joins Kuttenberg and Sedletz Monastery opens its gates, joined by a free coach that takes your horse along. Robbery gets clear limits, a carried body can be laid across a horse, knights raise their own squires, mapping requests can be delivered a load at a time, decorations tilt and roll, our map windows use the game's own map, and a property under eviction or seizure can no longer change hands. Physicians, card games and the weight of armour arrive too.

Two lands: Kuttenberg and Trosky

  • new

    Kuttenberg and Trosky. The land around Trosky Castle joins Kuttenberg on the same server: Trosky, Troskowitz, Tachov, Zhelejov, Semine, Nebakov and their villages, with the Lordships of Trosky, Semine and Nebakov. One address, one list of players, one bank.

  • new

    The coach between them. Kuttenberg's coachman waits at the end of the road north-west, beyond Raborsch; Trosky has four, the first by Nebakov, where every traveller arrives. Each one is on your map. Walk within 30 m or speak to him, and the coach is free: stand still for 10 seconds, out of a fight and with your weapon put away. A step, a hit, a horse or a rope calls it off - nobody escapes a fight by coach.

  • new

    What goes along. Your purse, your pack, your bank, faction, citizenship, renown and skills - and your own horse, if it stands within 20 m with nobody in the saddle: whistle for it when you arrive. Houses, businesses, rooms and court seats stay with their land; a cart out, a trade pack, a held contract or convoy, a treasure map, a wanted notice or a fresh robbery keeps you where you are.

  • new

    Sedletz Monastery. The monastery is a place of its own: speak to the porter at its gate outside Kuttenberg (or walk within 15 m of him) and he lets you in, free, after the same 10 seconds still. You leave by its gate the same way. Its gate is marked on your map.

  • new

    Every horse and cart within reach. A horse or cart you left on the other land is brought to you here, as at the stable or the cartwright's - whistle or take it out - unless someone who may use it is riding it over there.

  • new

    One realm of people. Private messages, your faction's chat and member list, and the TAB list reach the players on the other land, and the realm window lists every land's towns, lordships and Lords. Daily limits, mutes and bans count across both lands.

  • new

    Start in Trosky. A new character can be made for Trosky in the creator and starts at its first coachman. A character who logs out in Trosky, or in the monastery, comes back there.

  • better

    Trosky's inns. Rooms to rent at the Troskowitz, Zhelejov and Tachov taverns as well as at Trosky and Semine castles, and Trosky's people stand where the land's builders put them.

  • fixed

    Your own face after the trip. A traveller no longer arrives looking like Henry: your character's look is put back once you stand in the new land.

  • better

    The live map, two lands. The website's live map has a Kuttenberg / Trosky switch in the map's corner, each land with its own players and towns.

Robbery and the law

  • better

    Robbery with rules. A hold-up shows the robber two random things from the victim's pack and one worn piece, and takes two of them or the whole purse - never both. Without robbery access, only a little coin (up to 50 gr.). The 30-minute wait starts when the hold-up ends, succeeds or not, and is shared by the robber's party. Each account robs at most 3 players, 1 horse and 1 cart a day, and someone just robbed of items or a purse can only lose coin for 24 hours.

  • better

    Saddlebags and carts. From a horse's bags or a cart, a robber takes two whole stacks - never the horse or the cart itself. A trade pack can still be taken by anyone.

  • better

    No way out of a hold-up. Someone bound, held, robbed or detained can't give, pay, trade or drop anything, and a robber or accomplice who logs off or switches character within 30 minutes is reported to the staff. The watch's search takes only weapons and contraband.

  • new

    Bodies across horses. A body you carry - senseless, bound or wounded - can be laid across a horse you may ride. Anyone on foot can take it down, except a prisoner of the law: only the watch or court, the one who bound them, or the horse's rider or owner can do that.

  • fixed

    No saddle for prisoners. Someone bound, led or sentenced can't ride off: they are taken down from the saddle (or pulled down with "Pull from the saddle"), and the stocks take the rider, not the horse.

  • new

    A faction's word on character kills. Joining a faction now shows its leader's authority over character kills word for word, to accept or decline, and the account site has a CK & Excommunication request: a CK, an excommunication, the removal of a CK authority, or an appeal. While a CK request names a character, it cannot be killed by its own player, deleted, renamed or copied.

Factions and the court

  • new

    Pages, squires and knights. The chivalric roll comes into the game: on a player near you, the person menu's Chivalry shows their standing and what you may do. A knight takes one of his own faction as page or squire, a banneret raises his own to armiger, and a lord raises anyone up to knight - each step after its term, the one offered accepting on a small card. A dubbing to knight waits for an admin's approval. F2 > My character shows your own place, who raised you and the days left; the account site shows who raised whom.

  • new

    Kuttenberg's City Council keeps a court. The Council's leader names Castellans, a Reeve, a Captain of the Watch and Watchmen from the court window, and the court judges, fines, jails, banishes and pardons, keeps its register and grants charters of arms under its own armour law. The city's houses, wards, tax and coffers stay as they are.

Homes, property and building

  • new

    Property safeguard. A town's court can place a seizure or a restriction on a house or a business. While one stands - or an eviction notice - the property can't be sold, sold back to the town, given to a faction or granted, and no transfer cancels it. Where a sale is allowed, the buyer is told of unpaid upkeep or a pending eviction before paying. A refusal points you to the new Property dispute request on the account site.

  • new

    Mapping requests, a load at a time. A mapping request now names a town, and its materials are brought to that town hall in as many trips as it takes: the materials window shows each line's progress, and Deliver what I carry hands over what you have on you, your horses and your carts. The player it is for and the members of their faction may deliver; a request declined or cancelled gives every delivery back.

  • new

    Decorations tilt and roll. A placed piece can now be tilted and rolled as well as turned - Tilt and Roll fields with 15, 5 and 1 degree steps and an Upright button - so a piece the game lays on its side can stand up.

  • new

    Rename your house from F2 > My belongings > Houses.

  • fixed

    Your home, inside. A home whose interior was borrowed from another building no longer puts you in another town's room, and its windows no longer throw you outside.

The wounded and physicians

  • new

    Physicians and the wounded. A fall leaves you wounded rather than dead, for others to bandage, carry or revive. The barber-surgeon is now the Physician, named by a faction from its window (up to 10 for a faction holding a town or lordship, otherwise 5, or one per 10 members in a larger faction). Every medical supply is crafted.

  • better

    No revive in battle. No field revive while a battle goes on - a raid, a siege, a war's fight or an assault - whatever the physician's skill.

Work, trade and the underworld

  • better

    Armour has a weight. Armour cuts your sack of goods (up to 70% for a full harness, shown in B), halves what gathering, hunting and harvesting bring, and wears three times as fast while you work. A piece that would leave your sack too small for what it holds comes off again. Each town's court may forbid armour within its walls, fine for it, and issue charters of arms.

  • better

    The day's earnings. Trade packs and the courier pay in full up to a first line each day, then 70%, then half, then a quarter as a character's day grows. The same courier road again within the hour pays a little less.

  • better

    The thieves' guild. 8 contracts a day, and a strongbox's lock fights back - you may be heard, or snap a lockpick. A contract never sends you to a chest walled up in an attic or one of the game's quest chests.

  • better

    The thief's salve. The Witch's Salve now gives Henry's own Nighthawk and Quickfinger, not the weak ones.

  • better

    Contraband. A drug's crash lasts an hour and mirrors what it gave, and a dose taken during its own crash is an overdose.

  • fixed

    Convoy guards. A party member driving a convoy of their own, or who sold one in the last 10 minutes, no longer counts as a guard of another's convoy.

  • fixed

    The barber's fee. The barber is paid once you keep your new cut, not when you sit down - cancelling costs nothing.

  • fixed

    A saved outfit and trade packs. A saved outfit no longer keeps every copy of its pieces out of a trade pack, only the pieces themselves.

Games, maps and windows

  • new

    Card games. F2 > Games > Card Games: play Bohemian Banners, open your card collection, or play The Silver Road, a bluffing auction for Kuttenberg's silver wagons for 2 to 6 players.

  • new

    Free-for-all group duels. A group duel can now be a free-for-all: the organiser picks "Two sides" or "Free for all" while forming it. Everyone fights everyone, the last one standing wins; it needs at least three fighters, and nobody dies.

  • new

    Three new songs. The Tavern Music, That Italian Flute Music and Barbarian Victory join the music a tavern or a music zone can play.

  • better

    The game's own map. Our map windows - the live map, the trade packs' routes, the merchant's convoy planner, the realm and citizenship windows - now draw the game's own world map, with each town's detailed map as you zoom in. The painted map is one click away.

  • better

    Staff messages in the chat. A staff member's message opens your chat, even with the interface hidden, and stands out in it - no more popup letter.

  • fixed

    Duel weapons. A weapon or shield your game drops in a duel's fall is given back at once.

  • fixed

    Raid fires. A village raid's fires take a lit torch in either hand.

  • fixed

    Castle gates. A gate the staff put up opens with the use key from its doorway, the two leaves of an entrance open together, and Zimburg Castle's gate no longer has a second leaf that never moved.

  • fixed

    A large group duel's invitation. Accept and Decline stay at the bottom of the invitation, however many fighters it lists.

  • fixed

    The live map in the monastery. Inside Sedletz Monastery the live map shows the monastery, not Kuttenberg, with the coachmen and the gate's porter marked on every land.

Staff letters on screen, dice that let you talk and quarries that refill.

A staff member's message now reaches you on screen even with the interface hidden. Dice at the placed tables are back, with your voice and the chat kept and your character standing still. Quarry rocks and woodlot trees always come back, fields are lighter on the world, gates answer faster and candles give real light.

Players and the staff

  • new

    A letter from the staff. When a staff member on duty writes to you, a sealed letter with their rank and name appears at the top of your screen, even with the chat or the whole interface hidden (F5). Reply answers them from the letter, Close puts it away; hold Left Alt for the cursor. Up to three wait on screen until you read them.

  • fixed

    Mapper applications. Applying as a mapper on the account site works again wherever the server has opened it.

  • better

    For the staff. Faction Management can see every pact and alliance of the server and cancel one from the War office or the /fm window, and a ticket's administrative history now shows only the punishments and the staff's notes.

Games

  • better

    Dice, and talk. Dice at a placed table are back. Your character stays still for the whole game, your talk key and the chat keep working, and Enter puts the dice window aside while you write a line.

Work, homes and the world

  • fixed

    Quarries that refill. On a very busy evening a quarry's rocks could stop coming back until the next restart. Rocks and woodlot trees now always grow back as they should.

  • better

    Lighter fields. Fields are drawn when someone is near them, a fallow strip no longer has a stake and a ripe one shows fewer sheaves - nothing changes in what you grow, and the world has room for much more.

  • fixed

    Gates that answer. A gate opened or closed on a busy server moves within 15 seconds instead of sometimes getting stuck, and doors, drawbridges and portcullises each move their own way.

  • fixed

    Candles that light. Candles, lamps and lanterns from F2 > Furnish give a real warm light again; a light set by hand keeps its own setting.

Zimburg Castle, dice at the tables and a paper for every citizen.

Zimburg's ruins rise again as a castle town of the Lordship of Maleshov. The game's dice can be played at any placed dice table, citizens carry a paper that proves it, tournaments take wagers, and factions can keep a store room. Looting a body now has a 30-minute wait, and the wounded are settled between players.

Towns, factions and the court

  • new

    Zimburg Castle. The ruins of Zimburg, restored through roleplay, are now a castle town of the Lordship of Maleshov, on the map and in the court's window. Its houses belong to the town.

  • new

    A citizenship paper. Taking a citizenship at the town hall now gives you a paper with your name, town, rank and a month's validity. You can read it in B, show it to those around you, or hand it to someone. Holding someone else's paper makes nobody a citizen: whoever is shown it learns whether it is valid, expired or void. Changing town voids every earlier paper, wherever it is. A new paper costs 20 gr. while yours still runs, and is free once it has run out.

  • new

    Inactive members leave by themselves. A faction's leadership can choose, in the faction window, to remove members who haven't played for 7 to 30 days. The leader, members online and members who joined recently are never removed, and each removal is written in the faction's log.

  • new

    A faction store room. A storekeeper can be set up for one faction to keep its members' raw goods, enlarged step by step up to 20,000 loads by a rank given the right. A faction that owns no property pays the store room's own weekly upkeep; unpaid, nothing can be taken out until a week is paid, and nothing is lost.

  • new

    Lady and Sir. A woman who holds a lordship is now Lady, and a knight who serves as Bailiff can be called Sir, in the court's window and with /title.

  • new

    Gates that open. The staff can now place working gates, with an open and a closed pose, a motion and a sound, and give them to a faction or a town to open and close.

  • changed

    The faction log records everything. Every act a faction takes as a body - its coffers, ranks, wars, diplomacy, properties and more - is now written in its log, with who did it, where and how much.

Crime, the wounded and the law

  • changed

    One looting every 30 minutes. A dead body can be looted once every 30 minutes, whoever loots it - neither the same looter nor anyone else can go back for more until the wait is over.

  • new

    Help the one you fought. The person who brought someone down can carry or revive them straight away, without waiting for the fight to cool down.

  • changed

    The wounded are settled between players. The game no longer takes coin for a field revive or a treatment at the infirmary: what is owed is agreed between the players.

  • fixed

    The Wanted register opens every time. It no longer stayed empty on a busy server: each person shows their newest notices first.

Games and tournaments

  • new

    Dice at the tables. Challenge someone at any dice table or board placed in the world and play the game's own dice, dealt by the server, for stakes up to 10,000 gr. A server stop or crash refunds a game in play exactly once.

  • new

    Wagers on the champion. Tournaments take wagers on who will win, shared among the winning backers, with an odds board. A backer can't enter the lists of a tournament they bet on, and every stake is kept safe through a restart.

  • new

    A marshal on request. A tournament can ask for a marshal from its desk or from F2.

Crafts, homes and items

  • new

    Who may craft it. A recipe reserved to certain factions now says so in the craft window, on the supply board and on work orders, before you buy anything. If you are not in one of those factions, its Craft button is greyed.

  • changed

    Softer lights. The candles, lamps, lanterns and chandeliers of F2 > Furnish give a soft, warm firelight instead of a bright white glare. The Midwinter pack's lights now give light too.

  • new

    Evict a room's tenant. An inn can evict any tenant at once, the numbered rooms included, and pays back the days already paid from its till.

  • new

    The mapping tax. A mapper can ask for the materials of a build - logs, goods or groschen - and the player pays them in a window of its own.

  • changed

    Riding waffenrocks. The riding waffenrocks can now be reserved to factions like other restricted items.

  • changed

    The creator. Musa's head and his skin now always go together, at creation and at a new look. A head and a hair that didn't display properly were removed.

Letters, names and the people around you

  • new

    Your own signature. You can sign your letters as you like - a title, a rank - and F2 shows how many letters you haven't read. A signature can't borrow someone else's name.

  • changed

    The player list. Tab now sorts A - Z or by number, for everyone, and typing a number finds that player.

  • changed

    A new name among friends. A rename can now keep the people who already know you, so nobody has to introduce themselves again.

  • fixed

    Courier doors in the streets. No courier parcel leads into a private courtyard any more: Kuttenberg's doors are all in the streets.

The account site

  • changed

    Every tab its title. Each page of the account site now has its own title in the browser tab - a character's name, a ticket's number.

  • new

    For the staff. A player's administrative history beside their ticket, a permission for each kind of ticket, a retest that sends a player back through the rules test, a roll of knights and strikes for Faction Management, and the history of every name a character has borne.

Daily robbery limits, duels that say who won, and a court Architect.

Robbers now have daily limits, the wounded take several blows to finish, and a knock-out no longer blacks out your screen. Duels show a large Victory or Defeat, high roadblocks can't be cleared with a bow alone, and a town's court can name Architects.

Crime and the law

  • new

    Daily robbery limits. Each character may rob 3 players, steal 1 horse and steal 1 cargo a day, and the count starts again at 00:00 UTC. A robbery counts when the search begins, however it ends. For cargo, only a pack actually untied from a cart or a convoy's reins cut counts. Looting, confiscations and the watch's searches don't count.

  • changed

    Harder to finish the wounded. It now takes several blows to finish someone lying wounded, so a person struck down no longer dies a moment later. Accept death is always on screen, greyed until it's allowed, with a line saying what can happen and when.

  • changed

    A knock-out you can see through. The watch's blow no longer blacks out your screen. You see what's happening, with a small notice and the time left, and you can't move or swing until it ends.

  • changed

    Contraband from your pack. Under the table is gone: doses and herbals are given and traded from B like anything else. Those around see that you hand over something, not what it is. They still can't be stored, and the watch still checks for them.

  • changed

    Rob at the foot of the menu. Rob and Confiscate have moved to the bottom of the person menu, and Rob now asks you to confirm, so you won't click it by mistake when introducing yourself.

  • new

    Rental carts can be impounded. The watch can impound a cart hired from a convoy master with nobody in it. It goes back to the merchant and the hire ends, any packs on it stay on the road for the renter, and the fine goes to the renter.

  • fixed

    Masked buyers stay masked. A stall's ledger now records a masked buyer as the masked stranger they appeared to be, not by their real name. Sales made before this update keep what was recorded.

Duels

  • new

    Victory or Defeat on screen. At the end of a duel or a group duel, each fighter sees a large Victory, Defeat or No winner.

  • changed

    Group duels for everyone. Both sides now see the countdown, and a fighter already beaten shows OUT over their name.

  • fixed

    No lock-on on your own side. A stray blow in a group duel no longer locks you onto someone on your own side.

Brigands and the road

  • changed

    Bows alone won't clear a high roadblock. A shot does 60% of its damage to brigands, 35% from level 7, and half of that again under 25% health. From level 8, one man in four shoots back, and from level 7 a band that's struck calls reinforcements. They can still be killed with a bow, just not easily alone.

Towns, trades and items

  • new

    The court's Architect. A town's head or Castellan can appoint up to two Architects. They furnish the town's streets whether or not the head is online, share the town's 300 pieces, and can move or take up any piece there. Anything of someone else's they move or take up goes on the town's register, and a piece taken up returns to whoever placed it.

  • new

    Know what a piece does. Carpentry's craft window now says what a piece does once placed: workstation and its crafts, seat, bed, storage, still or vat, ladder or market stall.

  • new

    More choices in the creator. The game's side characters' heads, hair and beards and the monks' tonsures are now offered. Musa's hair and beard are too, and his head and skin on most servers need 50 hours on the server and a clean record.

  • changed

    Items told apart. B, trades and the auction houses now add the recipe's word to pieces that share a name: Mail coif (light), Mail coif (Zizka), Mail coif (heavy). The game's own inventory screen still shows the game's name.

  • changed

    Fewer horses standing in a crowd. A horse left where 15 or more riderless horses already stand within 30 m is put away after 5 seconds, its bags and gear kept. Call it back from your horses.

  • changed

    A place that changes hands. A house, home or business that gets a new owner keeps only the furniture that owner's pack allows. The newest pieces over the limit go back to whoever placed them.

  • fixed

    No XP from picking the same lock. Picking the same chest again within a day, or more than 20 chests a day, pays no agility, stealth or thievery XP for a minute.

The account site and the API

  • changed

    A safer ledgers' API. Banned accounts' keys stop working. Store rooms show only rows since the faction took the house. Unsold trade packs are no longer listed. Making a key asks for your two-factor code, and changing or resetting your password revokes your free keys (a paid key keeps its plan). The supply orders route now returns its data, and the site's own ledger pages have a read limit.

  • changed

    The store's words. The stores now say achievement rather than deed, so nobody mistakes it for a property, and a camp anywhere reads Up to 50 furnitures to place.

  • changed

    The realm page. It no longer shows how many members of each faction are online.

  • new

    The staff's Log center. One search across every log, server by server, with a full history of each property: who bought it, sold it or lost it, and whether a player, the staff, a court or the server did it. Senior Admins can reassign a property there, with a reason that's always logged.

Village raids on the ground, one raid window under Authority, and group duels.

Village raids now play out on the ground: objectives drawn at random, fires to set and put out, villagers and an elder to fight, and a plunder cart split among the raiders. Wherever the Authority system runs, the raid window follows its rules for every fight, in one list you can join from either side. Duels can now be fought in groups. Plus faster fishing work, starter kits for barber-surgeons, drier skies, chests and doors that keep their settings, and many fixes.

Raids and war

  • new

    Village raids on the ground. The leader of a Village Raid picks the village in F2 > Raid. Once the raid may begin, it starts when the group is in the village (or when the leader presses Begin), and it lasts 30 minutes. Each raid draws 3 of 5 objectives, with random amounts: burn 2 to 4 buildings, burn 2 to 4 fields, kill 4 to 8 villagers (militia and peasants who come out for the raid), carry off the granary (hold E for 12 seconds) and kill the village elder, who has a few guards. Each objective has a crimson ring on the ground, like the T pointer's, that only the raid's members see, a marker on the map and a line in a tracker at the bottom right with the time left. Killing the raid's villagers is no crime.

  • new

    Fires you can put out. To burn a building or a field, hold E at its ring with a lit torch in hand for 8 seconds. The fire, its smoke and its crackle last 15 minutes or until someone puts it out. It is only a sight: nothing of anyone's is damaged. Anyone not in the raid can put a fire out with E: 10 seconds bare-handed, 4 with a bucket of water, faster with several people. In the fire's first minute, that undoes the objective.

  • new

    The plunder cart. With every objective done, a plunder cart stands at the village's heart. The leader opens it and the loot turns over like cards: 1,500 to 3,000 groschen and some 1,000 groschen of goods (barley, hides, honey, ore, leather and more) for the group, and one time in ten a rare weapon or saddle. It is split evenly among the raid's members in the village: the coin into each one's bank account, the goods into each one's sack (B).

  • new

    Rests and failures. A village rests 24 hours after a raid, and a faction makes one village raid every 6 hours. If the time runs out, or everyone in the raid is out of the village for 2 minutes, the raid fails and nothing is paid.

  • changed

    The raid window follows Authority. Wherever the Authority system runs, F2 > Raid follows its rules. A Small Raid is offered as an Authority skirmish, and the other side's leaders accept it, with no staff step. A Large Raid is an Authority raid on a holding: pick the holding, see Authority's check (cost 3, or 2 in wartime, your bank after it, the attack window, the cooldown) and the start time, then declare it. It is authorized at once, and the staff are told. A Village Raid on a village a faction holds is an Authority raid too (cost, warning, sealed coffers, loot), and its objectives start with it. A raid on a village nobody holds is still approved by the staff. Sieges and battles are booked through the war in the faction window and appear in the raid window to join.

  • new

    One list of fights. Every Authority fight that concerns your faction is in one list in F2 > Raid, with Join the attack and Join the defence. The defence needs no invitation, and there are no roster caps where Authority runs.

  • changed

    Who counts at the end. A raid's outcome counts the roster members alive inside the holding, listed mercenaries included, and also the faction members inside who did not join a roster.

  • new

    Invite everyone nearby. A raid's leader can invite every free player within 40 m with one button in F2 > Raid, as far as the roster's limit allows.

  • new

    A raid's time on its sheet. F2 > Raid shows how long a raid has left before it ends by itself. On servers where the staff approve raids, its 8 hours start when it is approved; a raid that needs no approval starts them when it is registered.

  • changed

    Raid rules and limits. A server's raid hours now show in each kind's rules, and the staff can set the roster limit of a Settlement Capture or a Large-Scale Battle, raid by raid.

Duels

  • new

    Group duels. When you challenge someone to a duel, choose Individual (as before) or Group. Group opens a window with two sides. The organizer invites players by character name or ID, or everyone nearby or their whole party at once, and can move or remove anyone. An invited player gets a notice, accepts, picks a side and marks Ready. When everyone is ready and within 30 m, a 5-second countdown starts. During the duel, each fighter's name shows their side after it: (#A) or (#B), or a name the organizer gives the side, such as (#Ravens).

  • new

    The rules of a group duel. The same rules as a sparring duel: nobody dies, and the blow that would down someone puts them out instead. Teammates' blows on each other don't land. The last side standing wins, and everyone gets their health and wounds back, with 10 seconds of no harm after. Any number of players can fight on each side. There are no wagers in group duels. A group duel lasts 30 minutes at most, then it is a draw, and going more than 50 m from the fight puts you out.

Work and crafts

  • changed

    Faster fishing work. From level 3, each fishing level makes the work itself 3% shorter (24% at level 10), on top of the faster reel.

  • fixed

    Honey and plums at the bench. Honey and plums in the game's own inventory now count at the bench, for mead and other recipes.

  • changed

    One tree or rock at a time. A worker holds one claim: striking another tree, trunk or rock lets go of the others.

  • fixed

    Craft XP by level. A level that paid less XP than the level below it now pays more: alchemy 6 and 7, bowyery, jewelling, brewing and carpentry 4 and 5, brewing 7, and level 10 pieces where they had fallen under level 9. The total climb stays about the same.

  • fixed

    Saddlebags past their limit. A horse's saddlebags hold 128 stacks. A drag past that took the items out of your pack and lost them; now only what fits goes in, and the bags say when they are full.

  • fixed

    Treasure caches on the map. A treasure map could lead past the edge of the map, even after a redraw. Caches now stay on the land, and a map that already leads off it is drawn again when its holder logs in.

  • fixed

    A rare find with a full sack. Rare finds go into your sack. When the sack is full, the find is left behind, and that now shows on screen rather than only in the chat.

  • new

    Barber-surgeons start with kits (Adventure server). A new barber-surgeon gets five field kits, once per character. Care without supplies now earns experience: stopping a bleeding 4, a diagnosis 2, and a patient brought to the infirmary while on duty 6.

  • changed

    Ripe crops wait longer. A ripe crop left unharvested becomes anyone's after 24 hours, not 6.

Homes, towns and factions

  • fixed

    Doors and chests keep their settings. A faction quarter's doors and chests, and a chest's own access list, keep their settings across restarts.

  • changed

    Storage upkeep and citizenship. The weekly upkeep of your storage at a town's Warehouse Manager now gets your citizen-rank discount in that town, as a house does.

  • new

    A house in your own town. Where your house stands in a town you head, the decorations window lets you count new pieces against the town's limit instead of the house's.

  • fixed

    Court appointments. An invited player can sign the appointment without relogging.

  • fixed

    The bath maid's scrub. It now washes the one who pays, skin and clothes.

  • fixed

    Pillories. A pillory's stocks stand where the pillory was placed.

  • changed

    Kuttenberg's wards. The wards follow drawn borders instead of circles.

  • new

    Trials by a town's officers. A town's Lord or Bailiff, Castellan, Reeve and Captain of the Watch can now hold a trial in their own town, within their office's limits, with the fine going to the town's treasury.

  • changed

    A trial anywhere. A trial no longer has to be held at a town hall or a pillory, and the cane no longer needs a pillory.

Fair play

  • changed

    Dice and the starting coin. A new character's starting coin can't be staked at dice, as with duel wagers.

  • changed

    Deleting a character. A character can be deleted only once it is 4 hours old, in the game and on the account site.

  • new

    No advertising at the herald. An announcement advertising another server is blocked, and its author gets a permanent ban.

Your screen and the world

  • changed

    Drier skies. An overcast sky rains less often: it is wet about 5.5% of the time instead of 12%.

  • fixed

    The faction window. Esc and the tabs work the first time.

  • fixed

    The death screen. The Rise button keeps the cursor.

  • changed

    A silent welcome. The welcome cinematic no longer plays sounds.

The account site

  • new

    Lord and town requests. A new Lord/Town request in Faction Management's requests: apply to become the Lord of a lordship or to head a town, answering its questions.

Camps with co-leaders and chests that keep their contents, a fitting preview on Ctrl+click and keys you can remap.

Camps get their own window, up to five co-leaders who can run them while you are away, and chests that keep what they hold when they come down. Ctrl+click any piece to see it on a copy of yourself, remap your keys on a drawn keyboard, and store weapons and armour in a house's storeroom. Duels no longer heal for free and train for an hour a day, fishers find more pearls and reel faster, and instant sales now have a daily limit. Plus clearer texts everywhere and many fixes.

Camps and homes

  • new

    The camp window. F2 > My camp opens a window with a tab for each camp you hold a key to: the time it has left, who may use it (your party, your faction, the players you named and those standing near), and every piece by use - bench, chest, bed, seat - with its own shares and the way to it. It is listed in F2 wherever you are, not only within 30 m of the camp.

  • new

    Camp co-leaders. Name up to five co-leaders for your camp. Each uses every piece and manages who may use it - adding and removing players, the party's share - even while you are offline. The faction's share, the co-leaders and moving the pieces stay with you. Each camp now shows its number.

  • new

    Camp chests keep their contents. When a camp chest that holds something comes down - its time runs out, it is taken down or removed - its contents are kept for you instead of coming back as a parcel. The camp window lists these chests with everything inside: place one again and it is filled as it was, or take the contents back as a parcel.

  • new

    Items in the storeroom. A house's storeroom now keeps weapons, armour, clothes, food and the other items of your pack, beside the sack's goods, each with its condition and quality.

  • new

    Three separate chests in a house. When the owner makes the placed chests separate, the first three each hold a storage of their own and any more open the house's shared storage. A separate chest that still holds something stays separate until it is emptied.

  • fixed

    Placed here finds your pieces. The list now shows your own pieces farther than 30 m too, in any house, town or camp, with how far and where they stand.

  • changed

    Bigger farm yards. A yard's coop, sty and animals can be arranged up to 40 m from its middle (22 before).

  • new

    Towns and staff-made properties. The units of a property made by the staff are now court properties like the town's houses: the court sets their upkeep, half of the upkeep and of each purchase goes into the town's treasury, and the court can evict their holders, paying back what they paid.

  • fixed

    Every property in the court window. A town with many properties no longer loses the last ones from the court window's list.

  • changed

    Received this week. The court window's stores now show what each fund and the Lord's pot received this week, instead of "levy this week", which read like a tax to pay. That money is already in the fund.

Work and crafts

  • changed

    More river pearls. Twice as common: about one catch in 200 turns up a pearl, and one in about 133 from fishing level 8.

  • new

    A faster reel. From level 3, each fishing level makes the reeling about 6% shorter, down to about half at level 10.

  • fixed

    Level 7 pays more than level 6. Smithing and armouring pieces of level 7 now give more experience than those of level 6 (about 90 and 135 instead of 67 and 104).

  • changed

    Taking a craft with full hands. Taking back a craft that was past level 3, while your professions are full, is no longer refused: confirm it a second time and it is taken at the top of level 3, with no level below lost. It climbs again once a place is free.

  • changed

    A daily limit on instant sales. Each character can now sell only so much a day through the auction house's instant sale. Past the limit, the quote says so, purchase orders still buy what they want, and the rest comes back to you. Sell it through a listing or to other players.

  • changed

    Fewer chat lines at the spawn. The notice about what the game's anvil and alchemy table take from your sack is gone; the craft window still says it.

Duels

  • changed

    No free heal in a duel. Duelists fight at full health, then go back to the health and wounds they had before the bout. A limb broken in the bout is mended; one broken before stays broken.

  • changed

    Training has a daily limit. A sparring duel trains at half the usual experience, for one hour of duelling a day. After that hour a notice tells you that training gives no more experience today; it starts again the next day. A tournament bout still trains as before.

  • fixed

    No harm after the bout. For 10 seconds after a duel ends, the two duelists' blows on each other do no damage, and a notice asks you to sheathe your weapon. A swing still on its way no longer hurts the health you were just given back.

Your screen

  • new

    Try it on with Ctrl+click. Ctrl+click a piece in your pack, at a workbench, an auction house or a shop's counter: a copy of you, seen by you alone, stands at your front right wearing it with the rest of your clothes. Ctrl+click more pieces to add them. It goes on Esc, after a minute, 15 m away or when struck.

  • new

    Remap your keys. Settings > Keys now draws a keyboard with your actions on their keys. Drag an action to another key, or click it and press a key; right-click clears one. Nothing changes until you press Apply, and Reset to defaults puts everything back.

  • changed

    No prices on items. The pack's item details and the workbench's recipes no longer show the game's own price, which says nothing about what things sell for here.

  • changed

    Emotes. Looping poses no longer stop after a while, folded arms are held until you move, and laundry, stoking, cheering, come here and whisper loop too. The flute, the hunting horn and the letter emotes show the item in hand, and the drunk fall plays to the end.

  • changed

    Point the way, on every server. Hold T for 3 seconds to show a ring on the ground, and tap T twice to mark the spot for your party. It was on the Adventure server only, with a 5-second hold.

  • changed

    Longer rules. The rules window now shows rules of any length, a long section split into parts under its title.

  • changed

    Clearer texts. The game's messages, windows and menus were rewritten in plain words in every language. Some texts were also put right: a horse carries one trade pack, a camp piece stands 24 hours, unpaid upkeep gives a property back after a week, and the master's finish keeps a piece's condition.

A fairer bowyer's ladder, poses that hold and items that keep their quality.

The bowyer climbs again to level 10: every bow and crossbow a level up, the two best at level 9 and the firearms at 10, with the experience retuned so each level takes its share of work. Items now keep their quality everywhere, from your chests to the auction houses and shop counters, your horse and cart count at the bench from 15 m, every looping pose holds until you move, and beehives come to every server. Ancient mandrake turns up twice as often, a trade pack left on the ground stays yours for 30 minutes, and farm yards can stand side by side. Plus fixes for furniture orders, steel in the packs, the night watch and a crash in the emote free look.

Work and crafts

  • changed

    The bowyer's ladder. Every bow and crossbow moves a level up (levels 1 to 7 become 2 to 8), the Elm longbow goes to level 9, the Ash longbow and the Reinforced heavy crossbow come down from 10 to 9, and the pistole, hook guns and handgonnes are the level-10 pieces. Arrows, bolts and shot do not change. Each piece costs what a piece of its new level costs, and the experience is retuned: levels 3 to 8 take about as much work as the other crafts, and 8 to 10 stay the hardest.

  • fixed

    Items keep their quality. A piece's quality (I to IV) is now kept everywhere: in your pack, chests, saddlebags, carts, rooms, homes and town warehouses, at the auction houses and the shop counters, through the master's finish, a hand-over or a robbery. An auction listing or a counter's ware holds pieces of one quality, shown beside the name, so you always know what you buy. Before, a piece fell back to the plain quality the next time it was read.

  • new

    Your horse and cart at the bench. What your own horses and the carts you may use carry within 15 m (8 before) counts in the craft window: the goods of their loads, and now the game's items in the saddlebags or the cart too - ingots, herbs, parts. The items you lack are moved into your pack when the work is done, and the chat says what came from where.

  • changed

    No cap on the Adventure server. On the Adventure server every trade can be taken, and every craft is open without taking it and climbs to level 10.

  • changed

    Ancient mandrake. Twice as common: about one herb pick in 220 turns it up, for the alchemist's level 8 to 10 recipes.

  • changed

    Beehives on every server. A farmer keeps up to 3 hives in a yard (30 groschen each, from My yards), smoked once a day with a load of hay, for beeswax and honey.

  • changed

    Farm yards side by side. A yard's coop, sty and animals can stand right beside another yard's - two cows next to each other - and are arranged within 22 m of the yard's middle (15 before). Two yards can be laid 4 m apart, and up to 45 m from their land.

  • fixed

    Furniture orders from the pack. A furniture order can be delivered with the pieces you carry in your pack, not only with those in your decorations.

Trade packs

  • changed

    A pack on the ground is yours for 30 minutes. If you leave, crash or load slowly with a pack in hand, it stays yours alone for 30 minutes instead of 10.

  • changed

    No bandages in a chest of remedies. Bandages cost almost nothing to make, so they no longer count toward a chest of remedies. Every other remedy still does.

  • fixed

    Steel. The steel good is now simply called Steel, like the game's bar, and counts in a pack at what that bar is worth.

Your screen

  • changed

    Poses that hold. Every looping whole-body pose - the barkeep, leaning back, looking weary, sitting, praying and more - is now held until you move or press a key, instead of dropping after a few seconds.

  • fixed

    The free look's crash. Opening the inventory or another screen while looking around in a pose no longer crashes the game.

  • fixed

    Drying racks. The fresh herbs a drying rack has already dried can no longer be used, stored or handed over while the game takes them away.

  • fixed

    The night watch's pace. Switching between walking and running over and over no longer slips past the night round's pace check: every stretch run too fast now adds up.

For the staff

  • changed

    /weather. The staff's /weather and /rain now hold the realm's own weather for a while (30 minutes by default, up to 3 hours) and then let it go back to normal, instead of fighting the realistic skies.

  • changed

    /unfreeze. It now frees a character from everything that can keep them from walking after a fall, a clip through the map or a slow load, and says what held them.

  • new

    A house's town. An admin can tie a house to a town wherever it stands, from the property window or /ahouse town: its court, citizens and shares then count it as that town's.

  • new

    Deleting a faction. Lead Admins can delete a faction from its staff page on the website, after typing its name to confirm.

Raids and battles registered in game, a shorter F2 and more owl feathers.

Faction raids and battles are now registered in game: pick the kind of fight, gather your fighters in one roster - several groups of a side merged into one for the great battles - and have it approved by the staff without leaving the realm. The F2 menu is shorter, owl feathers come five times as often for the archers' arrows, and the master's finish takes every colour and crest of a piece. Plus fixes for dogs' looks, the farm window, the live map and characters with many services.

Raids and battles

  • new

    Raids and battles in game. Faction fights are now registered in game, in F2 > Raid, shown to every member of a faction. Choose the kind of fight, the faction you face and a few words on your plan; its rules are shown before you choose. A Small Raid (up to 10) needs no approval. A Large Raid (10 to 25) and a Village Raid (up to 25) need the staff's approval. A Settlement Capture (up to 100 a side) and a Large-Scale Battle (more than 100 a side, or any siege) need an active war between the two factions and the approval of each side, and a staff member supervises the great battles.

  • new

    One roster a side. Invite the players near you, your whole party or another player's party; members of your faction join without an invitation, and mercenaries can be invited too. Several groups of the same side merge into one raid, so a hundred fighters stand in one roster. The leader removes fighters and can hand the lead to another.

  • new

    Approved in game. Submit the raid and the staff are told at once; they approve it or refuse it with a reason, and you are told either way. The faction you face sees your raid and registers its defence from its own F2 > Raid. A fighter who leaves their faction, or is away for more than 30 minutes, drops out of the roster.

Work and crafts

  • changed

    Owl feathers. One woodcutter's load in ten now brings an owl feather beside the logs, instead of a rare feather in place of a log: five times as many for the arrows of level 4 and up. Their instant sale price is lower to match.

  • fixed

    The master's finish on every variant. The master's finish now takes every colour, crest and visor of a piece the recipe makes, not only its first: most helmets, and many weapons and garments, could not be finished before.

  • fixed

    Every service kept. A character with the courier, the coachman and the hunter no longer loses one of them when taking another trade: every trade and service you hold is kept. Those who lost one keep its experience and can take it back at no cost.

  • fixed

    The farm window on a field. It opens again while you stand on a farm field, and no longer leaves the screen stuck.

Home and companions

  • fixed

    A dog keeps its look. Closing the dog's window without choosing no longer gives your dog a random coat, and going back to a look your dog has already worn is free.

  • new

    Forty new decorations. A dice board, a hunting horn, icons of a holy bishop, of the Virgin and of Saint George, a censer, a bowl of cracklings, a pitcher, a wine jug and a pig's head join the furniture catalogue, with thirty winter pieces: candles and hanging lanterns, straw and flower wreaths, furs and pelts, two hearths, mounted antlers, three tapestries, cauldrons of soup and goulash, a walnut cake, an altar ewer, a processional cross, two saints, a winged altar, a lute and a flute.

Your screen

  • changed

    A shorter F2. The Chronicle is now in the Realm (its new entries counted on the Realm's line), the deeds in My character, your order book in Work, and the help and the rules share one line. The town commissions stay in My town > Work, their offers counted on My town's line.

  • fixed

    The live map's places. Town halls, auction houses, markets, work places, shops and houses for sale show on the live map again: on the busiest servers only the regions appeared.

The Merchant job, 75 new deeds, camps to share and a name to give.

Those who carry trade packs can now take up the Merchant job: ten levels, a share of each pack's profit, convoy contracts along the routes and a hired crew of players riding with you. 75 new deeds reward the new jobs and systems, some of them very hard. A camp's benches, chests, beds and seats can be shared with your party, your faction or chosen players, farmers get their own work orders and sow again right after a harvest, and healing potions can be drunk in a fight again. Plus a round of fixes: horse saddlebags and horse gear, the thieves' guild window, church doors and more. You can also introduce yourself under another name than your own, open a faction's house to some ranks only, and look around you while you hold a pose.

The Merchant

  • new

    The Merchant job. Take it at any convoy master: the trade packs window has a Merchant job button. Trade packs still work exactly the same without it, but every pack you sell as a merchant gives merchant experience - more for the distance, and more with hired crew riding along. The job has 10 levels and five ranks: Novice Trader (level 1), Trader (3), Experienced Merchant (5), Master Trader (7) and Legendary Merchant (9). From level 2, it adds 1% of each pack's profit per level, up to +10% at level 10.

  • new

    Convoy contracts. At a convoy master, pick a route on the same price map as the trade packs (what each town pays now for your pack), then how many packs to deliver: from 2, up to 4 packs for you and each hand your crew may count: 12 at level 1, 24 at level 5 and 64 at level 10. You get a time limit. The packs must be packed in the starting town and are sold to the destination's convoy master as usual. When the last one is sold, you get a bonus: 15% of their profit plus 1% per pack (27% at most), and up to 6 groschen per pack for every kilometre. Six contracts a day.

  • new

    A crew of your own. Hire players as guards, drivers or porters for a wage per pack. The wage is paid out of each pack you sell, to the hired hands in your party within 70 m. Your crew holds 2 hands, then 3 at level 3, 5 at level 5, 7 at level 7, 10 at level 8, 12 at level 9 and 15 at level 10. Call the crew invites them all to your party, and you can name your trading company.

  • new

    Convoy milestones. Your 1st, 10th, 25th, 50th and 100th convoy each pay a one-time bonus, from 100 to 3,000 groschen.

Deeds

  • new

    75 new deeds. There are now 531 deeds in all. The new ones cover the levels of the Merchant, thief and barber-surgeon jobs (with realm firsts); convoys, from a 12-pack Great Caravan to swift and escorted convoys, a crew of 15 and Lord of the Caravans; the thieves' guild, with purses, strongboxes, heists, night work, noblemen, the four trials, the master's writ and Shadow of Bohemia; the barber-surgeon, with up to 250 revives, surgery and splints; being brought back from death's door; beehive combs; sharing your camp; pavises; marking places for your party; and the Tour of Bohemia's 15 town halls. Some are very hard.

Work and trade

  • new

    A camp to share. Your camp's benches, chests, beds and seats can now be opened to your party, your faction or chosen players nearby, for the whole camp or piece by piece. My camp also shows how long your camp has left.

