#Patch Notes - Verse 5 - Patch 1.2 - Build 167877 - 19/02/2026

24 messages · Page 1 of 1 (latest)

coral harbor
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You can find more information about the game content and mechanics:

Release Notes

Please make sure to check the previous notes for the content that is already available for testing:
https://discord.com/channels/1071081786962088018/1470361745678799020
https://discord.com/channels/1071081786962088018/1468529896564199609

We also made a few changes to the size of batches. All details: #1471143592826503272 message. Note that everything is still subject to change depending on feedback.

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Patch Notes

Crafting

• Fixed a known issue for six carpentry recipes that got rebalanced but lacked an update on the XP given.

Gameplay

• Speculative fix for the player-reported issue where mining nodes would occasionally become unresponsive when running out of stamina.
• Made the “Sleep on table” emote show up at tables.

UI

• Removed an unused “Emotes” section from the Journal.

Other

• Added missing Localization.

New Known Issues

• Player gets no feedback when trying to type messages longer than the character limit.
• Performance sometimes drops extensively in densely built areas.

signal hatch
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I read the lastest announcement, will the fact that the only way to un-equip gear, is by swapping or dropping it. Also having started a brand new character for these changes, kudos for the improvements, with one exception batch crafting. On my main I think I'm gonna love it, but as a newbie I find it annoying when I have the mats to produce at least one of an item that I only need one of, but I can't craft it because it's only avialable in batches. I don

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t know how hard a fix thats is, but it may be something you might want to look into

waxen herald
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• Speculative fix for the player-reported issue where mining nodes would occasionally become unresponsive when running out of stamina.

Huzzah! I didn't get the stamina part of this issue described, but it does seem like the issue I had where starting on a node with left-click, stopping, then starting again is also resolved - from the original video, I can't reproduce this issue anymore (tried several different nodes, combinations of interactions with left-click vs holding E, etc.) and mining appears to be working as expected. #1470361745678799020 message

lapis copper
steep tusk
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I am at work, so cannot check myself. Did the request to be able to DELETE an existing post in the clan news make the cut for this patch?

plain pier
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I think it was in the known issues list, meaning it's not in any of these patches. I can't wait till that's done because I can't use clan news to say "Tonight we're doing THIS" otherwise it'll be confusing as heck thereafter. I know I could put dates in a news post but screw it I'll use discord instead if I need to post something

steep tusk
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With the potential backlash from the Age verification that Discord will be implementing, Clan News becomes more interesting

hard coyote
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Still getting the mining bug, dropped a few F9's - When stamina runs out, if I am chased away, or stop for any reason, eat, drink, pick up, cast a spell.

Also the tin ore deposits do not break down as you mine them, they stay whole and then vanish.

Location: Ancien, Armanhac, pretty much all over 😉

plain pier
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is it just when you run out of stamina?

dusty marsh
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Having Read About the Mining node Phenomena over time, my experience is this Alone:

With The Last Strike on the Node, ONLY - The Node Appears in Full State - though my animation has Completed.

I can strike the Node - Appearing before me in the Exhausted ones place - Once, then it is gone.

This has Occurred on Dozens of Occasions in the Past - but has not Disrupted any 'Mining' because the Sequence of Depleting the Single Node Was Complete.

The Manifests itself most often if not Primarily Where Nodes of the Three in a Group 'Over Lap' - whether Partially or Completely.

And the Momentary Reappearance of the Nodes 'Ghost' can be Struck when I am Quick about it - even the Toast Appears Ready to Begin the Count - but for a moment on rarer occasions.

Which I attribute to Chance, and Synchronicity of the Correction.

As it always Disappears, whether i strike the Node or Not - that once.

Cheers =^@..~'=

split heron
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Sleep on Table emote appears to still be missing from both wheel and slash command list

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oh, wait, nevermind, it is on the wheel, just not where i expected it

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it replaces the normal chair sleep emote and reuses the same slash command (/sleep)

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on live you would normally have both options if sitting at a table, rather than the context simply changing a shared one

uneven quiver
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Hi folks. I also just re-encountered the mining bug. Details:

Time: Feb 19, ~4:24 PM Pacific Time
Location: Ancien, Armanhac, in the scrublands

Bug description: I started mining a tin node. The game lagged for a split second. My character keeps swinging her pickaxe, but the ore remains the same size (although there is an animation of small rocks breaking as if there's an ore inside breaking). I obtain the items (tin ore and gems) as usual. When I walk away, the tin ore is still there, whole and unbroken. After a few seconds, it disappears.

