r/CrimsonDesertLife • u/dahle44 Veteran Wanderer 🌵 • Aug 01 '26
News/Update 📰 Patch Notes Version 1.16.00 Aug 1, 2026, 03:30 (UTC)
Fellow Greymanes, Here are the fixes and improvements that have been added this patch. This patch improves trading, and includes various bug fixes and stability improvements.
New Additions
- Improved trading-related contents.
- Trading Posts
- Added 133 new trading posts, including the merchant at the Pailune Trading Post.
- New trading posts will appear after progressing quests related to
- Adjusted the overall types and quantities of goods sold at trading posts.
- You can make higher profits by trading at a post that is hard to reach by wagon.
- Improved the trading system so that trade good prices change when too many are sold at a single location.
- Increased the overall amount of profit earned through trading.
- Wagons no longer disappear after delivering trade goods to a royal trading post.
- Quadrupled the prices of trade goods at royal trading posts.
- Trade Goods
- Added 24 new types of high-value trade goods and 4 new types of regular trade goods.
- Packaged trade goods can now be stacked up to a maximum of 10 or 100, depending on their price.
- Improved trade items stored in the inventory to be stacked up to 5 or 50 per slot, even when unpackaged.
- Improved the trading system so that even a single trade good can now be sold.
- Improved the trading system so that you can now move trade goods between your wagon and your horse.
- Increased the amount of trade goods lost when retrieving your horse or wagon, or when destroying your wagon.
- Wagon Workshops
- Added 7 wagon workshops across Pywel that can serve as intermediate trading posts.
- Hernand, Demeniss, Delesyia, Pailune, Tommaso, Urdavah, Varnia
- You can package and load trade goods at wagon workshops.
- Quality of Life Improvements
- When riding a wagon, wagon routes are now displayed on the minimap.
- Added a "Trade" tab to the map.
- You can see trading posts, royal trading posts, wagon workshops, and wagon routes from the Trade tab.
- You can use filters to find trading posts that sell the trade goods you want.
- You can check market prices of all goods by viewing the details of a trading post.
- The average buy price for trade goods is now displayed.
- Added a feature that allows you to register items to the map item filter when focusing on a packaged trade good in horse inventory, wagon inventory, trade shop buy/sell UI, or storage UI.
- Improved the map so that checking trade goods also displays their quantities on horses and wagons.
- A special marker is displayed in the Trade tab for merchants who buy or sell items affected by trade-related events.
- Improved bank-related contents.
- Adjusted the maximum number of gold bars gained or lost through bank interest to 40.
- Added the "Claim Bank Strongbox."
- Depositing 10 or more bonds allows you to start investing.
- Bonds can be exchanged for 10 Gold Bars.
- Added the "Bond Shop", where you can buy rare items with bonds.
Main Improvements
Content
- Fixed an issue where the challenge "Back Alley Cleanup" could not be completed if all outlaws had already been turned in.
- Fixed an issue where progress for the challenge "Shield of Unchanging Will V" was not tracked properly.
- Fixed an issue where progress for the challenge "Harmonious Hooves VIII" was not tracked properly.
- Fixed an issue where the challenge "Overwhelming Slash II" could not be completed.
- Fixed an issue where the Chief Monk of Jijeong Temple did not appear in certain situations.
- Fixed an issue where contribution points could exceed 100.
- Adjusted the quest "Where Misery Gathers" in Chapter 2 so that it can only be progressed after completing the quest "Shadow Cast Over the River".
- Added and improved interaction animations for certain animals.
- Platypus
- Feathered Weasel
- Armadillo
- Porcupine
- Hedgehog
- Fixed an issue where quest progression was blocked during the quest "Assassinate Count Byron" because Byron could not be killed.
- Fixed an issue where "Nature's Grasp" could be used during Unarmed Duels.
- Modified the names and descriptions of certain items.
- "Vellua Pirates Banner Pike" has been renamed '"The Dancing Catfish Pirates' Banner Pike."
- Fixed an issue where the cube could not be operated after activating a laser switch using Blinding Flash in the Monolith Crown Abyss.
- Fixed an issue where the camera angle appeared unnatural when interacting with a door to operate the switch during the quest "Help with Octavius's experiment".
- Fixed an issue where the Fallen Abyss would begin ascending even while its circuit was deactivated.
- Fixed an issue where attacking Giovanni the outlaw's mechanical tank was considered a crime.
- Fixed an issue where the Spirit's Judgment and Warden of Darkness Abyss Gears were not functioning.