  • new

    Work orders for farmers. Farmers now get two work orders a day at the town hall, like the other trades.

  • changed

    Sow again at once. A harvested strip stays tilled and yours: you can sow it again straight away, with no hour of waiting.

  • changed

    More amber. Amber is now twice as likely from woodlots. It stays a rare find, from woodlot loads at a rich spot.

  • changed

    The cart's smaller share. A pack cart now takes 15% of each pack's reward, and only a rented cart: your own cart takes nothing.

  • changed

    The night watch rises. A night round pays a little more at each level.

  • changed

    Bare wagon beds. A wagon no longer shows piles of crates and sacks on its bed as it fills: passengers sat right through them. A loaded cart still goes slower.

In the realm

  • changed

    Potions in a fight. Healing potions can be drunk in a fight again, and duels no longer take away your potions and blessings.

  • new

    Point the way. On the Adventure server for now: hold T for 5 seconds and a ring appears on the ground with its distance. Let go to mark the spot for 5 seconds, for your party and the players within 5 m of you.

  • new

    A name to give. In F2 > People, Set your alias: from then on, introducing yourself teaches that name instead of your own, so everyone you meet afterwards reads it over your head and in the players' list. Those who already know you keep the name they learned. An alias follows the same rules as a character's name, and no one can take a name another character bears. You can change it every 10 minutes and drop it at any time.

  • new

    A free look in your poses. Turn on Free look in a pose in the emote menu (F6): while you hold a looping pose, the mouse turns the view around you and your character stays still. A step, a walk key or the cursor gives the view back.

  • changed

    Leaning that holds. Leaning on a wall or a rail and drinking on a bench no longer stop by themselves after a few seconds. Press any key to end them as before.

  • changed

    The local OOC over your head. A local OOC line now shows over your head as speech does. In the chat it reads at the size of speech, in a cool grey of its own that cannot be mistaken for a faded spoken line.

Property

  • new

    Faction houses by rank. On a house's card in the faction window's Domains tab, choose the lowest rank let in at all, and the lowest rank that may take anything out of its chests and store room. Ranks in between can open them and only put in: recruits hand in their ore and take nothing. A property's home has the same two choices in its own window.

  • new

    Tavern managers. A tavern's owner can now name its managers from the tavern window itself. They keep the shelf and the counter, nothing more.

  • changed

    Spare keys one by one. Taking back a house's spare key now lists who holds one, so you can take back a single key. Take every spare key back is still there when more than one is out.

Your screen

  • new

    Your voice level without the key. On horseback the voice level key (left Ctrl) is also the reins'. You can now pick how loud you speak in F2 > My character, or in the Voice tab of your settings (on the action wheel). The key still works as before.

  • new

    Clear your map marks. F2 > My character can now take every mark you carry off your compass and your world at once.

Fixes

  • fixed

    Saddlebags that let go. An item dropped from a horse's inventory no longer stays in its saddlebags as well.

  • fixed

    Horse gear that stays put. Horseshoes and caparisons no longer vanish, or come back, after being taken off.

  • fixed

    The thieves' guild window. Opening it no longer freezes the screen.

  • fixed

    The rules window. It is laid out properly again.

  • fixed

    Church doors. Going through a church door no longer sends you north of Kuttenberg.

  • fixed

    Money figures. Sums of money display correctly again.

  • fixed

    The digestive potion. You are no longer told off about a recipe every time you log in.

  • fixed

    The staff's heal. A heal from the staff now mends bleeding and broken limbs for real, and leaves the potions, blessings and meals you had.

A welcome for new citizens, a fairer night watch and a cart that shares the road's profit.

A newcomer who passes the rules test is now welcomed into the realm with a short ceremony. The night watch pays the same round at every level, a hired pack cart costs nothing up front but takes its share at the sale, and the town warehouses fill more slowly so trade goods stay wanted. A town's watch now stands with whoever holds the town, a faction can keep its own animal yard, the emote wheel turns to a second page, the courier's board names the town halls left on the Tour, and the fields no longer sprout wild herbs. Plus a round of fixes: castle beds, clothing presets, chat suggestions and buried caches.

New in the realm

  • new

    A welcome into the realm. When you pass the rules test, a short welcome follows: a wax seal greets you, then the realm's most important rules, one leaf at a time. These include the risk a robber takes of being killed for good. It ends with a word from the staff on treating women players with respect, before you enter the realm. On a server with no test, a new account sees it before making its first character there.

  • changed

    A second emote wheel. Your emote wheel now holds 14 favourites over two wheels: rest the pointer on the arrow slice to turn to the other wheel, or press F, which you can change in the settings. The emote groups are back as they were, and each emote shows whether it plays once or until you move.

Factions and the law

  • changed

    Each town's watch, its holder's. A town's guards now stand with the faction that holds that town: its members are never attacked, hunted or reported by that town's own watch. Outside the faction's towns, and in the crown city, the land's City Guard keeps that place.

  • changed

    Better wages for the ranks. A faction can now pay each rank up to 500 groschen a payday, up from 120.

  • new

    A faction's animal yard. The staff can give an animal yard to a faction. Its leaders, and the ranks allowed to work its fields, tend the hens, pigs and cows, and the faction pays the upkeep. A yard can also belong to a house, a business or a property: whoever works that business's fields can tend its animals.

Work and trade

  • changed

    One wage for the night watch. A night round now pays about the same at every level: some 4 groschen at each post and 14 at the end, about 50 a round, plus a little for each matter you see to. A round now has eight posts, and a watchman walks six rounds a night at most. The window tells you which round you are on.

  • changed

    The cart takes its share. Hiring a pack cart is now free, with no deposit or fee. Instead, a quarter of each pack's reward goes to the cart when you sell, whether the cart is hired or your own. You are told so when you hire one and when you sell.

  • changed

    Warehouses that stay hungry. On busy servers, each trade pack now fills the town warehouses far less, so their stocks can fall again and a town's needs keep paying. Quieter servers are unchanged.

  • changed

    The Tour's town halls. Click the Tour of Bohemia on the courier's board to see each town hall by name: the ones still to visit first, the ones done ticked, and the one where you stand marked.

  • changed

    Clean fields. Wild herbs no longer grow on the farm fields; they stay in the meadows and woods around them.

  • changed

    Contraband for the skilled. On the Adventure server, any player at level 7 of the craft its still or vat needs (alchemy or brewing) knows the contraband recipes, with no teacher needed.

Fixes

  • fixed

    Every bed, a bed. Anyone can sleep in any real bed again, castle beds included. A bed is free, except at an inn.

  • fixed

    Presets that keep turning. Switching between clothing presets no longer freezes on one after a while.

  • fixed

    Suggestions in the chat. Typing / in the chat suggests the chat and roleplay commands again.

  • fixed

    Caches on the map. A buried cache always lies on playable land now. A map that led past the edge of the world is redrawn near it at your next login.

  • fixed

    A patient name check. After ten names refused in a row, the name check waits five minutes before it takes another.

  • fixed

    Founders in their place. In the Hall of fame, a founder pack given by the staff now ranks from the day it was given.

A whistle for your horse, a blessing that quickens the mind, and a day of fixes.

The day's third update is mostly repairs. Your horse comes to a whistle, Mass's blessing quickens the skills you practise in the world, and a treasure map now leads to a cache the realm buries out in the wild. The city's watch no longer turns on its own, a man our law holds cannot strike, the pick and the axe each keep to their trade, and the anvil drops the blades it only pretended to forge. The Early Founder's camp grows, and the store shows your balance and your pack at a glance.

Factions and the law

  • fixed

    Peace within the watch. The city's own guards no longer turn on the City Guard. A guardsman bonked by accident - or any sworn member of the town's guard force, and their allies - is one of the watch's own: no blow lands, no hunt, no reinforcement, no call for help, whichever way the scuffle started. In Kuttenberg it is the Kuttenberg City Guard that the watch stands with.

  • fixed

    A held man cannot strike. Anyone our law holds - bound, in the stocks, in a cell or the staff's jail, carried or knocked out - cannot swing a weapon until they are free, and a jailed man stays unable to fight even if he logs back in.

  • changed

    Lifting the fallen. A guardsman can now lift a knocked-out or bound person with the game's own grab, not only from the detain window - never a corpse, a townsfolk, or someone the law does not let him take.

  • fixed

    A beaten man drops his arms. The killing blow on a man in real gear takes his weapons and shield as he goes down, so the arms he snatched up mid-fight no longer stay in his pack. His clothes and armour stay on the body.

Work and trades

  • fixed

    The right tool for the work. The miner's pick no longer fells trees and the woodcutter's axe no longer breaks rock - each tool keeps to its own trade again.

  • fixed

    No phantom blades at the anvil. The game's anvil offered seven recipes that pretended to forge a blade the game then hid - the Blacksmiths' guild longsword among them - taking your materials and giving nothing back. They are off the book.

Life in the realm

  • new

    A whistle to call your horse. The game's own whistle now calls your horse to you, the same as the horse window's Call, with the same waits and rules behind it - the summon wait and cooldown, an impound, the upkeep, a trade pack aboard, and no call from indoors. The horse texts no longer point you to a command.

  • changed

    A blessing that quickens the mind. While Mass's blessing lasts, the skills you practise out in the world rise a fifth faster; the pace returns to the realm's own when the blessing ends. The trades and crafts keep their steady rate.

  • changed

    Buried caches, not phantom chests. A treasure map now leads to a cache the realm buries itself, out in the wild between 400 m and 2.5 km away - clear of towns, of the camps, homes and chests that belong to others, and of the things players have set down. A mound of fresh earth and a Dig up the cache prompt mark the spot: the purse, now and then an import, and the renown are the holder's alone. A map can be redrawn once. Maps bought in the old days are redrawn to a cache near their chest at your next spawn, or paid back.

  • changed

    The Early Founder's camp. The founder's camp now sets 50 pieces at a time, each standing a full day - was 20 pieces for two hours - both in game and from the web store.

The store and your account

  • changed

    Your balance and your pack, at a glance. The account store shows your Kingdom Points large in the header, and the pack you hold with the day its timed perks end, so you know when to renew.

  • changed

    Buy your pack again. A supporter pack can be bought again before it runs out: the new months stack onto the time you have left.

Fixes

  • fixed

    Into the world on your feet. The loading screen stays up until you truly stand where you left off, so no one is dropped through the world at login and killed by the fall.

  • fixed

    Wild arrows stay where they lie. The special arrows the game scatters and respawns at the archery butts and quest spots - the black arrow among them - can no longer be gathered; only the arrows and bolts the realm sells, the bowyers craft, or you have shot yourself are yours to pick up.

  • fixed

    A quiet post. A night-watch post's use point holds the ground only while its watchman stands within a few paces of it, so another man's round no longer keeps you from an alchemy table or the like.

A muster bell, archery butts and a fairer auction house.

The day's second update: a faction holding a town or a keep can ring its muster bell, archery butts pay marksmanship for every good shot, and the auction houses guide your price, ask a small deposit and take only orders that can fill. The night watch walks shorter legs for better pay, the watch can search a cart, and a courier picks up parcels from My town. On the Adventure server, lighter rules, beehives and one market for any item. Carts carry less, hunters bring home more hides, a few new dishes, and a long list of fixes - no more deaths at login among them.

Factions and the law

  • new

    The muster bell. A faction that holds a town or a keep can call its people home. Within 100 m of a door of any building it holds - its houses and keep, the properties opened to it, its businesses - the master, or a rank given the new Muster bell right, rings from the faction window's Overview (with a reason if you like) or from F2 and the action wheel at the door. The church bell sounds, and every member within 1 km is told, with the reason and the distance, and sees the place on the compass for 15 minutes. Once every 15 minutes a faction.

  • new

    Search a cart. The watch searches a player's cart out in the open as it searches a person: the action wheel's new The cart slice, F2, or the Law window's Search button on each cart. Its contraband is marked and can be confiscated - nothing lawful can be taken. The same slice's Impound opens the cart's impound form at once.

  • fixed

    Carrying the fallen. A guard who has just fought someone can lift them once they are down or bound; only a fight still going on nearby makes the carry wait, and the detain window says so.

  • fixed

    Whose licence it is. Searching, confiscating or inspecting, the watch now reads a hunting licence's holder and its end date in full.

  • fixed

    A faction's fields and animals are worked again by its members who hold the keys.

Work, trades and the market

  • changed

    The night watch, a shorter round. Each post is drawn 25 to 80 m from the last (no more 200 m walks), the pay is half as much again, and the Work window's card and the trade's page say about how much an hour the round pays at your level. A round under way at dawn is walked to its end.

  • new

    A courier's card at the town hall. My town's Work tab has a courier card of its own: Take a parcel to deliver opens the clerk's board, and while you carry one, My parcel shows it.

  • changed

    A price that beats Sell now. The auction house's Sell form suggests the smallest price whose net, after the house's cut, pays more than the instant sale, shows the net of one piece beside your price, and warns in red when a piece would net less.

  • changed

    Orders that can fill. A purchase order now starts at the price whose net beats the instant sale, so a Sell now can really fill it; an older order too low to fill shows won't fill.

  • new

    A listing deposit. Putting goods up costs 2.5% of their value for each 24 hours on sale, shown before you confirm. It comes back as the pieces sell; the house keeps it when the listing runs out unsold or you take it back.

  • new

    Archery butts. The staff set up butts around the realm, marked on the map. Where your arrow or bolt strikes pays marksmanship - the bullseye most, the board least, more the further you stand, nothing from closer than 8 m - up to a daily limit.

  • changed

    Carts carry 400, 600 and 800 loads - the two-wheeled cart, the farm wagon and the covered wagon. A fuller cart keeps its goods and takes no more.

  • changed

    More hides for hunters. A hunter's hides from a carcass count half again; the realm's instant sale pays less for a hide, so they go to the tailors and armourers who need them.

  • changed

    Logs at the instant sale pay 3 groschen where they paid 4. The woodcutters' yield is unchanged.

  • changed

    Saltpetre and sulphur turn up half as often in the mines.

  • changed

    Dried and smoked meats of venison, boar and hare take two pieces of meat where they took one.

  • new

    Eel, carp and pike each get a dish of their own at the kitchen (cooking 6 and 7), beside their usual recipes.

  • changed

    Two masterworks at smithing 10. St. George's sword and the Basilisk warhammer move up to level 10, costed as such - something to forge past the longswords.

The Adventure server

  • changed

    Lighter rules for a casual server. The names over the places' keepers read from further away; a town's empty warehouse stores hold nothing back (no craft, inn or tournament stopped, no dearer food); and the night watch may run its round - only riding is still warned.

  • new

    Any item at the auction house, one market. Weapons, armour, clothes, food, potions and the rest of your pack can be listed, each in its own category (never money, papers, keys, worn or tagged pieces, a faction's issue or contraband). And every house now shows and sells every house's listings.

  • new

    Beehives. A farmer keeps up to 3 hives in a yard (30 groschen each, from My yards), smoked once a day with a load of hay. Each fills a comb about every 12 hours: beeswax every comb, honey every second one. Beeswax is a new good, made into candles at the carpenter's bench.

Life in the realm

  • new

    Give up a treasure map. F2 > My belongings, the map's card: Abandon (a second click confirms). No refund, but you can buy a new one at once instead of waiting two days.

  • changed

    A little more rain. The realistic skies are wet about 12% of the time (was 8%), and the rain comes more as showers and storms than drizzle.

  • fixed

    A horse bought comes out beside you at the stable, no longer some 80 m away.

  • fixed

    Yards in a barn. A yard's pieces and animals moved into a barn stand on its floor instead of sinking under it.

Fixes

  • fixed

    No more deaths at login. Some players were put under the world as they logged in and died of the fall: you now always come in where you left.

  • fixed

    Two of a piece keep their own condition. Two swords at 100% and 30% no longer come back at one condition after a relog.

  • fixed

    Magdeburg plate arms. The broken pair is swapped everywhere - packs, chests, shops, stalls, the auction - for the working Magdeburg arms, keeping its condition and its place.

  • fixed

    Gear taken off the fallen. A weapon or shield taken off a fallen brigand can no longer be fought with, nor kept after you are knocked down.

  • changed

    Stronger protection against ban evasion and cheaters.

For the staff

  • new

    Reports history. The account site keeps every in-game report: who wrote it and what, how it ended, who took it and how long they waited, with the figures above.

  • changed

    Escalate, for every staff member. Whoever handles a ticket may now escalate it to a team.

  • changed

    The rules page of the account site can be edited by every Admin II and up for their own server.

  • new

    Archery butts by hand. Senior Admins and developers draw a butt's face and rings in the world and place its range on the map.

A sack of 120, horses that carry their own load, and a new wanted register.

Your sack now holds 120 loads, and each horse and cart carries its own load: shown under the sack in B within 8 metres, loaded and unloaded in one click, and drawn on when you craft. You can lead your horse on foot. The wanted register is rebuilt: any lawful punishment settles the notices ticked, a register by person, clear rules for bounties, and towns set their own schedule of fines. The guards' E menu is back, and a prisoner on the rope is pulled along. The night watch is paid twice as much, post by post, the courier's board lets you choose where to go, a level-10 cook makes master's dishes, chests can be made separate, and a long list of fixes.

The sack, horses and carts

  • changed

    A sack of 120. Your gathering sack holds 120 loads (it was 40), plus what the Toil skill adds. A horse or a cart nearby no longer makes it bigger: they carry loads of their own. A sack fuller than its size keeps its goods; only more is refused until it is below.

  • new

    Each horse its own load. A horse carries goods on its back by its breed: Old nag, Pack pony and Farm horse 90 loads; Rouncey, Draught horse and Palfrey 120; Jennet and Cuman steppe horse 150; Courser and Racing horse 180; Destrier 225. The stable's cards, the purchase and your horse's window say how much.

  • changed

    Carts carry more. A two-wheeled cart holds 675 loads of goods, a farm wagon 975, a covered wagon 1 350.

  • new

    Your horses and carts in B. Open your pack (B): each horse of yours you ride or that stands within 8 m, and each cart you may use within 8 m, shows under the sack with its goods and its items against its room. Drag either way, double click or use the arrow to bring a line into your pack, or press Load everything / Unload everything. A good's right click offers Put on your horse.

  • new

    Crafting draws on your horse and cart. A craft takes its goods from your sack first, then from your horses and the carts you may use within 8 m. The craft window counts them in what you have and shows how much comes from each; nothing is taken unless the whole craft can be paid.

  • new

    Lead your horse on foot. Your horse (or one on a lent bridle) follows you at a walk, trotting to catch up: Lead it by the reins in the horse window or on the Z wheel. It stops when you let go, mount, go indoors or wander too far.

  • changed

    Buying a horse, everywhere. The stable's cards, the showroom and the horse's look, and the dog's Appearance window, are now on every server. A wanted character may buy a horse too: it is shown before them where they stand.

  • improved

    An impounded horse's upkeep card now says that paying the upkeep does not free it, and what the claim costs at a stable.

The law

  • new

    Any punishment settles the notices. The detain window lists the person's wanted notices, ticked by default: a fine once paid, the pillory, a town's cell or a trial's conviction settles the ticked ones the officer may take down. A notice with a bounty stays for the law that posted it, or the bounty hand-over. Clear (a pardon, a mistake) takes a reason.

  • new

    A register by person. The Wanted window groups the notices by person, with their count and bounty, unfolded to each notice to tick, settle or clear in a click. How bounties work explains the rules with the bailiff's real numbers.

  • changed

    Bounties that cannot be farmed. The bailiff pays no price to the side that posted the notice - the poster, their account or PC, their faction or party - nor to the wanted one's own. A bounty on one of your own faction, party or PC is refused when posted.

  • changed

    The towns' wanted lists in the register. A town court's wanted list is now part of the register. A town's officers settle their town's notices with any punishment they give in the town, and may clear or settle a realm's or lordship's notice of 100 groschen or less (or with no bounty) on someone in their town.

  • new

    A town's schedule of fines. The court window's Court tab has The town's fines: up to 20 offences, each with its fine, set by the town's head, Castellan, Reeve or Lord. The watch fines by the schedule from the detain window, the Law window or F2's person menu - above the watch's usual cap, never above the realm's maximum.

  • changed

    E on a player. The use key on a player opens the person menu again - trade, introduce and the rest. For the law, its first line is the watch's window, starred, then Lead by the rope / Hold fast here.

  • changed

    The rope drags. A prisoner on the rope is pulled along behind you, smoothly and never through walls, instead of stopping dead when the rope goes tight. It ends past 25 m, when you mount, or when the rope comes off.

  • changed

    Pillories without NPCs. No bailiff and nobody posed at the pillory any more: the convict stands in the stocks themselves, and a guardsman keeps watch a few steps away. The use key on the stocks does what the bailiff's talk did.

  • fixed

    Every wanted name counts. Someone wanted by an older notice was not wanted to the boards, the hand-over or the detain window: every notice of a character in play counts now.

Work and trades

  • changed

    The night watch paid twice as much. Each post is paid as you walk it (3 groschen for its leg), with a bonus at the end of the round and 1 for each matter seen to. No post inside a keep, on an upper floor or on a table, and a house's door is tried from the street. A round now outlives a server reload.

  • changed

    The courier's board. Each offer heads to its own side of the compass and never to the same door twice; new offers come whenever you ask. Where to? picks a town and adds two parcels for it beside the four - they pay the same as the others.

  • new

    Master's dishes. At cooking level 10, a dish with a meal effect or Well fed has a Master's dish switch: half as many goods again (rounded up), the same fee and time, and its meal effect and Well fed last one and a half times as long. The portions show as master's in B.

  • changed

    Tavern buy orders: 20 at a time, was 12.

  • changed

    Auction houses of a faction keep 2.5% of a sale (was 5%), and that cut - like a Lord's share of a town's house - counts in the royal tax on the coffers.

  • fixed

    The royal tax counts real income. What a faction's own members spend at its shops, pay its staff for, or put in a till by hand is no longer counted as the house's income.

  • changed

    Goods as items and the new drinks, everywhere. Your sack's goods shown in the game's inventory, and the brewer's new beers, meads and strong waters, are now on every server.

  • fixed

    Farming. The farm window no longer shows other players' strips, tilling uses the digging animation (no more T-pose for those watching), and a field's prompts stay in the server's language whoever used it last.

  • fixed

    Herbs only. Picking herbs no longer turns up rosaries and necklaces.

  • fixed

    Sack goods are not doubled in the Warehouse Manager's window and are not given back twice beside a horse.

Homes, chests and factions

  • new

    Separate chests. Chests in a house or a home are shared, as before - but its owner (My belongings' Storage card) or a business's runners (its Chests tab) can make them separate: each chest its own storage, 15, 25 or 35 places by its size, kept private or shared by the one who placed it. Nothing is ever lost: a full chest cannot be taken up, and a place sold gives each chest's contents back to its placer.

  • changed

    Faction houses: chests apart from beds. A faction house's chests and a faction home's storage open with the Chests and store rooms right; the keys alone open the doors, beds, benches and pots. Every rank that had the keys keeps the right until a leader takes it off.

  • new

    Work the faction's fields, a new rank right in the faction's grid.

  • changed

    Two Castellans a town. A town court has two Castellan seats; one being present is enough.

  • fixed

    Furniture where a house and a business meet. The larger of the two furniture limits applies, and the wheel's Furnish here shows on a house's ground too.

  • changed

    A founder's camp bed rests anyone as at home.

Your character and the realm

  • changed

    Characters are 18 or older. Every character is now at least 18; those made younger were moved up to 18.

  • new

    Grow older. F2 > My character > Grow older: your character's age only goes up.

  • changed

    A free name change per character. Each character made before today keeps one free name change; there is no longer a free one every 30 days. Name change tokens work as before.

  • new

    Delete a character in the game. Settings > Character > Delete this character, after typing its full name - under the same rules as on the account site.

  • changed

    The players' list (TAB). No faction is shown but your own. The faction column is now Title, showing a supporter's title in full: purple for an Early Founder, gold for an Early Supporter.

  • changed

    Scenes belong to their world. A scene can be set in any world, and it is seen only in the world it was set in.

  • new

    Realistic skies. The weather moves a step at a time - clear, fair, cloudy, overcast, drizzle, showers, a storm only after showers - with rain coming and going over minutes, wet about 8% of the time.

  • improved

    Names over NPCs read from 5 m (was 3).

Fixes

  • fixed

    Conditions kept apart. Chests, warehouses, carts and saddlebags kept a stack of one kind at the worst piece's condition, and a shop counter could repair a worn piece put up beside a new one: each condition is now its own slot, and nothing is mended or worn by a move.

  • fixed

    The master's finish keeps the wear. A finished piece comes back at the condition it had, no longer at 100%.

  • fixed

    Infused drinks handed over keep their potion: Hand it to asks which portions of the stack - plain, infused or master's.

  • fixed

    Drinks stack again when their conditions are close.

  • fixed

    Treasure maps lead only to chests that are really there; a map already held to a missing one is refunded.

  • fixed

    A few buttons that did nothing work again: a trade pack in preparation at the bench, B's Drop it here, and the tavern's playlist.

  • fixed

    Courier's board no longer splits in two after taking a parcel.

  • fixed

    Starting coin of a new character can no longer be looted off their body.

The account site

  • new

    Feature requests and known bugs. A new ticket category for suggesting a feature. Known bugs are listed on the new-ticket page, and you can give each a thumbs up instead of writing it again.

  • changed

    Safer accounts. Disposable e-mail addresses are refused, and one e-mail address serves one account.

  • changed

    Banned: the appeal first. While a ban shuts you out of every server you play, the account site holds your ban appeal - and the lift of an automatic ban, with the KCD Points it takes - and nothing else. One appeal at a time; if it is denied, a complaint about a staff member opens to you, and a new appeal two weeks later. A ban on one server leaves the rest of the site as it was.

  • changed

    Settings no longer show the Common Courtesy Charter.

The people in the streets

  • new

    NPCs in real gear. The people who dress the towns can now wear the game's own pieces - helmet, body, arms, hands, legs, feet, a weapon and a shield - in the place of a costume taken whole. A guard in mail is genuinely harder to put down, and what he drops when he falls is not for the taking, as a brigand's gear already was.

  • new

    A lantern in any hand. Until now only a guard carried a light, and only at night. Any of them can carry one always, never, or from dusk to dawn - a doorman at the inn, a watchman on a wall.

For the staff

  • new

    Outfits saved for everyone. Dress an NPC or a place's keeper at the NPC editor's new Outfit tab - search the game's catalogue, one piece to a slot, strip it and start again - then save the set under a name. Anyone on the server may put it on another with a click, and saving over a name dresses every wearer again at once. (/npcoutfits, /npcoutfit, /npcoutfititem, /npcstrip, /npcoutfitsave, /npcoutfitdrop.)

  • new

    Clone an NPC (/clonenpc, the editor's Position tab): one more like it where you stand, with its role, face, dress, outfit, pose and voice - not its horse. A gate watch of twelve is twelve clicks.

  • new

    The whole NPC toolkit in /npcs. The window now does everything the commands do: a new NPC placed where you stand, the wardrobe's kinds of dress and their presets, a light of its own, and the face set part by part - the soul searched by name, the head, hair, beard and skin picked from the game's own lists or copied from a player. A place's keeper takes all of it too.

  • new

    Sub-team desks. Faction Management, Property, Staff Management and the Developers each get their own desk with an archive; tickets go to the right desk by their category, and duplicate reports can be merged or linked.

  • new

    /back and /setage. /back returns you to where you were before a teleport; /setage corrects a character's age.

  • new

    Pillories by hand. F2 > Staff tools > Pillories: place the stocks, move, turn, change the model or hide each one, and place its guardsman.

  • new

    A death log. Logs > Deaths on the account site shows how each fallen character got up, and flags those who went back to the fight.

  • new

    Barred from the tickets. An Admin II and up bars an account from writing tickets on their server, for days or for good, from the player's page: no new ticket here or in game, the open ones answered as usual, and appeals untouched.

The courier's board, a night watch on foot, and a faction's member log.

Couriers now choose their parcel from a board of four - plain, urgent, fragile, sealed, precious or a round of three doors - with a card at the side of the screen, a parcel of the day and a bonus for varied work. The night watch walks a new round every night, lantern raised at each post, with doors to try and drunkards to send home. After a fall you rise with a button once the scene has played out, and the New Life Rule is spelled out. Factions get a member log of who was taken in, promoted or expelled and by whom. Stalls run with managers can pay each their own, anyone can set up a tournament, emotes can hold their pose, a dog in the way can be shooed off, and a long list of fixes and balance changes.

Couriers

  • new

    The courier's board. At a town hall, asking for a parcel (or /parcel) opens a board of four: a short plain parcel, two with a trait and a round of three doors. Each card shows the door, its town, the distance, the minutes it takes, the pay and the tip. Click one, or press 1 to 4. New offers every 90 seconds.

  • new

    Traits that never fail you. Urgent: less time for a tip 40% bigger - too slow, you keep the usual tip. Fragile: 8% more, knocked a little by blows and falls, never below 70%. Sealed letter: the recipient may hand you a reply to carry back, a second paid ride. Precious (from courier level 3): 12% more, lost if you die on the way - nothing owed. Round: three doors in a row, each paid at its door.

  • new

    Reasons to vary. Every card pays about the same for its time. Three different kinds in a row pay 10% more on the next parcel, and the realm's parcel of the day - urgent, fragile, round or sealed - pays 10% more.

  • new

    The Tour of Bohemia. Your first parcel taken at each town hall gives a little experience and coin; the board counts the halls you have seen.

  • new

    Your parcel on screen. A small card at the side shows the door, the distance, the time left for the tip and a fragile parcel's condition; the parcel is in your pack (B). /parcel anywhere shows it with Show the way and Hand it back. It waits 15 minutes for you if you leave or crash, and outlives a server restart.

The night watch

  • changed

    A new round every night. No fixed route any more: six posts, each shown when you reach the last, among the town's posts, public places and house doors. Start it from F2 > Work or the action wheel's Night round.

  • changed

    The watch walks. The walk key is shown for the whole round; running or riding is a warning, and the third puts your lantern out. At a post, hold the use key to raise your lantern - the hour is cried to the street.

  • new

    Matters on the way. A door to try (a house really left unlocked counts double, and its owner is told), a drunkard asleep in the street to wake and send home, a noise in a lane - optional, and paid. The pay for the round stays as it was.

Falls and wounds

  • changed

    Rise when the scene is done. Nobody wakes by the count alone: once it has run out, a Rise button appears on the death screen - press it when the roleplay around your body has concluded, and you wake at the infirmary.

  • changed

    The New Life Rule, spelled out. Killed by another character, yours remembers nothing of the fight nor of the moments before it - not who struck them, nor why. No revenge and no naming your killer in character, unless you learn it anew in roleplay.

  • fixed

    A fall's wear is kept. Leaving the game while you lie no longer undoes the wear on your gear. If the staff revive you where you lie, the fall does not count and your gear gets its condition back.

Factions

  • new

    The member log. The faction window's Log tab: invitations, joins, departures and expulsions, promotions and demotions, ranks made, renamed, moved or removed, wages and rights changed, the message of the day, a new master, houses opened or taken back - each with who did it. The last 50 in the game; the account site's Faction > Logs pages through the whole history. A new right, Read the member log: no rank has it until the master gives it.

  • improved

    The chat names who. A promotion, a demotion or an expulsion in the faction chat now says who did it.

  • new

    Guards who serve a house. A guard placed for a faction never fights its members nor its allies, and no watchmen are called onto a raid's ground.

  • fixed

    Big factions see their window. A faction with more than a hundred members online saw an empty window: it shows again.

  • fixed

    The ledger shows the coffers. The faction ledger in the game shows only what goes into and out of the coffers, as the account site does - a business's sales no longer show as losses.

  • fixed

    The citizens' roll in busy towns. In a town with many citizens, the court window's Citizens tab came up empty for its head and its Lord: the whole roll shows again.

  • changed

    Auction houses of a faction keep 2.5% of a sale; the rest of the house's cut goes to the crown, and what they keep now counts toward the royal tax.

Tournaments

  • new

    Set up your own tournament. F2 > My character > Set up a tournament, for 300 groschen: you are its host - begin it, set its entry fee, call the next match, cancel it. The fee comes back if the staff call it off before it begins.

  • changed

    Z > Tournament shows only while a tournament is open near you or you are in one.

  • changed

    Fair lists. A host's lists stay where they are once fighters have entered, and the realm's renown and standing are won only in tournaments of four players or more (the pot is paid all the same).

Everyday life

  • new

    Poses that hold. F6 > Standing still: fold your arms, lean on a wall or a rail, lean back, wait, look weary or watchful - the pose stays until you move.

  • new

    Shoo a dog away. Someone's dog blocking the way? Look at it and press E > Shoo it away: it yelps and bolts a few metres off. Its master is told.

  • new

    A first meal. A new character sees the keys page on arrival and carries two loaves and a flask of water; the tavern's stop of the walk says where to eat and rest.

  • improved

    Keys as on your keyboard. The keys the game names read as on yours: the wheel's Z is W on a French keyboard and Y on a German or Czech one.

  • new

    Stalls: each their own or a common pot. A stall run with managers can now be set, on its Manage tab, to Each their own: a manager takes back only the pieces they put up, each sale of their pieces is paid straight into their own account (even while they are away), and the till is the owner's. Common pot stays as before. The ledger now says whose pieces each sale was and who was paid, and the counter shows whose pieces are on sale. A manager who leaves gets their pieces back.

  • changed

    Newcomers at the stalls. A brand-new character can no longer pay more than twice a ware's worth at a player's stall.

  • fixed

    Bubbles keep strangers strange. /me, /ame, a whistle for a horse and whispers no longer show a stranger's real name in the bubble over their head.

  • changed

    Homes. No horse comes inside a home, and the action wheel no longer offers My horses or Trading packs there. Sell to a player is a button of its own in the home's window. A property's home sells back for 60% of today's price, never more than you paid.

Crafts and trades

  • changed

    The armourer's first levels. No more plate, hauberks or noble bascinets at armouring 1, and level 2 has its recipes again: brigandines, light and open bascinets, coifs, a collar and couters. Cuirasses, the hauberk and the finest bascinets stay at 3.

  • changed

    The master's finish asks its craft at level 8.

  • fixed

    An owned tavern's menu no longer refills itself from the old kitchen: the innkeeper sells the owner's shelf alone.

  • improved

    Selling a cart back at the cartwright asks Yes / No first.

  • fixed

    Horse gear swaps. Changing a chanfron for a bridle no longer loses the bridle.

  • fixed

    Horse and dog Appearance. Paying or using a token closes the window at once with the news on top, and a dog's new coat is the coat you chose.

The account site

  • new

    The ledgers' API. A faction's master or a business's owner can make a read-only API key (Account > API keys) to read their ledgers, members' activity, storage, stock and sales in their own tools. Nothing in it says where anyone is. The wiki's API page lists every route.

  • changed

    Ban appeals are made only by an account banned or locked on that server, and close by themselves when the ban ends; while an appeal waits, no staff report can be opened from that account.

  • fixed

    The Money page shows your money log again, and a report's ID typed but not added is added when the report is sent.

The servers

  • improved

    Smoother at the busiest hours. The heaviest windows (auction houses, warehouses, crafting) are drawn more cheaply and never all at once, and several background tasks are spread out: fewer stutters with a thousand players online.

  • fixed

    Trade packs lost to a restart can be refunded by the staff: the pack's worth goes to its last holder.

For the staff

  • new

    The Logs page. A Commands tab (what was typed and what came of it - passwords and codes are never kept), separate fields for a name, an item, a staff member and a faction, from / to dates and 25 to 500 rows a page.

  • new

    Mending to any condition. /mend takes a percent, and /mendworn mends all the armour a player wears at once.

  • new

    Chest links. /linkchest 0 and /tavernchest 0 take a chest off a house or a tavern (a full one only with force), and the two hand a chest over to each other.

  • new

    A developer rank, in three tiers, for building the world - never for punishing players or handing anything out.

  • new

    Faction logs for the staff. A faction's member log and storage log on its staff page of the account site.

Horses to your liking, homes without limits, and cooking with sides.

Buying a horse is new from end to end: pick a breed from its card, see it in the open, name it and choose its coat, mane and tail - the look is in the price - then change it whenever you like from your belongings. Your dog gets its own Appearance window too. A property's home has no height or reach limit for your furniture and works exactly like a house, the shared world's limits go up, and the farm's animals stand still. Dishes fill by how they are made, with sides and cheaper optional recipes. And a long list of fixes: the anvil's steel, relics, farm vegetables at the bench, trades in each player's language and more.

Horses

  • new

    Buying a horse in two steps. The stable master shows his horses as cards: the price, the week's upkeep, strength, agility, vitality and courage, what it pulls and how it goes, how many looks it may wear and its rank, from Humble to Princely. A card says how many groschen you are short. Click the one you want.

  • new

    A showroom in the open. You are taken a moment to open ground near the stable, lit at night, with the horse before you in a world of your own. Drag to turn round it, the wheel to come closer, ‹ › for the next breed. You are put back exactly where you stood.

  • new

    Name it and dress it. A name of the period is drawn for you (the die draws another). Then choose its coat, mane and tail from a gallery of pictures, the coats grouped by colour - Bay & Brown, Chestnut, Black, Grey & White, Dun & Gold, Roan, Dappled, Spotted, White marks. The look is included in the price. The finer the breed, the more looks it allows: an old nag keeps to the plainest, a destrier wears the finest.

  • new

    Appearance for the horses you own. F2 > My belongings > Horses > Appearance opens the same gallery on your horse; Rename beside it is free. Trying on is free. Keeping a new look costs 30 KCD Points for the coat and 15 each for the mane and the tail - only what you change - or one horse Appearance token for the whole look, as you choose. A token used for fewer than the three parts asks you first. Appearance is greyed out, and says why, while the horse is not near you.

  • new

    A token for everyone. Every account has received one horse Appearance token.

  • improved

    Short of points? Get KCD Points opens the store right there, and Back to my horse brings you back with the look you were trying on.

  • improved

    Your horse's look is kept for good. A look you paid for is saved with the horse and comes back at every call, even after a server reload.

  • fixed

    Horse gear no longer doubles. A caparison taken off and dragged into your pack no longer comes back on the horse as well, nor multiplies in the saddlebags.

Your dog

  • new

    Your dog's Appearance. F4 or F2 > My belongings > Dog opens it with your dog at your side: its name, and a gallery of coats with their pictures, grouped by body - backyard dogs, alaunts, war dogs and the one-of-a-kind. The ten breeds are one-click choices, the dog and its coat together. Turn round it with the mouse.

  • new

    The first look is free. After that a new look is a dog Appearance token or 30 KCD Points, the cheaper way first; a new name is always free. A first dog left unnamed gets a name of the period, which you can change any time.

  • improved

    My belongings > Dog shows your dog's picture, name and coat, and how long it stays with you.

  • new

    E on your dog. Look at your dog up close and press E: Heel, Stay, Roam, Pet it, Speak!, Appearance or Send it home. Anyone else may pet it. Every order comes with the game's own gesture and sounds, heard by those around.

  • fixed

    Dog pictures true to the game. The coats' pictures were drawn far too dark (greys came out black): every picture is drawn again in the colours the game shows. The window also says it plainly: the realm's dogs all wear one of these looks.

  • fixed

    Your dog keeps its look. A dog called just after you joined could come out as a new dog and lose its saved look; a dog with a coat of its own kept it only until its next call. Both fixed.

Homes and furnishing

  • new

    No limits in a property's home. It is a world of its own, so furnishing there has no height and no reach limit: only the home's walls, with room to spare. A piece may go into a wall or a roof - a chandelier hung from the beams.

  • changed

    Higher and deeper in the shared world. You furnish up to 60 m from where you stand (was 40), 8 m over the floor and 2 m under it (was 2.5 and 0.5), through walls too.

  • fixed

    Getting up off a bench you placed always works: any move key sets you on your feet in front of the seat, no need to pick the bench up any more.

  • new

    Your place's count in the decorations window. Inside your house, room, home or business, a bar under the tabs shows how many pieces it holds against its limit.

  • changed

    A property's home works exactly as a house. /housekey gives a key and /takehousekey takes it back; /door locks it and /lockdoor one of its own doors; /chests, /storeroom and your pack (B) open its storage inside; a storage chest you place there opens it too; /sleep is free. It can be opened to your faction, its storage enlarged by tiers, and sold to a player (/sellhouseto) or to the town.

  • fixed

    The Kuttenberg houses bought at their door are homes. They count as yours everywhere a house does: your key, B > My chests and F2 > My belongings, the storage chest inside, a free /sleep, Furnish here. Passers-by no longer see a buy card on a home that is sold.

  • new

    Z > My home. At or inside your home, the action wheel's first slice opens its window: who may open the storage, Open, Show the storage, Move the storage here, and how it all works in four lines.

  • new

    Every home for sale in one list. F2 > My belongings > For sale nearby and the house market list the properties' free homes beside the houses, nearest first, with their price, their week of upkeep and the way to the door.

  • changed

    House prices. A house that cost under 15,000 groschen costs 15,000 more. If you hold one, nothing changes for you: your upkeep and the town's buy-back stay on the old price until it changes hands.

Cooking

  • changed

    A dish fills by how it is made. On top of its level: smoked +10%, dried -10%, a large cut +15%, with its side +10%, wolf meat -10%. A master's dish never fills less than an early one any more.

  • new

    Sides. Six dishes of level 5 and up take a side - garlic, mushrooms, horseradish or an apple - in place of part of the kitchen's fee: the same cost, a dish that fills more.

  • new

    Cheaper ways, never required. Two hares and a load of onions make four cooked hares; two chickens and a garlic make three roasted chicken legs. The usual recipes stay.

  • changed

    Two pork make three bacon, and the poppy seed kolach takes a poppy.

Crafts

  • new

    Sixteen new drinks for the brewer. Twelve new beers and meads, two or three at every level of the vat, and four strong waters of the time at levels 5 to 8: the brewing trade climbs with far more recipes to choose from.

  • new

    Your goods in the game's inventory too. Ore, coal, timber, hides, crops, herbs, parts: everything in your sack now also shows as a real item in the game's inventory (I), weightless, under its own name. Your pack (B) stays the master: what is in the sack is what you own. Drop a good from B and anyone can pick it up into their own sack.

  • fixed

    The farm's vegetables count at the bench. A recipe asking for onions no longer says 0/1 with onions in your pack: the craft window counts the pieces you carry with the sack's loads ("3 / 10").

  • fixed

    The game's anvil counts your steel as the forge's bench does - the bars in your sack and in your pack - never asks it twice, and gives back the game's ingredients it took when it refuses a piece.

  • fixed

    Relics no longer vanish. A relic is now a good of your sack (B): it stays with you, and the forge takes it from there. Not a smith? Hand it to a level-10 smith in a trade.

  • improved

    Full ingredient names at the bench. A long name wraps on two lines instead of being cut, and the hover gives it whole.

