CLa Clauderie

World of ClaudeCraft · Patch notes

What's new in v0.31.0

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.

Released Jul 27, 2026 Since v0.30.0 Physics · climbing · professions · market
💡 Click a card to open its detailed rules — and the underlined words for their definition.
01

A world that's finally solid

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.

A real physics engine New

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 works

Stride, vault, climb New

Obstacle 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 ladder

Worth knowing

  • Market stalls, chapels, docks, camp crates and furniture now carry measured colliders: you no longer walk through them.
  • Shortcuts that relied on clipping through scenery no longer work — the Ravenpost mailbox pillar is solid, with the mail interaction at the pillar.
  • In dungeons, coffin lids, cargo tiers and boss daises are now standable.
  • Station anchors, NPC reachability, mob pathing and town containment were all verified after the hardening.
02

Clearer enchanting, hardened harvest

The 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.

Overwrites show themselves Comfort

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 screen

Corpse harvest, armored Reliability

Corpse harvesting refuses malformed requests (impossible picks, unmapped families, duplicate components) and signed yields now grant the full rolled quantity.

The locks in detail

Worth knowing

  • Profession gains now print one chat line per gain, instead of one per site.
  • Peeling a bound stack no longer triggers the loot fanfare.
  • The enchant picker's mixed-items warning now counts the worn family too.
03

A tidier World Market, a safer vendor

Bags get their own aisle with capacity subtypes, player and merchant-house listings can no longer step on each other, and two vendor traps disappear.

Bags get their aisle New

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 detail

Sell without surprises Comfort

The 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 fixed

Worth knowing

  • Merchant-house and player listings live on separate ID bands: collisions are impossible.
  • The Claudium WOC discount renders from the economy service's response — when in doubt, no discount is shown rather than a wrong one.
04

A smoother interface, truer controls

The 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.

Map and minimap, lightened Perf

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 changes

Nameplates: full revert Revert

The 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 rollback

Worth knowing

  • Parry now displays as a percentage, matching Dodge and Crit Chance.
  • On gamepad, the vertical stick pitches the camera the same way as mouse and touch.
  • The Town Focus panel only repaints on a real change — keyboard focus survives — and rejects allocations naming no component family.
  • Resizing the window now follows the new height, and chat links go through the ID charset guard.
05

Combat, world and backstage

A 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.

Combat & deeds Balance

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 detail

Immediate moderation Server

A ban or suspension now revokes live session tokens: the sanctioned account is disconnected immediately, instead of quietly finishing its session.

What changed

Worth knowing

  • The Deepfen Shallows gain reeds along the waterline — landed on the water plane, ghosted when the camera passes through.
  • Master-loot assignments listing the same player twice collapse to one.
  • All new and changed text is localized across the game's 22 locales.