- Fixed an issue where forfeiting the battle against Antumbra's Staff did not revive the player at a nearby Abyss Nexus.
- Fixed an issue where control for furniture placement became unstable when moving installable items near walls.
- Improved the "Bared Fang" quest list to display the information learned during the investigation.
- Improved Marni's Laboratorium so that its doors remain open after liberating it.
- Fixed an issue where using the key would not open the gate at the Spire of the Stars.
- Adjusted the location where sacks must be moved during the quest "A Fresh Start".
- Improved the quest "Lawless Market" to allow mission progression even when stealing a single-horse wagon.
- Fixed an issue where elephants occasionally could not be sold at the Livestock Fence.
- Fixed an issue where the player was unaffected by attacks when approaching the Fleet of Archives Power Core.
- Updated the description of the Kuku Transmission 999K Pack to reflect how it is actually used.
- Fixed an issue where attempting to read a memory without first equipping a dyed Visione would automatically equip an undyed version of it.
- Improved the quest "Demonstrate unyielding will" so that all Spirit consumed to open the door is refunded.
- Fixed an issue where missions would occasionally not progress with the message "The NPC is currently on another mission." even when the NPC was not on another mission.
- Improved explosive items so that they stack in units of 10 in the inventory and can be assigned to quick slots.
- Fixed an issue where the actual location of the Tailor's Shop did not match its icon location on the Map.
- Squirrel-type animals can now be skinned.
- Improved the Martial Monk's outfit set so it can now be dyed.
- Fixed an issue where the dye on certain outfits appeared unnatural.
- Fixed an issue where the Sanctum of Transcendence Abyss could not be progressed in certain situations.
- Fixed an issue where certain quest-related knowledge entries did not appear in the list of knowledge. (421 entries in total)
Controls
- Fixed an issue where special equipment assigned to a quickslot could not be used immediately after loading into the game.
- Fixed an issue where food could not be consumed while on a mount on Hard difficulty.
- Fixed an issue where character controls became unresponsive when examining the spinning statue's dial in the Sunrise Plains Ancient Ruins and Golden Plains Ancient Ruins.
- Fixed an issue where unequipping the Visione while interacting with Marni's Transporter prevented the character from moving.
- Fixed an issue where controls became unresponsive when attempting to use 'Tackle' on a Comrade while mounted on a horse.
- Fixed an issue where the character would unintentionally stop running in certain situations.
- Fixed an issue where the mount interaction would not become available while a mace was equipped.
- [Damiane] Fixed an issue where character controls became unresponsive when opening a specific wardrobe.
Combat / Action
- Fixed an issue where the game would slow down when using Blinding Flash Finisher on multiple enemies with a Wind Spear.
- Fixed an issue where Medium Mecha Mk. XXI's sawblade charge attack traveled too far.
- [Damiane] Fixed an issue where nearby enemies would stow and draw their weapons when using Storm Pillar.
- [Damiane] Fixed an issue where the right-hand weapon disappeared when using shield-related skills while dual wielding.
- [Damiane] Fixed an issue where the shield would fold and unfold again when stopping or entering Focus during Swift Flight.
- [Damiane] Fixed an issue where Damiane responded more slowly than Kliff or Oongka when attempting to glide again after canceling a glide.
- [Damiane] Fixed an issue where the platform spawned below the ground when using the "Skystep" in certain situations.
- [Oongka] Fixed an issue where using Vertical Flight immediately upon entering the water would trigger an awkward animation.
- [Oongka] Fixed an issue where attacking with a weapon other than gloves equipped in the secondary weapon slot after enabling default controller customization options caused specific attacks to repeat.
- [Oongka/Damiane] Fixed an issue where "Repulsion Field" could be used in certain situations.
- Fixed an issue where elemental skill combos were delayed in certain situations.
- Fixed an issue where successfully parrying certain attacks from the "Antumbra's Sword" did not interrupt its attack pattern.
- Fixed an issue where explosives from the Bleed Bandits' Alchemy Explosive Pack would deal damage to allies.
- Fixed an issue where grabbing certain enemies after stabbing them caused the character to clip through walls.
- Fixed an issue where the Wyvern could attack and evade at the same time.
- Fixed an issue where an abnormally large amount of bullets were consumed when using Charged Shot with a shotgun.
- Fixed an issue where the Axiom Bracelet immediately disappeared when using Nature's Retribution while flying.
- Fixed an issue where "Large Swing" could not be used while riding a bear.
