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Ignore this post, just compiled a post with all searchable patch notes UPDATED TO 2019-11-06

#1
UPDATED TO NOV6TH 2019 (I CANT FIT IT ALL IN ONE POST MAX LIMIT IS 500 IMAGES)
Nov6th2019
Dungeon IP Restrictions
  • Players can now only have one character on any of their IP addresses in any dungeon (Except New Player Dungeon) or Omni Boss Region at any time, including logged out characters
  • Players who attempt to enter any Dungeon (Except New Player Dungeon) or Omni Boss region while an existing character on their IP Address (logged in or logged out) is currently within a dungeon will be immediately ejected to the entrance (or to Prevalia / Corpse Creek in the case of Omni Boss Regions)
  • Players will be notified by system message (in red font) the name of which of their characters is currently logged out in a dungeon if they are ejected for this reason
  • We will be adding an IP account exemption system (for players living with friends/roommates/significant others using the same IP address) for this Dungeon mechanic very shortly





Server Saves
  • We have dramatically overhauled our server save code and been able to reduce server saves times between 50-75% (typically a reduction of 5 seconds per save)


Ghosts and Resurrection
  • Fixed an issue where players dying in a dungeon could still immediately see creatures/items/players on their screen upon death
  • Fixed an issue where players resurrecting in a dungeon would not be able to see certain creatures/items/players on their screen


Ship Construction Costs
  • Ship Construction Costs have been overhauled, with an emphasis on removing the number of Mastercrafting Diagrams required, but increasing the amount of harvestable resources required somewhat

Ship Constructions Costs are now as follows:

Small Ship Deed (85 Carpentry Skill)
2000 Boards
200 Iron Ingots
200 Cloth

Small Dragonship Deed (90 Carpentry Skill)
2000 Boards
200 Iron Ingots
200 Cloth

Medium Ship Deed (95 Carpentry Skill)
3000 Boards
300 Iron Ingots
300 Cloth

Medium Dragonship Deed (100 Carpentry Skill)
3000 Boards
300 Iron Ingots
300 Cloth

Large Ship Deed (105 Carpentry Skill)
1 Board Commodity
500 Iron Ingots
500 Cloth

Large Dragonship Deed (110 Carpentry Skill)
1 Board Commodity
500 Iron Ingots
500 Cloth

Carrack Deed (115 Carpentry Skill)
1 Mastercrafting Diagram
2 Board Commodities
1000 Iron Ingots
1000 Cloth

Galleon Deed (120 Carpentry Skill)
2 Mastercrafting Diagrams
3 Board Commodities
1500 Iron Ingots
1500 Cloth


Ship Salvage System
  • A new Ship Salvage system has been integrated
  • Players will be able to access the Ship Salvage system from any Salvage Foreman stationed at each location that contains a Dockmaster currently
  • Players can use the phrases "Salvage", "Recover", "Remnant", "Random", or "Buy" near a Salvage Foreman to access the Salvage System


  • When a player's ship sinks, they will now have an opportunity to recover the Ship Deed as well as any installed Ship Upgrades and Ship Crewmembers
  • Players must wait 30 minutes after their ship sinks before those ship items become available for salvage recovery, however


  • If an enemy player sinks another player, there is a small chance that they will be able to recover some of those items as well


  • If a player ship is sunk by an enemy NPC ship, the Ship Deed and all installed Upgrades and Crewmembers will become available for Ship Salvage recovery at a Salvage Foreman
  • Pricing options for recovery are available in both Gold as well as Doubloons, with prices varying based on Ship Type, Upgrade Type, and Crewmember Rank
  • Any item that becomes available for Salvage can be recovered within the next 14 days (but are automatically deleted after that point)
  • If a player's ship is sunk and another enemy player's ship dealt damage to them, there is a (10% * (Enemy Ship Damage Percent Dealt)) chance for each item (Ship Deed, Ship Upgrade, Ship Crewmember) that the enemy player instead recovers the item
  • Items recovered by enemy players are considered "Ransomed", as they have an option to set recovery prices for the original owner (or can choose to collect the item themselves for free)


  • Players can click the Arrow buttons in the bottom right section of the Ship Salvage page to switch display modes for items
  • "Show Salvage Items" shows all items that are currently available for recovery
  • "Show Ransom Items" shows all items the player has recovered from enemy ships and is considered "Ransomed" to other players
  • Ransomed items can be collected freely using the Collect Item button
  • A player can use the "Edit Prices" button to set a Gold and/or Doubloon price for the item that the original owner can pay them to recover the item
  • Setting a Ransom price value of -1 for a specific currency will make the item unavailable for recovery with that currency



Ship Crewmembers
  • Players can now upgrade a Ship Crewmember’s Loyalty Level while at sea and will immediately update the displayed Ship’s Bonuses
  • Players must now the deed to a ship in their backpack in order to remove any Upgrades or Ship Crewmembers from the ship
  • Fixed an issue from a recent patch that unintentionally reverted some Ship Crewmembers hit points to 500; all Ship Crewmembers with less than 600 hit points (using 600 to account for any possible recent loyalty upgrades) have had their hit points have been randomly regenerated based on their Profession and Rank


Ocean Mini-Boss and Ocean Boss
  • Fixed an issue where the Ocean Mini-Boss and Ocean Boss would not show up on Tracking results


Bank Queuing Mechanic
  • Fixed an issue with displaying messages and stacking of items when using the Bank Queueing (the mechanic that schedules items to appear in full banks when space becomes available)
  • Players will now receive a message as to how many items currently remained Queued in their bank when items are deposited using the mechanic


Captcha
  • Continuously triggering actions that prompt Captchas (such as Mining / harvesting) without answering the captcha will result in an automatic Captcha Failure (20 consecutive harvest attempts needed)


Pet Stabling
  • Player pets will be automatically stabled if the player is forcibly disconnected for any reason


Jail
  • Fixed an issue where “Jail Reason" Descriptions would reset on server reboot


House Decorator
  • Fixed an issue where players could inadvertently use the House Decorator tool to move an item outside of the their house’s Region


System Messages
  • Fixed a number of system messages to players to have more uniform response text (such as for harvesting, bank queueing, etc)


Houses
  • 30 New House types have been made available to players through the Real Estate Broker and can be previewed through the House Survey Tool
  • Players can also view information for these new houses on https://uooutlands.com/wiki/Houses with all new houses marked as "NEW" in the listings

Grand Fortress
Cost: 26,050,000
Secures: 52



Knight's Tower
Cost: 750,000
Secures: 9



Lightstone Adobe Shoppe
Cost: 1,150,000
Secures: 11



Lightstone and Wood Bungalow
Cost: 2,150,000
Secures: 15




Lightstone and Wood Loft
Cost: 750,000
Secures: 9



Lightstone and Wood Residence
Cost: 450,000
Secures: 7



Lightstone and Wood Villa
Cost: 1,850,000
Secures: 14



Lightstone and Wood Villa with Tower
Cost: 2,450,000
Secures: 16



Lightstone Beamed Villa
Cost: 450,000
Secures: 7



Lightstone Mansion
Cost: 3,050,000
Secures: 18



Lightstone Small House
Cost: 50,000
Secures: 3



Limestone and Plaster Lookout
Cost: 350,000
Secures: 6



Limestone and Plaster Redoubt
Cost: 2,450,000
Secures: 16



Limestone Keep
Cost: 3,850,000
Secures: 20



Limestone Fortress
Cost: 6,850,000
Secures: 27



Limestone Mercantile Tower
Cost: 850,000
Secures: 10



Limestone Small House
Cost: 50,000
Secures: 3



Norse Chalet
Cost: 1,950,000
Secures: 14



Norse Farmstead
Cost: 4,050,000
Secures: 21



Norse Grand Lodge
Cost: 10,950,000
Secures: 34



Norse Great Hall
Cost: 2,850,000
Secures: 17



Norse Great Lodge
Cost: 1,050,000
Secures: 11



Norse Lodge
Cost: 750,000
Secures: 9



Norse Longhouse
Cost: 2,150,000
Secures: 15



Norse Small House
Cost: 50,000
Secures: 3



Norse Watchtower
Cost: 450,000
Secures: 7



Shingled Merchant's Outpost
Cost: 1,650,000
Secures: 13



Shutter Cottage
Cost: 150,000
Secures: 4



Grand Keep
Cost: 15,350,000
Secures: 40



Gatehouse
Cost: 4,550,000
Secures: 22

Nov5th2019
Patch Notes

Ghost Scouting
  • Players in ghost form in dungeons can no longer see any items, animations, particle effects, nor hear any sound effects
  • Players in ghost form in dungeons can no longer see any creatures (except their own followers) or other players unless that player flags as Green to them (or is a staff member)


Dungeon Moongates
  • Players entering a Dungeon Moongate (to exit a dungeon) no longer may travel to Shelter Island or The Arena (players who had those locations selected as their last selection will default to Prevalia for blue players and Corpse Creek for red players)




Omni Boss Region
  • Omni Boss Regions will now function similar to standard dungeons, in that any ghosts that no longer have a corpse in the area will be automatically ejected (to Prevalia for blue players and Corpse Creek for red players)


Title Audit
  • Performed a title audit to push any missing titles earned from Achievements to players
  • Cleared a large number of "blank" titles from player's Title Collections page


Barding Songs
  • Dramatically reduced the number of "visual" effects created by Barding Songs for players while in town


Ocean Mini-Boss
  • A new Ocean-based Mini-Boss, "The Insatiable Maw", will now be spawning in the ocean
  • The Insatiable Maw will spawn every 12-24 hours (similar to Mini-Bosses) with a randomized location on the ocean (creature can be located using the Tracking skill)




Ocean Boss
  • A new Ocean-based Boss, "Ocean's Fury", will now be spawning in the ocean
  • Ocean's Fury will spawn every 3-5 days (similar to Bosses) with a randomized location on the ocean (creature can be located using the Tracking skill)




Ship Crewmember Loyalty
  • All Ship Crewmembers now have a Loyalty Level ranging from 0-10
  • Ship Crewmembers begin at Loyalty Level 0
  • When a player's ship earns doubloons for killing NPC Crewmembers and sinking NPC ships, all Crewmembers on the player's ship earn Loyalty Experience points based on the doubloon amount
  • A Crewmember's Loyalty Experience progress is depicted by a yellow/white progress bar
  • Specific XP amounts for Loyalty Experience can be viewed in the "Info" page for the Crewmember


  • When a Crewmember reaches enough Loyalty Experience, they can be upgraded to the next Loyalty Level within the "Info" page for the Crewmember
  • In order to upgrade a Crewmember's Loyalty Level, the player will have to spend a number of Pirate Booty (from their backpack)
  • The amount of Pirate Booty required to upgrade a Crewmember increases with each Loyalty Level
  • Players cannot upgrade Crewmembers while at sea (they must be on land)


  • A Crewmember's Loyalty Level is visually depicted by a number of Rum Bottles (with no bottles shown for Level 0)


  • Players will come across Pirate Booty as loot in a variety of sea-faring activities



Each Loyalty Level upgrade increases the following:

Ship Bonuses provided by the Crewmember are increased by 5% (scalar)
Hit Points for the Crewmember are increased by a random amount between 25-50
Dex for the Crewmember is increased by a random amount between 0-2
Damage for the Crewmember is increased by a random amount between 0-2
Wrestling for the Crewmember is increased by a random amount between 0-2
Armor for the Crewmember is increased by a random amount between 0-2
Magic Resist for the Crewmember is increased by a random amount between 0-3


Nov2nd2019
Halloween Event
  • The Field of Souls Halloween Event has ended and prizes distributed to players


Prevalia Market Merchant
  • Halloween Items have been removed from the Prevalia Market Merchant


Weaken Spell
  • Fixed an issue where the Weaken spell was still causing interrupts while the target was at 89 Str


Arena Tournaments
There will now be two tournaments scheduled per week:

Saturdays at 9pm CST will be a 1 vs 1 Order Tournament
Tuesdays at 9pm CST will be a 2 vs 2 Order Tournament (aka "2v2uesday")


Lottery
  • The Outlands Lottery (available at the Casino) will now be held weekly


Outlands Collectable Card Tomes
  • Players can now store multiple instances of the same Outlands Collectable Card in their Card Tomes





Ship Stat Upgrades
  • Recoded the handling on adding/removing Ship Upgrades and Ship Crewmembers to fix several issues with stacking ship upgrade bonuses


Oct19th2019
Patch Notes

Resurrection Gumps
  • Fixed resurrection gumps so players can now move up to 4 tiles away from their initial location when given a Resurrection Gump before having the gump automatically close (will still check for resurrection in houses/etc though)


Player Vendors
  • Fixed an issue where players vendors were appearing as Blue hue instead of Yellow


Echoes
  • Fixed an issue where some players Echo cooldowns were set to unusable time/dates


Treasure Map Chests
  • Reverted the previous patch's change to Treasure Map Chest decay (Chests will now decay over 2 hours like before)


Oct16th2019
Patch Notes

DDOS Mode
  • DDOS Mode has been disengaged: House Decay, Vendor Rental Fees/Contracts, Ship Decay, and Creature Abandonment will return to functioning as normal


Notoriety
  • Town NPCs now have "invulnerable" notoriety so they are easy to ignore in targeting macros
  • When in an arena fight, players outside of the fight appear Yellow


Dungeons
  • Fixed several issues where ghosts were able to enter dungeons without an active corpse in the dungeon (they will now be properly ejected to the dungeon entrance if no corpse exists in the dungeon)



Dungeon Flashpoints
  • Dungeon Flashpoints now have normal creature spawns in place during the event duration


Archery
  • Players now receive a +25% Accuracy bonus when using Archery Weapons against a creature that is currently Hindered (from Archery Weapon Special)


Harpoons
  • Harpoons have been re-enabled for players
  • Harpoons should no longer grant Fishing Skill gain on usage


Bludchok Orc Fort
  • Fixed an issue with the region boundary for the Bludchok Orc Fort being incorrect


Corpse Creek Contest
  • In the next map patch, the South East mountain opening will re-appear
  • During CCC, it will be closed with a gate/wall, but otherwise be open


Guild Treasuries
  • Guild Treasury Logs should now still display entries for players who leave the guild or change their name


Guildstones
  • Single-clicking a Guildstone should now always display the guild-name if locked down in a house tied to a guild


Resurrection
  • Players are no longer frozen in place while they have a Resurrection Prompt window up, but will close the window if they move


Shrine Corruption
  • Shrine Corruption Boss corpses should now last for 60 minutes before decaying (giving players ample time to loot Ankh Tokens on the corpse)


Treasure Map Chests
  • Treasure Map Chests will naturally decay after 30 minutes if empty of contents (instead of 2 hour normal decay)
  • Players can still Demolish chests preemptively (and are encouraged to do so)


Oct3rd2019
Patch Notes

Poker
  • Poker has been re-enabled at the Prevalia Casino with a large number of mechanical fixes



Shrine Corruptions
  • There will now be two Shrine Corruption events occuring per day, with one in the morning (randomly between 0-12 hours) and one in the evening (randomly between 12-24 hours) with a 4 hour gap minimum between them


Weaken Spell
  • Fixed an issue where the Weaken Spell was not properly causing interrupts in PvP


Castle Sieges
  • Created Castle Siege Flags that will spawn during Castle Sieges
  • Players can double-click a Siege Flag up to 24 tiles away to flag themselves as participating in a Castle Siege (provided they are in a guild and also have 'Participate in PvP Events' toggled in their guild settings)
  • Fixed several issues related to players not being removed from castles after losing an event or the winning guild unable to access the castle aftewards
  • Fixed an issue where players sometimes could not double-click the castle gates during a siege



Bandages
  • Players with 100 Healing and at least 80 Anatomy will always have 100% chance to resurrect their target with bandages


Stealth Footsteps
  • Updated the hue of Stealth Footsteps to (1857)


Vendors
  • Vendors will now refresh their inventory randomly between 45-75 minutes (previously was alwasy 60 minutes)
  • Fixed an issue that was causing Vendors and Battle Trainers on server reboot to respawn (and therefore have new names/serials)


PvP Event Results (Battle Page)
  • Fixed several issues that were causing Seasonal Results for PvP events to not track correctly in the Battle Page
  • Fixed several issues where players changing Event Types or Filter modes in the Battle Page wouldnt display the correct results type


Global War
  • Fixed an issue where Global War kills were not tracking points correctly
  • All players now begin with 25 Points in the Global War system (existing characters will also immediately receive 25 points)
  • Players will now earn 1 Global War point if both players involved have 0 score


Corpse Creek Contest
  • Any player who Recalls or uses a Player-Moongate will not qualify for Corpse Creek Contest zone control for the next 60 seconds


Fencing Weapons
  • Fixed an issue where Fencing Weapons couldn't be double-clicked to be equipped


Harpoons
  • Harpoons no longer have a limited number of uses
  • Harpoons should now work correctly for Stealth Backstabs


Guild Prestige
Prestige amounts granted to guilds for a number of systems have been overhauled as follows:

Lore Boss Kill (Highest Damage): 6 Prestige
Lore Boss Kill (2nd Highest Damage): 5 Prestige
Lore Boss Kill (3rd Highest Damage): 4 Prestige

Mini-Boss Kill (Highest Damage): 4 Prestige
Mini-Boss Kill (2nd Highest Damage): 3 Prestige
Mini-Boss Kill (3rd Highest Damage): 2 Prestige

Boss Kill (Highest Damage): 10 Prestige
Boss Kill (2nd Highest Damage): 8 Prestige
Boss Kill (3rd Highest Damage): 7 Prestige

Shrine Boss Kill (Highest Damage): 6 Prestige
Shrine Boss Kill (2nd Highest Damage): 5 Prestige
Shrine Boss Kill (3rd Highest Damage): 4 Prestige

Omni Boss Kill (Highest Damage): 50 Prestige
Omni Boss Kill (2nd Highest Damage): 25 Prestige
Omni Boss Kill (3rd Highest Damage): 10 Prestige

Server Event Boss Kill (Highest Damage): 75 Prestige
Server Event Boss Kill (2nd Highest Damage): 50 Prestige
Server Event Boss Kill (3rd Highest Damage): 25 Prestige

Town Struggle Victory: 2 Prestige
Town Struggle Defeat: 1 Prestige

Corpse Creek Contest 1st Place: 2 Prestige
Corpse Creek Contest 2nd Place: 1 Prestige

Dungeon Flashpoint 1st Place: 2 Prestige
Dungeon Flashpoint 2nd Place: 1 Prestige

Castle Siege 1st Place: 2 Prestige
Castle Siege 2nd Place: 1 Prestige


Society Job Guild Prestige
Players now earn Prestige for their guild with completion of Society Jobs as follows (with "Active Players in Guild" referring to all players in the guild in the last 30 days who have completed either an Achievement or Society Job):

Points Earned = (2 / Active Players in Guild) * (Job Reward Points / 7)
Players will always earn a minimum of 0.2 Prestige points for their guild regardless of guild size or Society Reward Points for the job completed


Town Struggles
  • Fixed an issue where one of the Town Struggle configurations had a respawn zone inside of a Castle Siege region (it has now been change to Central Smith)


Camping
  • The Campfire Comfort bonus duration has been extended to 3 hours (previously was 20 minutes)


Bard AoE Song Buffs
  • Barding AoE Song Buffs durations have been extended to 15 minutes (previously was 5 minutes)


Forensic Eval
  • The Forensic Eval Slayer bonus has been reduced to 3 hours (previously was 12 hours)


Disguise Kits
  • Players who log out or are disconnected while wearing a Disguise Kit will have their name reverted to their normal name, and then returned to their disguised name when logging back in (this should prevent an issue where some UO Assistants tools would create a new profile for the player after detecting a "new name" for the character)


Polymorph Customizations
  • All players who have purchased the Changeling or Shapeshifter Customizations (which affects the Polymorph spell) have had their Customization removed and gold refunded (gold is deposited onto whichever character on their account currently has the most gold)
  • Players may still purchase the Changeling or Shapeshifter Customizations; the reason for the refund was a number of players purchased these Customizations back when polymorph persisted through PvP and bought it purely for that purpose


Player Customizations

Four new Player Customizations have been added (accessible via Paperdoll -> Help -> Customizations -> Enhancements)

Stable Genius
Increases Stable Slots for all characters on account by 30 (cumulative)

Zootopia
Increases Stable Slots for all characters on account by 40 (cumulative)

Social Network
Increases the total number of Society Jobs that may be completed each week by 2 (cumulative)

High Society
Increases the total number of Society Jobs that may be completed each week by 3 (cumulative)


Boss Results
  • Boss Results will automatically update at the start of every day (as well as upon normal handling for Boss deaths)

Misc
  • Fixed a typo in the Skill Mastery Orb results text

Sept23rd2019
Patch Notes

IDOCs
  • Houses that have reached the "In Danger of Collapsing" stage should now collapse after 1-2 hours (previously was 12-24 hours)

Tamed and Summoned PvP
  • Tamed/Summoned follower PvP damage scalar has been increased to 30% (previously was 25%)
  • Tamed/Summoned follower maximum melee hit chance in PvP is now 66% (previously was 50%)
  • Tamed/Summoned followers now have a 60% reduced chance in PvP to trigger abilities against players (previously was 90% reduction)
  • Tamed/Summoned followers now have a 25% reduced chance in PvP to use a special ability when attacking a player (previously was 40% reduction)
  • Tamed/Summoned follower ability cooldowns in PvP are now only increased by 50% (previously were increased by 100%)


Murderers and Account Aggression Restrictions
  • The Account Aggression Restriction mechanic will now trigger on murderers with 5 or more murder counts (previously was only for 6 or more murder counts)


Corpse Creek Contest
  • CCC has returned to Always Mounted


Town Struggles
  • Fixed an issue where Town Struggles were not rotating between Mounted and Unmounted


Healers
  • Any player who is participating in a PvP-event (such as Castle Sieges) should now be able to ressurect by using an NPC healer in town, even if normally a murderer


Housing
  • Updated the code handling on housing borders that were causing some areas of houses to not be considered part of the house


Lugrish Ork Fort
  • Removed restrictions for Mounts and Recall/Gate on the Lugrish Ork Fort Region (still remains a Grey Zone, however, and Bludchok Orc Fort is not affected by these changes)
  • By removing the No Mount zone, the crashing/desync bug should be fixed in this region


Regions
  • Fixed a number of Region borders for areas that were not correctly being set


Mana Regeneration
  • Increased the timer-priority handling on player Mana Regeneration to provide more accurate mana regen rates


Great Sunken Serpent
  • Fixed an issue that was causing players to sometimes have looting rights to only one or two of the different serpents

Sept16th2019
‘Notoriety
  • In dungeon flashpoints, healing restrictions have been relaxed. The only restriction remaining is that non-participants may not heal participants.
  • Murderers will no longer appear blue globally during Castle Sieges. They will only be blue in the Castle Siege area.


Sept14th2019
Attacking
  • Fixed an odd bug where Ghost players were able to "attack" other players and trigger the PvP flag between them


Murderers and Account Aggresion Restrictions
  • Regional Account Aggression Restrictions for Active Murderers (6 or more Murder Counts) should now be functioning as intended
  • Active Murderers (6 or more Murder Counts) will now always have a 15 minute Global Account Aggression Restriction placed on their account after dying, in addition to any Regional or Repent restrictions being added


Pet Ress Penalties
  • The Pet Ress Penalty mechanic has been removed in its entirety


Notoriety
Note: For the following descriptions below, the "source" player is the player that clicked, the "target" player is the player they clicked on
  • Yellow notoriety indicates a target is invulnerable.
    • Beneficial acts may not be performed on players that appear Yellow
    • Harmful acts may not be performed on players that appear Yellow
  • When in a guild, you will now appear Green to yourself in scenarios where you would appear Blue if unguilded

Town Struggles
  • If both players are in a Town Struggle, the target player will appear Orange, Green, or Gray as appropriate regardless of whether the two players are in the struggle region
  • If the source player is participating in the Town Struggle and within the struggle region, target players that are not participating in the Town Struggle will now appear Yellow

Castle Sieges
  • If both players are participating in the Castle Siege, the target player will appear Orange, Green, or Gray as appropriate regardless of whether the two players are in the siege region
  • If the source player is participating in the Castle Siege and within the struggle region, target players that are not participating in the Castle Siege will now appear Yellow


PvP Event Rewards
  • Fixed an issue where Reward Chests for PvP Events were not being deleted: Reward Chests will now delete as soon as the next event in the PvP schedule begins (i.e. 30 minutes after completion of the last one)
  • Fixed an issue where the daily gold total tracking from server-wide Dungeon Farming, Town Vendor Sales, and Murder Ress Fees were not being properly calculated, and therefore were not being used in distributing gold rewards to players after Dungeon Flashpoints, Castle Sieges, and the Corpse Creek Contest


Storage Shelves and Storage Lockers
  • Storage Shelves and Storage Lockers will act similar to Bank Boxes and will close when a player moves or changes location


Aegis Keep Creatures
  • Fixed an issue where tamed and released Aegis Keep tamable creatures in Aegis Keep werent despawning after a duration


Announcements
  • Fixed an issue where players who had "Show Shrine Corruption Announcements" disabled were still seeing announcements for them
  • Discord Announcements for Dungeon Flashpoints has been fixed



Sept9th2019
Auto-Tab
  • Players will now only "tab in" to combat automatically when they target a spell, as opposed to both when they target the spell and when the spell does damage


Combat Cooldowns
  • Heat of Battle, Potion Cooldowns, and Recently In PvP cooldown timers should now be cleared whenever a player concludes an Arena Duel or Town Struggle


Notoriety
Note: For the following descriptions below, The "source" player is the player that clicked, the "target" player is the player they clicked on

Murderers
  • Fixed an issue where Murderers were appearing as Gray after commiting a murder (should correctly show as red now)

Town Struggles
  • If both players are in a Town Struggle, the target player will appear Gray if Criminal regardless of which team they are on; all non-criminal players will appear Green if on the same team or Orange if on the opposing team
  • If the target player is in a Town Struggle but the source player is not, the target player will appear Yellow (invulnerable)
  • If the source player is in a Town Struggle but the target player is not, the target player will appear Blue, Gray, or Red as appropriate
  • If a player is participating in a Town Struggle, any Guildmates or enemy guild members who are not participating will not show up as Green or Orange to them and vice versa
  • Murderers will appear Blue in town for 15 minutes after a Town Struggle

Castle Sieges
  • If both players are in a Castle Siege, the target player will appear Gray if Criminal regardless of which guild they are in; all non-criminal players will appear Green if in the same guild or an allied guild or Orange otherwise
  • If the target player is in a Castle Siege but the source player is not, the target player will appear Yellow (invulnerable).
  • Players not participating in the Castle Siege but within the siege area will not appear as Red and instead as the next appropriate notoriety color.
  • If a player is participating in a Castle Siege, any Guildmates or enemy guild members who are not participating will not show up as Green or Orange to them and vice versa
  • Murderers will appear Blue in town for 15 minutes after a Castle Siege

Dungeon Flashpoints
  • If both players are participating in the flashpoint, the target will appear Red if a murderer, Gray if a Criminal, Green if in the source player's guild or an allied guild, and Orange otherwise
  • If only one of the source or target player are participating in the flashpoint, the target will appear Blue, Gray, or Red as appropriate (Green/Orange guild flagging is ignored)
  • If neither player is participating, normal notoriety rules apply

Guilds
  • You will no longer appear Green to yourself when in a guild and instead will appear Blue, Gray, or Red
  • Allies will still appear Green and enemies will appear Orange as before
  • We feel that this change conveys more useful information about your current flagging state

Misc
  • Bones (decayed corpses) should now always appear Gray (this was previously only a display issue)


Stealing
  • Players that are not participating in a Castle Siege or a Town Struggle may no longer steal from players that are currently participating and inside the event region


Pet Releasing
  • Fixed an issue where a number of Aegis Keep tamed creatures (such as Bloodworms) would sometimes disappear when released by players


Poker
  • Recoded the Lobby join/leave code to fix a number of issues that resulted in players being unable to rejoin existing games
  • Fixed an issue where the player who created an Open table leaves the game, but would be unable to see that game in their list of available matches in the Lobby gump
  • Players who join a game already in progress will now have "grey cards" show up for their table position until the next hand (indicating they are a new player)
  • Fixed a number of issues that were causing some incorrect values with split-pots


Castle Sieges
  • Fixed an issue where winning Castle Siege guilds were being kicked out of their castle
  • Castle Gates should now work properly for Entering/Exiting for players who control the castle
  • Fixed an issue where players were incorrectly notified that they were starting a Castle Siege as Defenders
  • Fixed an issue with Castle Siege reward chests not being accessible to the winning guild
  • Hit Points for Castle Siege Gates have been increased by 50%
  • Construction time for Siege Cannon has been reduced by 50%


Corpse Creek War Bell
  • Fixed an issue where the system notifications would display an incorrect player and guild


Sept7th2019
Guild & PvP Expansion

The infamous Guild and PvP Patch is finally here!

