PATCH  ·  v1.0.8  ·  2026-05-24

Nuia and Haranya are no longer at war — cross-faction grouping enabled

The old Nuia-vs-Haranya line is dissolved. As of this patch, all three player factions — Nuian Alliance, Hariharan Alliance, and Pirates — see each other as friendly. No more red names across the continents.

What changes for you

  • You can group with anyone, regardless of which continent they started on or which race they picked.
  • Names show green instead of red when you encounter a player from the other side.
  • No more PvP-by-default between players of different factions. You can stand next to a Firran in Solis Headlands, or a Nuian in Mahadevi, without either of you flagging hostile.
  • You can travel into the other continent's zones freely. The guards and sentries that used to attack you on sight at zone borders were already removed in a prior pass — this patch makes the relationship explicit on the faction sheet too.
  • You can quest in the other continent's zones. Quest race-gating stays where it is (so the Nuian opening quest is still for Nuian races, the Haranyan opening is still for Haranya races, etc.), but you can now BE there to help a friend who's doing it, or to pick up the unrestricted side quests, or just to explore.

What doesn't change

  • Wild monsters still attack you. Bears, wolves, undead, world bosses, anything in the Monster or Animal factions — all still hostile. You can still hunt, grind, do raids. Only player-vs-player faction hostility was removed.
  • PvP itself isn't gone yet — players who flag for PvP (e.g., go to a designated war zone, or get bloodlust) can still fight each other. The global "PVP on/off" toggle Ashley wants on the admin panel is the next patch (v1.0.9).
  • Honor system stays for now — once the PVP toggle ships and gets flipped off, the Honor vendors will get cleaned up too.
  • Quest race-gating is unchanged. A Tiefling still can't formally accept "The Beginning of the Long Journey" if that quest is gated to Nuian races. They can stand next to the quest NPC, but the "Accept" button stays grey.

Why

The Rookery realm is built around the 12 Houses, not the two-continent factional war. The 12 Houses span both continents — the Crown sits in Marianople, the Eternal Phoenix has direct vassals from every nation, Princes hold land that crosses the old factional border. The original ArcheAge factional hostility cuts against everything the realm structure is trying to build. Removing it brings the in-world reality in line with the political one.

Behind the scenes

Two coupled changes:

  • compact.sqlite3 system_faction_relations: 3 rows (the 148↔149, 114↔148, 114↔149 player-faction pairs) flipped from state_id=1 (Hostile in the C# enum — yes, the labels in the DB are misleadingly inverted) to state_id=3 (Friendly). Backed up before the change.
  • SystemFaction.cs::GetRelationState: belt-and-suspenders short-circuit so cross-faction player pairs always return Friendly, regardless of what the DB says. If compact.sqlite3 ever gets rebuilt from upstream defaults, this code-level patch keeps the rule in force.

Wild-mob factions (Monster, Animal, regional NPC alliances) are untouched — players can still fight everything that isn't another player.

No client patch in this build. The launcher will see the same .pak and skip the download.

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