Hi All, Just a few things that I feel would be usefull in RoA without changing anything major or the direction of the game. I have copied from New Dawns patch notes. UI Introduction of the Weapons bar. Disable small text location on screen by default. You can now equip yourself and use consumables while resting Monster Graves are no longer open at random but next to the backpack window. There is now an item comparison system. The first use is to compare equipped armors or weapons with other items. Inventory Items grouping: When focusing an inventory or a selection, you can now regroup all items to be visible and easily accessible. The purpose is to set the inventory in a way that makes it easy for players to sort their inventory. Bags and stackable items, like reagents or gold, will keep the position you've given them. The default binding is U. Hotbar slots now have a button in their menu allowing to set a direct bind to them. There is now a loot all button in monster inventories, the F key also allows to trigger that action. When running out of arrows, they will automatically be equipped if there are any in the player's inventory. Quests Added quests in starter zones for new player to get a mount Daily quests now have a 22h cooldown instead of a 24h cooldown. Quest tracker Weapons and Weapon Skills 1handed weapons – reach to 2.15 (roa has 2.1) Buffed Shield Protections Seize skills will now have 2 times the reach of a normal attack.- Seize's opportunity cost has been increased: the base cooldown has been increased to 10 seconds, being lowered on faster weapons, and its stamina cost has been drastically increased. All similar weapon skills share cooldowns with each other. Weapon attack speed still factors in frequency. Map Spawn markers are now much more detailed, showing monster numbers and repartition. If you research specific resources or items, monsters dropping/skinning them will be shown as results, with detailed amount. You can now search for lootable/skinned resources from monster loot tables. Mounts Mounts can now carry inventories for their owners: Bluetails can carry 300kg. Racial mounts can carry 600kg. Battlehorn can carry 1000kg. You can now interract from the comfort of your mount with the following objects: Banks, Players, Corpses, Dynamic chests, Strongboxes, NPCs Timed blocking -Starting to parry will interrupt your current attack - When you start to parry, there is a 0.5s window where you will do a "timed" block/parry with maximum damage mitigation. - Starting to parry costs 4 stamina and keeps the character parrying for 0.3s. - After the perfect parry window, there is a 0.5s period where damage mitigation progressively lowers down to regular parrying values. - Perfect blocking a melee attack with a shield will cost stamina to the attacker proportionally to the damage mitigated. - Damage mitigation values are as follows: - One handed and shield: 80% timed, 50% regular. - Two handed weapons: 65% timed, 35% regular. - One handed alone: 50% timed, 25% regular. - Disabling blow and disabling shot: - Can only be done on a character that is parrying or has been parrying in the last 200ms. - Lasts 2 to 4 seconds and has a cooldown of around 8 to 10 seconds depending on weapon attack speed. Magic Bolts now cost only one reagent, the reagent of the school Instant Ray global cooldown, lowered individual cooldown (allows you to use only one Ray) Mana missile can now be used under water Monsters Monsters should no longer slide or have a hitbox after their death, and graves should appear and disappear instantly. - When a monster is dead but still in its death animation, its health bar should look empty to reduce confusion. Artificial Intelligence: In an effort to make the game better rounded and to prevent easy exploiting, we made a first scouting pass and a few preliminary tweaks to test out the AI framework. This is a first foray into these systems but they show a lot of promise, and we expect a lot of feedback to improve the PvE experience in a challenging and engaging way. - Monsters will be a lot more careful about doing friendly fire. - Monsters will try to move around when they do not have a clean line of sight. - Monsters getting stuck either through geometry or aggro will try to force their way through to the players. - Monsters will change tactics faster when they notice they are getting hit without hitting players.