Because this patch contains such a large volume of content changes and updates, we've organized the patch notes into a series of individual posts below on particular elements of the patch

We recommend that all players at the very least read the first two General Pages in Red, and then optionally read the other entries if they intend to take part in those respective systems


General
Mechanical PvP Tweaks and General Updates
Faction Removal, Global War, Guild PvP Event Schedule, Corpse Creek War Bell

PvP Events
Guild PvP Event: Town Struggles
Guild PvP Event: Corpse Creek Contests
Guild PvP Event: Castle Sieges
Guild PvP Event: Dungeon Flashpoints

Guilds
Guild Blood Feuds
Guild Treasuries

Casino
Poker
Mechanical PvP Tweaks
  • Greater Heal Potions in PvP now heals 19-26 damage (previously was 15-30)
  • Halberd and Bardiche damage is now 9+3d12 (previously was 9+2d18)
  • When a spell circle is on cooldown for interrupts, it now always has a 0% chance to interrupt (the cooldown lasts for 5 seconds as before)
  • Fireball now deals 11-12 damage (previouslywas 9-11)
  • Players will now immediately attempt to swing upon targeting an aggressive spell (quickly toggling out of warmode will no longer avoid a punch)


Strength Spell, Weaken Spell, and Potions
  • The strength spell grants Magery/10 + 1 strength and Greater Strength Potions grant 20 strength as before. Weaken reduces strength by Magery/10 + 1
  • When receiving the weaken debuff, the strength potion cooldown is now reset. When receiving the clumsy debuff, the agility potion cooldown is now reset
  • The net effect of the strength spell or potion cannot exceed Player Maximum Hit Points + Spell/Potion Effect
  • Strength and Agility potions have a 2 minute cooldown (individually)

To better explain the mechanics, here is a sequential example of the new behavior:
  • Player A has 100 max health and 100 magery. Player B has 100 magery
  • Player A casts strength, changing their maximum health to 111
  • Player A casts strength again, which does nothing
  • Player A drinks a greater strength potion, changing their maximum health to 120
  • Player A is weakened by Player B. Their maximum health is now 109
  • Player A casts strength, raising their maximum health to 111
  • Player A is weakened by Player B. Their maximum health is now 100
  • Player A is weakened by Player B. Their maximum health is now 89
  • Player A is weakened by Player B. Their maximum health remains at 89
  • Player A drinks a greater strenght potion. Their maximum health is now 109
  • Player A is weakened by Player B. Their maximum health is now 98


Heat of Battle
Heat of Battle will now only be triggered by the following:
  • You perform an aggressive action against a character that appears blue, orange, or purple
  • Your character is a criminal or murderer and you perform an aggressive action to a character that appears gray or red
Aggressive actions include attacking or stealing from a player. Aggressive actions do not include automatic weapon swings your character makes when someone attacks you, or your pets attacking a player while you are in guard mode

Additionally,
  • The Heat of Battle flag is now a visible buff on players in the buff bar


Tamed and Summoned Creatures
Note: Not all of this is new as of this patch, but we needed a full accounting of pet behavior in PvP. Unless specified below, 'pets' means both tamed and summoned creatures.
  • Player pets can now be pushed through freely for movement by all players
  • Player pets move at 80% speed while attacking a player target
  • Tamed pets will no longer use abilities within 1 second of performing a melee attack against a player. The behavior of special abilities is unchanged when fighting other creatures.
  • While in PvP, tamed pets melee at half speed against all targets.
  • While in PvP, tamed pet cooldowns are doubled against all targets.
  • Tamed pets cannot exceed 50% chance to hit a player target, regardless of bonuses. They may get up to 100% chance to hit other creatures.
  • Tamed pets do 25% damage against players.
  • Any single damaging ability by a tamed pet against a player may not exceed 10 times the number of control slots required for the pet (i.e. 5 slot pets can hit for up to 50). This cap is applied after the above damage reduction.
  • Tamed pets have a 90% reduced chance for triggered abilities to occur against players. For example, an untamed ember drake has a 25% chance to trigger a flamestrike against any target after a melee attack. A tamed ember drake has a 15% chance to trigger a flamestrike against a creature. A tamed ember drake has a 1.5% chance to trigger a flamestrike against a player.
  • Tamed pets have a 40% reduced chance to use a special ability when attacking a player.
  • Fixed several potential issues that were causing player's pets to potentially keep attacking other players with abilities while even in Stop mode


Murderers

Resurrection Fees
  • Resurrection fees for Murderers have been increased to 450 gold per Short Term Count above 5
  • Resurrection fees for Murderers have been increased to 50 gold per Long Term Count
  • Changes have been made to make Account Aggression Restriction become Regional, as explained below
  • All players will have their Short and Long Term murder counts reset to 0 when the patch goes live



Aggression Restrictions
  • When a Murderer is killed at a location, rather than having a global Aggression Restriction put in place, they will now have an Account Aggression Restrictionspecific to that particular region added to their account for a limited duration
  • While a player has an Aggression Restriction in place for a Region, any characters on their account cannot perform any harmful actions to Innocent players inside that region
  • Each Dungeon is treated as its own individual region, and all non-dungeon areas are considered to be part of the "Wilderness Region" (making for a total of 10 regions)
  • Aggression Restriction duration for a region is 1 Hour + 1 Additional Hour for every 10 Long Term Murder Counts the player has


  • Players can view which Regions they currently have Aggression Restrictions in place and for how long by typing [ConsiderSins or saying "I must consider my sins"
  • If a Murderer dies in a region they already have an active Aggression Restriction in place for, a random region they currently do not have one for will be selected and added (i.e. dying a second time in Cavernam might add a Pulma restriction)



Repenting
  • Players may Repent at any time, which puts into place a 72 Hour Aggression Restriction on the account for all characters preventing them from commiting harmful actions to Innocent players at any location in the game world
  • Players will now receive a text warning before Repenting informing them if they currently are players that they have recently murdered (less than 24 hours ago) who have not yet chosen to Report them for murder (since this means they could potentially receive 1 or more Long Term counts even after repenting)



Shrine Corruptions
  • Ankh Tokens will now be distributed after every wave into player backpacks if a player has earned a cumulative amount above 1 and is within 60 tiles of the Shrine
  • For example, if a player has earned 1.25 Ankh Tokens after a wave, they will receive 1 Ankh Token in their backpack and will begin the next wave with 0.25 Ankh Tokens "stashed"



Poison
  • Players with Poisoning skill will now use fractional amounts of Poison Charges when inflicting poison with a weapon onto a creature
  • Players will now only lose (1 - (0.50 * (Effective Poisoning Skill / 100)) Poison Charges when inflicting poison from a weapon onto a creature
  • A minimum of 0.20 Poison Charges are used on each poisoning attempt (if players have bonuses to Effective Poisoning Skill such as through Mastery Chain Links)



Polymorph
  • Players who are Polymorphed will have their Polymorphed spell cancelled as soon as they become flagged for PvP (unless only combatants have been Guildmates or Allies)
  • Players can no longer cast Polymorph while flagged in PvP (unless only combatants have been Guildmates or Allies)


Seasonal and Lifetime Data
  • The entire data-structure of tracked stats for guilds and players has been overhauled, and players will now be able to select between viewing Seasonal andLifetime Rankings for a large number of systems
  • Seasonal Rankings will reset every 90 days
  • A number of Server Ranking categories have been added and removed
  • Each Server Rank categories now have a "Seasonal" and "Lifetime" Title granted to the highest player (or guild) for that category (and title passes when a new player/guild takes the top spot)



Outlands Help Page
  • The Outlands Help Page (accessed by clicking Help on your paperdoll) has been reorganized with a few new tabs, such as Echoes, Battle, Boss Results, and Event Score



Creature Releasing
  • When a player releases a tamed creature, they will no longer be Pacified for 60 minutes, and will now instead be Hindered for 60 minutes until retamed by a player
  • Recently released creatures that are Hindered will have a "*released*" text above their head


Treasure Map Chests
  • Fixed a large number of Corpse Creek and Wilderness treasure map locations that had become inaccessible with recent map changes
  • Loot for Treasure Map Chests has been overhauled and is no longer randomized (new loot amounts for chests is now set to be what the maximum random amounts were for each chest level)


Camping
  • Fixed an issue where players with Camping skill of 100 or higher would still sometimes fail igniting kindling


Smoke Drakes / Smoke Dragons
  • Players may now reveal tamed Smoke Drakes and Smoke Dragons
  • Tamed Smoke Drakes and Smoke Dragons will now leave footprints like other stealthed creatures


Looting Rights
  • Any player who earns a Token of Heroism or Mastery Chain Link will now automatically have looting rights to that creature (regardless of total damage % dealt)


Stealing
  • Fixed an issue where players were unable to steal Armor items

Faction Removal
  • Players will no longer will be able to assign their guild to a Faction (and all guilds have had their faction selection cleared)
  • Factions will now only occur as temporary "Teams" used for various events
  • "Faction Reward Points" have been renamed "Guild Reward Points" and players will still be able able to earn these reward points through various guild-based systems
  • A standlone "Rewards" page has been added to the Guild Menu for players to view and purchase rewards with their Guild Reward Points



Guild Menu Tab Commands
  • Each Tab of the Guild Menu now has a respective [Command that players can type in game to launch the Guild Menu and jump directly to its page in the Guild Menu (such as [Diplomacy)
  • A new category, Guild, has been added to the Commands and Settings page (accessible from the Help menu) that lists all of these Guild Tab [Command shortcuts



Global War
Overview
  • Global War is a new feature that allows a guild to automatically be treated as being at war with all other guilds who also have Global War toggled
  • Guilds who are Allied to each other, but also have Global War enabled, will remain Green flagged to each other, however
  • Officers and Guildmasters can change their guild's Global War status by clicking the Change Guild Setting button for Global War Status
  • Guilds may only change their Global War once every 24 hours



Global War Score and Rankings
  • Data is tracked for any Global War combat occuring between players, including Damage Dealt, Damage Received, Kills, Deaths, and Other Healing (support healing)
  • Additionally, each player and guild has a Global War Score value that rises or falls as they kill other Global War players or themselves are killed by others
  • Players begin at 50 Global War Score and have 10% (rounded up) of their Global War Score stolen whenever they are killed by another player who is a Global War participant
  • When players gain or lose Global War points, their guild also will gain/lose a similar amount of points
  • Players can view current standings for Global War Score by clicking the "View Records" button in the Global War section of the Battle Page in the guild menu
  • We will also be adding a separate title system unique to Global War very soon


Daily PvP Event Schedule
Outlands will now feature a rotating schedule of PvP events that occur each hour throughout the entire day

This event schedule is as follows:

Hour 1: Town Struggle (formerly known as Faction Struggles)
Hour 2: Corpse Creek Contest
Hour 3: Castle Siege
Hour 4: Dungeon Flashpoint (formerly known as Faction Flashpoints)


Guild Menu Battle Page
  • The "Faction" page of the Guild Menu has been overhauled and now is known as the "Battle" page
  • The Battle Page is where players can view or change their guild's Global War setting as well as view the current server schedule for when PvP events are occuring next
  • Each PvP event lasts 30 minutes and will have system message notifications for players 15 minutes and 5 minutes prior to event start informing them of the event's impending start
  • Players can toggle whether to show/hide announcements for each event under Paperdoll -> Help -> Commands -> Text Displays



Battle Records
  • Players can click the View Records button on the Battle Page next to any event to launch the Battle Records page
  • Players can view the results of the most recent event for each PvP Event, as well as players complete Season and Lifetime stats for each event type on the Battle Records Page
  • Players can also view an entire Guild's stats/records for an event by clicking the "Show Players / Show Guild" buttons to switch between player and guild data




Participation Settings
  • On page 2 of the Overview Tab of the Guild Menu are two new settings for players: "Participate in Wars" and "Participate in PvP Events"
  • Players in guilds can use these settings to dictate what types of guild-based PvP their character can be involved in



Participate in Wars
  • This setting allows a player in a guild to participate in Global War (if their guild has Global War activated) and to participate in any declared Wars between other guilds
  • If a player does not have "Participate in Wars" toggled, that player will not flag as Orange to players from other Warring guilds or other guilds involved in Global War
  • Players can only change their setting for this once every 24 hours


Participate in PvP Events
  • This setting allows a player in a guild to participate in Castle Siege and Dungeon Flashpoint PvP Events
  • If a player does not have "Participate in PvP Events" toggled, that player will not be able to participate in Castle Sieges or Dungeon Flashpoints
  • Players can only change their setting for this once every 24 hours


Corpse Creek War Bell
  • Players in guilds will now have the ability to ring a War Bell, situated at the top of Wolf Hill north of Corpse Creek, to notify other guilds that they are looking for combat
  • Guilds can ring the War Bell once every 30 minutes
  • Ringing the War Bell will send a system message and play a bell sound to all guilds that guild is currently Allied or at War with
  • If a guild ringing the War Bell has Global War enabled, all other guilds with Global War enabled will also receive the bell notification



Guild PvP Event: Town Struggles




Locations
  • There are 5 potential Town Struggle locations, which determines what town players will fight within, as well as the placement of Control Zones / Respawn Zones for the event
  • Currently all 5 Town Struggle locations occur within Prevalia, but Town Struggle locations are being set up for Andaria and Cambria


Participation
  • In order to participate in a Town Struggle, players must enter a Faction Base Moongate
  • Faction Base Moongates pop up in all towns 15 minutes prior to a Town Struggle event's start


  • Entering a Faction Base Moongate will teleport the player to the Neutral Faction base (formerly the Freedom Faction base)
  • In order to be considered a Town Struggle Participant, players must be inside this base when the event starts (there is no longer a Late Arrival "underdog bonus")
  • Players can double-click the Town Struggle Stone inside of a Faction Base to open the Town Struggle Menu, which shows details about the event (such as how long until it begins or whether Mounts will be allowed for the event)
  • Players can also type [TownStruggle top open the Town Struggle menu from any location


  • Once the event begins, two teams (Chaos and Order) will be created by taking all players currently present in the Neutral Faction Base and assigning their guilds to either the Chaos or Order Faction on order to create the team population balance possible
  • Players will then be immediately teleported from the Neutral Faction Base to their newly assigned Chaos or Order Faction base with their new teammates
  • The Town Struggle menu then populates with all of the details related to the location randomly chosen for the Town Struggle, and players may now select with zones to spawn and teleport into
  • The top three locations displayed in the zones list (on the left side of the menu) represent Capture Zones (used to score Control Points) and may only be used by players to respawn if that player's Faction currently controls the location
  • The bottom three locations listed in the zones list (on the left side of the menu) represent Respawn Zones and are always available for players to respawn at (players cannot take control of Respawn Zones)



Zones and Flagging
  • The Town Struggle Area is considered to be the entire town region of the event as well as a 100 Tile Radius that extends around each Capture and Respawn location (which for some will extend out and beyond the town's guard zone)

While inside the Town Struggle Area during a Town Struggle event
  • Murderers can participate in Town Struggles, as long as they begin in the Neutral Faction Base at the start of the event like other players
  • Murderers who have become Town Struggle participants have a 15 minutes grace period after a Town Struggle ends to leave the area before flagging as normal and becoming a Guard Zone candidate
  • Participants flag as Green to other members of their same Faction (Team)
  • Participants flag as Orange to members of the opposing Faction (Team)
  • Participants may not perform hostile actions to Green (friendly) players
  • Participants may not perform beneficial actions to Orange (enemy) players
  • Non-Participants will flag as Blue to Participants
  • Participants will flag as Blue to Non-Participants
  • Non-Participants may not perform either hostile or beneficial actions to Participants
  • Criminals will always flag as Grey to all players (i.e. do not receive special handling for event)



Mechanics
  • Players who die during a Town Struggle will immediately be teleported (along with any Tamed creatures) back to their respective Faction Base
  • Players who die during a Town Struggle will not drop any items to their corpse unless those items are magical weapons, magical armor, or exceptional quality gear made with colored materials (i.e. players can participate in Town Struggles with normal GM gear and not lose items on death)


Scoring
  • At the end of the Town Struggle event, the Faction with the highest score is deemed the winner
  • Players also have their own individual score tracking that is used for determing Rewards and Battle Records, but does not factor into determination of which Faction is the winner of the event


Control Points
  • There are 3 Capture Zones per Town Struggle that teams may fight for over for control and earn points from
  • The boundaries of each Capture Zone are marked by flags which indicate the zone's current Faction Controller
  • The interior of the zone displays floor symbols showing the current Faction Controller's as well
  • A Progress Bar in the center of the Capture Zone shows the extent of a Faction's control over the capture zone, which increases when that Faction is the only occupant of the zone and decreases when they have no players present in the zone
  • The Progress Bar displays in Green to a player if their faction controls it or in Orange if the enemy faction does


Faction Scoring
  • Every 30 seconds a "Control Check" occurs at each Capture Zone to which is used to determine scoring
  • If a Faction is in control of the Capture Zone (their Flags are displayed and Progress bar appears as Green to them) and no enemy Faction players are present, the Faction earns 10 Points
  • If both Factions are currently present at the Capture Zone, the zone is considered Contested, and each Faction earns 5 Points


Player Scoring
  • Whenever a Faction earns points for controlling or contesting a capture zone, each player in that faction at that zone will also score Individual Control Points equal to (Faction Points Earned / Faction Members Present)
  • For instance, if a faction earns 10 Points for a Capture Zone where they have 2 faction members present, each of those players would earn 10 / 2 = 5 Control Points for their own personal score
  • As a reminder, individual player scores do not factor into determining the winner of the event




Faction Player Kills
  • Factions can steal points from enemy factions by killing their players
  • Killing an enemy faction player will steal 5% of the enemy team's points total and add it to their own team's total (decimals are used for point values)
  • If a team is currently at 0 points, no points can be stolen from them


Kill Credits
  • Whenever a player is killed, the player who did the most damage to the target is considered receiving the credit for the kill and their "Kills" stat will be increased by one (this stat is purely for display purposes though)
  • If a kill results in points being stolen from the opposing faction, then every individual player involved in the kill earns "Kill Points" equal to their (% Damage Dealt to Player * Faction Points Stolen)
  • For instance, a faction that currently has a score of 100 Points has a member of their team killed, which would result in 100 * .05 = 5 Points being stolen from them
  • A player who did 50% of the total damage dealt to that killed player would earn 5 * .50 = 2.5 Kill Points for their own individual score tracking
  • A player who did 25% of the total damage dealt to that killed player would earn 5 * .25 = 1.25 Kill Points for their own individual score tracking


Player Idling
  • If a player remains idle within a Faction Base for more than 10 minutes, they will be disqualified from the event (earning no Reward points and no longer being considered a participant)


Rewards
  • At the end of the Town Struggle, the Faction with the highest total score is deemed the winner
  • Additionally, the Top 10 players on in each Faction will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points)


Winning Faction
Every guild in the winning faction earns 2 Prestige Points

Additionally, the Top 10 players with the highest individual scores on the winning faction earn the following:
  • 4 Guild Reward Points (formerly known as Faction Reward Points)
  • A Reward Distribution Chest is spawned in the Neutral Faction Base, containing a Level 4 Treasure Map Chest worth of items, and is then randomly distributed amongst the top 10 players and placed directly in their bank box
Players will receive a message for each item they receive through Reward Distribution Chests, and may also double-click the chest itself to view a listing of all items distributed




Losing Faction
Every guild in the losing faction earns 1 Prestige Point

Additionally, the Top 10 players with the highest individual scores on the losing faction earn the following:
  • 2 Guild Reward Points (formerly known as Faction Reward Points)


Post-Completion
  • After a Town Struggle resolves, players are teleported back to their respective Faction Bases and then may leave the base via Green Moongates
  • Players may leave bases at their leisure, however if a new Town Struggle begins (3.5 hours later) with the player still remaining in the base, they will be teleported out of the base to a random location in either Prevalia (if Blue) or Corpse Creek (if red)

Guild PvP Event: Corpse Creek Contests




Location
  • Corpse Creek Contests will always take place within the town of Corpse Creek and feature a stationary Central Control Platform which is considered the focal point the event is based around
  • The region of Corpse Creek is always considered a Grey zone, so all players are always freely attackable within
  • However, during a Corpse Creek Contest guilds participating may adopt special hue flagging (Orange / Green) towards each other that would not normally occur while inside a Grey Zone (this is purely to help guilds identify who are friendly / enemy participants)


Participation
  • Players become Participants in the Corpse Creek Contest by simply entering the Corpse Creek town region while the event is underway (players must be in a guild, however)


Zones and Flagging
  • The Corpse Creek Contest area is considered to be the entire town region of Corpse Creek (which is always treated as being a Grey Zone)

While inside the Corpse Creek Area during a Corpse Creek Contest event
  • Players in the same guild or same alliance will flag as Green to each other (including Murderers)
  • Players in all other guilds will flag as Orange to each other
  • Players who are not in a guild, and therefore cannot be considered Corpse Creek Contest Participants, will flag as Grey (including Murderers)


Mounts
  • Corpse Creek Contests will alternate between being Mounted and Mountless
  • The system messages announcing the event will say (mounted) or (mountless) to inform players ahead of time if mounts will be involved
  • If a Corpse Creek Contest is set to be mountless, the entire Corpse Creek region (including for non-participants) will be treated as being mountless during the event's duration, and the region will utilize the Mount-Stashing mechanic that is currently in place for dungeons and the casino


Scoring
  • Corpse Creek Contests are Guild-based, meaning each Guild acts as its own individual team
  • Even though Allied guilds will flag as Green to each other, they are considered seperate teams with their own scores
  • At the end of the Corpse Creek Contest event, the guild with the highest score is deemed the winner
  • Players also have their own individual score tracking that is used for determing Rewards and Battle Records, but does not factor into determination of which Guild is the winner of the event


Control Points
  • Control during the Corpse Creek Contest is based upon a "Three-Ring" concept
  • Guilds earn points during the event based on the best "Ring" that their guild currently has guild members occupying

1st Ring
Inside of the Central Control Platform, marked by flaming pillars and a circular altar
Worth 30 points during Control Check


2nd Ring
Any location outside of the 1st Ring but within 50 tiles of it (and still inside of Corpse Creek Town)
Worth 20 points during Control Check


3rd Ring
Any location outside of the 2nd Ring but still within the Corpse Creek Town Region
Worth 10 points during Control Check


Guild Scoring
  • Every 30 seconds a "Control Check" occurs to determine scoring
  • Guilds earn points during Control Checks based on the "best" ring that they currently have guild members occupying (and they do not have to be the "sole" guild present in that ring to earn points)
  • For example, a guild with participants in both the 1st Ring and 2nd Ring would earn 30 points during a Control Check


Player Scoring
  • During a Control Check, guildmembers earn Individual Control Points based on the ring that they themselves occupy (not the "best" ring of the guild) and divided by the total number of guildmembers in the entire Corpse Creek Town region
  • For instance, a guild has 10 guildmembers currently in Corpse Creek, with 4 of them in the 1st Ring and 6 of them in the 2nd Ring
  • The 4 players in the 1st Ring will each earn 30 / 10 = 3 Points and the 6 players in the 2nd ring will each earn 20 / 10 = 2 Points during the Control Check
  • As a reminder, individual player scores do not factor into determining the winner of the event


Player Kills
  • Guilds can steal points from enemy guilds by killing their participating players
  • Killing a participating enemy guild player will steal 5% of the enemy team's points total and add it to their own team's total (decimals are used for point values)
  • If a guild is currently at 0 points, no points can be stolen from them


Kill Credits
  • Whenever a player is killed, the player who did the most damage to the target is considered receiving the credit for the kill and their "Kills" stat will be increased by one (this stat is purely for display purposes though)
  • If a kill results in points being stolen from the opposing guild, then every individual player involved in the kill earns "Kill Points" equal to their (% Damage Dealt to Player * Guild Points Stolen)
  • For instance, a guild that currently has a score of 100 Points has a member of their team killed, which would result in 100 * .05 = 5 Points being stolen from them
  • A player who did 50% of the total damage dealt to that killed player would earn 5 * .50 = 2.5 Kill Points for their own individual score tracking
  • A player who did 25% of the total damage dealt to that killed player would earn 5 * .25 = 1.25 Kill Points for their own individual score tracking


Rewards
At the end of the Corpse Creek Contest the Top 3 guilds ranked by Guild Score earn rewards
Additionally, the Top 10 scoring players from each of those guilds will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points)

1st Place Guild
  • Earns 3 Prestige Points
  • The Top 10 participating players each earn 3 Guild Reward Points (formerly known as Faction Reward Points)
  • The Top 10 participating players each will earn 0.5% of the total gold spent on Ressurection Fees by murderers on the server in the last 24 hours (with a minimum of 2500 gold and a maximum of 5000 gold received per player)
  • A Reward Chest containing a Level 4 Treasure Map Chest worth of items is placed on the Central Control Platform, which is only accessible by that guild for the next 10 minutes, but becomes freely accessible to all players after 10 minutes expire



2nd Place Guild
  • Earns 2 Prestige Points
  • The Top 10 participating players each earn 2 Guild Reward Points (formerly known as Faction Reward Points)

3rd Place Guild
  • Earns 1 Prestige Point
  • The Top 10 participating players each earn 1 Guild Reward Point (formerly known as Faction Reward Points)

Guild PvP Event: Castle Sieges




Locations
  • There are 3 potential Castle Siege locations, with the towns of Andaria, Cambria, and Prevalia each containing a castle that may become the location of the event


Participation
In order for a player to become a participant in a Castle Siege event, they must have "Participate in PvP Events" toggled on in their Overview Page of their Guild Menu and then perform one of the following actions:
  • Enter the Castle Interior
  • Attack the Castle Gate
  • Perform Construction on a Siege Cannon
These actions will be explained later


Zones and Flagging
The Castle Siege Area is made up of two areas:

The Castle Interior
The Castle Interior is considered a Grey Zone, meaning all players (regardless of being in a guild) can be attacked freely by all players inside it

While inside the Castle Interior during a Castle Siege event
  • Participants flag as Green to members of their same Guild or Alliance, but only if that player is also currently a Participant
  • Participants flag as Orange to all other players who are not in the same guild (and not allied) who are marked as Participants
  • All other players flag as Grey to each other

The Surrounding Town Region
During a Castle Siege, flagging within the Town Region that surrounds the castle acts as normal for UNTIL a player becomes flagged as a Castle Siege participant, upon which they become freely attackable by all other players who are currently flagged as Castle Siege participants

While inside the Town Region during a Castle Siege event
  • Murderers may enter towns that have an in-progress Castle Siege and will flag as blue to other players (unless they are Criminal) until they trigger Castle Siege Participation (by attacking Castle Walls, Entering Castle Courtyard, etc) upon which they will flag similarly to normal Castle Siege participants
  • Murderers who have become Castle Siege participants have a 15 minutes grace period after a Castle Siege ends to leave the area before flagging as normal and becoming a Guard Zone candidate
  • Participants flag as Green to members of their same Guild or Alliance, but only if that player is also currently a Participant
  • Participants flag as Orange to all other players who are not in the same guild (and not allied) who are marked as Participants
  • Non-Participants will flag as Blue to Participants
  • Participants will flag as Blue to Non-Participants
  • Non-Participants may not perform either hostile or beneficial actions to Participants
  • Criminals will always flag as Grey to all players (i.e. do not receive special handling for event)




Castle Mechanics
Castle Access
  • While a castle has its Castle Gate in place, players are not allowed access the Castle Interior area by any means, which includes by Recalling, Gating, or Hiking
  • However, if a guild was the winner of the last Castle Siege event that took place at that specific castle, they are considered "Castle Defenders" of that castle
  • Castle Defenders are allowed to access a castle at any time, even while no Castle Siege event is currently in progress
  • Additionally, Castle Defenders have the ability to enter or exit the castle by double-clicking the gate, which will put them at a random location on the opposite side (players may do this at most once every 30 seconds)



Castle Gate
  • In order for guilds to gain access the castle (if not considered a Castle Defender) they must first destroy the Castle Gate
  • A Castle's Gate has 10,000 hit points and can be damaged by either Melee Attack or by Siege Cannon
  • A player can perform a Melee Attack against a Castle Gate by double-clicking it, which will cause the player to continually attack the gate every 3 seconds so long as they remain within 1 tile of it
  • Each Melee Attack against the Castle Gate will inflict between 25 to 50 damage upon it
  • If the Castle Gate is reduced to 0 Hit Points, it will be demolished and all players will now be able to freely access the Castle Interior



Siege Cannon
  • When a Castle Siege begins, a Siege Cannon automatically appears outside of the Castle Gate of the respective castle
  • However, the Siege Cannon begins as Inoperable, and requires players to construct it before they may fire it at the Castle Gate
  • A player can perform construction on a Siege Cannon by double-clicking a Siege Tools item, which will cause the player to continually "work" on the cannon every 3 seconds so long as they remain within 1 tile of it
  • Players can craft Siege Tools using Tinkering (each has 500 Charges)
  • Each "work" action consumes 1 charge from the Siege Tools and adds between 50 to 100 Hit Points to the Siege Cannon
  • A Progress Bar above the Siege Cannon shows the construction progress of the Cannon, and any player performing construction on the Cannon will see overhead text and system messages informing them of their current progress


  • When a Siege Cannon reaches 10,000 hit points, it changes color and becomes Operational, and players can now fire it by double-clicking the cannon
  • Firing a Siege Cannon will deal between 1,000 to 2,000 damage to the Castle Gate, and has a 10 second cooldown between any player firing it
  • When the Castle Gate is demolished, the Siege Cannon is returned to its Inoperable state and is no longer used during the event



Siege Mortars
  • At the start of a Castle Siege event, 3 Siege Mortars will appear inside of the Castle Interior that any Castle Defenders can construct and use to defend the castle with
  • Siege Mortars begin as Inoperable and must be constructed similar to Siege Cannons (using Siege Tools), but instead only have only 1,000 Hit Points of construction required before becoming Operable
  • Once constructed, players may fire a Siege Mortar once every 10 seconds by double-clicking it
  • Players must nominate a specific target location for each Siege Mortar, which can be up to 20 tiles away and does not require line-of-sight
  • Mortar fire has a chance to scatter up to 2 tiles away from the target location, but will inflict between 20 to 40 damage to any valid targets within 1 tile of the scatter location
  • In order to be a valid target for mortar fire, the target must be a Castle Siege Participant OR inside of the Castle Interior (which is considered a grey zone)
  • Unlike Siege Cannons, when the Castle Gate is demolished, players may continue to use Siege Mortars (potentially attacking "Castle Defenders" with their own weapons)



Sigil Statue
  • During each Castle Siege, a Sigil Statue will appear inside of the Castle Interior at a randomized location
  • Guilds can earn Control Points during a Castle Siege event by having any guild members within a 10 tile radius of the Sigil Statue during Control Checks




Scoring
  • Castle Sieges are Guild-based, meaning each Guild acts as its own individual team
  • Even though Allied guilds will flag as Green to each other, they are considered seperate teams with their own scores
  • At the end of the Castle Siege event, the guild with the highest score is deemed the winner
  • Players also have their own individual score tracking that is used for determing Rewards and Battle Records, but does not factor into determination of which Guild is the winner of the event


Control Points
  • Control Points for a guild during a Castle Siege are earned by either inflicting Castle Gate damage or Occupying the Sigil Statue


Guild Scoring
  • Every 30 seconds a "Control Check" occurs at the Sigil Statue and any guilds with participating players within 10 tiles is considered to be "Occupying" the Sigil Statue and earns points
  • Any guild that was considered a "Castle Defender" earns 10 Control Points for Sigil Occupation
  • All other guilds earn 30 Control Points for Sigil Occupation
  • The difference in points values earned reflects the fact that "Castle Defenders" have immediate access to the Castle Interior at the start of the event and can begin earning control points immediately, while other guilds must wait until the Castle Gate is demolished before having the chance to earn points from sigil occupation
  • Additionally, guilds earn 2% of all damage inflicted by its players to the Castle Gate as Control Points
  • For example a 30 damage Melee hit to the Castle Gate by a player would earn 0.6 Control Points for their guild or a 1,250 damage Siege Cannon hit to the Castle Gate would earn 25 Control Points for their guild


Player Scoring
  • Whenever a guild earns points for Occupying Sigil Statue, each of the guildmembers nearby will also score Individual Control Points equal to (Guild Points Earned / Guildmembers Present)
  • For instance, if a guild earns 30 Points for Sigil O and has 5 guilds members present, each of those players would earn 30 / 6 = 5 Control Points for their own personal score
  • When a player inflicts Castle Gate damage, they earn Individual Control Points equal to the amount of points earned by the guild (i.e. a 30 damage Melee Hit to the Castle Gate would earn 0.6 Control Points for the guild as well as for the player)
  • As a reminder, individual player scores do not factor into determining the winner of the event


Player Kills
  • Guilds can steal points from enemy guilds by killing their participating players
  • Killing a participating enemy guild player will steal 5% of the enemy team's points total and add it to their own team's total (decimals are used for point values)
  • If a guild is currently at 0 points, no points can be stolen from them


Kill Credits
  • Whenever a player is killed, the player who did the most damage to the target is considered receiving the credit for the kill and their "Kills" stat will be increased by one (this stat is purely for display purposes though)
  • If a kill results in points being stolen from the opposing guild, then every individual player involved in the kill earns "Kill Points" equal to their (% Damage Dealt to Player * Guild Points Stolen)
  • For instance, a guild that currently has a score of 100 Points has a member of their team killed, which would result in 100 * .05 = 5 Points being stolen from them
  • A player who did 50% of the total damage dealt to that killed player would earn 5 * .50 = 2.5 Kill Points for their own individual score tracking
  • A player who did 25% of the total damage dealt to that killed player would earn 5 * .25 = 1.25 Kill Points for their own individual score tracking


Rewards
At the end of the Castle Siege, the Top 3 guilds ranked by Guild Score earn rewards
Additionally, the Top 10 players from each of those guilds will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points)

1st Place Guild
  • Earns 3 Prestige Points
  • The Top 10 participating players each earn 3 Guild Reward Points (formerly known as Faction Reward Points)
  • The Top 10 participating players each will earn 0.01% of the total gold spent by players at town NPC vendors on the server in the last 24 hours (with a minimum of 2500 gold and a maximum of 5000 gold received per player)
  • A Reward Chest containing a Level 4 Treasure Map Chest worth of items is placed inside of the castle for the winning guild to access



2nd Place Guild
  • Earns 2 Prestige Points
  • The Top 10 participating players each earn 2 Guild Reward Points (formerly known as Faction Reward Points)

3rd Place Guild
  • Earns 1 Prestige Point
  • The Top 10 participating players each earn 1 Guild Reward Point (formerly known as Faction Reward Points)


Post-Completion
  • As soon as a Castle Siege event ends, all players currently within the Castle Interior but who were not part of the 1st place guild, are immediately teleported outside of the Castle
  • Additionally, the Castle's Gates are completely restored, and thereby blocking all players except the 1st place guild from re-entering the castle
  • The 1st place guild is now considered to be "Castle Defenders" the next time a Castle Siege occurs at this specific castle again

Guild PvP Event: Dungeon Flashpoints




Locations
  • Dungeon Flashpoints can occur at one of two potential locations in the first level of each dungeon
  • When a Dungeon Flashpoint occurs in a dungeon, all creatures on the first level of the dungeon will be killed (and freely lootable) and will not respawn until after the Dungeon Flashpoint has ended


Participation
  • Players become Participants in the Dungeon Flashpoints by simply entering the level of the dungeon the event is taking place in (or already being inside of the level of the dungeon as soon as the event starts) AND having "Participate in PvP Events" toggled on in their Overview Page of their Guild Menu
  • Players who do not have "Participate in PvP Events" will NOT be able to participate in Dungeon Flashpoints


Zones and Flagging
  • The Dungeon Flashpoint Area is considered to be the entire level of the dungeon the Dungeon Flashpoint event is currently occuring in

While inside the Dungeon Flashpoint Area during a Dungeon Flashpoint event
  • Murderers can participate in Dungeon Flashpoints, however they will NOT receive any special protections and will always flag as Red to all players
  • Participants flag as Green to members of their same Guild or Alliance, but only if that player is also currently a Participant
  • Participants flag as Orange to all other players who are not in the same guild (and not allied) who are marked as Participants
  • Participants may not perform hostile actions to Green (friendly) players
  • Participants may not perform beneficial actions to Orange (enemy) players
  • Non-Participants will flag as Blue to Participants (unless player is murderer)
  • Participants will flag as Blue to Non-Participants (unless player is murderer)
  • Non-Participants may not perform either hostile or beneficial actions to Participants (unless they are a murderer)
  • Criminals will always flag as Grey to all players (i.e. do not receive special handling for event)


Scoring
  • Dungeon Flashpoints are Guild-based, meaning each Guild acts as its own individual team
  • Even though Allied guilds will flag as Green to each other, they are considered seperate teams with their own scores
  • At the end of the Dungeon Flashpoint event, the guild with the highest score is deemed the winner
  • Players also have their own individual score tracking that is used for determing Rewards and Battle Records, but does not factor into determination of which Guild is the winner of the event


Control Points
  • Control during the Dungeon Flashpoint is based upon a "Three-Ring" concept
  • Guilds earn points during the event based on the best "Ring" that their guild currently has guild members occupying

1st Ring
The Central Control Square, marked by tall glowing orbs
Worth 30 points during Control Check


2nd Ring
Any location outside of the 1st Ring, but within 30 tiles of it (and still inside of the dungeon level)
Worth 20 points during Control Check


3rd Ring
Any location outside of the 2nd Ring but still within the dungeon level
Worth 10 points during Control Check



Guild Scoring
  • Every 30 seconds a "Control Check" occurs to determine scoring
  • Guilds earn points during Control Checks based on the "best" ring that they currently have guild members occupying (and they do not have to be the "sole" guild present in that ring to earn points)
  • For example, a guild with participants in both the 1st Ring and 2nd Ring would earn 30 points during a Control Check


Player Scoring
  • During a Control Check, guildmembers earn Individual Control Points based on the ring that they themselves occupy (not the "best" ring of the guild) and divided by the total number of guildmembers in the entire dungeon level
  • For instance, a guild has 10 guildmembers currently in the dungeon level with 4 of them in the 1st Ring and 6 of them in the 2nd Ring
  • The 4 players in the 1st Ring will each earn 30 / 10 = 3 Points and the 6 players in the 2nd ring will each earn 20 / 10 = 2 Points during the Control Check
  • As a reminder, individual player scores do not factor into determining the winner of the event


Player Kills
  • Guilds can steal points from enemy guilds by killing their participating players
  • Killing a participating enemy guild player will steal 5% of the enemy team's points total and add it to their own team's total (decimals are used for point values)
  • If a guild is currently at 0 points, no points can be stolen from them


Kill Credits
  • Whenever a player is killed, the player who did the most damage to the target is considered receiving the credit for the kill and their "Kills" stat will be increased by one (this stat is purely for display purposes though)
  • If a kill results in points being stolen from the opposing guild, then every individual player involved in the kill earns "Kill Points" equal to their (% Damage Dealt to Player * Guild Points Stolen)
  • For instance, a guild that currently has a score of 100 Points has a member of their team killed, which would result in 100 * .05 = 5 Points being stolen from them
  • A player who did 50% of the total damage dealt to that killed player would earn 5 * .50 = 2.5 Kill Points for their own individual score tracking
  • A player who did 25% of the total damage dealt to that killed player would earn 5 * .25 = 1.25 Kill Points for their own individual score tracking


Rewards
At the end of the Dungeon Flashpoint, the Top 3 guilds ranked by Guild Score earn rewards
Additionally, the Top 10 players from each of those guilds will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points)

1st Place Guild
  • Earns 3 Prestige Points
  • The Top 10 participating players each earn 3 Guild Reward Points (formerly known as Faction Reward Points)
  • The Top 10 participating players each will earn 0.025% of the total gold earned cumulatively by all players in dungeons on the server in the last 24 hours (with a minimum of 2500 gold and a maximum of 5000 gold received per player)
  • A Reward Chest containing a Level 4 Treasure Map Chest worth of items is placed on the Central Control Platform, which is only accessible by that guild for the next 10 minutes, but becomes freely accessible to all players after 10 minutes expire



2nd Place Guild
  • Earns 2 Prestige Points
  • The Top 10 participating players each earn 2 Guild Reward Points (formerly known as Faction Reward Points)

3rd Place Guild
  • Earns 1 Prestige Point
  • The Top 10 participating players each earn 1 Guild Reward Point (formerly known as Faction Reward Points)

Guild Blood Feuds
  • Guilds can now create Blood Feuds with enemy guilds
  • Blood Feuds may only occur between two guilds that are currently at war with each other
  • Blood Feuds last until either one guild reaches a "Kills Goal" or the pre-set duration of the Blood Feud has occurred
  • Blood Feuds can be assigned a Prize Amount, which is a gold amount each guild wages from their Guild Treasury (explained later), and the winning guild receives


Creating Blood Feuds
  • A Blood Feuds tab has been added to the Guild Menu on the second Tabs page
  • Players can click the small arrows at the bottom of the page to navigate through different Blood Feud Pages (Active Feuds, Pending Feuds, Create Feuds, Past Feuds)
  • If the guild is currently at war with any guilds (and not already in a Blood Feud with them) they will appear in a list on the Create Feuds page
  • If the guild has no warring guilds currently, the page will be blank except for a message indicating they have no valid warring guilds to choose from



  • Each guild your guild is currently at war with (but not currently in a Blood Feud with) shows in the Create Feuds page
  • Players must be an Officer or Guildmaster of a guild in order to be able to create a new Blood Feud



  • Players can change the Gold Prize amount awarded to the winner of the Blood Feud by typing an amount in the Prize text field and clicking OK



  • Players can change the Total Number of Kills Needed to complete the Blood Feud typing an amount in the Kills Goal text field and clicking OK



  • Players can change the maximum duration length (in number of Weeks) of the Blood Feud by clicking the Left/Right Arrows next to Max Duration
  • A Blood Feud will automatically end if this amount of time passes even neither guild has reached the Kills Goal



  • Clicking the Create button will create the Blood Feud request to the opposing guild



  • Once the Blood Feud request has been made, the opposing guild will have to Accept it
  • Blood Feuds that have been requested, but not yet accepted, will show up in the Pending Feuds page
  • A guild who issues a Blood Feud can cancel it prior to it being accepted by clicking the Rescind button



  • If a guild has received a request for a Blood Feud from another guild, they will find it in the Pending Feuds page and they must click Accept to begin it
  • In order for the Blood Feud to begin, both guilds must fully meet their own guild requirements in regards to being able to pay the Prize Amount or being able to add a new Blood Feud to their list



Active Blood Feuds
  • If a guild accepts a Blood Feud request, and both guilds meet their own internal requirements for Blood Feuds, it becomes Active and now appears on theirActive Feuds page
  • Upon acceptance of a Blood Feud, each guild will have the gold prize amount of the feud (if any) removed from their guild treasury
  • Members of both guilds will then receive a notification that a Blood Feud has begun between them



  • If a guild wishes to Cancel an active Feud, they can toggle the Cancel Feud button
  • While the Cancel Feud button is toggled, if the opposing guild also toggles Cancel Feud, the Blood Feud will be canceled and both guilds will be refunded any Prize gold wagered back to their Treasury



  • Each time a player kills another member of a guild involved in a blood feud, both guilds will receive a text notification
  • Notifications indicate which player killed whom, what the current Kills score of the feud is, the target number of kills required for the feud, as well as how much time is remaining in the feud




Blood Feud Resolution
  • When one guild reaches the Kills Goal, the Blood Feud will end and that guild will be victorious
  • If a Prize amount was specified for the Blood Feud, both guild's gold wager will be placed into the winning guild's Treasury
  • If time expires and neither guild has reached the Kills Goal, the winning guild is whichever guild has the largest number of kills
  • If time expires and both guilds are at the same number of Kills, it will be a draw and both guilds will receive their gold wager back into their Treasury
  • If a guild disbands, they will automatically forfeit any Blood Feuds they are currently taking part in
  • Players can look at past Blood Feuds they have taken part in under the Past Feuds page



  • If a guild has won a past Blood Feud, they can click the Buy Memorial Statue button on the record entry to purchase decorative Blood Feud Memorial Statues commemorating the victory



  • Players can double-click any Blood Feud Memorial Statue to see more details of the feud



  • Any Prize amounts awarded, Wager amounts, or Refunds received from a Blood Feud will appear in the Transactions page of the Guild Treasury Tab (explained in the Guild Treasury patch notes)


Guild Treasuries



  • Guilds now have access to a Treasury to store gold, assign guild dues, manage withdrawal limits for members, track payments, and facilitate Blood Feud management
  • Guildmembers can access the Guild Treasury from the guild menu through the Treasury Tab on the 2nd page of the Guild Tabs List (left side of the menu)


Guild Pay Periods
  • Every guild now has a Pay Period which for all guilds begins at the start of the server week (which is 6pm CST Fridays) and runs anywhere from 1 to 4 weeks from that point (pay period length is set by the guildmaster)
  • At the start of a Pay Period, any ranks in the guild that have Guild Dues set will be assigned them
  • At the start of a Pay Period, any guild ranks that have Withdrawal Limits will have their period withdrawal limit reset to its base amount
  • The guildmaster can change the Guild Dues and Withdrawal Limits for each guild rank on the Treasury Settings page (covered later)


Treasury Overview Page
  • Page 1 of the Treasury is the Overview page
  • At the top of the page is the guild "Total Guild Funds" which is how much gold is sitting in the guild's Treasury
  • "New Period Begins In" indicates when the next guild Pay Period will occur
  • Players can type a gold amount into the text field below "Deposit" and click the Arrow key nearby to place gold from their bank into the guild's Treasury
  • If your guild rank allows you to Withdraw gold from the treasury, you can do so by typing a gold amount in the text field below "Withdraw" and clicking the nearby arrow
  • If a guild rank is expected to pay Guild Dues, they will be listed under "Period Guild Dues"
  • "Current Period Net Balance" indicates the net difference between a player's Deposits and their Guild Dues + Withdrawals for the current Pay Period
  • "Lifetime Net Balance" indicates the net difference between a player's Deposits and their Guild Dues + Withdrawals for their entire lifetime in the guild



  • If a guildmember's guild rank does not allow them to make Withdrawals or they have already withdrawn the limit allowed for their rank for that Pay Period, theWithdraw area will be marked with a large red X and "No Withdrawals Allowed for Rank" will display in grey text on the right side



  • If a guildmember has a "Current Period Net Balance" of a negative amount (either through making Withdrawals or from having Guild Dues assigned to them), they can click the "Pay Off Negative Net Balance" button to make a deposit amount for that exact balance amount



  • Alternatively, players can simply make a stanard Deposit using the text field under "Deposit" and entering that gold amount and then clicking the Arrow button




Member Balances Page
  • Page 2 of the Treasury is the Member Balances page
  • The Member Balances page shows the current Period Balance and Lifetime Balance for all members of the guild



  • Players can use the Search Bar at the top of the page to type in a player's name (or part of it) and click the Arrow key to filter which guildmembers are listed below
  • Players can also click the buttons next to "Player Name", "Period Balance", and "Lifetime Balance" to sort results by those properties



  • Clicking the Waive Balance button next to a player will set their Period Balance and Lifetime Balance back to 0 if it is currently a negative value
  • Players can clear ALL negative balances for all players in the guild by clicking the Clear Negative Balances button
  • Only Officers or Guildmasters may waive player's balances



Member Transactions Page
  • Page 3 of the Treasury is the Member Transasctions page
  • The Member Transactions page shows all Deposits and Withdrawals made by members, sorted by Date
  • Additionally, any gold added to or removed from the Treasury from Blood Feuds will show in the Transactions page



  • Players can use the Search Bar at the top of the page to type in a player's name (or part of it) and click the Arrow key to filter which guildmembers are listed below
  • Players can also click the buttons next to "Player Name", "Transaction Type", and "Amount" and "Data" to sort results by those properties



  • Players can also specify a range of dates to filter, by entering the start date and end date (Month/Day/Year format) and then clicking the Filter Dates button




Treasury Settings Page
  • Page 4 of the Treasury is the Treasury Settings page
  • Only the Guildmaster of a guild is allowed to make changes to settings on this page



  • Guildmasters can change the length of the guild's Pay Period by clicking the left and right arrows next to Guild Period Duration
  • Changing the length of a guild's Pay Period will not take affect until the current Pay Period has ended



  • Guildmasters can set how many Maximum Active Blood Feuds are allowed at one time by entering a value in that field and clicking OK
  • Additionally, guildmasters may set the maximum amount of prize money allowed for Blood Feuds here
  • Any Blood Feuds created by the guild must have a prize amount that is equal or less than the amount specified in the text field as well as being an equal or smaller percentage of the guild's current treasury amount at the time (i.e. a guild would have to have 20,000 gold in the treasury in the image below in order to begin a 10,000 gold Blood Feud)



  • Guildmasters can set a Guild Dues amount for each rank of the guild that is expected to be paid during each Pay Period



  • Guildmasters can set a Maximum Period Withdrawal Limit that dictates the maximum negative Period Net Balance the guild rank is allowed to go (note: both Guild Dues and Withdrawals negatively affect a player's Period Net Balance)
  • It is recommended that guild ranks either have a Period Guild Dues set or a Max Period Withdrawal Limit set, but not both (since Guild Dues are automatically added to a player's Pay Period Net Balance)
  • If a guildmaster wishes for a guild rank to have No Limit on how much gold they can withdraw each Pay Period (meaning they could effectively empty the treasury) they should click the Checkbox underneath "No Limit"


Poker
  • Poker is now available at the Prevalia Casino
  • Players can double-click Carlo the Dealer or say "Dealer" "Casino" "Poker" or "Card" out loud near him to launch the Casino Games gump
  • Currently Prevalia No-Limit Hold-Em Poker is the only game available but Liars Dice will be added soon



Creating or Joining a Game
  • Players can click the Create Game button at the bottom left of the menu to create a new poker game
  • Players can change settings for the match by clicking the small arrows underneath each setting
  • Listing Mode determines which players are able to view your game in the Available Games list
  • Table Mode determines whether players can join your game in progress if a player leaves or is eliminated (Open allows new players and Closed restricts players)
  • Blind Mode determines whether the Small and Large Blinds increase when players are eliminated or leave the table (Fixed Blinds do not change andProgressive Blinds increase as the table player count decreases)
  • Players must have Closed Table Mode in order to select Progressive Blinds
  • Clicking the Create Game button will create the match and allow players to begin joining



  • Small Blinds for games are 1% of the total Buy In and Large Blinds are 2% of the total Buy In for the game
  • If Progressive Blinds have been selected, Small Blinds will increase by a further 1% and Large Blinds by a further 2% for each player that leaves or is eliminated from the game



  • Players can join matches listed by clicking the Join button next to them




  • Once a player has joined a match, they must click the "Ready" button under Current Game before the match may start
  • Players who have clicked Ready will have their name displayed in Green text (and their statue icon will also appear as green)



  • Once the match has the required number of players present, and all players have clicked "Ready", a timer will check every 15 seconds to make sure a player is a "Valid" poker player
  • Players must be inside the Casino itself to be considered a valid poker player
  • Players must have enough gold in their bank box to pay the Buy In amount to be considered a valid poker player
  • Players must be alive to be considered a valid poker player
  • If all players are considered valid, the match will start and the Buy In amount will be withdrawn from each player's bank box




Starting Play
  • The player who is deemed the Dealer during a round has a small cards icon placed next to their chips, and each player who is the Small or Large Blind will have text added to their displayed name; i.e "Luthius (large blind)"
  • Each round begins with Hole Cards being dealt to players and a Small Blind and Large Blind being automatically paid by players
  • All actions that occur during Poker matches are also sent as system messages to players with the text preface of "[Poker]"



  • When it is your turn to act during a round, a bell will sound and the bottom area of the gameplay window will display up/down arrows with chips, as well as a Check/Call/Raise button and a Fold button



  • Each time it is your turn to act, the game will automatically set your starting bet to be enough to Call the current bet
  • Players may click the Up or Down arrows next to each chip type to change their bet
  • Clicking the Blue button will place the bet (and its text will change whether the bet becomes a Check / Call / Raise)
  • Clicking Fold will immediately forfeit the hand



  • Players may message the entire table by clicking the Message Players button



  • Clicking the Leave Game button will queue the player to leave the game as soon as the current round is completed



Timing Out
  • If it is a players turn to act, they have 60 seconds to place their bet
  • When a player has 10 seconds left to place their bet, they will hear an audio cue and receive a warning message
  • If 60 seconds pass without the player placing their bet, they will automatically fold the hand and be charged "1 Timeout"
  • If a player has 5 Timeouts during a Poker Match, they will automatically be removed from the game (as if they had chosen to Leave Game)
  • If a Server Reboot occurs while a match is underway, for the next 10 minutes after the server comes up players will have unlimited amounts of time to place their bets (i.e. wont automatically fold after 60 seconds)


Round and Match Completion
  • When a round completes, all cards relevant to the current winning hand will be highlighted in Green
  • When a player leaves the game or the match completes, if a player has more gold than their Buy In, 10% of their winnings (amount above the Buy In) will be taken as part of the house's cut, known as the Rake


Aug31st2019
Arena Order Matches
  • Players who are not using an Arena Template and have invalid skills/stats in their base character for Order Matches (such as having above 25 Dex, Healing skill, etc) will not be able to participate in matches; these players must create a valid Arena Template without the ruleset restrictions to participate in an Order match for duels and tournaments


Disarm/Hamstring
  • Players having insufficient skills to perform Disarm or Hamstring (such as when they switch from a weapon to Wrestling) will no longer deactive their toggle for Disarm/Hamstring when making swings


Boss Results
  • [BossResults will now automatically update on server reboots


Custodians
  • Custodians should now (finally!) be working properly for both Mini-Bosses and Bosses


Inscription
  • Fixed an issue where Effect Inscription Skill wasn't being properly factored into the Magic Reflection spell's chance to remain active when hit by a creature's spell


Test Center
  • As a policy going forward will likely be wiping Houses on test center whenever we update test center: largely due to players using Test Center as a IDOC research mechanism


June4th2019
Patch Notes

Scissors
  • Scissor usage has been enabled again


Magic Wizards Hat
  • Magic Wizards Hats now take 6 Cloth to craft and 4 Blank Scrolls
  • Magic Wizards Hats should now return 6 Cloth when recycled


Shimmer Lunar Items
  • Additional Shimmer Lunar items have been added to the Prevalia Market (Backpack Dye, Facial Hair Dye, Hair Dye, Furniture Dye, Headwear Dye, Runebook Dye, Shield Dye, Lantern)
  • In the future, each Limited Edition Cloth will be accompanied by these items of the same hue in the Prevalia Market
  • Limited Edition Cloth that has already been issued in the past (such as Shimmer Periwinkle) will likely have these items (but not the cloth) introduced for purchase on the anniversary of when the cloth was initially issued







Interior Decorator
  • The Interior Decorator tool has been redesigned and now allows for X / Y movement of items
  • Players can only moved Locked Down / Secured objects, and cannot move them to tiles currently occupied by creatures/players
  • Movement of items with the Interior Decorator requires the destination location to have a Line of Sight to the original location



Distribution Chest
  • Players can now activate the Distribution Chest gump window while the chest is Locked Down or Secured


Loremaster Achievements and Server Rank
  • Fixed an issue whith Loremaster Achievements being triggered for normal treasure maps
  • Loremaster Achievements and Server Rank have been reset for players and reissued based on the number of Lore Books completed for each player


Creature Releasing
  • Players can now release individual creatures by saying their name + release, such as "albert release"


Shrine Corruption
  • Fixed an issue that was causing Ankhs not to distribute and damage tracking results to display incorrectly


Trades
  • Players can no longer attempt to trade with another player if either one is hidden (this was causing some client crashing and other issues)


Aug22nd2019
Patch Notes

Accuracy Bonuses
  • The adjustment to Accuracy Bonuses from the previous patch has been removed and replaced with the following:
  • Accuracy bonuses to melee weapons from items (Colored Materials, Magical Properties, Aspects, Mastery Chains, etc) are now capped by a player's base melee skill for that weapon

Examples:

A player with 100 Swordsmaship can receive a max of up to +100% melee accuracy bonus from items
A player with 50 Swordsmaship can receive a max of up to +50% melee accuracy bonus from items
A player with 0 Swordsmaship can receive a max of up to +0% melee accuracy bonus from items



House Expansions
  • Players can now increase the maximum number of Co-Owners, Friends, and Ban Capacity of their houses
  • Players can access the House Expansion page for their house by clicking the Expand House button on the Overview Page
  • Clicking the Left and Right arrows in the middle of the House Expansion page will rotate between the type of Expansions available
  • Unlike House Secure expansions, Co-Owner / Friend / Ban List expansions have a flat cost of 100,000 gold (or doubloons) and do not become more expensive if players purchase them multiple times
  • Co-Owner Expansion increases Co-Owners capacity by 15
  • Friends Expansion increases Friends capacity by 50
  • Ban List expansion increases Ban list capacity by 50





Achievements
  • The Remodeler Achievement's description has been adjusted to "Spend Gold on House Expansions" rather than just "House Secures"


Storage Shelves
  • Two new Enhancements from the Player Customizations menu have been added that allow players to unlock additional Storage Shelf Player Profiles for their characters
  • Shelf Life enhancement costs 1,500,000 gold and unlocks one additional Storage Shelf Player Profile for all characters on your account
  • Top Shelf Stuff enhancement costs 3,000,000 gold and unlocks two additional Storage Shelf Player Profiles for all characters on your account
  • Once a player has unlocked additional Storage Shelf Player Profiles, two small arrows along with a Profile number will appear in the bottom bar of the Storage Shelf gump that allows players to rotate through their profiles (area marked in red in the image below)



Echoes
  • Players may now unlock multiple Echoes for their characters, with each subsequent Echo increasing the purchase cost by an additional factor
  • Players now have the option to Push their current stats and skills (i.e what they currently see on their character) to their Echo currently displayed in the Available Echo area
  • Players will receive 3 confirmations before attempting to Push their stats/skills, as this will permanently change that echo to match their current stats/skills


Aug19th2019
Prevalia Market
  • Shimmer Dahlia items have now been made available on the Prevalia Market Merchant
  • Shimmer Solstice items are no longer for sale on the Prevalia Market Merchant


King's Faire
  • Event Scores for the Kings Fair (Week 2) should now be displaying on the [EventScore board
  • We have fixed the issues with Bell Striker and the Drinking Contest and will be reactivating them in the next few hours
  • Adjusted the exit location for Ladder Golf


Gatekeeper
  • Fixed an issue with Gatekeeper (The Masoleum's Boss) having static effects (arcane spheres) that persist after the creature's death


Creature AoE Abilities
  • Added some additional safety checks on various creatures with AoE abilities to prevent players from potentially being hit more than once in a single ability activation


Ship Spawns
  • Ship spawners have been increased in frequency and now occur every 30-60 minutes (previously was every 60 minutes)


Mastery Chain Bonuses
  • Fixed an issue with Trap and Wand Damage bonuses displaying incorrect numbers: correct amounts should be Bronze (4%), Silver (5%), and Gold (6%)


Hidden Creatures
  • Players can now cast Heal, Cure, Bless, or Greater Heal on invisible tamed/summoned creatures they control


Sabeartooth
  • The Trample Trait should now correctly boost Sabeartooth's Chill Charge ability


Cloth Rotation
  • Players can now use the Interior Decorator tool on locked down Cloth and Rare Cloth to rotate them, and in the case of rare cloth (such as Ossuary Cloth), can use it to switch between standard cloth graphic (square) and rare cloth graphic (short + folded)


Treasure Map Chests
  • Fixed a number of invalid locations for Treasure Map Chests (due to previous patch's Map updates)


Tailoring
  • Fixed handling on Tailoring "Melee Damage Reflection" mechanic to correctly use base damage from creatures (before player damage reductions for Aspects, Armor, Arcane Runes, Region Bonuses, etc)


Taunt
  • Players now receive system messages when the Taunt ability's cooldown has expired


Accuracy Bonuses
  • Accuracy bonuses to melee weapons from items (Colored Materials, Magical Properties, Aspects, Mastery Chains, etc) are now capped by a player's base melee accuracy coming from melee skill (i.e. players cannot simply have 0 melee skill and stack Aspects + Mastery Chains + Magical gear to create a dexer-char)

Examples:

A player with 100 Swordsmaship who has a 50% chance to hit their target can receive a max of up to +50% melee accuracy bonus from items (for a total of 100% chance to hit)
A player with 50 Swordsmaship who has a 25% chance to hit their target can receive a max of up to +25% melee accuracy bonus from items (for a total of 50% chance to hit)
A player with 0 Swordsmaship who has a 0% chance to hit their target can receive a max of up to +0% melee accuracy bonus from items (for a total of 0% chance to hit)



Aug10th2019THIS PATCH REQUIRES A MANDATORY FILE PATCH. Please close your client and run your launcher.

As always, please shut everything down to do with Outlands & Run your Launcher as Admin! If your launcher doesn't update, please download a new launcher: http://www.uooutlands.com/download.php

The patcher will download 8 new files. If you need a direct link for the files, you can download them here:

http://74.91.115.223:4594/map0.mul
http://74.91.115.223:4594/statics0.mul
http://74.91.115.223:4594/staidx0.mul
http://74.91.115.223:4594/Gumpart.mul
http://74.91.115.223:4594/Gumpidx.mul
http://74.91.115.223:4594/multi.mul
http://74.91.115.223:4594/multi.idx
http://74.91.115.223:4594/tiledata.mul

and replace your existing file in your Outlands directory.

If you would like to download via a Google mirror, simply download, unzip and replace the files in your Outlands directory using this link:
https://drive.google.com/open?id=1J8x0fpVgFrFoD0abtDSesDUXD1uNNxtO

Corpse Creek Revamp
  • Corpse Creek has been revamped to fix LOS and elevation issues, making it much more suitable for PvP
  • The Chaos Shrine has been removed and replaced with Chaos Hill. The shrine will find a new home in the future.
  • No new placeable housing areas have been added - the terrain was copied exactly.
  • Corpse Creek Contest location has been reconfigured
  • All runes in the Corpse Creek region have been wiped - players will need to re-mark
  • Some houses will be re-located, but maintain their relative positioning - please bear with us while Corpse Creek is under renovation







Fairgrounds
  • A new Festival Island has been added to host upcoming events (namely the King's Faire)



New Orc Fort
  • A new orc fort has been constructed for the Bloodclan orcs group
  • The orc fort is called "Lugrish" and is located southeast of Prevalia
  • The region is Lawless, and indicated by a dirt terrain border and orc standards- enter at your own risk!




