Palworld Guide

Palworld 1.4 Patch Notes: All 27 Fixes and Changes

Every change in the Palworld 1.4 update from January 31: the Pal-stealing capture exploit at 30% HP, the first fix for the ~7,000 captured Pals guild crash, the Pal lift key moving from F to V, slower fire spread on wooden buildings, overleveled Relaxaurus in base raids, and the double damage bug on dedicated servers.

Updated 10 min read7 data tables
Palworld 1.4 Patch Notes: All 27 Fixes and Changes — Palworld Database

Palworld 1.4 is the January 31 patch that shut down the Pal-stealing exploit, took the first swing at the guild crash that was eating saves, and quietly moved the Pal lift key off F. This page lists all 27 changes it shipped, sorts them by how much they actually mattered, and explains the systems behind the big ones.

Palworld 1.4 Release Date and Version Number

The build string in the corner of your title screen reads v0.1.4.0, but nobody searches for it that way, which is why this patch lives in every changelog as "1.4". Xbox and Game Pass got the same set of changes under a completely different number — 0.1.1.3 — a day later, and that mismatch is the single most confusing thing about early-access Palworld versioning. Nothing new was added to play here: no Pals, no region, no weapons, just fixes and control options.

Detail1.4
Version (Steam / PC)v0.1.4.0
Version (Xbox / Game Pass)v0.1.1.3
ReleasedJanuary 31, 2024 (Xbox February 1)
PlatformsSteam, Xbox, Game Pass
TypeBug fixes, exploit patches, and key config
New Pals, items, or regionNone
Total changes listed27
Follow-up patchPalworld 1.4.1 Patch Notes (February 7)

If you run a dedicated server, this is the patch where the update dance became routine — host and clients have to sit on the exact same build or nobody connects, and that has not changed in any version since. Updating a Palworld server and fixing version mismatch covers the process end to end.

Every Change in Palworld 1.4

Twenty-seven lines, and they are nowhere near equal. Two of them were security patches for exploits that let other players walk off with your Pals, one was the first half of a fix for a crash that corrupted entire worlds, and the rest range from genuinely useful (overweight movement, double damage on servers) down to camera tweaks. The Impact column below is the honest ranking — if you only read four rows, read the four marked Critical.

ChangeCategoryImpactWhat it means in play
Enemy and other players' Pals could be captured with a sphere at 30% HP or lessExploitCriticalAnyone could throw a sphere at a weakened Pal that wasn't theirs and keep it — including base workers. Patched.
Measures added against stealing other players' PalsSecurityCriticalThe second half of the same problem, closed at the multiplayer level rather than the capture check.
First fix for the crash at roughly 7,000 guild-captured PalsCrashCriticalWorlds stopped crashing once the guild's lifetime capture count passed the threshold. Already-broken saves were rescued a week later.
Crashes under certain conditions fixedCrashCriticalA general stability pass on top of the guild-specific one.
Anti-cheat measures addedSecurityHighThe first anti-cheat pass on public servers, expanded again in the next patch.
Damage applied twice on dedicated servers and co-opMultiplayerHighEvery hit you took online was landing twice. Fixed, and it made co-op difficulty feel completely different overnight.
Overweight players can now move at very low speedPlayerHighBeing over your carry limit stopped meaning stranded. You crawl instead of freezing in place.
Capture power reset when drinking Memory Wiping MedicinePlayerHighResetting your stat points was also wiping the capture power you'd banked from effigies. Fixed.
High-level Relaxaurus attacking bases during raidsBaseHighBase invasions were rolling a Pal far above the intended level band for the wave.
Fire spread speed and range reduced on wooden buildingsBaseHighOne fire attack no longer takes a whole wooden base with it.
Pals dropping items while transportingBaseMediumHauled materials were vanishing between the node and the chest.
Pals continuing to fell already-cut treesBaseMediumLogging Pals were burning work time swinging at stumps.
Base Pals getting stuckBaseMediumGeneral pathing measures so workers stop parking themselves in geometry.
Farm-work Pals unable to reach floors below a second-floor structureBaseMediumMulti-storey bases were stranding the Pals assigned to plots underneath.
Manual work assignment issuesBaseMediumHand-assigning a Pal to a station now sticks the way it should.
Manually assigned breeding farm Pals no longer get hungryBaseMediumBreeding pairs stopped starving themselves while you were away.
Unexplained falling damage to base PalsBaseMediumWorkers were taking chip damage from nothing and needing beds.
Pals floating under certain conditionsBaseLowVisual, but it usually meant the Pal wasn't working either.
Enemy Pals getting stuck in walls from charge attacksCombatMediumCharging enemies embedded in terrain became unhittable. Fixed.
Players passing through walls when dismountingPlayerMediumDismounting inside a building could drop you outside it.
Armor equipping into the wrong slotPlayerMediumGear was landing in slots it didn't belong in, silently costing you defense.
Pal lift key moved from F to V (keyboard) and X to Y (controller)ControlsMediumThe old bind sat next to the interact key and people were picking up Pals by accident.
Mouse side buttons can be boundControlsMediumSide buttons finally show up in key config.
Numeric keypad can be boundControlsLowNumpad keys became valid binds.
UI key guide addedUILowOn-screen prompts for the current context.
Mounted camera positions adjusted for several PalsPlayerLowA handful of mounts had the camera clipping into the model.
In-game text correctionsTextLowTypos and mistranslations.