  • new

    Lanterns and torches. The carpenter makes torches (level 1), lanterns (level 2) and fancy lanterns (level 4).

  • changed

    One Italian bascinet is no longer made: the variant whose visor never comes down.

Farming

  • fixed

    Farm beasts stand still. Hens, pigs and cows stay where you set them and no longer climb onto a barn's roof.

  • changed

    Yards where you like. A yard by your land is no longer refused for its ground. A new one asks you to set its coop, sty, trough and rack one by one, like furniture.

  • changed

    A yard by a faction's business is worked by whoever runs that business.

  • fixed

    A bucket knocked out of your hands lies at your feet for you to take up again (E) - no more reconnecting. It goes after two minutes.

  • fixed

    Eggs and milk sell at the auction houses, with the farms' other produce.

Life in the realm

  • new

    Typing... A "…" shows over your head while you type in the chat - a line, OOC, /me or /do - to those within its reach. F8 > Show that you are typing turns it off.

  • new

    F5 in three steps. The first press puts the chat away, the second hides everything - windows, frames, the clock, signs, compass marks and every name over a head - for a clean picture or a recording, the third brings it all back.

  • improved

    A clean screen in the character creator: the game's HUD stays hidden until you arrive in the world.

  • new

    Take a seat. A dish eaten seated at a table fills 15% more and the innkeeper's meal there gives a little more energy; sitting keeps your tiredness from growing; a bath washes you.

  • changed

    Every bed is a real rest. The use key lays you down with the realm's own sleep - its healing and inn rules - without the game's wheel; the forward key gets you up.

  • new

    Tools in hand. The work emotes hold their tool - the axe, the pick, the hammer, the broom, the quill - the farm's tilling a hoe, the townsfolk at work theirs, and the guards carry a lantern at night.

  • new

    The left button on what you carry. A trade pack shows the nearest convoy master, a lumberjack's log is set down where it belongs, a well's bucket shows the next thirsty strip.

  • changed

    No healing potion for 2 minutes after a blow that hurt you - from a player, an NPC or a beast. The potion stays in your pack; you are told once, not spammed.

  • changed

    Contraband doses are items of their own: they work from the game's inventory too, and can be dropped.

  • new

    Tournaments without a command. Near a tournament's lists, Z > Tournament opens the desk to enter, see the way to your match or yield it, and a small slip tells you one is open.

  • changed

    Kuttenberg is not a first character's start for now: it opens once your account has another character.

Trade and work

  • fixed

    A trade in each one's language. Trading with someone who plays in another language no longer switches your window between the two, and the chat lines come in yours. Lines said by timers - the farm's tilling, couriers, wounds, letters - are in your language too.

  • changed

    Your stall's shelves take every carried item - belts, clothes, shoes, gloves, hats, jewels and shields too - but coin, a quest piece and a key.

  • changed

    The covered wagon earns its price: 4 trade packs and 750 loads / 900 kg in its store; the farm wagon carries 3 packs.

  • changed

    Commissions from a room or a home count where its inn or street door stands, not where its interior lies.

  • fixed

    Several economy exploits closed.

Factions and upkeep

  • new

    The faction's storage log. Every piece in or out of a faction house's chests or a held ward's chest, the coins out of a chest and every load of goods in or out of its store room: who, what, how many, which chest and when, kept 60 days. The master and the ranks given See the storage log read it in the Storage tab, or on the account site.

  • fixed

    The whole members' list. The Members tab shows every member, 50 a page, with a search and sorting by name, rank, last seen, joined or hours - and inviting works again in the biggest factions.

  • fixed

    A faction's copy goes to the server you choose, as a character's copy does.

  • fixed

    A faction's own business or house takes its master's pack discount on the upkeep.

  • changed

    The weekly upkeep letter is gone, from the game and the packs alike.

Your account and the rules

  • new

    The rules, one text everywhere. kcdroleplay.com/rules shows your server's rules - the very text the game shows - and every rule's number copies its own link. You can read them while creating your account, and the wiki's rules page is drawn from them.

  • new

    Two accounts on one e-mail? The account site tells you which one you play in game, and lets you move everything from the empty one into it: points, perks, tokens and slots.

  • improved

    Report a player by name or by number. The name search finds any word of the first or last name; or give the number you saw over their head with the time you saw it, and the report names the character.

  • improved

    Your perks lists everything your pack gives, and how long each lasts.

  • improved

    Faster answers to tickets. A ban appeal with clear anti-cheat evidence is answered at once, with what was found; every other ticket reaches the staff with the facts already gathered.

For the staff

  • new

    Guard uniforms for the capitals. The NPC editor dresses guards as Maleshov's, Raborsch's and Suchdol's own garrisons, 12 kits each, in the liveries the game gives them.

  • new

    A tool in an NPC's hand (/npctool, the editor's In its hand), and a place standing as a piece of furniture, with or without its keeper, moved with the furniture handles (/locobject, or the /locs card).

  • new

    Tickets escalated and assigned. A ticket can be raised to the senior admins, the mappers or the developers, or given to one named admin; a developer's answer is marked Dev.

  • new

    Account locks: /lock shuts one account without touching the player's others; /tolock and /toban turn one into the other.

  • new

    Smaller tools: /mend and /viewinv, /heal mends everything, no harm on admin duty, /bring, the /newplayers window, the armour a blow cost in the combat logs, house storerooms opened on duty, the sack's goods given from the site, each server's rules edited on the account site, and /showroomspot for a stable's showroom.

Town Warehouses, tournaments that run themselves, and item cards everywhere.

Every moneylender is now a Warehouse Manager, with a warehouse of your own in each town. Tournaments run themselves, several at once, and nobody dies in the lists. Hover any item for everything about it, in your own language. The farms grow hops, grapes, plums, herbs, hemp and flax, the tailor spins linen, and animal yards cost less. The watch can subdue, carry and search without a killing blow - with fixes across combat, crafting and the town court.

Town Warehouses

  • new

    The Warehouse Manager. Every town's moneylender is now its Warehouse Manager, named after the town (Kuttenberg Warehouse Manager). One window holds your money and your storage. The money side is free for everyone, as before: deposit, withdraw, send coin to another account and pay your fines later (/payfine).

  • new

    A warehouse of your own in each town. Open it once for 1,000 groschen in each town you want one, then 100 groschen a week of upkeep, paid as any upkeep (F2 > Upkeep, the Warehouse Manager or a town hall; the Early Founders' and Supporters' discount counts). It holds what a house holds - 50 kinds of items and 400 loads of goods - and your warehouses show in your pack (B) too. Overdue, it stays shut until paid: nothing in it is lost.

  • new

    More room. +20% for 5,000 groschen, up to +200%, for good, in that town. Early Founders and Supporters get +50% while their pack runs, shown by a gold star beside the size. When the room shrinks, nothing is lost: everything still comes out, nothing more goes in.

Tournaments

  • new

    Tournaments that run themselves. A marshal opens a tournament - several can run at once, each with its number, its fee, its pot and its arena - and the server calls every match in bracket order until a champion is left.

  • new

    Enter the lists. /tourney join (or /tjoin) pays the fee into the pot; /tourney leave hands it back while the signup runs. Wait where you please: when your match is called you have a moment to be ready, then both fighters are healed, set on their marks facing each other, and a countdown starts the bout.

  • new

    Nobody dies in the lists. The blow that would bring a fighter under 10 health never lands: they yield (/tyield yields sooner). Afterwards both are healed and set back where they stood. The champion takes the whole pot, with the renown and the feast.

  • new

    The desk and the draw. /tournament opens the desk - every tournament on the server as a card - and /bracket the full-screen draw, readable while you walk. Each tournament's bracket and "up next" boards stand in the world by its marshal.

Items and your pack

  • new

    An item card everywhere. Hover an item in your pack (B), a chest, the bank, a stall, the auction house or a bench: its condition, its armour or weapon figures, how much a food feeds and what a potion does. A woman's garment says Women only, as the game puts it on no player.

  • new

    Drink potions from your pack. A potion that heals or gives an effect offers Drink it in your pack (B): its effect or its healing, as the game's own drink gives. A healing potion works once every 5 minutes.

  • improved

    Every item in your language. Some 5,000 of the game's items are named in your language in the craft lists, your pack, chests and carts, the auction house, stalls and buy orders. The inn's window and its bill follow your language too.

  • fixed

    The missing icons - bagels, bread, curd cheese, garlic and the game's cooked dishes - are back, and a dish shows how much it feeds on its own card in the craft window.

  • changed

    Food and drinks spoil half as fast.

  • fixed

    Contraband keeps its mark. Selling or drinking one dose of several no longer turns the others into an Unknown potion that drops out of your sack and can no longer be sold.

Farming

  • new

    Seven new crops. Hops (12 hours), a vineyard's grapes (15 hours), an orchard's plums (18 hours), sage and chamomile (7 hours), a legal hemp grown for its fibre (9 hours, with now and then a load of the forbidden kind), and flax (8 hours). Their seeds, cuttings and saplings are sold at the markets and in the farm window.

  • changed

    Animal yards cost less. A yard of your own is 400 groschen and 100 a week (was 1,000 and 250), a move 50, a field's yard 50. A hen is 10, a piglet 15 and a cow 40.

  • new

    Yards by a faction's business. A farmer of the faction holding a business, or of its owner's faction, may lay a yard beside it as if it were their own.

  • changed

    Feed for the animals alone. The farm window sells chicken feed, pig swill and cattle fodder to those whose animals eat them - at most a week of their needs a week. They cannot be sold, listed or stocked anywhere, and the animals eat them before the crop.

Crafts

  • new

    Linen. The tailor spins two flax into linen from level 1. Linen makes padding, bandages and bowstrings as another way beside the old ones; the spinning wheel takes flax and the bolts of cloth take linen.

  • changed

    Padding without the farms. Padding is made of 3 nettles and a leather everywhere again (linen and hemp fibre are other ways to it). Bandages take 5 nettles, and the tailor's and the caparisons' recipes of levels 3 to 5 need no padding any more.

  • changed

    The game's anvil takes the goods. Forging one of our recipes at the game's anvil takes its goods (coal, timber, steel, hides, ore) from your sack and only the bench's fee in coin. Without the goods, the work is refused.

Work and the roads

  • changed

    Only metal armour wears at work. Helmets, mail, plate, brigandines and the like lose condition as you gather; gambesons, quilted hose, caftans and clothes are spared.

  • improved

    A pack set down by your horse is kept an hour. Mounting with a pack in hand still sets it down, but it stays yours for an hour (was 10 minutes), marked on your map, and the trade-pack window shows the way back.

  • changed

    Packs to a well-stocked town still pay: a full town's stores now pay at least 85% of a pack's price (was 40%).

  • changed

    Couriers may hand back three parcels an hour at most, the clerk's chat stays quiet when one is taken, and after a delivery the compass points to the next town hall.

  • changed

    A hare falls to any arrow or bolt that strikes it.

The law

  • new

    Subdue instead of kill. Where its law runs, the watch's blow with fists or a blunt weapon that would bring someone down leaves them knocked out for 90 seconds instead - no death, no wear. Never in a duel, a raid or a siege.

  • new

    Carry and search. The watch can carry someone bound or knocked out over the shoulder (/carry, /putdown) and search their whole pack and sack, seizing evidence and destroying contraband.

  • new

    The detain window. The use key on a player offers the watch Watch: bind, lead, carry, search, fine, the pillory, a wanted notice and their letters, each greyed with its reason when it cannot be done.

Factions, towns and fights

  • fixed

    No lock-on to your own faction. A stray swing in a battle no longer locks you onto a member of your faction; only a duel or a tournament does.

  • improved

    Longer faction applications: up to 3,000 characters, with your paragraphs kept, so the staff read your whole plan.

  • new

    The Lord draws the stores' surplus. In the court window's Stores tab, a Lord may draw what lies in the town stores' pots beyond 40,000 groschen into the faction's coffers.

  • fixed

    The town court window opens again for the big towns since the Attacks tab came: it no longer freezes the game.

  • fixed

    NPCs stay at their posts. A worker or keeper knocked off a bench or a pair by a player goes back to it within seconds instead of standing idle.

Characters and accounts

  • fixed

    Each character keeps its own health. Switching from a wounded character to another no longer passes the wounds on.

  • improved

    Early Founders and Supporters see their discount. F2 > My belongings > Upkeep shows a gold seal with your -50% or -25% and each week's full price struck through; the account site's Property page shows the same, with the right amounts.

  • changed

    One account an e-mail address. A new account on an address already used is refused: log in with the account you made.

  • changed

    Introductions stay out of the chat. When someone tells you their name, it shows over their head without a line in your chat.

  • fixed

    The character creator's camera stays on your character while you pick a beard or a face.

On the International server

  • new

    The lumberjack, in testing. Fell a tree with your axe's own blows, watch it fall, and carry its logs to your cart.

For the staff

  • new

    On admin duty, /b shows your rank in your duty colour and an "On admin duty" line sits on your screen; the herald's cry names who cried it.

  • new

    A staff PM shows a hidden chat again, and the player is told why.

  • changed

    /bl warns every staff member on screen, five uses an hour at most for all but the admins.

  • new

    A church interior for properties, and a property's door always stands in the real world.

  • improved

    Smaller tools: /cget brings a cart anywhere on admin duty, three new settings on the staff ranks page, and a faction's type changed from the site by every admin of level 2 and up.

Farming for everyone, animal yards and meals that do more.

Farming opens to every player: work the village fields, keep hens, pigs and a cow in a yard of your own, and sell eggs, milk, meat and vegetables that only the farms now make. Cooks get new recipes and meal effects, and the crafts, the gatherers and the weather are rebalanced. Trade packs pay more, the Cuman war camp is built - with a long list of fixes from your reports.

Farming

  • new

    Farming is open to everyone. Anyone can take the farmer's trade at a town hall, and no field of your own is needed. On the village fields, till a free strip and it is yours until you harvest it. You can hold up to 20 strips at once on the village fields and work 20 strips a day. A field that comes with a house, business or property you own is worked by you and the employees you hire.

  • new

    The farm window (F2 > Work & trade > Farming, or /farm) has four tabs. My fields lists the fields you work, nearest first, as small maps: hover a strip to see its crop, its timers and what to do next. My yards has a card for each of your animals. Crops sells seeds wherever you stand. How it works walks you through it all.

  • new

    Choose your seed. Using a tilled strip opens a small card with every crop: its picture, growing time and yield, and whether you have the seed or what it costs to buy and sow on the spot.

  • changed

    Tend your strips. Pull the weeds for a third more, and water with a bucket from the well for half again. If the bucket is knocked from your hands it is never lost: it waters your strip where it fell or comes back to your hands. Each field keeps a log of who did what.

  • changed

    Fields you can see. Strips show their state: earth ridges once tilled, sprouts once sown, weeds when they come, and nothing on a strip blocks your way any more.

  • changed

    Barley and hay yield less: 5 loads a strip for barley (was 8) and 6 for hay (was 10). Vegetables are unchanged.

  • changed

    No crop thieves, and only farmers earn the farmer's experience. An owner or employee without the trade works for the harvest alone.

Animal yards

  • new

    A yard of your own. In My yards, make one within 30 m of a house, business or property you own: 1,000 groschen, then 250 a week of upkeep, paid at a town hall, from the yard's card or by standing order. Two yards at most. Move it for 100 groschen and rename it. If the place changes hands, the yard goes to the new owner. If the place goes back to the town, the yard closes.

  • new

    Arrange your yard like furniture: move the coop, the pigsty, the trough, the hay rack and the animals' spots.

  • new

    Hens, pigs and a cow. Five hens (100 groschen) lay an egg each every 6 hours, and a slaughtered hen gives 2 chicken and a feather. A piglet (30 groschen, two at most) is fattened after 24 hours fed and gives 8 pork, 2 hides, a tenderloin and a liver. A cow (80 groschen) gives milk every 8 hours while fed. After 48 hours she can be slaughtered for 8 beef, a hide, a tenderloin, a tongue and a kidney, or kept for her milk.

  • changed

    Work beside your animals. Gathering, milking, feeding and slaughtering are done standing next to the coop, the sty or the hay rack, with the use key or the card's button. Hens eat barley, pigs cabbage and the cow hay. Animal keepers can buy feed in the farm window, up to a week of their animals' needs.

The farms in the economy

  • changed

    Only farmers make farm goods. No merchant or inn sells eggs, milk, cabbage, carrots, onions, pork, beef or chicken any more, and taverns can no longer order milk from the carter.

  • new

    Farm produce at the auction houses. Eggs, milk, pork, beef, chicken and vegetables can be listed and ordered, in their condition (never under half fresh). Cooked dishes are not traded there: they stay at stalls and inns.

  • changed

    Crops at half price at the instant sale, like the hunt's goods. Eggs, milk and meat are never bought there.

  • new

    Farm goods in the crafts. Roasts with onions, boiled beef with carrots and onions, sausages and salami of pork and beef, cheese, curd and cream from milk, and bread from barley. Hay goes into the tailor's padding and the hay and straw furniture, and the rare ancient seed makes an Ancient moonshine (brewing 8).

Cooking

  • new

    Meal effects. A cooked dish gives a small effect by what it is made of: Full belly (pork, hunger 30% slower), Ox's strength (beef, work 5% quicker), Hunter's meal (game, 5% chance of an extra load), Light meal (poultry and eggs, +5% trade experience), Fisherman's fare (fish, thirst 30% slower), Mending (dairy, wounds heal 20% faster) and Hale (vegetables, drink wears off twice as fast). They start at recipe level 5 (level 3 for poultry, eggs, dairy and vegetables) and last 20 minutes, 5 more for each level above. One at a time, and none of them helps in a fight.

  • changed

    Well fed from level 6 (was 8), a little weaker at levels 6 and 7. A lesser dish no longer cuts a better one short.

  • changed

    Faster cooking levels: recipes of levels 4 to 6 give half again the experience.

  • new

    Drinking water for the taverns. Cooks boil drinking water (level 1, six from a log), and a tavern's runners can order water onto its shelf at the innkeeper's price with /innsupply water.

  • new

    New and changed dishes. Roast duck (level 6) and Pepa's sauerkraut (level 9) are new. Cooked cabbage, carrots and onions use the sack's loads. Roast venison and roe deer meat take an onion or a carrot and make two. The eel's and the pike's dishes are reached sooner (levels 3 and 5).

Crafts and gathering

  • new

    Wolf pelts into leather: the tailor tans a pelt into three leathers, from level 1.

  • changed

    Copper trinkets. The goldsmith's first pieces (levels 1 to 3) take copper ore and a coal.

  • changed

    Gold ore is worth 30 (was 60), so the golden pieces take twice the ore.

  • changed

    Arrows and shot. Arrows from level 4 take a feather a batch instead of a log. The lead ball and the scattershot take logs, sulphur and saltpetre.

  • new

    The master's finish lasts: a finished piece now wears a quarter slower.

  • changed

    Gatherers' finds rebalanced. Miners find copper, silver, gold, sulphur and saltpetre more rarely. Fishers catch more roach and fewer eels and pike. Herbalists find more malt and grapes and fewer plums. Woodcutters find less honey and more feathers.

  • changed

    Armour wears at work. Each load gathered, hunted or harvested has a one-in-three chance to take a point from each armour piece you wear (not clothes), and the chat tells you each time.

  • changed

    No recipe takes more than 120 goods from the sack, and the carpenter's pieces cost less.

  • fixed

    The game's anvil and alchemy table now take their full price in coin. Without the money, the piece is taken back.

  • fixed

    Gear refunds give back exactly what the craft took, never more.

  • fixed

    The lute stays. A crafted lute no longer disappears after a restart or a rejoin: it is kept in your sack.

Trade packs and town work

  • changed

    Trade packs pay more: half again per kilometre, and town stores gain twice the points from each pack.

  • fixed

    Packs stuck in your hands. Getting on a horse or a cart seat with a pack in hand no longer jams it: a cart seat is refused and the pack is loaded on that cart instead. If your hands still hold a pack that fell, /tradepack unstuck brings your own pack back to your feet.

  • improved

    The pack's card names each convoy master (a town can have several, like Kuttenberg's West and South) and, when you are too near, how far the pack was carried and how far it must go.

  • fixed

    Craft packs take goods first: the raw goods and materials go in before any finished piece or furniture.

  • changed

    Town Task Managers on every server, and any number of players can take the same task.

  • improved

    Where a work order begins. A night round or a parcels order you take shows how it starts, with a button at a town hall or the way to one.

  • fixed

    Couriers earn their trade's experience for the town board's letters, as for a parcel.

The realm

  • changed

    Thirst is back, and gentler. It drops 8 an hour (was 18) and a drink quenches more: water 60, milk and beer 50, wine and mead 35, spirits 15. Once parched, your stamina comes back at half speed until you drink. It never hurts you.

  • changed

    Less rain: rainy skies come about half as often.

  • changed

    Crowds talk lower only in real crowds. Your voice carries 9 m with 30 people around and 7.5 m with 50 (it was 7.5 m from 15 people).

  • new

    Pay fines later at any moneylender with /payfine: one fine or all, from your purse or your account.

  • changed

    Looting takes time. A /loot search lasts 25 seconds, is refused within a minute of a blow given or taken, and a blow while you kneel ends it.

  • changed

    Outfits change twice as fast: 2 seconds a piece.

  • fixed

    Outfits keep their belt slots: switching outfits no longer mixes them or puts the work axe in your sword's place.

  • changed

    Banners and crests are back on the walls, without their glow at night.

  • changed

    Signs over the keepers show from 8 m (was 40), in full within 4 m.

  • fixed

    Broken limbs heal. The infirmary treats injuries and a healing sleep mends them; a new character no longer arrives with broken, bleeding legs.

  • fixed

    Horses stay out: a horse you brought out is no longer put away because you went far for five minutes, and a caparison taken off into the bags is never lost.

  • fixed

    The Authority tab loads again on servers with many factions.

  • fixed

    No duels in the staff's jail: /duel and /spar are refused there.

The world, the servers and the site

  • new

    The Cuman war camp is built, with its tents, its Khan's yurt and torches burning all night, and a new church stands near Old Kutna, raised by the English server's mappers.

  • new

    The Lordship of Pschitoky. On the English Strict RP server, Pschitoky is independent with a Lord of its own.

  • changed

    International Medium RP. The International server is now Medium RP, and a character of any server can be copied to it from the account site. The Trosky map is closed for now.

  • new

    Take back a report with /cancelreport (or /unreport); the staff are told. A report the staff were called into now reads like any other.

  • changed

    Faction requests are read by the staff again, every one of them; none is declined automatically.

  • fixed

    Refunds in full: refunded groschen arrive as money, never cut to a tenth.

The Russian server

  • improved

    The Russian server's rules follow its staff's new text: 19 sections, with cruel roleplay, captivity, identification, war and Cuman bands. The backstory rules show above the account site's biography form.

  • changed

    Fifty arrows or bolts at most on the Russian server: picking up or crafting more is refused, and any surplus is sold back at half its worth.

For the staff

  • new

    Map drafts. Mappers work in a draft (/mapdraft) that only they see, and publish or roll it back with one command.

  • new

    /hideobjects hides every placed map object and furniture on a server, slowly and reversibly, and shows them back the same way.

  • new

    /nowild marks zones where no wild beast comes out or follows its prey.

  • new

    Delete a horse or a cart for good from a character's page on the account site (Admins); the owner is told in game.

  • improved

    Smaller tools: /field owner can give a field to a faction, /refill fills thirst too, and teleport points have no least distance.

Your own quests, packs over several trips and Pschitoky's fortress.

Write quests and hand them out, pack goods over several trips, eat from your pack, finish Pschitoky's fortress and light your rooms - with a long list of fixes from your reports.

Quests

  • new

    Write your own quests. F2 > People > Quests: a title, a story, up to eight objectives (a line, a place to reach, a person to talk to), a deadline, a reward told in words and a banner of your own - twelve fields, thirty-two emblems, ten trims. Track it in the game's journal with its markers, or share it with a player beside you, by name (they find it at their next login) or with your faction.

  • new

    Follow who took your quest. The writer sees who holds it and how far they are; tick "I confirm when it is done" to check each one's work before it counts. Objectives tied to a place tick by themselves when you get there.

  • new

    Realm tasks in the same window. The first steps, your trade's tasks, commissions, town contracts, convoys and furniture orders now show at the top of your quests too, with their progress and a Show the way button - and they stay in the game's journal as before.

  • new

    The Town Task Manager. A new keeper in the towns (on the International server first): pin one of your quests on his board for 6 hours to 3 days - 25 groschen, a little more the longer it stays - and anyone passing by can take it.

  • new

    Quests from people of the realm. The staff can give a quest to one of the realm's people: speak to them and they offer it.

Trade packs

  • new

    Packs over several trips. When one sack is not enough, start a crate at the packing point: it stays there in your name, you add goods trip after trip, take them back if you change your mind, and wrap it once it is full. A crate waits 48 hours; then everything comes back to you.

  • changed

    Every pack counts its goods at what they cost. A good counts at its usual worth or at what it costs at the town auction houses now, whichever is lower - the same for every pack. Buying cheap ore to make a costly coffer no longer pays.

  • changed

    Iron and steel bars count for ironware and mail. Every bar in your bags - scrap, iron, steel, Frankfurt, Toledo, sheet steel - counts at its full worth; the crate's card names them and how many you carry.

  • changed

    Crafted pieces in craft packs again, each at what it costs to make - never what you wear nor a piece of a saved outfit.

  • fixed

    The packing window opens again for everyone.

Your pack (B)

  • new

    Eat and drink from B. Food and drinks have Eat and Drink buttons: one piece, the freshest first, feeds and quenches as it should (a good dish more, raw food less), and infused portions keep their secret. Potions, books and repairs stay in the game's inventory for now.

  • changed

    Everything you own shows in B, whatever the game's own inventory files it under.

  • new

    Something given to you shows. A small card at the bottom right shows what you received, its icon and from whom (a stranger stays a stranger). It can be turned off in the settings.

  • changed

    Hunting licences one by one, each with its holder's name and its end date, never stacked.

  • new

    Your sack in the craft window: how full it is, beside your craft's level - red when it is full.

  • fixed

    Giving the very piece you picked, never another of the same kind, and nothing lost when a trade closes at the same moment.

Homes, taverns and castles

  • new

    Pschitoky's fortress is finished. The building site is gone, the walls are whole, the house has its roof and the barn is built; the keep's entrance has a gate the town's holder can lock. The castle itself is a home of the faction holding Pschitoky: its members furnish it, it is never sold and pays no upkeep.

  • new

    Lights and effects for your rooms. A new furniture group, KCD Points only: warm lights of three sizes, moonlight, firelight, candle flames, hearth fires, smoke, incense, steam, fireflies, butterflies, bees and a fire's crackle - shown in the catalogue's preview before you buy.

  • new

    Ladders that climb. Carpenters make four ladders, from 3 to 10 metres, placed like furniture. Early Founders set them as their camp; in a fight your faction takes part in - a raid, a siege, a battle - everyone may set them on the spot for a few hours.

  • changed

    Tavern chests stay the tavern's. The chests on a rented room's landing belong to the tavern: only its keys open them.

  • changed

    The tavern's bill of fare lists the counter's food and drink beside the innkeeper's shelf.

  • changed

    No more word to the owner when someone enters a house without a key or picks its lock: you find out the way people did then.

  • changed

    Notice boards: players set up banners and crests only; written boards are gone.

Crafts and the economy

  • changed

    Brewing is easier. Herbalists find much more malt, hops, grapes and plums; beer and Troskowitz make six a batch, and wines and schnapps take fewer grapes and plums.

  • changed

    Supply orders are now Commissions, so they are not mistaken for trade packs: a town commissions pieces from a crafter.

  • changed

    Upkeep outside the towns goes to the lordship whose land the house stands on - half to its lord's treasury, the rest to his warehouse fund.

  • changed

    Bandages are the apothecaries' alone: no merchant sells them any more.

  • changed

    Carts are shown before they are bought: their kind, seats, room and price, then Confirm or Cancel.

People, horses and the realm

  • changed

    Calling your horse takes time. Away from a stable, you whistle for it - everyone around sees it - and it comes ten seconds later; being robbed, bound, hit or walking off calls it off.

  • fixed

    Horse gear put on from the saddlebags right after taking a horse out is never lost any more.

  • changed

    The realm's people keep their places. Guards and townsfolk go back to their post after a fight and take up their bench or their work again; guards give up a chase far from their post.

  • fixed

    Guards no longer turn on a raid's defenders or their allies after a stray blow.

  • changed

    Crowds talk lower. With fifteen people or more around you, your talking voice carries half as far; whisper and shout do not change.

  • changed

    Names over the realm's people only show from a few steps away.

  • changed

    The action wheel (Z) no longer lists the people around you - E on someone does it.

  • changed

    Quieter chat: no more announcements of the deeds others earn, and no more sightings reported to the watch.

  • changed

    Deeds you already earned are recognised: a Lord, a court seat, a judge, a night in the cells - given at your next login.

  • fixed

    The Authority tab no longer waits forever on "Checking...".

  • fixed

    Missing buildings after joining: a slow loading could leave the town's own buildings out until the next login; it no longer should.

  • changed

    The live map is green again, as it was.

  • fixed

    Names as they are written: d'Alessandria, dell'Orto, O'Brien or McDonald now keep their own capitals.

Where to buy for your packs, better food, thirst and tavern buy orders.

The day's third update: the packing window tells merchants where and below what price to buy, cooks get food that keeps and fills by its quality, a thirst to quench and taverns that buy their ingredients, and a few fixes to outfits and mining.

Trade packs

  • new

    Where to buy, and below what price. The packing window now says, for each good, what players and the realm sell it for and the price under which buying it still pays, with the best town from where you stand and the profit a pack would make there. A small "How is this counted?" explains the rest in three sentences.

  • changed

    Goods bought from the town's listings pay. Goods bought at an auction house from the town's own listings (what players sold instantly) in the last day give back what you paid for them plus the normal hauling profit, so buying them to haul no longer loses money.

  • changed

    Craft packs: your goods and your pieces. A crafter's pack takes the craft's goods and the pieces you make, each counted at what it costs to make - never what you wear nor a piece of one of your saved outfits.

Cooking and taverns

  • changed

    Food keeps longer. Cooked food spoils four times slower, and a dish that lost a little freshness on the way is still taken by a tavern's shelf or a stall.

  • changed

    Better dishes fill more. A dish fills by its cooking level, from 18 for the simplest to 48 for the finest; raw food fills 24 at most.

  • new

    Well fed. Dishes of level 8 and above give a short, gentle health regeneration out of combat, longer for the finest - one at a time.

  • new

    Thirst. A new need beside hunger: after about four hours without a drink you grow thirsty, after five parched, and your stamina comes back slower until you drink. Water, milk and beer quench best; an innkeeper's meal quenches fully.

  • changed

    More malt, hops, grapes and honey. Herbalists find much more malt (about one pick in eight) and a little more hops, grapes and wild honey; woodcutters find more honey; and farm barley can be malted at the brewing vat (1 barley gives 3 malt).

  • new

    Infused dishes and drinks for sale. They can be listed on a tavern's shelf and on stalls; what they hold stays secret.

  • new

    Taverns buy ingredients. A tavern's owner posts buy orders for ingredients, paid from the till: hunters, fishers and farmers sell them to the innkeeper at any hour.

  • new

    Tavern playlists. A tavern plays up to ten songs in turn or shuffled, instead of one on a loop.

  • changed

    A tavern's own food first. In a tavern a player runs, its food and drink head the innkeeper's window.

Outfits, work and shops

  • fixed

    Putting an outfit together in your inventory no longer swaps your clothes back and forth.

  • changed

    Change by your horse. Besides indoors, you can change your clothes beside your own horse.

  • fixed

    Mining and woodcutting with a polearm on your back no longer lose every other swing.

Stall prices, timed outfits, safer carts and the map's true colours.

The day's second update follows your reports: stalls can no longer serve as warehouses, changing clothes takes time indoors, a pack on another's cart takes time to untie, carts stay where you left them, and the live map takes the game's own colours with each town's warehouse a click away.

Trade packs and warehouses

  • changed

    Warehouses start ready. Every town's warehouse fund starts with 50,000 groschen and its stocks at 30%, so the first packs pay from the first day instead of selling below their worth.

  • new

    Taking a pack off another's cart takes time. The cart's own people - its owner, a key holder, its faction, the hirer and their party - unload at once. Anyone else must get down and untie a pack for 30 seconds, kneeling at the load; moving away, the cart moving, a hit or a drawn weapon stops it. The cart's owner is told, with the spot on the map. Only the cart's own people can sell its whole load at a convoy master.

  • changed

    Two convoy masters in one town. Where a town has two convoy masters, the routes name each by its side, such as Kuttenberg (west) and Kuttenberg (south).

  • fixed

    A pack made with your hands full is set at your feet and kept for you alone for 10 minutes.

  • fixed

    Mounting with a pack in hand. Packs do not ride on horses: you are told so, the pack the game set down stays yours for 10 minutes, and a pack your hands cannot take up again is put straight into them (if it still fails, log in again).

  • fixed

    Fairer packs and levies. A faction's issued gear can no longer be packed, goods bought from the realm's stock mark a pack for a day, a staff test pack is never worth more than a real one, and buying then selling back a house or buying from your own innkeeper no longer feeds the town funds from nothing. A town that nobody can refill is never held as empty.

  • changed

    Adventure's packs. On the Adventure server, the realm pays what a town cannot, every town always wants deliveries, and a hauler's profit is aimed at about 300 groschen an hour.

  • changed

    No more IOUs. When a town's fund and its Lord's pot run dry, the realm pays the rest: every pack is paid in full, at once, and the IOUs still open are paid out.

  • changed

    The seller is paid it all. A pack's price goes whole to whoever sells it; share it with your companions as you agree.

Shops and stalls

  • new

    A price cap on stalls. A stall can ask at most twenty times an item's worth (never less than 300 groschen): a plate cuirass can still sell for several thousand, an iron ingot no longer for 100,000. Lines already listed above the cap are taken off the counter and handed back to whoever stocked them, with a letter from the clerk.

  • new

    Idle shops. A stall closed or empty for more than 48 of the last 72 hours gets a final warning: keep it open and stocked for 24 hours within the next two days, or the town buys it back at its usual price and your goods come back to you.

Your character

  • changed

    Saved outfits for everyone. The game's outfits A, B and C are kept between visits for every player, no pack needed.

  • new

    Changing clothes takes time. Switching outfits - from the inventory or the action wheel (Z) - is done indoors (a house, an inn room, a building) or beside your own horse, kneeling over your gear for a few seconds a piece, up to 45 seconds; moving, a hit or a drawn weapon stops it and you keep what you wore.

  • changed

    A smaller deed card. A deed earned now shows as a small card at the bottom right, its medallion landing in a ring of light.

  • new

    Hide boards and crests. Settings (F8) > Show boards and crests: turn it off and the notice boards, signs, crests and banners on buildings are no longer drawn for you.

  • fixed

    The death screen no longer stays up after you wake at the infirmary, and /uireset puts it right.

Crafts

  • changed

    The game's alchemy table. A potion brewed above your alchemy level is no longer taken away: it is brewed down to the best quality your level allows, as many flasks, and a Henry's quality one counts a level higher.

  • new

    The goldsmith's finery. Jewellers now make the ordinary and Barnabas' rings, the Virgin Mary medallion and Pavlena's necklace, and take over the noble gloves with rings, spectacles, headbands and decorated headpieces.

  • new

    Imports found as well as bought. Tincal and jasper turn up in a miner's good loads, dogfish skin in a fisher's catch, and they hide in buried treasure and on bandit chiefs.

The live map

  • changed

    The map's own colours. The repainted maps take the colours of the game's own map again, and the lordships' colours are lighter so the land shows through.

  • changed

    Names by their towns. Each town's name stands by its own circle.

  • new

    A town's warehouse on the map. Click a town's name to see its five stocks and what it needs most.

Arms and the realm

  • new

    The raven. A new charge for your arms, and Nebakov's arms as the game paints them: a raven argent on sable within a bordure argent.

  • fixed

    No more bells everywhere. The game's bells and horns carry far beyond a music zone, so they are kept for the staff's own zones.

  • fixed

    Carts stay where you left them through a server restart, instead of going back to the cartwright where they were bought.

  • changed

    Smoother servers. The houses' chest checks and the supply orders' window cost the server far less at busy hours.

Trade packs, town warehouses, My town and painted maps.

Pack your town's goods, carry them across the land and sell them where a town runs short: trade packs replace the convoy crates, first on the Adventure server. Every town now keeps a warehouse of five stocks that its life empties and the packs fill, paid by the town and its Lord, never by the realm. The town hall becomes one window, My town, with everything a town offers in one place. The live maps are repainted, the game's own map shows the realm's places, inns pour tankards, and the heralds offer the realm's own arms, ready to take.

Trade packs

  • new

    Trade packs. A trade pack is a crate, a sack, a barrel or a bundle of goods worth about 400 groschen. Anyone can pack their town's specialty at its convoy master from the town's own goods (Suchdol's harvest, Miskowitz timber, Kuttenberg silver, Raborsch fish...), with no trade needed, and crafters pack their craft's goods at their bench, straight from the craft window. Each pack card now lists what to bring: the goods it takes, how many make a pack, what each is worth and how many you hold. You may sign a pack with your name or a mark of your own, or leave it unsigned.

  • new

    Carry it far. Sell a pack at another town's convoy master, at least 1,500 m from where it was packed: the price grows with every kilometre, with the town's need for that good and with the pack's freshness (food spoils within hours, robust goods keep for half a day), +25% on the route of the day. Your party beside you shares half the gain.

  • new

    By hand or by cart. You carry one pack in your hands, without fighting. A two-wheeler or a merchant's cart hired at any convoy master takes 2, a wagon 3; the goldsmith's coffer takes two places. At the back of a cart, [E] Trade packs: load / take puts the pack in your hands on it or takes one off; setting a pack down beside your cart loads it too. Packs do not ride on horses.

  • new

    Mind the road. A pack set down or dropped in a fight lies on the ground for anyone to take and sell. Brigands watch the loaded carts: ride with your party.

  • new

    The packs window. /tradepack, the convoy master or Z > Trading packs open it: a guide in pictures, your pack and the best sale for it now, the routes on the realm's map with what each town needs and pays, every pack you can make, the master's board and the way to the nearest convoy master. A card on screen follows the pack in your hands.

  • new

    Best for your packs. When you carry packs or have some on your cart, the routes open on the three convoy masters that pay best for them all - what they pay, the stock they fill, and the way there.

  • new

    A convoy master in every town. Every town with a town hall now has a convoy master beside its clerk.

  • changed

    The towns' specialties. Kuttenberg silver, Bylany herbs, Suchdol harvest (with the hunt's meat and the pond's fish while the fields are closed), Raborsch fish, Grund and Miskowitz iron ore, Pschitoky timber and Cuman hides.

  • changed

    Convoy masters. The towns' markets are now their Convoy Masters. Where trade packs are on, they replace the convoy crates.

  • changed

    Saved outfits for everyone. The game's outfits A, B and C are now kept between visits for every player, and switched from the action wheel (Z) - no pack needed.

Town warehouses

  • new

    A warehouse of five stocks in every town. Food, timber and fuel, metal, cloth and leather, and luxury, drawn as shelves of goods. A town's life empties them day by day, the more so the busier it is, and so do the crafts at its benches, its inn, its works, its tournaments, raids and fires. Each pack sold at its convoy master fills the stock of its kind.

  • new

    What a town pays. The emptier the stock, the more a pack pays: ×1.6 when it is empty, ×1.0 half full, ×0.4 full. The routes map writes under each town what it needs.

  • new

    Towns pay, never the realm. A pack is paid two thirds from the town's warehouse fund and a third from its Lord's pot (the crown's for the crown's towns); when a town's fund runs dry, its Lord pays its share. The funds are fed by a levy on money that already left the game in the town (stables, cartwright, crafts, infirmary, inn rooms, licences, upkeep, houses and their storage, the merchants, half the town's share of the auction house), never by a coin more from you. They pay nothing but packs: no withdrawal, no wage. A town without the money pays less, then gives you an IOU, paid in turn.

  • new

    What the stocks do. Food short makes the inn's food and drink 15% dearer; any stock under 15% holds the town's works and charter; every stock at 80% gives its citizens 10% more experience. The court sees it all in its Warehouse tab and may put treasury money into the fund, never take it out.

My town

  • new

    My town. The town hall clerk, F2 > My town, Z > My town or /town open one window for the town you stand in: who holds it, its Lord and court; your citizenship and what the next rank needs; its warehouse and what it lacks; the brigands around; the public register. Its Work tab gathers what the town pays for: the daily work orders, the town supply orders, the trade packs it wants and the contracts. Your trades and crafts, your dues and property, and the court for its officers have their own tabs.

  • changed

    Town work, simpler. The town works and the contracts to bring goods are gone: the warehouses and the trade packs take their place. Letters, brigand bounties, the daily work orders and the town supply orders stay as they were, and /orders now opens My town's Work tab.

Heralds, deeds and the store

  • new

    Arms of the realm. The heralds' window opens on 20 arms as the realm's shields and tabards bear them: the Kingdom of Bohemia, Bergow, Lipá, Písek, Prague, Kuttenberg, Sigismund and Hungary, Zaviš, Nebakov, the Teutonic Order, the Knights of the Red Star, the tourney shields and more. Take one as it is or change it, then seal it. Two charges join the lists: the double cross and the triskelion.

  • changed

    Deeds for the whole account. A deed is earned once for your account, and the window shows which of your characters earned it first. The window now keeps your points by category on one side and the deeds you are close to on the other.

  • new

    Hide the deeds. Settings (F8) > Chat & names > Show the deeds: off, no medallion, sound or chat line for your deeds or anyone else's. They are still counted.

  • new

    Trade pack deeds. Over a hundred deeds for the roads: packs made and delivered, kilometres hauled, groschen earned, every town delivered to and every specialty of the land, long hauls and full wagons, with titles from the Chapman to the Merchant Prince. They show where trade packs are on.

  • changed

    The packs' unique deeds. The Early Founder and Early Supporter packs now list their unique deed and its title in the store, in the game and on the account site.

  • changed

    Arms in six shapes, boards placed like furniture. A coat-of-arms board can be a shield, a banner, a gonfalon, a flag, a roundel or a lozenge. Boards are now placed with the furniture's gizmo - aim at the wall, then slide, turn and lean them - and can be made bigger or smaller.

The maps

  • new

    The live maps repainted. The live map, in the game and on the website, is now a painted map - deep woods, golden fields, cream roads, red roofs - with the places as gilt medallions and the towns on parchment ribbons with their holder's arms, a forest all round Kuttenberg instead of the dark edges, and every new mine, camp and place where it stands.

  • new

    The realm on the game's own map. The game's world map and compass now show our places instead of the single-player shops: town halls, moneylenders, infirmaries, heralds, stables, taverns, bathhouses and more, while the working stations, churches and fast travel stay.