Forsaken Keep & the new Druid Glade
  • In preparation for upcoming events, the Forsaken Keep has been made easier to navigate, in addition to a new bridge which extends West
  • A formerly very annoying area of the map to navigate has been redone, and is now known as the Druid Glade
  • The Druid Glade sits south of the Forsaken Keep






Ossuary Dungeon Level 4
  • A new dungeon level has been completed and patched into the map for our arguably most popular dungeon
  • An upcoming event will open the dungeon to everyone, including many new challenges, monsters and tamables





Standalone Mini Boss Rooms
  • All dungeons now feature stand-alone mini boss rooms to accommodate dungeon Custodians in an aim to eradicate boss camming
  • The entrances to these rooms can be found where the locations were originally located


The Mausoleum


Ossuary


Darkmire Temple


Cavernam


Aegis Keep


Boss Room Changes
  • Darkmire Temple boss room has been made larger
  • Cavernam boss room entrance is now located where the mini boss formerly spawned


Darkmire Temple


Cavernam


Shrine Revamps
  • To accommodate the large turnouts and upcoming changes to the shrine system, 50% of our shrine locations have been made larger and easier to navigate
  • The remaining shrines will be revamped in a future map patch





Misc Town Changes
  • A new boat is moored in the Prevalian harbour, which will serve was transport to the King's Faire
  • A comfortable new lodge has been erected on Shelter Island, which will serve as the home base for our Companion system and as a beacon for new players
  • The Cambrian Archaeological Society has secured enough funding to complete their establishment in Cambria, which has a wide display of new artifascts unearthed in Ossuary on display
  • Prevalia Castle's interior coutryard fountain was removed to increase maneuverability
  • Cambria Castle's interior courtyard has been made larger to increase maneuverability


Prevalian Docks


Prevalia Castle courtyard


Shelter Island Companion Hall


Cambrian Archaeological Society


Cambria Castle


New Stygian Rift Arenas
  • Two new arenas have been added to the map for a future system, Stygian Rifts








Aug15th2019King's Faire Festival
  • Fixed [EventScore displays (individual Events were scored correctly, but had an issue displaying combined in the [EventScore gump)
  • Added coding to split the King's Faire into two separate weeks of scoring + prizes (individual event score and overall event scores will be reset at the end of week 1)
  • Bell Striker during week 2 will revert to being more difficult (but has correct score tracking now)

As a reminder, overall event scores for the event are calculated as follows:

Each of the 10 events individually is worth up to 100 Event Score (meaning 1st place in all 10 events would be worth 1000 event score)
For each individual event, players earn 1 event score point for each % their rank place is at; i.e. a player who is ranked 25th out of 50 players for Axe Toss is at 50% rank in the event and would earn 50 event score points towards their [Eventscore total






Prevalia Merchant Add-Ons
Added several new luxury housing Add-Ons available for gold-only purchase in the Prevalia Market, including the following:

Wooden Tub Addon


Marble Bath Addon (East)


Marble Bath Addon (South)


Stone Fishpond Addon


Marble Fishpond Addon



Inn Locations
  • Updated the Inn locations for Corpse Creek and Horseshoe Bay


Treasure Map Locations
  • Fixed a number of Treasure Map locations that had become inaccessible to players after our latest round of map updates (if you find more, please report them to staff)


Dungeon Regions
  • Updated our Dungeon Region code to add in newly added areas (mini-boss rooms) for the purpose of player Tracking (i.e. players cant track out of their current level in a dungeon)


Sabertooth
  • The Sabeartooth Charge ability has been renamed "Chill Charge" and it's Animal Lore ability description now describes the ability correctly (previously was just listed as Charge)


Precursor Guardian and Warden
  • Damage caps have been added for Precursor Guardian and Precursor Warden abilities


Ship Notoriety
  • Players who are in a party will now flag as Green to each other on ships (specifically NPC or enemy player ships)


Ship Bombs
  • Damage inflicted from Ship Bombs now should correctly be attributed to the last ship you came from before placing the ship bomb


Knockback
  • Shrine Boss and Lore Bosses knockback distances have been reduced to 1 tile (since these occur in the overworld and terrain is "variable")


Mount Crash
  • Added additional safety checks for an fluke issue involving server crashes with mount-stashing


Arena Order Matches
Arena Matches with the Order Preset (both Tournaments and normal Duels) now have the following restrictions in place for templates:
  • Dexterity cannot be above 25
  • Anatomy, Arms Lore, Forensic Eval, Parrying, Healing, Poisoning, or Tracking skills cannot be above 0

Effectively Order matches and Tournaments are now "Tank Mage" tournaments, however we will sporadically be hosting Chaos Tournaments at various intervals outside of the normal tournament schedule (these will have at least a week or two advance notice and will be posted in Discord Announcements)


Aspect Gear
  • Players can now steal Aspect Weapons and Aspect Magic Spellbooks (but not normal blessed spellbooks) from other players
  • If a player has their Aspect Weapon or Aspect Magic Spellbook stolen from them, it will lose its current aspect and the player will be refunded an Aspect Activation if they are currently below their maximum for that specific Aspect (players cannot go above their Max Activations)
  • If a player is killed by a Murderer while wearing Aspect Gear or has an Aspect Weapon or Magic Spellbook stolen, it will now also play a notification sound for the player along with the text notification if they have any activations restored (if they were below their activations maximum)


Region Bonuses
  • Corpse Creek has been removed from the server region bonuses pool of available towns


Achievements
  • Recoded achievements so if a player completes an achievement and has extra progress remaining, the remaining amount will be applied to the next relevant achievement in the hierarchy


Ships
  • Using any ship command will reveal the player
  • Players will no longer be flagged for Speech Throttling while on ships
  • Fixed an issue where players would receive multiple notifications for completing Society Jobs for sinking ships


AoE Spells
  • Fixed an issue where Aoe Spells (Meteor Swarm, Chain Lightning, Earthquake) would sometimes cause multiple Mana Refund or Aspect Trigger chances (rather than for single spellcast)


Squelch
  • Fixed an issue where players would sometimes have a persisting Squelch in place for themselves


Ancient Drowned Dragon
  • Fixed an issue where Water Walls from the Ancient Drowned Dragon would persist after ability


Fireworks
  • More fireworks mechanics have been added (we'll be looking at player access for these in the near future)

Discord Bot #livefeed
  • We've divided our Discord bot's feed into multiple channels so players can opt to mute information which is irrelevant to their particular playstyle
  • Factons/PvP/Tournament information will be displayed in #livefeed-pvp
  • Shrine Corruptions and Omniboss notifications in #livefeed-pvm
  • Broadcasts in #broadcasts


Aspect Gear
  • If a player is wearing or carrying Aspect Gear, and is killed by another player (so they receive the "Report Player for Murder" window as a result), they will be refunded the Activations used for their worn and held Aspect Gear and will receive a notification informing them of this


Arena Tournaments
  • Fixed a deserialization issue that was causing Arena Tournament schedule to reset on server reboots (and displaying as "1m remaining" until start)


Phantom Damage
  • Fixed an issue with Timed Statics that was causing "Phantom Damage" to occur to players while no monsters were on screen


Recycling
  • Players will no longer be able to Recycle tool items such as tongs / sewing kits (any item listed under Tools in the Tinkering Crafting Menu)


Fame
  • When a player dies, they normally lose 10% of their total Fame and if it was another player that killed them, that attacking player receives 50% of the amount of Fame lost by the dying player
  • A player now can only receive Fame from killing an individual player at most once every 24 hours (a player will still always lose 10% Fame on every death, however)


Guild Favors
  • All instances of Skill Gain bonus in Stored Favors for guilds has been replaced with Experience Gain (Aspect XP / Mastery Chain XP / Pet XP)


Knockback
  • Non-Boss creatures that have Knockback abilities now will only knock a player back to a maximum of 1 tile away


Scissors
  • Players will no longer be able to use Scissors on Leather-crafted versions of footwear (Boots, Thigh Boots, Shoes, Sandals) but may still use them on Cloth-crafted versions


Female Armor
  • All armor previously designated as Female-Only (such as Bone Skirts, Female Plate Chest) can now be worn by males


Fireworks System
  • Implemented a new version of Vorspire's Fireworks system


Discord Integration
  • Updated several in game events to have Discord notifications generated


Barding
  • Added additional safety checks to prevent potential Barding Effects against bosses from running longer than 60 seconds


Storage Shelves
  • Players should now be able to see and use Orc Helms within the Storage Shelf


Achievements
  • Players can no longer gain progress on the Backstabber Achievement while in town
  • Fixed an issue that was causing Skill Mastery (120 Skills) achievements from being lost on server reboots


Society Jobs
  • Removed the Cannon Shot crafting society job from future society job generation


Pack Animals
  • Pack Horses and Pack Llamas will no longer be revealed while told to "Stay" if they are currently hidden


Cave Gorger
  • Fixed "An Cave Gorger" in Cave Gorger naming


Stealing
  • Added additional safety checks to prevent stealing from occuring in the Arena and Faction Bases


Spellbook Displays
  • Fixed an issue that would potentially cause spellbooks to display as having 65 Spells (this was simply a display issue)


Patch Notes


Tamed / Summoned Creature PvP
  • Fixed several potential issues that were causing player's pets to potentially keep attacking other players with abilities while even in Stop mode
  • Attacking another player's pet will now trigger Heat of Battle if the pet's owner has Innocent or Enemy notoriety to the attacking player


Mastery Chains
  • Fixed an issue with Effective Skill Barding Chain Links (such as Effective Barding Skill, Effective Poisoning Skill) that was causing them to not provide their proper bonuses


Titles Audit
  • We will be performing a Titles Audit upon patching that should clear out "broken" titles for players and grant players all titles for Achievements completed on their account if somehow they dont currently have them


Barding Instruments
  • Magical Flutes are now possible items in loot tables

Dungeon Dyes & Lanterns
  • Dungeon hued Hair and Beard dyes have been added to the loot tables of their respective dungeon
  • Dungeon hued Lanterns have been added to the loot tables of their respective dungeon

Poison
  • Players with Poisoning skill will now use fractional amounts of Poison Charges when inflicting poison with a weapon onto a creature
  • Players will now only lose (1 - (0.50 * (Effective Poisoning Skill / 100)) Poison Charges when inflicting poison from a weapon onto a creature
  • A minimum of 0.20 Poison Charges are used on each poisoning attempt (if players have bonuses to Effective Poisoning Skill such as through Mastery Chain Links)



Boss Abilities
  • Storm Daemon Omni Boss abilities that Stun now will only have a 25% chance to Stun, but their damage has been slightly increased
  • Storm Daemon Thundercloud ability has a longer delay before striking
  • Fixed a rounding error with a delay in the Emperor Dragon's Wing Buffet ability.
  • Fixed an issue with Lord Bile that would sometimes cause perma-squelching for players
  • Fixed an issue with the Ancient Drowned Dragon where wave animations potentially disappeared before reaching their destination


Misc Abilities
  • Updated the algorithm for Knockback pathfinding to potentially avoid placing players/creatures in inaccessible locations
  • Added safety check ranges for Corpse Explosion effects and Vampire Feed abilities


Guild Favors
  • When a player activates a Guild Favor, it will be announced to the guild who activated it


Aspect Gear
  • Players placing Aspect Gear onto a Player Vendor (backpack or paperdoll) will cause the item to lose its current Aspect


Discord Hook
  • Added code that allows us to broadcast messages to Discord based on in-game mechanics (such as various Events occuring, Help Requests, etc)


Crash Fixes
  • Added some fixes for several fluke crash instances (Lava Elemental, Mount Token, Behemoth Basilisk)


Trap Wire
  • Trap Wire now weighs 0.1 stones


Corpses
  • Updated corpse name for Broken Idols


Patch Notes


Armored Magical Wizard's Hat
  • Players may now purchase Armored Magical Wizard's Hats from the Prevalia Market Merchant under the "Masks" category
  • Armored Magical Wizards hats function similar to other masks (count as GM Leather Armor and can be Aspected) and increase Int by 5 and reduce Str and Dex by 5 while worn


Guildstones
  • Fixed an issue where players were unable to place new guildstones


Mastery Chains
  • Players can no longer gain Mastery Chain experience while in the New Player Dungeon
  • Fixed an issue where Follower Damage links werent being properly added to follower damage


Damage Tracking
  • Players damage contributions to boss-level creatures (Lore Bosses, Mini-Bosses, Bosses, Shrine Bosses, Omni-Bosses) will now be tracked if the player is inside of a house when the creature dies (normally this is not the case for normal creatures, in an effort to prevent players from "House Farming" AFK)


Boss Results and Reward Items
  • Guildmasters and Officers in guilds will now receive system messages when a player in their guild has earned a Mastery Chain Link or Token of Heroism (and will be told if the item was added to the player's backpack or will appear on the creature's corpse
  • Guildmasters and Officers can now see in the [BossResults gump window if a player in their own guild earned a Mastery Chain Link or Token of Heroism item during a boss fight (the player's damage entry will be listed in Purple text for players recieving one of these items)


Arena Tournaments
  • Fixed an issue where after an Arena Tournament completes, the Available Tournaments page of the Arena Stone would display details of the last tournament (instead of allowing for signup of the next tournament)


Custodians
  • Custodians will no longer remove player ghosts from dungeons if they have died within the last 15 minutes


Tracking
  • Lore Bosses can no longer be tracked


Omni Bosses
  • The Storm Daemon Omni Boss has had its abilities adjusted to increase its difficulty and tamed creatures affected by "shock" will no longer display overhead text for the effect


Rental Vendor Contracts
  • Players will now only be able to opt out of Rental Vendor agreements if at least (2 Days x Week Duration of contract) remain in the current contract period
  • For example, a 1 Week Contract can only be opted out of if 2 or more days remain on the contract
  • For example, a 3 Week Contract can only be opted out of if 6 or more days remain on the contract


NPC Vendor Items
  • NPC Vendors in towns will no longer resell items that players have sold to them
  • NPC Vendors in towns will be purged of all player-sold items (3.5 million items were currently being stored on NPC Vendors)


Patch Notes

Outlands Lottery
  • Outlands will now have a Monthly Lottery that players can purchase tickets from

Players can purchase Lottery Tickets or view past Lottery results by visiting Gwenyth the Lottery Official at the entrance of the Prevalia Casino and doing any of the following:
  • Double-Clicking Gwenyth
  • Shift-Clicking and selecting "Buy" from Gwenyth's Context Menu
  • Saying "Ticket" or "Raffle" or "Lottery" or "Vendor" out loud near Gwenyth



  • Players can purchase Lottery Tickets by clicking the "Purchase Ticket" button on the Lottery page
  • Lottery Tickets cost 1,000 gold each and must remain in the player's bank box to be valid for a lottery (if they are not in a player's bank box at the time of the drawing, the player will have to wait for the next month's lottery for those tickets)
  • Players will receive a text warning if they remove Lottery tickets from a bank box


  • Players can view past Lottery Results by clicking the Left/Right arrows at the bottom of the Lottery page and navigating to the desired "Lottery End Date" of the drawing they are looking for
  • Lottery Drawings will occur at the start of a new month around the same time as Society Jobs are reset and winners will be announced to all players


  • If a player receives a Winning Lottery Ticket, it will be deposited in their bank box
  • Players can double-click a Winning Lottery Ticket to claim it (either in their backpack or bank box) and receive their reward, which will be deposited into their bank box (using the "Bank Queuing" mechanic if they dont have room for any more items)


  • Monthly Lotteries by default will have 1 Winning Player who will receive 50% of the total gold spent on tickets for that month

However, in lieu of our Casino Jackpot reaching a massive sum, the first month of our lottery will feature a special lottery with multiple winners as follows:

1 Player: 5,000,000 Gold each
10 Players: 1,000,000 Gold each
20 Players: 100,000 Gold each
100 Players: 10,000 Gold each

Players may potentially win multiple rewards from the first month's lottery (i.e. each ticket has a chance to win)



Distribution Chests
  • Distribution Chest have been renabled
  • Fixed an issue where Secured or Locked Distribution Chests were distributing items but not releasing items that were being distributed (i.e. they would stay locked down in players backpacks / banks and would not be movable)
  • Players can now close the Distribution Chest gump window and reopen it and not lose their players list
  • Fixed an issue where players couldn't navigate to additional player pages in the players list
  • The "Single" button has been renamed "Solo"
  • The "All On Screen" button has been renamed "Nearby"
  • Added a "Boss" button which will allow a player who has the [BossResults window open to add all friendly players (party members / guild members) from their currently displayed Boss Event into their Distribution Chest player's list



Tournament Schedule
  • Fixed tournament schedule (should now display correct day of Saturday)


Region Bonuses
  • Experience Gain (Aspect XP, Mastery Chain XP, Pet XP gain rates) will now to be a Region Bonus every week and is now active on the server this week



House Gating
  • Removed the Friend/Co-Owner/Owner requirement to gate into a house location


Custodians
  • Custodians will not respawn at a boss location until 15 minutes after the boss has been killed


Explosion Potions
  • If players throw an Explosion Potion at a creature that has Telekinesis currently cast on it (i.e. the Sticky Explosion Potion mechanic), the explosion will only damage nearby NPCs and never hit nearby players or tamed/summoned creatures


Map Location Audit
  • Conducted an audit of all Treasure Map, Fishing Map, Lumber Map, Ore Map, and Skinning Map and removed a number of locations that are now occupied by houses as well as Fishing Maps in areas such as the Daemon Keep region


Hinder / Entangle
  • Hinder and Entangle will no longer provide flat damage bonuses if already on place on a creature and becoming "stacked"
  • Players who inflict a Hinder effect on a creature (using the Archery Weapon Special) who is already currently Hindered or Entangled will increase their damage against the creature by an additional 50% (bringing the total Weapon Special Damage bonus to +100%)


Taming
  • Players will no longer be able to gain Animal Taming skill while currently within a house


Tamed Creature Releasing
  • Tamed Creatures that are released by their owner will now automatically be Pacified (i.e. Peacemaking) for 1 hour until they are auto-deleted
  • Tamed Creatures will no longer be auto-deleted if released in town; will now simply be Pacified and autodeleted if untamed for 1 hour
  • If a player tames a creature, it will remove any existing Peacemaking / Discordance/ Provocation effect on it (and remove the auto-deletion countdown)



Repentance
  • Players cannot select "Repent" from the Murderer Penalty gump if they have killed players in the last 24 hours players who have not yet made a decision on giving them a murder count or not


Outlands Collectable Cards
  • Fixed card graphics for Cavernam Dungeon, Cavernam Mini-Boss, Cavernam Boss


Stats and Donation Commands
  • Players can now type [Stats to see their Player Stats Profile
  • Players can now type [Donations to launch the donation page


Creature Abilities
  • Bloodworms and Blood Coursers will not attempt to use their Blood Healing ability unless they have lost at least 10% health


Shimmer Lunar Backpack
  • Fixed a spelling typo in the Prevalia Marketplace for Shimmer Lunar Backpacks (was missing the word "Lunar")


Timer Ticks
  • Reverted a code change that may have been causing some instability / unintended randomness in the processing time of certain mechanics (i.e. Timer Ticks)


Patch Notes

Arena Tournament Schedule
  • Arena Tournament weekly schedule will now alternate between 1 vs 1 Order and 2 vs 2 Order Tournaments (no more 3 vs 3 Tournaments or Chaos Tournaments)
  • Fixed several issues with the Arena Tournament scheduling code


Guildstones
  • Players will no longer be able to purchase Guildstones from Provisioners
  • Players can now click the "Create Guildstone" button under the Players page of their house (only the House Owner may do this, however)
  • All House Owners will be refunded 10,000 gold if they have a Guildstone currently locked down in their house



Societies
  • Society Job for "Frozen Remains" has been replaced with "Frozen Dead" and amounts adjusted


Teleport Spell
  • Fixed several issues with the Teleport Spell that were preventing valid teleport locations and allowing some invalid ones


Tamed / Summoned Creatures
  • Using a Context-Menu command for a Tamed or Summoned creature will reveal the player


Clothing
  • Fixed a text display issue Evening Gloves displaying "blessed" and values twice when single-clicked


Poisoned Weapons
  • Fixed an issue where weapons were losing poison charges while attempting to apply poison to a creature already under the same or lower poison level


Remove Trap Spell
  • Players receive a text warning if casting Remove Trap against a player while that player currently has a Remove Trap cooldown still in effect


Shafts
  • Shafts should now properly weigh 0.1 stones each


Item Stacking
  • Fixed an issue where Spell Hue Deeds and Furniture Dyes were not stacking properly


Furniture
  • Small Dyeable Pegboard should now be dyeable


Prevalia Stylist
  • Players who do not have a beard and elect to purchase one from the Stylist will no longer have the beard automatically match their existing hair color


NPC Training
  • Players giving gold to NPCs for training should no longer consume more gold then required for training (i.e. a player dropping 2,000 gold onto a NPC will no longer consume all the gold)


Mounts
  • Fixed several outlier issues where players dying while mounted in dungeons were not able to retrieve their mounts after resurrection


Player Squelching
  • Fixed several issues where players could unintentionally become squelched by creature abililties beyond the duration of the effect (such as Lord Bile's eating ability)


Patch Notes

Prevalia Market
  • Added a new limited edition cloth hue, Shimmer Lunar (hue 2342), to the Prevalia Market
  • Added Distribution Chests to the Prevalia Market (explained later)
  • Added Outlands Collectable Card Tomes to the Prevalia Market (explained later)
  • Added a large number of new decoration furniture items to the Prevalia Market, most of which are dyeable with Furniture dyes

















Prevalia Market Furniture
  • Added the "Furniture" property to a number of existing deco item in the Prevalia Market (such as Wall Shelves and Square Tables) to allow them to be dyed with Furniture Dyes


Monster Shuffle
  • We will be clearing the current Jackpot for Monster Shuffle and will use that gold amount as rewards for our soon to come Midsummer Festival event
  • Adjusted the odds for creature rarity and rebalanced the baseline gold reward amounts for results as follows:

Two From Same Creature Group: 250 Gold x Group Bonus
Matching Pair: 500 Gold x Group Bonus x Match Bonus
Three from Same Creature Group: 1000 Gold x Group Bonus
Three of a Kind: 2000 Gold x Group Bonus x Match Bonus

  • Adjusted the Match Bonuses for Rarity as follows:
Common Creatures: 1x Match Bonus
Uncommon Creatures: 3x Match Bonus
Rare Creatures: 5x Match Bonus


Jackpot Progression
  • Jackpots begin by requiring a player to have a result of 3x Daemons in the same hand
  • For every 1,000,000 gold added to the Jackpot, the type of creature required changes to the next most common Creature Group (i.e. Daemon turns into Wildwood Reaper)
  • There is no jackpot limit, but beyond 30,000,000 gold (since we have 30 Creature Groups) the jackpot will remain at 3x Horse
  • Added a server-wide announcement when a player hits the jackpot as well as sounds + animations in the casino







Monster Shuffle Rares
  • Fixed the graphics on several Monster Shuffle Rares that had incorrect graphics (such as Miniature Guillotine / Miniature Cloth Covered Chair)


Corpse Creek
  • Players should be able to place houses inside of Corpse Creek once again


Barding Skills
  • Players should now be able to gain Barding skill (Peacemaking / Provocation / Discordance) on any creature now (no longer tied to creature difficulty for skill gain chance)


Stealing
  • Players should now be able to lift an recover an item stolen from them and not have to wait 30 seconds for the item to be movable again


Server Rankings
  • Monster Shuffle Server Rank will now be tracked on Net Winnings (Winnings minus Roll Costs)
  • Monster Shuffle Server Ranks will be wiped for players (and from now on using Net Winnings)

Added two new Server Ranking categories:

Omni Boss Slaying
Damage dealt to Omni Bosses

Loremaster
Completion of Level 8 Treasure Maps provided by Lore Tomes




Arena Tournaments
Arena Tournaments will resume under the following 3 week rotation:

Week 1: 1 vs 1 Order Tournament
Week 2: 2 vs 2 Order Tournament
Week 3: 3 vs 3 Order Tournament

We will be recoding the handling on tournament scheduling shortly to allow us to have both scheduled tournaments and impromtu tournaments (such as occasional Chaos Tournaments or Tank-Mage Tuesdays)


Region Bonuses
  • Fixed several issues with various weekly server bonuses not stacking with other bonuses
  • Removed the "Skill Gain" region bonus and replaced it with "Experience Gain" bonus (this will now be one of the 3 weekly bonuses for Dungeons/Wilderness)
  • Experience Gain bonus increases the rate at which players gain Aspect, Mastery Chain, and Pet Experience while in that specific region (or Wilderness)


Aspect Gear
  • The Command "Inspiration" triggered Weapon/Special Aspect Effect now increases Follower damage by 50% + 5% Per Tier Level
  • The Water Armor Aspect Healing effect bonus now applies to all players and creatures healed by the player (including themselves)
  • Fixed an issue where the Fortune Windfall gold loot bonus sometimes wasn't applying correctly to creature gold loot amounts
  • Fixed an issue where players could occasionally trigger an Aspect Weapon or Spellbook special by attacking or casting harmful spells on a friendly creature/NPC (The Command Aspect can still "proc" by casting beneficial spells on your controlled creatures)


Tamed Creatures
  • Fixed an issue with Smoke Drakes / Smoke Dragon's Steam Attack that was not properly attributing damage from the ability to the creature (meaning it didnt show up as overhead damage caused by the "tamer" and wasnt using the PvP damage scalar for tamed creatures)



Guild Boss Summoning
  • Added a Double-Click confirmation to Boss Summoning from the Guild page


IDOCs
  • Recoded the random timer for IDOCs to fix an issue where collapses would often occur at hour-marks


Looting Rights
  • The guild who did the largest total damage to a boss creature (Lore Boss, Mini-Boss, Boss, Omni-Boss) will always have looting rights to that creature (in addition to other players who also qualified for looting rights)



Achievements
  • The Pickpocket achievement (stealing from players) is now worth 3 / 5 / 7 Achievement Reward points for completion

Added new Achievements for the following:

Omni Slaying
Dealing damage to Omni Bosses

Invader
Using Omni Runes to invade another player's Omni Realm instance (can only record 1 invasion per account per Omni Realm instance)

Loremaster
Completing Level 8 Treasure Maps provided by Lore Tomes

Echosmith
Unlocking Echoes on characters (we are planning on allowing for multiple Echoes per character, albeit and exponentially increasing costs)

Remodeler
Using the House Expansion mechanic to spend gold/doubloons to increase the number of Secure Containers in a house


Recycling
  • Fixed several issues from last weeks changes to recycling
  • Player can double-click to convert Raw Fish, Raw Large Fish, and Logs into harvest materials again
  • Players can no longer use Recycling to cut cloth items (must be done with scisors)


Distribution Chests
  • Players can now purchase a Distribution Chest which allows them to distribute the contents of the chest to a specified list of players
  • Distribution Chests can be purchased from the Prevalia Market Merchant
  • Distribution Chests function as a normal chest (lockable / securable), however, when a player double-clicks a Distribution Chest, if they have access rights to it (if it's locked down or secured) they will also have a Distribution Chest Window pop up
  • In the Distribution Chest Window a player can add characters to add to the Distribution List, which is the list of potential players to receive items from the chest
  • Players can click buttons to target and add Single players, all members of their Party, or all players currently on their Screen into the Distribution List
  • Players may only be added to a Distribution List if they are Party Members or Guildmembers of the acting player (this is to prevent players from griefing other nearby players by "sending" them heavy stacks of items or huge piles junk items against their will)
  • When the player is satisfied with their Distribution List, they can click the "Distribute Chest Items" at the bottom of the window
  • However, a player must be inside of a house to in order to Distribute items (this is to prevent players from "distributing" items out of dungeons, during field PvP, or outside of event areas)

  • Upon Distribution, each item in the chest is randomly distributed to a player in the list (attempting to give all players an equal number of items if possible)
  • Each container (such as a bag) inside of the base level of the chest is considered one item
  • Each stack of items (such as gold) is considered one item for distribution purposes
  • If a player receiving items is inside the same house as the distributing player, and has room in their backpack, and is alive, their items will be placed in their backpack
  • If a player receiving items is not in the same house as the distributing player, does not have room in their backpack, or is dead, their items will be placed in their bank box using the Bank Queuing mechanic (will appear as soon as bank has room available for the item)
  • All players who are on the Distribution List will then receive a gump window showing the results of the distribution
  • Each line in the results window shows who received each item, with a backpack icon shown if the item was placed in the player's backpack, or a silver chest if it was placed in their bankbox
  • Afterwards, the Distribution list is cleared



Outlands Collectable Card Tome
  • Players can now purchase an Outlands Collectable Card Tome to store their Outlands Collectable Cards
  • The Outlands Collectable Card Tome is available for purchase on the Prevalia Market Merchant



Outlands Collectable Cards
  • Outlands Collectable Cards will now be dropping as rare loot in a variety of places (Monsters, Chests, Ships, etc)











Test Center Login
  • Players who log into the Test Center will see an overhead notification as well as an audio sound informing them they are on the test center



House Expansions
  • Players now have the ability to increase the number of Secure Containers (and Lockdowns) in their houses and boat houses
  • The Owner of a house can click the "Expand House" button on the Overview page of the house to open the House Expansion window


  • Each House Expansion increases the total number of Secure Containers in the house by 1 and Lockdowns by 175
  • The first expansion costs 100,000 gold and each subsequent expansion increases the cost by a further 100,000 gold (i.e. 1st = 100,000 gold 2nd = 200,000 gold 3rd = 300,000 gold)
  • Click "Expand House" and confirm to apply the Secure Container / Lockdown increase
  • Any increase in Secures / Lockdowns will be stored on the House Deed if the player Demolishes the house and will be reapplied when the house is placed again


  • In both the Real Estate Broker Housing Market window and Purchase House window the text will be listed in Green for a house if it has been expanded and has more than the normal amount of Secures/Lockdowns for that house's base type
  • When a player sells a House Deed via the Real Estate Broker, the value of the house will factor in the gold spent for expansions (i.e. the player will recieve 90% of (Base House Price + Gold Spent on Expansions)



Town Criers
  • Added a Staff system to easily update Town Crier messages for upcoming events and server activities


Damage Entries
  • Recoded handling for Damage Entries to be saved during server resets and reboots
  • Damage Entries for Mini-Bosses and Bosses should now last 1 hour (i.e. will only get wiped if player doesnt damage creature for 1 hour)
  • Damage Entries for Lore Bosses, Omni Bosses and Event Bosses will no longer expire (i.e. wont get wiped ever)


Omni Boss
  • Damage dealt to Omni Bosses should now correctly be tracked for distribution of Mastery Chain Links


Shrine Corruption
  • Damage dealt to Shrine Corruption bosses should now correctly be tracked for distributing Ankh Tokens


Boss Results Gump
  • Fixed an issue with certain Bosses not displaying full data for results (such as all 5 Mastery Chain Links on Omni Bosses)


New Player Dungeon / Societies
  • Players can no longer make progress on Society Jobs from creatures found in the New Player Dungeon


Skill Mastery Scrolls
  • Skill Mastery Scrolls now have different hues based on which "Skill Category" they belong to, in order for players to more easily recognize which ones are valuable to them on corpses and vendors
  • Categories include: Crafting, Taming, Barding, Harvesting, Treasure Hunting, Supplemental Skills, and Misc Skills



Treasure Map Tomes
  • Fixed an issue where level 8 Treasure Maps (from Lore Books) lost their unique hue when removed from Treasure Map Tomes


Ships
  • Fixed an issue with ship sinking and item deletion that should hopefully improve server performance


Timed Statics
  • Overhauled our code-system for Timed Statics (i.e. temporary animation effects on the screen from boss abilities, player special actions, etc) to hopefully improve server performance and reduce long-term lag that occurs when the server has been running for several days consecutively


Patch Notes

Progressive Save Timers
  • Server Saves will now occur at every 10 Minutes + 1 Minute for each consecutive days of server uptime (no crashes/patches)
  • For instance, if the server has been online for 5 days without crashing/patching, server saves will be occuring every 15 minutes


Lift Delays
  • Performing a Lift Action (lifting an item) will no longer create a delay for players to Use an item


Disarm / Hamstring
  • Fixed some issues that may have been causing some players to have their Disarm / Hamstring "untoggled" after various intervals (requiring them to re-toggle it back on)
  • Players who have Hamstring or Disarm set to automatically untoggle will now receive "You may now attempt to Hamstring/Disarm your opponent" messages after swing attempts


Shrine Corruption
  • Each Shrine Corruption Wave creature is now "released" from their summoning portal and appears after a random duration (3-30 seconds)
  • Shrine Corruption Waves now have more creatures per wave (since creature arrival is now randomized / staggered)
  • Volcanic Elemental difficulty has been increased


Custodians
  • Fixed an issue where Custodians were appearing during Summoned Bosses
  • Custodians will now remove any Ghost Players they come across and teleport them to the dungeon entrance


Bosses
  • Hit Points for Bosses (but not Mini-Bosses) have been increased significantly (again!)