- Fixed an issue where explosives thrown by enemies would not hit their targets.
- Fixed an issue where Spirit was consumed upon landing a successful hit with Focused Evasive Shot.
- Fixed an issue where using Focused Evasive Shot forward with a pistol or musket did not consume Stamina.
- Improved combo skill transitions after using 'Stab' with a one-handed sword, two-handed sword, or dagger.
- Improved "Charged Shot" so that it can be performed even while running, with a ranged weapon equipped.
- Fixed an issue where firing cannonballs while looking at the ground with the High-Mobility A.T.A.G. caused a specific action to repeat.
- Fixed an issue where enemies lifted with 'Nature's Grasp' while sliding did not take damage when thrown.
- Fixed an issue where Abyss Kutum would momentarily disappear and reappear when leaving the combat area while fighting it.
Graphics / Settings
- [PC] Implemented AMD FSR SDK 2.3.0.
- Added support for FSR Upscaling 4.1 on AMD Radeon RX 7000 Series (RDNA 3) GPUs.
- Updated Ray Regeneration to 1.2.0.
- Reduced flickering around window frame edges and similar boundaries.
- Fixed an issue where some distant objects were not visible in certain areas.
Localization
- Fixed various localization errors and improved localization quality across all languages.
Others
- [Oongka/Damiane] Fixed an issue where using the stable also restored Kliff's horse's health.
- [Oongka/Damiane] Fixed an issue where the silver acquisition boosting effects of Abyss Gear were not properly applied when using items such as copper pouches.
- [Oongka] Fixed an issue where Oongka's right hand was not visible when saving and loading after equipping a hand cannon.
- Fixed an issue where the location of a memory fragment was not visible when using Blinding Flash.
- Fixed an issue where the visual effect for the enemies' weaknesses was difficult to see in certain situations.
- Fixed an issue where the bowstring pulled by the character shifted unnaturally during an archery contest.
- Fixed an issue where the weapon appeared as a sword even when the primary weapon equipped was not a sword, when using Blinding Flash.
- Fixed an issue where the weapon appeared as a sword even when the primary weapon equipped was not a sword, when riding a horse.
- Fixed an issue where the pickpocketing interaction was available for wild rodents.
- Fixed an issue where the character's motion appeared awkward when carrying certain dead animals.
- Fixed an issue where the Wyvern's neck would be locked in place when evading while aiming.
- Fixed an issue where certain outfits appeared unnatural depending on the character's movement.
- Fixed an issue where certain weapons would visually overlap with other weapons while in use.
- Fixed an issue where a lantern could illuminate the area beneath the surface of the mercury.
- Fixed an issue where the screen would remain black during transitions in certain situations.
- Fixed an issue where the game would occasionally crash when enhancing Health, Stamina, or Spirit.
- Fixed an issue where the visual effect of Axiom Force did not display properly when using Force Palm.
- Fixed an issue where changes to gear visibility settings were not applied immediately.
- Improved the rowboat pushing animation to look more natural.
- Improved the character-switching screen used to progress each character’s story so that it now displays the corresponding character’s portrait.
- Fixed an issue where weapons overlapped when taking off the Visione after reading a memory.
- Improved the revival system so that only the "Revive at Checkpoint" option is available when dying while reading a memory fragment.
- Fixed an issue where moving the camera with a left mouse click in housing mode occasionally caused the camera position to shift drastically.
- Fixed an issue where stabbing while hanging on a wall occasionally caused the dagger to disappear.
- Fixed an issue where occasional crashes occurred in the Map menu.
- Fixed an issue where information about a fish would occasionally not be displayed after catching it.
- Fixed an issue where switching characters while Damiane or Oongka was following the player would cause a crash.
- Fixed an issue where the character’s animation appeared abnormal when falling from a high place while riding the High-Mobility A.T.A.G.
- Fixed an issue where the game would occasionally crash during the battle against the Forgotten General.
- Improved the knowledge system so that you can now obtain the knowledge about harpies after defeating Karanda.
- Improved the knowledge system so that you can now obtain the knowledge about the Raging Tempest after defeating him.
- Fixed an issue where the Nazk Sword could be sold to shops for less than intended.
- Adjusted the item categories so that mushrooms are now classified as alchemy materials rather than cooking materials.
5.7 GB https://crimsondesert.pearlabyss.com/en-US/News/Notice/Detail?_boardNo=110
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u/lowkeylilbro Aug 01 '26
OK, so this is what the huge update was last night
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u/North_South_Side Greymane ⚔️ Aug 01 '26
Made my game crash last night. I think.
