great we have to sail across the entire sea and back yet again ![]()
At least we got a port nearby, the Ice Mines. It lacks many shopkeepers, but at least the shipwright is present.
if so then they are likely working on bosses. It shouldn’t take this long for another trello update after all
the subreddit has it do i post it here?
Don’t post patreon leaks here please thanks
FULL ANNOUNCEMENT FROM VETEX
(posted in #news)
Since people are leaking this announcement from Patreon but cropping out parts and turning it into misinformation, here is the announcement:
I don’t know what’s been going on with me the past like 5 months but AO motivation has just not been there at all, I’ve tried to think specifically about what the issue is, and while I have a few small things that bug me, none of them really stand out and say “if this wasn’t an issue I would resume development full throttle”
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Roblox studio clunkiness - in AO specifically makes it super tedious to test and bug fix at decent speeds. in the past I have gotten around this by making multiple story parts in the code before loading in to test them all at once to minimize the amount of times I have to load in a playtest, but overall the slow speeds of Roblox studio for a game of this scale really kills the mood. Moochezz can vouch for this as well since its one of the reasons he has also been demotivated to do stuff.
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Community - I’m not sure if I’m the only one who thinks this, but I swear ever since like 2020 or so, the Roblox community in general is way more toxic. Back in Arcane Adventures times, everyone was hyped about basically ANYTHING added to the game despite its insane lag and flaws, but in AO it feels like there is zero positivity about anything added or changed. I know there are people within the community that aren’t like this, but this is mostly my experience. I can’t even add nice little details to the game anymore without being called “immersion man”, because for some reason people don’t like small visual details in a game that is so heavily reliant on immersing the player. People love to say that immersion ruins the game, but believe me it could be way worse if I was truly as “immersion man” as people believe, and just use this as an excuse to hate. It’s just hard to feel the need to want to do things for the community when it feels like 90% of it just absolutely despises me and the game, despite still being a part of the community. The reason this announcement was even for Patreon alone is because i wasnt going to announce it at all because I knew how the community is going to take it (as seen by it leaking) but felt that Patreon had a right to know since they pay for AO dev previews. In the past I was able to ignore the toxicity from the community because my motivation outweighed it, but for the past year or so I feel like its only gotten worse and its one of the reasons that its so hard for me to stay invested in developing this game. It feels as though I have to slave away to make any sort of good progress (which leads into the next point) and even when I do, almost all of the feedback I see is negative
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AO’s game genre itself - The main motivation I have always had behind AO is sharing its story, but recently it’s become more and more clear to me that this is the WORST medium possible to tell a story of this scale. If you think about it, writing a book you can simply describe a location which paints a picture in the reader’s head, whereas in a game that location has to be fully modelled and made explorable. The dev time to gameplay added ratio is always going to be abysmal for this reason. Even if every story chapter only took a month of dev time, that’s still only about 20-30 minutes of gameplay added at most. And you could say this is a “hire more devs” issue, but that brings about another issue I have with Roblox in general: if you have ever made a game or dealt with other scripters on this platform, you’d know that finding good ones who are mature and listen is insanely rare. I got super lucky with Moochezz.
Lately I was feeling like I just didn’t enjoy game development at all anymore and that was my issue, but over the past few weeks I’ve been working on a new game and actually really enjoying it, which led me to start thinking about my issues with working on AO above. I don’t know if or when my motivation to work on AO will come back, because right now I don’t feel anything for the game. Because of this, I’ve been working on trying to hand the game over to a team of current testers/friends of mine who are passionate about the game so they can try to work on it while I oversee the project. I won’t say who the new devs are because I know that in doing so they will just be harassed. Some of them are inexperienced so I won’t make any promises, but doing this ensures that the game is at least being worked and not just abandoned for the foreseeable future. Hopefully my motivation for AO comes back eventually, because I still really like the world and story of the game and want players to experience what I had planned.
