Node commodity vendors now buy your crates: choose Sell Crate at a node's Market, Citizen, Guild or Settlement commodity vendor. Outpost starter crates sell to the Market vendor.
Market and Citizen crates pay gold, Settlement crates scrip, Guild crates Seals of Valor (guild members only).
The packing fee you see is the fee you pay, node tax included. Glint change goes back into your bags.
Crate quality follows the original game's rule for your materials, and each crate you pack gives Adventuring XP.
A pack that can't go ahead tells you why and takes nothing. Bag space is checked before you start.
Packing or picking up a crate puts Drop Crate on your action bar.
Starter crate sales pay what the sell window shows (24s 44c for a Common crate).
Crafting & settlements
Plot crafting and processing fees include the node tax as the crafting window shows it.
Every refused craft or processing job tells you why, a full queue included.
Mayors can set the tax slider to its lowest setting, 10%.
A worn resource bag takes any resource. A profession bag fills before the Sanctus bag, and Timber and Boards count as Lumberjacking.
Items of the same rarity now stack, even when their exact quality differs.
Combat & classes
Cleric: skill costs, healing and damage follow the game's own data. Heals use your real Healing Power and gear.
Cleric: Purify also removes the debuffs it used to miss.
Cleric: Judgment strikes your enemy, otherwise heals your selected friend or you. Bless Weapon and Barrier go on your selected friend, or on you.
Rogue: Death's Mark now heals.
Ranger: letting go of Barrage stops the shots not yet fired. Party Stride now reaches party members near you.
Bard: dances end when you die, press Esc or get stunned.
After a stun ends you can walk again (you sometimes stayed rooted).
Auto-granted Bard and weapon passives (mace, shortbow, spear, two-handed sword) unlock at their levels.
Aimed area skills hit every enemy in the area, up to the skill's target limit.
Melee combos that hit several enemies deal full damage to your main target and less to the rest.
Dying ends food, drink, elixir, potion and salve effects. Scroll and commission buffs stay.
Buff icons disappear when the effect ends, also for players around you.
Unflagged players can't hurt town guards or villagers. Flagged players can hit guards.
Mounting up ends Sprint's stamina drain.
Creatures & world
Monsters that can't reach you, like Alecog and Morellius on their rocks, return home and heal after 5 seconds.
Timid creatures (Grems, Ravens, Webweavers, Deer) fight back when hit, but still never start a fight.
Mycellettes burst when they die and hit players standing close.
Head Crater now has skeletons and ravens (levels 16-18).
Quest objects like the corrupted root in "The Root of the Problem" stand on the floor.
Quests
Grubfiddle stands in Lionhold's Upper Ruins, and "Grubfiddle's Notebook" can be played.
"Got Goblin Goods" counts only its three required goods, as in the original game; the Tingsparkler is optional. The Spyglass and Windchime now show as objectives.
"Ways of the Past": the Aven's End Herbalism Vendor offers the quest talk.
The Mayoral Hall's commission board lists its node's Adventure commissions again (Winstead's was empty).
Artisan commission boards now also offer Gather, Collect and fishing commissions. Every harvest counts toward a Gather commission; Collect and fishing ones are turned in at the node's drop box.
Other
Adventuring XP stops at level 25, and the XP bar no longer jumps to 50.
Refunding a skill also refunds the ranks that depend on it, instead of refusing the build.
Known issues
Crate stations and commodity vendors stand only in Village and Town nodes so far. Market crates come in tier 1 only.