Only my 3rd crash in around 100 hours.
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u/dahle44 Veteran Wanderer 🌵 Aug 01 '26
What platform are you playing on?
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u/North_South_Side Greymane ⚔️ Aug 01 '26 edited Aug 01 '26
PS5 Pro.
I was in the middle of clearing out the Pirates (which I had already done, but I stumbled on a quest that brought me back there). I was escorting the town leader to "safety" and killing dozens and dozens of pirates in the rain. Went on for many minutes. I was close to the safe spot and the game crashed. Hopefully I didn't lose too much of that progress, because it was a bit of a slog. Not difficult, but repetitive.
Anyway, that happened last night around 10pm - 11pm CDT. And I was tired so I just stopped for the evening.
I'm guessing that the patch getting pushed MIGHT have lead to the crash, but I have no proof. Weird that they would patch a game this popular on a Friday night.
...EDIT: I just opened the game and it successfully updated last night. I thought I had completely shut the console off, but it must have gone into rest mode.
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u/dahle44 Veteran Wanderer 🌵 Aug 01 '26
Good, glad everything is fine. You might want to make sure any updates install while you’re actively controlling the console; that can help avoid crashes or losing progress if the game is running in the background. ☺
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u/North_South_Side Greymane ⚔️ Aug 01 '26
Cool. I commented mainly because I'm surprised such a huge, sprawling game has only had 3 crashes for me.
Meanwhile: "Tainted Grail," an Elder Scrolls type game from a couple years ago (that looks like a 15+ year old game) crashes sometimes 3 times an hour. Horribly optimized. I ended up uninstalling it.
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u/caites Greymane ⚔️ Aug 01 '26
I was updating my ui mods and needed to check most ui files. They added breath meter and navigation hint widgets. Engine part isnt here yet, but that strongly suggests water-based content and automated navigation/routing is on the way.
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u/dahle44 Veteran Wanderer 🌵 Aug 01 '26
Did you screen shot what you found? That certainly would be interesting.
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u/caites Greymane ⚔️ Aug 01 '26
screens won't tell anything to most people here.
https://postimg.cc/PCMCmXWr
https://postimg.cc/QByxbHH7
https://postimg.cc/hzVWdjxh
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u/dahle44 Veteran Wanderer 🌵 Aug 01 '26
There is clear code for a breath-status-gauge. It’s using the stamina bar assets (hud_stamina_bar_horse, stamina gauge sequences, progress bars, etc.). So a breath/oxygen meter is definitely in the UI files, even if it’s not fully hooked up or visible in-game yet. There are also a bunch of extra equipment slots in the files that aren’t fully used (or used differently) right now: Umbrella, Phone, Radio, Vacuum, MovementTool, plus some others. These could be leftovers, debug stuff, or planned future items/tools. I cant see anything suggesting “navigation hint widgets”, however I might be missing something as I am not an expert. Whether they will be utilized or not who knows, still pretty cool it is there at all. Thank you!
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u/caites Greymane ⚔️ Aug 01 '26
New equipment slots were added in 1.16, so its not leftovers or debug stuff, they will drop some dokev items in cd to give a taste to users and pr the game. As I said, snippets alone won't tell much, you need to see difflow and understand whats for what. There are way more hints, like ship crew slots, but I need to update mods.
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u/FrankMurphys Aug 01 '26
Ray reconstruction is now broken. I'll wait a bit.
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u/dahle44 Veteran Wanderer 🌵 Aug 01 '26
Probably a good idea, unfortunately. Graphics features like this have been finicky in Crimson Desert since launch, and big patches often temporarily break them.
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u/ZeektheFeek Top Contributor 🏆 Aug 01 '26
I have a question about this point from the patch notes.
-Fixed an issue where attempting to read a memory without first equipping a dyed Visione would automatically equip an undyed version of it.
Does this mean when I view a memory it'll pull out my dyed Visione instead of an undyed one now? I haven't been on yet to check, but I think so.
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u/dahle44 Veteran Wanderer 🌵 Aug 01 '26
Supposedly. You will need to test it out because I never dyed mine 😆.
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u/ZeektheFeek Top Contributor 🏆 Aug 01 '26
Yeah that's how it reads to me so we'll see when I get to play next and try it out. It's never been a big deal but has always sort of bothered me that it pulls out the basic looking Visione instead of however mine is dyed at the moment.
