World of ClaudeCraft · Patch notes
The game gets a real physics engine: collisions finally match what the eye sees, and depending on an obstacle's height you stride over it, vault it or climb it. Market stalls, chapels and docks become solid, corpse harvest is hardened, bags get their own aisle on the World Market — and an enchant that would crush another now shows up in red. Click a card for the detailed rules.
The centerpiece of the version: a single physics engine that resolves collisions identically offline, on the server and in client prediction. What the eye sees, the character touches — and what sticks out can be traversed.
Continuous swept collision, multi-pass sliding along walls, depenetration and automatic step-up — resolved identically offline, server-side and in client prediction: no more rubber-banding characters.
How it worksObstacle height decides: a low wall is strode over without breaking pace, a mid-size obstacle is vaulted through the jump arc, a lip above your head is pulled up onto — and beyond that, you climb the wall.
The traversal ladderThe enchanting screen warns in red when a choice would destroy an existing enchant, disenchanting targets the copy you actually click, and the corpse-harvest pipeline is locked down against every malformed edge case.
In "Apply Enchant", rows that would replace an existing enchant get a warning tint and danger styling — visible in forced-colors mode too. And disenchanting destroys the copy you clicked, not one picked for you.
What changes on screenCorpse harvesting refuses malformed requests (impossible picks, unmapped families, duplicate components) and signed yields now grant the full rolled quantity.
The locks in detailBags get their own aisle with capacity subtypes, player and merchant-house listings can no longer step on each other, and two vendor traps disappear.
The World Market gains a dedicated Bags category, with subtypes by capacity computed automatically from the game's content — no more digging through miscellany to grow your inventory.
The aisle in detailThe vendor's quantity dialog caps at the clicked stack (not your total held), and buyback preserves Masterwork and signer data — what you get back is exactly what you sold.
The two traps fixedThe world map stops redrawing its labels every frame, vertical nameplate stacking takes a step back, and a run of small correctnesses: Parry in percent, the stick looking the right way.
World-map labels are drawn from a bounded sprite cache instead of being laid out every frame, and minimap NPC glyphs are rasterized once and for all.
What it changesThe vertical stacking of overlapping nameplates introduced in v0.30.0 is fully reverted: back to cluster-mean decluttering, judged more readable in melees.
Why the rollbackA war cry that no longer stacks, deeds shared by the whole party, a shoreline dressed in reeds — and bans that cut the connection on the spot.
The crit buff from Emboldening Roar is capped at one instance per target, and shared kills credit the entire eligible party toward deeds.
The rules in detailA ban or suspension now revokes live session tokens: the sanctioned account is disconnected immediately, instead of quietly finishing its session.
What changed