This is the largest update we have ever made to the game. Every single profession has been affected in some way. Thank you to everyone who tried out the beta and submitted bug reports and feedback. Your support has been invaluable.
Project Milestone is divided into three phases:
✓ Phase 1: Botanist.
✓ Phase 2: Divide each profession into distinct milestones and improve balancing.
• Phase 3: Add milestone rewards and alternative leveling methods in the form of: multiplayer world events, bounties, dungeons and cosmetics.
The focus of phase 2 (this update) is:
Divide each profession up into distinct milestones, with no content repetition within a milestone.
A huge number of balancing improvements and fixes. Because of how interlinked all the different parts of the game are, this has been a complex undertaking as you can see from the patch notes below.
Start to make leveling up feel more rewarding, by introducing 'milestone rewards' when you reach a new milestone. This will be further improved on in phase 3.
Start to make the different milestones feel more distinct, by introducing new ways of leveling up as you progress. This will be further improved on in phase 3.
Below is a summary of all the changes in this update.
GLOBAL CHANGES
Every profession is now split into milestones. You unlock a new milestone every 50 levels. Reaching a new milestone level represents a significant achievement and so gives you some medium term goals to aim for.
Levels are now displayed as milestone and level.
Many milestones come with new activities for you to unlock. For example, boar leather has been added to leatherworker and is first unlocked in milestone 1.
As previously announced, to make reaching a new milestone more exciting, we are planning to add 'milestone rewards' in the form of world events, bounties and dungeons. These will be unlocked by the first few milestones of each profession. The professions interface has already been updated to reflect this, but they will become available to play in a later update.
The default mouse binds have been changed. Left click is now 'Do default action' and right click is now 'Open action menu'.
The level up interface for both combat and non-combat professions has been simplified.
The professions interface now shows you all the activities and rewards available in the current milestone. You can navigate to view earlier and later milestones using the arrows.
Capes now have collectable cards which grant a small XP reward the first time you purchase that cape.
Bounty boards now have collectable cards which grant a small XP reward when you first complete a bounty from that board.
Due to the large number of changes in this update, all your ventures, passives and bounties have been reset to avoid bugs. This is something we normally try to avoid and we apologize for any inconvenience this causes.
BALANCING CHANGES
There is a new XP curve for all professions. This also means there is no longer a massive difficulty cliff at level 200. The aim is not to make professions easier or harder, but rather to make the xp curve a more sensible shape. The total time to max a profession is roughly unchanged.
The activities in all professions are now spread more evenly. The very early activities in each profession are no longer bunched so closely together, and at high levels there are no longer huge level gaps between activities.
The price of most items has changed (because the levels of the activities which produce them has changed). If you lost money due to the sum value of your items reducing in value, then you will be given coins based on the reduction in value.
Some items have been removed from the game. Any removed items you had in your backpack or bank have been automatically turned into coins.
The amount of markup charged by shops has been adjusted to better balance the amount of profit you can make when buying the input items from a shop (as opposed to collecting them yourself). In each milestone of each profession there will be some activities which are profitable even when buying the items from the shop and some activities which are only profitable when you collect the items yourself, but which activities these are varies between milestones.
Activities which feed into each other are now much closer in level. For example, there used to be a 38 level difference between King Phelwan potatoes and the first recipe which used them. With the Milestones update this difference is now 4 levels.
The various activities in the game now only upgrade to the next 'skin' and level requirement when you reach a new milestone. This also means you will no longer find you are repeating activities within the first 50 levels. When you do reach a new milestone, all the activities upgrade to the new milestone at once to give you new goals to aim for. The aim here is to give a 'new game plus' feel to the next milestone.
The rewards of the various activities have been adjusted to be more varied, because it was a bit boring that they all let you level up the same rate. Now some activities are better for gaining XP, some are better for gaining knowledge, and some are better for gaining coins (or in the case of monsters - rare/epic drops). You can view the balance of rewards given by an activity by pressing on the card icon in the professions interface and choosing 'view rewards'.
