← GW Observer

Release notes

Guild Wars Observer 2.0.0

Our biggest update yet. The replay window is faster, clearer and far more informative, and the match library gained the filters you have been asking for. You will see real health values, full builds, accurate skill behaviour, and a modernised interface that makes exploring matches genuinely enjoyable.

Recordings made from 29 August 2026 onward reliably include every feature listed below.

Older recordings still benefit from most of these improvements, but 29/08/2026 is the point where the full 2.0.0 feature set becomes guaranteed.

Download 2.0.0 Back to gwobserver.com
The replay window during a team fight, with the ribbon toolbar pinned, absolute health on the party bars and weapons drawn on the models
The replay window in 2.0.0.

Major features

Absolute Health

Party bars and player panels now show real HP, rebuilt from all visible factors: base health, armour, weapon set, shrine bonuses, morale, Death Penalty and Deep Wound.

Older recordings fall back to a safe estimate, marked with a tilde.

Character Panel

A complete view of a player's build in one place. Some of it is read straight out of the recording and is exact. The rest is worked out by the tool from what happened in the match, and the panel is explicit about which is which.

Read from the recording

Exact. This is what the player had.

  • Skill barThe eight skills they were running.
  • Weapon setsMain hand, off hand and swapped sets, with their exact skins and modifiers.
  • Armour piecesSkins, dyes and armour names.

Calculated from combat

Best effort. The recording does not carry these directly.

  • AttributesSolved from observed damage, heals, cast times and other evidence. Shown as a single value when certain, or a range when readings disagree. Hover the bar to see which combat events contributed.
  • Runes and insigniasThe recording never sends rune data, so these are inferred from measured armour health. The panel lists the rune sets most likely to produce the player's observed total.
The Character panel showing a player's skill bar, weapon sets, armour and solved attributes
Open several panels at once to compare players side by side.

Weapon Sets HUD

The followed player's weapon sets appear on the familiar in-game plates. The active set is highlighted, and hovering a plate shows the full item tooltip.

Actual weapon skins also appear on the character models in the 3D scene.

Weapon set plates in the bottom right of the replay window, with an item tooltip open
Weapon sets sit bottom right while you follow a player.

Minimap U

A top-down map much like the in-game minimap, with helpful additions such as gate, lever and catapult indicators.

The minimap panel showing both teams, flag stand, shrine state and gate indicators
Both teams, objective state and gate status at a glance.

Sound FX Mixer

Skill sounds, cast cancels, ambient effects and music now play at the right time and in the right place in the 3D world.

This is not a perfect reproduction of the original game's audio system, which would be a project of its own, but timing and spatial placement are correct.

Ribbon Toolbar

Every replay tool is grouped into a single toolbar at the top of the match replay window: Panels, Overlays, Combat & Stats, Tools, Camera and Settings. The toolbar is pinnable and collapsible, with hotkeys shown on each button.

The ribbon toolbar expanded, showing all six groups with hotkey labels
All six groups, each button labelled with its hotkey.

Models & animation

Weapons in Hand

Players now hold their actual 3D weapon models.

The attachment to the hand bone is sometimes slightly off. Fixing it perfectly would need manual adjustment for every skin, so we are keeping it as it is for now.

Dervish Avatar Forms

When a Dervish activates an Avatar, their model now swaps to the correct Avatar model and cleanly reverts when the form ends.

Ritualist Ashes

Item spells now place the correct urn in the caster's hands, instead of leaving phantom items lying on the ground.

Ranger Pets

Pets are now detected and rendered with their proper model, name, evolution and health. Killing a pet no longer grants morale.

Not every pet is mapped yet, but the most used ones are in (Moa Bird, Roller Beetle, Wolf and others).

Summoned Minions

All minion types now render correctly, with their proper names and 3D models.

New Agents

Several NPC types that previously appeared as a generic "Agent X" are now correctly detected and displayed.

Guild Hall NPC Health

The Guild Lord and the other hall NPCs (Bodyguard, footmen and the rest) now display the correct health.

Map improvements

Map Asset Animations

Doors, gates, levers, catapults, teleporters and vine bridges now animate from the recording. These have been tested extensively and are reliable.

The Warrior's Isle catapult being repaired, loaded and fired
Warrior's Isle catapult: repaired, loaded, fired.
A guild hall gate opening after its lever is pulled
Gates open on their lever, and reverse cleanly mid-swing.

Vine bridge behaviour may still show the occasional bug: there are few recordings on Druid's Isle to test against.

Bundle Timeline

Flags, repair kits, vine seeds and Ritualist ashes are now correctly detected, tracked and rendered, which fixes the cases where they were previously mixed up with each other.

Library improvements

New Filters

Several new ways to find a match:

The replay browser with the skill filter and matchup filter both active
Skill and matchup filters narrowing the library.

Scout

A first usable draft of the Scout view. It shows an opponent guild's builds, their win and loss record, and the builds that beat them.

Still under active development, but the baseline is here.

The Scout panel showing a guild's aggregated builds and the lost-to table
Pick a guild, then drill into the losses behind the record.

Patch-Aware Skill Data

Replays show skill values as they were on the day the match was played, matching the balance patch in force at the time.

Loading Cursor

Every loading phase now shows a busy indicator, so you can tell whether the app is working or actually frozen.

UI & behaviour

Bug fixes

Hundreds of fixes across rendering, numbers, state handling, layout, skill data and match extraction. The highlights: