Update 17: switching, favorites and bindings
The official note lists R on keyboard and B on gamepad for switching between an equipped weapon and a spell. PC number keys 1–8 are now hotkeys. The quick-options wheel selects favorited weapons, rather than the equipped-weapon list; tapping the relevant control toggles sheathing.
Autorun is listed as Q on keyboard. There is no default gamepad autorun binding in the note, but one can be assigned. The previous equip system remains an option at the bottom of Gameplay settings. These are patch-note defaults, not a guarantee about a remapped layout or every Steam Input profile.
Update 17: combat and progression changed
Enemies were made more accurate and retuned to compensate. The patch also rebalanced the contribution of Armor skill and the attributes awarded per skill level. HP is no longer awarded simply for gaining a character level. An older build recommendation may therefore feel different even when its named perks still exist.
Armor damage reduction is capped at 85%. That is not an armor-rating target, and the note does not establish the rating formula, best equipment combination or a damage-per-second ranking. Test the encounter and displayed stats on your own build before committing to older assumptions.
Update 17: known effects, potions and discovery
Night Eye, Silence, Slow, Jump, Dispel and Drain Fatigue were added to alchemy. Existing effects were redistributed. Selecting ingredients no longer reveals that they share an effect while that effect is unknown; a missing interface hint is not proof that the combination has no shared effect.
Some restorative effects were moved later in the reveal order when eating ingredients, without changing their relative distribution. The alphabetical list and discovered-effect filter from Update 16 remain useful interface context, but neither supplies a verified current recipe table.
The potion system now has four quality levels, distributed through chests and vendors. Restorative potions work over time rather than instantly. Exact labels, durations, magnitudes and quality multipliers still require recorded current-build observations.
Merchant excess inventory: every three in-game days
Update 17 states that merchants clear excess inventory every three in-game days to avoid inventory problems. This is the current excess-stock cleanup statement; the Update 14 daily crafted-potion removal note is historical context, not the current interval to use for this behavior.
Do not extend that interval into a claim that all vendor stock, gold or prices reset on the same schedule. Update 16 also fixed merchants paying more gold than they held for crafted items. Record the merchant, available gold and actual offer rather than assuming a profitable repeatable loop.
Nine new summons and clearer targeting
Update 17 adds nine summon spells around the world and rebalances some existing summons. NerveLabs describes the goal as a smoother early-to-late progression. That is a design intention, not a published summon tier list or a promise that every spell is equivalent.
Spells and effects now indicate whether they affect the player or a target, and spell sound now follows the SFX volume slider. The announcement does not name the nine spells, give acquisition coordinates or publish their costs, scaling or lifetimes.
Rest healing and hostile-area interruptions
Resting restores health when enemies are not nearby. In hostile areas, sleep can be interrupted, and the threat depends on the area. The announcement does not give a radius for nearby enemies, a safe-area list or an interruption percentage.
Treat rest as a situation-dependent recovery option. If testing, keep a manual save, record the area and visible threats, and compare the before/after health and whether rest ended unexpectedly. This is an observation workflow, not a guaranteed safe resting route.
Update 17 world and navigation additions
Two additional dungeons were added in the yellow fungal area. Underwater kelp forests and coral were added too, but ingredients for those underwater areas were explicitly planned for a later patch. The same note says players are no longer naturally buoyant.
Missing fast-travel points and several collision/grounding cases received fixes. The note does not provide dungeon coordinates, complete underwater routes or loot tables. Its incomplete reference to two high-level additions near Magdal’s Rest is not specific enough to name a creature or location here.
Update 17 multiplayer and companion changes
NerveLabs reports improved online stability and alerts when either host or client disconnects. The patch also addresses missing Amphitheater ghosts after delayed co-op quest loading. These are specific developer-reported changes, not proof that every save, connection or quest-state issue has disappeared.
Companions no longer react to player crimes, and a case where dismissed companions failed to appear received a fix. This does not remove guards or the evidence-chest crime system, nor does it establish new party-size or cross-play rules. The separate host-world and guest-character model introduced in Update 16 remains the documented starting point.
Confiscated items now have an evidence system
The official note names locked evidence chests in Henrik’s and Tintentan’s houses. A guard who catches the player far outside town may instead carry the confiscated item. This identifies two recovery destinations, not a guaranteed retrieval method or a new quest.
What the update does not establish
We have not independently tested bindings, quality labels, summon acquisition, armor-rating breakpoints or rest-interruption rates. Community complaints can point to a test, but do not establish a confirmed regression. The incomplete Magdal’s Rest wording is left uninterpreted.