Happy Friday Folks,
Update 0.52 releases today, including some new features we’re excited to introduce. This includes the first iteration of some long-awaited social systems, with a new Friends list and Block list added to provide you more control over who you’re adventuring with in Camelot Unchained. To access your Friends and Block lists, go to the Social tab in the bottom right of the UI – in the future, you’ll also be able to add friends or block players by right clicking on their name.

Above: The new Friends list, available via the Social tab.
Additionally, Update 0.52 includes the next step of our evolving Siege mechanics with wall damage! Keep walls can now be damaged and destroyed by siege weapons, and will require repair kits crafted and used by the defenders to restore to proper working condition. Walls being vulnerable adds an additional layer of complexity to Siege, one that we will continue expanding on with the introduction of even more siege weapons and in depth means for both attackers and defenders to express their skill. This build also includes some AI improvements for NPCs, which should help prevent instances where enemy archers would run up in your face instead of attacking you from afar.

Above: Arthurian walls with various levels of damage inflicted.

Above: Tuathan walls with various levels of damage inflicted.
As for class balance, Warlock passive abilities have seen some big changes this patch. Previously, the Chaos Weaver and Flame Warden passives only worked with a single damage type each, making two of their progression paths not interact with them at all. Additionally, the self-healing from the Flame Warden’s “Bonded to Flame” passive was a bit underwhelming and didn’t align with the design concepts of Warlocks.
To address these issues, the Chaos Weaver’s “Rune Channeling” passive has been adjusted to trigger on casting a Spell, instead of when consuming Chaos Runes. And, the Flame Warden got a totally new passive called “Burning Bright” that synergizes with the new Mana management tool Warlocks received recently.
Druids, on the other hand, had a passive that had been helping to make up for the Mana management issues Warlocks were previously experiencing. This became redundant with the addition of “Channel Energy” for an ability for all Warlocks. So Druids have received a totally new passive: “Natural Cycle.” Because this new passive is likely to be very powerful, most of the Druid’s abilities have been adjusted, with the goal of rewarding you for weaving faster, weaker spells between slower, more powerful spells.
The team remains hard at work on implementing new features, including work towards including substantial elements of RvR progression. In the meantime, we hope you enjoy everything the new update has to offer, and we look forward to seeing you on the battlefield!
World Changes and Balance
- Control points will now show a visual effect when locked. Control points go on lock after being captured to prevent immediate recapture.
- Added the ability for Keep walls to be destroyed and repaired.
- Added Repair Kits for gates and walls.
- Stone now drops from Mining and Prospecting nodes and is used in these repair kits.
- Walls repair automatically when a Keep is captured.
- New guards spawn once the first outer wall is breached.
- Added a Sell quest for the new stone resource.
- Updates to AI Behavior.
- NPCs will now stop at the correct range to make their attack on a target based on designer settings. Previously both 1) ranged attackers would close the gap and get up in yo face and 2) melee attackers would all stop at the same distance from you (in yo face). Now, ranged attackers will chase you up to a desired attack distance and then shoot you from that distance without closing the gap, and melee attackers will use their specified attack range. This makes larger creatures especially feel much improved, like the troll, since their attack can correctly play out in front of them.
- Previously when NPCs would lose line-of-sight (LOS) to target and chase the target, they would immediately stop as soon as LOS was reacquired. This often resulted in them stopping just at or behind the obstruction that blocked LOS, which would in turn block the LOS test for their attack. Now, NPCs will go a few steps beyond that point (as if realizing they can see their target again with a brief delay), and their attacks have the LOS they need.
- NPC improvement: NPCs will more frequently switch to a closer target if their current target gets further away than other options
Classes Changes and Balance
Warlocks
- Flame Warden’s Passive “Bonded to Flame” has been replaced with “Burning Bright.”
- Burning Bright: Increases Direct Spell damage dealt based on missing Mana.
- Druid
- Passive “Natural Energies” has been replaced with “Natural Cycle.”
- Natural Cycle: After casting a Spell, your next Spell gains +100 Action Speed.
- Void Comet‘s Cast time was increased from 4s to 5s.
- Hand of Danu‘s Cast time was increased from 3s to 3.5s.
- Poison Bolt‘s cast time was increased from 3s to 3.5s.
- Scorpion’s Sting, Danu’s Embrace, and Rockslide have had their damage reduced.
- Most Druid abilities’ Mana costs were increased.
- Weaken’s CD was reduced from 45s to 30s.
- Passive “Natural Energies” has been replaced with “Natural Cycle.”
- Chaos Weaver’s Passive “Rune Channeling” now triggers when casting a Spell instead of when consuming a Chaos Rune.
Healers
- Fixed a bug causing Rune Healer’s Shield of Chaos to require an enemy target.
- Empath’s Nasc Cara can no longer link the caster to themself.
Scouts
- Increased the range at which placed traps are destroyed from 90m to 200m.
- Fixed bugs allowing Spectre’s Spirit Away to be used on yourself and to be used while in the Veil.
- Audio Updates to Ability SFX.
Audio
- Added new SFX for Wall Destruction.
- Add new SFX when using Wall Repair Toolkits.
General
- Updates to lighting in Yggdra, Niefelheim, Eriu and Silvermine.
- Reducing super dark shadows and sun bloom intensity.
- Adding atmosphere.
- Randomized weather added to Silvermine, Eriu, and Niefelheim.
- Silvermine – Rainshowers and rainstorms periodically generate.
- Eriu – Periods of foggy weather will randomly generate.
- Niefelheim – Foggy and snowy weather will randomly generate.
Bug Fixes
- Fixed a bug where distance attenuation was not being honored, causing sounds outside a player’s range during combat to be heard.
- Fixed a bug that had incorrect SFX applied to ranged impacts from several NPCs, including bandits and zombies.
- Fixed a bug causing Snare to sometimes be treated as a Control effect.
- Fixed a bug allowing some abilities that apply Stealth to be used while already Stealthed, resulting in a bad state.
- Fixed a bug caused by manually removing friendly link statuses.
- Fixed a bug causing Eyes of Night to ignore its max range.
- Fixed a bug causing Eyes of Night to not have a max range.
- Fixed a bug preventing items from being used while in Ghost Form.
- Fixed a bug causing Health Shield to sometimes lose its max duration when logging out with Health Shield.
- Fixed a bug that caused Control Points to occasionally be locked from recapture.
- Fixed an issue where players could be Feared/Charmed within Protection Zones.
- Fixed an issue where excessive XP could be gained via specific steps taken while Gathering.
- Fixed a bug in which visibility time for NPCs was getting reset during LOS checks, causing certain bits of logic to never execute in the predator behavior.