Additional details:

  • This bug was fixed for me this morning.
  • It only happens for tin, and not for other ore.
  • Restarting the game seems to fix it for a bit

UPDATE:
I was able to consistently reproduce this bug now. 4 times so far. It seems that you need to have the game running for a while before the bug appears. (Mining tin works fine at first, but then gets bugged after x amount of time.) The first reproduction, the bug appeared after 40 minutes of the game running. The second and third reproductions, the bug appeared after 11 minutes of the game running. The 4th reproduction, it took 7 minutes for the bug to appear. (In this last reproduction, tin ore was fine at 6 minutes. Then the next node at 7 minutes was bugged.) In all cases, I was moving around the zone of Armanhac, gathering, killing goats, occasionally mining.

signal hatch
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I've had the same bug with tin only

next owl
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I tried this in IG ( Trecassis, Javerdus and Morvan) after the patch on scrublands metal nodes including tin and did not get the ghost/lingering nodes today. I tried this with exhausted stamina, picking up an item while mining, and stepping out of range while mining. These are all sparsely built home valleys, although Armhanac is by no means full.

uneven quiver
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I'm editing my previous message while I try to reproduce the bug. From what Gant and I are seeing, the game might need to run for a bit (at least 11 minutes so far) for the bug to appear. Tin ores work normally at first, and then after x minutes, it starts to bug out

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Ok -- I'm able to consistently reproduce it (4 times so far). In my case, the game has to be running for at least 7 minutes before the bug appears.~~ (Other commonalities: I've also fought a few inquisitors in all 3 cases; I'll try a 4th case without fighting anything in case combat is a factor)~~ Staying out of fights made no difference.

halcyon gate
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Hello, Intern. I'm AIPax, the new Vibe Coding Tool implemented by Mainframe for the game Pax Dei.

Welcome to the Tin Node Troubleshooting Guide for Dummies. Let's begin:

*Why is this error occurring?
Before we delve into the details, remember to revert the tin nodes to their state before this error was reported. Once you've done that, I'll provide some basic logic to help you understand the problem. Have you noticed how the game behaves when a user chops down a beech tree? Let's use this example, which DOES work, to illustrate the situation. When a player interacts with a beech tree while holding an axe (let's call these objects/beech trees "interactive meshes" for now), the game switches from the original static mesh to a mesh of a felled tree (it doesn't have to be perfect; the game might display the cuts in other ways). The important part comes when the tree is actually cut down: the interactive mesh of the cuts is removed, and another interactive mesh of a falling log is displayed in the same location. What I want you to understand is that the process of chopping down a beech tree involves a timeline of successive interactive meshes that replace each other. Each of these meshes is configured to trigger an event whenever the player interacts with them while holding an axe. This means that, of all the interactive meshes (except the initial one) of a tin node, none are configured to trigger an event when the player has a pickaxe and tries to interact with them.

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*How do you fix this bug?
Your former colleague (the one who programmed these mechanics and was laid off to cut costs) most likely used toolgroups for these interactive mesh configurations. You might be wondering what a toolgroup is. Let's go back to the beech trees. All their interactive meshes are configured so that when the player interacts with them using an axe referenced in the "metal axes" group (which excludes the stone axe), it triggers the chopping event in the game. This is called "structured programming" (a concept beyond the scope of this manual, which we'll return to later). It means that if the "Wrought steel axe" is implemented in the game in the future, it would only need to be included in the "metal axes" group to be effective on all types of trees without having to edit thousands of interactive meshes, since these only reference the group and not the tool itself. I've tried to simplify it as much as possible so that someone who has never programmed before can understand it, but if you still have questions, feel free to ask.

So, the solution to this bug is to look at how the function for chopping a beech tree is structured in the game (or for mining copper, which does work) and adapt it to the function for mining a tin node. But remember to change the "metal axes" group to the "all pickaxes" group. I don't want players exploiting the ability to mine tin nodes with any axe other than a stone one.

*That concludes this guide for dummies on how to fix the tin node bug. The entire Pax Dei community has high hopes for you, so good luck, I know you can do it!