SHOP CHANGES
We want the different professions to feel interlinked, and we want player-to-player trading (and the lone wolf vs guild member decision) to be meaningful.
Previously every input you could possibly want was available to buy from a shop, which detracted from this goal. For example leveling up your fisher to get the fish you need for chef feels less meaningful when you can just always buy the fish instead.
The update already improves this somewhat by better highlighting the profit difference between buying items and collecting items, but we have decided we should go further by making it so a small number of items can't be purchased from shops at all. This way leveling up your fisher doesn't just increase your chef profit, but opens up new recipes that you can't do at all otherwise.
We have only done this for a small number of items as we don't want to spoil things for those players who enjoy focusing on a single profession, but we feel this is an important step towards interlinking the professions and improving the player economy.
To further emphasize this, the items you can't buy are also the ones which give the best rate of XP in the target profession.
The following ingredients are no longer sold in shops, but can still be traded with other players:
- Nettle (used to make Infernae Strength Potions)
- Wrack (used to make Infernae Strength Potions)
- Shark Jaw (used to make Guardian shields)
- Beetle (used to fish Wraddock)
- Gurnard (used to make Gurnard Soup)
- Sturlet (used to make Roasted Sturlet)
- Hickory (used to make Hickory Posts)
- Hornbeam Branches (used to make Hornbeam Toys)
- Ash Planks (used to make Guardian shields)
- Haleberries (used to make XP Hopeforest Potions)
- Dock Leaf (used to make XP Hopeforest Potions)
- Geckoplant (used to make Wealth Potions)
- Shimmerbean (used to make Wealth Potions)
- Duraben (used to make Cryoknight shields)
- Deathstone (used to make Hammermage shields)
- Gold (used to make Gold Jewelry)
- Alabaster (used to make Alabaster Candlesticks)
PAST ACTION CHANGES
When you reach a new milestone, all the activities upgrade to the new milestone at once. The aim here is to give a 'new game plus' feel to the next milestone. However, you may at times still want to play content from a previous milestone. As a consequence we have made a few changes to how you select past actions.
'Past action' is now called 'past milestone'.
When you attempt to do an action that you are not high enough level for, you will be presented with an option to 'fallback' to the past action in the previous milestone, if such a past action exists. If you plan to do activities from a previous milestone repeatedly it will save you clicks to use the 'past milestone' option described below instead.
Switching the 'active milestone' will rollback the associated content in the world to the milestone you select for the entire session, so you can do activities from a previous milestone without repeated extra clicks. You can switch the active milestone in one of two ways:
By right clicking on the npc or block in the game world, and choosing the 'Past milestone' option. This will default to switching the active milestone for just that activity.
By pressing the 'Past milestone' button in the professions interface. This will default to switching the active milestone for the whole profession.
In both cases it will open the new 'Past milestone' selection interface where you can quickly choose which milestone you want. Remember to switch back to the current milestone when you have finished.
BOUNTY CHANGES
We have added common, uncommon, rare and epic rarities of bounties. Rarer bounties give much better rewards, but appear less frequently on the bounty board.
Certain milestones in certain professions will be "bountiful milestones". In a bountiful milestone, bounties are replaced as soon as they are completed, making bounties the main focus for leveling up during that milestone. The intention here is to make some milestones have a different feel to others, so it feels less repetitive.
For Chef, we are adding new 'common' rarity bounties (which involve cooking, but not delivering the food), and the existing delivery bounties will be used by uncommon, rare and epic rarity bounties.
PROFESSION EQUIPMENT CHANGES
Higher grades of profession equipment are now required to do higher milestone activities, as it was previously too easy to forget to upgrade your profession equipment.
Instead of giving a direct XP boost, purchasing the second grade of most profession equipment unlocks a new feature - action boosts. Subsequent grades improve the quality of that action boost.
Enchanting your profession equipment at the obelisk still causes the equipment to grant an XP boost.
Action boosts
Action boosts give you a double reward the next time you do an active action which uses that profession equipment.