  • changed

    The Cuman camp. Sigismund's camp is the Cuman camp everywhere - the game's map, the live maps, the Codex - and a town clerk there lets you become one of its citizens.

Homes, inns and decorations

  • new

    Tankards at the inns. In a tavern, pour a drink you carry into a tankard or a stein (the tavern's window > Pour into a tankard, or /tankard), up to four sips, and drink it with the left click in front of everyone.

  • new

    Trespass, online. The game's trespass icon now plays online: no icon in a place you keep - a house you hold a key to, a tavern you run, your home or your room - while a stranger who walks in without a key sees it, and the house's owner is told.

  • changed

    Furniture bought with KCD Points stays yours. If a house or business is repossessed, its bound pieces go back to the one who placed them, never to its next owner.

  • fixed

    Decorations. You sit on placed chairs and benches, not in front of them; lights set with the map editor keep their strength after a restart; the decorations' catalogue loads whole again.

Health, hunting and combat

  • changed

    Health perks off. Revenant's regeneration and Diehard's save from a killing blow no longer play online: health comes back with food, potions, rest and the infirmary.

  • changed

    Healing potions once every 5 minutes. Marigold decoction, Mandrake and Saviour Schnapps are refused within 5 minutes of the last one, and stay in your pack.

  • changed

    Recipe sheets and your crafts. A recipe found, bought or read in the game is only learned when your alchemy or smithing has reached it; otherwise it is taken away again and the chat tells you why.

Authority, brigands and trade

  • changed

    Mercenaries. A company is paid 500 a head for the whole contract, whatever its length (30 days when not said), no longer a head a day.

  • changed

    An Unlanded Faction's Authority. Its bank now holds 27 instead of 13, so declaring a war no longer leaves it nothing to fight it with.

  • changed

    Raids. Every hostile action against a faction's land or holdings is a raid; crimes against people stay the law's, agreed fights are skirmishes.

  • changed

    Brigand bounties. The bounty is paid in full up to 1,000 groschen a day, then at half, up to the usual cap.

  • changed

    Bandit camps. A band never makes camp with a player within 200 m of its spot: no more waiting on the spots for the next band.

  • changed

    Convoys. Where the convoy crates remain, a convoy now goes to a market at least 1.5 km away, the next crates come 15 minutes after a load, and markets fill faster: a long road pays about what an hour of short loops did.

  • changed

    The auction houses. Exotic wood and the forge's other rare materials are now sold there, and a purchase shows its outcome on the window - bought, or why not - instead of hanging on Paying.

  • new

    The lute. Carpenters craft lutes at their bench.

  • changed

    The craft window. Why a craft is not yours now shows when you hover its red bar, and the list no longer carries the tips.

  • changed

    The Lord of Hell's helmet and garb. They can no longer be crafted. The pieces players already own stay theirs.

Fixes

  • fixed

    The introduction. It plays once, for a new character's first arrival, and skipping it no longer leaves you with broken legs and bleeding.

  • fixed

    Selling a house to a player. The sale card no longer freezes the screen until a relog.

  • fixed

    Coins in saddlebags. Coins put in a horse's bags are counted right, can be taken out again and survive the horse's return.

  • fixed

    Treasure maps. No map leads to a chest buried under the ground or under water any more; a map already held to one is replaced and refunded.

  • fixed

    The name check. Choosing a character's name gets an answer again.

  • fixed

    The town halls on the map. Their icon is back, instead of a missing picture.

  • fixed

    Big battles. The places' signs no longer reach every player at once, which lagged the busiest moments.

  • fixed

    Two ways to make money from nothing are closed. One in a property sold back to a town, one in the realm's instant sale.

Deeds, coats of arms and players' notice boards.

347 deeds for nearly everything you can do in the realm, with points, titles, Feats of Strength and Realm Firsts, a window of their own and a moment worthy of them when you earn one; what your characters already did counts. Compose your own coat of arms or your faction's, and see it on your letters, your walls and your banners. Factions that hold a town, and Early Founders in their houses and businesses, can now hang notice boards of their own.

Deeds

  • new

    Deeds. The realm now keeps the deeds of every character: 347 of them, worth 4,410 points, for working a trade, crafting, trading at the markets and auction houses, travelling the land, holding office and citizenship, keeping the law or breaking it, fighting duels, brigands and raids, praying, drinking, playing dice and keeping a home. Many come in a series of tiers on one count (10, 100, 1,000...), a few are made of others, and each is worth 5 to 50 points and has a tier: common, rare, epic or legendary.

  • new

    The deeds window. Open it with /deeds, F2 > My deeds, or a key of your own in the settings. It shows your points and the categories with your progress in each, the deeds you earned last and the ones you are close to, and every deed with the game's own icon in a medallion of its tier, its progress bar and the date you earned it. Search, show only what you earned or what is still to do, and look at another player's deeds beside yours from the action wheel (Their deeds) or /deeds <player>.

  • new

    Titles. Some deeds give a title, such as "the Woodsman" or "Legend of Bohemia". Wear one from the window's Change title, or with /title; /title off takes it off.

  • new

    Feats of Strength. Deeds without points, for what cannot be repeated. Early Founder and Early Supporter are earned by every character of an account that holds the pack, each with its own title and banner. Pioneer marks the characters who came in a server's first month. The hidden Realm Firsts go to the first of each server to master a trade or a craft, to become a Patrician or to earn 100 deeds; a first already reached before today stays unclaimed, since nobody can tell who got there first.

  • new

    Your past counts. The first time each character comes in, its past is counted once: every coin in its money records, its trade and craft levels, its rank, houses, businesses and fortune, and what it made and gathered in the last 30 days. Everything it earns that way arrives on one card.

  • new

    When you earn one. A medallion falls at the top of the screen in a burst of light, with its name, its points and any title it gives, to the sound of bells. The players within 20 metres and your faction see it in the chat; a legendary deed or a Realm First is announced to the whole server. Deeds count work, trade and roleplay, never killing another player.

Coats of arms and notice boards

  • new

    Coats of arms. /crest opens the heralds' window: choose the field's tincture, a division, an ordinary and one of 26 charges (a lion, an eagle, a griffin, a dragon, a stag, a key, a tower, a fleur-de-lis...), their tinctures and how many, and see the shield drawn as you go. The window warns when the rule of tincture is broken. Your arms are pressed into the wax of your letters, and a house's owner can hang one shield of arms inside their house. A faction's master, or a rank that edits the ranks, composes the faction's arms (/crest faction, or the faction window): they head the faction window and fly on the banners of the towns it holds. Arms are composed only from the heralds' lists, with no picture uploaded; a faction's arms change at most once a day, every change is recorded, and the staff can reset or lock arms that break the rules.

  • new

    Notice boards of your own. Players can now hang notices, signs, painted words, banners and shields of arms with /boards: the window lists the boards you may manage, makes one, previews it and hangs it on the wall you look at. A faction holding a town places up to 20 boards in it (in Kuttenberg, in the ward it holds), with the new rank right Boards, which only the master has at first; when the town or ward changes hands, the boards of the faction that held it come down. An Early Founder places 3 boards in each of their houses and businesses for the pack's three months. The staff see, move and remove every player's board, and every change is recorded.

  • changed

    The Early Founder pack. It now includes notice boards on your houses and businesses, three each, for its three months.

Story requests, official documents and a walk through the towns.

CK requests become Story requests that every party signs, town courts issue real charters and orders, horses slow to a walk in the towns, the instant sale follows what the realm already holds, and the farms are rebalanced with employees of their own. Since 20 October the Authority system is switched on, a won raid takes a share of the town's treasury, and the wiki is reorganised for new players.

The story of the realm

  • new

    Story requests replace CK requests. CK requests are now Story requests. One character can ask for a major event in the realm's story, based on what happened in character. They describe what happened, what they ask for and the possible outcomes (exile, prison, seizure of goods, full death or a simple PK), then invite the other parties by their characters' names. Faction Management reads every request first, then informs the parties and their faction leaders with a sealed letter in game. Everyone talks it over in the request's thread on the account site, Faction Management sets the terms, and every party signs them. By signing, each party accepts that any agreed outcome can happen to their own character, depending on how the story unfolds. Once everyone has signed, the story is agreed and the staff carry it out in game. Find it under Tickets > New ticket > Story request.

  • changed

    Reports are settled between the players first. A report of a player or a situation on the account site now names the characters involved, found by their names on your server (up to six). Each of them gets a sealed letter in game and a line in the chat, at once or at their next login, and reads the whole report and answers in it. The staff are not called in at first: you talk it over together. Once it is settled, its author closes it with what was agreed, and the staff keep the whole conversation in their archive. The characters named cannot close it. If you cannot agree, any of you may call the staff in, saying why, and the report waits for them like any other. Find it under Tickets > New ticket > Report a player or a situation; /report in game still reaches the staff on duty at once.

  • changed

    The Courtesy Charter is no longer signed at login. You go from the rules straight into the game. The Common Courtesy Charter still applies in full and can be read on the account site's Settings.

  • new

    Factions can stay off the players' list. The players' list (Tab) no longer gives away who runs with whom. A faction's leader (its master, or a rank that sets the ranks) now chooses on the faction window's Overview whether the faction is shown in the list. Criminal bands are hidden by default and every other faction is shown. When a faction is hidden, everyone else sees its members without a faction: no colour, no name, grouped with those who have no faction, and a search by the faction's name finds nobody. Its own members and the staff still see it.

  • fixed

    No names in the automatic action lines. The lines the game writes for you (a horse whistled for, an item handed over, a door opened...) showed your full name to people who had never met you. They now show the name each listener knows you by, or Unknown, as speech does.

Towns and courts

  • new

    Official documents. A town's head (its Bailiff, or the Lord), its Castellan and its Stewards now issue charters and official orders from the court window's new Charters tab (or /charter). They can start from a template (an appointment, a permit, an order, a confirmation of authority) or write their own words. They choose the recipient, the title, the text and how long it is valid, and sign on behalf of the court, its head or themselves; the number, date and issuer are filled in. The document is a real paper in the pack: it can be handed over, stored, robbed, looted, dropped and picked up, and there is only ever one of it. Read it from the pack, or Show it to everyone within a few metres. Its words never change, but it shows as Valid, Expired or Revoked when read, and a revoked one is marked invalid with who revoked it and why. Every document stays in the town's registry with its full history, even if the paper is lost. Only the officials who issue documents and the staff can read the registry. /charter no longer shows the Courtesy Charter.

  • improved

    Find a citizen. The town court's Citizens tab can be searched by first or last name, or by a property held in the town. Its column headers and the last-seen dates wrap onto two lines instead of being cut off.

  • fixed

    Every house of your town. F2 > My town now lists every house of the town, free and occupied, with its price and distance. You can show all of them, only the free ones or only the occupied ones, sort them by distance or price, and scroll through the whole list. Only the 12 cheapest free houses were listed before.

  • fixed

    The court on the account site. The account site's Town court page failed to load for officers who lacked some of the court's rights. It opens again.

Economy and gathering

  • changed

    The instant sale follows the realm's stock. The instant price now depends on how much of a good the realm already holds, unsold, from earlier instant sales. Up to 3 days' worth of its recent sales, the full price is paid. Above that it drops in proportion (twice as many days of stock, half the price), down to 1 groschen, and the Sell tab says the price is lowered and from what. The price comes back as the stock sells, and it is checked every 10 minutes. The lowest price a new listing may ask follows the same price; listings already up keep their own.

  • changed

    No more runaway asking prices. At the auction houses, a new listing may now ask at most 30% more than the dearest piece of that item already on sale by others, at any house of the land. The realm's own stock counts; your own listings do not, so relisting cannot push the ceiling up. A listing above it is refused with the most you may ask.

  • changed

    Rare finds are rarer, and paid less at the counter. Silver nuggets, crystals, amber, pearls, royal antlers and the other rare finds now turn up a third as often from mines, woods, herbs, fishing and the hunt. A river pearl comes once in 120 catches (it was 40), a fallen body's rare find is a third as likely, and the farm's ancient seed comes a third as often. At the instant sale, a rare find is paid a quarter of its price.

  • changed

    What a beast gives. Every carcass now gives 1 piece of meat (venison, boar meat or hare): no second piece, no extra from the yield, and no doubling from the king's huntsman. Antlers drop 30% of the time (was 60%), tusks 25% (was 50%), and owl feathers and saltpetre turn up half as often.

  • new

    Exotic wood from the woods. A woodcutter's fine load now and then turns up a piece of exotic wood (about one in 40, more often from level 4), straight into the pack. The weaponsmith needs it from level 6, and until now only the Kuttenberg importer sold it. He still does.

  • new

    Which trees can be cut. With your axe in hand, a small yellow mark now shows over each tree of a woodlot within 45 m. A tick marks a standing tree, a plus a felled trunk with loads left, and a grey cross one being worked by someone else. Fists no longer gather anything: you need the tool in your hand, not just in the pack.

  • improved

    Bath maids and serving girls. The bath maids and serving girls hired by bathhouses and taverns now stand as women, dressed as townswomen. They all stood as men before.

  • new

    Woodlots and quarries on Trosky. Every wood and mine on the Trosky map now has its woodlot or quarry beside it, as on the Kuttenberg map.

Horses and combat

  • improved

    Gallop freely in towns. The town walk rule, where a horse galloping through a town's heart threw its rider, has been removed. Ride as you like again.

  • changed

    Bows and crossbows. A player's shot on another player now does 0.6 of its damage (it was half), and head shots do full damage again.

  • fixed

    A dead body is for /loot only. During the five minutes a body lies dead, /rob and /confiscate are refused on it, and they are gone from the person menu; /loot is the way to search it.

  • fixed

    Hermes' Haste stays off. The disabled perk's lasting Sprint bonus is now removed along with the perk, which some characters were still getting.

Farms (in preparation)

  • new

    Farming for those with a field. Farming is now for those who have a field: one that comes with a house, business or property you own, or one whose owner has hired you on it. Without one, the farmer's trade and its work are refused with "a farm field is needed". The farm window opens from F2 > Work & trade > Farming (or the Farming card in your trade's window, or /farm). Its new How it works tab walks you through the field, the trade, the seed, working a strip, selling, the animals and the employees, and it opens first for anyone without a field. Hens and piglets are bought from My fields > The yard, and seeds are sold at the markets again.

  • changed

    Farming rebalanced. Crops now take twice as long to grow (cabbage 5 h, carrots 4 h, onions 6 h, barley 10 h, hay 8 h). Each load is worth more (cabbage and onions 7 gr, carrots and hay 6, barley 9), and a strip gives fewer, richer loads, so there are fewer trips to market. A farmer working 20 weeded and watered strips earns about 250 groschen an hour at level 1. The harvest grows 5% for every farmer level above the first, up to +45% at level 10, instead of the old double and triple loads. A character can work 20 different strips a day (the same strip again is free; the count resets at midnight UTC).

  • new

    Farm employees. A field's owner can hire up to 10 employees by name, who work its strips and tend its animals. The farm window's new My fields tab shows every field you own or work: each strip's crop, time left and who sowed it, your hens and pigs, your employees and the field's log, which records who did what.

  • improved

    Fields in the town court. The town's leaders see every field of their town in the town court's new Fields tab (F2 > Town court, or /court): whether it is active or idle, whose it is and why. They can give a field to a character, make it the town's, or hand it back to its land's owner.

  • fixed

    Tilling to the end. The tilling, sowing and weeding pose now lasts until the ring is full, instead of stopping halfway.

The Authority system

  • new

    The Authority system is switched on. Since 20 October, the new rules for the factions' power struggles are in force. Every faction has an Authority bank that fills each week (9 for a Lordship House, 6 for a landed faction, 3 for an unlanded one, up to four and a half weeks' worth). It pays for raids on another faction's holdings (3, announced by the bell and the town clerk 30 minutes before they begin, inside the holding's daily 4-hour attack window), war declarations approved by Faction Management (12), pitched battles (6) and sieges (9). Factions can also sign pacts (non-aggression, trade agreements and alliances), hire mercenary companies and agree free skirmishes. Only the side that starts a fight pays; defending is always free. The town court's Attacks tab is where the head and the Lord set their towns' windows. Everything is on the wiki's Authority page.

  • new

    Winning a raid. When a raid ends, the living inside the holding are counted: the raiders against the defenders (in a wartime raid, also the factions on each side of the war and the mercenaries either side hired). The dead and the downed count for no one. With more raiders than defenders standing, the raid is won and the raiders take 5% of the town's treasury into their coffers; otherwise the defenders held. The outcome, the counts and the loot are announced and kept in the raid log, and Faction Management may rule otherwise afterwards.

  • new

    Coffers sealed under a raid. From the moment a raid is declared on a town until it ends, the town's coffers are sealed: its officers can spend nothing, pay no withdrawal, pardon no fine and grant no property. Taxes, upkeep, fines, gifts and sales still come in. The court's Treasury tab says until when.

  • changed

    Mercenaries hired by the day. A mercenary contract now costs 500 groschen per company member per day, for 1 to 30 days chosen by the hirer (7 by default), paid up front. The hire window has a days picker and shows the total before you sign; /hire <company> [days] works too.

Windows, the wiki and the account site

  • new

    Held at level 3? The craft window says why. When the professions' limit holds a craft at level 3, its experience bar is hatched and the window says so: which trades and crafts past level 3 fill your hands, and how to free a place (/quitjob or /quitcraft at a town hall's clerk). The crafts list shows your own crafts first and every other craft greyed after them, so you can still look at their benches and recipes; it is as wide as the longest name, never cut.

  • fixed

    The town court's lists scroll. The Fields, Charters and other long lists of the court window now scroll inside the window, with a scrollbar in the game's own style, instead of running off its foot.

  • improved

    The wiki, reorganised. The wiki now has ten clear groups in reading order, from Getting started to Reference. Long pages are split (farming, character kills, recipes, town officers, the town treasury...), the long pages open with an "In short" box, every page has See also links, and the home page has a Start here path for your first hour.

  • fixed

    The craft window shows what you carry. After you reopened a bench, its materials could show as 0 although they were in your pack, until you reconnected. The window now always shows the craft as it is.

  • fixed

    Craft window labels. The labels of the craft window's info row wrap onto two lines instead of being cut off.

  • fixed

    The decorations window opens. F2 > Decorations was sometimes refused as too large. It now opens in every language.

  • fixed

    Typing your e-mail in game. Typing into an e-mail or number field of an in-game window (the login's e-mail) no longer fails.

  • improved

    Refund requests. Players no longer choose which admin handles their refund request: requests come in unassigned, and the staff assign them on the request's page. Clicking an item in the search now adds it at once, with its amount beside it.

For the staff

  • new

    Aerial view. F3, /aerial or F2 > the staff's tools > Aerial view (Mappers and Admins) lifts the camera high over the land like a city builder. It shows players (names on or off), NPCs, places, houses and properties, fields and wells, woodlots and quarries, decorations and the latest fights, deaths and raids. A search flies you to anything, and each marker's card offers the staff's usual commands. NPCs, places, decorations, fields, woodlots and buildings can be dragged and turned from above, with Undo; players never are.

  • fixed

    Aerial view and Backspace. Backspace no longer closes the aerial view while you type in its search; only Esc does.

  • improved

    /court for Lead Admins. A Lead Admin with no part in a court can still use /court: they pick a town and act in its court with every right.

  • fixed

    Admin jail returns players where they were. When a player is released from the admin jail (/unjail, the panel, the site, or the time served), they go back to the spot where they were jailed, not to the jail's exit.

  • fixed

    /cleardrops clears everything. It now removes every kind of item lying on the ground (food, potions, herbs, documents...), not just weapons, armour and ammunition.

  • improved

    Tickets and staff stats. A ticket's page shows the staff the hour it was written, in the servers' clock (UTC). Each server's staff management now sees its own staff's statistics page.

  • new

    Denied, and no appeal again. When the staff deny a ban appeal they can also close appeals for that account on that server: the player is told in the appeal and cannot send a new one there. The staff can unlock it later from the appeal's page.

The hunt

  • new

    Ten new hunting grounds. On the English Strict RP server, ten more royal forests have their huntsman: in the woods around Pschitoky, Bylany, Opatowitz, Old Kutna, Wysoka, Maleshov, Suchdol and Miskowitz, each well away from the grounds you already know.

  • changed

    Busy forests fill again faster. While a ground is hunted below its stock, a beast used to come back every 2 minutes whatever the crowd. That wait is now shared by the hunters there: 2 minutes for one, 1 minute for two, down to 20 seconds when the forest is full of them. It always comes out at least 80 m from everyone.

  • changed

    No more spawn kills. A beast that has just come out of the thicket cannot be brought down for its first 15 seconds: a blow or an arrow leaves it untouched and it bolts. Waiting where the game appears brings nothing; tracking it does.

Contraband

  • changed

    Learning by watching, told and for everyone. Whoever watches a brewer's whole batch now learns the recipe whatever their Alchemy or Brewing level; they can make it once their craft reaches it. The watcher is told when the batch begins (stay within 5 m until it is done) and if they step too far away. Before, only the brewer saw that message.

Shop managers, a room for everyone and rarer relics.

A stall or a tavern can be kept by up to three managers while its owner is away, every inn now has a room for whoever asks, the legendary relics become truly rare, a new character's starting coin stays with them, and KCD Points can be bought through Tebex.

Businesses

  • new

    Shop managers. Whoever runs a stall or a tavern can name up to three managers on the Managers card of the counter's Manage tab, by a character's full name, or with /shopmanager add. A manager stocks the counter and the innkeeper's shelf from their own pack, sets the prices, takes goods back into their pack, empties the till into their purse and reads the ledger, where everything they do is written under their name. They cannot rename the business, sell it, give it to a faction, lend its keys or name managers of their own. The owner takes a manager off at any time, a manager may step down, and every manager loses their place when the business changes hands.

  • changed

    A room for everyone. The inns no longer have a set number of rooms: there is always one free, and the innkeeper's window shows the price and a single Rent a room button instead of corridors of numbered doors. You keep one room at a time, as before, and rooms already rented keep their number. To join a friend, the window lists the renters in their room right now, by the name you know them by. Those who run a tavern have a new tab, The book, with every tenant, since when they rent, how their rent stands, the rent owed each week and what of it reaches the till, and the week's price.

The realm

  • changed

    Relics are rare again. The game's quest relics now come only from a deserter captain of difficulty 8 and up - no more from brigand chiefs, buried chests or contracts - and never more than three a week in the whole realm, nor a second one for the same character within a month.

  • fixed

    The starting coin stays yours. A new character's starting coin dropped on the ground was never caught: it now goes straight back to the purse, and nobody else can pick it up.

  • fixed

    No free experience past 50 pieces. Past the 50th piece of the same recipe in a day, each piece trains a quarter of its experience and nothing more: the "at least 1 experience a batch" no longer applies there, so making a cheap piece one at a time is no way up.

  • fixed

    Hold F to butcher. The hint after a kill now says to hold F at the carcass (or type /butcher) when the Butcher prompt does not show.

The store

  • new

    Tebex. The account site's store takes payments through Tebex beside card and PayPal, at PayPal's price.

Farms (in preparation)

  • changed

    Whose field. Fields are no longer leased for a weekly rent. A field now belongs to the owner of the house, business or property it lies by (a business held by a faction: the faction's), and follows it when that place changes hands; its owner, those the house or business lets in and the owner's party work it and keep the animals in its yard. A field by no owned place is the town's: a village field, open to every farmer as before. The town's leaders see every field of their town in the town window's new Fields tab - active or idle, whose it is and why - and can give one to a character, make it the town's, or hand it back to its land's owner. Those who leased a field keep it: the town made it theirs, nothing they sowed or bred is lost, and the unused part of their week came back to their bank with a letter.

  • changed

    Wells by the fields. The board that stood at each field's front is gone (the farm window is still /farm or F2 > Work). A well now stands right at a field's edge, and one well serves every field within 20 m of it, so gardens side by side share theirs; its prompt counts the strips waiting for water across all of them. The staff move each well with a blue square in the farm editor.

For the staff

  • new

    The farm editor. F2 > the staff's tools > Farming (or /editfarms) shows every farm field from above for the mappers and the admins: drag a field to move or turn it, its edges and corners to add or take away strips, its yard to place the coop and the pigsty; draw new fields, set their owner as the town window does, add or take away an animal area, delete one. Planted strips are never taken away, and animals taken away are paid back to the field's owner.

  • improved

    The staff commands page. The account site's staff commands page lists the map editors (marked Mappers too) and sorts every command into its group: map editing, properties and tavern rooms, businesses and auction houses, checks and logs.

Rare plants in the wild, and the realm's own calendar.

Herbalists find rare plants in the wild, the realm keeps its own calendar in 1403, F2 becomes a side panel, and decorations are placed in 3D.

Wild herbs

  • new

    Rare plants in the wild. Picking herbs in the wild can now turn up a rare plant besides the herb, straight into your sack: mandrake, henbane, hemp, ergot rye, wolfsbane or the opium poppy, in the same proportions as at a herb meadow. A herbalist finds one about every 14 picks at level 1 and every 10 at level 10, and the Mandrake lore perk makes mandrake more common. Only herbalists find them. Someone who knows no contraband recipe comes upon the forbidden herbs half as often. A golden card shows the find to you alone, and a full sack leaves the plant where it grew. The forbidden herbs are contraband in your sack, as from the meadow. A herbalist's pick may still, rarely, turn up an ancient mandrake.

Bandages and the ground

  • changed

    Bandages cost a padding. An apothecary makes one bandage from two nettles and a tailor's padding (it was two from two nettles), in 8 seconds. Past alchemy level 3 a bandage trains nothing: it is a beginner's recipe, not a way up.

  • improved

    Dropped things go. Whatever a player drops on the ground, but coin, is taken away after 15 minutes, and the ground's limits count a stack by what it holds: thousands of a thing dropped in one heap no longer stay.

Decorations

  • new

    Place a piece in 3D. Place, Try and Move in the decorations' window now hold you still and show the piece with arrows, a ring and a square to drag with the mouse, the camera turning round it: fine steps (25, 5 or 1 cm, 15, 5 or 1 degrees), typed values and "On the floor". E places it, Backspace gives up, and the window comes back for the next one.

  • changed

    More pieces around a business and a town. A business holds 50 pieces of furniture, 100 when its owner has the Early Supporter pack and 300 with the Early Founder pack; a town's streets hold 300.

Life in the realm

  • changed

    Wake in your own town. After a death you wake at the infirmary of your citizenship's town (the nearest of its infirmaries), else Kuttenberg's, else the nearest one. A fall in a battle in that very town still wakes you away from the fight.

  • new

    The realm's calendar. The date is the roleplay's own again: one day of the realm for each real day, turning at midnight, from 14 April 1403. Day and night keep their own pace.

  • changed

    Bows and crossbows. A player's arrow or bolt does half its damage to another player (beasts and NPCs as before), and marksmanship trains at a third of its pace.

  • new

    A longer rules test. On the strict servers, the rules test draws 10 questions from 45; 8 right passes, and every mistake is explained with its rule.

  • new

    Names read on International. A new character's name on the International servers is read as it is made: a joke, an insult, a famous figure or a modern name is refused with the reason and a name close to it.

  • improved

    F2 at the side. F2 is a slimmer panel docked at the left, with a search and headings that fold. Hovering a line shows its title alone.

  • fixed

    Queue priority. The Early Founder and Early Supporter places in the login queue were never applied: they are now.

  • changed

    Automatic cheat ban: 24 hours. A cheat tool caught by the server bans for 24 hours the first time, not for good; a second time is final.

Factions

  • new

    The store rooms right. Taking from a faction house's store room needs the keys and the new "Store rooms" rank right; every rank that had the keys has it until the master takes it off.

  • new

    The faction ledger on the account site. Ranks with the ledger right see the coffers' whole ledger and every load put into or taken out of the faction's store rooms, by whom, with filters, totals and a CSV.

Work and music

  • changed

    Copper is common again. A rock gives copper ore six times as often, and coal a little less: copper is no longer rarer than gold.

  • new

    Play the lute. With the game's lute in your pack, the lute emote (wheel, F6, /e lute) puts it in your hands, and /lute plays a song heard within 20 metres.

A fairer market, and inns that sell their drink.

The economy steadies: the auction's instant sale pays one fixed price for each item, the same at every house, and you can now post purchase orders. Brigand bounties are shared fairly and capped by the day. Food and drink leave the merchants' shelves for the players' inns, whose bill of fare now sorts every drink, travel food and each dish's nourishment. Master's pieces keep their name, downed players show their name again, and the trades' lines stay close by.

The auction houses

  • new

    Purchase orders. On the Orders tab, ask for a good: how many, the price for each, for 24 hours, 72 hours or 7 days - up to 20 orders at each house. The whole order is paid when you place it and the house holds the money; sellers are paid from it, and what is not bought comes back to your account if you cancel it or when it ends. An order never offers less than the instant sale pays. Selling now fills the house's best orders first, when they pay more than the instant sale; the goods go into your sack, or wait for you at the auctioneer.

  • changed

    One fair instant price. The instant sale pays one set price for each item, the same at every house, never moved by listings, sales or orders. A gathered good pays what its trade earns from it, a little better: about 2 gr for coal, 3 for ore, 4 for logs, 14 for a hide, 25 for silver and 38 for gold. Crafting parts and rare finds pay their share of their worth, other items what a merchant would pay. The realm is a safety net, not the best buyer: players and purchase orders pay more.

  • changed

    No listing under the instant price. A piece can no longer be listed for less than the house would pay for it at once; listings already under it are raised to it. What the house buys, it puts back on sale at twice what it paid, and the cut on those sales goes to the crown, not to the house's owner.

  • changed

    A house's cut at most 50 %. An auction house's owner sets its cut between 15 and 50 % of each sale (60 % before); cuts set higher are brought down to 50 %.

  • improved

    Saltpetre is lawful. Saltpetre is no longer contraband: it is never seized, sells at the auction houses with the mines' goods and at the market, and is still one of the still's ingredients. Contraband goods in your sack now carry a skull and the word "Contraband" on their card.

Food and drink

  • changed

    Merchants sell no food or drink. Water, milk, beer, wine and every dish leave the merchants' shelves; potions stay. Food is the players' inns' trade, and the innkeepers' kitchens still serve their meal.

  • improved

    Every drink on the Drink tab. The wedding beers, schnapps, moonshine, Saviour Schnapps, wine and mead now sit on the bill's Drink tab, an owned tavern's shelf included, instead of among the dishes.

  • new

    Travel food. A new tab for the food that never spoils: dried meat and fish, dried salami, cheese, fruit and mushrooms, sauerkraut, walnuts.

  • new

    Each dish's level and nourishment. The bill of fare, the kitchen's window and the brewing vat's show each dish's level and how much it feeds you; strong drink does not feed you. Infused dishes no longer stack with plain ones, and sell at the plain dish's price.

  • changed

    The innkeeper's meal costs 90 gr. Eating at an innkeeper's table costs 90 gr instead of 25.

The wilds

  • changed

    Brigand bounties rebalanced. Head prices rise by 60 %: a camp pays some 400 gr on average, shared among everyone who struck a blow. A hunter takes at most 300 gr from one camp, a camp pays at most 1,500 gr, reinforcements or not, and a character draws at most 2,500 gr of bounty a day: past it, the bailiff tells you that you have had your share for the day.

  • changed

    Camps every 10 to 15 minutes. A new camp rises every 10 to 15 minutes, six at most at once, and 10 to 15 minutes after one is cleared - no longer every few minutes, which flooded the realm with camps and coin.

  • fixed

    Charcoal again. The woodlots on the colliers' clearings give charcoal, as the Charcoal Woods did.

The crafts

  • fixed

    Master's pieces keep their name. A master's finish left a plain piece behind: the piece now comes back named "Master's ... by" its crafter. Everyone who lost a finish in the last two days got their rare find back in their sack, to finish the piece again. Showing a master's piece to those around now names it in full.

  • improved

    One pearl, one saltpetre. The game's freshwater pearl and saltpetre count as the sack's river pearls and saltpetre at every bench, and a fisher's pearl goes into the sack.

  • improved

    The trades' lines heard close by. The lines that crafting, gathering, farming, butchering, the woodlots and the quarries write by themselves are heard within 5 metres, no longer across the street.

  • fixed

    Craft at your still. The Craft button works again for the still's and the vat's recipes.

Life in the realm

  • fixed

    Downed players show their name. A downed player's name and id show over the body again within 25 metres - the id that /revive, /rob and /loot ask for; a stranger shows as "Unknown (id)" within 8 metres.

  • fixed

    The chat in the server's language. Lines that several players read - emotes, speech, whispers, dice, doors, the realm's news - are written in the server's language, never in the language one player chose for their own screen.

  • fixed

    Full chests keep what you put in. A chest past its 200 rows lost each new piece put in. Chests now stack what they can, and what does not fit stays in your pack with a message.

  • changed

    Hermes' Haste disabled. Vitality's "Runaway boy" perk is disabled on our servers: it is taken off and its point given back.

  • improved

    Steadier in big crowds. After 300 players gathered in one place on Strict RP and the server dropped most of its players, its network settings were tuned for crowds that size.

  • improved

    The Russian server's new rules. The [RU] server has its staff's new rules (17 sections) and a longer rules test: 15 questions out of 44, one mistake allowed.

A more immersive realm, and herbs at the auction.

The realm draws you in: no more words floating over other players - press E on someone for everything you can do with them - and no more brigand news filling the chat. New emotes to sit, lie down, sleep, kneel or play the flute, and gestures that walk with you. The herbs you pick and the forge's ingots go on sale at the auction houses, your horse's saddlebags open with your pack, and the tailor's window opens again.

Your screen

  • improved

    No more words over players' heads. The "[E] Actions", "[E] Bind" and other words no longer float over other players: the game’s own key hint in the corner of the screen says what E does, as with anyone in the single-player game.

  • improved

    E on a player opens the list. The use key on someone who is not tied up always opens what you can do with them - introduce yourself, trade, pay, tend their wounds, and for the law bind them - instead of acting at once.

  • improved

    Your horse's saddlebags and its load together. Open your pack (B) beside your own horse: its saddlebags' items and its load of crafting goods show in one panel - an item goes to the saddlebags, a good to the load. Beside a horse lent to you by its spare bridle, its saddlebags.

  • improved

    The premium store in a new order. Home and upkeep first, with the furnishing in it; then your characters, with the dog; then the queue; then crafting and the herald; prestige last - in the game and on the account site.

  • fixed

    Your place in the queue among your perks. The store's Your perks now lists the first or the second place in the server queue a pack gave you.

The auction houses

  • improved

    Herbs and ingots on sale. The pack's items a craft takes as its goods trade beside the sack's goods: the herbs picked in the wild (marigold, mint, valerian ...), sulphur, the forge's ingots and pieces, the kitchen's. They sort under Herbs or Parts.

  • new

    Instant sale at a faction's house. Sell at once at a faction's auction house as at a town's: the pieces go to the house's own stock.

  • improved

    The Lord's share goes to his House. The Lord's 5% of every sale in his lands goes into the coffers of his faction (a Lord without one: the town's treasury), with no line in the chat at each sale.

  • fixed

    A crowded auction house opens again. Past ten thousand listings, a server could not read its auction houses at its start: they are read in parts now.

Life in the realm

  • new

    New emotes. Sit, sit with your knees up, lie down, sleep, lie wounded, sit and play the flute - sitting down and getting up as on every screen; kneel, pray kneeling and nap against a tree, each with its own way in and out. "On the move": eight gestures of the arms that walk with you - drink, wave, point, shout, applaud, read a letter, count coins, hands tied. The wheel on G holds eight of them.

  • improved

    The law's poses. A prisoner's rope pose holds (a key, a step or a blow no longer ends it), the stocks have their own pose at a pillory, and the law makes a prisoner kneel, sit, stand, walk on the rope or gagged - from the person menu or /prisoner.

  • improved

    Arrows and bolts do not bleed. A shot wounds but never starts a bleeding, on every server; blades and blunt blows bleed as before.

  • improved

    Reports close after an hour. A report no staff member could take within 60 minutes, or whose author left, is closed - you are told, and asked to /report again if it still stands.

  • new

    Adventure is international. The Adventure server welcomes players of every language: each reads the game in their own. It shows as [ALL] in the server list.

The wilds

  • improved

    No brigand news in the chat. A camp made, a band put down, a band moving on, a road barred: none of it is cried any more. Ask the town clerk, the bailiff or the herald, look at the live map, or type /banditry. Those who bring a band down still hear their own bounty.

  • improved

    Camps keep to the wilds. Brigands never make camp within 250 metres of a house, a village's stall, shop, tavern or delivery point, or a town's edge.

  • fixed

    Brigands stay where they fight. A brigand at grips with you is no longer moved back to the ground or set apart from his fellows mid-fight - he no longer vanishes and reappears.

The crafts

  • fixed

    The tailor's window opens. The tailor's recipes, the most of any craft, came to the window faster than the game allows, and some were lost: the window never opened. They now come at the game's pace.

  • fixed

    Never a stuck keyboard. A craft window that has nothing to show yet gives the keys back - no more keyboard held by an empty window until you reconnect.

  • fixed

    Your materials, at once. The craft window shows what you carry as soon as it opens - goods taken from a storeroom, given by another player or just gathered included: no more reconnecting for a bench to see them.

  • fixed

    The game's benches ask the quality's level. A potion brewed at the game's alchemy table, a piece forged at its anvil, a dish cooked at its fire now needs the level that quality needs at our benches - a Henry's potion needs the alchemy a Henry's potion asks, not the weakest one's.

Your account

  • fixed

    Long e-mail addresses. The forgotten password's field takes an e-mail address of any length.

Crafting goods at the counter, and the game in your language.

The auction houses become the crafting goods' market: bought at once, straight into your sack. Every player reads the game in their own language - nine of them, Brazilian Portuguese the newest. Fuller forests, quarters and vaults for the great Houses' castles, 21 new dishes for the cooks, and brigand camps that hold against a crowd.

Your screen

  • improved

    Fifty supply orders a day. An account may now fill up to 50 town supply orders a day (10 before).

  • improved

    Up to four crafts. Take up to four crafts at the town hall's clerk: the first two to pass level 3 go on to level 10 and count as professions, the others stop at level 3.

  • fixed

    No strength from an unkillable NPC. Swinging at a keeper, a herdsman or a pasture's beasts already trained no weapon skill; it no longer trains strength or agility either. Carrying, running and real fights train them as before.

  • fixed

    No more Blacksmiths' guild longsword. The forge no longer makes it: it is one of the game's quest pieces, which stayed stuck in the pack and could never be worn. A sword already made is refunded through a refund request on the account site.

  • fixed

    A coach fare pays for a ride. The fare is the traveller's coin handed to the coachman; the trade's own pay and XP come only when the ride went somewhere - a fare asked again on the spot made coin out of nothing.

  • new

    Read the game in your own language, on every server. Pick it when you create your account, then change it whenever you like: the account site's Settings, the game's settings (F8 > Language, a card for each language with its flag) or /language. Menus, windows, messages, tips and what other players' actions tell you come in your language - English, French, Spanish, Russian, Czech, Polish, Italian, Turkish or Brazilian Portuguese, the newest. The game's own texts (items, its menus, voices) follow your KCD2 language. See Your account.

The kitchen and the land

  • new

    21 new dishes at the kitchen. Cooks now bake and prepare what the game's fire never made: pretzels, bread rolls, bagels, bread, Jewish and Kuttenberg bread, sweet pancakes and marikľa, the three kolaches, sauerkraut, curd cheese and cream, cracklings, bacon and Kuttenberg bacon, smoked and Kuttenberg sausage, the roasted chicken leg and salted herring. Barley malt stands in for flour; eggs, cabbage, milk, pork and chicken come from the tavern's pantry. See Crafts.

  • fixed

    Your kill is yours: the hen's chicken picked up again. The food lying on the world's tables stays out of reach, but a chicken from a hen you killed is no table's: you pick it up again.

  • improved

    The food on your own tables. The bread, fruit and dishes the world sets on the tables of your house or your business (a tavern you run, or one you hold a key to) are yours to take. Everyone else still leaves them be.

  • fixed

    No new character comes barefoot. The apprentice, the miner, the army straggler and the foreign merchant now arrive in vagrant's boots like the other origins.

  • fixed

    Hand over a decoration from your pack. A crafted decoration carried in your pack (B) could not be handed to someone beside you: it answered "You carry 0 of those". It now goes over like any item.

  • fixed

    A chest's coins go into your purse. Coins taken out of a chest - a treasure's buried purse, the game's loot - went nowhere; they now go straight into your purse.

  • improved

    Impounded carts and horses claimed by the faction. A cart or a horse of a faction's that the watch impounded can be claimed back by its members and its key holders too, with a claim button for carts in the window.

  • fixed

    The farm work's pose holds. Working a field plays its pose again when the game drops it.

Taverns and towns

  • improved

    The auction houses trade crafting goods only. The goods of your sack - timber, ores and coal, herbs, fish, game and hides, the brewer's and the grower's wares, the crafts' parts and the rare finds - are put up by players and bought at once, at the counter: you pay (your purse, then your account at the moneylender) and the goods go straight into your sack, as far as it has room. One listing, or Buy the cheapest across them. Weapons, armour, clothes, potions and decorations are traded between players, face to face.

  • improved

    No automatic undercut. Putting a good up for sale now starts on the lowest price already asked here - the same, not a groschen less. Set your own price if you want to sell cheaper.

  • improved

    Categories for every kind of good. The Buy and Sell tabs sort the goods by their trade: Timber, Ores & coal, Herbs, Fish, Game & hides, Brewing, Crops & seeds, Crafts' parts and Rare finds.

  • changed

    No more opening and closing, purchase requests or deliveries. Nobody needs to stand at the counter any more, and nothing waits for a manager's approval or a courier. Unsold goods come back straight into your sack.

  • new

    The watch of your own towns. A faction that holds a town can give a rank The watch of our towns (the Ranks tab): its members may bind, search, fine, put in the pillory and impound, as the watch does - in the towns the faction holds, on someone standing in the same town. They hear the townsfolk's cries there too.

  • fixed

    Axes and picks heard where they swing. The blows at the woodlots and quarries, and a tree or a rock coming down, could be heard from 150 m away, indoors, always at the same volume and from no direction. They are now real sounds in the world: they come from the tree or the rock, fade with distance and are muffled by walls - a blow carries some 35 m, a fall some 80 m. Sounds: "Chopping tree" by kurt and "Tree Falling (Yo Frankie!)" by the Blender Foundation (CC-BY 3.0, OpenGameArt), rock sounds by rubberduck (CC0).

  • new

    The staff translate the wiki and the changelog. The language's staff (Moderator and up) translate the wiki and now the changelog too, entry by entry, from the account site; a page in their language shows it.

  • new

    The staff see who is speaking. On duty, a staff member sees << TALKING >> beside the name of anyone speaking within 80 m, while they speak and for 5 seconds after - the one to mute is found at once.