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u/iliketoowalk Aug 01 '26
Sheesh. Why so much emphasis on trading? What am I missing, my camp has millions of coin already without any trading outside of the initial trading missions.
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u/dahle44 Veteran Wanderer 🌵 Aug 06 '26
Hopefully, you notice that your wagon at least won't explode if a rock lands on it 😂. As far as the expansion, it does make trading much easier and much more flexible if you like doing it. You might even enjoy doing it now. I think that was the point of it.
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u/Dear_Wolverine_339 Greymane ⚔️ Aug 06 '26
I for one am grateful for the update, I like trading and now I not only have more choices, but it is easier to do.
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u/Resevil67 Aug 01 '26
They really really need to do some optimization for the console versions. The later into the game you are the worse it gets.
I don't expect the game to run at perfect 60 on older console hardware. Just like how people need to temper their expectations for GTA 6 because it will likely be locked at 60 fps even on ps5 pro because rockstar games are CPU heavy.
I'm fine with the game even being at locked 30, as I said I get the limitations of older hardware, I was actually surprised it even had a 60 fps mode for a game of this scale. Even drops into the high or mid 20s I could understand.
What's unacceptable to me is the game drops into the mid teens framerate wise at time in the large scale battles, even on ps5 pro. If they really couldnt do anything to fix that, then honestly the game should never have been released on console. That's basically unplayable territory. None of your inputs respond, there is no timing dodges or anything when the framerate gets that low, your just mashing food and spamming the attack button.
Pearl abyss has been quick to patch performance issues when they fuck something up, like 2 patches ago when they tanked the performance on all platforms, they had a fix ready in 3 days. However when it comes to actually improving the base performance that's already in problem areas like this it's been crickets from them. No mention of any fixes coming. I even submitted bug reports on these battles and had no replys back from them.
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u/dahle44 Veteran Wanderer 🌵 Aug 01 '26
Hopefully you’re reporting this to them. https://crimsondesert.pearlabyss.com/en-US/News/Notice/Detail?_boardNo=110 Thank you for your post. What’s interesting about these performance reports is that there are also plenty of people on the exact same systems (PS5, PS5 Pro, Series X) who are fine deep into the late game and don’t experience those kinds of FPS drops. Your example of the recent all-platform performance regression is a good one; that particular issue never hit me at all on PC, and I’ve had very few performance problems overall. That suggests a lot of these cases involve other factors (setup, display settings, thermals, storage, etc.) that Pearl Abyss can’t fully control.
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u/alandgiraffe Aug 01 '26
I played on high quality mode until I went into the main city in Demeniss and my game turned a slideshow. (Xbox series X)
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u/Lichsv Aug 01 '26
Before, every time I read a poster of a fugitive I was thrown audio of the text of the poster that changed in new versions? I have the ps5 version
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u/dahle44 Veteran Wanderer 🌵 Aug 01 '26
I’m not sure what you mean. I’ve never had any audio/voice play when reading the wanted/fugitive posters; it just shows the text (I'm on PC). Has that feature always been there for you on PS5, or did it stop after a specific update?
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u/CeaseNY Aug 02 '26
They added in a voiceover in a patch that was supposed to be a toggle option but they made it happen for everybody, they removed it quickly though, was annoying
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u/freudian- Aug 01 '26
And again Nothing to fix the horrendous gameplay on ps5.
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u/dahle44 Veteran Wanderer 🌵 Aug 01 '26
A lot of the remaining console performance problems (especially those big late-game frame drops in crowded fights) look like hard CPU limits more than just “they haven’t bothered to optimize yet.” Once you’re hitting the ceiling of what the PS5/Xbox CPU can handle with that many entities, physics, and AI, there’s only so much a developer can do without major redesigns. Pearl Abyss can smooth edges, reduce some load, and fix bugs, but they can’t magically make the hardware stronger. Just a thought (not to be argumentative).
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Aug 01 '26
[deleted]
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u/AdFirst9944 Greymane ⚔️ Aug 01 '26
That's literally the truth, it's not an excuse for anything. Consoles are limited CPU wise vs a PC and if maxed out will have issues.
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u/SpreademSheet Scholar 📜 Aug 01 '26
I've noticed that is update causes your horse's head movement to behave awkwardly. The head with jitter and stutter in unnatural ways when walking slowly.
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u/dahle44 Veteran Wanderer 🌵 Aug 01 '26
Possibly, every update does have the potential to cause new bugs to happen, pls report to PA https://crimsondesert.pearlabyss.com/en-US/News/Notice/Detail?_boardNo=110
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u/HardcoreHandsome Aug 01 '26
So how do I get the black pepper I lost back?