After you have used the action boost it will go into cooldown, and cannot be used again until the cooldown expires.
Each subsequent grade of profession equipment you purchase reduces this cooldown time.
You can activate an action boost in one of two ways:
Start the action as normal, and then click on the green icon that appears in the middle of the action progress indicator.
'Prime' the profession equipment before you start the action by clicking on the 'Prime' button in the profession equipment interface.
PASSIVE CHANGES
Before this update, passive activities used to give a 2× XP bonus based purely on your level. However this meant when unlocking a new passive activity all previous passive activities instantly lost that bonus, even if you hadn't used them, which felt a bit penalizing. Therefore we have changed how the passive 2× XP bonus works.
Now the passive 2× XP bonus is only consumed by actually doing a passive activity, but is NOT consumed by simply leveling up. This means if you do a lot of active play and unlock several passive activities at once the 2× bonus is no longer wasted.
Once the 2× XP bonus has been exhausted you can still do the passive activity, you will just no longer receive the bonus when you do.
We have improved the interface to make it much clearer that the 2× XP bonus exists (it was a rather hidden feature before), and to show which passive activities still have 2× XP bonus remaining.
All passive activities now require only 1 knowledge point to unlock. The knowledge points you have invested in each profession have been adjusted accordingly. So you do not lose out as result of this change, excess knowledge points have been converted in to knowledge boost potions.
COMBAT CHANGES
We have significantly overhauled the personalized combat striping system.
Each time you unlock a new Combat milestone, you now choose which episode's foes you want that next milestone to feature. This is called a 'foe pack'.
This is both simpler than the old system, and brings back the concept of you being able to choose which episode to train combat in next, whilst still maintaining a merged combat profession.
The base foes (i.e. the first stripe) in every episode always have a fixed combat level.
The Hopeport base foes are combat level 0-24.
The Hopeforest base foes are combat level 25-49.
The Mine of Mantuban base foes are combat level 50-74.
The Crenopolis base foes are combat level 75-99.
Boss foes always have a fixed combat level.
Crime Den foes always have a fixed combat level (based on the detective level of the crime den, like it was before the combat merge).
Purchasing a premium pass will not change which foe packs you have selected (and will therefore not affect your personalized striping). The fixed 'base foe' and 'boss foe' levels, as described above, ensure you will be able to experience the premium content immediately without having to finish the current milestone first.
Launching a new episode will not change which foe packs you have selected (and will therefore not affect your personalized striping). The fixed 'base foe' and 'boss foe' levels, as described above, ensure you will be able to experience the new content immediately without having to finish the current milestone first.
Passive combat no longer asks you what weapon you wish to use, it just automatically selects one.
The level requirement of various combat capes has been reduced to align with milestones.
Wildmen have moved from Leafy Junction to Tangled Lane.
WEAPON CRAFTING CHANGES
Rather than each weapon crafting recipe producing weapons with a different range of allowed levels, all weapon crafting recipes in a particular milestone now produce weapons with the same range of allowed levels.
Each weapon crafting recipe now simply lets you craft a weapon whose combat milestone is in the range 5 × crafting milestone to 5 × (crafting milestone + 1).
For example:
The basic blowpipe recipe which is crafting milestone 0, can produce blowpipes with combat milestone 0 inclusive to combat milestone 5 exclusive.
The moderate throwing rings recipe which is crafting milestone 1, can produce throwing rings with combat milestone 5 inclusive to combat milestone 10 exclusive.
FORAGER CHANGES
Jade monument pieces have been added (in addition to the stone monument pieces already in the game), and are first unlocked in milestone 0.
Shark bones have been added, and are first unlocked in milestone 1.
Nettle and wrack are now first unlocked in milestone 1.
Pond weed and bell plants are now first unlocked in milestone 2.
The fallen monument now has two stages per milestone, for a total of 20 stages. One stage requires stone pieces and one requires jade pieces to complete. However the number of pieces required per stage is less.