The Pal Stealing Exploit and the 30% HP Rule

This was the reason 1.4 shipped when it did. The capture check only asked whether a Pal's HP had dropped to 30% or below — it never asked whether the Pal belonged to somebody. On a public server that meant anyone could soften up your working Relaxaurus or a Pal you had out fighting, throw a sphere, and walk away with it. The patch fixed the check itself and added separate measures against Pal theft, which is why two of the 27 lines are really one problem attacked from both ends.

The 30% figure is not arbitrary — weakening a Pal is genuinely how capture rate works, and the further you push HP down the higher your odds get before sphere tier and level gap are applied. That system is unchanged today: how to catch Pals and every sphere tier breaks down the full formula, and the Palworld capture rate calculator will give you the exact percentage for a specific target. Cheap Pal Spheres weigh 0.1 each, so there is never a reason to carry fewer than a stack.

The Guild Crash at ~7,000 Captured Pals

Once a guild's lifetime captured-Pal count crossed roughly 7,000, the world stopped loading and the save was left in a state nothing could open. On a dedicated server that was the whole server's world file. 1.4 is the half of the fix that stops the crash happening — worlds could pass 7,000 captures and keep running — but it did not repair saves that had already been destroyed. That came a week later in Palworld 1.4.1, which reloaded the broken data.

Nothing in the guild UI warned you that you were near a limit, because 7,000 was never a designed cap — it was an internal overflow, which is why the symptom was corruption instead of a polite error. The caps that *are* designed are much smaller and much more visible, and none of them counts captures. Creating and joining a guild covers how ranks and permissions work alongside them.

Guild limitDefaultCeiling
Guild members20100
Guild base camps410
Workers per base30 PalsHost adjustable
Players per co-op invite session44
Players per dedicated server3232
Lifetime capturesNo designed capCrashed near 7,000 before this patch

The Pal Lift Key Moved From F to V

This is the change that broke everyone's muscle memory for a week, and it was the right call. Picking a Pal up was bound to F, sitting right next to the interact key, so half the player base was scooping up their own workers every time they reached for a chest. 1.4 moved it to V on keyboard and from X to Y on controller, then added mouse side buttons and the numeric keypad as bindable inputs so you could put it back wherever you liked.

ActionBefore 1.4After 1.4
Lift / carry a Pal (keyboard)FV
Lift / carry a Pal (controller)XY
Mouse side buttonsNot bindableBindable
Numeric keypadNot bindableBindable
On-screen key guideAbsentAdded

The mounted camera got a pass in the same patch — a handful of rideable Pals had the camera sitting inside the model or too far back to aim from. There are 115 Pals you can actually ride once their saddle is unlocked, so the odds of hitting a bad one were higher than they sound; the full Palworld mount speed list ranks every one of them by sprint speed.

Overweight Movement and Why It Mattered

Before 1.4, going over your carry limit pinned you in place — a full ore run meant dropping loot on the ground and hoping you remembered where. The patch replaced the hard stop with a crawl, so you can always limp back to a chest. It only matters because the heaviest things in the game are exactly the things you mine in bulk: a single unit of Ore weighs 8, more than Coal, Ingot, Stone, or Wood, and a hundred of them is a full inventory on its own.

MaterialWeight per unitWhy you carry it in bulk
Ore8.0Heaviest common haul — every Ingot starts here
Coal5.0Refined Ingot fuel, mined in stacks
Ingot5.0Weight doesn't drop after smelting
Refined Ingot5.0Same weight, better gear tier
Stone3.0Base building and Stone Walls
Wood3.0Base building and arrows
Paldium Fragment1.0Spheres and the Palbox
Pal Sphere0.1Carry hundreds, cost nothing

Two systems take the pressure off permanently, and both still work: a hauling Pal in your party and carry-weight gear. The best Pals for carrying more items and carry weight gear ranks them, and if you would rather not haul at all, farming Ingots explains how to move smelting to the base instead of your backpack.