Lore Bosses
  • Dramatically increased the difficulty of Lore Bosses summoned from Lore Tomes (Flamekeeper, Echo of a Lost Age, Broodbearer)


Daemon Keep
  • Rift Cultists, Rift Footman, Rift Warrior, Rift Lesser Daemon, and Rift Daemon have all been increased in difficulty
  • Omni Rune drop rates for creatures at Daemon Keep have been moderately reduced


Mountless Regions
  • Fixed an issue where players could summon Mount Tokens in certain Mountless areas (although they would be dismissed as soon as the player moved)


Tamed Creatures
  • Whenever a player or tamed/summoned creature performs a harmful action to another player's tamed/summoned creatures, it will flag them (and their pets) as grey to the victim for the next 2 minutes (this is a safety check to ensure players can fight back against players doing harmful actions to their pets)
  • Tamed/Summoned creatures that have been Pacified with Peacemaking are no longer frozen, and instead may use the following commands: Come, Follow, Stop, Move
  • Fixed an issue that was causing the Mender trait to not grant the full healing bonus to pets
  • Fixed an issue that was causing the Healing Rune to not grant the full healing bonus to pets
  • Phoenix PvP Damage Scalar has been reduced from 0.5 to 0.4
  • Tamed Creature Bleed effects against players now are spread out across 30 seconds (rather than 15) to lower their impact in PvP


Loot Drops
  • Increased the chance that Treasure Maps will "upgrade" to higher levels when dropped as loot
  • Increased the chance that will Magic Weapons, Magic Armor, Magic Spellbooks, and Magical Instruments upgrade to higher levels when dropped as loot


Server Rankings
  • Monster Shuffle Winnings should now show up on the Server Rankings page


Wilderness Spawns
  • Fixed an issue that would sometimes cause wildlife to spawn in player's houses


Creature Abilities
  • Tribal Shaman's special ability will no longer damage targets it does not have LOS to


Patch Notes

Due to the Stack Overflow issue on Friday May 24, the following patch notes items from May 24th have now re-added into this patch and should now be active (see below)
http://forums.uooutlands.com/index.php?threads/patch-notes-for-may-24-2019.2193/


Lore Bosses
  • Lore Bosses should drop a Mini-Boss worth of loot on their corpse again


Paralyze
  • The paralyze spell should work on creatures once again


Cloth Recycling and Scissors
  • Overhauled the code on cloth cutting / scissors handling to streamline the system and ensure uniform handling
  • Clothing, Masks, and Neckwear (scarves/neckerchiefs) can no longer be recycled using the Crafting Menu Recycle mechanic and can now only be cut with scissors
  • Players can now use scissors on any clothing item including donation masks / donation clothing
  • Clothing items that are made with leather or treated as being "leather" in terms of AR (such as masks / evening gloves) will return cloth when cut and this cloth will maintain any special hues


Backpacks
  • Fixed an issue that was causing "phantom" backpacks for players requiring staff intervention to fix


Lore Books and Lore Notes
  • Updated the single-click handling of Lore Books and Lore Notes to display whether the item is Locked Down in a house


Treasure Map Locations
  • Fixed several Treasure Map locations that were in inaccessible locations (unable to double-click the chest) and reorganized the locations of Daemon Keep treasure map locations


Archery Hinder Effect
  • Fixed an issue where performing an Archery attack from stealth and dealing an Hinder effect to a monster was not lasting the intended duration (should be 8 seconds)


Loot
  • Reverted the bumps to Magic Weapon, Magic Armor, Magic Spellbook, and Magic Instrument drop rates from previous patch


Tracking

  • Added a new "Hostile Players" tracking Hunting mode (decpited with Grey + Orange + Red icons) that tracks all players that are grey, orange, or red to the player
  • Fixed some issues that were causing some players to not show up on the Hunting system occasionally
  • Added 3 new additional toggles for players to filter Tracking / Hunting Results
  • Hide Party / Guild when toggled will remove all players in the same party or guild from tracking results / hunting
  • Hide Allies when toggled will remove all members of any Allied guilds from tracking results / hunting
  • Hide House / Ship when toggled will remove all players who are currently in a house or on a ship from tracking results / hunting


Skill Gain
  • Fixed an issue that wasn't properly granting bonus skill gain in the New Player Dungeon
  • Players can now receive a bonus to Magery skill gain rate while in the New Player Dungeon


Patch Notes

Mastery Chains
  • Updated the handling on Mastery Chain "Paperdoll Refreshing" (which occurs when players Recall/Gate/Hike/Moongate travel) to prevent some issues with player backpack item limits
  • Mastery Chains will now never decay if left on the ground


Hinder / Entangle
  • Hinder and Entangle effects should now correctly be dealing damage again to a target if the target is already Hindered or Entangled


Monster Shuffle
  • Player's results for Monster Shuffle now will always be whichever result has the highest gold value (previously a Three-of-a-Kind could potentially override a Matching Pair that was actually more valuable)


Stealing Skill
  • Fixed an issue where a player stealing part of a stack of items would cause the remaining stack portion in the victim's backpack to be unmovable for 30 seconds (will now correctly only set items moved to the thief's backpack as unmovable for 30 seconds)


Backpacks
  • Fixed a potential issue with older characters (who havent logged in in a while) having issues with items being placed in their main backpack


Patch Notes

Casino
  • The Prevalia Casino has been reopened with Monster Shuffle available again
  • Fixed a large number of issues with Monster Shuffle, including Match and Group bonus amounts as well as item loot drop rates
  • The Prevalia Casino is now a Mountless and Stamina-Free zone


Guild / PvP Patch Support
  • Added a large amount of code to support upcoming features for our Guild / PvP patch (this patch is coming to Test Center shortly)




Omni System
  • Fixed an issue that was incorrectly distributing Mastery Chain Links during Omni-Boss fights
  • Players who are allied to a guild can now freely use their summoned Omni Gate as if they were part of the guild


Echoes
  • Players will no longer be able to use Aspect Cores, Aspect Distillations, Arcane Scrolls, or Mastercrafting Diagrams to pay for Echoes
  • Players will still be able to pay for Echos using Gold, Doubloons, and Skill Mastery Scrolls,


Custodians
  • Custodians are now back online at Boss locations and should be working as intended


Mastery Chains
  • Players may now type [MasteryChain to double-click their current Mastery Chain (an entry has also been added to the Mechanics section of the Paperdoll -> Help -> Commands tab for this)


Achievements
  • The Artisan Achievement now uses Aspect Distillations (instead of Aspect Extracts) and the amount per achievement rank has been increased moderately
  • Players must now click twice in order to confirm purchasing Reward Items from the Achievements menu


Arenas
  • Players should now be able to manually double-click weapons and armor in the Arena in order to equip/dequip them during combat (following the normal item restrictions for the duel)


Heat of Battle
  • Fixed a few issues where players with a Heat of Battle longer than 2 minutes (due to PKing with 2+ players) could sometimes reduce it back down to 2 minutes (this is no longer possible)


Creature Abilities
  • Fixed an issue where Antlions and Ankhegs using the Dig ability wouldn't display their damage dealt as coming from the tamer (they should now correctly count as tamed damage)


Lumberjacking
  • The Skill Gain Rate for Lumberjacking has been drastically increased


Housing Gump
  • Fixed several display issues with Black Boxes in the housing display gump



Lore Note Pages
  • Players may now double-click and view Lore Note Pages that are locked down in a house


Boss Creature Carving
  • Mini-Bosses, Shrine Bosses, Omni-Bosses, and Event Bosses now have a uniform "Difficulty" level, when player carve their corpses, that is used to determine amount of Meat, Leather, and other resources that appear on the corpse
  • Mini-Boss Difficulty value for carving is 1000
  • Shrine Boss Difficulty value for carving is 1500
  • Boss Difficulty value for carving is 2000
  • Omni Boss Difficulty value for carving is 5000
  • Event Boss Difficult value for carving is 10000


House Experience and Creature Loot
  • Players who are inside a house when a creature is killed will no longer be considered to have dealt damage to that creature, preventing them from earning Aspect XP, Mastery Chain XP, Society or Achievement Progress, or Tamed Creature XP from the creature


Patch Notes

Achievements Fix
  • Conducted a large audit of Achievements to update player's progress amounts and completions for achievements (will take roughly 30 minutes to perform after patch goes live)
  • Fixed a number of issues where player's total achievements were above the maximum number for each category
  • Aspect Mastery achievements should now track properly


Mastery Chains
  • Added a fix for Mastery Chains sometimes "disappearing" from player's paperdolls (they are still there, just not visible to the player)
  • Whenever a player travels (Recall/Gate/Moongate/Hiking) Mastery Chains should reappear on the player's paperdoll if they were not visible


Guild Boss Summoning
  • Players must now be at least Officer or Guildmaster rank in a guild to use the Boss Summoning mechanic on the Dungeons Guild page


Player Vendors
  • Fixed an issue where Player Vendors sometimes would not refresh their contracts (would stay at "1m remaining"


Neutral Ships
  • Cleared out a large number of neutral (non-aggressive) NPC ships that had their hulls lockpicked (which is now no longer possible as of last patch)


Murder Penalty Gump Resurrection
  • Players will no longer be able to resurrect inside a house they are not friended to when accepting a Murderer Resurrection Penalty window


Custodians
  • Fixed an issue where Custodians were not disappearing when bosses spawned
  • Fixed an issue where players could sometimes still Track custodians (players should not be able to)


Corpse Creek Contest
  • Fixed an issue where scoring update messages always listed each player's guild as the current leader (instead of the correct leading guild)


Targeting
  • Moving through a Moongate should now cancel any cursors players have up (such as spells / stealing / etc)


Boss Results
  • Added a new Boss Results system that displays how individual players and guilds performed against bosses
  • Players can view Boss Results by typing [BossResults in game
  • Any time a Boss is killed (which includes Mini-Bosses, Bosses, Shrine Bosses, Omni Bosses, and Event Bosses) the results of the boss fight are added to a list of fights that have occured over the last 30 days
  • Players can go back and forth and view previous boss kill details by clicking the "Previous/Next" arrows at the top left of the window
  • For a boss that has just been killed, players who were involved in the fight (either did damage or in the same guild as a player who did damage to the boss) must wait 5 minutes before the boss fight data is added to the list and is viewable
  • Once 60 minutes have passed since a boss has been killed, all players (regardless of involvement in the fight) will see results of the boss fight in their [BossResults menu
  • The delay in Boss Results being added is to prevent players from simply watching the results window and "raiding" groups have just finished bosses




Omni System
  • Changed the Summoning and Server-Wide announcement sound file for the Omni System
  • Fixed an issue where Omni Bosses were tethered to a 50 tiles radius of their spawn location (they now can roam freely through the Omni Lair)
  • Omni Bosses now summon Rift Cultists at various intervals for support

Omni Boss Mastery Chain Link Rewards
  • Completion of a Tome of Heroism now rewards the player with 3 Mastery Chain Links (previously was 2)
  • Omni Bosses now have 5,000,000 hit points
  • Omni Bosses no longer distributes 2 Mastery Chain Links on death
  • Omni Bosses now distribute 1 Mastery Chain Link each time 1,000,000 hit points of damage have been dealt to it, making for a total of 5 Mastery Chain Links to be distributed
  • For each 1,000,000 damage dealt to the Omni Boss, the system looks at which players inflicted that damage and randomly grants a player a Mastery Chain Link in their backpack, with chances matching their damage percentage amounts
  • For example, a player who dealt 100,000 damage (which is 10% of the 1,000,000 total) would have a 10% chance to get the Link
  • If the player who would get the link is either dead or no longer in the Omni Lair, their link will appear on the Omni Bosses' corpse and only that player or their guildmates will be able to lift it for 10 minutes (after 10 minutes any player can lift it off the corpse)



  • For Boss Results for the Omni Boss, damage amounts are broken down by Mastery Chain Links distributed (which is every 1,000,000 hit points dealt)
  • Players can click the Arrows in the upper right corner for the Boss Results window to see how each player and guild performed for each Mastery Chain Link awarded for the Omni Boss
 
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Patch Notes. UPDATED TO 2019-05-01


Hamstring

  • Hamstring has been restored to it's previous handling (3 seconds flat duration, regardless of player Dex)


Tracking

  • Tracking skill cooldown is now 5 seconds (previously was 10)
  • Tracking hunting mode now will activate every 5 seconds
  • Players may now track creatures in dungeons at full distance (tracking players in dungeons remains at 50% of normal max distance)


Echoes

  • The cooldown for Echo activation has been reduced to 12 hours (previously was 24 hours)


Ship Holds

  • NPC Ship Holds are no longer pickable via Lockpicking


Aspect Special Effects

  • Harmful spells cast against Tamed/Summoned creatures will no longer qualify to trigger an Aspect Special


Hiking Locations

  • Fixed an issue where players Unlocked Hiking locations "shifted" by several spots in the Atlas


Houses

  • Players can now Gate/Recall freely into open areas of public houses (only houses set to private require the player to be a Friend/Co-Owner/Owner to Recall or Gate into an area contained in the house)


Behemoth Basilisk

  • Fixed a crash issue with the Behemoth Basilisk
  • Fixed several abilities that werent properly targeting players on Area-of-Effect abilities


Lore Books

  • Players can now view (but not edit) Lore Books that are locked down in houses


Tomes of Heroism

  • Players can now view (but not edit) Tomes of Heroism that are locked down in houses


Tokens of Heroism

  • Players can no longer add a Token of Heroism to a Tome of Heroism while inside a dungeon


Dungeons

  • Tracking distance in dungeons has been reduced by 50%
  • Players will no longer be able to track players or creatures outside of their current dungeon level
  • Removed the mechanic where players logging back into a dungeon after being offline for 10 minutes would teleport them outside the dungeon
  • Players may no longer use bedrolls to log out inside dungeons

Hamstring

  • Hamstring effect duration against players is now 2 + (4 * (Attacker Dex / 100)
  • Hamstring effect duration against creatures is now (2 + (4 * (Attacker Dex / 100)) * 2


Strength and Agility Potions

  • Removed the cooldown on using Strength and Agility Potions


Houses

  • Fixed an issue that was causing House Decay levels to refresh on server reset
  • Housing Decay levels will be reset to their levels as of Friday night
  • Players must be a Friend, Co-Owner, or Owner to be able to enter a House region (such as a courtyard) through Recall, Gate, or Hiking


Outlands Collectable Cards

  • Fixed that background graphics on cards (again!)
  • A Six Month Anniversary Collectable Card has been given to all players




Player Context Menus

  • Context menu entries for players that are conditional (such as Eject from House, Use Stablemaster) will now be displayed at the top of the Shift-Click context menu for players


Mini-Bosses and Bosses

  • Mini-Boss Health has been reduced to 75,000 (from 125,000)
  • Boss Health has been reduced to 150,000 (from 250,000)
  • Existing bosses at the time of the patch will have their previous health amounts, however (newly spawned bosses will have the updated health values)


Stealing

  • Stolen items cannot be lifted by any player for 30 seconds


Arena Tournaments

  • Any player participating in an Arena Tournament will earn at least 3 Arena Reward points for participation
  • We will be restarting the Arena Tournament schedule again shortly, with some new modifications and schedule updates


Faction Struggles

  • Respawn times have been reduced to 90 seconds on death (previously was 2 minutes)
  • The "Fast Respawn" Underdog bonus will now reduce respawn rates by 30 seconds
  • Players will no longer be able to cast Polymorph or Incognito during Faction Struggles
  • Players who become participants in a Faction Struggle will cancel any ongoing Polymorph, Incognito, or Disguise Kit effects


Corpse Creek Contest

  • Players will no longer be able to lift items out of the Corpse Creek Contest Victory Chest while hidden
  • Fixed an issue where players leaving a house to join a Corpse Creek Struggle where being prevent from participating for 5 minutes


Training Dummies

  • Players can now use Training Dummies and Archery Buttes to train up to 70 skill


Lockpicking

  • Fixed an issue where Lockpicking range was 1 tile when using a Lockpicking item and 2 tiles when using the gump (should now be 2 tiles for both)


Achievements

  • The Explorer (Hiking) Achievements are now worth 3, 5, and 7 Achievement Reward points respectively


Alliance Chat

  • Alliance chat will now also preface messages by the player's guild abbreviation


Mastery Chains

  • Players can now craft Mastery Chains using the Tinkering skill
  • Mastery Chains are blessed, wearable items occupying the Talisman slot on a player
  • Mastery Chains can have Links added to them that provide permanent PvM bonuses (i.e. against creatures) to that player
  • Similar to Aspect Gear, Mastery Chains will never provide any bonuses to players who are currently in PvP or have been in combat with another player within the last 2 minutes
  • There are four visual styles of Mastery Chain: Gilded, Exquisite, Fashionable, and Twin Loop
  • The visual style of a Mastery Chain does not affect it's mechanics, simply how it looks




Using Mastery Chains

  • Mastery Chains must be permanently bound to that player in order for that player to receive bonuses from the item
  • Players can have multiple Mastery Chains bound to themselves, although most players will likely maintain just one due to large amount of effort required to upgrade a Mastery Chain
  • Players may choose to simply keep their Mastery Chain in their backpack, rather than wear it (since it takes up a Talisman slot on their character), however they must equip it at least once in order to set that Mastery Chain as their "active" one for bonus purposes
  • Single-clicking a bound mastery chain will display who the owner is




Upgrading Mastery Chains

  • Mastery Chains by themselves will provide no benefit to the player until they add Mastery Chain Linksto the chain
  • Players are allowed to add up to 25 Mastery Chain Links to a Mastery Chain, however they must firstUnlock Links in them by earning xp
  • Players earn xp by performing actions that earn gold (killing monsters / unlocking dungeon chests / etc) while wearing their Mastery Chain
  • Players will earn 1 xp for every 1 gold that they earn (will also be adding other ways to earn XP in the very near future)



  • When players earn enough xp to Unlock a new Link, they will receive a notification that their Mastery Chain has Unlocked a new link
  • Players can unlock up to 25 Links, and they can see how many total they have unlocked at the top of the Mastery Chain gump window (1/25 in this image)
  • If players have any available Unlocked links in their Mastery Chain, they will see one or more Greencolored links in the chain graphic
  • Installing a new Link requires consuming 250 Arcane Essence




Mastery Chain Link Types

  • Mastery Chain Links are very rare loot items that are only available through a few specific game mechanics, or alternatively, purchasable by using a very large number of reward points from certain systems
  • Mastery Chain Links come in 3 different material types: Bronze, Silver, and Gold
  • Each Link has a specific effect or bonus it adds to a player when installed into a Mastery Chain, with that effect/bonus amount increasing based on the material type
  • Silver Links are even more rare than Bronze, and typically will have 25% higher bonus amounts than Bronze Links
  • Gold Links are ultra rare and typically have 50% higher bonus amounts than Bronze Links




Installing Mastery Chain Links

  • If a player has an available unlocked link in their Mastery Chain (displayed in Green at the top chain graphic) players can click the Install Link button in the Mastery Chain gump window to target and add a Chain Link in their backpack to their Mastery Chain



  • Players are allowed to install up to 10 Chain Links of the same bonus effect into a single Mastery Chain, and the cumulative total bonus for each effect is displayed in the Mastery Chain window
  • Players can remove Links by clicking the Remove Links button in the bottom right corner of the window




Removing Mastery Chain Links

  • When Removing Links from a mastery chain, players can click the Left/Right arrows to navigate through their currently installed links, with the selected link denoted with a Green pointer and the individual Link bonus displayed in the bottom panel
  • Clicking the Remove Link red button will remove the highlighted link from the chain and place it back in the player's backpack
  • Players will not receive the 250 Arcane Essence back when removing links, but they will be able to place a new link back into the chain in place of the removed one
  • When a player is done removing links, they can click the Done button in the lower right corner to return to the main page




Acquiring Mastery Chain Links

  • Lore Books and Tomes of Heroism (described later in this patch notes) are sources of Mastery Chain Links
  • Players can also purchase them with reward points from the Arenas, Factions, Achievements, andSociety Reward system menus for a very large number of reward points




Mastery Chain Link Bonus Values

Current values for potential Mastery Chain Links are listed below:








Mastery Chain Link Reforging Tools

  • Due to the scarcity of Mastery Chain Links and because there are over 50 different types of potential randomized bonus effects possible on Mastery Chain Links, it will be very, very difficult for a player to acquire a large number of the matching or similar types of bonuses through pure random chance
  • To address this, players have the opportunity to purchase Reforging Tools, which can be used to alter a Mastery Chain Link to a specific bonus effect
  • There are Bronze, Silver, and Gold Reforging Tools available, and players must use a Reforging Tool of the same material type as the Mastery Chain Link they wish to alter (i.e. Bronze Reforging Tool on a Bronze Mastery Chain Link)



  • Players can double-click the Reforging Tool in their backpack, and then target the specific Mastery Chain Link they wish to alter
  • In the resulting menu, players can use the left/right arrows to rotate through the different bonus effects available that they may to change the Link to
  • When the player is satisfied with their selection, they can click the Reforge Link button to change the bonus on the Link (this will consume the Reforging Tool)



  • Players can acquire Reforging Tools by spending Reward Points from Arena, Achievement, Faction, and Society Reward systems
  • Players can also acquire Reforging Tools by spending gold at the Prevalia Market




Mastery Chain Link Tome

  • Players will now be able to purchase Mastery Chain Link Tomes from the Prevalia Market Merchant as way to store their various Mastery Chain Links they acquire




Boss Summoning and Dungeons Guild Page

  • A second Tabs page has been added to the Guild menu that can be accessed by clicking the Down arrow in the lefthand Tab



  • Players can click the Dungeons tab on the 2nd page of the Tabs menu to see the Dungeons guild page
  • As a guild earns gold by its members killing monsters and unlocking Dungeon Chests in individual dungeons, they make progress towards being able to manually summon the boss of that dungeon



  • When a guild cumulatively has earned 1,000,000 gold in an individual dungeon, the Summon Bossbutton illuminates for that dungeon and the guild is allowed to manually summon that boss one time at a point of their choosing by clicking the button
  • Players cannot summon a dungeon boss if that dungeon boss is already spawned (players will receive a notification informing that the boss is already alive and active)
  • If players summon a dungeon boss, and the normal spawning for that boss occurs while the guild-summoned boss is active, the boss spawner will delay its normal spawning by 60-120 minutes and will try again at that point (and will continue to delay as long as the summoned boss still exists)
  • After a guild summons a boss for a dungeon, their gold progress for that dungeon is reset to 0 and they can respawn the boss again after cumulatively earning another 1,000,000 gold in that dungeon




Tome of Heroism and Omni System


Tome Of Heroism

  • Players can now craft a Tome of Heroism from the Inscription crafting menu
  • Tomes of Heroism are blessed items that players place Tokens of Heroism into in order to complete a collection of Mini-Boss and Boss kills



  • Single-clicking a Tome of Heroism will show how many total tokens have been added to the tome
  • Double-clicking a Tome of Heroism will bring up the Tome's menu which shows a listing for each dungeon Boss and Mini-Boss that exists in game



  • When a Boss is killed, one random player who dealt damage to the boss will earn a Token of Heroism(chance is scaled based on damage dealt by the player)
  • If the player is alive and with 50 tiles of the Boss' corpse, the Token will be placed in their backpack
  • Alternatively, if the player is dead or more than 50 tiles away from the Boss' corpse, the Token will be placed on the Boss' corpse and may only be lifted by that player, guildmates, or party members for the next 10 minutes (after that time any player may lift it from the corpse)



  • When a Mini-Boss is killed, there is a 50% chance one random player who dealt damage to the Mini-Boss will earn a Token of Heroism (chance is scaled based on damage dealt by the player)
  • If the player is alive and with 50 tiles of the Mini-Boss' corpse, the Token will be placed in their backpack
  • Alternatively, if the player is dead or more than 50 tiles away from the Mini-Boss' corpse, the Token will be placed on the Mini-Boss' corpse and may only be lifted by that player, guildmates, or party members for the next 10 minutes (after that time any player may lift it from the corpse)



  • Players can add a Token of Heroism into a Tome of Heroism by double-clicking the Token and targeting the Tome



  • When a Mini-Boss or Boss has its token added to a Tome of Heroism, its icon becomes visible and its listing turns white with a bloody mark



  • Once a player has added a token for every Mini-Boss and Boss to a tome, they receive 2 Mastery Chain Links in their backpack
  • Additionally, players now gain the opportunity to "Summon Omni Gate"




Omni System


Summoning Omni Gates

  • Players who have completely filled a Tome of Heroism with all 18 required Mini-Boss and Boss tokens are allowed to Summon an Omni Gate
  • Players are only allowed to summon one Omni Gate for each completed Tome of Heroism
  • To summon an Omni Gate, the player double-clicks a completed Tome of Heroism and then clicks the "Summon Omni Gate" button in the center of the menu

A player is only allowed to summon an Omni Gate under the following conditions:

  • There is not an active Omni Boss currently alive
  • They are not in a Guarded Region (such as a town)
  • They are not in a Dungeon, Arena, or Faction Base region
  • They are not inside a house or on a ship



  • If they are in a valid outdoor location, clicking the Summon Omni Gate button will begin a summoning effect



  • And an Omni Gate will appear at their location




Omni Gates

  • Only the player who summoned the Omni Gate, their guildmembers, and party members are allowed to use the summoned Omni Gate
  • Players attempting to use the Omni Gate will be given a prompt window informing them that their destination, The Omni-Realm, is a Lawless (Grey) region




Omni Realm

  • There are 3 different Lairs in the Omni Realm, and each time a player summons an Omni Gate, it will lead to a randomized Lair
  • Omni Realm Lairs are Lawless (Grey) zones, meaning players can freely attack each other inside










Omni Realm Moongates

  • Each Omni Realm Lair has between 8-10 Moongates around the edges of the Lair that players can use to exit back to the town of their choice (similar to normal public moongates)
  • Unlike normal moongates, however, players can leave through these moongates even while they have a Heat of Battle activated
  • Every 60 seconds, one randomized moongate in the Lair is determined to be the "Entrance Moongate"
  • Whenever players enter the Omni Realm (by traveling through an Omni Gate) they will appear at the location of the current Entrance Moongate (this is intended to reduce the effectiveness of "camping" locations within the Omni Realm)




Omni Bosses

  • At the center of each Omni Realm Lair awaits one of three randomized Omni Bosses: The Astral Daemon, The Abyssal Daemon, or the Storm Daemon
  • Omni Bosses are powerful, have a very large health pool, and are intended to require a large number of players to fight for a significant amount of time to defeat it



  • Omni Bosses have 750,000 Hit Points
  • Omni Bosses can only be Barded once every 180 seconds
  • Omni Bosses Autodispel every 6 seconds
  • Omni Bosses grant 25 Prestige to the guild dealing the most damage to it
  • Omni Bosses grant 15 Prestige to the guild dealing the 2nd most damage to it
  • Omni Bosses grant 5 Prestige to all other guilds dealing damage to it
  • Omni Bosses have a very large amount of loot (Event Boss level) on their corpse







Omni Boss Completion

  • When the Omni Boss is killed, two random players who dealt damage to the Omni Boss will earn aMastery Chain Link (chance is scaled based on damage dealt by the player)
  • For those players, if they are alive and with 25 tiles of the Boss' corpse, their Mastery Chain Link will be placed in their backpack
  • Alternatively, if those players are dead or more than 25 tiles away from the Omni Boss' corpse, their Mastery Chain Link will be placed on the Omni Boss' corpse and may only be lifted by that player, guildmates, or party members for the next 10 minutes (after that time any player may lift it from the corpse)
  • 60 Minutes after the Omni Boss has been killed, all players currently remaining in the Omni Realm will be teleported (including their pets) back to the last town they have visited via public moongate


The Daemon Keep and Public Omni Gates


The Daemon Keep

  • A new location, The Daemon Keep, has been added to the map
  • An entry for the Daemon Keep has been added to the Atlas under "Points of Interest"
  • The Daemon Keep is a Lawless (grey) zone






  • The Daemon keep is populated by Rift Cultists, who during combat will randomly summon one of several new Rift Daemon creatures



  • When a player kills a Rift Daemon, there is a chance they will drop an Omni Rune on their corpse (chance is increased based on difficulty of the daemon)




Daemon Keep Public Omni Gates

  • If an Omni Boss has recently been summoned and after 60 minutes it is still alive, a number of Public Omni Gates will appear throughout the Daemon Keep



  • Any player can use a Public Omni Gate in the Daemon Keep to gain entrance and "invade" the Omni Realm (since it is a grey zone)
  • Entering the Omni Realm requires a player to have 1 Omni Rune in their backpack (which will be consumed upon entrance)




Lore System

  • The Lore System introduces snippets of world lore unique to the lands of Outlands, encompassing the Creatures, Towns, Dungeons, History, as well as Mythical Figures and Notable Personages of our game world
  • Players will encounter Research Materials throughout their journey, which must be decoded by the player to in order to create a Lore Page, which in turn can then be added to a Lore Book
  • There are over 30 different Lore Volumes in the system, with each individual volume comprising of between 10 to 15 individual Lore Pages on the related subject
  • Players can add Lore Pages to Lore Books to organize them, and if a player manages to add all pages required to complete a specific volume, they will be rewarded handsomely




Research Materials

  • Players can find Research Materials as loot drops from a large number of sources (such as monsters, dungeon chests, treasure maps, etc)
  • Players will use several different skills to decode Research Materials and convert them into Lore Pages,which in turn will be added to Lore Books
  • Players can double-click Research Materials to research (i.e. decode) them



  • Double-clicking Research Materials brings up the Research Page which initially shows a garbled collection of text
  • Players can attempt to decipher the Research Notes by using the Cartography, Detect Hidden, andItem ID skills (100 skill is required for each)




Deciphering Research Materials

  • Clicking the button next to each skill will attempt to decipher part of the Research Materials using that skill
  • Each Research Materials has a randomized "correct" number of uses required for each particular skill type
  • Every Research Material require 5 different "skill clicks" to completely decipher it
  • If the player clicks 5 times but does not perform the required number of uses of each particular skill, the Research Material will reset itself to its original state
  • For example, a Research Materials might require 1 Cartography Use, 3 Detect Hidden Uses, and 1 Item ID use
  • A player clicking a skill that is required will unscramble 20% of the characters on the page to the correct letter they should be
  • A player clicking a skill that is not needed OR clicking that skill more times than is required will scramble 20% of the characters on the page to a different, incorrect letter
  • Players should experiment with click combinations and look to see which combinations result in nearly-formed words




Research Guides

  • Players can now craft Research Guides using the Inscription skill, which can be used when deciphering Research Materials if a player does not have 100 skill or higher for one of the skills (Cartography, Detect Hidden, Item ID) needed
  • Each Research Guides have 250 uses (i.e. "Skill Clicks")



  • If a player has a Research Guide in their backpack, and attempts to decipher a Research Materials using a skill that their player does not have 100 skill points in, it will consume 1 use of the Research Guide and will generate a system message for the player informing them of such




Lore Pages

  • When a player successfully determines the correct combination of skill click needed, the text completely unscrambles and the Research Material is replaced with a Lore Page belonging to a particular lore volume such as "Creatures of Mount Petram"
  • Single-clicking any Lore Page will say the Lore Volume it becomes to, as well as which page number of the volume it is




Lore Books

  • Players can now craft Lore Books using the Inscription skill
  • Lore Books begin as "empty" until a player drops a Lore Page into it



  • If a player drops a Lore Page into an empty Lore Book, that book will now become dedicated to a single lore volume (such as "Creatures of Aegis Keep"
  • Players can also add Lore Pages by clicking the "Add Lore Page" button instead of dropping Lore Pages onto the book itself
  • Players can see which pages have not yet been added to the Lore Book by double-clicking it



  • Players can click the Left/Right arrows at the bottom of the Lore Book to navigate through pages and see existing Lore Page content



  • When players have added all required pages to a Lore Book, they will recieve 1 Mastery Chain Linkand a Legendarily Drawn Treasure Map (level 8)







Lore Bosses

  • Players who dig up a Legendarily Drawn treasure map will encounter a Lore Boss creature that will guard the chest and must be killed before players may access the chest's contents



  • Lore Bosses have similar handling for AutoDispel, Barding Cooldowns, Special Effect Reductions similar to other bosses (albeit at smaller levels)
  • Lore Bosses have 50,000 Hit Points
  • Lore Bosses can only be Barded once every 60 seconds
  • Lore Bosses Autodispel every 10 seconds
  • Lore Bosses grant 3 Prestige to the guild dealing the most damage to it
  • Lore Bosses grant 2 Prestige to the guild dealing the 2nd most damage to it
  • Lore Bosses grant 1 Prestige to all other guilds dealing damage to it




Legendary Treasure Map Chest

  • Among other loot in the Legendary Treasure Map Chest, players will discover a Mastery Chain Linkinside




Prevalia Casino

  • The Prevalia Casino is now open for business!
  • The Prevalia Casino is located to the North East of the Prevalia main bank
  • The first casino game available to players is Monster Shuffle (a slot-based game) with Liars Dice and Poker coming shortly (both are coded, but need some gump work and testing)







Monster Shuffle

  • The first casino game available to players is Monster Shuffle
  • Monster Shuffle is a slot-like game where players try to create matches or sets of creatures




How to Play

  • Players can play Monster Shuffle by double-clicking either a Monster Shuffle Table or Monster Shuffle Cup which are situated against the western wall of the Prevalia Casino (each table has a flashing animation)
  • Each game of Monster Shuffle costs 250 gold
  • Players can click the "Add 1,000 to Balance" button to withdraw 1,000 gold from their bank account and add it to their Monster Shuffle balance
  • If a player leaves the casino in the middle of a game, they can return later and will have the same balance and game status that they had when they left
  • When done playing, players must click the "Collect Balance and Leave" button to deposit their current Balance back into their bank box




Rules of Play

  • Players begin by clicking the Roll button at the bottom center of the Monster Shuffle menu, which removes 250 Gold from the player's Balance
  • The player will then be given three randomized creatures in each of their Monster Shuffle Cups
  • There are 30 different potential Creature Groups (such as Draconic, Skeletal, Reptile, etc)
  • Each individual Creature Group itself has 3 different creatures: a Common, an Uncommon, and a Rare creature (making for a total of 90 possible creatures)
  • Player rewards are adjusted based on the Creature Group as well as the Rarity of creatures involved in the players result



  • After a player's intial Roll, they are given the option for each creature to either Keep it or to Reroll it and receive a new creature
  • Players can click the Diamond button under each cup to toggle whether to Keep that creature or Reroll it
  • Players can choose to Keep or Reroll any number of creatures
  • When the player is content with their selections, they will click the Resolve button to proceed to the final result




Results

  • For each creature the player has opted to Reroll, they will receive a new randomized creature in that cup
  • The game will then check and see whether the player has ended with a winning combination of creatures, and if so, determine rewards

Players win by having any of the following among their results:

  • Two creatures belonging to the same Creature Group
  • Three creatures belonging to the same Creature Group
  • Two of the exact same creature (considered a "Match")
  • Three of the exact same creature (also considered a "Match)




Rewards

  • Players earn a baseline amount of gold for each winning result based on the type of result
  • Reward amounts can then be further multiplied based on the Rarity of the individual creatures involved as well as which Creature Group they belong to
  • Each Creature Group has its own Group Bonus Multiplier which modifies how often the creature comes up (higher value = lower frequency) but also improves the gold reward amount
  • The Rarity of the individual creatures involved in a "Match" affects how often that creature comes up (higher rarity = lower frequency) but also improves the gold reward amount
  • Group Bonus and Match Bonus multipliers are displayed as text underneath each creature's cup



Reward amounts for results are as follows:


Two Creatures from the same Creature Group

Reward = 500 Gold * Group Bonus Multiplier


Three Creatures from the same Creature Group

Reward = 2500 Gold * Group Bonus Multiplier


Two Matching Creatures

Reward = 750 Gold * Group Bonus Multiplier * Match Bonus Multiplier


Three Matching Creatures

Reward = 5000 Gold * Group Bonus Multiplier * Match Bonus Multiplier






  • Players who have winning results also have a chance to earn unique loot items (chances are scaled based on creature rarity and odds of result type)




Pulma Dungeon Expansion

  • Pulma Dungeon has been expanded and will have new spawns soon




Bludchok Orc Fort

  • A new Orc Fort, Bludchok, has arisen just west of the Smugglers Den
  • Bludchok is a Lawless (Grey) region that is Mountless as well as Recall/Gate restricted
  • An entry for Bludchok Orc Fort has been added to the Atlas under "Points of Interest"




Echoes


Basics

  • Players are allowed to create 1 Echo for each of their characters
  • Echoes are a stored snapshot of their character's Stats and Skills at a specific time
  • Players will be able to Activate their Echo at most once every 24 hours
  • Activating an Echo will set that player's Stats and Skills to match those stored in the Echo (and also stores their old Stats and Skills for later retrieval)
  • Players will not be able to Activate an Echo if they have been in any form of PvP in the last 5 minutes or been in any form of combat in the last 2 minutes
  • Players will not be able to Create or Activate an Echo while in the Arena




Echoes Menu

  • Players can access the Echoes system by typing [Echo or [Echoes in game (and will eventually have a button in the Paperdoll -> Help sytem)
  • The left side of the menu displays their character's current Stats and Skills
  • If a character has an Echo, it's Stats and Skills are displayed on the right side of the menu
  • If a character does not currently have an Echo, they can create a new one of their current Stats and Skills by pressing the Diamond button at the top of the menu near "Create Echo of Current Character"
  • Creating an Echo has a substantial cost, and players can click the arrow keys at the top of the menu to rotate through the different ways they can pay to create an Echo of their character

Players can pay to create an Echo of their character with any of the following payment options:

  • 1,000,000 Gold
  • 500,000 Doubloons
  • 10 Mastercrafting Diagrams
  • 75 Aspect Cores (any mixed type)
  • 50 Aspect Distillation (any mixed type)
  • 100 Skill Mastery Scrolls (any mixed skills)
  • 500 Arcane Scrolls


Creation and Activation of Echoes

  • When a character creates an echo, it will immediately adopt their character's current Stats and Skills
  • Characters can Activate their Echo by clicking the Activate Echo button on the right side of the page
  • Activating an Echo immediately sets the player's Stats and Skills to match what was stored in the Echo and stores their characters's old Stats and Skills on the right side of the page where their Echo was (effectively, their old Stats and Skills have now become their new Echo)



  • Players can Activate an Echo at most once every 24 hours
  • Players can view how long they have before they may Activate an Echo at the bottom of the page (if a cooldown is currently in place)




Intent of the Echo System

The intent of the Echo system is to give players who have invested a very large amount of time and/or resources in certain skills (such as Crafting, Harvesting, or Taming) the opportunity to make variations on their character without having to completely build a new character entirely from scratch


For instance, a player with 120 Poisoning who is playing as a Poisoner Mage character may want to diversify and try playing as a Poison Dexer

To accomplish this, the player creates an Echo of their character which stores their current "Poison Mage" Stats and Skills into an Echo

The player then creates their "Poison Dexer" template by reworking thier current character's skills (through normal skill gain and dropping unwanted skills) to the desired amounts


In the image below, the player has Poisoning, Magery, and Magic Resist on both their current character and their Echo, but their current character has dropped Spirit Speak, Taste Id, Wrestling, and Meditation and in exchange for Fencing, Tactics, Healing, and Anatomy


The player is now able to switch between the two builds once per day by clicking the "Activate Echo" button





Achievements

  • We will be running a second Achievements audit script (which will take 20+ minutes to run and process fully) that should resolve issues players had with "List" Achievements such as Zoology, Paragon Hunter, etc where the amounts for player progress were not matching up with the "lists" players had completed
  • The Achievements audit script will also retally player's total completed achievements and total reward points as well as for each category
  • Achievement Category Server Rankings and Player Total Achievement Rankings will now also be updated hourly at the same as the [ServerRanks mechanic updates
  • Updated the description for Lordship Achievement to say "Glorious" Lord / Lady


Housing Decay / IDOCs

  • All houses on the server have been reset to have the "House Decay Stage" that they previously had on Easter Sunday prior to the patch (the patch unintentionally set all houses to "Like New" status)


Factions Struggles

  • Faction Struggle respawn times have been restored to 2 minutes and "Fast Respawn" Underdog bonus is back to 60 seconds


Pack Animals

  • Fixed an issue where players were unable to double-click Pack Animals to access their backpack


Clothing Unbless Deed



  • Players may now purchase a Clothing Unbless Deed from the Prevalia Market Merchant to remove Blessed status from a clothing or mask item


Resource Map Tomes

  • Lumber Map, Ore Map, and Skinning Map tomes with "old" stored values for Min/Max resource amounts (prior to a patch fix about a month ago) should be now updated with new amounts


Custodians

  • Custodians will no longer have any loot nor grant experience to players on death


Camping

  • Fixed an issue where players sometimes would not receive their full damage bonus to spells for having an active Campfire Bonus


Society Taming Jobs

  • Fixed an issue where Taming Jobs available from the Adventurer's Lodge would create taming jobs with astronomical amounts (should resolve on next set of jobs becoming available)


Tamed Creature Charge Ability

  • Reduced the delay on tamed creatures using the Charge ability against other creatures to 0.5 seconds (previously was 1.0 seconds)


Performance

  • Reverting several changes to movement handling and spell casting processing to hopefully improve player performance (will try another coding method to improve performance)


Easter Event



  • An Easter Event will be occuring on Easter (fancy that!)
  • Players will be able to buy limited edition Easter Plants from the Prevalia Market Mechant for gold



Event Details listed on the following forum page

http://forums.uooutlands.com/index....nt-begins-sunday-april-21st-at-12pm-est.2065/



Greater Heal Spell

  • Healing amounts for the Greater Heal spell have been increased to 40-50 (previously was 35-45)


Energy Bolt and Explosion Spells

  • Damage amounts for the Energy Bolt and Explosion spells have been changed to 25-33 (previously were 20-35)


Achievements



  • Fixed several achievements that had unattainable 3rd, 4rd, or 5th tier versions (such as Versatility, Savant, Zoology, Animal Affinity, etc) by assigning new target progress values for each achievement Tier
  • Created an audit tool that will run through all player accounts and should fix a large number of current achievement issues, including granting players credit for achievements they now have "completed" when factoring in updated requirements for adjusted achievements as well as previous issues with achievement points tracking
  • The audit tool will also grant players any missing reward points for Achievements they should have received from achievements completed but somehow missed
  • For achievements that have a "list" of types, such as "Paragon Hunter (Kill Different Types of Paragon Creatures) or Zoology (Tame Different Types of Creatures)", an Info button has been added to the page for that achievement which players can click to see which types of creatures/items/etc they have currently marked off for that achievement


House Decay/Collapse

  • Recoded the entire House Decay/Collapse system to fix a multitude of issues
  • Each Stage of house decay now takes 7 days to pass with the exception of "In Danger of Collapsing", which is a randomized 12-24 hours
  • Players must wait 2 seconds in between lifting items left behind when a house "drops" due to IDOC


Boss-Level Creatures

  • Mini-Boss, Boss, and Shrine Boss creatures have had their Hit Points adjusted and AutoDispel / Barding Cooldowns adjusted (amounts are listed below)
  • Existing creatures (those already spawned at the time the patch goes live) will still have their previous Hit Point amounts, however, and it will only be boss-level creatures that spawn after the patch goes live that have the updated Hit Points


Mini Bosses

  • Mini Bosses now have 125,000 Hit Points
  • Mini Bosses now Autodispel every 8 seconds
  • Mini Bosses can only be Barded once every 90 seconds
  • Mini Bosses can no longer be tracked in dungeons (players will still be able to get Tracking damage and barding bonuses against them however)


Bosses

  • Bosses now have 250,000 Hit Points
  • Bosses now Autodispel every 8 seconds
  • Bosses can only be Barded once every 120 seconds
  • Bosses can no longer be tracked in dungeons (players will still be able to get Tracking damage bonuses against them however)


Boss Custodians



  • Each Boss room (but not Mini-Boss areas) now has a Custodian creature that spawns and patrols the room while the Boss is not currently spawned (and will disappear if the Boss does spawn)
  • Custodians periodically search the Boss room for players and tamed creatures and will reveal any found
  • Revealed players/tamed creatures will have a firefield dropped on them, will be prevented from rehiding for 10 seconds, and will likely be attacked by the Custodian


Shrine Bosses

  • Shrine Bosses now have 250,000 Hit Points
  • Shrine Bosses can only be Barded once every 150 seconds
  • Shrine Bosses now Autodispel every 7 seconds


Event Bosses

  • Players must wait 2 seconds in between lifting items off the corpse of an Event Boss creature (i.e. massive creatures we spawn at the end of major events)


Cambrian Pillared Manor

  • Fixed an issue where areas near the outside pillars wouldnt allow lockdowns, secures, and vendors


Vendor Payments and Contracts

  • Recoded the timer code to fix some issues with proper timing on fee payments and contract renewal times
  • Fixed an issue where players with not enough gold on their vendor were not using gold from their bank to make up the remainder


Storage Shelves

  • Lockpick and Remove Trap Tools now have an increment of 1 for adding/removing to Loadouts (instead of 5 and 2)


Inscription Repair Kits

  • Players can now craft Inscription Repair Kits with Inscription Skill to repair items (such as Magic Spellbooks)


Society Jobs

  • Added Society Jobs for Crafting Inscription Repair Kits


Item Identification

  • Fixed several issues with container search using high levels of Item Identification skill
  • Contents of locked containers will be ignored when using Item Identification to determine the entire value of an object


Time Displays

  • Fixed an issue that was causing some odd numeric displays of time remaining for certain mechanics including "ms"


Gold and Prevalia Coin Piles

  • Fixed a rare issue where Gold or Prevalia Coins could occur in amounts of "0"


Performance Updates

  • Added some code to compensate for latency when casting and moving


Active Skill Gain

  • The Active Skill Gain Mechanic has been removed entirely and all skills that previously could benefit from Active Skill Gain now have had their base skill gain rate increased by 5x normal
  • Lumberjacking skill gain has been substantially increased


Taming Society Jobs

  • Fixed an issue where taming jobs for non-tamable creatures were being generated


Aspect Phylacteries

Players who double-click an Aspect Phylactery now have two options to choose from:

  • 1) Ensure their next Melee Weapon hit or Spellcast with an an aspect weapon or aspect spellbook of that aspect type is a guaranteed Aspect Special
  • 2) Restore one Activation for that particular aspect for the player

Players can only restore an activation if they are missing one (they can't increase their activations available above their current maximum)








Sexychat Crystals


A new item, Sexychat Crystals, has been added to the Prevalia Market Merchant




Players can spend 1 Prevalia Coin per minute to have fun, flirty chat with hot young NPCs just waiting to talk about anything Ultima!




Operators are standing by...






Shrine Corruptions / Treasure Maps / Soceity Job Creatures

  • Fixed an issue that was spawning very high numbers of "Blood" creatures and Doppelgangers for Shrine Corruptions, Treasure Map Creature Spawns, and Society Jobs and should now spawn creatures as intended


Aspect Gear

  • Fixed an issue where players were potentially draining Arcane Essence while not having a valid Aspect Gear Weapon/Spellbook or Armor set in place
  • Fixed several issues where players were not correctly being tracked as having an Aspect Gear in place


Corpse Creek Contest

  • Fixed a display issue with score updates that were incorrectly displaying which guild was currently in the lead score-wise


Faction Struggles

  • Player respawn times after a Faction Struggle death have been reduced to 1 minute (previously were 2 minutes)
  • The Fast Respawn Underdog Bonus now reduces respawn times by 30 seconds (previously was 1 minute)


Arena Rulesets

  • Fixed an issue where Order Rulesets for Arena Tournaments were incorrectly allowing unlimited "Poison Cast Upgrades" (should correctly be 5 per match now)


Rare Cloth Stacking

  • Fixed an issue that was preventing some rare cloth types from stacking


Repair Benches

  • Repair Benches now require a line-of-sight (LOS) in order to use them
  • The maximum number of uses for Repair Benches has been increased to 500 (previously was 100)


Long Overcoat

  • The Long Overcoat clothing item is now Outer Torso layer (previously was Middle Torso)


Trapped Containers

  • Fixed an issue where trapped containers could potentially be detonated on NPC Vendors


Locked Down Item Stacking

  • Players should now be able to stack Gold, Doubloons, Prevalia Coins, Boards, Ingots, and Leather into locked down piles in houses


Placeable Tinker Traps

  • Players must now have 1 tile space in between placed Tinker Traps


Fortune Aspect Traveler's Lantern

  • The hue for Fortune Traveler's Lanterns has been corrected


Autostabling / Retrieving Pets

  • Players "pulling" their pets to them via logging in or retrieving them from the stables will no longer automatically resurrect and/or heal them


Resurrection

  • Players who are Friended to, Co-owner, or Owner of a house may now always resurrect any players while inside that house


Spell Visuals

  • Added caps to the number of displayed spell effects for AoE buff spells (Arch Cure / Arch Protection) when near large groups of players (to prevent potential lag issues)


Gump Backgrounds

  • Fixed a number of gump backgrounds that were showing up as red hue (instead of black)
  • Revised all "black" gump backgrounds to now be "true black" and have much nicer contrast


Movement Handling

  • Added code handling to smooth mounted movement handling for some clients


Housing Decay

  • Fixed a potential issue that was causing IDOC level of houses to sometimes not properly decay at the intended 12-24 hour range


Performance Updates

  • Added some updated handling for "Ticks" and "Timers" to potentially improve server performance
  • Updated the Random Number Generator code to utilize hardware improvements


St Patricks Day

  • Added code for St. Patricks Day event
  • Removed Shimmer Shamrock Cloth from Prevalia Market Merchant


Faction Struggles

  • Players are now considered to be in a Faction Struggle zone if they are inside the town's region OR are within 200 spaces of any Capture or Respawn zone


Society Jobs, Treasure Map Creatures, Shrine Corruption Creatures

  • Fixed an issue that was causing the creature selection for society jobs and spawns on Treasures Maps and Shrine Corruptions to be off (was generating lots of Doppelgangers for Maps)


Houses

  • Players can now refresh their house by either opening the door or double-clicking the house sign as a Friend, Co-Owner, or Owner


Passive Taming Amount Displays

  • Fixed an issue with incorrect displaying of Passive Taming amounts in the Animal Lore gump


Performance Updates

  • Updating handling for player movement code to reduce lag in some instances


St. Patrick's Day

  • Added Shimmer Shamrock cloth (hue 2664) to the Prevalia Market Merchant as a very limited-time cloth this weekend
  • We will be doing a small St. Patrick's day event on Monday the 18th




Aspect Gear

  • Players are now allowed to keep one Aspect Weapon, one Aspect Spellbook, and one Aspect Armor set in their bank (without it losing it's aspect)
  • If a player activates another aspect, however, any stored aspect item in their bankbox of that same type (weapon/spellbook/armor set) will lose it's aspect


Faction Struggles

  • The effective "Zone" for each Faction Struggle now is its respective entire town guard zone (players are considered to leave a Faction Struggle area now when leaving the town)
  • Players who are participating in a Faction Struggle should no longer be able to perform any Harmful/Beneficial actions against non-Participants and vice versa (unless the target player is Criminal)
  • Added a 5 minute post-Faction Struggle threshold for Murderers not to be guardwhacked while in that respective town
  • Players who spawn at a Respawn zone (and not a Capture Zone) will appear at the location hidden, along with their followers, and will not make a "spawn" sound


Corpse Creek Contest

  • Fixed an issue where players in houses were counting as valid participants for control in the Corpse Creek Contest
  • Changed the text hue of the "A Corpse Creek Contest has begun"
  • Added an aditional notification 5 seconds after a Faction Struggle ends notifying players that a Corpse Creek Contest will begin shortly


Murderer Resurrection

  • Fixed an issue where Murderer players weren't receiving the Murderer Resurrection Gump upon resurrection (was always treating player as having been killed in a "Ress Penalty Free Zone")
  • Fixed an issue where Murderers resurrecting sometimes wouldnt receive their required Account Aggression Restriction


Account Aggression Restriction

  • Players who have an Account Aggression Restriction in place can no longer cast any harmful summons (Blade Spirits / Energy Vortex), harmful field spells (Fire Field, Poison Field, Paralyze Field) or AoE spells (Mass Curse, Meteor Swarm, Chain Lighting, Earthquake)


Field Spells and Moongates/Teleporters

  • Players can no longer cast Fire Fields, Poison Fields, and Paralyze Fields within 5 tiles of a Moongate or Teleporter (mechanic already applies to Wall of Stone and Energy Field)
  • Any part of a field that extends out within 5 tiles of a Moongate / Teleporter won't be created


House Resurrection

  • Players may only resurrect inside of houses if they are Friended, Co-Owner, or Owners to it


Player Spell Hues

  • Fixed a large number of issues with Player Customization Spell Hues in game as well as displayed hues icons in the Spell Hues Menu
  • Updated several existing spell hue colors to better match the respective clothing hue / item hue (the hue in the Spell Hue Menu will reflect the adjusted hue number)


Guilds

  • A player who leaves a guild or is dismissed from a guild cannot rejoin another guild for 1 hour


Magic Spellbooks

  • Magic Spellbooks now display an overhead text message when at 20% and 10% uses remaining (and will break when at 0% uses remaining)


House Lockdowns / Secures

  • Fixed a text display issue when locking down / releasing items where the system message text was not factoring in secure containers into the player's remaining lockdown numbers


Clothing Alteration Kits / Dye Tubs

  • Players can no longer dye or alter a clothing/headgear's hue while it has an Aspect activated


Ships

  • Players can now launch ships while on Houseboats
  • A player firing a ship's cannons will now be revealed
  • Fixed an issue where loot drop Ship Upgrade Deeds would sometimes occur that displayed as "Privateer" outfitting upgrade but would actually be a "blank" upgrade (and would show as blank when installed)


Animal Taming

  • Fixed an issue where players were able to gain taming skill on previously tamed creatures
  • Fixed a math rounding error with Passive Animal Taming gains that would sometimes result in players going slightly over the 2.5 Passive Taming Skill Gain cap


Movement Speed Throttles

  • Added some additional safety mechanics to prevent any form of "Speedhack" or issues where players "appear" to be moving faster than possible or floating


Explosive Containers

  • Fixed an issue where player-made explosive containers were dealing much less damage than intended




Arms Lore Context Menu

  • Removed the Arms Lore Context Menu Entry on Weapons, Armor, Instruments, and Magic Spellbooks


Disguise Kits

  • If a player attempts to enter an invalid name while using a Mastercrafted Disguise kit, it will no longer automatically proceed with applying the disguise (will randomly assign a new name but stay in the Disguise Kit gump menu)


Shields

  • Dyed Shields can no longer be added to Storage Shelves
  • Single-clicking a Dyed Shield should now display the hue number

Storage Shelves

  • Players should now be able to add Veterinary Supplies, Boarding Ropes, and Ship Repair Kits to storage shelves


Society Jobs

  • Removed old Aspect Mould items from Society Jobs list and replaced with Aspect Kits


MobileDeltas (Status Bars / Player Values Updates)

  • Fixed an issue where poisoned players / creatures sometimes wouldn't display a green statusbar
  • Fixed a crash issue related to with player values changing


Corpse Creek Contest (now live)

  • 5 Minutes after the completeion of each Faction Struggle, a Corpse Creek Contest will begin
  • The Corpse Creek Contest is a guild-based battle for the town of Corpse Creek that lasts 30 minutes
  • Corpse Creek now has a Control Platform with braziers that light up while the Corpse Creek Contest(CCC) underway
  • Every 30 seconds guilds earn points based on the closest "Ring" that they have any guild members currently occupying
  • Any system message for the Corpse Creek Contest that is sent to players will be prefaced with a "[CCC]" in the text

Ring Occupation

Guilds earn points for the closest ring they have a valid guildmember occupying, as follows:


0-10 Tiles from the Control Platform (1st Ring): 30 Points earned for Guild

11-50 Tiles from the Control Platform (2nd Ring): 20 Points earned for Guild

51-150 Tiles from the Control Platform (3rd Ring): 10 Points earned for Guild


Players must be within the actualy Region of Corpse Creek to be considered occupying a ring (i.e technically there may be several locations that are less than 150 tiles away from the platform but are not considered part of Corpse Creek)



Occupation Restrictions

  • Players who are not in a Guild do not qualify for occupying Corpse Creek
  • Players who are Dead or Hidden do not qualify for occupying Corpse Creek
  • Players who have been on a ship in the last 5 minutes do not qualify for occupying Corpse Creek
  • Players who have been inside a house in the Corpse Creek Region within the last 5 minutes do not qualify for occupying Corpse Creek




Killing Other Players

  • Players who kill another player in of a guild that currently has a higher score than their guild will steal 10% of that guilds total score (both players must be in Corpse Creek)
  • Players who kill another player of a guild that currently has a lower score than their guild will steal 5% of that guild's total score (both players must be in Corpse Creek)




Resolution

Every 5 minutes in the Corpse Creek Contest a bell will toll which will notify players how much time remains in the contest, which guild has the highest score total, and their own guild's score total


At the end of the contest, the guild with the highest score total will receive the following:

  • 3 Guild Prestige Points
  • A randomized Guild Favor that is immediately activated for the guild that lasts for for the next 4 hours
  • 10 Minutes of exclusive access to a Corpse Creek Victory Chest that appears on the Control Platform




Corpse Creek Victory Chest

  • The Corpse Creek Victory Chest contains the the equivalent of a randomized level 4-6 Treasure Map Chest worth of items
  • After 10 minutes have passed, players of any guild may then access any remaining items in the Corpse Creek Victory Chest


Aspect Gear

  • Fixed an issue where players unequipping Aspect Weapons / Aspect Spellbooks while overloaded would lose their item's current aspect


Mana Regeneration

  • Mana Regeneration at 100 INT is now 10% higher than before (10% bonus scales linearly down to 0% bonus at 0 INT)


Harvesting

  • Fixed an issue with harvesting that was causing some invalid land/static tiles to be valid harvesting locations


Player Naming / Disguise Kits

  • Fixed a number of issues where players were able to change their names (via rename deeds / disguise kits) with trailing spaces at the end
  • Any players wearing disguise kits and having names matching players in game have now been given randomized new disguise names


Backend Code

  • Updated the handling for Delta queue processing audit for items and mobiles
  • Reimplementing Vorspire's FastMovement code which should increase performance of stock movement implementation (in theory increase pings)


Housing Lockdowns / Secures

  • Updated the Interior Decorator Tool to have a "Secure" button and the currently selected option will now also display in Green text
  • Whenever players Lockdown, Secure, or Release items in a house it will now display as system message how many lockdowns/secures they have remaining (which will be red text if that amount is zero)
  • Lockdown / Secure overhead text will now display in Green, whereas Releasing overhead text will display in White






Arenas

  • The Arena Stone has been reactivated and players can resume dueling
  • We will be determining a new timeslot for weekly tournaments and will restart the newly Arena Tournament ruleset (last patch) and schedule soon for that new timeslot


Prevalia Market

  • Shimmer Periwinkle Cloth is now available for sale at the Prevalia Market Merchant





Aspect Phylacteries

  • Fixed an issue (again) where Aspect Phylacteries were consuming entire stacks rather than just one on usage


Arena Tournaments

The Arena Tournament schedule has been revised as follows:


Week 1: 1 vs 1 Order Ruleset

Week 2: 2 vs 2 Order Ruleset

Week 3: 1 vs 1 Chaos Ruleset

Week 4: 3 vs 3 Order Ruleset


The Chaos Ruleset for Arena Matches and Arena Tournaments has been updated as follows:







Aspect Activations

  • Fixed an issue where the activations reset timer wasn't restarting after the server migration occurred from Montreal back to Chicago


Aspect Item Tome

  • Fixed an issue where Aspect Tomes were not upgrading correctly displayed amounts after adding stacks


Artisan Tailoring Clothing

  • Any Tailoring-crafted item that requires Mastercrafting Diagrams as an ingredient will have a 100% chance to be made as Exceptional
  • All existing Artisan Tailoring-crafted items have been updated to be Exceptional quality and Mastercrafted

Lumberjacking

  • Fixed a display error when trying to single-click on a non-harvestable item (was saying players were unable to skin that)


Spyglass

Increased the search range for spyglasses for searching for Ships and Fishing Spots based on spyglass quality and materials as follows:


Exceptional Quality: +20% Search Range

Mastercrafted: +20% Search Range


Dull Copper: +20% Search Range

Shadow Iron +25% Search Range

Copper: +30% Search Range

Bronze: +35% Search Range

Gold: +40% Search Range

Agapite: +45% Search Range

Verite: +50% Search Range

Valorite +55% Search Range

Avarite: +60% Search Range



Passive Animal Taming

  • The Animal Lore gump was previously displaying a player's Passive Animal Taming Remaining as "0.0" if that player's Animal Taming skill was at its cap: this mechanic has been removed
  • The Animal Lore gump will always display a player's correct Passive Animal Taming Remaining amount, unless they are at current 120 Animal Taming skill (at which point it wont display Passive Taming at all in the Animal Lore gump)


Items with Rare Cloth Hues

  • Restyled Headgear will now display the specific rare cloth hue name in its Hue description




Spell Fizzle

  • Players can toggle whether to have their distrupted spells perform Spell Fizzle sounds and animations by typing [SpellFizzle OR going to (Paperdoll -> Help -> Commands -> Mechanics -> SpellFizzle)


Alacrity Scroll Purge

  • Deleted over 100,000 expired Alacrity Scrolls from the server


Ship Upgrades

  • Fixed an issue where certain Upgrades in the Ship Gump were displaying as blank text without icons or the option to install / remove the upgrade (such as Privateer Upgrade)


Aspect Gear

  • Fixed an issue with Aspect Gear Activations not resetting after 24 hours
  • Added several additional checks to prevent Aspect Gear from losing their aspect when disarmed/unarmed or moved into nested containers in a player's backpack
  • Aspect Gear should now correctly lose their Aspect when placed in a player's bank box


Faction Struggles

  • Players may at most earn 5 minutes worth of points from controlling a Capture Zone before they must move to another Capture Zone to continue earning Control Points again


Guilds

  • Added several safety checks to handle players changing fealty when no other players in the guild have been marked as potential guildmaster candidates
  • If somehow no players have "votes" for guildmaster in a guild, Guildmaster will default to be assigned to the highest ranking guild member who has been in the guild the longest


Disguise Kits

  • Mastercrafted Disguise Kits should now correctly allow players to change their name


Skinning Map Tome

  • Dullhide Skinning Maps should now work correctly with Skinning Map Tomes


Mining / Shovels

  • Achievements for Mining should now consider colored ores
  • Players will no longer produce any Plant Soil when mining in a house or on a ship


Prevalia Market Merchant

  • Fixed the color of Arcane Rune Tome and Aspect Item Tomes in the Prevalia Market gump


Taunt

  • The Taunt Shield mechanic should now work while at sea


Aspect Overhaul

The Aspect Overhaul is now LIVE


Since this is a rather large change with a lot of working parts, I've placed the patch notes for the Aspect Overhaul at the bottom of the patch notes in its own section

If you currently use Aspect Gear we HIGHLY recommend you read the full writeup for it, as you will be required to do some actions in order to make use of your existing Aspect Gear in terms of the new system for it (including using the new Prevalia Exchange Officer)



Tomes

  • Added Aspect Item Tomes which can be used to store Aspect Cores, Aspect Extracts, Aspect Distillations, and Aspect Phylacteries
  • Added Arcane Rune Tomes which can be used to store Arcane Runes








Aspect Phylacteries

  • Aspect Phylacteries no longer need to be "charged" and will work for any player that has it's respect aspect Unlocked (still uses the Phylactery cooldown timer as before)
  • Aspect Phylacteries are now stackable and weigh .1 stones


Prevalia Exchange Officer



  • A Prevalia Exchange Officer has been added just northeast of Prevalia Bank
  • Players can access the Exchange Office Menu by saying "Vendor", "Convert", "Exchange", "Items" or "Buy" (as well as using the Buy context menu on the NPC)
  • Players can use the Exchange Office Menu to convert Legacy aspect gear (explained in the Aspect Overhaul below) into raw materials that are used in the new aspect system
  • Players can use the Exchange Office Menu to convert leftover Event items into Arcane Essence and potentially other items down the road
  • When Exchanging an item, the system will search both the players's backpack and bank for an item to exchange
  • When Receiving an item, the system will always place the result item/items in the players bank box, and will queue up any items unable to fit (queued bank items will appear in the players bank box the next time they open their bank and their is available space)


Crafted Weapon Accuracy

Crafted Weapons now add an Accuracy bonus against creatures (in addition to their existing Tactics bonuses)

Crafted Weapon Accuracy bonuses are as follows:


Exceptional Weapon (stacks with material bonus): +3% Accuracy against creatures


Dull Copper / Dullwood: +1% Accuracy against creatures

Shadow Iron / Shadowood: +2% Accuracy against creatures

Copper / Copperwood: +3% Accuracy against creatures

Bronze / Bronzewood: +4% Accuracy against creatures

Gold / Goldenwood: +5% Accuracy against creatures

Agapite / Rosewood: +6% Accuracy against creatures

Verite / Verewood: +7% Accuracy against creatures

Valorite / Valewood: +8% Accuracy against creatures

Avarite / Avarwood: +9% Accuracy against creatures



Faction Struggles

  • Removed Faction Struggle locations for Outpost, Terran, Horseshoe Bay, and Corpse Creek
  • Added 5 New Prevalia Faction Struggle events that feature 3 Control Zones (somewhat smaller than before) and 3 Respawn Locations
  • Will be adding several additional 3 Control Zone locations for Cambria and Andaria shortly


Corpse Creek Contest (Currently on Test Center)

  • After each Faction Struggle has ended, a Corpse Creek Contest will begin
  • The Corpse Creek Contest is a guild-based battle for the town of Corpse Creek that lasts 30 minutes
  • Corpse Creek now has a Control Platform with braziers that light up while the Corpse Creek Contest(CCC) underway
  • Every 30 seconds guilds earn points based on the closest "Ring" that they have any guild members currently occupying
  • Any system message for the Corpse Creek Contest that is sent to players will be prefaced with a "[CCC]" in the text

Ring Occupation

Guilds earn points for the closest ring they have a valid guildmember occupying, as follows:


0-10 Tiles from the Control Platform (1st Ring): 30 Points earned for Guild

11-50 Tiles from the Control Platform (2nd Ring): 20 Points earned for Guild

51-150 Tiles from the Control Platform (3rd Ring): 10 Points earned for Guild


Players must be within the actualy Region of Corpse Creek to be considered occupying a ring (i.e technically there may be several locations that are less than 150 tiles away from the platform but are not considered part of Corpse Creek)



Occupation Restrictions

  • Players who are not in a Guild do not qualify for occupying Corpse Creek
  • Players who are Dead or Hidden do not qualify for occupying Corpse Creek
  • Players who have been on a ship in the last 5 minutes do not qualify for occupying Corpse Creek
  • Players who have been inside a house in the Corpse Creek Region within the last 5 minutes do not qualify for occupying Corpse Creek




Killing Other Players

  • Players who kill another player in of a guild that currently has a higher score than their guild will steal 10% of that guilds total score (both players must be in Corpse Creek)
  • Players who kill another player of a guild that currently has a lower score than their guild will steal 5% of that guild's total score (both players must be in Corpse Creek)




Resolution

Every 5 minutes in the Corpse Creek Contest a bell will toll which will notify players how much time remains in the contest, which guild has the highest score total, and their own guild's score total


At the end of the contest, the guild with the highest score total will receive the following:

  • 3 Guild Prestige Points
  • A randomized Guild Favor that is immediately activated for the guild that lasts for for the next 4 hours
  • 10 Minutes of exclusive access to a Corpse Creek Victory Chest that appears on the Control Platform




Corpse Creek Victory Chest

  • The Corpse Creek Victory Chest contains the the equivalent of a randomized level 4-6 Treasure Map Chest worth of items
  • After 10 minutes have passed, players of any guild may then access any remaining items in the Corpse Creek Victory Chest


Corpse Creek Houses

  • Players will no longer receive a "You are entering/leaving a lawless region" when entering/exiting houses inside of Corpse Creek


Tinker Traps




Trap Placement Gump

The Trap Placement gump window has been overhauled and now shows specific details about the trap that would be placed based on:

  • Trap Effect
  • Type of Trap Wire Used
  • Player's Tinkering and Detect Hidden skill
  • Fortune Aspect Armor (if worn)

Trap Placement Cooldown

Players now can place Traps as often as follows based on their Tinkering and Detect Hidden skill:


80+ Tinkering and 80+ Detect Hidden: 3 Traps placeable every 3 minutes

90+ Tinkering and 90+ Detect Hidden: 4 Traps placeable every 3 minutes

100+ Tinkering and 100+ Detect Hidden: 5 Traps placeable every 3 minutes

110+ Tinkering and 110+ Detect Hidden: 6 Traps placeable every 3 minutes

120+ Tinkering and 120+ Detect Hidden: 7 Traps placeable every 3 minutes



New Trap Types

There are now 8 different Placeable Traps types, one for each potion/reagent type (the existing Web trap has been removed)

Players must use the specific potion listed for each trap type in order to place them





Explosion Trap

Uses Greater Explosion Potion

Radius of 2 + 1 Per Trap Wire Level

Inflicts 200 Damage + 25 Per Trap Wire Level to each creature in radius


Poison Trap

Uses Lethal Poison Potion

Radius of 1 + 1 Per Trap Wire Level

Inflicts Lethal Poison to each creature in radius


Bleed Trap

Uses Total Refresh Potion

Radius of 2 + 1 Per Trap Wire Level

Inflicts 150 Bleed Damage + 25 Per Trap Wire Level to each creature in radius


Weaken Trap

Uses Greater Strength Potion

Radius of 2 + 1 Per Trap Wire Level

Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius

Applies a Weaken Effect (Melee Damage reduction of 10% + 2% per Trap Wire Level) for 60 seconds


Chill Trap

Uses Greater Agility Potion

Radius of 2 + 1 Per Trap Wire Level

Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius

Applies a Chill Effect (Melee and Casting Speed reduction of 10% + 2% per Trap Wire Level) for 60 seconds


Enervate Trap

Uses Greater Magic Resist Potion

Radius of 2 + 1 Per Trap Wire Level

Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius

Applies an Enervate Effect (Spell Damage reduction of 10% + 2% per Trap Wire Level) for 60 seconds


Pierce Trap

Uses Greater Heal Potion

Radius of 2 + 1 Per Trap Wire Level

Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius

Applies a Pierce Effect (Armor reduction of 20 + 10 per Trap Wire Level) for 60 seconds


Cripple Trap

Uses Greater Cure Potion

Radius of 2 + 1 Per Trap Wire Level

Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius

Applies a Cripple Effect (Melee Defense reduction of 10% + 2% per Trap Wire Level) for 60 seconds



Trap Wire Levels

Trap Wire Levels are as follows (used to improve damage / effect / radius increases)


Iron Trap Wire (Craftable): Trap Wire Level 0


Bronze Trap Wire: Trap Wire Level 1

Silver Trap Wire: Trap Wire Level 2

Gold Trap Wire: Trap Wire Level 3

Platinum Trap Wire: Trap Wire Level 4





Damage and Effects Skill Scalars

The damage and effects on Traps are scaled based on a player's Tinkering and Detect Hidden skills as follows:


Trap Damage Scalar: ((Tinkering Skill / 100 ) * 0.5)+ ((Detect Hidden Skill / 100) * 0.5)

Trap Effect Scalar: ((Tinkering Skill / 100 ) * 0.5)+ ((Detect Hidden Skill / 100) * 0.5)


So a player will need 100 Tinkering and 100 Detect Hidden to receive 100% of the values listed for each trap type (players may go over 100 skill to increase their damage / effect values beyond 100% of normal)









Criminal Action Notifications

  • Players will now receive a specific notification when commiting a Criminal Action as to what type of action it was, such as "You have committed a criminal act! (corpse looting)"


Prevalia Hiking and Help Stuck Locations

  • Updated the destination locations for using Hiking and Help Stuck and teleporting to Prevalia (after our recent map update to Prevalia)


Mount Tokens

  • Mount Token creatures that are not currently riden will automatically be deleted (can be resummoned as normal however)
  • Fixed an issue where Mount Token creatures were tamable


Outlands Collectable Cards

  • Fixed the background color of Outlands Collectable Cards (should be black again, and not red)


Breath Creatures

  • Untamed Flame Purgers and Corpse Purgers should now be doing their Giant Breath attack against players again
  • Flame Purger and Corpse Purger's PvP Damage scalar has been increased to 40% (from 30%)
  • Tamed Phoenix creature's Giant Breath attack now deals 2 hits to players (instead of 3)


Stealth Backstab

  • Backstab damage taken by tamed creatures (from players and other tamed creatures) has been reduced by 50% of normal


Queued Bank Items Mechanic

  • Updated the Queued Bank Items Mechanic (used for event handouts, Prevalia Exchange Officer, Vendor Decay) to try to stack items into existing piles when a player's bank is at its item limit (previously wouldnt attempt to stack items into existing piles if at max items count already)


Books

  • Players can now copy the contents of a book now using it's Context Menu entry option


Commands and Settings

  • Fixed several typos in commands in the settings menu


Housing Placement

  • Players will no longer be able to attempt to place another house inside an existing house
  • Fixed an issue with Z-Level placements of houses being placed being slightly off
  • Added auditing tools to check for currently invalid house placements on the server (staff function)


Prevalia Inn

  • Fixed the logout region for the Prevalia North Inn (to account for new Prevalia Map changes)


Backend Code (Staff)

  • Multi component lists will now compute their lowest (bottom) and highest (top) z levels as well as the volumetric depth of the structure.
  • Multi component lists will now use the TileFlag enum as opposed to an Int32 to store flags for each tile.
  • Multi component lists tile flags were previously defined as an Int32, but the flags should be at least UInt32 due to the StairRight flag value overflowing Int32.
  • All TileFlags should be serialized as UInt64 for consistency.

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Aspect System Overhaul


Existing Aspect Items


Legacy Aspect Gear

All existing Aspect Weapons, Aspect Armor, and Aspect Spellbooks have been converted to Legacy versions, with the word "Legacy" added in the single-click item description of the item


Legacy Aspect items are permanently blessed but can no longer be equipped or used by a player

Any Legacy Aspect items worn by a player when the patch goes live will be placed in that player's backpack


Players will have the option to receive the raw materials (Aspect Cores, Aspect Distillation, Arcane Essence, Moulds) that were used in crafting what are now considered Legacy Aspect Items by converting them at thePrevalia Exchange Officer






Prevalia Exchange Officer

Players can go to a Prevalia Exchange Officer in the town of Prevalia to convert their Legacy Aspect items into the base materials that were used to craft the Aspect Gear initially


When clicking the button for an entry in the Exchange window, the Prevalia Exchange officer will attempt to find a valid item in the player's backpack or bank and convert it to the items listed on the right side of the Exchange Window


All resulting items received will be placed in the player's bank box (not blessed and can be stolen.)





When players convert Aspect Weapons and Aspect Armor, in additional the Cores/Distillation/Arcane Essence/Moulds used they will receive the original Weapon or Armor used, which will revert to its original colored material and stats (if applicable)


Players can convert Aspect Masks / Aspect Neckwear using the Exchange Officer as well (since they are treated as being Leather Gorgets)






Aspect Kits and Aspect Mould Fragments

The new Aspect system will no longer utilize the previous 4 different Aspect Moulds types from different craft skills and will instead simply use a singular Aspect Kit item


Since the old Aspect Mould system required 1 charge on an aspect mould to create an Aspect Armor piece or 6 charges to create Aspect Weapons, we've created a temporary stackable item called Aspect Mould Fragments that players will receive when converting Aspect Gear


Players receive 1 Aspect Mould Fragment when converting Aspect Armor

Players receive 6 Aspect Mould Fragments when converting Aspect Weapons

Players can exchange 6 Aspect Mould Fragments on the Prevalia Exchange Officer to receive 1 Aspect Kit


Players can also convert any remaining old-version Aspect Moulds they have (such as Smithing Moulds / Carpentry Moulds / etc) to receive Mould Fragments at a rate of 1 Aspect Mould Fragment for each charge remaining on item






Aspect Kits

The next aspect system will now utilize Aspect Kits instead of Aspect Moulds for players to gain access to using Aspect Gear

Players can craft Aspect Kits using the same materials and skill requirements that were previously used to create Aspect Moulds

All four previous crafting skills involved to make Moulds (Blacksmithing, Carpentry, Inscription, Tailoring) will now simply create one item type: Aspect Kits






The New Aspect System


Aspect Mastery

Each individual character will still have their own individual Aspect Tier Levels and Experience amounts for each of the 12 different Aspects (such as Air, Fire, etc) as before

Characters will earn ASpectexperience and level up their individual Aspects by killing creatures while equipped with Aspect Gear of that particular Aspect, same as before


The main change of this new system is how players gain access to using Aspect Gear

  • Players will no longer have permanent Aspect Weapon / Aspect Armor / Aspect Spellbook items
  • Players must now first Unlock an aspect for their character (characters may unlock multiple aspects)
  • Players will be able to Activate an aspect that they have Unlocked several times per day
  • When characters Activate an aspect, they will be able to temporarily apply that Aspect to their currently worn Weapon, Armor, or Spellbook


Aspect Items

The bonuses from a player's worn equipment (such Exceptional Quality, Material Bonuses, Magical Spellbook Bonuses, Slayer Bonuses) will now stack with Aspect Bonuses provided to equipment



Items Losing Their Aspects

  • When a player dies, all Aspect Gear (non-Legacy ones) they have equipped or in their backpack lose their Aspect and revert to its original material/bonuses and hue
  • When a player unequips an Aspect Gear item and places it anywhere other than their backpack, it will lose it's Aspect as well and revert to its original material/bonuses and hue
  • If a player runs out of Arcane Charges (explained later), all of their Aspect Gear they have equipped or in their backpack will lose their Aspect and revert to original material/bonuses and hue


Aspect Mastery Page

Similar to before, players can view the Aspect Mastery page for their character by doing any of the following:

  • Typing [Aspect in game
  • Clicking their Paperdoll -> Clicking Help -> Clicking Aspect Mastery
  • Double-clicking any Aspect Core, Aspect Distillation, or Aspect Kit item





The Aspect Mastery Page is broken into Weapon, Spellbook, and Armor sections





Players can use the Arrow buttons to rotate through different aspects and select which aspect they would like to view or use for that particular item type

Players can see the base bonuses that aspect would provide to the item as well as the bonuses that would be provided based on the character's Aspect Tier Level for that selected aspect


It should be noted that a character's Aspect Tier level and experience is the same and shared across all equipment types (i.e. players do not have an individual Fire Weapon Tier Level that differs from their Fire Spellbook Tier Level nor Fire Armor Tier level; they simply have a Fire Tier Level that applies to all equipment)






Unlocking Aspects

In order for a player to be able to convert their equipment to a particular aspect, they must first Unlock that Aspect for their character

To do this, they must set that particular aspect as the selected one for Weapon/Armor/Spellbook (doesn't matter which), have the items listed in the section window in their backpack, and then click the Unlock Aspect button twice






If the player has the required materials listed (of the matching aspect) in their backpack, they will be consumed and the Aspect will be permanently unlocked for the character






Arcane Essence and Arcane Charges

One of the other major changes to the Aspect System is how Arcane Essence is stored

Previously players had to aply Arcane Essence to individual Aspect Gear items and monitor them

Now, players simply have Arcane Charges stored on their character in a large pool that get consumed when a player uses Aspect Gear


Players can consume Arcane Essence and add Arcane Charges to their players by either:

  • Clicking the Add button in the Aspect Mastery Gump and targeting Arcane Essence in their backpack
  • Double-Clicking Arcane Essence in their backpack and then targeting themselves

As mentioned earlier, if a player runs out of Arcane Charges, all Aspect Gear they have equipped or in their backpack will lose their Aspect and revert to original materials/bonuses






Activating Aspect Gear

Once a character has Unlocked an aspect, they are allowed to Activate it to temporarily convert either their Weapon, Spellbook, or Armor currently worn to be of that Aspect type


Characters by default are allowed 2 Activations per day of every unlocked Aspect (players have ways to increase that amount, however)

Each equipment type counts as an Activation for that Aspect type (i.e. activating Fire Weapon and then Fire Armor would be 2 Activations)


Every 24 hours characters have all Activations for all Aspects restored to their maximum amounts






Increasing Max Activations

As mentioned previously, when characters Unlock an Aspect, they start out with 2 Activations of that Aspect allowed every 24 hours


Players can increase this maximum number by clicking the Increase Max Activations button at the top of the Aspect Mastery Gump and then targeting an Aspect Core matching the type of aspect they wish to increase max activations for






If they have the required materials in their backpack, they will be consumed and the Maximum Activations for that Aspect on the character will be increased by 1






Aspect Gear Bonuses

As mentioned earlier, the new Aspect System now stacks Aspect bonuses on top of the material/magical properties of the item worn (previously all Aspect Gear was treated as GM level)

In order to balance this mechanic, we've had to adjust some of the bonuses provided by Aspect Gear given the range of magical and crafted gear possible



Aspect Weapons

Aspect Bonuses for Melee Accuracy, Tactics Bonus, and Aspect Special Chance are the same for all Aspect types on weapons (only difference for Aspects is Aspect Special Effect)






Aspect Spellbook Bonuses

Aspect Bonuses for Mana Refund Chance, Damage Bonus, and Aspect Special Chance are the same for all Aspect types on spellbooks (only difference for Aspects is Aspect Special Effect)






Aspect Armor Bonuses

A number of Aspect Bonuses for Armor have been redesigned to make some of the lesser used Aspects more attractive and functional (see images below)



























There is a mandatory file patch. Please run your launchers.


Prevalia

  • Prevalia has received a map overhaul with new buildings for upcoming features and systems (such as the Prevalia Exchange Officer and Sieges / Sigils PvP)




Corpse Creek

  • Corpse Creek has received a map overhaul for upcoming features (such as The Corpse Creek Contest PvP system)
  • Fixed a small area of Corpse Creek that wasn't registering as being part of the region (and wasnt flagging as Lawless)




Prevalia Market

  • Valentines Day and Cavernam items have been removed from the Prevalia Market Merchant


Valentines Ostards

  • Valentine Hued Ostards will no longer spawn in the wilderness


Housing Placement

  • Fixed an issue with the Z-Level placement of houses that was caused by clicking a static object (grass/foliage) and was attempting to place at that Z-Level instead of the underlying land level
  • Fixed a few misc issues with calculcating flat land Z-values for houses
  • Created a new "Blacklist" of implaceable tile static IDs to prevent some unintended housing locations
  • The 1 Tile "impassable" border around houses no longer must be flat


Spell Damage

  • Reorganized the back-end code on Spell Damage to clean up some inconsistences with bonuses and scalars interacting with each other


Harvesting

  • Updated the list of valid "Mining" land/static tiles in game to fix some outlier issues
  • Targeting tree foliage will now trigger a smart harvest for Lumberjacking
  • Using Bladed Items on target should be functioning as normal again


Player Enhancements (Customizations)

  • Fixed an issue where players Unlocking certain customizations (such as Hoarder / Bench Player) were not applying correctly
  • Players who have unlocked these customizations should now have them in place


Air Drakes / Air Dragons / White Wyrmlings / White Wyrms

  • The Hues for Air Drakes/Dragons and White Wyrmlings/White Wyrms have been switched (and effects hues updated)
  • Existing versions of these creatures have had their hues swapped


Barbed Prowler

  • Thorns ability now has a 25% trigger chance on receiving Melee Hit (previously was 12.5)
  • Barb Swarm ability now deals (Damage Max x 2) Bleed Damage to all creatures hit (increase of 100%)
  • PvP Damage scalar for Barbed Prowler reduced to 35% (previously was 40%)


Corpse Purger / Flame Purger

  • Corpse Purgers and Flame Purgers will no longer use their Giant Barrage (which inflicts 2 hits in a row) against other players


Elusive Pet Trait

  • Fixed the wording on the description for Elusive Pet trait (was displaying 25% melee defense per 1% health missing, which was incorrect)


Polymorph Spell

  • Players who are under the effect of a Polymorph spell will now correctly display as grey to the player themselves


Ships and Guardzones

  • Players and creatures will always flag as grey to other players and creatures if both are onboard ships, even if in a guardzone (such as near Shelter Island)


Achievements

  • Fixed the Icons for Desert Ostard Mount Token and Forest Ostard Mount Token (were switched)


Hook

  • Fixed an issue where the Hook (Seafarer Society Reward Item) was unintentionally set to Female Only


Resource Maps

  • The amount of colored resources harvested for Lumber, Ore, and Skinning Map have been greatly increased (nearly doubled)


Repair Kits

  • Repair Kits should now fix Instruments and Magic Spellbooks


Passive Animal Taming

  • Players should no longer use up Passive Animal Taming when Animal Taming Skill is toggled Up, but the player is at the Skill Cap and has no other skills toggled to Down for skill gain


Skill Mastery Orbs

  • Players can no longer use a Skill Mastery Orb while they have a Heat of Battle mechanic in place (as well as recently being in player-combat)


Fishing

  • Fixed a number of water tiles that weren't allowing fishing to occur on them


Player Vendors

  • Clothing on Player Vendors can no longer be sold, cut up, or recycled


Object Features (Staff Features)

  • Added a number of admin-only tools to provide emergency support for player object interactions
  • Add global settings support for the object features service
  • Implement checks for all current object feature flags
    Object feature lookups will also include parent types of the given type as a fallback
    Modify InterfaceGump to allow any objects to be presented


Rare Valentines Forest & Frenzied Ostard Hue


  • A limited edition Valentines-hued Forest & Frenzied Ostard are spawning in the wild. They will be available only until February 21st. (1 week)




Prevalian Merchant


  • New limited edition items have been added to the Prevalian Merchant for Valentines Day. They will be available only until February 21st. (1 week)




Shimmer Valentine cloth (hue 2916)

(note: in order to view this new hue you must update your files. Run your launcher.)