  • improved

    Cooks gather the world's food again. A character who has taken the cooking craft may pick up the food lying in the world - chickens, bread, fruit, meat - for their kitchen, anywhere but in another player's house or a business that is not theirs. Everyone else still leaves it be.

  • improved

    Brigand camps hold against a crowd. When more than two players attack a camp, more of the band come out of the woods - two more men for each attacker past the second, a few at a time every 40 seconds, up to three times the band's own number. Each one is a head of the bounty like the others, and the camp does not break up while the fight goes on. Bands also make camp far more often: every 5 to 10 minutes (15 to 30 before), up to eight camps at once, and a new one 3 to 6 minutes after one is put down.

  • improved

    More game in the forests. Each hunting ground wakes with three more beasts (a deer, a doe and a hare), a beast taken comes back in 10 minutes instead of 15, a ground being hunted refills up to 20 beasts, and the woods outside the grounds hold three times as much game. Many more beasts may be out across the realm at once.

  • fixed

    What was on sale goes home. Everything that was on sale and is no crafting good went back to its seller - a decoration into their decorations, an item by parcel to their house or room, or waiting at any auctioneer (Sell tab, Waiting for you here) - and every delivery request still waiting was refunded to the buyer's account. Parcels already on their way still arrive.

Life in the realm

  • new

    Quarters in the faction's houses. A house opened to a faction - a castle's keep, a guild hall - can now be cut into quarters from the faction's window, F2 > My faction > Domains: the lord's chambers, the armoury, the treasury. Each quarter has its own doors and chests and its own people - the members from a chosen rank up, and anyone you name, of the faction or not. Stand at a door or a chest and put it in a quarter from In front of you: a quarter's doors stay locked and open only for its people, and so do its chests. What is in no quarter stays the commons, open to the ranks with the Faction houses right, as before. No more carving a castle into personal houses to keep the treasury closed.

  • new

    Vaults with a register. A quarter can be a vault: every piece put in or taken from its chests is written in its register - who, what, how many, when - shown in the Domains tab to those who go into it. Set how many pieces a member may take a day, and the armoury no longer empties overnight. The house's owner, the faction's master and the ranks with the new Domains right arrange the quarters, never above their own rank.

  • improved

    Six spare keys. A house can now have six spare keys out at once instead of three.

  • improved

    Up to twenty ranks. A faction can now have twenty ranks instead of twelve, the master's included - room for a great House's knights, squires, men-at-arms and household.

  • new

    An ally who turns on you can be struck down. Allies cannot hurt each other - so a member of an allied House who assaulted your guards or killed on your land could not be put to death. Name him an enemy with /enemy <player>: for 30 minutes the alliance no longer shields him from you, nor you from him. It holds between the two of you alone, not your Houses; he is told, and it ends when either of you falls, with /enemy off <player>, or after the 30 minutes. /enemy alone lists those you have named.

The crafts

  • improved

    The repetition rule, said by the Craft button. From the 50th identical piece of the day, a piece trains a quarter of its XP. The workbench already counted it in the experience it shows; the Craft button now says it too - "¼ XP for 15 of these 25" - so a batch that crosses the line no longer surprises anyone.

  • fixed

    The day's count kept. The count of the pieces you made today was lost whenever the server was updated, so the quarter XP came at a different piece from one day to the next. It is now kept until the day ends.

The auction houses grow, and every trade at its pace.

The auction houses list each item once with its cheapest price, sell your RP goods and wait for a manager before a delivery. Every trade rises at its own pace, the gatherers faster; your goods go into any chest and any trade, your loads show beside your pack, lamps light, a dose can be stirred into a dish - and the windows stop flashing.

Taverns and towns

  • new

    Your own stand in town, on every server. Set up a market stand of your own in any town (/shopstand, or the action wheel Z > Set up a stand): one of the towns' own stalls, a counter, a cask or an awning, with your words floating over it, for an hour at a time within your day's stand time (2 h; 5 h for an Early Supporter, no limit for an Early Founder). Trade face to face beside it.

  • improved

    The auction houses, like a great market. The Buy tab shows one line per item - "Iron ore, from 4 gr." - with the quantity on sale and the number of listings; open it to see every listing cheapest first and buy a whole lot or part of it, or "Buy the cheapest" a quantity at once. Every purchase asks you to confirm it first, with the total and what your purse and account keep. The window no longer flashes when it updates, and its buttons stay readable in every language.

  • new

    An auction house in Suchdol, Raborsch and Maleshov, with the merchants' stock. Every server now has the three auction houses, and each starts with 250 to 300 loads of the twenty goods most bought at the markets - coal, iron ore, hides, timber and more - at the price the market asked for them.

  • new

    Sell your RP goods at auction. The Sell tab lists your RP inventory beside your pack: the sack's goods, the crafting parts and your decorations go up for sale like any item, and a buyer receives them in their sack (as far as it has room) or decorations.

  • new

    Sell instantly at the auction house. Beside putting it up at your own price, the Sell tab of a town's auction house now offers an instant sale: you are paid at once, half of the lowest price of the same item there (never above this week's median), and the goods join the realm's stock at that price. The twenty everyday goods of the realm's stock always sell this way; anything else once a like piece is on sale there and it sold at least 5 times in the last 24 hours above the instant price. No daily limit, but never for what you just bought from the realm's stock; when it is not on offer, the button is greyed with the reason.

  • improved

    The market trader is now the convoy master. The auction houses replace the markets' goods trade: the same man at the same spot, now called the convoy master, sells the convoys' crates and hires out carts, and no longer buys or sells timber, ore, herbs, fish or the hunt's goods. Sell your loads at an auction house or to other players. The market boards show the convoy routes and what a crate fetches on each.

  • improved

    Auction houses on the map and in the town tour. The live map and the in-game map mark every auction house with a gavel of its own, its town or faction and its cut, under its own filter; the markets now read "Convoy master" and the merchants "basic food, drink, bandages, torches and tools". The town card lists each auction house to be shown the way to, and the newcomers' tour stops at the auction house of a town that has one - elsewhere the convoy master names the nearest.

  • new

    Sell your sack's goods in your shop. Manage > Stock from your pack now also lists the goods in your sack - ores, timber, hides, meat, fish, steel, leather and the other crafting parts (marked "sack"): set how many and the price of each, take them back, change the price, like any ware, and the ledger counts them by member. A buyer gets them in their sack: a purchase must fit in the room it has left. Contraband never goes on a counter.

  • improved

    Deliveries approved by the house. "Buy & deliver" now holds your money and waits for one of the house's managers to approve the purchase - it may take a few hours. A manager at the counter has 5 minutes to accept a "Buy now". Approved, the goods go to your house or tavern room as before; declined, unanswered within 24 hours or cancelled by you, you are refunded in full and the goods go back on sale. Your requests are listed in the window; the managers find theirs in the Manage tab and are told when one arrives. For now a request nobody answers within 2 hours is approved by itself.

  • improved

    Choose how long it is on sale. A listing lasts 4, 8, 12, 24 or 48 hours, as the seller chooses when putting it up (24 hours at first); a manager has 5 minutes to accept a "Buy now", and a delivery waits 24 hours for approval.

  • fixed

    F2 works from every window. In a window opened from the menu - the workbench, the supply orders, the court, the auction house - F2 did nothing, so the menu seemed gone until you pressed Esc. F2 now brings the menu back from any window (B the pack, F8 the help), and the menu no longer shuts the moment it opens when F2 is pressed twice.

  • fixed

    The auction window no longer darkens. Every click in the window dimmed it for a moment; only the button you press reacts now. A search field left idle no longer keeps your voice key from working.

  • fixed

    No more instant sales at a price friends made up. The instant sale's price is now never above 5 times what the piece costs to craft (5 times its merchants' price when no one crafts it) nor above 2,000 gr.; the sales it needs must come from at least 3 different players, and neither your own listings and purchases nor those of an account sharing your machine or address count.

  • fixed

    No more pieces lost when putting them up for sale. A piece whose condition changed while it was being counted - a herb or a dish going stale, now and then a piece of armour - left your pack and the listing was called off with nothing on sale. It is now put on sale as it should be. The pieces lost that way today wait for their sellers at the auction house where they were put up (Sell tab, Waiting for you here).

  • improved

    Crafting goods have no condition at the auction house. Herbs and crafting materials are always counted at 100%: their wear changes nothing, so the same chamomile no longer shows as a dozen lines of 61%, 78%, 93%... - one line per item, cheapest first.

  • improved

    Every gatherer can find the contraband's ingredients. Saltpetre, henbane, the opium poppy, wolfsbane, hemp, ergot, fly agaric, toads and animal fat now turn up for any miner, herbalist, woodcutter, fisher or hunter - half as often as for one who knows a contraband recipe - so the gatherers can supply the brewers, face to face (no market buys them). Finding one warns you that the watch can seize it, and how to throw it away if you would rather not carry it.

  • fixed

    The instant sale pays what a merchant paid, no more. A group could list a worthless piece (rotten nettles), buy it from each other, then sell it instantly for at least 1 gr. a piece - coin out of nothing. The instant sale now buys nothing under 1 gr. a piece and, beyond the realm's twenty everyday goods, never pays more than a merchant paid for the piece (a part or a rare find: its worth; anything else: three tenths of its price by its condition), and needs 30 sales of the piece in the last 7 days by at least 5 different players.

  • fixed

    No buying from your own characters. A listing put up by another character of your account (or of an account linked to yours) can no longer be bought, now or for delivery: items do not pass between your own characters through the auction house either. Nor can a manager accept a "Buy now" or approve a delivery that is their own (or of a character or account linked to theirs): another manager answers it.

  • fixed

    Cheap sales pay their seller. The auction house's cut was never less than 1 gr., so a piece sold for 1 gr. paid its seller nothing. The cut is now rounded to the nearest groschen and always leaves the seller at least 1 gr.: a 1 gr. sale pays no cut.

  • fixed

    F2 after a window. The menu opened again after the Decorations, a craft or any window opened from it no longer shuts at once (the F2 still held), a held F2 in a window no longer opens and shuts it in turn, and the first F2 after closing such a window is no longer lost; a window left with the cursor and nothing on screen now answers F2 and Esc; the Decorations' tabs answer the first click.

  • improved

    Workshop keepers who sell nothing. The staff can now keep a place's merchant standing as a figure of the workshop while it sells nothing (the armourers and smiths set up to staff the benches no longer offer the market's odd wares).

  • new

    A stand with no furniture. In the stand gallery (My stand), "No furniture - only your words" sets up your stand without any stall or table: just your words floating where you stand.

  • new

    Choose where your auction purchases are delivered. The Buy tab's "Buy & deliver" now has a drop-down of your addresses - your house, your rented room and, new, your faction's house - and the one you pick is kept for your deliveries to come. By default: your house, else your room, else your faction's house. A parcel sent to the faction's house opens there. No address yet? A "Find the nearest tavern" button marks the nearest inn on your compass, to rent a room there.

  • fixed

    A quarry inside a woodlot works again. A woodcutter who is also a miner was always taken for a woodcutter where a quarry lies inside a woodlot (Grund's quarry by its woodlot). The work now follows the tool in your hands - the axe or the pick - else the place you stand deepest in.

  • improved

    Every piece's condition written. The auction window now always shows a piece's condition, 100% included, and each item's line gives the conditions of the pieces on sale (87%, or 72-91% when they differ). The condition is kept with the listing, the sale, the delivery and the return.

  • improved

    Faction gear stays off the auction houses. A faction's uniform and the pieces reserved to a faction (its colours, its arms, its caparisons) can no longer be put up for sale or sold instantly, even by its members.

  • improved

    Crafts are taken at the town clerk. Like a trade, a craft is now taken up at a town hall's clerk (its new Crafts section, or /takecraft), and only the crafts you have taken can be worked - two at most, three professions in all: two crafts and a trade, or two trades and a craft. The others stay greyed in the workbench, their recipes closed and their experience kept. Giving one up (/quitcraft, the clerk or the work window) frees a profession and keeps its experience for when you take it up again. Already crafting? At your next login your best three professions are taken for you by their levels - a trade left out that way keeps all its experience.

  • fixed

    Carpentry surplus can be sold to the towns. In the supply orders' "Sell my surplus" tab, the furniture and decorations you made yourself now appear next to the other crafts' pieces, whether you carry them or keep them in your decorations (unplaced). Tick them, send the messengers, and the towns answer with offers like for any other piece; when you deliver, the pieces you carry are handed over first, then those in your decorations.

  • fixed

    Hold F to butcher, always. When the game showed no Butcher prompt, or refused it because the body had rolled away ("out of reach"), holding F did nothing and only /butcher's slow way was left. Holding F by your carcass now does the same quick cut after a moment, whatever the game says (the key can be changed in the settings).

  • fixed

    The auction window opens again at a busy house. With hundreds of listings on sale and a full pack, the window stayed blank; it now always opens, keeping the cheapest items and your pack's first entries when everything cannot be shown at once (search to narrow).

  • improved

    No daily limit on instant sales. The 2,000 gr. a day you could be paid in instant sales is gone: 2,000 gr. stays the most a single piece can be valued at.

  • new

    The Auctioneer, a court office. A town with an auction house now has up to 3 Auctioneers: appointed by its head or Castellan like the other officers, of any faction or none, paid a wage, they open the town's auction house, answer its buyers and approve its deliveries, and are told of the requests like its managers. The court's officers and the holding faction's members still run it too.

  • improved

    A 30% cut, 15 to 60. A new auction house takes 30% of each sale; the town (or the faction) may set its cut between 15% and 60%.

  • improved

    Who sets the cut. An auction house's cut is set by the town's head and its second (the Castellan) alone, or by a faction's master and its second rank; everyone else sees who may change it.

  • fixed

    No more "no address" at an open house. While an auction house is open, buying at the counter needs no home: the warning about a delivery address only shows for deliveries.

  • improved

    The cut shared with the crown and the Lord. Of every auction house sale, 5% of the price goes to the crown and 5% to the coffers of the faction of the town's Lord, with no word in the chat (a town with no Lord keeps it); the rest of the cut - at least 5%, everything set above 15% - goes into the town's treasury or the faction's coffers, and whoever sets the cut sees how it is shared. A faction's auction house never carries the town merchants' stock: it sells only what its people bring.

  • fixed

    The great weapons take hides again. The smith's weapons of levels 8 to 10 take the hunter's hides again beside the tailor's leather, as every smithing piece from level 4 does.

  • improved

    The brewer's goods from the gatherers. With the markets no longer dealing in goods, herbalists now find barley malt, grapes and plums in the meadows, and woodcutters wild honey in old trees - sold to the brewers at the auction house or hand to hand.

  • improved

    The starting coin freed by play. The coin a new character starts with can be handed over once it has played 10 hours - or now as soon as it has earned or spent 500 groschen in the realm (work, crafts, upkeep, purchases), whichever comes first.

  • new

    Hare pelts tanned. The tailor now tans three hare pelts into one leather at the tailor's table (level 1), so a hare is worth hunting for more than its meat.

  • improved

    Game for a new cook. Venison and boar meat can now be cooked from the start: roast venison and roast boar at cooking level 1, roe deer meat, dried deer ribs and smoked boar at level 2.

  • improved

    The realm's stock dearer. The goods the realm puts up at the towns' auction houses now cost twice as much (coal 14, iron ore 10, hides 56...): they are there when the gatherers' own listings run short, never cheaper than them.

  • improved

    Messengers every 10 minutes. Offering your surplus to the towns (the supply orders' third tab) can now be done every 10 minutes instead of once an hour.

  • improved

    Game that comes back. A hunting ground no longer empties while hunters stand in it: a beast comes back every 2 minutes, at least 50 m from anyone, and a crowded ground holds more of them - one more for each hunter past two, 15 at most.

  • improved

    Bread for the newcomers. A new character starts with three loaves of bread and a dried venison, and an innkeeper with no owner now gets three of each dish back every hour instead of one.

  • fixed

    A Lord's town court opens again. The court window of a large town or lordship no longer stays shut: when there is too much to show at once, the oldest entries of the lists are left out instead.

  • fixed

    The crafting window shows each recipe once. The first time you opened a large craft, most of its recipes appeared twice in their headings; in some languages the window did not open at all. The Master's finish button works again too.

Houses, chests and horses

  • improved

    Your loads beside your pack. Open your pack (B) at your house, beside your horse (riding it too) or by a cart you handle: its storeroom or load shows next to your sack at once. The action wheel (Z) has them on its first ring as well, no longer under Here.

  • new

    Enlarge the storeroom from your pack. A house's storeroom shown beside your pack has its "Enlarge storage" button there too, with what the next tier holds (the owner, at the house).

  • new

    RP items in chests and trades. The sack's goods and your decorations go into any chest you may open (a tavern's, a business's, a room's, the land's), each keeping up to 100 loads of goods beside its items, and back. The trade window carries goods and decorations as well as items, each side checked before anything moves.

  • improved

    Chests and keys, set in the window. Z > Manage chests opens the chests' window on the place you stand in, and each chest is set there: the house's rules or a list of its own, people added from a list and taken off with one click.

  • new

    The herbalist's furniture. Two new pieces at the joiner's bench: the herbalist's shelf (level 3), a pair of poles hung on cords from a beam, and the herb drying rack of the drying houses (level 4), its woven shelves for drying herbs. Both are decorative, not crafting benches; nettle, sage and chamomile go into them besides the wood.

  • new

    Lamps that light. Candles, lamps, lanterns, wall torches, braziers and chandeliers you place now give real light around them.

  • fixed

    Every crafting bench back on the action wheel. Standing at a bench - the tailor's, the forge, the bowyer's, the apothecary's, the goldsmith's, a kitchen, a town's bench or your own workshop - shows "Work at ..." on the action wheel (Z) and in F2 again, whether the merchant there sells anything or not.

  • fixed

    No more crane in the clock house. Burgher's House 1 on Radnicni Street in Kuttenberg no longer has a story scene's treadwheel crane, lights and debris sticking out of its upper floor.

  • fixed

    Tavern chests and benches. A chest on the floor below a room let to a tenant is the tavern's again, not the tenant's; and sitting on a placed bench or chair lasts until you get up.

  • improved

    Every death wears gear alike. A death costs each worn piece 15% of its condition, also when another player struck the killing blow (it was 25%).

  • fixed

    Horse gear refused, never doubled. Putting a piece of gear on a horse too old for it moves that piece into its saddlebags once - no more copies when clicked again and again, and the rest of the harness is never taken off.

  • fixed

    Riding past a tethered horse. Passing close to someone's tethered horse no longer throws you off your own.

Gathering and crafting

  • improved

    Food at the inns, from the cooks. The merchants no longer sell food: only the innkeepers do. An innkeeper's drinks come back every hour, but his food only one piece of each dish an hour - the rest comes from the cooks, as every cooking supply order delivered to a town now goes onto its inn's shelf. "Take a meal" serves one of those dishes: when the kitchen is empty, there is no meal.

  • improved

    No free food in the world. The cooking pots and wine barrels at camps, houses and taverns can no longer be eaten from, and the food lying on the world's tables and shelves - bread, fruit, meat, drink - can no longer be taken or eaten where it lies. Herbs, a hunt's meat and what other players drop are yours to take as before.

  • improved

    More hides from the hunt. A hunter of level 5 or more now takes two hides from a deer, a doe, a stag or a boar, as the meat was already doubled, and a hunter below level 5 a second hide one time in two: the crafts buy far more hides than the hunters bring.

  • improved

    More coal from the mines. The forges were short of coal while iron ore piled up at the markets: a rock now gives coal about three loads in five and iron ore a little over one in three, with less copper and silver (gold and nitre as before).

  • improved

    Two of each at most. The three professions a character holds never count more than two trades or more than two crafts past level 5: two trades and a mastered craft, or one trade and two crafts. A character found over this leaves their lowest trade at login, as before.

  • improved

    Fifty of a kind. The same piece made over and over in a day trains its full experience up to the 50th (it was the 20th); only past that does each one train a quarter.

  • improved

    The other craft's part fits the piece. From level 5, axes, maces, war hammers, flails and polearms take a haft - a new part the bowyer turns from level 1 (two logs and some pine resin make two) - instead of the tailor's leather, which swords, daggers, sabres and shields keep. The tailor's horse tack, belts and spurs take the smith's steel, the noble garments (rank or finery in the name, or the dearest pieces) the goldsmith's fine silver, and every ordinary garment no other craft's part at all. Each piece costs what it did; the game's anvil takes the haft from your sack like the leather.

  • improved

    Bench fees halved. Every craft's bench fee is half what it was, to suit selling at the auction houses; the town supply orders, paid by what a piece costs to make, pay less with it.

  • improved

    Gatherers rise faster. A load of a precious good gives five times the experience of a common one, and any load has a 1 in 20 chance of counting double. Each trade now has its own pace: herbalists +30%, fishers +20%, woodcutters +15%; couriers, coachmen and the watch -20% (their tasks give far more to begin with).

  • new

    Laced dishes and drinks. A dose of contraband can go into the potion slot of the kitchen or the brewing vat like any potion: the dish or drink comes out "(laced)", is contraband itself - marked in the pack, found and seized at an inspection - and gives the drug's effect besides its own. A dish infused with an ordinary potion stays lawful.

  • new

    Belts and horse gear crafted. Tailors now make belts, saddles, bridles, cruppers and caparisons, and armourers make chanfrons - each model a recipe, its colours and arms as variants.

  • fixed

    Kitchen ingredients named. Beef tongue, beef tenderloin, pork liver, a quarter of cheese and the other game items a recipe takes show by their names in every language, no longer as "cowTongue".

  • fixed

    A forged work axe keeps its bonus. A work axe made at the forge counts for the woodcutter's bonus even when the game names it after the town hall's tool.

Your screen

  • new

    Towns that want this. Right-click a piece in your pack (B) that a town's supply order wants: Towns that want this opens the supply orders on that piece - which towns want it, how many, the pay and the distance - ready to take the order, and Show the way marks the town's quartermaster on your compass. Clear the Piece chip to see every order again.

  • new

    Destroy the stack. Right-click an item in your pack (B): Destroy the stack sits under Destroy one and, after a second click, takes the whole stack at once. The menu is now the one of the very slot you clicked, so a loose stack beside the same piece worn offers it too; worn pieces, quest items, trade tools, master's pieces and papers are kept.

  • new

    Throw things away. The pack's right-click menu destroys one or the whole stack - of an item, and now of the sack's goods too - after a second click to be sure, so nothing has to stay in your sack or pack.

  • improved

    Windows that stay still. The windows no longer flash or replay their animations when you click a button or when they update: the scroll, the open sections and what you are typing stay as they were.

  • improved

    Talk with a window open. Hold your voice key (V) in an open window and you are heard: the window gives the keyboard to the game while you hold it, and takes it back when you let go.

  • improved

    One band of musicians. The wedding's and the feast's musicians played the same four pieces under three names: the music list offers them once, as "The wedding musicians"; a tavern that chose another of the three keeps it.

  • improved

    A death timer you cannot miss. When your character falls, a large countdown (minutes and seconds) now fills the middle of the screen until you wake, with what happens then - the infirmary you wake in, the brothers' fee and your wound, a battle death's farther infirmary - and what you may do meanwhile (/me, /allowloot). It goes the moment you are back on your feet.

  • improved

    The store's perks told plainly. The crafting perk now reads "Crafting queue: pieces ordered at once" - up to 25, 50 or 100, the same time and materials a piece - and the stand's "Get" buttons answer the pointer.

The realm and the staff

  • fixed

    Brigands above ground. No brigand camp is set up in a mine's galleries any more (around Grund they rose out of the floor), and a brigand sunk under the ground near a player is put back on it.

  • fixed

    Wolves that bite back. Wild beasts go back to their own lair, never into the hunter standing at the hunting ground (at Bylany a wolf stuck in him could be killed for nothing); a beast stuck in place is moved, then sent away.

  • fixed

    A stuttering clock is no cheat. A game whose clock stutters for a moment, or whose calendar drifts, is no longer taken for a trainer; the automatic bans it caused were lifted.

  • improved

    Staff: ban-evasion holds. The account site's staff menu has a live page of the logins held for a ban-evasion check, server by server: "Let in for good" trusts the account so the same cause never holds it again, "Ban as evasion" bans it. A player with their own Steam licence is never held on a shared machine alone.

  • improved

    Staff: players' stands. /astand manages the nearest player's stand within 15 m (the action wheel too, beside it), and /astand remove takes it down: its owner may set up no other stand before the next day, and is told so.

  • improved

    Staff: the auctioneer in the NPC editor. An auctioneer is a place's keeper like any other: /npc, /npcs, /moveloc, his clothes, pose, voice and sign; he stands facing the way the staff member looked when placing him.

The server's clock, and fairer tickets.

A small clock now shows the server's real time under the realm's date, and every time the staff read - their logs, the player ids, the tickets - is given in that same time, so a report and the logs agree at a glance. A refund request goes to the server of the character you play, and the staff can write a full reason for any punishment.

Your screen

  • new

    The server's clock. Under the realm's date at the top right, a small clock shows the server's real time: Moscow time (MSK) on the Russian server, Central European time (CET) on the others. It hides with the date (/togglehud clock), and /date tells both.

  • improved

    One interface for everyone. The classic interface (the game's own menus and chat, /classicui or the switch in the settings) is gone: everyone has the server's windows, and a character left on the classic one is put back on them at the next login. The game's own menus only come back by themselves if the windows fail to load.

  • new

    Your keyboard layout at a glance. Every password field, in the game and on the account site, shows the layout of the last letter typed (EN, RU...) and CAPS while Caps Lock is on. A letter outside A-Z turns the field red with a line under it, so a password typed on the wrong layout is caught before it fails.

  • improved

    One time for everyone. The ends of bans and banishments, an upkeep paid, a hall booked and the other dates the realm tells you are given in the server's time instead of UTC.

Gathering and crafting

  • improved

    Three professions, and leaving a trade costs half its levels. A character holds three professions at most: each trade worked and each craft past level 5 counts as one - three trades, two trades and a craft, or three crafts. Crafts up to level 5 stay free for everyone and never count. Leaving a trade now costs half the levels made in it (level 8 drops to 4, level 3 to 2), shown plainly before you confirm, and you start again from there if you come back. A mastered craft can be given up the same way to free a place: it goes back to level 5 (/dropcraft, or the work window's Crafts tab). A character found over the limit leaves their lowest trade at login, on the same terms, and is told which.

  • new

    Potions in dishes and drinks. At a kitchen or a brewing vat the craft window has a potion slot: pick one of the potions in your pack and it is stirred into the batch, one potion a portion. The dish or drink then gives the potion's full effect besides its own - a Marigold stew, a Nighthawk beer. Every potion still found in the realm works.

  • improved

    Convoys pay a quarter less. A convoy sold paid twice what an hour of any other trade brings: its sale is a quarter lower, the escorts' share with it.

  • improved

    The fallen carry goods, not coin. A fallen brigand or raider has no purse any more: searching his body puts goods for the crafters in your sack, worth about the few groschen he carried - herbs, logs, coal, iron ore, hides or meat by his kind, now and then silver ore, and about one body in a hundred a rare find. Ten bodies a day give you something; the head prices are unchanged.

  • improved

    Horses put away. A horse left with nobody near goes home after 30 minutes (it was 20), and at once when its owner rides off more than 200 m away from it - it waits where it stood, /hget brings it back.

  • improved

    Rarer finds. The rare finds turn up half as often - about one an hour for a steady hand, two for one who works hard. An herbalist's mandrake is rarer still: a pick takes two seconds, so it is rolled far more often than a load.

  • improved

    Every high piece asks for them. Every recipe of level 8, 9 or 10 now asks one to three rare finds - the swords, axes and maces of the forge too: silver and meteoric iron for the smiths and armourers, pearls and white pelts for the tailors, yew and a royal antler for the bowyers, crystal for the goldsmiths, heartwood and amber for the joiners and brewers, mandrake for the alchemists. Parts and the kitchen ask none.

  • new

    Crafters need each other from level 5. Every piece of level 5 and above takes a part that another craft makes: the smith's blades and shields the tailor's leather, the armourer's pieces the tailor's padding, the tailor's garments, the goldsmith's jewels and the joiner's furniture the smith's steel, a crossbow and arrows steel and a bow leather. One part at level 5, a few more higher up, in place of as much of the craft's own goods - a piece costs what it did. The game's own anvil takes the part from your sack too.

  • fixed

    A new name is a new name. A character renamed before today kept its old name over its head for everyone who had met it. Those old names are now forgotten: people who knew you before the rename see you as a stranger until you introduce yourself again under your new name.

  • fixed

    Armour out of a chest goes on again. Several pieces of the same armour, clothes or weapon taken out of a chest together came back as one bundle the game would not let you wear. Each piece now comes out on its own, with its own condition, and a bundle already in your pack is split back into single pieces at your next login.

  • fixed

    Rare means rare. The purple "finds some" line is kept for the ten rare finds; silver or gold ore and the game's pearls have a plain grey line.

  • improved

    The level 4 perk, gentler. The precious goods of a trade (silver ore, resin, eels, antlers...) and the game's own finds turn up 30% more often from level 4, rising 5% a level to 50% at level 8 - no longer twice as often.

  • improved

    The forge's anvil asks for them too. A piece of level 8 to 10 made at the game's own anvil or alchemy table takes its rare finds from your sack, as at the bench - without them it is taken back.

  • improved

    Told before you start. In the craft window a part of another craft has a blue edge and a rare find a golden one (hover for which), and a recipe the game's own anvil or alchemy table makes too says what that bench takes from your sack besides its own ingredients - the anvil never asks for them itself. The chat reminds you when your smithing or alchemy opens such recipes, and the alchemy table's refusal now speaks of the table, not the anvil.

  • fixed

    The same goods everywhere. The decorations catalogue showed a piece's goods without the smith's steel or the tailor's leather and the rare finds its bench asks, and its suggested price left them out; the wiki's recipe tables showed every piece before the other craft's part, the rare finds and the armour's least cost. Both now show what the bench takes - the wiki also lists the carpenter's goods piece by piece, and only the relics a smith can really reforge.

  • improved

    Armour that costs what it is worth. The cheapest armour of each level asks for more of its metal and lining: a heavy mail coif now takes 7 steel instead of 2, a Brunswick coif 4. The coal stays the same.

  • improved

    Crafting levels earned, not ground. A part (a guard, a pommel, sheet steel, steel) trains a quarter of the XP - the finished piece trains the rest - and past the 20th identical piece of the day, each one trains a quarter.

  • new

    A master keeps their hand in. A craft of level 8 to 10 is kept up by 600 XP earned in it within a week. A week after it was last kept up it fades - about a level a fortnight - and stops at level 7. Working again stops it; a character set away never fades.

Taverns and towns

  • new

    The auction houses. The staff place an Auctioneer in a town or for a faction, each with a stock of its own. Talk to him (or /ah): search the stock by name and kind, sorted by price, the sellers hidden; put goods from your pack up for sale for 48 hours, the window suggesting the lowest price here less a groschen and the week's median. While someone who runs the house stands at the counter it is open (the crier tells everyone within 100 m) and "Buy now" goes to them: accepted, you pay from your purse then your account and the goods are yours at once. Open or closed, "Buy & deliver" sends what you buy to your house or tavern room as a parcel, opened there from F2 > Letters - and if that home is no longer yours before you open it, the purchase is called off and you are refunded in full. Each sale pays a cut, 20% at first, to the town's treasury or the faction's coffers: the town's head sets it in the court's window, a faction's leading ranks in the faction's.

  • new

    Take a meal. Talk to the innkeeper > Take a meal (25 groschen): a hot bowl and bread fill your hunger at once and give you a little energy back. Once every half hour, and only when you are hungry. 15 groschen go to the tavern's till when it has an owner, otherwise to the town's holder.

  • improved

    The lord's share of the bench fee. In a town held by a faction, the holder's toll share of a bench fee is now taken at the game's own anvil too, as at the workshops and the alchemy table. You pay nothing more: that share goes to the holder's coffers instead of vanishing, and the craft window's fee line shows it ("of which X to ...").

  • new

    A tavern's music, closer in. Whoever runs a tavern can lower how far its music carries: the Reach slider in the innkeeper's window > Music in the tavern, from 5 m up to the usual 16 m around the innkeeper (never more), or /music radius <metres> in the tavern. It takes effect at once and stays for the next pieces until the tavern changes hands. An Early Founder can turn their own zone's reach down the same way.

Houses

  • new

    Room for so much. A house's safe holds 50 kinds of item, each of its other chests 30, its storeroom 400 loads of goods. A kind is one sort of item, however many of it. Over its limit, a chest or the storeroom still gives everything back but takes nothing more in: nothing is lost.

  • new

    Enlarge the storage. At the house, its owner buys more room from the estate window (My belongings > Houses > Storage), two clicks to confirm: tier 1 for 1 500 groschen, 2 for 2 500, 3 for 4 000, 4 for 6 000. Each tier adds a quarter to the safe, the chests and the storeroom - tier 4: safe 100, chests 60, storeroom 800 - and 10% to the weekly upkeep. The tiers are lost when the house changes hands.

  • new

    My chests. A new tab in your pack window (B) lists every house you hold a key to: its storeroom, each chest by name and floor ("Safe", "Chest #2, upstairs"), how full it is and what lies in it, with each piece's condition. Seen from anywhere; filled and emptied at the house.

  • improved

    Always your pack. A house's chest always opens in your pack window beside your pack, never the game's own chest screen, with its kinds of item counted at the top.

  • new

    Early Founders keep more. The Early Founder pack now gives +50% storage size in houses & rooms, for good: the safe, the chests and the storeroom of the houses they own, and the chest of their room at an inn (45 kinds instead of 30).

  • improved

    Rooms at the inn keep their building. 30% of every rent paid for a room - the deposit, the first stay, each week - is the building's upkeep and goes to no one: 70% reaches the tavern's till, less the town's toll as before. The renter pays the same.

  • new

    Lock one door only. In a house or a tavern you hold the key to, stand at a door - the cellar, a storeroom - and pick the action wheel > Here > Lock this door only (or /lockdoor). That door stays locked to all but the key holders even while the rest is open; the same again unlocks it, and /door still works every door at once.

  • new

    Who holds the keys of which chest. A house's or a tavern's page in your belongings (F2 > My belongings > Houses) has a Chests and keys card, and the business window (/mybusiness) a Chests tab: every chest of the place - the safe and each chest by floor, a tavern's main hall and its rooms upstairs - and who opens it: the owner, the faction's ranks by name, each spare key holder, the people on a chest's own list, a room's tenant, or anyone while the place is for sale. It also says whether you open it, what it holds, and Show marks it on your compass.

Coin, upkeep and the crown

  • improved

    Horses and carts cost 5% a week. A horse, a cart or a wagon now costs 5% of its price each week to keep: the old nag 25 groschen, a destrier 1 000, a two-wheeled cart 150, a covered wagon 500. The horse's fee no longer stops at 200.

  • new

    The royal tax. Each Monday the crown takes its share of what came in the week before, from every town's treasury and from the coffers of every faction that holds a town or a ward: nothing on the first 5 000 groschen, 10% from 5 000 to 20 000, 20% above. A town counts all its income but the gifts; a holder its tolls, the city tax, its tills and its fines - never its members' deposits nor the coin drawn from its towns. It never takes more than the treasury holds. Written in the ledger and the register, the head, the Lord and the faction told. The first week taxed starts on 19 October.

Account site

  • fixed

    Refunds on every server. A refund request goes to the server of the character chosen at the top left, with that character picked; before, a player with no character on an English server could not ask at all.

  • improved

    The time of an incident. A staff report and a refund request take the date and time in the server's time, the same as the clock in game.

For the staff

  • improved

    The server's time everywhere. /whowas, Who was ID?, the logs, the reports and the refund requests show the server's time (MSK, CET), UTC on hover. A time typed in /whowas is the server's, or UTC when it ends with UTC.

  • improved

    Longer reasons. A warning, an admin jail, a kick or a ban takes a reason of up to 300 characters, in game and on a character's page.

  • new

    Market stands on every server. Your own market stand (/shopstand, or Z > Set up a stand in a town) is no longer the Adventure server's alone: every server has it, with the same stand time a day (1 h at a time, 2 h a day; 5 h for an Early Supporter, no limit for an Early Founder). The merchants' cut to the basic necessities stays an Adventure test.

  • new

    Lifting an automatic cheat ban. An account banned automatically for cheating is led to the account site's "Lift my ban" page from every page but the KCD Points purchase, and the refused login tells again how to lift it once with KCD Points. The next automatic cheat ban stays permanent.

  • new

    Staff: revive a horse. A horse killed by a griefer no longer has to rest an hour at the stable when the staff steps in: /hrevive <player | #horse id> [horse], or "Revive their horse" in a player's staff menu (F2), heals it at once and brings it out in front of its owner. An absent owner finds it healed when they come back. Players keep the usual wait.

  • new

    The Wanted list. /wantedlist no longer stops at the 12 newest notices: for the staff on duty and the watch it opens a window with every wanted notice, the old and the absent ones too - number, name, crime, jurisdiction, when, bounty, who reported it, status - searched by name, crime or #number, filtered by jurisdiction, crime and date, sorted, 40 a page. Clear a notice, the ticked ones or all on one person, each with a reason written to the log (the watch only where its law reaches). It also opens from the board's menu, the pillory, the staff tools and the Law window; in the chat, /wantedlist <page | name | #number> lists 12 at a time and /clearwanted <number> [reason] takes a reason.

Rare finds, and the master's finish.

The gathering trades have something to hope for: ten rare finds lie in the quarries, the woodlots, the meadows, the rivers and the forests, and a spot is now rich, normal or poor for each worker instead of closing for a quarter of an hour. The highest crafts ask for those finds, and a master can set one into a piece and sign it. A joiner's piece is an item in the pack, ordered by the towns and bought by the merchants. The market trader has a window of his own, the convoys pay better, a business can be far more than a tavern, and every request to the staff is now a ticket.

Gathering

  • new

    Rare finds. Ten new goods turn up now and then while you work: silver nuggets, rock crystal and meteoric iron in the quarries, oak heartwood and yew staves in the woodlots, amber, ancient mandrake, river pearls, royal antlers and white wolf pelts for the herbalists, the fishers and the hunters. A golden card and a chime tell you. A market pays dear for them and never sells them - the trader lists them in a group of their own.

  • improved

    Rich, normal, poor. A woodlot or a quarry no longer closes for a quarter of an hour after 9 loads. For each worker it is rich for the first 9 loads (a quarter more goods, rare finds at their full chance), normal for the next 9 (rare finds at half), then poor: 30% less, a load that sometimes gives nothing, and no rare finds. Fifteen minutes after your last load there, the spot steps back up one state. A chip under the loot cards shows where it stands.

  • new

    The licence in your pack. A hunting licence is also a paper you carry, with your name, who gave it and until when, to show to the watch or to a gamekeeper.

  • fixed

    Tools that stay tools. A pickaxe, an axe or another trade tool keeps its look and its name when it is traded, given, put in a chest or in the saddlebags - a pickaxe no longer turns into an axe.

  • fixed

    A polearm on the back. Carrying a polearm no longer makes the axe or the pick refuse to work.

  • fixed

    No mining with fists. A blow with bare hands after a blow of the pick counts no faster than the tool itself.

Crafting

  • new

    The master's finish. A master sets a rare find into a piece carried - a weapon forged at the game's own forge too - from the craft window, the codex or /masterfinish. It becomes the Master's piece, by its crafter's name, at full condition.

  • improved

    The highest levels. The recipes of levels 9 and 10 in armouring, tailoring, bowyery, jewelling, joinery, alchemy and brewing ask for one or two rare finds, and the towns' orders pay for them.

  • new

    Joinery as items. A piece a joiner makes comes into the pack as an item bearing its maker's name. The decorations window shows what you carry and puts it all into your decorations in one click.

  • new

    Joinery ordered and bought. The towns order joiners' pieces like any other craft's, with the piece's picture on the order. A general merchant or a cartwright within 15 m buys them at a fifth of the suggested price.

  • fixed

    Clothes under their true name. The game's unique and unfinished clothes are out of the recipes - a brigandine was sold as Noble laminar sleeves - and the real sleeves bear the plain name.

  • fixed

    The eye bandage. The head bandage that made its wearer invisible is taken out of the realm, with its tailoring recipe.

Trade and businesses

  • new

    The market trader's window. The trader opens a window: your sack sold row by row, the wares to buy, the prices as a board, and the convoy and the town works as cards.

  • improved

    Convoys pay better. A convoy's sale is worth more and a hired cart costs 15 gr. instead of 25. A market's price drops 2.5% a crate, never below 70%, and the market takes 12 more crates an hour.

  • improved

    A master's day. A convoy master's first 10 crates delivered in 24 hours pay in full, the 11th to 15th 20% less, the 16th to 20th 30% less, and those beyond half. The board's roads show it and you are told at the sale.

  • improved

    Carts cost more. The three carts are twice the price: 6 000, 14 000 and 20 000 gr. A cart already bought keeps its price and its upkeep.

  • new

    Every kind of business. A business is no longer only a tavern or a stall: the staff define its kind - what it serves, its rooms, its music, its hall. An owner hires NPC staff paid weekly from the till, takes a commission on linked places, and rents a hall that can be booked and shut to all but the guests. /mybusiness opens the owner's window.

Horses and the ground

  • fixed

    A bare horse stays bare. A horse whose gear was all taken off no longer comes back in its breed's own harness, and the saddle no longer disappears after it is called again.

  • fixed

    No doubled gear. Clicking fast on a horse's gear no longer makes two of a piece, and a caparison swapped is not doubled.

  • improved

    A tidy ground. What players drop is kept to 100 things within 30 m and 1 500 in the whole realm: beyond that the oldest are taken away. A purse of coin is never taken.

Roleplay and the law

  • new

    Letters shown and searched. Show a letter to someone beside you, and search the letters of a bound or fallen player.

  • improved

    Raids without signs. No text floats over a wave or a fire any more: the pointer under the compass still shows the way.

  • improved

    Eagle eye withdrawn. The perk slowed its owner's game alone and put archers out of step with everyone else. It is taken off whoever has it and its perk point is given back.

  • fixed

    The tavern's doors. A numbered room in use no longer bars the tavern's own doors.

  • fixed

    Gestures. A gesture picked over another stops the first, and the body goes back to rest when it ends. None while bound.

Windows, voice and music

  • improved

    Talk with a window open. Hold the push-to-talk key while a window is open and your voice goes through - except while you type in a field.

  • new

    The tavern's band. Two pieces by the game's own musicians, a wedding band and a feast band, join the tavern's music.

  • fixed

    Music that plays. A place's music was often held back by the game: it now starts for everyone who has used the chat or any window.

  • fixed

    Long texts. Lines of a menu wrap instead of being cut with an ellipsis, and a long word no longer pushes a window apart.

  • fixed

    The trader's sack. The price and the Sell button stay in sight beside long names, and the list scrolls.