Capture Power Stopped Resetting

Capture power is the hidden multiplier on every sphere you throw, and you raise it by handing Lifmunk Effigies to the Statue of Power. In 1.4 and earlier, drinking Memory Wiping Medicine to respec your stat points also wiped that capture power back to zero — the medicine was reaching into a system it had no business touching, and there was no warning and no way to get the effigies back. The patch cut that link.

Worth knowing that the effigy system stayed buggy for another week: 1.4.1 fixed a separate problem where the bonus wasn't applying at all. If you were playing in this window, your capture rates were worse than the menu claimed on both counts. Effigies are scattered across the map as small green statues — the interactive Palworld map has the layer, and the Statue of Power and every other buildable shows what you spend them on.

Base Fixes: Fire Spread, Stuck Pals, and Wasted Work

The base half of this patch is seven lines long and every one of them was costing you production. The headline is fire: a single fire attack used to race across a wooden base, and 1.4 cut both how fast it spread and how far it reached. That is a stopgap rather than a solution, because wood is still wood — the real fix is the material you build in, and the jump from wooden walls to stone is only a technology tier away.

WallCostTech levelFire risk
Wooden Wall2 Wood2Burns — spread reduced but not removed
Stone Wall3 Stone19Doesn't burn
Metal Wall1 Ingot, 2 Stone30Doesn't burn, highest durability
Wooden Defensive Wall10 Wood8Perimeter only — burns
Stone Defensive Wall10 Stone19Perimeter, fireproof
Metal Defensive Wall10 Ingot, 1 Cement30Perimeter, best available

The other six lines are all the same complaint in different costumes: Pals doing work that produced nothing. Loggers were swinging at trees they had already felled, haulers were dropping materials mid-carry, workers were taking damage from falls that never happened, and Pals assigned to plots under a second-storey structure could not path to them at all. If your base still feels slow after all that, the problem is usually assignment rather than pathing — the base work optimizer shows which suitabilities you are short on.

Overleveled Relaxaurus in Base Raids

Base invasions pull from level-banded herds, and Relaxaurus was showing up in them far above where it belonged, turning a routine raid into a wall for anyone who had not built defenses yet. It is a Dragon and Water type with 120 base HP and 110 base defense, the highest defense of any Pal that turns up in these raid herds, so an overleveled one simply outlasted whatever a mid-game base could put in front of it. The bands below are the intended ones after the fix.

Raid waveYour levelRelaxaurus levelOther Pals in the herd
Herd of Violent Wild Pals21-4010-13Leezpunk Lovander Incineram Noct
Herd of Ferocious Wild Pals41-6024-26Nitewing Vanwyrm
Herd of Extremely Ferocious Wild Pals61-8035-37Beakon Direhowl Mammorest
Desert herd (extremely ferocious)61-8035-39Relaxaurus Lux at 23-26, plus Menasting Terra

Notice how far the raid Pals sit below your own level — a level 61-80 player is fighting Pals in the mid-30s, because the difficulty comes from the wave count, not the individual Pal. That is exactly why an overleveled Relaxaurus broke the maths so badly. Clearing the top band is worth 106,470 EXP, which makes late base raids one of the better passive XP sources in the game.

Breeding Farm Pals Stopped Starving

Pals you hand-assigned to the Breeding Farm were still running their hunger timer, so a pair left to work overnight would be starving — or asleep — by the time you came back, and the egg never appeared. 1.4 stopped assigned breeding Pals from getting hungry at all, which is why you can safely park a pair and go do something else. The Breeding Farm unlocks at technology level 19, the same tier as stone walls.

This one is easy to confuse with the 1.4.1 fix, which handled breeding Pals falling asleep for a different reason. Both landed inside eight days, and together they are what made overnight breeding actually reliable. If you are setting up a breeding line now, how breeding works, combi ranks and inheritance explains which parents produce what, and the Palworld breeding calculator does the pairing for you.

TipIf you are loading an old save from this era, patch first and load second. 1.4 stops the guild crash from happening but does not repair a save that has already been corrupted — only 1.4.1 does that, so make sure you are on the later build before you open anything precious. And rebind the Pal lift key straight away if V feels wrong; mouse side buttons became legal targets in this exact patch.

Is Palworld 1.4 Still Relevant?

Every change here is baked into the current build, so there is nothing to install and nothing to opt into — but three of them still shape how you play. Overweight crawling is why an ore run is annoying instead of fatal, the 30% HP capture check is still the core of how weakening a Pal improves your odds, and V is still the lift key. Everything else was cleanup on a game that had exploded in popularity a fortnight earlier and was finding new ways to break daily. For the full timeline, the Palworld patch notes and version history lists every update from this one through to the current release.

Start with the hubs if you want the whole picture, then drop into the specific systems this patch touched.