Camelot Unchained 0.49 Update Reworks NPC Targeting and Lighting
Camelot Unchained update 0.49 is live today, bringing a mix of NPC combat fixes, lighting changes, art updates, new music, and bug fixes. The biggest practical change is enemy behavior: NPCs should now be better at picking targets, reacting to stealth or invisibility, and recovering when they lose sight of a player.
The patch also takes another pass at world lighting, which City State Entertainment says has been too extreme at times. Daytime should be less blinding, nights should be easier to read, and god rays and harsh sun glare have been toned down. Silvermine Mountains also got more set dressing around the Keep.
- NPCs can now switch targets while chasing someone, instead of staying locked onto the first player who drew aggro.
- NPCs should ignore invisible, stealthed, or Veil-shifted characters, and stop pursuing them more quickly when they enter those states.
- NPCs that lose line of sight should move to the last known location, search for a while, then return home if they can’t reacquire the target.
- Default and maximum camera distance for player characters has been increased.
- Water shaders have been adjusted so they no longer turn black from certain angles.
- New point-of-interest music has been added for mines and fishing across all zones.
On the class and balance side, Mind damage should now register correctly instead of showing up as Arcane damage. Periodic damage, including damage over time, delayed damage, and reflected damage, can no longer critically hit.
Heavy Fighters get a few fixes, including Juggernaut and Martial Prowess no longer appearing as debuffs, and Fianna’s Natural Strength no longer requiring Courage to use. For Blessed Crow, Cauldron-related abilities won’t fire unless a Cauldron is actually in range, and Cauldrons will now be destroyed if their summoner moves more than 90 meters away.
The update also fixes some everyday annoyances, including foods and potions not stacking properly, audio events failing to retrigger after death and respawn, Sleep duration behaving incorrectly with Panicked targets, and highlight effects sometimes rendering like outlines or bloom.
Further reading: Official Camelot Unchained patch notes