Account site and wiki

  • new

    Tickets. Requests to the staff are tickets by category, each with its own form: report a player, CK request, character backstory, faction application, media application, technical support, nickname change, item request, or anything else. A ticket is open, in progress, waiting for you or closed, and is never deleted. The staff can add another player to a ticket, who reads it from that moment and answers.

  • new

    A second chance, once. An automatic ban for cheating can be lifted once by the player, for 850 KCD Points, on the account site. The second one is final: no lift and no appeal.

  • improved

    Copy a character. A character of the English Strict RP server can be copied to the Adventure server, from the Copy a character page.

  • new

    The wiki in your language. The staff of each server translate the wiki section by section, and the pages show their translation in place of the English.

Town charters

  • improved

    The towns' own workshops. On the Adventure server, every craft a town already serves is a fixed workshop there, listed apart from the free ones, and the charter takes joiners' pieces too. The town's windows are more compact: a tab fits the window.

The Russian server

  • new

    Places by their Russian names. The towns and lordships are shown under their Russian names in the game's windows and on the live map.

  • improved

    A full server. With more than 800 players at once, the prompts over players are drawn a part at a time and no longer weigh on the server.

For the staff

  • improved

    Quiet sanctions. A kick is told to no one and a ban to the staff only: neither is announced to every player.

  • new

    Content creators. A content creator can mute and hold a troll until an admin handles it (/bl), after a warning to confirm.

  • new

    Better tools. The staff dress an NPC or a keeper from the wardrobe (/npcwear), browse the decorations' catalogue in a window (/givedecor), give a house or a business decoration points beyond its walls, see who tied a restrained player and what a house was bought for, set a trade's level by its name, move a convoy's hired cart, and take and close a report in one command (/ar).

Houses change hands, and the raiders bring fire.

A house can now be sold from one player to another, and a tavern's rooms upstairs carry their own names. Every breed of horse works by its own strength, your own horse can be hitched to your cart, and you see its load stacked on the bed. When a raid comes, the town's guards leave their posts to meet it, and raiders left alone set the stalls and houses on fire. Anyone on foot with a rope can pull a rider from the saddle, and a market pays less as the convoys crowd it. The pack moves whole stacks, parties show the names you know, and many small faults are mended.

Houses and rooms

  • new

    Houses sold between players. Sell your house to anyone in the realm, by name and from any distance: Z > My belongings > the house > Sell to someone, F2 at its door, or /sellhouseto. The buyer gets a card and has two minutes to pay, in coin or through the moneylender, and the price comes to you less the court's tenth. A buyer may own two houses at most and must be a citizen of the town, and a house under the court's notice cannot be sold. The locks are changed - spare and faction keys no longer open it - while the paid upkeep, the chests, the storeroom and the decorations stay with the house. Decorations bought with KCD Points go back to whoever placed them.

  • new

    Give a decoration. Beside As item, Give puts a piece straight into the decorations of another player within 10 m. Pieces bought with KCD Points stay yours. Take up a piece someone else placed and it goes back to them, and they are told.

  • new

    Look before you buy. Preview any decoration of the catalogue before you pay for it.

  • new

    Named rooms upstairs. A tavern's managers name each of its real rooms (/roomname, or Name the room in the innkeeper's window). The player offered a room gets a card with its name, the first stay, the weekly price and what comes with it, and pays in coin or through the moneylender - or declines.

  • improved

    The room's own chests. The chests at an inn room's spot open for whoever has that room, with a click and no lockpick.

  • fixed

    Wide rooms. A room's walls stand further from its spot: a large room no longer sends its renter back to the window.

  • fixed

    Tavern chests. A tavern's chest is never counted as a house's chest too: each chest has one owner.

Horses and carts

  • new

    Every breed its strength. Each breed pulls a cart by its own strength, from the racing horse's 250 kg to the draught horse's 1000 kg, and the jennet, the Cuman steppe horse, the courser and the racing horse run faster under a rider. Three new breeds stand at the stables: the pack pony (900 gr), the draught horse (3000 gr) and the jennet (4500 gr). The horse dealer's cards tell each one's work.

  • new

    Your own horse at the cart. Hitch your own horse to your cart (/hitch, /unhitch, or the cart's menu) in place of the cart's own horse. It pulls as its breed allows, and a heavy load slows the cart and tires the team - you are told when the horses are spent.

  • new

    A load you can see. What a cart carries is stacked on its bed - crates for the items, sacks for the goods - filling up as you load it, and a passenger in the back keeps their seat.

  • improved

    The whistle rests. A horse can be called once every three minutes, and not for three minutes after you are thrown off: a rider thrown in a fight can no longer call the horse back at once and ride away.

  • fixed

    No doubled horseshoes. Gear an old nag refuses no longer comes back twice into the saddlebags.

  • fixed

    The saddlebags kept. Saddlebags no longer come up empty after a whistle or a server update: what was saved in them stays.

Raids and the law

  • new

    The guards come out. At a raid's first wave, two thirds of the town's guards on foot leave their posts and go after the raiders - first a raider setting a fire, then those fighting players - and walk back to their posts when the raid is over.

  • new

    Fire in the town. A raider left alone inside the town walks to the nearest stall, shop, tavern or house and sets it on fire. Press E to fight the flames: ten seconds bare-handed, four with a bucket of water in your pack, and every helper speeds it up. A fire left alone grows, then burns out, and the town's holder loses influence. Whoever puts it out earns renown and influence, and the crier names them at the end of the raid.

  • new

    The players' rope. On foot with a flax rope - sold by the general merchants for 15 gr, or made by a tailor - Z > Here > Throw the rope, or /lasso, at a rider within 10 m. It holds two throws in five, fewer at the edge of its reach, and breaks now and then. Never inside a town, and never at the staff on duty; a rider brought down counts as an assault.

  • improved

    Larger watches. A town's court may hire up to 50 watchmen, instead of 8.

  • fixed

    Time served. Time in the staff's jail is saved as it runs down: a relog no longer starts the sentence over, and the account site shows what is left.

Work and trade

  • new

    A market's demand. Every crate a convoy sells at a market lowers that market's price for the next one - 4% a crate, down to half the price - and the market takes 8 more crates an hour. The renown and the influence follow the sale, and the convoy board and the codex show each market's demand.

  • improved

    What a herb pick gives. A pick gives half of what the game itself would, at least one herb. A herbalist gets 60% of it at level 1, rising to all of it at level 10.

  • improved

    The clerks' contracts. An account hands in at most three goods contracts a day, all its characters together.

  • improved

    The woodlots' pace. A woodlot gives 9 loads a quarter of an hour, like a quarry.

  • improved

    Drink is no meal. Ale, wine and spirits no longer fill your belly: they keep you merry, not fed.

  • fixed

    The tool in hand. A woodcutter's axe or a miner's pick drawn at the work is always recognised: no more being told to draw a tool you already hold.

  • fixed

    Convoys after a restart. A convoy whose driver was still coming in after a server reload goes on as it should.

The pack and the people around you

  • improved

    Whole stacks. Dragging an item moves the whole stack everywhere - chests, rooms, storerooms, carts, saddlebags, trades and a person. Hold Shift to split it (one, half, all or a number of your own) and Ctrl to move just one; a right click offers the same, and a double click moves it straight across.

  • improved

    Parties by the names you know. A party shows its members by the names each of you knows them by, never their real names by default.

  • improved

    The villagers speak your language. The lines of the realm's people are spoken in the server's own language, in every language of the realm.

  • improved

    A mask holds. A masked speaker is shown by the mask's name in the chat to everyone, the staff off duty included.

  • fixed

    Name plates. A staff member on duty nearby no longer makes every stranger's name show, or every plate rise, whatever your setting.

  • fixed

    Music zones. A music zone's music plays again, and the game's sounds are heard near the zone only.

Fair play

  • improved

    Progress that is earned. A character's levels and perk points must come from play. A progression gained any other way is put back to its last save, and perk points no level paid for are taken away when the character enters the realm. The staff are told.

  • fixed

    Starting clothes. A new character's clothes are given once: emptying the pack no longer brings another set.

  • fixed

    Reports. A newcomer can always file a report, and a report nobody has taken yet closes when its author leaves.

The Adventure server

  • new

    Town charters. On the Adventure server, each town grows in prosperity with the deeds done in it, the time players spend there, its offerings and the raids it breaks. It rises from hamlet to great town, and its level sets how many crafts' benches it holds and how good they are. The town window (/town, or the town hall) shows it all.

  • new

    Benches and works. The court charters a craft's bench, a better tier of it or a new building, as a project everyone can give coin, loads and pieces of their own making to. The town's daily offerings of its crafts pay most of a supply order's pay, with more craft experience and standing - and more still for its citizens.

  • new

    Workshops. Each of a town's workshops holds one craft's bench, and the court may refit one for another craft: crates and planks stand there a while, then the new craft's tools appear.

The Russian server

  • improved

    Every KCD Point counts. On the Russian server the ordinary KCD Points pay too: the Russian points first, the ordinary ones for the rest - in the store, the upgrades, the furniture and the workstations. The balance shows both together.

For the staff

  • new

    The chests at hand. /chests opens a window of the nearest chests: whose each one is, who can open it and what it holds. The staff may keep a public chest for a faction's ranks or for chosen characters, or open it to all again.

  • new

    Better tools. The staff find a house by a word and go to it, travel to a waypoint set on the map, browse a land's places and people in one window, hide a keeper and leave only its point of use, and rename a stall or a tavern. The account site shows what players have built, every custom item and every horse, and its staff menu is grouped by task.

Herbs for all, and the hunter's knife.

The wild herbs are shared by everyone now: a bunch picked is gone for all until it grows back, and the herbalists pick more of it. The hunter kneels and butchers with the game's own knife, and the forests fill again sooner. Every blow in a woodlot or a quarry rings out for all around, the raiders' horns sound before they are seen, and the quarries find a steadier pace.

Wild herbs

  • new

    Shared by everyone. The herbs and mushrooms of the meadows and woods are the realm's now, not each player's: a bunch you pick is gone for everyone, and grows back ten minutes later. The ones you pick go into your pack and count at every bench, as before.

  • new

    What the pick takes. The game picks every plant of the kind around the one you use, and you get one herb for every five plants it took - one for a lone plant, up to eight for a big cluster. A herbalist gets more by their level, and each pick trains the trade a little.

  • new

    A card for every pick. What you picked shows on the screen as a load does: the herb, how many, and when the bunch grows back.

  • improved

    Picked by hand. No pick gives a fistful any more, and picking faster than any hand can leaves the herbs in the ground.

Hunting

  • new

    The game's own butchering. Walk up to the carcass and hold Butcher: your character kneels and cuts it up with the game's own animation, and everyone around sees it. When the cut is done, the meat, the hide and the trophies go into your sack, by your hunter's level as before. Stay at the carcass until it is done - walk off or mount and you get nothing - and butcher one carcass at a time.

  • improved

    Fuller forests. A beast taken comes back to its forest in 15 minutes instead of 25: a forest hunted hard fills again sooner.

Woodlots and quarries

  • improved

    The pace of the work. A novice brings a tree or a rock down in 7 blows and takes a load off it in 6 - fewer as the trade rises - and one blow in ten counts twice. A felled tree or a broken rock stands again 3 minutes after its last load.

  • improved

    The places' counts. A quarry gives you 9 loads a quarter of an hour - three rocks' worth - and a woodlot 8; then move on to the next one, and the line under your load tells you where. The 50 free loads of the day are gone: every place counts from your first load.

  • improved

    Heard by all. Every blow rings out for everyone around: the axe in the timber, the pick on the stone.

  • improved

    The tools at work. An axe or a pick used at its own work in a woodlot or a quarry no longer wears down, and a swing there hurts no other player.

  • improved

    On the map. The live map, on the site and in the game, shows the woodlots and the quarries in place of the old woodlands and mines.

Raids and brigands

  • new

    The raiders' horns. When a raid comes, each band blows its horn where it comes in, and the crier's horn sounds at the town's heart: you hear them before you see them.

  • new

    The brigands' rope. Some brigands of the camps, the roadblocks and the raids carry a rope, and may pull a rider who comes too close off the horse - never inside a town.

The Russian server

  • new

    The packs' gathering bounty. On the Russian server, an Early Supporter gathers 15% more loot and experience for their pack's month, and an Early Founder 30% for their three months - at the woodlots, the quarries, the meadows, the waters and the wild herbs. When the bounty adds something, the load's card lights up in the pack's colour.

Fixes

  • fixed

    Quest items stay with you. A quest item (no weight, no price) can no longer be lost in a chest, a room, a cart or the saddlebags: it stays in your pack.

  • fixed

    Horse gear. Swapping a horse's gear in the game's horse screen no longer leaves you an extra copy.

  • fixed

    New characters. A newcomer whose rules page could not open no longer stands in an empty village, and new faces are chosen in the same lit place on every server.

Woodlots and quarries, and a new name.

The woodcutters fell real trees now, and the miners break real rocks: woodlots and quarries spread across the land, where a tree comes down with a crash and grows back half an hour later. A robbery takes time and leaves the victim in peace for an hour. Taverns go to their factions and give their rooms upstairs to whom they like, a house's chests can be kept for a chosen few, and the taverns play medieval recordings of our own. And a character who died for good may come back - under a new name, as a new character: their progress and skills return, never their goods, and the name they died under is kept for them.

Gathering

  • new

    Woodlots and quarries. Woodcutters work in woodlots and miners in quarries, spread across the land. Draw your tool, face a tree or a rock and swing: each blow fills the ring, and a full ring brings it down - the tree falls with a crash and lies as a trunk, the rock breaks into a pile of stones. What lies there gives three loads, then disappears, and a new one stands there again 30 minutes later. A tree or a rock is worked by one at a time.

  • improved

    The way to work. /job, F2 > Work > Show the way, /gather and the tutorial lead to the nearest woodlot or quarry with work still standing - or, when everything is felled, to the one that grows back first. The old woodlands and mines are closed, and their foresters and overseers have gone.

  • improved

    The tools. Your first woodcutter's axe or miner's pick is given when you take the trade - the miner's pick now has the look of a crow's-beak hammer. After that, the smith and the general merchant sell the miner's pick (60 gr) and the work axe (45 gr), and the forge makes them from smithing level 1. Walk into a woodlot or a quarry without a tool in hand and you are told what to equip, or where one comes from.

  • improved

    A fair pace. A load takes as many blows as the old task took seconds at your level: 8 for a novice, 3 for a master. The loads, the double and triple counts, the limits and the experience are as before.

The law

  • improved

    A robbery takes time. /rob searches your victim for 25 seconds: they are held still through it and 15 seconds more, then may walk away. Take two items of your choice and up to 70% of their purse. A robber still waits 30 minutes between robberies, and a person robbed is safe for an hour - nobody may rob them, nor loot them if they fall. Those allowed to rob may now loot the fallen too.

  • improved

    Hands behind the back. Someone bound with /restrain stands with their hands tied behind their back until untied.

  • fixed

    Duels. A duelist about to bleed out falls instead: the bout goes to the other, and both are healed - nobody bleeds to death in a duel any more.

Property

  • new

    Who opens which chest. In a house you own or a tavern you run, Z > Manage chests (or /chests) lists every chest of the place. Give one a list of its own: only the people on it open it - over the faction's right and the spare keys - besides the owner and the staff.

Taverns and rooms

  • new

    A tavern for the faction. A tavern's owner gives it to their faction from the estate window's tavern card, or with /bizfaction: the ranks allowed to run the faction's businesses then run it.

  • new

    The rooms upstairs. A tavern's managers give its real rooms upstairs to a player at their own weekly price (the innkeeper's window, or /roomassign): the player accepts and pays the first stay into the till, and the room's door and chests are theirs. /roomevict puts a tenant out, /realrooms lists the rooms.

Music

  • new

    Our music. Twenty-eight royalty-free medieval recordings - for the tavern, the feast, the church and the camp - join the game's pieces in every music list, for everyone who chooses the music. Listen plays one in your own window alone, and the game's own score is held quiet while a recording plays. Their authors are credited at kcdroleplay.com/music/credits.

  • improved

    Only what plays. The game's pieces that never sounded in the world are gone from the list, the smithy's tunes with them; the bells, the horns and the shepherd's flute have joined it. Previews come quicker.

The interface

  • improved

    The pack. A trade's tool shows its own name and picture and keeps them when worn; putting on a weapon takes off the one in its place; and the lists of the people around show the eight nearest.

  • fixed

    The queue. The waiting page at a full realm no longer flickers as the line moves.

Characters

  • new

    Return under a new name. On the account site, The fallen now offers Return under a new name for each of your dead. Choose a new first and family name and pay with a name change token or your account's free change (once every 30 days). It needs a free character slot on that server. Their progress, skills and perks come back; what they owned does not.

  • new

    The names of the dead. The name a character died under stays reserved on their server for good, even after they come back: a new character or a name change asking for it is refused.

  • improved

    A death remembered. A character who came back still shows their past death on the account site: when, under which name, and when they returned.

  • improved

    A face chosen in the light. A new character chooses their face in a lit place the staff picked, whatever the hour, and the preview stands where it should.

  • improved

    In at once. A new account is logged in as soon as it is made: no second login.

Forbidden draughts, and the services of every faith.

The underworld of 1403 comes to Kuttenberg: eleven forbidden draughts, salves and powders, brewed in hiding at a still of your own, from recipes few men know, and sold from hand to hand. Each gives a real edge for an hour or two - in a fight, at work, at the market - and each takes its price: a crash, a craving that grows, and the watch, who can now search a pack and seize a still. And every faith keeps its service - the Catholic Mass, the Orthodox Divine Liturgy, the Jewish prayer, the Cuman rite: stay to the end and you are blessed for an hour.

Contraband

  • new

    Ten forbidden draughts. Henbane Ale and Fly Agaric Brew for strength in a fight, Wolfsbane Tincture for warfare, Dwale and Poppy Milk against pain and wounds, Saint Vitus Drops for breath that never fails, Miner's Dust and Mandrake Wine for a richer load at work, Hemp Smoke for the crafts, and the Witch's Salve to see in the dark and work with quick fingers. Each works an hour or two, in every fight - against players too.

  • new

    The price of it. When a draught wears off comes half an hour of crash. Every dose hooks you a little, and past a point you crave it - weaker until the next dose, a service, or time. A second dose of a draught still working, or a bad mix, poisons you.

  • new

    Time in the realm. A draught's hour counts only while you are in the realm: log out and it waits for you - the boost is not wasted, and the crash is not slept off. /effects tells what works on you, and small rings at the bottom right of the screen show each one, with its name and the time left running round it.

  • new

    The forbidden herbs. Henbane, the opium poppy, wolfsbane, hemp and ergot rye among the herbalist's herbs; fly agaric at an old stump, saltpetre in the ore, toads on the riverbanks, fat from the hunt. No merchant sells them, and no market buys them.

  • new

    Recipes few men know. Nobody knows one to begin with. A forbidden herbal teaches one - the rarest find of the land, at most one a day on each server, on a brigand's body or in a chest opened for the first time. Or stand at a brewer's still for a whole batch and learn it as it ends. Your alchemy level gates the still's recipes, your brewing level the vat's.

  • new

    The hidden still and vat. Made by a carpenter, ordered, bought from other players in the furniture catalogue or for KCD Points (50 KP the still, 50 KP the vat) - the only furniture you may set down anywhere, a still and a vat a player, for a week before it comes home. F2 > Illegal brewing places it, finds it and takes it back. Distil at the still from the Alchemy window, brew ale and wine at the vat from the Brewing window: the recipes you know show under their own Contraband heading, with what each does - and it smokes while it works.

  • new

    Under the table. Every dose is its own vial, marked with a red skull in your pack. Drink it from the pack, or sell it from the action wheel, in a window of its own: the draught, how many, your price. A card comes up for the buyer, who shakes on it or declines, and the very vials change hands.

  • new

    The watch. A member of the watch can inspect a pack (from the wheel, or /search), confiscate the contraband, look a suspect in the eyes to tell whether a draught works on them, and seize a still where it stands. What follows - a fine, a trial - is for the courts and the players.

  • improved

    The game's strongest potions withdrawn. Aqua Vitalis, Artemisia, the stamina potion and the Bard's potion, in every quality, were stronger than anything brewed in secret: no apothecary makes them now, no merchant sells them, and one found or brewed at the game's own alchemy table is taken away. The other potions are made and sold as before.

  • improved

    What it does, before you make it. The craft window now tells what every potion, dish and drink does, in the game's own words - and for a forbidden draught, its effect, its crash and how hard it hooks you.

  • fixed

    Work orders. An order to pick herbs counts the herbalist's loads alone: ore from the mine no longer fills it.

The faiths

  • new

    Every faith its service. A religious community keeps one faith, and its members lead its service twice a day where they stand (F2, or /service - /mass still works): the Catholic Mass with the church bell, the Orthodox Divine Liturgy with a monastery bell, the Jewish prayer at the synagogue, the Cuman rite to Tengri by the sacred fire. Five minutes of the faith's own words; whoever stays within 50 m to the end - three at least besides the one leading it - is blessed for an hour: more XP in every trade and craft, a little health back, and the cravings held off.

  • new

    The leader's choice. The church type is now a religious community: choose its faith when you found it, and its leader changes it in the faction window's Overview, in F2 > My faction, or with /ffaith. A new community's ranks take its faith's words (a rabbi, a hegumen, a shaman), and its right to lift a brand speaks them too: absolution, atonement or cleansing - the same gift to the community.

Music

  • new

    Music zones for Early Founders. F2 > Music: choose one of the game's tunes and a zone of up to 30 m around you - for 30 minutes, one zone at a time. The same window shows your zone and its time left: change its volume, mute it, or take it down. Music is heard by everyone in the zone: whoever abuses it loses it.

  • new

    Music where you stand. Inside any music zone - a tavern's, a founder's, the staff's - the action wheel (Z) shows Music: what plays and whose it is, your own volume, or silence for you alone.

  • improved

    A faction's inn plays too. A faction that owns an inn sets its music from the innkeeper's window, as an owner does - its ranks that run the faction's businesses.

Gathering

  • new

    Felling and digging by hand. Woodcutters and miners now work with the tool in hand: take the trade and the town hall gives you a woodcutter's axe or a miner's pick. At your woodland or mine, draw it, face a tree or the rock and swing - each blow that bites fills a small ring at the bottom of the screen, and a full ring is a load in your sack. The old task on screen is gone for these two trades; loads, limits, yields and experience are as before.

Masks, uniforms, and game in every forest.

A visored helmet or a mask hood now hides who you are, the city watch draws its uniform from the faction itself, carts get a store of their own, and the woods fill with game - wherever you ride. Duels can carry a wager, the trades level more evenly, and the parish gives more to those who belong to no faction. The stables now sell a true ladder of horses, a handful of visual mods may run in your game, and supply orders can be handed in again.

Masks and names

  • new

    Behind a mask. A visored helmet - the bascinets with their visor down, the Cuman helmet with a mask, the killer's and the painted helmets - or a mask hood (the black hood, the thief's, the cutpurse's, the plague and the drowner's hoods) now masks you as you put it on. Everyone else reads "Masked stranger" over your head, in the chat, the bubbles and the players' list; the names they learned stay hidden while the mask is on, and nobody can be introduced to you. /mask lifts the visor or pulls the hood down, and back.

  • new

    A mask the staff can trace. Every masked stranger carries a code of its own, the same each time, so the staff can follow a masked rule-breaker without unmasking anyone for the players.

Factions

  • new

    The watch's uniform. The Kuttenberg City Guard draws its gear with /fkit or the Uniform button of the faction window: a window with a card for each piece, greyed above your rank - the simple, the fastened and the knight's waffenrock as you rise, and the city's hood. One a day, swapped any time. The pieces are bound to you: never given, traded, sold, stored or dropped, and handed back when you leave the faction.

  • improved

    Founding a faction. You now give its name and what it is about (twenty letters at least) - the short name is made from the name for you.

Hunting and the trades

  • new

    Game in every forest. Riding through any woods away from the towns, you now and then come upon a few calm beasts - does, deer, hares, sometimes a stag - grazing until you come close. Hunt them like a hunting ground's: no huntsman needed. They go when nobody is near.

  • new

    Fresh game of your own. Ask the huntsman where the game is: once every 15 minutes he sends you after beasts of your own in his forest, marked on your map - a forest emptied by others never leaves you with nothing. The hunting grounds hold more beasts too.

  • new

    Furniture that works. An anvil on a stump or a small forge, an alchemist's table, a campfire, a grill, a spit or a cooking pot, a hanging cauldron, a spinning wheel, an embroidery frame, a hide drying rack or a saddle stand placed in your house is now that craft's bench: within 3 metres, you and your key holders work there as at a town workshop - the same recipes, fees and experience, without the town's toll. The decorations window marks each one with a Workstation badge. Being worth more, they cost more: 50 KCD Points each, and more goods and a higher fee at the joiner's bench.

  • improved

    Richer loads, by level. A load no longer jumps from one to two at level 5: from the first level one load in ten counts twice, and the chance grows with every level - twice and three times more and more often, until the master's three loads in four counting twice and one in four three times.

  • improved

    Supply orders pay for the work again. An order pays the cost of its pieces and a fair wage for the time once more (at most twice what the pieces are worth).

  • improved

    Tailoring levels more slowly. A third more pieces for each level - it was by far the easiest craft to raise.

  • improved

    The parish's alms. Without a faction, every hour of play now brings 10 groschen from the parish instead of 5.

  • improved

    Miners climb faster. A miner's load counts twice one time in ten up to level 3, then one in four at level 4, a third of the time at level 5, 40% at 6 and half the time at 7 - with the three-times chance from level 5 as before.

  • new

    Your loads counted. Under each load you bring in, a small line shows where you stand: your first 50 loads of the day go anywhere, as long as you like on one spot; after them, each place gives 8 loads and then rests 15 minutes.

  • better

    Herb picking is harder. Four herbs a round instead of three, more look-alikes in the patch, and the herb's picture shows on the card only for a moment: after that, find it by its name and its description. A wrong pick costs more.

  • better

    No more burglary. Houses can no longer be broken into: a locked house opens only for its owner and the key holders.

  • fixed

    Horse gear into your pack. A saddle, a bridle or a horseshoe taken off your horse now reaches your pack instead of vanishing.

  • fixed

    Your mask stays as you left it. After /mask, your hood stays down (or your visor up) through a relog and when you put the piece on again.

  • fixed

    Forged blades come out whole. A weapon or a piece forged at the game's anvil now comes out at 100%, as at the crafting bench, instead of the 49 to 80% of the anvil's minigame. Should one still come short, the grindstone sharpens a piece you forged within the half hour.

  • fixed

    Quest pieces at the forge. The charcoal water, holy nails, horseshoes, coins, nooses and crankshafts the crafts make go into your sack, where the game's anvil cannot see them. Its book no longer offers Rikonaris' sabre, the protective axe, the executioner's sword and the iron crankshaft: make them in the craft window at a forge's bench, which takes the pieces from your sack. The craft window now also names these pieces, the forge's parts and the alchemy's ingredients as the game's inventory does.

  • fixed

    No arm left raised after the work. After fishing (or chopping, digging, picking herbs), the arm could stay raised until you logged out: the game refused the little nod that ends the pose when you walked off or had a weapon out. It is now asked again until it plays, and the pose also ends when the server reloads in the middle of the work. Stuck all the same? Type /stopemote and stand still a moment.

Carts

  • new

    A cart's own store. A cart now carries goods and gear of its own, like a horse's saddlebags: the action wheel near it, My belongings > Carts, or /cartstore, and drag between your pack and the cart. A cart holds 300, a wagon more; only its owner, a spare key and a faction with Faction vehicles open it. A cart is sold empty, or its load goes with it.

  • improved

    Carts dearer, cheaper to keep. A two-wheeled cart now costs 3 000 groschen, a farm wagon 7 000 and a covered wagon 10 000 - and their upkeep falls from a fifth of the price each week to 2%: 60, 140 and 200 groschen.

Duels, the law and the realm

  • new

    A wager on the duel. /duel name 200 - both purses must hold it; it is held as the bout begins and the winner takes the pot. Whoever leaves the game during the bout loses it to the other; parting or a death some other way gives each their stake back.

  • improved

    Robbery needs leave, bound or not. Binding someone no longer lets anyone rob them: only those the staff allow may rob.

  • improved

    A convoy cart a day. A character may cut the reins of one convoy cart a day.

  • improved

    Ending a character. A character ends by their own hand only after 5 hours of play, and a character kill no longer goes into the Chronicle - the town crier still announces it.

  • new

    Refund requests. Lost something to a bug? Ask it back on the account site with what happened and the proof: the staff answer there, and an approved refund is delivered in the game.

  • new

    The Cumans' camp. A Cuman now begins at the Cumans' camp - and only a Cuman does.

  • improved

    An armour mod allowed. The visual Authentic Armors and Helmets Overhaul may now run in your game.

  • fixed

    Giving to a town's treasury. A town's treasury could only be drawn on: anyone can now pay coin into it, from the purse or the moneylender - the Treasury tab of the court window, or /tdeposit 100 in the town. Each gift is in its ledger and register.

  • fixed

    Steadier evenings. The busiest server no longer freezes when hundreds of loose items come back into the world at once.

  • fixed

    A court sells at its own price. Whoever may grant a town's property can now put a free house, stall or tavern up at the court's own price, from half the clerk's price up: the clerk then asks it of everyone - at the door, on the market, at the keeper - and a purchase asked of the court holds it. Selling to someone by name no longer needs the treasury to pay the clerk his whole price: on every sale, grant or purchase the clerk keeps half his price, and the town's treasury gets the rest.

Horses

  • improved

    A ladder of horses. The stables' prices now climb from the old nag to the destrier: old nag 500 groschen, farm horse 1200, rouncey 2200, palfrey 3500, Cuman steppe horse 5500, courser 8000, racing horse 13 000, destrier 20 000. Their strength, agility, vitality and courage climb with them - the racing horse the fastest, the destrier the strongest and the bravest - and each horse still has a roll of its own.

  • improved

    The horses you own climbed too. Every horse already bought moved up with its breed's new stats, its own roll kept; what you paid for it, and what the stable gives back for it, stay as they were.

  • improved

    The old nag, too old. The old nag is now 3 in every stat, each one alike, and too old to be harnessed: it wears the plain saddle, bridle and shoes it came with, and a better saddle, a bridle or a caparison put on it goes into its saddlebags.

  • improved

    A horse's upkeep eases as it climbs. The dearer the breed, the smaller the share of its price a week: the old nag 32 groschen, a rouncey 66, a palfrey 84, a courser 126, the destrier 200 - never more.

  • fixed

    The old nag keeps you in the saddle. Since every old nag went to 3 in every stat, it threw its rider at the first press of Shift, and calling it again did not help. It stays the slowest and weakest horse (3 in strength and agility) but has 6 in vitality and courage again, as before: it no longer throws you when you spur it.

Mods

  • new

    Mods you may keep. These no longer keep you out of the realm: the Authentic Armors and Helmets Overhaul, Unlimited Saving II (it does nothing here - the realm saves for you), and visual or technical mods - smoother cutscenes, realistic footprints, the vanilla colour palette, the blood and dirt mods, rain that cleans, no letterbox, no depth of field in conversations, no head bob, the high-FPS effects, the async compute and global illumination tweaks, the royal loading screens, the intro skip, the animated cursor, the combat music off or other music, and the hair and beard styles. Any mod that changes the game - combat, gathering, saving, inventory, dice, prices, new items - is still refused.

Shops and taverns

  • new

    The shop ledger. Every stall and tavern now keeps a ledger: each stocking, each taking back, each price change and each sale - who, the ware, how many and the price. The counter's new Ledger tab lists it newest first, by kind or by member, and sums up each member over 7 days, 30 days or everything: what they stocked, how much of their stock sold and the coin it brought in. A faction's leaders can at last see who keeps the shop full - and reward them.

  • new

    First in, first out. A sale is credited to whoever stocked that ware first; the goods already on the counter count as "before the ledger", and taking goods back takes your own first. /shopledger [days] gives the summary in the chat. A business that changes hands starts a fresh ledger.

  • new

    The innkeeper's shelf. A tavern's owner now runs its innkeeper's food and drink like a shop of their own. The innkeeper sells from the tavern's shelf, at the owner's prices, and the coin goes into the same till as the counter's. When the tavern first becomes yours, the shelf holds the innkeeper's whole stock at his prices: 30 of each drink and bread, 10 to 20 of each dish and kitchen piece. After that, only you restock it, with the dishes, bread, beer and wine you carry. A line that sells out stays on the bill as "sold out" until you stock it again.

  • improved

    The shelf stays with the tavern. Sell the tavern to a player or back to the town, or lose it for its upkeep, and what is left on the innkeeper's shelf stays there for the next owner. The counter's other goods still come back to you. The shelf has its own card in the inn's window, with its own ledger. A tavern nobody owns sells from the innkeeper's catalogue as before.

  • new

    A tavern kept like a house. The tavern you own is yours like a house: its chests open only for you, the ranks of your faction allowed to run it, the people you give a spare key and the staff - they are never restocked, and what is in them stays with the tavern if it changes hands. Its doors are open to all when you buy it; lock them from the innkeeper's window, with /door or from your belongings, and they open only for its keys, while whoever is inside can still go out. Up to six spare keys, for a cook or a barmaid. The rooms upstairs are the tavern's too, their doors and their chests.

  • improved

    Fifty rooms at every inn. Every tavern now lets 50 rooms instead of 20. The rooms window shows them as corridors of ten doors: show only the free or the taken ones, or type a room's number to find it.

  • improved

    The rooms upstairs are the innkeeper's. The real rooms upstairs are no longer let: they belong to the tavern, their doors and chests with it, for the innkeeper to put his guests in. Whoever rented one now has a room of the same inn, with the weeks already paid; what its chests held is in the new room's chest, the difference of the dearer rent for the days paid is back in their account, and a letter tells them.

  • fixed

    Your room's chests are yours alone. The chests inside a numbered room were shared by every room put in the same place, so what you left in them could be taken by the next renter or seem gone after a restart. In a room they now open its own chest, kept through restarts and handed back by the innkeeper when the room ends, and what renters had left in the old shared chests has been put back in their room's chest, with a letter.

Boards on the walls

  • new

    Shop signs that keep up. A stall or a tavern can now have a sign on its wall, hung by the staff: its name, who keeps it, and whether it is open, closed or for sale. Rename the business, sell it or hand it to your faction, and the sign changes by itself.

  • new

    Wanted boards. The wanted notices of a lordship hang on boards in its towns, kept up to date as notices go up and come down. Press E on one to turn its pages.

  • new

    The market's price board. What the market pays for a load of every good and what it sells one for, the hour's wanted good starred - on a board by the market, refreshed every few minutes.

  • new

    The town's banner. A glowing banner in the colours of the faction that holds the town, with its name and mark. When the town changes hands, the banner follows; a town nobody holds flies plain cloth.

Life in the realm

  • fixed

    Supply orders handed in again. Every hand-in at a town's quartermaster failed with "That did not work" since the faction uniforms came - the check on a faction's pieces caught everything. A faction's issued gear is still refused, everything else is taken again.

  • fixed

    Your read letters stay. /letters now lists every letter, the newest first and the unread marked - it showed the unread ones alone, so a letter read seemed gone. /letters new for the unread alone.

  • fixed

    The townsfolk keep their places. After a restart, two townsfolk talking, drinking or dancing together start again together, and one on a bench, a bed or a work spot goes back to that very one - no longer to another across the street.

  • fixed

    Supply orders handed in again. Every hand-in at a town's quartermaster failed with "That did not work" since the faction uniforms came - the check on a faction's pieces caught everything. A faction's issued gear is still refused, everything else is taken again.

  • fixed

    Your read letters stay. /letters now lists every letter, the newest first and the unread marked - it showed the unread ones alone, so a letter read seemed gone. /letters new for the unread alone.

  • fixed

    The townsfolk keep their places. After a restart, two townsfolk talking, drinking or dancing together start again together, and one on a bench, a bed or a work spot goes back to that very one - no longer to another across the street.

  • fixed

    Village upkeep reaches the village. A house or business standing just outside a village now belongs to it: half its upkeep goes into the village's treasury, which its Bailiff and its Lord keep, and the village's court sees it. Such houses stood in no town, and their upkeep fed no treasury at all.

  • improved

    Paying by PayPal. On the account site the card is now chosen first; PayPal costs a fifth more, to cover its fees, and says so beside it.

  • new

    From Early Supporter to Early Founder. While your Early Supporter month runs, the store - in the game and on the account site - offers you the upgrade to Early Founder: 2000 KP less a credit for the days left of your Supporter month, so 1625 KP the day you bought it and a little more each day after. You become an Early Founder as if you had bought it with your Supporter pack: the Founder perks run until three months after that purchase, your Supporter title gives way to the Founder's, and nothing is given twice.

  • new

    A quick rest at the inn. For 5 groschen the innkeeper lets you sleep a short while: the same rest as /sleep, over a few seconds instead of a minute.

  • new

    Your own emote wheel. Star up to 8 gestures in the emote menu (F6) or in Settings > Emote wheel, set their order, and G shows them in place of the usual wheel - each character keeps its own. /emotefav name works too.

  • new

    Music in your tavern. A tavern's owner now chooses its music from the innkeeper's window: one of the game's own tunes and sounds, played in a loop for everyone inside and in time for whoever walks in. Each player sets their own volume, or turns it off, in Settings > Music or with /music.

Where you come from, and the road between.

A new character now chooses an origin - twelve of them, from the Bohemian peasant to the Cuman rider - and arrives in its clothes, a simple weapon in hand. Letters take the road, news of brigands travels only so far, a character can die for good, Kuttenberg's wards follow its streets, and the watch has a Law window and an impound lot for horses and carts.

Life in the realm

  • new

    Choose your origin. The character creator has a new step before the town: where you come from. Twelve origins - a Bohemian peasant, a Cuman rider, a Kuttenberg apprentice, a miner, a poacher, a pilgrim, an army straggler, a Saxon craftsman, a foreign merchant, a Hungarian, a stable hand or a tavern hand - each with its line, the clothes it wears and its weapon.

  • new

    Dressed as you arrive. You come into the realm wearing your origin's clothes instead of the plain ones every newcomer had, a woman in her own pieces where the origin has them; the torch stays with you.

  • new

    A first weapon. A club, a Cuman bow or a hazel bow with 20 arrows, a staff, an old dagger, a work axe or a shashka - yours from the start, whether you take the tour or skip it. The tour's end still gives its sword, shield and groschen. The characters made before keep what they have.

  • new

    A character kill. A character can now die for good: the staff decide it, or you end your own character - Settings on the account site, or /myck in the game, typing their full name. Their name and story stay, the Chronicle records their death with an epitaph and the town crier announces it, but they can never be played again and everything they owned vanishes; their houses and businesses go back for sale. Never while wanted, jailed or owing a fine.

  • new

    Share a cart with your faction. Open a cart of yours to your faction - /cfaction, or My belongings > Carts - and every member whose rank has the new right Faction vehicles brings it out, puts it away, locks it and drives it, as with a spare key. It stays yours: you alone sell it, rename it, lend its key or close it again. The right is on wherever a rank already held the faction's houses.

  • improved

    News of banditry. No more hordes racing across the map at every word: a town raid and its warnings now reach those within 750 m of the town, the faction that holds it and its law, and a brigands' camp or a roadblock those within 750 m of it and the nearest town's law. Everyone else asks the town clerk, the bailiff or the herald - every raid, camp and barred road with how far it is, marked on your map at a click - or types /banditry. The end of a raid and a camp put down are still cried to the whole realm.

  • new

    Letters take the road. A letter no longer arrives the moment it is sent: the courier rides about 5 minutes for every kilometre between you and the one you write to, a minute at the least and half an hour at the most. Your letters still on their way show in F2 > Letters and in /letters, with the minutes left - a dispatch carried by hand is the fastest again. The clerks' and the staff's letters still come at once.

  • new

    Perk reset. A new item in the store: one character forgets every perk and gets all its perk points back to choose again - skills and levels stay. Use it in the game with /perkreset (F2 > your character) or on the account site while the character is out of the realm. The game's Lethean Water is withdrawn for it: no longer brewed, it does nothing if drunk, and the bottles still about are taken away.

  • improved

    Kuttenberg's wards redrawn. The royal city's wards now follow its streets: the walled town in three bands - the Upper Town to the north, the Market Square in the middle, the Southern Quarter to the south - with no ground left between them, Ruthard Palace and the Italian Court & Royal Mint inside the Southern Quarter, and a new ward, Sedletz Monastery, the abbey east of the city. Every ward keeps its holder, and the live map draws them as they lie.

  • improved

    House chests for key holders only. A house's chests now open only for those who hold a key - its owner, a spare key, the ranks of its faction with Faction houses - even while its door stands unlocked.

  • new

    A dice challenge card. Challenged to the dice, you get a small card: who, which game, the stake and a minute to answer - Play or Decline, no command to type.

  • new

    Sell your business to a player. A stall or a tavern can now be sold to another player, not only back to the town: in its window, Manage > Sell to a player - someone beside you or anyone by name, at your price (or /sellbusiness). The buyer gets a small card with the business, its town, the price, what comes with it and its upkeep, and pays in coin or through the moneylender. The till and the unsold goods stay yours; the decorations go with it.

  • improved

    The inns restock. An inn's kitchen fills its shelves again every hour.

  • fixed

    The gathering's countdown. The wait while you fish, chop or mine now reads as seconds left - it looked like a count of fish.

The law

  • new

    Fines on impounded horses. The watch now impounds a horse with a fine of up to 5000 groschen and a reason: /himpound [amount] [reason]. The owner gets it back at any stable for the 50 groschen keeping fee and the fine - from the purse, the rest from the moneylender. The fine goes to the coffers of the faction that impounded it, or to the town's treasury for a town court's watch; the fee to the treasury of the stable's town when it has a court.

  • new

    Carts to the impound lot too. /cimpound [amount] [reason] takes a cart with nobody in it to the lot, on the same terms. An impounded cart cannot be brought out or sold until its owner claims it at a cartwright or a stable: /crelease.

  • new

    Told what is owed. The owner hears of it at once, and at every login while it is held: which horse or cart, and what is to pay. Left unclaimed 7 days, it is sold off for the town - with what its saddlebags held - and a letter says so.

  • new

    The impound lot's register. A faction of the law sees what it impounded - whose, when, why, the fine, claimed, paid or sold off - in its faction window (Property) and in the Law window.

  • new

    The Law window. Anyone with the law's powers where they stand has a Law slice on the action wheel (Z), or /lawwindow: the people, horses and carts within 15 m, kept up to date while it is open. A person shows whether they are wanted, under an unpaid fine or bound, with Fine, Bind or Unbind, Confiscate, Check papers and the Pillory at a pillory; a horse or a cart, Impound with its fine and reason. Each button does exactly what its command does.

  • new

    Check papers. One click shows a person's notices on the board, the towns' wanted lists they are on, their fines unpaid and their horses or carts at the lot.

