The Mage's Guild can now be visited on Glimmerglen (3-04). It's filled with new quests, NPCs, and rewards. See the barber there for some fresh, new hairstyles!
Creative Mode has been updated with several much-requested features:
Islands can be quickly tested on the fly by pausing the game and selecting "Test Play Island".
You can now place enemies! Note that they will only come to life when you select "Test Play Island".
Lots of "logic" objects have been added to create puzzles and gameplay challenges for other players. These include buttons, pressure plates, traps, interactive doors and lights, a connection tool, and more.
Quests can now be tracked across islands in the new Quest Log! Simply select which quests you want to track.
Character creation facial options have been expanded with freckles, wrinkles, and more.
The Ranger class has a powerful new skill – the "Explosive Shot". It can be crafted at the Archer Station.
Beautiful new dresses can be found on dress merchants in Fort Finch (1-03), Hintertown (2-03), and Glimmerglen (3-04).
Individual players can be muted.
The tutorial in Squire's Knoll (1-01) has been enhanced.
Added a DLC shop menu.
Durability has been removed from all weapons and tools. Armor sets with durability-related perks have been given different perks instead.
Gem dust recipes have been moved to the Workbench tiers (to make it easier for non-Mage players to craft skills).
Player chests now have a preview showing the item in their first slot.
The amount of gold lost when you die is now capped at 100.
It's easier to level up through the first few player levels.
Portal shard drop rate has been increased. Portal shards and stones can now also be obtained from some quests as a reward.
Light sources can now be switched on and off by the player.
Added coal to Dusty Junction (1-02) so that class-specific armor and weapons can be crafted sooner. Only affects new or regenerated universes.
Moved a quest from Callum's Claim (1-09) to Dusty Junction (1-02). This only affects new or regenerated universes.
Lots of improvements to the UI, including an icon to show which texts are editable, better controls in the Creative Mode backpack, and more.
Improvements to visual effects when mining trees.
Improved stability for islands with a high number of props (furniture, chests, etc.).
Fixed crashes that affected some users.
Fixed rare cases of saving errors that would cause islands to be saved incorrectly.
Improved multiplayer performance.
Improved camera movement, especially for the automatic camera.
Various minor bug fixes.
If you wish to see the newest updates on your islands, create a new universe or regenerate an existing one.
Creative Mode – Create your own islands using unlimited resources.
3 new bosses!
Landlubber's Leap – A pirate's paradise with new quests, characters and more!
The Ranger's Guild.
Armor – Reworked, rebalanced and renamed! Plus, new epic and exotic armor!
Spectral Knight encounters!
Receive weekly gifts from Mailboxes!
Faster loading times.
The Nitty Gritty
The universe selection menu has been updated and it now allows the creation of "Creative" Universes.
Players can now create up to 5 Universes.
Creative Universes have unique rules:
Islands can be created from a selection of presets or copied over from other Universes.
Islands in the Creative Universe can be freely named and re-named.
Everything can be mined with one strike.
All game items (blocks, props, etc.) are available in inventory and can be used without limit.
Characters can fly – initiated by double-jumping.
It's always daytime.
Plants do not grow.
There are no enemies.
There are no quests or events.
There are no loot drops.
Placement and mining distances are longer than in Adventure Mode.
Characters can fall from an island without penalty.
Characters cannot drown.
Three new bosses have been added – the Slime Queen, the Knight Hunter, and the All-Watcher! Quests in Port of Caul (1-07), Witchwater (2-04), and Sea of Stalks (3-06) will lead you to three epic battles. (Regeneration of the universe may be required if the islands had been visited before.)
New Towns. (Regeneration of the universe may be required if the islands had been visited before.)
"Palm Bay" (Island 2-01) is now called "Landlubber's Leap" and hosts a new pirate hideout:
New NPCs with additional dialogs and quests.
New rewards for the player.
New merchants selling current and new items.
New hair and beard styles.
New building blocks.
The Ranger's Guild "Bodkin's Point" has been added to Hintertown (2-03):
New NPCs with additional dialog and quests.
New rewards for the player.
New merchants with a mixture of old and new items.
New decorative props like the new kitchen set and ranger themed items.
Several new home décor props have been added, including bathroom furniture, kitchen-themed items, cage doors, awnings and potted plants.
Water pumps and drains are available. An unlimited water source item is available in Creative Mode.
