New World Aeternum received a small update on the evening of November 3rd, and it's great to see that the game is still being maintained.
This might not be the last update, as the promised new weapon hasn't been released yet. However, given the current situation, will it even appear? So let's take a look at the main content, the issues addressed, and the overall direction of this update.

Main Content Updates
Reekwater Area Enhancements
A major update to Reekwater area was performed, including fixes to Siren Skull, and Barrel Explosion Systems, as well as improvements to overall stability. This was originally part of a planned large-scale overhaul of Reekwater.
Perks Fix
- Disdain Infliction I: The power of Disdain Infliction I perk has been reduced, possibly removing the additional damage it previously dealt to monsters.
- Beloved II: Fixed an issue where the extra damage from Beloved perk wasn't working.
- Life Stealer's Draw II: Added a 0.1-second cooldown to Life Stealer's Draw II perk to prevent a single activation from triggering multiple life steals.
- Protector's Blessing: Fixed an issue where Protector's Blessing foot and leg items had duplicate perks.
Perk Balance Adjustments
- Nerfed the maximum strength of the old Enchanted Ward, making it weaker than the new Enchanted Ward, but both can still stack.
- Buffed the new Refreshing Move II effect (from 1% to 2%) and increased the activation time of the old Refreshing Move (from 0.2 seconds to 0.4 seconds).
- Reduced the duration of the old Sundering Shockwave (from 10 seconds to 7 seconds).
Mechanistic Adjustments
The trigger conditions for all Protection Perks have been changed from "not equipped" to "on active." This means that these effects no longer apply when the shield is put away (e.g., when switching off-hand weapons), fixing a mechanism that could be abused.
The maximum effect of Grit Ward II has been increased to 2.4%, and the maximum effect of Grit Ward I has been reduced to 1.8%, allowing two Toughness Armor perks to negate additional damage from other perks.
Elemental Aversion II perk has also been updated to match the values of Physical Aversion II. Finally, an issue where the elemental damage of Sapphire Damage Conversion Gems did not scale with attributes has been fixed.
Expeditions Fixes
- Fixed a bug affecting the first raid boss, Jester, along with pathing issues that caused bosses to get stuck and reset raids.
- Progress issues in Dynasty Shipyard Expeditions have been fixed.
- Fixed issues with Minor Heartrunes not dropping from dungeon bosses and incorrect Umbral Crystals reward amounts in PvP tracks.
Economy
Nighthaven Faction Influence Race has finally been implemented, and the level 65 main quest chain is no longer blocked after abandoning push quests. Additionally, the reward expenditure for Territory Wars has been adjusted; the reward for occupying Nighthaven has been increased to 15%, while other areas have generally seen a decrease.
The tips earned from playing instruments have been changed from Primary Input to Secondary Input. This was actually to prevent players from earning large amounts of New World coins from other players by auto-playing at monster farms.
However, this change now feels somewhat ironic, as very few players come those farms anymore. It also indicates that the developers once tolerated the behavior - they simply didn't want players profiting excessively from it.
That concludes the main content of this update. Aside from some game content fixes and balance changes, there's nothing new. So, is there still hope for the promised new weapons?
The Future Of New World Aeternum
Currently, the most pressing question for New World Aeternum player community is whether any other company can acquire it. While it is technically available for sale, significant practical obstacles exist.
Firstly, as an original IP, New World lacks brand recognition and carries the negative reputation of its disastrous launch, making it far less attractive to potential buyers than established IPs like The Lord of the Rings.
Secondly, New World uses a custom engine (originally CryEngine, then Lumberyard, and finally Azoth). This engine is highly niche, requiring external development teams without prior experience to learn how to use it effectively. Any company acquiring the game would almost certainly have to take over the original development team as well, requiring them to train new employees.
However, the official announcement of development halting coincided with the layoff of most of the team, significantly reducing the project's value and likelihood of being acquired.
Finally, if the parent company sells the game to another company that successfully operates and revitalizes New World, it would prove the parent company's operational and marketing failures, rather than the game itself, causing even greater damage to its brand reputation.
Given the improved state of New World Season 9 and Season 10, its chances of success in someone else's hands are not low, and someone within the parent company could already be aware of this, making a sale even less likely, as the company likely wishes to avoid player ridicule and humiliation.
With a large number of core personnel leaving, it will be difficult for the current maintenance and operation staff to continue developing new weapons. Therefore, the new weapon - the dagger - may become a promise that New World can never fulfill to its players.







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