Furnish your home, and the carpenter's bench.

Your house and your room at the inn can now be furnished piece by piece: 220 pieces of the game's own furniture, made by a new craft, Carpentry, bought from other players or with KCD Points, and placed where you want them. Wolves hunt the woods at night, brigands bar the roads, quests fill your journal, the town hall explains every trade, the premium packs are compared side by side, and a crafting run goes up to a hundred pieces.

Furniture and decorations

  • new

    Furnish your home. F2 > Furnish / Decorations (or /decor) opens the decorations window: your pieces, the catalogue, the orders and what is placed around you. At home - a house you hold a key to, or your room at the inn - Furnish here is on F2 and on the action wheel.

  • new

    220 pieces in 13 kinds. Beds, tables, seats, benches, chests and cupboards, shelves, comfort (rugs, hides, cushions, a bath canopy), the camp (bedrolls, fires, cauldrons, tents and pavilions up to a knight's pavilion), lighting (candles to chandeliers), ornaments (banners, icons, trophies, books), work and trade (an anvil, a forge, racks, scales, shop signs), the garden and yard (fences, hives, wells, wayside crosses) and food - all of them the game's own furniture, each with its picture.

  • new

    Placing a piece. The piece appears in front of you; a bar moves it step by step: the up and down arrows raise and lower it, Forward and Back, sideways, turn left or right, the size of a step, set it on the ground - Enter sets it down, Esc cancels. Placed pieces can be moved again or picked up, back into your decorations.

  • new

    Furniture you use. Sit on a chair or a bench, sleep in a bed as you would at home, and open a chest or a cupboard: it opens the storeroom of the house it stands in. The other pieces are for the eye.

  • new

    Where a piece may stand. In a house you hold a key to, or in your rented room at the inn: 10 pieces, 30 for an Early Supporter (for a month), 50 for an Early Founder (for three months) - by the house owner's or the renter's pack. A town's Bailiff (or its Lord, where the Lord is its head) may furnish its streets and squares with 50 pieces. An Early Founder may set up a camp of 20 pieces anywhere outside the towns, each standing two hours before it goes back into their decorations.

  • new

    Furnish your business. The owner of a market stall or a tavern furnishes around it like a home - 8 m around the stall, 20 m around the tavern - with as many pieces as their pack allows: 10, 30 for an Early Supporter, 50 for an Early Founder. A faction's business is furnished by the ranks that run it. Furnish here shows on F2 and the wheel there.

  • new

    The inn's window. Talk to an innkeeper: the bill of fare (drinks, kitchen, larder) with prices, what is left and a basket to buy at once, the rooms, the games of chance, the kitchen and this week's dice league, all in one window.

  • fixed

    Innkeepers sell again. Buying food at an inn no longer closes at once with "the vendor is gone".

  • new

    Furnish for a friend. /furnish <player> lets someone place their own pieces in your house, your room or your town while you are in the realm, for two hours at most; /furnish stop ends it.

  • new

    Pieces as items. A piece made at the bench, or taken out of your decorations (As item), is an item in your pack: trade it, store it, hand it over. In your pack (B) it shows with its own name and picture; a double click, or Add to my decorations, puts it back.

  • new

    Order from a carpenter. The catalogue's Order: choose how many, your price and the town it is delivered in. The price is held from your purse until a carpenter delivers it there; it comes back if you cancel before a carpenter takes it, or if nobody takes it within 3 days. The carpenters find the orders on their board, with 3 days to deliver.

  • new

    Buy and sell between players. Put your pieces up for sale at your own price from My decorations; the catalogue's Buy takes the cheapest offer ("Buy for 80 gr."), paid to the seller - into their purse, or their bank while they are away.

  • new

    Buy with KCD Points. Every piece can also be had at once with KCD Points, from 5 to 150 KP by its size and rank - most pieces 5 to 10, a knight's pavilion 150. A piece bought with KCD Points is bound to you: placed, picked up and placed again as often as you like, but never an item or a sale.

  • new

    When a house or a room changes hands. A house sold keeps its furniture: its new owner may pick it up into their own decorations. When a room's rental ends, its pieces go back to whoever placed them - giving a room up warns you first.

Carpentry and the crafts

  • new

    Carpentry, the ninth craft. Open to every player: the carpenter's bench stands in the wheelwrights' yards, and makes every piece of the catalogue, ten levels from a log stool to a canopy bed. Its recipes grow with a piece's size - wood, hides and cloth for most, iron for the pieces of iron such as a forge or a lamp - and a piece comes out of the bench as an item, ready to place.

  • better

    The crafting window's crafts. A drop-down lists every craft with your level in it, the highest first, and remembers the last one you picked.

  • better

    Longer crafting runs. One start now makes up to 25 pieces, 50 for an Early Supporter (for a month) and 100 for an Early Founder (for three months) - made 25 at a time, each 25 handed to you before the next begins, so a break costs only the 25 under way.

  • fixed

    A run finished while you were away. A batch that ends with you away from the bench is no longer lost: a mark on your compass leads you back, and if you are within 3 metres of the bench within 10 minutes, it is finished there.

The wilds and the roads

  • new

    Wolves at night. Away from the towns, in the woods, a pack of two to four wolves comes out after dark for a traveller on the road, and now and then a boar charges whoever comes too close. They never follow you into a town, and the wolves are gone at daybreak. A wolf you kill is butchered like the hunt's and pays its bounty; a boar of the wilds is no poaching.

  • new

    Roadblocks. Now and then a band of brigands bars a road between two towns, away from them both: a barricade of crates, barrels and sacks across the way and the band beside it. It is a camp like the others, marked on the live map, and the barricade comes down with the band.

  • new

    Search the fallen. A fallen brigand or raider can be searched the game's way while the body lies there: a few groschen in his purse, now and then a bite to eat - never his gear.

  • better

    Butchering the game's way. A carcass of the hunt shows the game's own search prompt and is butchered by it, even when the body has rolled away.

Houses and doors

  • new

    Knock. A house's door, and a real room's at the inn, has a Knock: those inside who hold the key hear it, and the room's renter may let you in.

  • new

    View the house. A house for sale shows its card at the door: its price, its town, and Buy it - from your purse or from the moneylender.

  • new

    Burglary. A house broken into is always told to its owner - by a letter when they are away - and to the Watch.

  • better

    Locked chests. A house's chests are locked on the game's own lock for strangers, and open for those who hold its key.

Life in the realm

  • new

    Quests in your journal. The newcomer's tour is a quest of the game's own journal, First steps in the town, each stop marked on your compass and your map. The work you hold shows there too: a town's supply order, a town contract, a merchant convoy, a carpenter's furniture order - completed, failed or taken out as they end.

  • new

    The wanted board. At every pillory and town hall, Read the wanted notices beside the keeper - only those wanted in the realm, each with what they look like: a man or a woman, their age, their skin, their hair or a tonsure, a beard or shaven. At a town hall, Read the town's contracts too.

  • new

    A word over a player. Look at someone and the use key offers what fits: Untie, Search, Bind, Tend wounds, or Actions for the person's menu.

  • new

    Your outfits kept. For the Early Supporters (a month) and Early Founders (three months), the game's three outfits A, B and C are kept from one visit to the next, and switched from the action wheel (Z).

  • new

    A marker on the live map. Right-click the land on the live map in the game: a marker there, and its way on your compass. Click it, or Remove the marker, to take it off; it goes by itself once you reach it.

  • better

    Your map, uncovered. The part of the map each character has uncovered is kept, with its pin and its legend.

  • better

    The keys to know. The tour begins with the keys that matter - to speak, the chat, F2, the action wheel, the cursor, your pack, the help, the live map and the emotes - each as you have it bound.

  • better

    Charcoal from the charcoal woods. A charcoal wood now gives charcoal, the alchemist's, about one load in four - a good of its own in your sack. The forges' coal comes from the mines alone.

  • better

    The nearest stocks. The pillory you are put in is the one of the town you stand in, never another town's far away.

  • better

    No players on the live maps. The website's live map and the game's show how many souls are in the realm, no longer where they are.

Work and the town hall

  • better

    Every trade explained. At the town hall, a trade's card opens its own page: how the work goes step by step, your level and experience, its perks by level, its gear - and Sign on, or Quit with exactly what it costs: a quarter of its experience (and the level it falls to), the perks lost, and a task under way ends unpaid.

  • better

    Gentler minigames. The work's task grows harder more slowly: one step every three levels, from 1 to 4 (it went up to 6).

  • fixed

    The work pose holds. Your character keeps working through the whole task, until the load is in your sack.

The store and the websites

  • better

    The packs side by side. The premium store (F2) and the account site's store now show a free player, the Early Supporter and the Early Founder side by side, line by line: prestige, characters, companion, home and upkeep, crafting, furnishing and the herald.

  • better

    No more character slots in the packs. The packs no longer give character slots; those who bought one before keep theirs.

  • new

    Write for the Chronicle. On the account site, write an article for your server's Chronicle as your character: the staff read it, and once approved it is published under your character's name and cried in the realm.

  • new

    Your phone in a scan. The store's QR code logs your phone into the account site, once, for ten minutes - hidden until you ask for it, so it never shows on a stream.

  • new

    Join in a click. The home page's servers are Join cards that open the game straight on the server, with how many souls are on it; Login & Register is at the top.

  • new

    Your Steam account. The account site's Settings show the Steam accounts you have played from.

Fixes and smoother play

  • fixed

    Furniture orders. An order to a carpenter could not be written; it can now.

  • fixed

    Doors and stability. A server could fall over on the houses' doors; it holds now.

  • fixed

    Drying herbs. An exploit with the game's drying of herbs is closed.

  • fixed

    A sparring bout wears nothing. The blows of a sparring duel or a tournament bout no longer wear the duelists' gear.

  • fixed

    No fight lines in the chat. The chat no longer shows the multiplayer mod's own fight lines, which named the other's character.

Robbery, two trades, and the names you know.

The staff may let some players rob and some factions confiscate, a town's watch keeps the law in its town, you may work two trades at once, the realm's live map opens in the game, and the names of those you have met show everywhere - over their heads and in the chat.

The law

  • new

    Robbery. Those the staff allow - a character on their own, or every member of a faction while they are in it - may rob someone within 5 metres, whatever state they are in: /rob, or Rob on the person's menu, in the focus mode and on the action wheel, shown to them alone. A window shows all the victim carries, what they wear too, and their purse: any item may be taken, and up to 70% of the groschen they had when it began. One robbery every 30 minutes; walk 8 metres apart and it ends.

  • new

    A robbery is a crime. A townsperson who sees it cries for the guards, the Watch hears the robber's name and a wanted notice goes up. Unseen, the victim may report it within 30 minutes with /reportrob. The victim is told everything that was taken, and nothing taken can be had twice.

  • new

    Confiscation. The factions the staff allow may confiscate items from someone within 5 metres: /confiscate, or Confiscate on the person's menu. The same window, items only - never money - with no wait between two, and no crime.

  • new

    A loaded convoy cart can be seized. While a convoy's crates are on it, a cart's reins are locked to its own people - a merchant's hired cart's too - but anyone else may cut them: 15 seconds standing still within 3 metres of it, with nobody at the reins (/seizecart, or Cut the reins on the action wheel and in the focus mode). A blow, a step away or a driver back on the seat stops it, and the cart's owner, the convoy's master and their party are warned the moment it starts. It is a crime, and crates sold at another market go to a fence. Keep someone at the reins, and hire guards.

  • new

    The town's watch keeps the law. A town court's Watchmen now fine (up to 50 groschen), put in the town's cell (up to 15 minutes), keep the town's wanted list, impound horses and hear the crimes done in their town - /fine, /pillory and /wanted work for them as the town's own.

  • improved

    Robbing the bound. Someone whose wrists are bound may be robbed by anyone, leave or not - it is a crime all the same, with the same wait.

  • improved

    A robbery goes on. Rob the same person again within the 30 minutes and the robbery goes on: no new wait, the same 70% of the purse in all.

Life in the realm

  • better

    A House's own colours. The pieces the staff keep for one House's members now cover caparisons and shields too, and they hold at the merchants, the market stalls and a handing-over as they do at the workshop: only its members get one. What you already own stays yours.

  • better

    The names you know, always. Over the head of someone you have met, the name you know them by now always shows; a stranger's head stays blank until you hold Caps Lock (or tap it: 5 seconds), then reads Unknown and their number - and near a staff member on duty. In the settings, Names over heads chooses it: Known names (the default), No names (none until Caps Lock, as before) or All names.

  • better

    Shields from the first levels of smithing. The forge now makes every shield of the land, each in all its colours, coats of arms, towns and guilds: the pavese from level 1, the heater shield from 3, the Cuman shield from 5 and the knight's shield from 6, at a price that suits them - 171 more pieces to make.

  • better

    Profession gear within reach. Every piece of a profession's gear, in every colour, is now made by level 3 of its craft at the latest: the fitted coat, the leather gloves, the spectacles, the Horseman's pick, the jeweller's ring and brooch among them.

  • fixed

    One name to a recipe. Two recipes of the same name now say which is which, at the bench as on the wiki: Radzig Kobyla's longsword (Istvan), Adorned axe (from the relic) and Adorned axe (replica), Iron (Armouring).

  • new

    Two trades at once. Sign on for a second trade at a town hall: both work side by side, and the work window switches between them. Leaving one costs a quarter of its experience; the rest stays with you.

  • new

    The live map, in the game. The key beside the game's map key (";" on a French keyboard) opens the realm as the website's live map shows it - towns, holders, lordships, brigands - with your own place.

  • new

    A seat at the court, signed. An invitation into a town's court opens as a contract: what the court is, the seat and its duties, the terms - signed with your name and sealed, declined, or kept for later.

  • new

    A faction's charter. An invitation into a faction opens as its charter: its word, the towns it holds, the rank and wage offered - and the oath to swear.

  • new

    The town hall's own window. The clerk's business as cards: your town, the trades, work for the town, your dues and property.

  • new

    The stable master's window. Talking to the stable master opens the horse dealer at once; "My horses" there leads to your own.

  • improved

    The town's coffers. In a town whose court sits, half the price of every house and business bought goes into its treasury, and a tenth of what the town pays back for one sold back to it.

  • improved

    Raids from every side. The first wave comes the way the crier announced; the later ones often from another side, and sometimes split between two or three sides at once, each marked on your map.

  • improved

    The names you know, in the chat too. What someone says or does, coins handed over, an offer, a trade: a stranger is named "Unknown" with their number there, someone you know by the name you know them by.

  • new

    Up with the hood. /hood pulls your hood down or up again.

  • new

    Reports and appeals. Report a player to the staff, or appeal a ban, from the account site.

Fixes and smoother play

  • fixed

    New from the bench. A piece made at a bench now comes out at full condition - it came out at the game's own 80%, short of the town orders that want 90% or better.

  • fixed

    Shoes on the road. Shoes and boots now wear on the road at a tenth of the game's pace too, like the rest of your gear: they fell far too fast.

  • fixed

    Your map kept. The places you find and the books you read are kept more surely: a late save can no longer undo a newer one, and nothing is forgotten when the server reloads.

  • fixed

    Fresh herbs stay fresh. A herb or a dish freshened by a fresher stack is no longer turned back.

  • fixed

    Seated through an update. When the server takes a new version without a restart, everyone on a cart or a horse now stays in their seat or saddle, the carts and horses stay where they are, and a running convoy goes on with its crates - you were thrown off at every update, which felt like falling off the cart at random.

  • improved

    Your yield on the screen. What a piece of work brings in shows as a card - its icon, how much, your sack, and the experience filling your trade's level - instead of a line in the chat.

  • fixed

    Everything in your pack. The sack's goods - ore, timber, herbs - show under "Everything" too.

  • improved

    Mining asks more. The digging takes seven to nine seams now, fading faster, with dull cracks from the first level: it can be failed.

  • fixed

    The work goes on. The work's pose keeps going while the work runs on after the task.

  • improved

    Less rain. Four rainy skies in ten keep their rain; the others stay dry under the same clouds.

  • fixed

    A hired cart stays its hirer's. At a market, nobody else drives off in the cart you hired for a convoy.

  • fixed

    A whistled horse brings its bags. A horse called from far away comes back with its saddlebags as they were.

The Right of the Sword, and the barber's chair.

A Lord may now swear a faction in as the Constables of his lordship, and the City Guard alone keeps the peace across the whole realm. The barber cuts hair and beards, every character gets one new face for free, and worn pieces go on the market stalls.

The law

  • new

    The Right of the Sword. A Lord may swear one faction in as the Constables of his lordship - his own, or any other but the City Guard and the City Council - from his court window (the Lordship tab) or with /oath. The faction's leader takes the oath or refuses it from the faction window's Overview, or with /oath accept. One faction to a lordship, one lordship to a faction.

  • new

    What the Constables may do. In the lordship's towns alone, by their own ranks' rights: bind, release and escort, fine, put in the pillory, try at its town halls and pillories (acquit, fine, pillory or cane - never the brand, which stays the City Guard's), and post the lordship's own wanted notices, paid from their coffers and heard only by its Constables and its court.

  • new

    The lordship's crimes and its banished. A murder, a robbed convoy or a poaching done in a lordship's town is posted for its Constables, where it has some. One banished from a town of the lordship who rides back in is shown to its Constables, to be bound on sight.

  • new

    The Lord is above his Constables. While he holds the lordship, they cannot bind him, fine him, try him or post him as wanted. He may revoke their oath at any time, then waits a day before he swears in another; the oath ends by itself when he loses the lordship or the faction is dissolved.

  • better

    The Guard keeps the realm. The City Guard's law still runs across the whole realm. Any other faction of the law now keeps its powers only where a Lord has sworn it in as his Constables.

  • better

    An hour in the pillory. The pillory and a trial's sentence now go up to an hour, as a town court's cell does: the realm's law is no longer held below a village's Reeve.

  • new

    Sworn, for all to see. A sworn faction's window wears the badge Sworn to the Lordship, with its powers and the towns where they apply.

  • better

    The Guard's coffers. The City Guard's coffers are kept by the staff: they pay its ranks' wages and nothing else, and the staff's allowance comes in every few days.

Your character

  • better

    The barber's chair. The barber now cuts hair and beards alone - free, as often as you like (/look); every character has one free new face - face, skin, body, hair and beard - with /restyle or from his menu. The creator no longer opens behind your own back in third person.

Life in the realm

  • better

    Worn pieces at the stalls. A market stall now takes gear, food and herbs in any condition: each piece goes on the counter with its condition shown (a longsword at 72%, a loaf no longer fresh), and the buyer gets it as it was. Each condition of an item is a ware of its own, with its own price.

Fixes and smoother play

  • fixed

    A taken cart on the road. A cart you drive works for a convoy even when it is not yours - its owner keeps it, and calls the convoy off by taking the reins back.

  • fixed

    Full saddlebags. More than 100 of one thing in the saddlebags no longer comes back as 100 after a restart.

  • fixed

    Amounts at the moneylender's. A click in the amount field of a menu no longer empties it: deposits, withdrawals and bills of exchange can be typed again.

Names to learn, and dressed for the trade.

Strangers stay strangers until they tell you their name, every trade gets its own garment and tool, supply orders pay a fair wage for the work, the wear on your gear is real and kept, horses can be hurt and fall, and the brigands come in real armour.

Roleplay and company

  • new

    Names to learn. Over a stranger's head you now read Unknown and their number. Tell someone your name with /meet and their number (within 20 m), or give them a name of your own with /meet, their number and the name - the name they told you, or a nickname. The menu of the person you face (Left Alt) and F2 > People around me do the same: Introduce yourself, Name them, and Introduce yourself to everyone around (everyone within 20 m at once). A name you learn is kept for good, and shows on your screen alone.

  • new

    Names when you want them. The names over heads show while you hold Caps Lock, or for 5 seconds after a quick tap of it - or all the time with Always show names (in the settings: the action wheel or /settings). Left Alt stays the cursor key. The players' list (Tab) shows the names you know, and Unknown Character for the rest.

  • new

    Voices behind walls. Walls, floors and closed doors now muffle the voice chat: a talk in a back room stays in the back room.

Life in the realm

  • new

    Dressed for the trade. Each of the sixteen trades and crafts has its garment and its tool: the garment gives +10% XP in the trade (at the bench and while gathering), the tool or second piece gives more resources a harvest, +10% coin a job, a 5% chance to get a craft's materials back, or a 10% chance of a bonus potion, dish or brew. Every buff is off while you wear chainmail, plate, sleeves or cuisses. The pack (B), the workbench and the stalls show what a piece gives; /profgear tells what you wear.

  • better

    Supply orders pay your time. An order now covers what its pieces cost you - fees, bought materials - and pays about a hundred groschen an hour of the real work (bench, gathering and the ride), at the town's rate of 85 to 115%. The daily craft work orders pay on the same terms.

  • new

    What each member earns. F2 > My faction > Bank > Members: each member's earnings this week and last, by activity - deliveries, supply orders, sales, the till, contracts, hunting, bounties, wages - for the ranks that keep the ledger.

  • better

    The household's storeroom. Key holders and the members of a faction a house is lent to can put ore, coal, logs and every sack good in its chests, not only its owner; /storeroom works inside the house too.

  • better

    At least a point a batch. Every batch at the bench trains at least one point again.

Your gear

  • better

    Gear that ends. The wear of a fight is now saved with your character, and gear wears ten times slower than before - but nothing mends it any more: no repair kits (the ones you hold are bought back at their price), and neither smiths nor whetstones restore a piece. A weapon or a piece of armour worn to nothing falls apart. A craftsman's new piece is the only way back to full condition.

  • new

    A death costs your gear. Every piece of gear you wear loses 15% of its condition when you fall (25% to another player's blow), and a worn-down piece may break in the fall. Sparring duels and tournament bouts cost nothing; clothes and tabards are spared.

  • better

    Gentler hunger and sleep. Hunger and tiredness now come twice as slowly as before. A bed at an inn is still a few groschen away with /sleep.

  • fixed

    No more free repairs. A piece handed to someone, dropped on the ground, taken back from the saddlebags or delivered for a supply order keeps its own condition - none of them mends it any more. A supply order takes the pieces that meet its condition and leaves your worn ones in your pack.

  • better

    Whole pieces on the counter. Market stalls only take pieces in full condition.

  • new

    Trade clothes for women. A woman now has her own pieces of profession gear, with the same bonus: the women's hood (miner), the simple headband (herbalist), the women's straw hat (fisher), the travel dress (hunter and coachman), the simple bonnet (coachman), common ladies shoes (courier), the work dress (smithing, armouring and cooking), the frilled dress (tailoring), the festive dress and the colourful headscarf (brewing).

Horses

  • new

    Horses can be hurt and killed. A horse keeps its health when you leave it, stable it or leave the realm, and heals 25 points an hour at rest; /hinfo shows it.

  • new

    A fallen horse is not lost. It is back at the stable, badly hurt, with its saddlebags and its gear, and can be led out again once it is back up to 25 - about an hour. /hget tells you how long is left.

War and the wilds

  • better

    Brigands and raiders in real gear. They wear and wield real pieces by their camp's strength - rags and clubs, padded coats and hunting swords, mail, and plate with longswords and polearms at the top, now and then a shield. Their armour really stops your blows where it covers them, so strike where they are bare; the hardest camps are a little tougher than before.

  • better

    The fallen's weapons. A brigand's or a raider's weapon and shield fall beside him when he dies, but they are not for the taking, as with the gear on any body: weapons and armour come from the crafters and the merchants.

  • better

    Treasure maps lead to real chests. A scrap of map now always marks a true chest or cache - never a beehive, a sack, a barrel or a bedside table - and the purse lies inside it, to be taken. The farther from the towns, the richer it is: some 120 groschen near one, up to 260 out in the wilds.

Fixes and smoother play

  • better

    A lighter interface. The windows you open now and then are closed for good a moment after you leave them, freeing your game's memory; the ones you open all the time come back at once.

  • better

    The herald's window is back, beside your letters.

Town supply orders, and every craft alike.

Towns now buy crafted pieces through supply orders, every craft levels with the same effort and faster, nights are shorter, the work minigames are your choice and the rules are rewritten.

Life in the realm

  • new

    Town supply orders. Towns post orders for crafted pieces (F2 > Supply orders, or /orders): take one, make the pieces yourself, and bring them to the quartermaster of a town at least 600 m away, for 30-60 % of their worth and a quarter more crafting XP. Or list your surplus and let the towns bid for it. Ten a day, three at once; long-waiting orders and long rides pay a little more.

  • better

    Every craft levels alike, and faster. All the crafts now take the same effort to level - about 30 % less than before on average: roughly 17 hours to level 5, 107 more to level 8 and 202 more to level 10, and quicker still through the supply orders. Batches go up to 25 at a time, and potions cost about 60 % less to brew.

  • better

    Shorter nights. Nights pass twice as fast as the day: about twenty minutes instead of forty.

  • new

    Minigames your choice. Prefer not to play the work minigames? Turn them off in the settings (F8) or with /minigames: the work takes four times as long, for the full yield.

  • better

    The rules, rewritten. The server's rules are rewritten in ten sections - courtesy, metagaming, powergaming, deathmatching, third-party software, lore, player and character kills, bug abuse, robbery and looting, and the global in-character chats - and the newcomers' test draws its questions from them.

Fixes and smoother play

  • fixed

    Saddlebags keep what you put in. Putting more than 64 of one thing into a horse's saddlebags at once no longer makes the rest vanish and the inventory close again and again; what was lost that way has been given back.

  • fixed

    Approving new factions. A faction request can be approved while its founder is away from the game.

Work with your hands, and bread in every town.

Gathering becomes a short task of skill, every town sells a day's food, a House may keep its own colours, and carts and horses no longer crowd the streets. The smithy's odd pieces stop vanishing, and what was lost is given back.

Life in the realm

  • new

    Work with your hands. Chopping, mining, picking herbs, fishing and butchering are now a short task on screen: strike the notch, catch the seam, pick the right herb, keep the fish on the line, cut along the joints. Fine work gives the full load, middling work about half, spoiled work nothing (the place keeps its load). The task grows stricter as your trade rises, and a quick hand gathers no faster than before. With the classic interface you type a short code instead, for half a load.

  • new

    Food in every town. General merchants and innkeepers (the innkeeper's Food and drink) now sell a day's provisions - water, milk, beer, bread, cheese, salami, vegetables and a few plain dishes - while the hearty roasts and smoked meats stay the cooks' own.

  • new

    A House's own colours. A House or guild may have a piece kept for its members alone: the staff reserve it, and only the faction's members have it made at the bench.

  • better

    Streets kept clear. A cart, wagon or horse left standing for twenty minutes with neither its owner nor its key holder near is led out of the way, where it stood: /cget or /hget brings it back to the same spot.

  • fixed

    The night watch walks its own town. A watchman hired in a town patrols that town: its own posts, or else its shops, tavern, stalls and other public places - no longer a walk to Suchdol.

  • better

    Suchdol everywhere. Suchdol's new layout - its houses, stalls and keepers - now stands on every server, the owners and their goods kept.

The website

  • better

    Applying to the staff. An application needs a Discord linked to your account (the staff reach their applicants there), a server's owners may open or close applications, and an application the staff answered shows that it is your turn.

Fixes and smoother play

  • fixed

    Found horseshoes, holy nails and the like. The smithy's odd pieces (found horseshoes, holy nails, broken crankshafts, charcoal water, a hanged man's noose and the rest) now go into your sack like steel or leather, instead of vanishing half an hour after they were made; the recipes that use them take them from the sack.

  • fixed

    The lost pieces given back. Every found horseshoe, holy nail, crankshaft, noose and charcoal water lost that way is back in its maker's sack.

  • fixed

    A batch trains like its pieces. Crafting several batches at once now trains as much as making them one by one, even far below your level.

  • fixed

    Parts at the market. The market no longer offers steel, leather, padding, bowstrings or fine silver for sale: only a craft makes them. It still buys them.

  • fixed

    The minigame's second try. A second piece of work in a row no longer opens a grey screen without its task.

  • fixed

    The town court page. The account site's town court no longer answers "server error" to its officers.

  • fixed

    New factions approved. The staff can approve a faction request whose founder is away from the game.

  • better

    A steadier server. The English server, full late at night, ran out of memory once; it now has room to spare.

Suchdol rebuilt, and the day's mending.

Suchdol is laid out anew, a newcomer chooses between a town's register and the open road, and the account site takes staff applications. The day's fixes keep goods, saddlebags and charters from going astray, and the servers and the live map run lighter.

Life in the realm

  • new

    Citizen or wayfarer. When the tour ends, a page shows how the land is ruled - the three Lordships and their Lords, the Crown lands, who answers to whom - and lets you choose: become a citizen of a town, picked with its Lord, its holder and its whole court in sight, or stay a wayfarer for now. /citizenship brings it back any time.

  • new

    Suchdol rebuilt. The village and its fort are laid out anew: the town hall's clerk, the moneylender, the market, the herald and the infirmary in the village, its trades and its tavern, its guards on the walls and its folk at work. Its burghers' houses are now whole estates, and two new ones are for sale with a fifth stall.

  • better

    The land in the realm window. F2 > My town & the realm draws the land on the live map's own background, each Lordship in its colour up to its borders, a castle on each seat.

  • new

    Stalls in Wysoka. Two market stalls are for sale in Wysoka.

  • better

    Where newcomers begin. A new character who starts in Suchdol arrives on the village square, not up in the keep.

  • better

    More coal. The mines give more coal (more than a third of their loads), and a charcoal wood gives its coal too, about one load in four - the forges no longer wait on it.

  • fixed

    Craft orders pay what they promise. A craft order from the board gives its full skill points again.

  • fixed

    The infirmary heals. Talk to the infirmarian > Be treated, or /infirmary beside him: full health, the bleeding stopped, your wounds dressed, for 15 groschen - once every 10 minutes, and never fresh out of a fight.

  • new

    Sleep heals. /sleep in your house, your room or a bed at an inn brings your health back with your energy over a minute, and a whole sleep closes your wounds - once every half hour, not in a fight, not while you bleed.

  • new

    Brigands in armour, and how hard they are. Every brigand camp now has a difficulty from 1 to 10 - cutpurses 1 to 3, brigands 3 to 6, deserters 6 to 9, now and then a captain's war band of 10 - told with the bailiff's word, in F2 and on the live map. Their armour counts: the harder the band, the more of each blow it stops (up to 60%), a helmet takes the sting out of a blow to the head, and they strike harder (up to 60%). The raiders' waves too. A harder band pays more - its head price and renown up to 60% higher - and a chief of 7 and up may leave a strongbox with a piece of silver.

The website

  • new

    Staff applications. On the account site, apply to join the staff of the server you play on, once you have 15 hours there: why you want to join, your experience, what you would bring and change. That server's staff answer you there, and by a letter in the game.

  • better

    My town and the court, on the account site. Your town's banner, its Lord and court, its message, its citizens by this week's points, your rank and your requests - and the court's tools for its officers, in the same new look.

  • better

    Roleplay requests on the account site. For now, a request to the staff is written and followed on account.kcdroleplay.com; the game tells you when the staff answer.

  • better

    Citizens by this week's deeds. A court's list of citizens shows those with the most points this week first.

  • better

    The live map comes alive. Point at a town or a lordship to light it up, click it for its holder, its Lord or Bailiff and its citizens; every town shows how many live there. The shops, merchants and houses are hidden at first - the filters still show them.

  • better

    A lighter live map. The map reads the shown server every half minute and the others every two minutes, and rests while its tab is hidden; the souls glide to their new place instead of jumping across the map.

Fixes and smoother play

  • fixed

    Gear stays the crafters'. Weapons and armour taken off a fallen brigand or soldier are refused, and a chest of the land gives back only what players put in it - never the world's own gear or riches.

  • new

    Allies join in. Strike a brigand and the rest of his band within reach comes for you; strike a guard or a townsperson and the town's guards come running.

  • fixed

    Goods out of a chest, all of them. Taking more than a hundred of one thing out of a chest (iron bars, timber...) no longer leaves part of it behind and lost a little later.

  • fixed

    A horse's saddlebags hold on. A put into the saddlebags no longer makes the other goods in them vanish.

  • fixed

    No selling a loaded horse. The stable master refuses a horse whose saddlebags still hold anything: empty them first.

  • fixed

    The charter for newcomers. A new player could not tick the charter's box after the rules' test; Enter now signs it too.

  • fixed

    Treasures stay where they lie. Golden cups, chalices and other rich pieces lying in the world are no longer shown as if they could be taken.

  • fixed

    Lords at their post. A Lord named while away is no longer reported idle for weeks.

  • fixed

    Your health is kept. Leaving and coming back no longer heals you: you return with the health you left with (at least a quarter of it).

  • fixed

    No leaving a fall behind. Leaving the game while dead no longer brings you back on the spot: the fall counts, and you wake at the infirmary it would have taken you to, wounded, the brothers' fee paid.

  • better

    Smoother servers. Fewer hitches every ten minutes, lighter windows (the crafting catalogue is sent once), a quarter less to download for the game's interface, and the Russian realm window shown whole.

Three Lords, and a court in every town.

Kuttenberg's lands are reshaped into three great Lordships, each ruled from its castle by a Lord. Every town held by a faction raises a court of its own - a Bailiff and their officers - that answers the townsfolk's requests, keeps the town's treasury, judges and guards it. The factions make alliances and wars, the realm's lore has its own book, The Chronicle, the stalls and shops get a proper counter window, news is cried by the towns' heralds, and a house can keep a workshop of its own.

The Common Courtesy Charter

  • new

    Signed once, by everyone. Before entering the realm, every player - newcomers as the last step after the rules, everyone else at their next login - reads and signs the Common Courtesy Charter: the box ticked, their name on the line, the wax sealed. It can be signed on the account site too, in Settings.

  • new

    Five points. No racism; respect for every faith; no harassment, of women or anyone; courtesy toward all; and "it's just my character" is no excuse. A realistic age is no licence for hatred.

  • new

    No negotiation. Racism, an attack on a faith, harassment or abusive talk means an instant, permanent ban. Witnessed it? Report it in the #support-ticket channel of our Discord. /charter reads it again any time.

The three Lordships

  • new

    The land, divided. The Lordship of Raborsch (Raborsch, Bohunowitz, Horschan, Grund), the Lordship of Suchdol (Suchdol, Opatowitz, Miskowitz, Wysoka) and the Lordship of Maleshov (Maleshov, Pschitoky, Bylany). Kuttenberg and Old Kutna are the Crown lands.

  • new

    Three Lords. Each Lordship has one Lord, chosen by the staff among the realm's finest roleplayers. The Lord rules every town of their land with the full rights of its court.

  • new

    The Lord gives the towns. From their window, the Lord decides which faction holds each town of their land - once a week at most for each town.

  • new

    Forty-eight hours to rise. A faction given a town has two days to name its Bailiff and raise its court, or the town slips from its grasp.

  • new

    No more seizing a held town. In the Lordships, a town that has a holder can no longer be claimed, challenged or besieged: only its Lord gives it. A town nobody holds can still be claimed as before.

  • new

    Dissident towns. A town's Bailiff can declare the town dissident against its Lord, who then loses every right over it; the town shows in red on the Lord's window and the live map, until it comes back under the Lord.

  • new

    On the Adventure server the towns stay open to all: claims, challenges and sieges as before, and a Lord there only sees their land.

  • new

    Titles are earned. A Lord and a Bailiff carry their title before their name, given by their office; a new name may no longer start with Lord, Baron, Count, Duke, King and the like.

  • new

    The Lord's window. Every town of the land at a glance: who holds it, its Bailiff, its citizens and how many are active, the toll it brings in, its treasury, its properties and every request waiting - and a word to all the Bailiffs at once.

  • better

    The realm at a glance. F2 > My town & the realm opens on the realm now: a small map of the land in the lordships' colours, each Lordship with its Lord (or none yet) and every town's holder, head, citizens and state - a dissident village in red - the crown's lands with Kuttenberg's wards, its Council and its Guard, and the wars and alliances in force.

  • better

    My town, as it stands. Its Lordship and Lord, its holder and head, its court and the officers in it, the town's message, your rank there and your requests to buy (withdrawn in a click), a button to its court, and plainly what can be done there: a held town of a lordship is never claimed, challenged or besieged - only the unowned ones are.

  • better

    The lordships on the live map. Each Lordship and the Crown lands now cover all their land up to their borders, as on the map of the realm - one colour per lordship, a two-coloured line where two of them meet.

A court in every town

  • new

    The Bailiff and the officers. The town's head (a Lord in a castle, a Bailiff in a village) calls a Castellan, Stewards, a Treasurer, a Reeve, a Captain of the Watch and up to eight Watchmen. Anyone can serve: there is no need to belong to the ruling faction.

  • new

    Asking for a home. In a town with a court, buying a house, a stall, a shop or a tavern is a request: your price is held, the court answers within two days, in game or on the account site. Declined or unanswered, your money comes back.

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    The town's treasury. Half of every property's upkeep goes into the town's own treasury, which pays the officers and the watch; the ruling faction can petition it for funds.

  • new

    Local justice. The Reeve fines, sends to the town's cell for up to an hour, or banishes from the town for a few days; the Captain of the Watch and the Watchmen keep the town's peace.

  • new

    The town register and the town's word. Every act of the court is written in the town's public register, and the court's message greets the town's citizens as they arrive.

  • new

    Letters to many. A Lord writes to all the Bailiffs of their land at once, and a Bailiff to all the citizens of their town.

  • new

    Citizens who count. The court sees its citizens, their rank and how active they are; the Bailiff can write to all of them at once.

  • improved

    Towns nobody holds keep working exactly as before: the town hall's clerk sells their free properties at their price.

  • improved

    The live map shows the three Lordships in their colours, their Lord, each town's holder and Bailiff, and how many citizens live there.

Diplomacy

  • new

    Alliances. A faction's leader proposes an alliance from the faction window's new Diplomacy tab; allies can no longer hurt each other - a duel between them still bites.

  • new

    Wars. Declare war on another faction with a cause, and end it by peace with your terms, or by withdrawing. The realm's page shows who is at war with whom.

  • new

    War on a great House. A war on the House of a Lord is still allowed, but its terms and consequences are agreed first with Faction Management and the House's leader.

Factions

  • new

    A faction is approved first. On the Strict RP server, founding a faction is a request the staff review: its cost is held, you are told as soon as it is decided, and you can withdraw it until then. Declined, the cost comes back.

  • fixed

    Influence around the small towns. The work in a town's woods, mines and ponds now counts for its factions' influence, and a letter contract counts for the town whose board posted it.

The Chronicle

  • new

    The realm's book. F2 > The Chronicle (or /chronicle): the deeds and the news of the realm, illuminated and set in two columns, written by the staff as the story unfolds. A "New" mark shows what you have not read yet.

Stalls and shops

  • new

    The counter's window. A stall or a shop opens a window of its wares, with their icons, a search and a sort; buy as many as you want at once.

  • improved

    Running a counter. The owner's Manage tab: the till, the name, each ware's price, and taking back exactly as many as you choose. Stocking from your pack asks how many first, then the price of each.

  • improved

    A town's share of the benches. The fee of a crafting bench or the alchemy table paid in a town now gives its holder the usual toll share.

  • fixed

    A full counter. An owner whose stall held many wares could no longer reach their own tools: they now come first.

  • fixed

    No Warhorse gear for sale. The gear linked to a game account or to Twitch, taken from players, is no longer sold by merchants either.

Life in the realm

  • new

    The herald. Talk to a town's herald to announce your news to the whole realm; away from one, /yell shows you the way to the nearest.

  • new

    Private workbenches. The staff can give a house its own workbench - one craft or all of them - for its owner, its key holders and its faction alone.

  • new

    Where you stand. /coords gives your place, ready to send the staff.

  • better

    No sign over the houses. The houses no longer carry a floating sign: whose it is and its price are at its door, and in the court of its town.

  • fixed

    Tournaments go on. A fighter who leaves is out of the lists at once - their bout goes to the other, and before the start their fee comes back - and the marshal can put a fighter out or draw the next bout if the lists stall.

Fixes

  • improved

    Master strikes are back, with their disarm.

  • fixed

    The barber's mirror. The character creator's faces and hair now always show, even the first time it opens.

  • fixed

    Fishing. Standing within 10 metres of the fishing place is enough again: fishers in the river are no longer turned away.

  • fixed

    Butchering your kill. A beast whose body fell or rolled away after its death can still be butchered by the one who brought it down, or their party.

  • fixed

    Emotes. A held pose like leaning back stays until you move; a broom or a rod no longer sticks to your hand after an emote or a piece of work.

The king's city, and a word with the staff.

Kuttenberg becomes the king's city, held ward by ward under a City Council and a City Guard, and its market fills with stalls and merchants. Ask the staff for anything your story needs with a roleplay request. Choose your dog among every dog of the realm, copy a character to our other servers, and change a name for free once a month.

Kuttenberg, the royal city

  • new

    Held ward by ward. Kuttenberg can no longer be claimed, challenged or besieged. Its ground is split into five wards - the Italian Court and Royal Mint, Ruthard Palace, the Market Square, the Upper Town and the South Market - and the staff give each to a faction.

  • new

    The ward's due. A ward's holder takes the town's toll on the sales made in it, works its gates, locks its doors and keeps its chests. Houses and businesses with an owner stay theirs.

  • new

    The city tax. 2% of every sale in Kuttenberg - at the stalls, the taverns, the merchants and the markets - goes to the Kuttenberg City Council.

  • new

    The City Guard. The Kuttenberg City Guard keeps the peace across the land: its members work the gates and pass the locked doors of every town. It takes no toll and holds no ward, and the City Council pays its wages.

  • improved

    The law of the realm. Fines, bounties, wanted notices and the judges now answer to the City Guard.

The Kuttenberg market

  • new

    Eighteen more stalls. Kuttenberg's market streets get 14 more stalls to buy and run, the South and West markets 4 more, spread over the whole market at its empty counters.

  • new

    The market's own merchants. A butcher, a baker, a greengrocer and a spice seller, a fletcher, a cloth merchant, a blade seller, a chandler and a herbalist in Kuttenberg, and a baker, a butcher, a greengrocer and general goods in the South and West markets. The fletcher sells only the plainest bows, crossbows and arrows; the butcher and the baker keep a hearth for the cooks.

  • improved

    No empty counters. A stallholder now stands at every other counter of the market.

Roleplay requests

  • new

    Ask the staff. F2 > Roleplay request: a faction to found, an item or a property for your story, an event to run, anything else. Give it a title and tell it in full.

  • new

    Follow it on the account site. Your requests, their state and the staff's answers are under Requests on account.kcdroleplay.com, where you can answer back. An answer reaches you in game too.

Your account and characters

  • new

    Copy a character to another server. On the account site, a twin of your character starts on another of our servers with what they carry, their money, skills, horses and citizenship, and their houses and businesses where the same place is free there. The original stays as it is. A character is copied once to each server, three copies a day for an account.