Players can craft three types of gift boxes containing items from a pool of resources, such as valuable crafting ingredients, furniture sets, vanity items, etc. If players want to gift somebody a little Portal Knights present or want to give out prizes for a challenge or tournament they can use those boxes.
Traps are now available for Rangers to use against enemies.
All armor has been reworked.
Some armor is now dropped from normal dungeon chests instead of being crafted.
Some armor has been reworked and rebalanced to better align to this new system.
Two additional endgame armor pieces for each class have been added to the game.
A new upgrade station, the Altar of Enhancement, has been added to the Portal Knights Sanctuary, allowing mid-tier armor to be refined into the high-end armor.
Rings and Capes have been rebalanced and are now dropped as loot from epic chests and bosses.
One new high-end Cape for each class has been added.
Tutorial NPCs can now also be picked up and be relocated.
At various points in the game players can interact with a mysterious Spectral Knight who will guide the player and give hints. (Regeneration of the universe may be required if the islands had been visited before.)
NPC merchants offer more consistent gold coin prices now.
Mailboxes in the game will now periodically have gift packages for the players. The mailboxes can be crafted and placed anywhere but they can also be found at major forts or villages.
New gifts can be collected once per player account.
All bombs, artifacts, and potions -- except health and mana potions -- are now crafted at the new Alchemy Table.
An "Automatic Camera" option has been added and enabled by default. The Automatic Camera will track the player and position itself behind them. If the Automatic Camera doesn't work for you, you can switch to the classic camera setting at any point.
New side-by-side chest menu! When you open a chest or other container, you'll now see a handy side-by-side view of your backpack and the chest, along with shortcuts for mass item transfers and stacking.
Consumable items and recipes can now be used directly from your backpack (via the More Actions menu).
Completed events now grant XP and gold.
Added rare drop chance for pirate trophy to hollow knight pirates.
Faster loading times.
Dungeon chests, bosses and enemies have been reworked to drop more interesting loot.
Object highlighting shows more clearly which objects on the island can be interacted with. The types of interactions are now specified as well.
Reduced the size of crafting stations.
The Jade merchant and Pet merchant events are now rare events, randomly triggered.
Some tutorial texts have been reworked to better fit the player's journey.
The camera smoothing option has been removed as it didn't have the desired impact.
The first-person camera block placing animation has been changed so as not to obstruct the player's view as much.
Block drops from enemies have been replaced with items that better match the player's progression through the game, like resources for potions.
The recipes for potions have been reworked in areas where resources were too hard to obtain or required the player to jump between islands too much.
Quest and boss key items can no longer be trashed. They can still be dropped into the world to exchange them between players etc.
The mage weapons "Dancing Swords" have been polished.
Mine carts and tracks can now be mined and placed.
Dungeon chests can now be mined once they have been opened.
Tree density has been lowered on vacant islands.
The quest system has been reworked – regenerating a universe no longer resets quests.
Added variants of gold coin drop models to signify larger gold drop amounts.
Remaining event time is now shown in the quest HUD.
Fast travel by gamepad has now dedicated hotkeys for going home and returning to landing pad.
Completing quests shows a new quest completion popup.
High value items now have new VFX when dropped.
NPC greeting sounds trigger now when the player is closer than before. This should improve greeting spam in densely populated areas.
The drop chance for sharpening stones, traps, tomahawks and totems has been increased.
Cooldown for health and mana potions has been reduced.
Split screen handling in the pre-game menus has been improved.
Gaining HP or Mana no longer counts as combat.
Fixed a bug with loot sometimes being dropped twice.
Fixed the bug that players would sometimes get stuck in their movement for no apparent reason.
When returning to Maria with the C'Thiris mask equipped as a helmet, she correctly recognizes now that the player owns the mask.
The "Shout"-quest from Guildmaster Rudyard in Fort Finch now correctly counts the Gazers that have been affected by the shout skill.
Fixed events with portals to have the correct portal stone color now.
Improved the saving process to avoid issues in certain edge-cases.
Improved the enemy drop rates of some event specific resources to make events less grindy.
The mana orb drop rate from enemies does no longer scale up with player count in multiplayer.
Several text cut-offs or incorrect line breaks have been fixed in various languages.
The art for the world globe in the background of the title screen and the worldmap has been polished.
Several HUD elements have been polished, both stylistically and concerning the layout.