Your existing progress repairing the fallen monument will be transferred across.
After completing the fallen monument, you can light all the braziers to receive a 3rd venture slot as a reward.
We have tuned the respawn speed of various foraging spots to reduce downtime.
FISHER CHANGES
Salmon have been added, and are first unlocked in milestone 0.
Sardines have been added, and are first unlocked in milestone 0.
Trout have been added, and are first unlocked in milestone 1.
Lobsters are now first unlocked in milestone 1.
Oysters are now first unlocked in milestone 2.
Pufferfish are now first unlocked in milestone 2 and require pufferfish boxes from Carpenter to catch.
CHEF CHANGES
Salmon quiche has been added, and is first unlocked in milestone 0.
Apple pie has been added, and is first unlocked in milestone 0.
Poached trout has been added, and are first unlocked in milestone 1.
Roast chestnuts have been added, and are first unlocked in milestone 1.
Lobster thermidor is now first unlocked in milestone 1.
Oysters with lemon are now first unlocked in milestone 2.
Omelette is now first unlocked in milestone 2.
Pufferfish sashimi is now first unlocked in milestone 2, and can be made with all varieties of pufferfish.
Chef bounties are now first unlocked in milestone 1.
Jellied eels no longer require gelatin.
Mashing potatoes now gives 2 portions of mashed potato for each potato.
Chipping potatoes now gives 2 portions of chips for each potato.
In a future update, we will be giving cooked dishes a purpose other than just selling them to make money. Therefore you can now bank them in preparation if you wish.
ALCHEMIST CHANGES
There are now up to 10 levels of each potion, one for each milestone. As a consequence the power of some existing potions has changed slightly.
Enrage potions have been added, and are first unlocked in milestone 2. Enrage potions make a non-aggressive monster aggressive towards you for a time, allowing you to semi-afk train on them.
Luck potions have been added, and are first unlocked in milestone 2. Luck potions increase the chance that your next combat drop will be an uncommon, rare or epic. Luck potions are charge based instead of time based, with one charge being used up for each combat drop.
Explorer potions have been added, and are unlocked in milestone 2. Explorer potions will be used in dungeons, which will be released in a later update.
XP Mine potions are now made with a single reagent each. Each reagent is dropped by exactly one combat foe in the Mine of Mantuban.
XP Stonemaw Hill potions are now made with wrigglers and toadstools.
You can now configure key binds for toolbelt potions. The default key binds are Alt+1, Alt+2 and Alt+3.
You can now cancel potions early by clicking on the status effect icon and choosing cancel. This is particular useful for enrage potions, but can also be used for other potions.
BOTANIST CHANGES
Thistles are now first unlocked in milestone 1.
Bitterfruit is now first unlocked in milestone 1.
Chestnuts are now first unlocked in milestone 1.
Clover is now first unlocked in milestone 2.
Sage is now first unlocked in milestone 2.
The willow water venture is now first unlocked in milestone 2.
Passive botanist now uses seeds which can be obtained for free from the seed rack in the Greenhouse.
WOODCUTTER CHANGES
Teak trees have been added, and are first unlocked in milestone 0.
Mahogany trees have been added, and are first unlocked in milestone 1.
Cypress trees have been added, and are first unlocked in milestone 2.
Ash trees are now first unlocked in milestone 1. The appearance of ash trees has been adjusted to make their leaves the correct shape.
Bamboo is now first unlocked in milestone 1.
Willow trees are now first unlocked in milestone 2.
New shortcuts have been added to Hopeforest, with each shortcut being blocked by a different kind of bramble. Each woodcutter milestone you reach unlocks one new bramble shortcut.
Many trees have been moved to make space for all the new trees.
Passive woodcutting now uses new species of trees, instead of using the same trees as active woodcutting. The new species are hornbeam, elder, acacia, linden and maple.
CARPENTER CHANGES
Teak planks have been added, and are first unlocked in milestone 0.
Mahogany planks have been added, and are first unlocked in milestone 1.
