 So today guys we check out a new world update, a new new world update, the 1.1.1. So landing right now more or less by the time you watch this video you'll probably have it installed and today we're getting to all the changes. How's it going guys? My name is DPJ and to give that to you guys I'm giving away 10,000 marks of fortunes. To be even for chance of winning these simply drop a like on the video, leave a comment down below, make sure you are subbed and have no notifications turned on. The more of my videos you support me on the more of a chance you have of winning. Winners will be announced at the end of the week. Good luck everybody. So here's a new world update 1.1.1. We'll release at 11pm PT on November 30th so like I said by the time you've watched this video it's probably already updated for you. And it comes with some interesting changes and explanations to some of the well efforts they did with the November update so let's get into it guys. Molts from elemental enemies. Fixed an issue causing a large number of molts to drop from elemental enemies. We also removed elemental molts as rewards from gathering elemental creatures and reducing amounts of other resources acquired from them to account for the number of them in the world and the frequency at which they respawn. The original intention with these creatures was to make them challenging and infrequent encounters in the world. The way we use them in practice resulted in them becoming less dangerous and more frequent which caused an imbalance of the amount of resources they provided compared to primary resources such as elemental plants and stones. So yes the bears, the wolves and the stags have took a massive nerve guys. Okay so I'm missing horticultural gear. In our latest update we made a mistake that treated all tiers of the in-game horticultural harvesting gear as future content and unintentionally removed them from the game. We apologise for this bug that has caused you to lose some items you rightfully earned. If you have lost an acquired piece of harvested armor you should have an extra reward chest in your inventory after this update. These reward chests contain a full set of horticultural armor provided at the highest tier you personally have acquired in the past for any piece of this harvested set. They're also rolling at a maximum gear scale for that tier so that's pretty cool. And will be usable at any level to ensure you can equip them. These items are marked as bind unequipped. Like any harvested armor piece you would encounter normally. Once you open the chest it will provide you with five items. The harvested hat, shirt, gloves, pants and shoes. Okay so unto housing. Re-enabled trading, moving and salvaging are furnishings and housing items so that's pretty cool because my inventory is filled up of these furnitures and it's just driving me round to bend. Okay so unto crafting. Fixed a bug where dual crafting recipes were not granted enough trade skill XP. Recently we lowered the amount of trade skill XP provided by lower tiered items when a player reaches a new tier of crafting bases per skill. To use metal as an example when a player unlocks steel recipes they end less from crafting iron recipes. We did this to emphasise their crafting higher tiered items as you progress through trade skills and to also improve the value of higher tiered materials. Our intention behind this change is to reward players for crafting higher tiered items as they progress through the ranks of each trade skill. Before this change we found players were spending too much time crafting lower tiered items as opposed to pushing their crafting skill up crafting items that they may actually use at their current level. That does kind of make sense but you know okay so unto trading. Fixed an issue where players were not able to fill by orders from local storage sheds. Can't say I noticed that one myself. Servers, technical groundwork for server mergers, nice war performance enhancements. So when are these server mergers actually coming? Because I've got a funny feeling guys they'll probably arrive with a big December update and to be honest after the November update I'm not really looking to the hit world estate again after the December update but let's face it it can't be as bad as what happened after the November update I mean that was atrocious. Okay so a general bug fixes. Void garnet. Fixed to oblivion not going on too cool down if players swap weapons during skill startup. Void garnet. Fixed to consumable status effects being cleansed by oblivion. Fixed an issue that was causing drew crafting to not reward appropriate amounts of XP for higher tier crafts. Fixed an issue preventing players from earning a lumberjack achievement. And that's actually it guys it's actually a short uh well short patch notes. There's a few interesting changes here for sure guys but yes that's it the end of the video has arrived. Tell me your thoughts on these down below. Also guys if you enjoyed the video leaving a like really helps me out. If you're new around here want to see more be sure to subscribe and hopefully guys and we'll see you on that next one.