There’s a dedicated discussion thread for the ongoing situation here:
Can’t post images so here’s the changes copypasted from the Trello
v1.21.45
Changes
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(
)- Mouselock now cancels if you press alt and tab within one second of each other to prevent accidental mouselocks when alt-tabbing.
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(
)- Cutscene trigger for “Ivoris in Peril” is now bigger.
Bugs
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[Fixed] Magic imbued Aithiraki bricks your character until you rejoin the game
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[Fixed] Dark sea “fatal injury” invulnerability persists after revival
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[Fixed] Queen Veronica animation errors.
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[Fixed] Rolling after dodging animation no longer plays.
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[Fixed] Tutorial popup errors.
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[Fixed] Infinite yields on the new PlayerModule.
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[Fixed] Item pick-up errors.
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[Fixed] Issues with the new PlayerModule.
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[Fixed] Attack error.
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[Fixed] Cutscene Error
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[Fixed] Having sprint enabled while under water drains stamina while not moving.
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[Fixed] Lifts on islands no longer worked.
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[Fixed] (Bronze) Bosses didn’t aggro.
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[Fixed] Stray cargo on the sea surface travels infinitely when moved.
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[Fixed] Messaging birds from the following origins: World news, rival kill request, NPC gifts, and Grand Navy fleet support still had their collisions enabled.
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[Fixed] Sea birds can collide with and interrupt boats.
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[Fixed] Bones in an underwater structure had the wrong collision boxes.
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[Fixed] Ghosts from dark sea islands could collide with boats.
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[Fixed] Dialog bug in Redwake
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[Fixed] Incorrect collision on ravenna statue
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[Fixed] Missing dialog for Leto’s Shadow Self Quest
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[Fixed] You could grab attack the statue on Shale Reef
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[Fixed] Issue with Chapter 10 NPC
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[Fixed] Cutscene Error
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[Fixed] A hat on Claw Island was unanchored.
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[Fixed] Minor formatting error on “Castawegg” item.
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[Fixed] Dragonlord Apophis plays the incorrect music.
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[Fixed] The Arcane Chronicles format error.
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[Fixed] The Book of Athena still refers to arcane fish scales as golden fish scales.
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[Fixed] Ashen Egg from the 2025 Easter Event has lost its texture.
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[Fixed] Several armors delete body parts which break your characters ability to use skills or tools.
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[Fixed] Blessed Knights Cloak, Apex Armor, and Skyhall Family robes are misaligned.
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[Fixed] One of the ponds in the blackreach maze is solid.
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[Fixed] Snow layer on pine trees too high.
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[Fixed] Dodge Reflex effects are far larger than intended.
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[Fixed] Sameria secret destructible wall spawns a barrier when destroyed
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)- [Fixed] Drakos Arch’s Dragon Skeleton is breakable.
V1.21.46
Changes
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)
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Worked with players and testers to plan out many Quality of Life improvements (Will be scattered around the coming changelogs. Many are in this one.)
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Wrote Dialogue for new Palo Town Quest and rewrote weapon guidebook entry
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Added a new quest to Palo Town
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The Shifter of Fate (Jorund’s Brig) health: 30,000 → 22,000
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Added unbreakable terrain in Ormolu’s arena to use as cover for their AoE
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Raised the maximum depth diving spots in The Bronze Sea. Diving spots will be shallower and more accessible to new players.
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Implemented a new status effect called Huntbound to both players in radial combat range (To visually help players know when they are under combat due to radial tag). Icon by R_SPhoenix.
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Added Bearpaw Bandit Tunic and Bearpaw Bandits Claws to the drop pool
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Increased all boss drops max levels by 20
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Nerfed Hallbjorn damage by 25%
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Captain Maria no longer has invulnerability when cloaking, and instead takes 50% less damage
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Changed the description of weapons in the guidebook
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Added the Mollusk Armor, a new armor set obtainable by completing diving points and structures. (Modeled by Astralworks).
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Reversing on a boat is now input buffered (you will immediately start reversing if you are holding S after your ship stops instead of needing to release and press the key again).
