- EasyAntiCheat
- With this patch we are implementing the first iteration of EasyAntiCheat - this will be enhanced and optimized throughout development
- A new lobby is required with this patch - you can download it here (we recommend backing up your data folder)
- Dynamic spawning
- Ground work has been implemented that will allow us to dynamically spawn items based on area and elevation
- Mushrooms, a new dynamic spawning item, only spawn on the mainland and on Yssam
- Crafting
- Cooking
- Mastery created
- Many recipes revamped / changed
- 25+ new recipes
- 10+ new ingredients
- Various foods now provide an array of different strengths
- 5 - 30 Health Gain
- 5 - 30 Stamina Gain
- 5 - 30 Mana Gain
- All Gain formulas have been adjusted / revamped
- Food effect readouts now show actual bonus gains per second
- Some high level foods supply other buffs (final implementation a WIP)
- Lesser & Greater Attributes
- Lesser & Greater Physical and Elemental Protections
- Food cooldown is now equal to ½ of the previous consumed food (up for debate)
- Shipbuilding now available for purchase at 50 Woodcutting
- Woodcutting
- Shovel now craftable at 25
- Campfire craftable at 25 - removed iron and increased wood requirements
- Door craftable at 50 - increased iron requirement
- Armorsmithing recipe changes
- Reduced the iron ingot cost of:
- Chain by 33%
- Banded by 30%
- Scale by 25%
- Plate by 45%
- Ghost casting / swings
- We have identified the issue and applied a fix that should eliminate most ghost casts, but we will await feedback to see if we need to further tweak the numbers to completely eliminate them
- Auto-Swing
- Holding down left click will now allow the player to continuously swing (melee only)
- Equipping Gear
- Delay lowered to 0.75 seconds for all slots
- Added button to paperdoll to remove all currently worn items with a time equal to robe - 20 seconds
- Created queuing system for attaching gear - drag or click as fast as you want and they will attach in succession
- Digging
- Removed fail messages when you do not actually fail
- Cleaned up ambiguity with system messages
- When you get random items
- When you are close to a map location
- Added new resource - Dirt
- Holdings
- Module costs of all structures have been halved except for walls and cannon towers
- Hit points of all structures have been halved (except clan banks)
- Increase Clanstone health for hamlets 100%
- Added ownership to mounts, ships and warhulks
- When a player spawns a mount they are tagged as the owner of that mount for 30 seconds + the despawn time
- Anyone outside of party, clan or alliance that attaches to the mount will be rogue for 10 seconds
- Anyone outside of party, clan or alliance attempting to despawn the mount will be rogue for 10 seconds
- Whenever anyone attaches to the mount before the timer expires, the timer will be reset upon dismounting
- Skinning
- Cleaned up ambiguity of failing vs. no resources generated
- New Player Tutorial
- There is a new tutorial added to the GUI when the player first starts - this takes the place of the original tutorial
- This tutorial will guide the player through various commands and advance to the next step when the player completes each command
- There has been a button added to the main menu for anyone who wishes to run through the tutorial again
- Spawning
- Named Spawns
- Have placed a small amount of named spawns to start, will be adding more in the near future from the competition winners.
- Champion Spawns
- 3 “test” champions have been added to 3 spawns around center map (image included)
- These spawns are not what to expect for live, but rather a test bed for the mechanic and to get an idea for the stat and skill usage for our champions in their first iteration.
- We will be able to change multiple settings from now until launch for these champions that only require a server restart, so your feedback is invaluable
- Please note that these spawns will require multiple people to complete - they are not easy spawns
- Spawn Scaling
- Spawn scaling works by judging your performance rather than the number of players within the spawn - for the moment we have added spawn scaling to only select spawns (low level goblins, trolls, skeletons, hivekin, ceil fey, zombies, and sarnakhs)
- Note: We implemented spawn scaling on a mid-tier Greater Mummy spawn that is situated next to a mega spawn for comparison - we would really like to see your feedback on how this works for higher end mobs compared to the current mega spawn mechanic
- Player Holding Tile control
- Tile control is now per city for both the lawful/lawless status and the cooldown timer
- Settings/Timer should now save at server down
- Spell / School Changes
- Spell requirement changes
- Begone changed to level 50 Greater Magic
- Heal Other changed to level 10 Greater Magic
- Missile Fury changed to level 15 Greater Magic
- Removed spells for now to alleviate new player confusion
- Magic Shield
- Magic Ward
- Blast
- Frailty
- Blessing
- Spell Curse
- Evil Eye
- Mental Weakness
- Mystic Shield
- Mystic Ward
- Modified spells
- Needles - Reduced the cooldown by 25%, reduced the cast time by 50%, reduced damage by 15%
- Healing Chant - Increased healing radius by 100%, increased magnitude by 10%
- Thunderstorm - Increased damage by 100%
- Tornado - Cooldown reduced by 17%, cast time reduced by 66%
- Acid Rain - Increased damage by 100%
- Meteor Strike - Reduced cooldown by 66%, reduced cast time by 33%
- Wall of Fire - Increased damage by 50%
- Blizzard - Increased damage by 30%
- Ice Storm - Changed to 0.5 damage a tick
- Death Fog - Changed to 0.5 damage a tick (will be looking into visual size increase)
- Slashing/Piercing/Bludgeoning Weakness - Increased cooldown by 500%, increased stat costs by 400%, reduced magnitude by 50%
- Flames of Vengeance - Increased damage by 100%
- Parry Modifier Adjustments (PVE only)
- The effectiveness of parry is now in direct correlation to the rank of the weapon and the effective “rank” of the shield (shields do not currently have a rank, rather it is depicted by the crafting skill required to make it)
- The maximum effectiveness for parry is still the same for max rank and scales down from there
- Shields: Rank 0: 0.6 - Rank 80: 0.8
- 2-Handers Rank 0: 0.4 - Rank 80: 0.6
- 1-Handers Rank 0: 0.3 - Rank 80: 0.5
- Knives Rank 0: 0.1 - Rank 80: 0.3
- Siege Weapons Rank 0: 0.2 - Rank 80: 0.4
- Monster Damage Cap
- Monster damage cap has been effectively removed allowing us to create much more challenging scenarios
- Misc Fixes / Changes
- Tooltips during loading screens now change every 10 seconds
- Fixed some outer NPC cities zapping you if you were about -200 alignment
- Fixed Engineering Mastery showing up on the advanced smithy
- Cannons now show their maker
- Players can now Right Click or hold down Left Click on a bag to rename it
- Miscellaneous fixes on the engineering window and siege hammer not showing up
- Fixed Shadowstealers damage range
- Increased Deepblade’s durability to bring it in line with the other R60 Greatswords
- Fixed damage bug causing a 7% increase in top end damage that should not have been there
- Villages in Lawless areas now remain lawless after being captured
- Updated house tax text and fixed the delayed timer bug when house is going vulnerable - the timer on the house going vulnerable should now be accurate
- Miscellaneous vendor menu fixes
- Dismounting should now be a lot smoother
- Falling under the world will now kick you from the game and send you back to your bindstone
- The cooldown of eating now resets on death
- New staff model for Sarracenia
- Miscellaneous texture fixes
- Known Issues
- Players are unable to use two clients at this time
- All player pings are being shown as 0
Thank you for reading and join us in the discussion!
Sincerely,
- The Team at Big Picture Games