  • new

    Copy a faction to Adventure. A faction's leader can copy it to the Adventure server with its ranks and coffers; its members copied there join it at their rank.

  • new

    A free name change. Change a character's name for free once every 30 days for your account, or with a name change token any time.

  • new

    Every dog of the realm. With the dog, F2 > My belongings > Dog lets you step through more than 150 dogs, one by one, each coming to your side; the one you keep is remembered. The named breeds are still a click away.

  • improved

    Alone at the mirror. Changing your look in play, nobody stands in front of you any more: you choose in a world of your own and come back after.

Work and the wild

  • improved

    Fish at the water. Fishing is done at the water's edge itself, within 10 metres of the fishing place.

  • improved

    Wolves keep to the woods. Wolves no longer appear near the towns, villages and shops, and never chase you into them.

  • improved

    No more work spam. A work key pressed again while you work is ignored, and you rest three seconds between two pieces of work.

  • fixed

    Supply contracts count the herbs you carry. The herbs and fish picked by hand in your pack now count towards a contract, not only those in your sack.

Fixes

  • fixed

    The character creator's appearance list. For some new players the faces and hair never showed: the list is now asked for again until it comes.

  • fixed

    The whole crafting list. A big craft's window now shows all its recipes from the first opening.

  • fixed

    Your horse's gear and saddlebags. They are saved every minute, and a moment when the game reports them empty no longer wipes what was saved.

  • fixed

    Your goods in the house chest. The house chest now shows the goods kept in its storeroom.

  • fixed

    Taking from the faction's coffers. The amount typed is kept while the window updates.

  • fixed

    A grey screen after the wheel. Opening the chat right after the action wheel no longer greys the screen.

  • improved

    Crafting. Hover a piece to see its stats; the icons no longer jump when you click.

A room at the inn, and gear worth its name.

Rent a room at any tavern, by the week. The finest armour and blades now take a master's hand, with silver and gold in them. Factions get a treasury, ranks and a window of their own, and letters come sealed in wax. Houses and businesses cost half as much, a tavern earns from its beds and its kitchen, and your belongings, your work and your horse's saddlebags each get a window.

Taverns and rooms

  • new

    Rooms to rent. Ask the innkeeper for "Rooms": twenty numbered rooms in every tavern, 250 groschen to take one (the first week) and 300 a week after. The tavern's owner may set the price higher or lower. One room for each character.

  • new

    Your own four walls. Inside, nobody sees you but those you let in. Your room has a chest for your items and the goods of your sack, you sleep there for free, and it is listed with your belongings.

  • new

    The real rooms upstairs. A tavern's own rooms can be rented too, at twice the price: their door opens for you and your guests alone.

  • new

    Guests. Invite a friend from your room (the action wheel, "My room"), or knock: at the innkeeper, ask to come into someone's room, and they let you in or not.

  • new

    Locked doors. A numbered room keeps you in until you leave it. A real room's door is always locked, and opens as its renter - or a guest let in - comes up to it.

  • new

    Your room among your houses. F2 > My belongings > Houses lists your room with its inn, its rent and the way there. Every door in the innkeeper's window shows its price.

  • improved

    A tavern lives off its guests. The rent, a bed at the inn and what the innkeeper and the merchants inside sell now go to the tavern's till, less the town's toll.

The crafts

  • improved

    Level by worth. A recipe's level now follows how well the piece protects or strikes, compared with the others of its kind: nothing near the best before level 7, the very best only at 9 and 10. A piece's cost follows its level, so strong gear is never cheap.

  • improved

    The rare finds go into the rare pieces. Copper ore goes into the middle levels; silver from level 7, gold into the masterworks. The wolf's pelt, the stag's antlers, the resin, the feathers and the pearl each have their use near the top.

  • improved

    Learn at your level. A piece well below your level teaches less and less: the full experience at your level, about a third one level below, and very little further down.

  • improved

    Honest names. A plain or light piece that shares a famous name now says so - a Capon's bascinet (light), a Saxon bascinet (open-faced).

  • improved

    The merchants sell the basics. The armourer, the smith and the tailor now sell only plain, weak gear: the good pieces come from the realm's craftsmen.

Factions

  • new

    The treasury. A faction's coffers, with a ledger of every coin in and out, and who moved it.

  • new

    Ranks and rights. The leader names the ranks, orders them and decides what each may do: take from the coffers, invite, dismiss, buy property, work the gates and more.

  • new

    The faction's window. Members, coffers, ranks and property in a window of their own (F2 > My faction).

Money and property

  • improved

    Half the price. Houses now cost 2500 to 10000 groschen, a shop 15000 and a tavern 25000 - and the weekly upkeep, a share of the price, halves with it.

  • improved

    The herald. One announcement a day for 300 groschen, cried in the chat and shown on everyone's screen.

  • improved

    Locked means locked. A locked house's doors can no longer be used by anyone else: each one unlocks as you, a key holder or your faction walks up to it, and locks again behind you. A house left unlocked, or one for sale, stays open to all.

  • new

    Three spare keys, from anywhere. F2 > My belongings > Houses: give a key to anyone in the realm or to a character by name, see who holds one, and take it back with a click.

The interface

  • new

    Your belongings at a glance. F2 > My belongings opens one window for your houses, horses, carts, dog, upkeep and stores.

  • new

    Your working life. F2 > Work opens one window: your trade, its level and perks, the trades to take, the crafts, your sack and the boards.

  • improved

    Drag between your pack and what you open. A chest, a storeroom, your room or your horse's saddlebags opens beside your pack, with every kind of thing it takes shown; a drop it cannot take tells you why.

  • improved

    Who is in the realm, A to Z. TAB lists everyone by name; sorting by faction is a click away.

  • new

    The saddlebags. Beside your horse, open its saddlebags next to your pack and drag items both ways - from the horse's card or X > Here.

  • new

    A new character's start. Character creation ends with where you begin: pick your town, then take the tour or skip it. The tour now shows each stop in a small card at the side of the screen.

  • improved

    A tidier menu. Emotes are on F6, shown at the bottom left of your screen; "My town" and "The realm" are one line of F2.

  • new

    The premium store in game. F2 > Premium store, at the foot of the menu.

  • improved

    Drag and drop at once. An item dropped into a chest, your room's chest, a storeroom or the saddlebags moves the moment you let go.

Fixes

  • improved

    No more cries of thief. Taking things in town no longer sets the townsfolk shouting or the guards running. Striking or killing them still does.

  • fixed

    Goods into your house. Dragging goods from your sack onto your house's chest now puts them in the house's storeroom.

  • fixed

    An inventory that stays open. An item the game kept handing back no longer closes your inventory again and again.

  • new

    Fallen in battle. Killed by another player, or in a town under siege, you wake in the infirmary of the next town over, far from the fight - and "[Fallen]" shows after your name for five minutes.

  • fixed

    Caparisons stay. A horse's caparison no longer vanishes when you park or whistle for it: if it cannot be put on, it goes back into the saddlebags.

  • fixed

    A sale that fell through says so. When someone accepts your horse, cart or other offer but cannot pay, you are told nothing changed hands.

  • fixed

    A safe landing in Kuttenberg. A new character starting in Kuttenberg now stands on the town hall's floor, not on a roof.

A fair day's pay, and the crafts within reach.

Every trade now pays by its risk, crafting starts cheap and grows long only at the top, and houses and businesses are worth what they should. Your town's contracts and the list of who is in the realm get windows of their own, F8 opens a new help, you log in with a username of your own, and newcomers learn the rules with a short test - and set off with a sword and a shield.

The crafts

  • improved

    Cheap to start, long to master. The first pieces of every craft cost a few dozen groschen to make; each level is dearer, up to the finest blades of the game near 5000 groschen. Levels 1 to 5 come quickly; levels 8 to 10 are the long road.

  • improved

    Experience by the work. A piece earns experience by its level and the goods it takes: a breastplate of fifty loads teaches far more than a coif of five.

  • new

    The game's anvil counts. Its recipe book follows your smithing level, and what you forge there is yours, with the same experience as at our bench, once your level allows it.

  • new

    The cook's whole book. Every dish of the game - cooked, smoked or dried - in the cooking craft; the tavern kitchens sell the farm's raw food, and the game's own fire counts for your cooking.

  • improved

    Merchants buy at a tenth. A merchant now pays a tenth of an item's worth: crafting and selling back is never a mint.

Money and property

  • improved

    Pay by risk. Safe, quick work - gathering, the courier's parcels, the night watch - pays about the same; the hunt pays more; convoys, their escorts and the raids pay the most.

  • improved

    Each miner their own vein. A vein you work keeps its loads for you: another miner emptying it no longer sends you back to wait.

  • improved

    Houses and businesses at their worth. Houses now cost 5000 to 20000 groschen and businesses 10000 to 50000. Their weekly upkeep is a share of that price.

The interface

  • new

    The town's board. The clerk's contracts, the day's work orders and the town works in one window, with what you hold under "Mine".

  • new

    Who is in the realm. TAB lists everyone by their character's name, grouped by faction, with their ping and a search.

  • new

    A new help. F8 opens the guides and every command you may use, by category, with a search. Your settings are now on the action wheel.

  • improved

    A lighter chat. The chat is much cheaper for your game to draw.

  • fixed

    The live map shows everyone again. Every player is a dot on the map once more - never with a name.

Your account and newcomers

  • new

    A username of your own. You log in with your account's username and password, whatever your launcher name; the last one you used is filled in.

  • new

    The rules, and a short test. A new account reads the rules in short and answers five questions about them; each mistake is explained. The rules are always at the foot of your menu (F2).

  • new

    Armed for the road. The town clerk's welcome at the end of your first walk now comes with a homemade hunting sword and a training shield.

Fixes

  • fixed

    Your sack keeps what it holds. A horse walking off while you work no longer costs you goods, and your horse or cart counts when you ride it or it stands within 40 m.

  • fixed

    Herbs, arrows and bolts stay yours. What you take off a drying rack, pick up after a shot or take off a body is no longer taken back.

  • fixed

    The tailor's window opens. The tailoring tab of the crafting window opens again.

  • fixed

    Armour in its place. Pieces with "rondel" in their name are sorted with the armour, not the daggers.

The forge, the still, and a place for your goods.

The smith now forges every blade, axe and horseshoe of the game's own blacksmithing, from bars smelted at the forge, and the game's alchemy table brews into your trade with every potion of the game. Your house keeps your goods in its storeroom and your horse carries them on its back. Sparring duels, a classic interface for those who prefer the game's own, and a long list of fixes: brigands on the ground, merchants with money and clean streets.

The forge

  • new

    Every recipe of the game. The smith's book now holds all 60 of the game's blacksmith recipes, from farmer's horseshoes to Lingua belli, each at its level. The pieces you already forged keep their place.

  • new

    Smelting and parts. Scrap, iron, fittings, steel, copper, Frankfurt and Toledo steel and steel plate are smelted at the forge. Guards and pommels are forged as parts. The goldsmith colours gold, the apothecary makes pitch, enamel and acidum, and the tailor tans hides. A recipe can ask for a game item from your inventory: the window shows it with its icon.

  • new

    Copper ore. Miners now find copper beside iron, coal, silver and gold.

  • new

    Relics. Excalibur, Durendal, the Four Evangelists and the Dragon's Tooth axe need their relic, a rare find in treasure chests, on deserter and brigand chiefs and in contracts. The guild's long sword, the ornate axe and Magdalena's axe can also be made as replicas without one.

  • new

    The importer. A stall south of the Kuttenberg market sells what the realm does not make: exotic wood, flying fox hide, tincal and jasper, a few at a time.

  • improved

    Forge materials come from the crafts. Bars, guards, pommels and hides are no longer found in chests or on the ground, and the merchants no longer sell them. The saddler keeps only the farmer's and the knight's horseshoes.

Alchemy

  • new

    The game's alchemy table counts. What you brew at the game's own alchemy table now goes into your trade, as the apothecary's work: your book there holds exactly the recipes your alchemy level opens.

  • new

    Every potion of the game. The apothecary's book now holds the game's recipes, with their own reagents.

  • improved

    Every reagent can be found. The apothecaries sell the herbs and minerals no trade gathers: marigold, mint, St John's wort, sulphur and more. Herbalists find mandrake, hunters bring boar tusks, and fishermen now find a freshwater pearl in a mussel now and then.

  • improved

    Herbs from your pack. Herbs you picked by hand now count for a recipe, from your inventory beside your sack.

Your goods

  • new

    The storeroom. At the door of a house you own, the action wheel (X, then Here) opens its storeroom beside your pack: drag the goods of your sack in and out. A house keeps 400 loads.

  • new

    A pack horse. Beside your own horse, the wheel opens what it carries: 100 loads of goods on its back, wherever it goes.

  • new

    Sell what you choose. /sellgoods ore 10 sells ten loads of ore and keeps the rest.

  • new

    More from the hunt. A hunter butchering a hare also gets its hide, and a boar sometimes carries a bezoar.

Life in the realm

  • new

    Sparring duels. /duel a player beside you: the bout ends when one yields or falls, nobody dies, and both are healed after. Two of one faction can spar too.

  • new

    The classic interface. Prefer the game's own menus? Your settings (F8) can turn the new interface off and keep the game's own chat, menus and notices.

  • new

    Free a stuck cart. /unstuckcart pulls your cart free onto open ground beside you.

  • improved

    Your horse keeps its gear. The saddle, bridle and caparison stay on your horse when you dismount, park it and bring it out again.

  • improved

    A shorter first walk. The newcomer's tour of a town keeps to the town itself: no more stops far out of town to end it.

  • improved

    Room for more. The servers now take up to 1000 players.

Fixes

  • fixed

    Brigands keep their feet on the ground. Brigands and raiders no longer float over the hills on their way, and one left standing in the air is set down.

  • fixed

    The merchants have money again. A merchant's purse now refills a little every ten minutes, so you can always sell to them.

  • fixed

    Clean streets. Guards and brigands no longer drop their swords and shields when they fall, and the weapons and armour left lying on the ground are cleared away after ten minutes.

  • fixed

    Butchering. Kneeling by a carcass finds it again, on a slope too.

  • fixed

    What you discovered stays. The towns and places on your map no longer vanish when you join again.

  • fixed

    Convoys. Hired carts no longer get stuck, and nobody is left frozen when a cart goes home.

  • fixed

    Fishing. Your arm no longer stays raised once you are done fishing.

  • fixed

    A name used again. The name of a deleted character is free for a new one.

A new face for the realm.

The whole interface is new: your pack with drag and drop, an action wheel, a focus mode, a crafting window, the realm, your faction and your progression at a glance, your houses and horses, a market for both, a new character creator, a new chat and your own settings. And two new crafts open: the goldsmith makes the rings, brooches and necklaces you wear, and the brewer the beer, wine, mead and schnapps you drink. A new server opens its gates too: Adventure, for a casual roleplay.

The new interface

  • new

    Your pack. Press B: your items as a grid with their icons, worth and weight. Drag them to order them, equip or take off what you wear, destroy what you no longer want, and move items between your pack and a chest.

  • new

    The action wheel and the focus mode. Hold Z (W on an AZERTY keyboard; any key in the settings, F8) for the wheel: what you can do here and now, your horses, emotes and settings in one gesture. The focus mode marks the people, horses and keepers around you.

  • new

    The crafting window. Each craft as a book: its level and experience, the recipes by heading and by difficulty, what your sack allows, the bench, the time and the experience of each piece - and the nearest workshops when you are away from one.

  • new

    The realm at a glance. Your town, your faction and its roster, and your own progression - trades, skills and crafts - each on its own page.

  • new

    Your houses and horses, and a market for both. One screen for the houses you own or hold a key to and the horses you own or ride. The houses for sale and the stable's breeds are shown as a catalogue.

  • new

    A new character creator, a new chat and your settings. Shape your character in a side panel over the game's own preview. The chat is redrawn. Your own settings window holds your keys, the chat, what the screen shows and your voice.

  • new

    Rest with /sleep. In a house you hold a key to, or at an inn for a few groschen: your energy comes back in a minute.

  • new

    /uireset closes any window stuck on your screen and gives the keys back to the game.

Two new crafts

  • new

    Jewelling. The goldsmith's bench at the Kuttenberg mint makes 27 pieces of jewellery you can wear, from a cheap ring to a solid gold one. Silver ore is refined into fine silver, a part only the goldsmith makes; the golden pieces take the miners' gold, and the finest the smith's steel.

  • new

    Brewing. Every tavern now has a brewing vat: 13 drinks from a plain beer to a wedding beer, wines, mead and plum schnapps. Their effects are the game's own.

  • new

    New goods. Miners now find a little gold ore and herbalists pick hops. Barley malt, honey, grapes and plums are sold at every market.

  • new

    New craft orders. The town hall now posts a daily order for the goldsmith and one for the brewer.

  • improved

    Each craft its own. The rings, brooches and necklaces have left the smith's forge for the goldsmith's bench, and beer and mead have left the kitchen for the brewing vat. Two crafts a life still holds: the goldsmith and the brewer count among them.

  • improved

    The merchants sell the plainest. A goldsmith at the mint sells only the first pieces of jewellery, dear and a few at a time. The taverns now pour only plain beer, cheap wine and Troskowitz beer. Mead, the better wines and schnapps come from the brewers.

A new server

  • new

    Adventure opens its gates. A second English server, [EN/US] KCDRoleplay.com - Adventure, for a casual, softer roleplay that leans towards the RPG: the same Kuttenberg, and no strict roleplay rules - play as you like. Join it at play-rpg.kcdroleplay.com:7780. Your account works there too, and the characters you make there are its own. The main English server is now [EN/US] KCDRoleplay.com - Strict RP, and keeps its strict roleplay.

Every piece of gear, made by hand.

Three new trades open: the armourer, the tailor and the bowyer join the smith at the forge. The land no longer gives its weapons and armour away - every blade, every suit of mail and plate, every gambeson, bow and arrow is now made by a crafter, ten levels a craft, two crafts a character. Your account page shows where each of your crafts stands, and a ban from the staff now holds on every server.

The crafts

  • new

    Four crafts for all the gear. The smith's forge now makes every weapon of the game; the armourer's anvil every suit of mail and plate and every helmet; the tailor's table every gambeson, garment, hat, boot and glove; the bowyer's bench every bow, crossbow, arrow and bolt. Each craft climbs ten levels, and the finest pieces take hundreds of loads of goods.

  • new

    Alone at first, together at the top. Up to level 7 a crafter needs nobody: raw goods, gathered or bought at a market, and the parts their own craft makes - steel, leather, padding, bowstrings, never sold at a market. Only the great pieces of levels 8 to 10 take one part of one other craft: the finest blades the tailor's leather, the finest armour the tailor's padding, the finest crossbows the smith's steel.

  • new

    Two crafts a life. A character masters two crafts at most: past level 5, a third stops rising. A faction that wants its whole kit needs its smith, its armourer, its tailor and its bowyer.

  • improved

    The merchants sell the plainest pieces. Smiths, armourers, tailors and saddlers now sell only the first pieces of each craft, dear and a few at a time. The good gear comes from the crafters.

  • improved

    The land keeps its gear. The weapons, armour, helmets, hoods, bows and arrows the level laid on its tables, racks and in its chests are gone, and stay gone. What brigands, raiders and the hunt leave behind is still yours to take.

Your account and the keys

  • new

    Your crafts on your account page. Each craft you work has its own card: the level and the experience to the next, the ten levels as a bar, the parts it makes and the pieces the next level opens, with every recipe a click away. Your two specialities are shown at the top - and a craft that stops at level 5 says so.

  • new

    F5 hides the chat. Press F5 to hide the chat and press it again to bring it back. The emotes stay on F6 and third person on F3.

Fair play

  • improved

    A ban holds on every server. The staff can now ban an account from the account site, even when the player is not in the game: the account is refused when it joins, on every server, and put out within a minute if it is in play. The player sees who banned them, why and until when, in the game and on their account page.

  • new

    A log of every item. The staff now see where each item of a character came from and where it went - a chest, a shop, a business, a hand-over, a body, the ground, a craft - for 30 days.

  • fixed

    No more forged purses. Money a game shows from nowhere is taken back every time, and the fortunes it built have been brought back down.

  • fixed

    Healing another player. /heal now takes a player's name or number, and heals their wounds as well as their health.

The hunt, and what you learn, you keep.

The king's forests fill with game: deer, hares, boar and wolves to hunt with a licence, butcher and sell - and a new trade, the hunter. Your character now keeps everything the game teaches them - levels, experience, perks, the map they uncovered and the books they read. Every horse has its own coat and blood and comes to your whistle from anywhere, raiders fall on the townsfolk while the guards fight back, the guards carry torches at night, and you can look on from behind your character. Scenes can be left in the world for others to play around, the party frames show your companions by name, and the fallen are no longer stripped.

The hunt

  • new

    Game in the king's forests. Nine hunting grounds, each with its huntsman's lodge, fill with game when you ride near: roe deer, does and stags that graze and bolt when you come too close, quick hares, boar that charge whoever presses them, and after dark, sometimes, a pack of wolves that stalks the woods. /game marks the nearest ground; the huntsman points out fresh tracks.

  • new

    Butcher what you bring down. Kneel by the carcass - /butcher or the huntsman's menu - and the venison, boar meat, hare, hides, wolf pelts, antlers and tusks go into your sack, to sell at any market.

  • new

    The hunter, an eighth trade. Take it at a town hall: twice the yield of an amateur, paid for every carcass, with perks (a cleaner cut, trophies twice as often, double the meat), daily orders and a masterpiece - a lord's feast of venison and a stag's antlers.

  • new

    The licence, and poaching. The huntsman sells a week in the king's forests for 60 groschen (half for a hunter, free for the king's huntsman). A kill without one is poaching: the huntsman sees everything near his lodge, a gamekeeper sometimes deeper in, and the Watch gets your name.

  • new

    Wolves and the flocks. Outside the villages the herdsmen's sheep, cattle and pigs graze on their pastures. Some nights wolves come for them: drive them off before they take a sheep. Every wolf pays a 15-groschen bounty, and its pelt.

  • new

    Game at the kitchen. Six new recipes: roast hare, roast venison, smoked venison, boar, smoked boar rump and boar tenderloin - and a craft order to roast venison for a feast.

Your character

  • new

    Your levels are kept, all of them. Strength, agility, vitality, speech and every skill of the game - with the experience toward the next level, the unspent perk points, every perk bought, your hunger and your rest - are kept with your character and put back at each login. The game gives its experience again for what you do: a hit, a kill, a road walked, a book read.

  • new

    What you discovered stays discovered. The places found on your map, the books you read and how far you studied each, and your map pin are your character's own and come back with them.

  • new

    Third person. F3 switches to the view from behind your character and back to your own eyes, on foot, in the saddle, in a fight or with a bow drawn. The emote menu is now on F6.

  • improved

    A quiet screen while you make your character. The chat is hidden while you log in, choose a character and shape their face, and comes back as you step into the world.

  • fixed

    Your perk points, given back. The levels brought back from before came without the perk points they had earned: each such character gets those points once, at their next login, to buy their perks again.

  • new

    In the game, on your account. Your character sheet shows your level, your four stats and the best of the game's skills.

  • new

    Your screen, your choice. /togglehud - or F2 > your character > On your screen - hides or shows, each on its own, the party frames, the date and time, the help line, the signs over the places and the chat itself. Kept with your character.

Roleplay and company

  • new

    Scenes. /createscene 2h The palisade is scorched and cracked here leaves a floating description where you stand, seen by everyone within a few paces with your name under it, for as long as you say - half an hour to a week. Three at most; /scenes lists those around you and /removescene takes yours down.

  • new

    Party frames with names. The party frames on the left now show each companion by their character's name, the leader marked, with a bar for their health and one for their stamina; a fallen companion is greyed out.

  • new

    A word to the staff. /pma sends a private message to a staff member on duty, once every 30 seconds - and the one who took your report can always be answered with /pm.

Horses

  • new

    A coat and stats of its own. Every horse now has its own coat and its own strength, agility, vitality and courage, from 1 to 30: an old nag about 6, a destrier about 18, the racing horse the fastest and the destrier the bravest - and no two alike. The horses you own already got theirs today, for good. /hinfo shows them, and so does the Property page of your account.

  • new

    Grooming. The grooms of any stable give your horse another coat - black, bay, chestnut, dun and more - for 40 groschen: /hcoat.

  • improved

    Your whistle carries. /whistle now brings your horse to you from anywhere on the map, wherever you left it.

  • new

    Spurs at the saddler. The saddlers now sell rowel, Hungarian, knight's and noble's spurs.

The people of the realm

  • improved

    Raiders fall on the town. A raider with no defender within reach now falls on the town's own people - its townsfolk and its guards - and the guards near the fighting take on the raiders by themselves. A raid left alone costs lives.

  • new

    Torches after dark. From eight in the evening to six in the morning the guards carry a lit torch, and one raider in three comes with one.

  • improved

    Your own town. In a town your faction holds, what the town laid out is yours to take: its people and its guards no longer cry thief. Striking or killing them is still a crime.

  • improved

    The Maleshov courtyard gate. The faction holding Maleshov now works the double gate of its courtyard as well as its drawbridge (F2, or /citygate).

Fair play

  • improved

    What cannot be explained is refused. An item that appears from nowhere is taken back out of the game, and experience, levels or perks that nothing explains are put back. What your own hands make - a craft, a smith's work, a butchering, a herb - is yours. Nobody is kicked for it: the staff look into it.

  • improved

    The fallen are not stripped - unless they say so. A player struck down is wounded, not dead: nobody may search their body and take their belongings. Fallen, /allowloot player lets one person search you (a robbery played out, a friend taking your gear home), /allowloot all anyone, until your next fall. The staff on duty may always, and it is logged.

  • fixed

    A chest keeps what you put in it. The world refilled its chests from time to time, and a refill threw away what players had left in them - house chests included. A house's chests are now never refilled, and any chest of the land somebody puts something into becomes a store that keeps it for good.

  • fixed

    The Warhorse gear stays outside the realm. The armour, shield and caparison a game gets from a Warhorse account link or Twitch drops were never earned here: they are taken off characters and horses.

Citizens of the towns.

Every town now keeps a register of its citizens: rise from Settler to Patrician, and the town asks less of you. The coachman has travellers, convoys can be run with a hired cart, the crafts have their own orders, and newcomers get a guided tour of their first town.

Citizenship

  • new

    Citizens of the towns. Every town keeps a register: write your name in it with the clerk at its town hall (20 groschen). Only a town's citizens may buy a house in it - the owners of a house today are citizens of their house's town already.

  • new

    Seven ranks, from Settler to Patrician. Your work in and around the town, its market, orders, contracts and works, the raids and brigands you drive off, the upkeep you pay, the time you spend there - all raise your standing. Each rank lowers the upkeep of your houses and businesses in the town, down to -50% for a Patrician. A long road.

  • new

    A town forgets the idle. A week earning less than 200 standing for your town costs a rank. F2 > My town, and the new My town page of your account, show where you stand.

Work

  • improved

    The coachman has travellers. On duty with a horse or a cart, a traveller waits for you at an inn, a stable or a market, on your compass, bound for another town: pick them up, set them down, and you are paid by the road - half again in a cart, more for a brisk ride. Players can still call a coach: F2 > Work > The coach service.

  • new

    Craft orders. The town hall's board now has an order for each craft every day - iron bars, bandages, a cooked fish - that anyone may take, whatever their trade. Selling ore, herbs or fish at a market now tells you where they are worth more worked.

  • new

    Hire a cart for a convoy. No cart of your own? The market trader hires out a merchant's two-wheeler for the run: a deposit, back on delivery, and a small fee. And one route a day is the merchants' want: a quarter more. F2 > Work > Merchant convoys.

  • new

    A tour for newcomers. A new character first reads the rules of the house, chooses the town where their story begins, then follows their compass through it - the town hall, the moneylender, the market, a workshop, the stable, a place of work and the tavern - each explained on the spot. /skiptutorial skips it, /tutorial walks it again.

Newcomers

  • new

    The rules of the house, first. A new character reads what strict roleplay asks - a name of the age, staying in character, no metagaming, no powergaming, no deathmatch, valuing their life - and accepts it before they take a step.

  • new

    Where your story begins. Choose your first town among the eight with a town hall - Suchdol, Kuttenberg, Miskowitz, Grund, Pschitoky, Bylany, Maleshov or Raborsch - and arrive before its town hall.

  • new

    A guided tour. Your compass leads you through the town: the town hall and citizenship, the moneylender, the market and its convoys, a workshop, the stable, a place of work and the tavern, each explained when you reach it. The town clerk gives you 50 groschen at the end. /skiptutorial skips it, /tutorial walks it again.

Your character

  • improved

    Names of more than one word. A first or a family name may now hold spaces - Anna Maria, von Berg, de la Cruz - up to three words each. In commands, write an underscore for every space: /letter Anna_Maria_von_Berg ....

  • new

    My town, on your account. Your rank, what the next one needs, this week's standing, the seven ranks and the town's notables - and the towns page counts each town's citizens.

  • new

    English or French. The site, the map, the chronicle and your account now read in French too: choose EN or FR at the top right, and the choice is kept.

The people of the realm

  • fixed

    The realm's women look like women. The women among the townsfolk and the merchants now have a woman's body and a woman's clothes, instead of a man's build or clothes that did not fit.

  • improved

    Quieter streets, for now. The passers-by who stood frozen in the streets are gone until they can walk the towns properly again.

Women arrived.

Women can now be played, war bands march on the towns, brigands roam in greater numbers, and a cart's look is chosen at the cartwright. The server moves to KCD:MP 0.34.

Update your client: the server now runs KCD:MP 0.34. Install the 0.34 client to connect.

The server

  • improved

    KCD:MP 0.34. The server runs the new KCD:MP: update your launcher to join.

  • improved

    Always up. If the server stops or freezes, it starts again by itself within a few minutes.

Your character

  • new

    Women. The character creator now offers a woman's body: her own faces, hair and skins (Body: Man / Woman, at the top of the creator and with /look). The game has no women's armour, so a dress stands in for a man's clothes and armour on her. Your game asks to restart once when a character changes body.

  • improved

    Two character slots per account now, not three. Anyone who already has three characters keeps all three, and slots bought in the store are kept too.

War and the wilds

  • new

    Town raids. Every few hours a war band marches on a town. The crier warns the whole realm ten minutes before (again at five and at one), then three waves come in from one side, marching in ranks: cutpurses, brigands, then deserters under their captain - one raider for every defender about, spread out over the defenders. The defenders share the heads, plus a 150-groschen purse if all three waves are broken, and gain renown and influence in the town. A raid not broken within 20 minutes plunders the town: the house that holds it loses a fifth of its coffers, 2,000 groschen at most. See it with /raid, in F2 > The realm, and on the live map.

  • improved

    More brigands. A band makes camp every 15 to 30 minutes, up to five in the land at once and well apart. /brigands lists them all and marks the nearest, and the live map shows every camp.

Carts

  • new

    Your cart, your look. Buying a cart now opens its look straight away, free: the body, the wheels, the load and the horses' coats. A new look later costs 100 groschen at any cartwright, with the cart beside you. Carts bought before get one free choice too.

  • improved

    Room to roll out. A cart is brought out side-on, on open ground in front of you (a wagon 9 m ahead, a two-wheeler 6): face a wall or a tree and the cartwright asks you to face open ground first, before any coin changes hands.

The account site

  • new

    Forgot your password? On the account site's login, ask for a link by e-mail (your username or your e-mail): it lets you choose a new password, once, for one hour. It is the password of the game too.

  • new

    Link your Discord from the top left of account.kcdroleplay.com: you join our Discord, and the roles you earn (Early Supporter...) follow your account by themselves.

Fixes

  • fixed

    The server freezing for a minute or more (nobody could join) when the guards chased a thief a long way: their pathfinding is off until KCD:MP fixes it, so for now a guard runs straight at a thief again.

  • fixed

    A crash when a player holding a treasure map came into the realm, after the KCD:MP 0.34 update.

  • fixed

    Brigands and raiders spawning inside each other (and cutting each other down): every man now has his own spot, and raiders march in ranks.

  • fixed

    Spawning inside a cart in the yard of Suchdol.

The struggle for the land

The towns now have a balance of power: every faction weighs in every town through what its people do there. Around it come convoys, town works, sieges, tournaments, brigands, contracts and treasure, all built for playing together. Carts and wagons also arrive, along with the game's own dice, a new account site and a fairer economy.

Update your client: the server now runs KCD:MP 0.33. Install the 0.33 client to connect.

Power and renown

  • new

    Influence over the towns. Every faction has an influence in every town, won by what its people do there: work, trade, deliveries, rounds of the watch, upkeep paid, town works, convoys, brigands put down, justice done. Crimes cost it, and it fades by about a twentieth a day, so a town is held by being there.

  • new

    Influence decides the towns. A challenger needs at least as much influence in a town as its holder. A holder whose influence fades under 15, with a rival above 40, loses the town. A holder that also leads a town's influence takes an 8% toll instead of 5%.

  • new

    The house of the week. Every Monday the faction with the most influence across the land is proclaimed, and the record is kept on the account site.

  • new

    Renown. Every character earns a name through their deeds, from an unknown face to famed across Bohemia, and others read it when they look you over. F2 > The realm shows yours and every town's standing.

  • new

    Sieges at a fixed hour. A faction's leaders declare war on a town's holder, and the siege falls on the next Wednesday or Saturday at 20:00 (Paris). For one hour the side with more people in the town gains ground, and twenty minutes of it take the town.

  • improved

    The live map colours each town deeper where more influence is at play, shows a bar of who weighs in it, and lists the houses of the land, the sieges declared, the brigands' camp and the tournament.

On the roads

  • new

    Carts and wagons. Buy one from the cartwrights beside the stables of seven towns: a two-wheeled cart (3 seats), a farm wagon or a covered wagon (6 seats). Drive it, carry your friends, change its load, wheels, cover and horses' coats. Lock the reins, lend a spare key, and leave it by the road. A cart of yours nearby carries 150 more loads of goods. Everything is in F2 > My belongings > My carts.

  • new

    Merchant convoys. Load your cart with crates at one market and drive them to a far town's market: every crate earns 18 groschen for each kilometre it travels, some 1,300 groschen an hour with a wagon, the best work in the land. Half the gain goes to your party for the escort. The word travels, and a convoy robbed on the road ends up at a fence while the Watch gets a name.

  • new

    Brigands. Every hour or so a band settles round a campfire in one of the land's own campsites, out in the wilds, with a head price from the bailiff. Cutpurses (2 to 3, clubs) are common, brigands (4 to 5, blades) come now and then, and a war band of 6 or 7 armoured deserters under a captain comes rarely, worth far more. Everyone who strikes a blow shares the bounty, and killing a brigand is no crime.

  • new

    Treasure maps. A hooded traveller in the taverns sells them: a rough sign on your compass, a chest in the wilds, and a buried purse inside.

Work and the towns

  • new

    Town works. Every town builds something: mend the bridge, strengthen the walls, fill the granary, stock the infirmary. Bring the goods to its clerk and be paid for every load. When it is done the whole town gains for a week (better pay for work, dearer sales, a lighter upkeep or a larger toll).

  • new

    Contracts. Every town clerk posts three offers a day: sealed letters to carry to another town within the hour, and supplies the town is short of.

  • new

    Masterpieces. At level 8 of a trade, present one to a town clerk and become its master for good: a title, renown, and 5% more pay.

  • improved

    The economy, rebalanced. A novice earns some 250 to 400 groschen an hour at a trade. Goods are cheaper and loads scarcer, merchants buy at three tenths of the price, and wages are capped at 120. Houses, shops and taverns cost twice as much, and so do horses, but the old nag still costs 500 and can be paid from your purse and your account together.

  • improved

    Mastering a trade takes dedication. Every level asks far more experience than the last. Level 5 is some 15 hours at the trade, level 8 some 85, and level 10 some 180. Skills and crafts climb just as slowly, and the courier, the watchman and the coachman earn their experience as fast as the gatherers. Levels were recounted on the new ladder.

  • new

    Saddlers beside the stables of seven towns: bridles, saddles, breeching, horseshoes, caparisons, and belts with more quick slots.

  • improved

    An armourer's workshop counts as a forge (Miskowitz).

Property

  • new

    Upkeep. Houses, shops, taverns, horses, carts and towns cost a fifth of their price each week, paid at the town clerk (a horse or a cart at any stable or town hall), up to two weeks ahead. You are told at every purchase and at login, every hour when a payment is close, and every quarter hour when it is late. A week of grace follows, and the late weeks are still owed. A horse or a cart is never taken away: while its upkeep is late, the stable keeps it and it cannot be brought out until you pay.

  • improved

    Your own house: taking what lies in it is no theft for its owner, key holder or faction.

The law

  • new

    The wanted board in F2 and at the bailiff: one notice per person, with all their crimes, the sum of the bounties and how to claim them. Bind the wanted with /restrain, bring them to a pillory, and hand them over. Sightings go to the Watch, and new notices show on every screen.

  • improved

    Anyone can bring in a bounty. Outside the Watch, /restrain now asks the other player, who must accept: a bounty hunter can take in a catch that gives itself up, or play out a scene. A rope you agreed to, you can slip with /release. Bounties are capped at 200 groschen a notice and 400 a head, are posted by the Watch's sergeants and up, and are paid on notices at least 30 minutes old, never to the one who posted them, nor between characters of one account or members of the same faction or party. A head is paid for once a day, and a hunter three times a day at most. The one handed over goes straight into the stocks: 10 minutes a crime, half an hour at most.

  • improved

    The guards now walk around walls and through doorways when they chase you, and keep after you once they have you in sight.

Life in the realm

  • new

    Dice with other players. Play the game's own dice game at a tavern's dice table, for honour or a stake: F2 > People around me > Play dice with them. There is a weekly dice league of all the taverns, and its champion takes 150 groschen.

  • new

    Tournaments. The marshal opens the lists and the bouts are drawn by lot, a knock-out before the whole town. The champion takes the purse.

  • new

    26 emotes from the game's own animations (music, dances, the court, the church, the tavern, feelings, work) on F3, in F2, and with /e name.

  • improved

    Your character's levels (strength, skills and the rest) are kept between sessions.

  • improved

    An e-mail at registration, on the site and in the game (/register password e-mail), with a link to confirm it.

The account site

  • new

    account.kcdroleplay.com, rebuilt in the colours of the realm. It has more than sixteen pages: your characters, trades, skills, crafts, orders, inventory, ledger, letters, faction, property and upkeep, the law, the full-page live map with the towns' influence, the market, and the hall of fame with the most renowned and the houses of every week.

  • new

    Rename your account in the account site's settings, once every 30 days. Your account name is your player name in the game: set the new one in the KCD:MP launcher before you join again.

  • new

    More of the realm on your account. Property lists your carts and wagons (with their upkeep and any convoy on the road), and shows a horse or cart kept at the stable for unpaid upkeep. Your faction page shows its influence town by town, its sieges and how a siege goes (Wednesdays and Saturdays at 20:00 Paris). The dashboard shows the sieges, brigands and tournament of the moment, and what you have in hand: your contract, your treasure map, your week at the dice.

  • new

    Hide from the live map: in the account site's settings, keep your light off the public map while you play.

  • improved

    Safer and steadier: sessions last a year, only wrong passwords count against a login, and the site went through a full security pass.

Fixes

  • fixed

    A freeze of a few seconds every ten minutes: the server re-sent every door of the land at once to open the shops again. It now sets only the shops' doors, a few at a time.

  • fixed

    Goods put on a shop's counter could vanish when the game was slow to report them leaving the pack. They are now waited for and always stocked.

  • fixed

    Items sold out of a horse's saddlebags came back at the next login. They now stay sold.

  • fixed

    Grund Mine and its west shaft were underground and could not be reached. They are back on the surface.

  • fixed

    Levels going back to 5 after a crash or a restart.

  • fixed

    Townsfolk stuck in walls: the staff can now move them out, and nobody stands at that spot again.

  • fixed

    The "how to claim a bounty" text was empty. It now spells out every step.

The gates open

KCD Roleplay opens: a life in Kuttenberg in 1403, with characters that are kept, trades and crafts, houses and horses, factions that hold towns, and a Watch and a court for those who break the king's peace.

Your life

  • new

    Accounts and characters. Several characters per account, each with a name of the age (2 to 24 letters) and a face you shape. Write a description others read with /examine. You wake in Suchdol with coin in your purse and more with the moneylender.

  • new

    F2 does nearly everything: the people around you, your horses, houses, work, faction and letters, and whatever place you stand at. F8 opens the help and the guides, and townsfolk are talked to with the use key.

  • new

    Roleplay chat: local speech, shouts, whispers, /me and /do, /try, dice and coins, and letters with wax seals. /stuck gets you out of the scenery.

  • new

    Wounds. A fall in a fight ends in the infirmary with wounds to heal, not a respawn.

Work and crafts

  • new

    Seven trades: woodcutter, miner, herbalist, fisher, courier, coachman and night watchman. Each has ten levels, from novice to grandmaster, with perks, skills and daily work orders from the town clerks.

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    Markets that buy and sell the gatherers' goods. Prices fall as a market fills, and one good is wanted above all every hour.

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    Crafts: blades and tools at a forge, potions and bandages at an apothecary's bench, dishes and drink in a tavern's kitchen. They make real items you carry, use and sell.

Property

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    57 houses for sale, with a key, a lock on every door and a strongbox. Every chest in a house is its owner's, and houses for sale can be visited.

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    Shops and taverns of your own: 57 market stalls and the taverns, run by players or factions, selling even while you sleep.

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    Horses: eight breeds at the stables. Name them, whistle for them, tether them and lend a spare bridle. An untethered horse can be stolen, and the Watch can impound one.

Factions and towns

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    Five founding factions of the lore (the Bailiff's Watch, the Blacksmiths' Guild, the Miners' Brotherhood, the Parish of St James and the Hoprink Underground), plus room to found your own, with ranks, wages and coffers.

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    Fifteen towns to claim and hold. The holder takes a toll on every sale. A rival takes a town by a challenge.

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    Town gates: the faction holding Suchdol works its portcullis, and the holders of Maleshov its drawbridge.

Crime and the law

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    Crime is allowed, and seen. Witnesses cry thief, and 172 guards across the towns hunt the culprit. Townsfolk can be robbed, struck and killed, and they come back in time.

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    The Watch: bind wrists, fine, and put people in the pillory. Wanted notices carry bounties.

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    The Bailiff's Court: trials and verdicts, from acquittal to the cane and the brand.

The world

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    A living realm: 168 townsfolk at the game's own work places, dressed by their trade with the faces of their towns. Every town has a moneylender, and nine towns have armourers.

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    The live map at kcdroleplay.com/map: the places, the towns in their holders' colours, and the souls in the realm.

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    The wiki at wiki.kcdroleplay.com, written from the server's own code.

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    The account site at account.kcdroleplay.com: log in with your game account to see your characters, trades, skills, property and the realm's towns.

Nothing in the chronicle matches.