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Rams now have an invisible hitbox part for better collision detection.
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Blocking is now input buffered for all abilities as well as coming out of a stun. (Note: Blocking is not buffered if you are blocking before an attack and continue holding block. This is to prevent abuse of just holding block an entire fight.)
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You can now tap H to quickly rotate between your imbues.
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Added a 0.3 second cooldown to imbue switching.
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- Magic Circle on Reflex Dodges scales on level (actual distance does not scale)
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Increased ship health on respawn 5% → 10%
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Lowered the base skill point cost on the following skills. This will let them be unlocked by default on ‘Old’ weapons.
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Axe Throw (30 → 10)
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Polearm Throw (30 → 10)
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Light Bladed Throw (30 → 10)
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Whirlwind (30 → 10)
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Bugs
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[Fixed] You could clip through thin objects (such as doors) by dodging into them.
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[Fixed] You could still clip through larger parts with TP reflexes (most notable on Vents of Aeolus). (This fix also removes bouncing backwards when you TP reflex too close to a wall.)
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[Fixed] Dodge clipping prevention didn’t allow you to dodge through grass.
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[Fixed/Unsure] Rare issue where climbing from the sea surface didn’t attach to the wall (Most notable in the Dark Sea).
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[Fixed] Alt-tab mouselock change didn’t actually work
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[Fixed] Dodging backwards while mouselocked caused you to rotate in the wrong direction.
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[Fixed] Stray cargo gliding fix did not apply to stray cargo generated by ghost ships.
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[Fixed] Tapping S can causes your boat to reverse until you raise the sails.
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[Fixed] Reversing while your boat is still moving causes it to stop immediately (now rapidly brakes instead).
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[Fixed] Reversing while over the open ocean causes your boat to move forwards instead.
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[Fixed] Figureheads could bump into other boats, causing ramming to not connect.
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[Fixed] Ramming speed UI appears when there’s nothing to ram.
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[Fixed] One of Allanon’s attacks leaves particles behind infinitely.
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[Fixed] Using an ability while holding block will cancel both the block and the ability.
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[Fixed] Esmeralda is bald in the shipyard (and many other missing accessory/limb issues).
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[Fixed] Agora Breaks over repeat events
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[Fixed] Fishing in the bronze sea reeled in nothing
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[Fixed] Castaways can get stuck in animations
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[Fixed] chatbubble error If the camera, billboard, or its attached object is missing, stop the update to prevent errors.
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[Fixed] The Arcane Chronicles still refers to Blessings as Experimental Curses on several pages
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[Fixed] The Sun Serai to The Sun’s Serai in area name and quest descriptions to match the sign and bartender title
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[Fixed] Fort Castrum music plays indefinitely.
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[Fixed] Blackwater NPC typo.
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[Fixed] Assassin pack uses a Standard idle animation.
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[Fixed] Some Phoenix magic particles last forever
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[Fixed] Allanon’s upper body can’t be aimed at
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[Fixed] Magic Circle Tiers don’t scale
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[Fixed] Enizor’s shop no longer works
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[Fixed] Terrain gaps in Nimbus Wilds from terrain destruction.
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[Fixed] Magic Circle Tiers don’t scale on anything (now scales on magic point investment)
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[Fixed] Fleet keybind opens Shipyard
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[Fixed] Quartermaster Enizor’s shop no longer works
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[Fixed] Terrain destruction can leave extremely deep chasms where two parts connect. Includes regular islands and Dark Sea islands.

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- [Fixed] NPC ships can use an illegal magic variant
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)
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[Fixed] Selling common/uncommon items to shopkeepers causes an error that stops UI from responding and prevents you from talking to any NPCs until rejoining
new patch also too lazy to get the screenshots of it and its so long it would take forever
HOLY HELL, EARLY-GAME WEAPONS AREN’T JUST M1 SPAM ANYMORE???
I can’t believe it. These guys are legitimately cooking.