Pufferfish boxes have been added, and are first unlocked in milestone 2. Pufferfish boxes are made from cypress branches.
Passive carpenter items have been adjusted to be made from the 5 new kinds of branches.
There are now two different passive furniture assembly stations. One is used to assemble seating and the other storage.
MINER CHANGES
Duraben has been added, and is first unlocked in milestone 1.
Brimstone is now first unlocked in milestone 1. You must still also complete the 3 ⭐️ Mine of Mantuban quest to unlock the brimstone venture.
Deathstone is now first unlocked in milestone 1. Deathstone mining now shows the danger zone and gives 2 deathstone for each rock.
Minecart work is now first unlocked in milestone 2. Three new varieties of minecart work have been added - gravel, nickel and horseshoes.
We have tuned the respawn speed of various ores and rocks to reduce downtime.
BONEWRIGHT CHANGES
All crafting recipes require one less bone and one more timber than before. This better reflects the number of bones you get from forager relative to timber from carpenter.
Shield crafting is now first unlocked in milestone 1. Guardian shields are made from shark jaws and ash planks.
There are now three different fossil assembly stations.
BLACKSMITH CHANGES
Shield crafting is now first unlocked in milestone 1. Cryoknight shields are made from duraben.
A new making horseshoes passive activity has been added, and is first unlocked in milestone 0. Making horseshoes does not require any items nor does it fill your backpack, making it easy to set up.
A new recycling scrap metal passive activity has been added, and is first unlocked in milestone 0. Recycling scrap metal uses the scrap metal you collect in Forager.
STONEMASON CHANGES
All recipes require one more stone than before. This brings them in line with bonewright and blacksmith in terms of the average number of items used to make a weapon.
Shield crafting is now first unlocked in milestone 1. Hammermage shields are made from deathstone.
DETECTIVE CHANGES
Crime dens and investigations are 'double length' activities, meaning they are the optimal activity for twice as long as the spotting thieves activities. This is to compensate for the fact that there are more spotting thieves activities than investigation/crime den activities.
Wanted poster ventures are now first unlocked in milestone 1.
A new booking prisoners passive activity has been added, and is first unlocked in milestone 0. Booking prisoners does not require any items nor does it fill your backpack, making it easy to set up.
A new constructing crime maps passive activity has been added, and is first unlocked in milestone 0. Constructing crime maps does not require any items nor does it fill your backpack, making it easy to set up.
Crime Den raids no longer use the handcuffs profession equipment and give slightly more base XP instead. This is because having to use the 'double reward' boost during combat didn't work well, and handcuff are already used for the 'spotting thieves' activity.
Investigation bounties now give some XP for each clue found. This is so the 'double reward' boost works better, and also means if you get the wrong suspect at the end you do not miss out on all of the XP reward.
Which stalls currently have a high number of spottable thieves is now determined by your currently selected detective milestone, so if you are doing a past detective milestone you can still catch a decent number of thieves.
LEATHERWORKER CHANGES
The 'low price' of all leather has been reduced, as it was too high. However this is somewhat offset by the improvements to hide discounts (see merchant changes section below).
Boar leather has been added, and is first unlocked in milestone 1.
A new book binding passive activity has been added. Book binding does not require any items nor does it fill your backpack, making it easy to set up.
MERCHANT CHANGES
The level at which hide discounts are unlocked now line up much more closely with the level of the leatherworker activity which uses the hides.
The grapes venture is now unlocked in milestone 1.
The cinnamon venture is now unlocked in milestone 1.
The bricks venture is now unlocked in milestone 1.
The tiles venture is now unlocked in milestone 2.
There are now separate grapes and cinnamon venture NPCs, allowing you to do both ventures at the same time if you wish.
There are now separate bricks and tiles venture NPCs. This will allow you to do both ventures at the same time, once the storm clears.
The leather offcuts are being grouped into three categories (cow, soft and tough), each of which has its own stall.
Cabbages and pearls are now part of the trading bounty system.
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