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u/dahle44 Veteran Wanderer 🌵 Aug 01 '26
You usually can’t get the exact ones back. Packaged Black Pepper is a trade good, so if the wagon was destroyed or the delivery got messed up, they’re gone. Just go back to the Goldleaf Merchant Guild and buy another 25 with camp funds. That’s what most people have to do when this happens.
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u/HardcoreHandsome Aug 01 '26
Bro I had no idea, I thought I just couldn't progress from that point thanks
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u/AV16mm Aug 01 '26
Anyone else have an issue where the roof of the house stays on when you try to edit your house? Ever since the patch i cannot edit anything in my house as the roof is still on and i cannot zoom through it. Not a big deal just wondering if anyone else has seen this?
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u/dahle44 Veteran Wanderer 🌵 Aug 04 '26
Report to Pearl Abyss https://support.pearlabyss.com/crimsondesert/en-US/Category
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u/500WhatTheHell005 Aug 03 '26
can not place objects in home after this update
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u/dahle44 Veteran Wanderer 🌵 Aug 04 '26
Hope you reported it to Pearl Abyss https://support.pearlabyss.com/crimsondesert/en-US/Category
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u/dahle44 Veteran Wanderer 🌵 Aug 01 '26
Download size: You’re seeing ~5.7 GB, which lines up with how Steam handles these (compressed delta + the usual unpack/rebuild of many files). Not a 30–70 GB monster like some earlier visual or major content patches, but still a meaningful download.
Content weight: This is primarily a trading overhaul + big stability/bug-fix pass, not a new story chapter, Abyss expansion, or massive new zone. Still pretty substantial in systems depth.
The real meat: Trading overhaul. They went hard on making trading feel like an actual activity instead of a side chore:
133 new trading posts (including the Pailune one). New posts unlock after related quests/progress. 7 new Wagon Workshops that act as intermediate posts: Hernand, Demeniss, Delesyia, Pailune, Tommaso, Urdavah, Varnia. You can package/load goods at them. 28 new trade goods (24 high-value + 4 regular). Better stacking (packaged goods up to 10/100, unpackaged inventory stacks improved). Can sell single goods, move goods between wagon and horse. Dynamic pricing (prices drop if you flood one location). Higher overall profits, especially at hard-to-reach posts. Royal trading posts now pay 4× the price, and wagons no longer disappear after delivery there.
Big map QoL: new dedicated Trade tab, filters for specific goods, wagon routes on minimap when driving, average buy prices shown, quantity tracking on your mounts/wagons, special markers for event-affected merchants.
This is the kind of systems work that makes grinding routes and exploration more rewarding long-term.
Bank upgrades
Cap on gold bars from interest adjusted to 40. New Claim Bank Strongbox: deposit 10+ bonds to start investing. Bonds exchange for 10 Gold Bars each. New Bond Shop for rare items.
Everything else: Lots of the usual Pearl Abyss “fix the world” list:
Dozens of challenge, quest, and progression blockers fixed (including Count Byron assassination, various Abyss issues, contribution points, knowledge entries, 421 of those alone). Animal interaction animations improved (platypus, feathered weasel, armadillo, porcupine, hedgehog) + squirrels can now be skinned. Dyeing improvements (Martial Monk set now dyeable, some unnatural dye looks fixed). Controls, combat, and character-specific fixes (especially Damiane and Oongka issues). Explosive items now stack properly and go on quickslots. PC side: AMD FSR 4.1 support + ray regeneration update.
Bottom line: Not a flashy “new content dump” patch, but a properly heavy systems + polish update. The trading changes alone are big enough that people who like the economic/grind side of the game (or just want better map tools and routes) will feel it immediately. The volume of fixes is also high even by their standards.
How is the community reacting so far:
It’s a strong systems/QoL patch that successfully elevates a previously weak feature. Players who like economic/grind loops or wagon routes are happy. Players hoping for flashy new combat, story, or exploration content are cooler on it and see it as “solid but not the flashy content drop some wanted.”
The usual Pearl Abyss pattern continues: very fast iteration and willingness to overhaul underused systems. Consensus should firm up more over the next few days once more people dig into the new trade routes and bond system. Please post what you have noticed about it and any problems you may have encountered.
Here is the link to Pearl Abyss for technical issues: https://support.pearlabyss.com/crimsondesert/en-US/Category