Improved HUD elements layout for split-screen mode, especially XP bar and oxygen bar.
Player names now keep the red color correctly when switching islands whilst low on health.
Water behaves better at underwater dungeon entrances now.
The level of an island is now displayed shortly before spawning at the landing pad.
Pets move less erratic now.
The character no longer dies twice when returning to the landing pad at the same time as they died.
Player characters no longer collect loot after having been killed.
The sit emote no longer causes issues for follow-up actions like using the teleport scroll or returning to the landing pad.
Mage weapons with light damage cause the correct damage type now.
Improved the layout of some islands, especially in normal size, where not enough suitable areas for enemies occurred. Due to the randomized island shapes the issue may still occur occasionally.
The C'Thiris Cultist Mask works better with several of the hair styles now.
The Archer Station has the correct sound and visual effect now.
Island "Fort Finch" (1-03) is now a town filled with quests, new NPCs, merchants and details to discover.
A new type of merchant sells mannequins. They can be placed anywhere and equipped with the player character's armor and weapons to show off the equipment crafted and found during the journey. The merchant can be found in "Fort Finch".
A new NPC type allows changing the appearance of the player character.
Some NPCs can be picked up and be relocated to any location now.
Several new props for home decorations have been added, including bath room furniture, cage doors, potted plants and awnings.
A new "sit" emote has been added to the emote menu.
Furniture can now be interacted with. The player character can sit on chairs, thrones, benches etc. and lie down on beds etc. When lying down on a bed, the time will speed up.
A Water pump and a drain are available now.
Pets can now be placed in pet homes. The pet homes can be purchased at Funny Jongo and once placed the pets can be allocated to the new home. The pets will freely roam about in the vicinity of the home.
Several new weapons and weapon variants have been added.
Enemies now take more damage when being attacked from behind.
Crystals now have seedlings just like plants and can be grown in their correct biomes.
Dedicated servers are available now. Players can setup their own, self-hosted servers to play asynchronous together with friends.
Steam cloud saving is available now.
A new type of epic chests spawns at the end of dungeons, containing special weapons which are unobtainable in any other way.
NPCs can now be found in the island information on the map. They will list name and type as well as display whether they are relocatable or not.
Loading screens now show gameplay tips.
The tutorial now uses NPC's in addition to info boards and quest texts. This should help new players getting all the info they need for a smooth start into the game. In order for the new NPCs to appear, the island needs to be regenerated.
It is easier now to escape from dangerous combat if the player chooses to do so. Enemies will give up the pursuit and return back home after some time.
The player should be less likely to get mobbed by enemies (aggro distances have been reduced).
The weapon progression has been re-worked. Players now have more choice of weapon type per player level and the progression is now better aligned with the player progression through the islands and the crafting materials found on the islands.
Flying enemies are now closer to the ground, making it easier to fight them, especially for melee players.
Combat with water enemies has been polished. Some situations have been made a bit easier, especially dealing with groups of Rumble Jelly and the Bub-Utan mages. Rumble Jelly have less health now and deal less damage. Self-heal has been nerfed for the Bub-Utans. All water enemies have been slowed down to match the walking speed of the player underwater.
Enemies with ranged attacks rotate more clearly into the direction of the attack now before shooting the projectile.
Attack and evade queuing has been improved. Additional attacks, using of consumables or evasion moves can be queued earlier now. When several different actions are queued, the evasion move will be prioritized before other actions.
When evading, you can now roll up 1-block elevation changes.
The UI has been reworked on a technical level which improves the overall performance and stability of the game.
Dungeon chests, bosses and enemies have been reworked to drop more interesting loot.
Object highlighting shows more clearly now which object on the island can be interacted with. The type of interaction is now specified as well.
The jump and fall animations of the player character have been improved.
The island generation now makes sure that there are no holes on the tutorial island where player fall into caves.
The building cursor turns red now when the end of the world has been reached.
The flying enemies react better to shouts now.
Loading times have been improved.
Shell enemy spin attacks are now easier to evade.
Projectile speeds for many ranged enemy attacks have been reduced.
The character health and mana is no longer reset when switching islands or reloading the game.
Island generation has been improved and should now cause fewer instances where buildings look out of place.
Some sound issues have been improved.
Water bombs work reliably now when thrown at water sources.
The player character no longer blocks the projectiles from attacks of the Astral Totem scroll.