Tights

(when dyed another hue, the ingame avatar image will appear darker)




Maidens Robe

(female only)





Rose on a Vine (rose is dyable with Furniture Dye)

Orchid in a Vase

Snowdrops in a Vase

Heart Pillow


Misc

  • Faction Struggle base NPCs should now be properly responding to Red players
  • House placement has been re-enabled (thank you Jaedan)
  • Reds should be able to resurrect as normal
  • A stablemaster and banker have been added to the arena (but are not accessible to Red players)


Valentines Day

  • Updates for Valentines Day creatures / event


Vendors / Rental Vendors

  • Vendors in houses will now utilize the "Bank Item Queuing" mechanic now when they are dismissed / decay
  • "Banking Item Queuing" for vendors has the gold for a dismissed/decayed vendor going into the vendor owner's bank box and all items on the vendor will be "queued" to drop into the owner's bank box
  • Any items that can't fit into the player's bank will be later added when the player opens their bank and if it has room to fit the item
  • Players will recieve a message when opening their bank if they have remaining items queued for their bank
  • Players will no longer be able to recycle, sell, or scissor clothing created by placing a vendor


Weapon Poison

  • Fixed an issue where players using Poisoned weapons against creatures would sometimes lose charges if their weapon's poison is the same level as what's currently on the creature already


Barding / Taste ID Group Effects

  • Readded visuals / sounds when players reapply Barding Song and Taste ID Poultice Effects to players before existing ones have expired


Tracking

  • Players who are using the Hunting mechanic for Tracking will no longer track any players currently in Houses
  • Players who are tracking for Blue, Grey, or Red players will not display members of their own guild or party in their results list


Ship Crewmembers

  • Fixed an existing issue with Ship Crewmembers not getting their correct stats/skills/abilities and those values not applying correctly to their ship (if installed)


Treasure Map / Resource Map Locations

  • Adjusted a number of locations for Treasure Maps / Resource Maps that were in invalid locations or housing-friendly areas


Tinkering Menu

  • Fixed a redundant menu listing for Utility ("Utility Items" already exists)


Faction Base Bankers and Stablemasters

  • Fixed an issue where Murderers and Criminals couldnt use Faction Base Bankers and Stablemasters


Phase Spider

  • Fixed an issue where the Phase Spider Shrine Boss was giving more Guild Prestige than intended


Dungeons

  • Players who log into a dungeon after having been logged out for more than 10 minutes will be teleported (along with their pets) to the dungeon entrance and will be placed hidden


Ghost Visibility

After a player has been a ghost for 5 minutes, they can no longer see any players or creatures except for the following:

  • Healer NPCs
  • Creatures they control
  • Players in their own guild
  • Players in their own alliance
  • Players in their own party
  • Staffmembers


Factions

  • Added support for Faction Struggle restarting (namely for reboots occuring during a Faction Struggle start)


Guild Fealty and Guildmaster Voting

  • Added a second page to the Guild Rank privileges section of the Guild Overview page
  • Guilds may now set the minimum Guild Rank required for players to be able to declare fealty (i.e. set their vote for guildmaster)
  • When a player changes their fealty to another player, it now displays a text message showing how many votes the current Guildmaster has (out of all votes total)
  • Players who are below the Guild Rank required to declare fealty do not contribute votes total for determining guildmaster
  • Players who have not been online in the last 90 days do not contribute votes towards for determining guildmaster
  • The player with the most votes (i.e players who have declared fealty to them) is the guildmaster for a guild
  • In the case of a vote tie, the player with the highest guild rank is named guildmaster, and if all tied players are of the same rank, the player who has been in the guild the longest is named guildmaster


Clothing / Weapons / Armor Double-Clicking

  • Fixed an issue where players were able to double-click to fast equip Clothing, Weapons, and Armor from inaccessible places


Player Vendors

  • Players may now dress and equip their player vendors as they wish


Camping

  • Fixed a text display issue for camping that was incorrectly displaying PvP damage bonsues compared to PvM damage bonuses


Housing Placement

  • Added a number of potential housing placement fixes for foliage and impassable terrain
  • Added a limitation on housing placement where the house's Z value would exceed the RunUO maximum (128)


Stables

  • Fixed an issue where some creatures being stored in stables were not correctly flagged as being in the stables


Barding

  • Fixed an issue where Slayer Instruments weren't granting their full bonuses to players
  • Players using Barding Songs now will apply their affect to all nearby players in their guild or party (including Murderers and Criminals)


Taste ID Herbal Poultice

  • Players using the Herbal Poultice mechanic will now apply the affect to all nearby players in their guild, or party (including Murderers and Criminals)


Magic Trap Spell

  • Players can now cast the Magic Trap spell onto Murderers and Criminals in their own guild or party


Stealth

  • A player must have 80 Weapon skill in their equipped weapon (or wrestling if unarmed) order to make a Backstab attack from stealth
  • Players making Stealth Backstab attacks have 10x normal skill gain chance on the attack
  • Fixed an issue where players could potentially have negative Stealth Steps and not be revealed
  • Fixed an issue where players dying while in stealth would stay hidden as a ghost


Gender Change Deeds



  • Gender Change Deeds have been added to the Prevalia Merchant
  • Gender Change Deeds will change a player's gender, and assign them a randomized "basic" haircut for the gender (hue will stay the same as before, however)


Alliance Chat

  • Fixed an issue where Alliance chat would generate multiple text messages for a single text input


Arena Stone

  • Fixed a crash caused by the Arena Stone match selection page


Snowdrifts

  • Fixed an issue where the Mutation trait was not adjusting Snowdrifts ability cooldowns


Knockback Effects

  • Added some additional safety checks to prevent players and tamed creatures from being stuck in inaccessible locations from the Knockback effect


Ship Crewmembers

  • Ship Crewmembers will no longer rummage items


Creatures

  • Fixed a number of misc bugs with Special Ability handling on monsters towards players
  • Non-Tamed creatures now have a randomized delay of 5-10 seconds before they will do an ability once their AI is "awoken" and they become active
  • Fixed several issues with LOS for determining valid spell and ability targets on creatures


Containers

  • Containers now require a LOS for players to access them


Ship Cannon Shot

  • Fixed an issue where reloading ship cannons that were not empty was consuming more cannon shot than neccessary


Runebooks

  • Runebooks now require a LOS for players to access them


Inscription Repair

  • Fixed a crash caused by using Inscription to repair an invalid object


Trash Barrels

  • Trash Barrels will no longer immediately empty when 50 items have been placed inside


Item Properties

  • Added support for LOS toggling for Window-like static tiles


Aspect Gear

  • Dropped the rate at which Arcane Essence is consumed when using Aspect Gear (per tier level) by about 50%


Stabled Creatures

  • Fixed an issue where some players have "duplicates" of their tamed creatures in their stables which would cause them to stay in the Stables gump even after claiming them


Magic Spellbooks

  • Fixed an issue where Magic Spellbooks weren't triggering their mana-free casting mechanic correctly


Repair Benches

  • Players can now repair Instruments and Magic Spellbooks through Repair Benches


Stealth

  • Recoded the handling on stealth so players won't be revealing if attempt to activate Stealth before their skill cooldown timer has resolved
  • Fixed several issues with Stealth activation timers and triggering movement


Tracking Skill

  • Fixed an issue where players could sometimes fail a Tracking skill check at 100 or higher skill


Dyeable Chests (Prevalia Market)

  • Fixed an issue where the recently added Dyeable Chests acquirable through the Prevalia Market werent dyeing properly with a Furniture Dye deed


Potion Kegs

  • Potion Kegs added to a storage shelf and reduced to 0 stored potions will revert to Hue 0


Slayer Wands

  • Slayer Wands are now recyclable


Murder Count Decay Rate

  • Fixed an issue where sometimes players Murder Counts wouldn't decay properly


House Placement

  • Fixed several issues where houses would appear as "all green" tiles but still not placeable
  • Readded the ability for staff to place houses on "invalid" locations (in case we have any locations that should be valid but somehow still arent working)


Prevalia Market / Prevalia Stylist

  • Fixed an issue where changing currencies in the Prevalia Market / Prevalia Stylist gumps would display the wrong currency type in the system message text


Crashes

  • Fixed a crash issue caused by Recall Runes being removed from tomes
  • Fixed a crash issue caused by repairing Inscription items


PvP Flagging

  • Fixed an issue where players with pets in guard mode would flag their owner as attacking a player if the pet was attacked first
  • Fixed an issue where players doing barding actions on a creature would sometimes get flagged as being in PvP when other players damaged that target
  • Fixed a number of issues causing PvP flagging to occur when damage between pets and barded creatures took place


Auto Stable and Followers

  • Fixed an issue that was causing the Auto-Stabling mechanic to interfere with the normal handling for stabled creatures
  • A large number of player-tamed creatures that "disappeared" from stables should now appear for players in the stables (this may put a number of players above their maximum stable slots, and therefore they may need to abandon/release some creatures from the stables before they may continue using them as normal, however)


Trapped Pouches

  • Trapped Pouches should now be purchasable from NPCs once again


Storage Shelves



  • Empty Bottles Veterinary Supplies, Boarding Ropes, and Ship Repair Kits have been added to the Storage Shelf list
  • Players can now drag and drop Containers onto Storage Shelves to stock from them
  • Players can now drag and drop Potion Kegs onto Storage Shelves to stock from them (players must have empty bottles stored in the shelf in order to add potion keg content to the shelf, however)
  • This requires a file patch - run your launcher.


Treasure Map Chest

  • Fixed an issue causing the new "Monsters" context menu entry on Treasure Map Chests to not work occasionally


Barding Instruments

  • Players can now repair Barding Instruments using Carpentry
  • Single-clicking instruments will now show their uses remaining as well as maximum number of uses


Magic Spellbooks

  • Players can now repair Magic Spellbooks using Inscription (and no longer takes Arcane Essence to do so)
  • Single-clicking Magic Spellbooks will now show their uses remaining as well as maximum number of uses


Housing Placement



  • Players can no longer place houses over items: items must be cleared first before valid placement can occur (notably for IDOCs)


Houses

  • The Wooden Lookout house model is no longer for sale


Thin Longswords

  • Thin Longswords have been removed from the game and existing ones have replaced with standard Longswords (Thin Longswords had a number of issues with damage, recycling, NPC vendors, etc)


Rune Tomes and Runebooks

  • Fixed an issue where Rune Tomes were using Gate Charges instead of Recall charges in the list view
  • Recall Runes for ships can now be placed in Runebooks and Rune Tomes


Poison Cores

  • Fixed an issue with Poison Cores not stacking


Hiking

  • Players will no longer be able to Hike from Atlases while overencumbered
  • Players can now Hike to leave ships


Lumberjacking



  • Fixed an issue where a number of tree types werent flagged as harvestable


Fishing

  • Fixed a number of issues where certain tiles for fishing weren't working correctly


Shrine Corruptions

  • Changed the system message text hue for Shrine Corruptions to differentiate them from other messages


Performance

  • Added a number of upgrades to handling for internal processing for item value changes and mobile (creature/player) data updates
  • Fixed an issue where Timers would continue to run while World Saves were being processed


Arena Cloth

  • The hue of Arena Cloth has been changed to 2056 (darker than before)


Trapped Containers

  • Players can no longer open Trapped Containers (explosive/poison/web) on Shelter Island


Empty Bottles

  • Alchemists and Herbalists now stock 999 empty bottles


Creature Experience

  • Players will no longer be able to gain Passive Taming or Creature XP from killing previously-tamed creatures


Snooping Containers

  • Players now require a LOS in order to snoop a container (can no longer snoop from different levels of houses or dungeons)


Evening Gloves

  • Evening Gloves should now display their hue color when single-clicked


Item and Title Names

  • Fixed a number of typos in item names and player titles


Rhinocerus Beetles

  • Now have a more accurate corpse graphic


Trapped Pouches

  • Trapped Pouches will now deal 1 damage to the player again (as before)
  • Fixed an issue with purchased (from NPCs) Trapped Pouches not working correctly


Storage Shelves

  • Fixed an issue with Storage Shelves where items (Reagents / Potions) sometimes wouldnt show up in the player's pack after doing a Resupply where a new Trapped Pouch was the only container being added to the player's pack
  • Trapped Pouches have been placed below Backpacks in the Resources page


Heat of Battle and PvP Flagging

  • Fixed several issues where interactions with creatures and tamed creatures (such as AoE attacks) were incorrectly flagging their player owner as being in PvP


Poison Casting



  • Creatures will no longer resist casted Poison from players
  • Players are now able to cast Lethal Poison, but only onto creatures
  • Players have a (20% * (Poisoning Skill / 100)) chance to upgrade Spell Poison onto creatures to Lethal Poison
  • In order to be able to upgrade to Lethal poison, the player must have a Lethal Poison potion in their backpack (if they do not have, they cannot upgrade to Lethal Poison)
  • On a successful Lethal Poison upgrade cast, there is a 20% chance a Lethal Poison potion in their backpack will be consumed (and players will be notified)


Freedom Faction

  • Freedom Faction guilds will now return to flagging as orange to other Freedom Faction guilds during Faction Flashpoints (and can be attackable)


Tamed Creatures

  • Creatures will no longer go wild after 24 hours (unstabled) and will now only leave their owner when manually released
  • Fixed an issue where pets released in town (and guardwhacked) were showing up as blue corpses (will now be grey to previous owner)
  • Fixed an issue where some stabled creatures were being set to have massive stable claim costs


Factions

  • The "Faction Events Only" Faction Engagement Level flag is being removed (again!) with "Always" and "Never" now being the only two choices
  • Players who were previously set to "Faction Events Only" are now set to "Never" but may immediately change their flagging
  • Fixed an issue that was preventing players from changing their Faction Engagement level while an "event was underway"


Server Rank Titles

  • The top player (or guild in the case of Prestige) for each Server Rank Category from the [ServerRank menu now receives a special title while they hold that position
  • If another player becomes the top player / guild for a category, the previous player loses the title to the new player (and receives a message + sound informing them of such)
  • We will eventually be adding multiple Faction Titles soon as well


Arenas

  • Added some additional checks to fix an issue where players were unable to see other players after completing an arena duel
  • Players will no longer be able to place items on the ground while in the Arena Region


Aspect Cores

  • Fixed an issue that was preventing new Aspect Cores to stack with existing ones


Skinning Corpses

  • Fixed several issues that were preventing players from using Skinning Knives or Forensic Eval to skin corpses


Regions

  • Fixed several mechanics that were not properly tracking players being in the New Player Dungeon


Events

  • Fixed several issues that caused issued during our Cavernam event (issues with pet healing and player flagging)


Treasure Map Chests

  • Players can now immediately use the Context Menu "Monster" entry to pull monsters to the chest (if spawned in bad locations) rather than having to wait 5 minutes first


Identification Wands and Container Identification Wands

  • Identification Wands and Container Identification Wands now should correctly receive addition uses for Quality and Colored Materials


Harvesting

  • Fixed an issue that was causing players to get "null" harvesting results (i.e no results messages)


Stealth



  • Updated the "You begin to move quietly" Stealth activation message to show how many Steps the player has earned (which is 16 at 110 Stealth and 17 at 120 Stealth)


Two-Handed Weapon Spell Parrying

  • Players wielding Two-Handed Weapons can parry spells now similar to players using Shields (if they have Parrying skill)


Energy Field Spell

  • The Energy Field spell will no longer block LOS through it


Ship Boarding

  • Fixed an issue that was preventing Boarding Actions against ships with killed crew


Ship Crewmembers

  • Fixed an issue where higher level Ship Crewmembers werent receiving all of their Ship Ability bonuses (existing Ship Crewmembers have had their bonuses "rerolled")


Bronze, Silver, Gold, and Wooden Dyeable Chests

  • Fixed an issue where these items weren't functioning as proper containers


NPC Training

  • Wrestling skill is now trainable on Healers, Mages, Blacksmiths


Orc Helms

  • Orc Helms can now be colored with colored ores from the Blacksmithing crafting menu


Cavernam Torches

  • All Cavernam Torches in game are now blessed


Speech Flooding

  • Removed a mechanic that was causing some players to be disconnected when creating lots of overhead text during certain actions (such as taming)


Map Accuracy

  • Fixed an issue where displayed Map Accuracy for certain items (Fishing Maps, Lumber Maps, etc) would go above 100%


Gold Loot

  • Minimum Gold Loot drop amounts is now 6 (so will occur in large piles instead of tiny piles)


Doubloon Tracking

  • Fixed and issue that was crediting all players 1 Doubloon Achivement progress for each creature kill on land


Creatures

  • Burning Ash Trees now need a LOS to their targets for their Fire Rain ability


Mini-Bosses

  • The Great Abyssal Hornbeast (Cavernam) now has a tether of 30 tiles (to prevent wandering beyond his area)


Llamas

  • Wild Llamas will now also spawn in Hue 0 form


Crashes

  • Fixed a crash caused by Cavernam Snowpiercers
  • Fixed a crash related to the Stable gump


Prevalia Merchant Items

  • A large number of new items have been added to the Prevalia Merchant under the "Furniture" category, including a number of gold-only purchasable luxury bathroom items

















Artisan Furniture


  • Variety of new high-end furniture items have been added to Carpentry (such as Shelves, Counters, and new tables)






Map Updates

  • Demon Temple
  • Jungle Pyramid
  • The Golden Ingot, Outlands Casino










Snooping / Stealing



  • Snooping should now be allowed again near moongates
  • Players attempting to snoop a trapped pouch that is empty (no items inside) will be prevented from doing so but will not be flagged grey to the target player


Trapped Pouches

  • Trapped Pouches no longer cause 1 damage to their owner, but will still break Paralyze
  • Fixed an issue with the [Pouch command that was causing untrapped pouches to sometimes be clicked


Corpses

  • Fixed several issues with players looting blue corpses and not flagging as criminal


Smart Harvest

  • Fixed an issue that was preventing the usage of Smart Harvesting


Magic Reflect Spell

  • The cooldown usage for Magic Reflect spell (30 seconds) now begins when the reflection occurs (rather than cast)


Autologging Creatures

  • When players log out, any tamed creatures they currently control will "log" out with them and return when they log back in (they won't go wild while "logged out")


Tamed Creatures

  • The threshold for tamed creatures to receive benefits from "Robust" Traits has been lowered from 75% to 50% (i.e. creatures at50% or above health qualify)
  • The threshold for tamed creatures to receive benefits from "Frenzied" Traits has been lowered from 75% to 90% (i.e. creatures at 90% or lower health qualify)
  • Existing Rime Guars have had their hue changed to match the new Cavernam hue
  • Snow Drifts have had their Wrestling increased to 75 (from 70)


Treasure Map Chests

  • Added a "Monsters" context menu entry to Treasure Map Chests
  • Once 5 minutes have passed after a Treasure Map Chests has been dug up, the owner of a Treasure Map Chest may click the "Monsters" context menu entry to force any existing chest guardian creatures to return near the chest (intended to fix "bad spawn" locations)
  • Players may use the "Monsters" mechanic up to 3 times per chest


Arena Tournaments

  • Fixed an issue where Arena Tournaments starting would be announced twice in a row immediately
  • Added an additional announcement for impending Arena Tournaments 15 minutes prior to start


Faction Flashpoints

  • Faction Flashpoints when they begin will now kill any nearby creature spawns (within 24 tiles of location) and prevent spawns near the region during the event

Faction Flashpoints now feature similar notoriety flagging to Faction Struggles with the following exceptions:

  • Murderers do not receive any special flagging changes for participation
  • Freedom Faction guild members now flag as green to each other while participating


Outlands Collectable Cards

  • Fixed the date on the First Tournament card
  • Fixed the image and text alignment on the Cavernam Expedition Staging card


Herding

  • Fixed an issue where players using Herding at 100+ skill could sometimes fail their skill check


Cavernam



  • Cavernam Dungeon has been finished and will be opened with the completion of the Cavernam Expedition event
  • Added new Achievements for Cavernam Slaying
  • Added new Society Jobs for Cavernam
  • Updated the Atlas' entries for Cavernam
  • Cavernam Creatures added into the Shrine Corruption creature pool


Prevalia Marketplace

  • Three new clothing Items have been added for purchase under the "Limited Edition" category: Fur Belt, Tattered Short Pants, and Ragged Sarape
  • A large number of "traditional" hued cloth has been added for purchase on the Prevalia Market Vendor under the "Hued Cloth" category





You can view the hues on paperdoll and ingame here: Hue Megathread



Aspects



  • Two new Aspects have been added: Artisan and Fortune
  • The Aspect Mastery gump has been overhauled to accommodate more Aspects being displayed





Artisan Aspect Weapon Special Effect

  • Fortify: Grants a damage bonus of (10% + (1% * Tier Level)) and a damage resistance bonus of (10% + (1% * Tier Level)) to all friendly players within a 12 tile radius for 120 seconds (may not stack multiple times)



Artisan Aspect Armor Bonuses

  • Crafting skill equipment bonuses (such as Blacksmithing skill increasing Weapon damage and AR or Tailoring's damage reflect mechanic) are increased by (25% + (7.5% * Tier Level))
  • Using a Blacksmithing, Tailoring, or Carpentry Repair Kit on a player (including yourself) will provide that player a Melee Damage bonus of (5% + (1.5% * Tier Level)) for the next 20 minutes (bonus only applies while the player is within 25 tiles of the Artisan Armor wearer)
  • Increases the chance to create Exceptional equipment by (5% + (1.5% * Tier Level)) of normal (i.e 20% bonus to 50% normal chance = 60% exceptional chance)


Fortune Aspect Weapon Special Effect

  • Windfall: Inflicts (500 + (50 * Tier Level)) physical damage divided among creatures within a 6 tile radius and increases their gold loot by (10% + (1% * Tier Level)) (may not stack multiple times)




Fortune Aspect Armor Bonuses

  • Gold Loot Drops and Item Drops increased by (5% + (1.5% * Tier Level) of normal (will not stack with other players Fortune Aspect gear)
  • Wand and Tinker-Placed Trap Damage increased by (25% + (7.5% * Tier Level)
  • Player's Effective Skill when performing any action involving Lockpicking, Resource and Treasure Maps, or Harvesting increased by (5 + (1 * Tier Level))

Aspect Tier Levels

  • Players may now achieve Tier Levels 11-12 for individual aspects (experience requirements and core/distillation amounts are greatly increased)

Weapon Accuracy

  • Aspect Weapons now increase a player's Melee Accuracy against creatures by 3% per Tier Level (previously was 2%)

Shadow Aspect Armor

  • Shadow Aspect Armor now also increases a players Melee Accuracy when making Backstab attacks by (12.5% + (3.75% per Tier Level))


Avarite, Avarwood, and Avarhide



  • Three new crafting materials have been introduced, each a tier above Valorite, Valewood, and Valehide respectively
  • Players acquire these materials similarly to acquiring normal colored resources (standard harvesting and resource maps)
  • Minimum Crafting skill and Harvesting skill needed to harvest and build items using these materials is 110
  • Colored Tools and Crafting Items for Avarite, Avarwood, and Avarhide have been added to all crafting skills with skill bonuses following the normal linear increase for tier level
  • Weapon and Armor bonuses for Avarite, Avarwood, and Avarhide follow the normal linear bonus increases for tier levels of colored material






Magical Weapon Accuracy

  • Magical Weapon Accuracy bonuses against creatures have been increased to +5%, +10%, +15%, +20%, +25% (previously were 3/6/9/12/15)


Arenas


Participation

  • Players will no longer be able to create a duel within 30 minutes of an Arena Tournament start
  • Players who finish an existing duel within 30 minutes of an Arena Tournament start will have their arena duel match listing removed (and cannot create another match until the tournament completes)
  • Players may no longer change or edit their Arena Template in between rounds of an active tournament

Performance

  • Players taking part in an arena match will no longer see spectators
  • Fixed an issue that was causing lag at the end of arena matches with large numbers of spectators
  • Players may no longer cast the Arch Cure and Arch Protection spell inside the arena unless actively participating in a match
  • Fixed a number of potential issues that were causing the arena to "bug out" on matches and freeze players

Poison Spells

  • The Poison Spell Uses arena setting has now been replaced with Poison Cast Upgrades
  • During an Order ruleset match, a player is only allowed to have their poison spells upgraded to Greater or Deadly Poison (via Magery + Poisoning skill) a maximum of 5 times during a match, and will remain at Regular poison once that limit has been reached
  • During a Chaos ruleset match, a player is allowed to have their poison spells to upgrade an unlimited number of times

Supplemental PvP Skills

  • Players will have all bonus effects from Camping, Taste ID, or Forensic Eval removed at the start of a match
  • Players who have Camping, Taste ID, Forensic Eval, Tracking, Inscription or any other "supplemental" skills will always be considered to have those skill's bonuses and benefits active during an arena match, even if they haven't activated them recently (PvP damage bonuses are still capped at 20% as normal, however)

Misc

  • Players who log in and are inside the a dueling pit, but aren't currently in an active arena match, will be teleported out of the pit and into to the central arena area
  • Fixed an issue where players were triggering a Trapped Pouch just prior to a match start in order to take 1 damage and begin a bandage early
  • Players can no longer open tinker-trapped containers while in the arena
  • Fixed an issue where players without Reactive Armor in place were receiving notification of their "Reactive Armor spell expiration" after an arena match


Poison and Taste ID

  • Poisoning skill no longer reduces the chance for a target to cure poison (previously was a 25% cure chance reduction at GM Poisoning)
  • The Taste ID skill now reduces the chance for a target to cure poison by (50% * (Taste ID Skill / 100)) (Previously was a 25% cure chance reduction at GM Taste ID)
  • Both Poisoning skill and Taste ID skill no longer reduce the chance for their targets to resist a casted Poison spell


Loot

  • Players now receive region-based bonuses (such as the weekly server bonus or Guild Favor bonuses) and Alacrity bonuses to the gold amounts and loot drop chances for Dungeon Chests and Treasure Maps Chests (if region applies)
  • Dungeon and Treasure Map chests should now be correctly creating arrows / reagents / scrolls / bandages on occasion (random chance)


Chill / Slow Effects

The Chill effect used by creatures such as Snowdrifts, Rime Guars, Arctic Bullvores, and a large number of Cavernam creatures now acts as follows:


Against Creatures: Deals (Damage Max * .75) damage and for next 15 seconds reduces melee and casting speeds by 5% (stackable up to 75% speed reduction)

Against Players: Deals (Damage Max * .75) damage and for next 15 seconds has a 5% chance to nullify player passive Hits, Stam, Mana regeneration when they occur (stackable up to 75% nullify chance)



Faction Schedules

  • Fixed an issue that was causing Faction Schedules to stack up and trigger in sequence one after another


Repair Kits and Repair Benches

  • Repair Kits no longer check for player skill when double-clicked, only when targeting (i.e. allows a player with less than 95 crafting skill to add it to a Repair Bench)
  • Adding a Repair Kit to a Repair Bench now only provides 10 charges to it (previously was 25)


Captcha

  • Removed the Captcha for skinning corpses while in Dungeons
  • Players may now close the Captcha without refreshing it


Crafting / Harvesting Tools

  • Fixed several items that were not correctly receiving bonuses to player skill for being Mastercrafted
  • Fixed an issue where some items being removed from Storage Shelves would cause them to lose their Mastercrafted designation


Taunt Mechanic

  • Players no longer need 80 Parrying skill or higher to perform the Taunt mechanic (it still requires a Parry skill check to perform, however)


Stealing and Snooping

  • Players may now make stealing attempts again while in Moongate Guardzone regions
  • Stealing an item will now be considered "using" an item, and therefore will have the standard 500ms delay before another item can be used or moved afterwards
  • Players will no longer be Perma-Flagged for stealing against a player who attacked them first
  • Players who snoop and trigger a Trapped Pouch on another player will now activate a 2 minute temporary grey flagging against that player (can be freely attacked by them in that time period)


Criminal Actions

  • Players should now be notified (via system message) whenever they go criminal from an action


Societies Jobs

  • Updated the difficulty value tracking for a number of creatures (determines how many need to be killed / tamed for jobs)
  • Removed all non-hostile and non-paragon potential creatures from Society Jobs creature lists


Food

  • The Meat Shank plate now correctly requires 100 Cooking skill to craft
  • Cooked Fish Fillets, Cooked Fish Steaks, Fish Steak Baskets should now have their proper "Satisfaction" level triggered when eaten


Creatures

  • All NPC Daemons (non-summoned) now have a special attack related to it's theme
  • An overhaul of monster difficulty for dungeon levels 2+ has been started (goal is to increase difficulty of level 2 and beyond in dungeons)
  • Fixed several creatures usage of Enrage, Frenzy, and other duration-based buff abilities to not activate unless currently expired


Tamed Creatures

  • Transferred pets will ignore expired "Aggression" entries
  • Smoke Drake and Smoke Dragon have their PvP Damage Scalar reduced to 35% (previously was 50%)


Corpses

  • Fixed an issue where players would sometimes flag as criminal for looting a corpse that appeared as grey to them
  • Corpses are now increased by 1 Z-level when created, in order to potentially fix some issues with players unable to see them for looting purposes


Banks and Queued Items

  • When players open their bank, they will now see text showing how many items vs total bank capacity they have (i.e. "Items: 100/125") and total weight of their items (i.e. "Total Weight: 1000")
  • For a number of gameplay mechanics we will be utilizing a new Bank Item Queuing system, where items that were intended to be dropped into a player's bank but unable to fit (due to limited space) will now be "Queued" for that player's bank
  • When a player opens their bank, if they have any "Queued" bank items waiting, it will place them into the bank if space exists
  • When players have Queued items added to their bank, they will receive a notification of how many were added and how many remain in their bank queue that could not be placed


Event Handling

  • Players will now have Stamina-Free movement in most event areas (such as for our upcoming Cavernam Expedition)


[EventScore

  • The "End Date" for previous Events should now display properly


Treasure Map Chests

  • Players double-clicking a Treasure Map chest out of their range that they did not dig up themselves, will not flag as criminal (must be within access range to flag as criminal now)


Tomes

  • All Tomes (such as Fishing Map Tome, Treasure Map Tome, etc) require a line-of-sight in order to use them


Ship Cannons

  • Ship Cannons now require a valid line-of-sight when targeting players not onboard ships


Explosive Potions

  • Explosive Potion area-of-effect now may only hit things within line-of-sight of the detonation location


Vendor Purchases

  • Fixed an issue where NPC Vendor purchases would sometimes be voided due to "not having enough control slots" upon purchase (such as for horses / pack animals)


Fishing

  • Fishing now requires a valid line-of-sight to the target location


Guild Membership

  • Fixed a crash issue caused when the last player in a guild leaves


Arenas


Arena Templates



  • Players are now able to create Arena Templates which allow them to manually set their stats and skills for Arena Matches
  • Players can manage their Arena Templates by clicking the "Arena Templates" button at the top of the Arena Stone Gump
  • Players must click the "Activate" button for a template if they wish to use that specific template for Arena Matches (clicking the button again will deactive the template)
  • If a player takes part in an Arena Match that allows usage of templates, as soon as the match begins their stats and skills will be set to match their currently Activated template
  • When a player dies, leaves a match, or their match ends their original stats and skills will be restored for the player


Arena Match Settings

  • Fixed the order of rules that appear for match settings in the Match Gump to put common settings on the first page
  • Fixed a text display overrlap issue for spells / item restrictions in the Match Gump
  • Players now have the setting option for Skill Cap for arena matches to utilize Arena Templates

Skill Cap setting options are as follows:


720 Skills

720 Skills (No Templates)

700 Skills

500 Skills



Arena Rules Presets

  • Removed existing Arena Match Presets (such as Balanced Duel, Dexer Duel, Tamer Duel, etc) and replaced them with Order and Chaos presets which represent the rulesets for weekly Order and Chaos Tournaments

Pouches

  • Double-clicking a pouch that is not trapped should no longer be treated towards a player's cap of Trapped Pouch usages during an Arena Match


Skill Usage

  • Players may no longer use Area-Effect skills such as Barding Songs, Taste ID Poultice, Spirit Speaking while in the Arena


Arena Tournaments

Players will now earn Arena Reward Points for weekly tournaments as follows:


1vs1 Tournament: 5 Reward Points per Round Victory (+10 Points for Tournament Victory)

2vs2 Tournament: 10 Reward Points per Round Victory (+20 Points for Tournament Victory)

3vs3 Tournament: 15 Reward Points per Round Victory (+30 Points for Tournament Victory)


Guilds will also now earn 1 Guild Prestige for every 5 Reward Points earned by their highest-placing guildmember in a Tournament









Progressive Poison Curing

  • Each consecutive failed attempt at curing poison now increases chance of the next attempt by 100% (previously was 50%) of the base cure chance (before factoring in adjustments for Poison Skill, Taste ID, or Other Player Effects)

Example of curing Deadly Poison created by a player with GM Poisoning Skill and GM Taste ID:


Base attempt to cure Deadly Poison via Greater Cure Potion or GM Magery is 50% chance

If they fail their cure attempt, their next attempt will receive a flat 50% bonus

Poisons created with GM Poisoning and GM Taste ID have their cure chance reduced by a scalar of 50% (i.e. 50% base cure chance becomes 25% cure chance)


Player's 1st Cure Attempt = 25% Cure Chance

Player's 2nd Cure Attempt = 75% Cure Chance

Player's 3rd Cure Attempt = 125% Cure Chance



Example of curing Lethal Poison created by a player with 120 Poisoning Skill and 120 Taste ID:


Base attempt to cure Lethal Poison via Greater Cure Potion or GM Magery is 25% chance

If they fail their cure attempt, their next attempt will receive a flat 25% bonus

Poisons created with 120 Poisoning and 120 Taste ID have their cure chance reduced by a scalar of 60% (i.e. 25% base cure chance becomes 10% cure chance)


Player's 1st Cure Attempt = 10% Cure Chance

Player's 2nd Cure Attempt = 35% Cure Chance

Player's 3rd Cure Attempt = 60% Cure Chance

Player's 4th Cure Attempt = 85% Cure Chance

Player's 5th Cure Attempt = 110% Cure Chance



Storage Shelves

  • Fixed a large number of issues with Tools not displaying correctly in Storage Shelves
  • Tools (including colored material version) should now be correctly added to Storage Shelves
  • Existing tools that players have previously added to Storage Shelves (that were not displaying) should now be displaying
  • Fixed the display location of Skinning Knives in the storage shelf


Item Durability / Mastercrafting / Crafter Name Display

  • Fixed several craftable tools/items that were not being treated as Exceptional quality on craft
  • Fixed a large number of issues with crafted items not correctly showing the Crafter / Mastercrafter on single-click
  • Fixed a large number of issues with items not receiving boosts to Item Uses or Durability for being Mastercrafted
  • Existing items should now correctly receive their maximum durability (a number of Aspect versions of these items have also been bumped accordingly, such as Axes and Leather Armor)


Inscription

  • Fixed an issue where the damage bonus from spells cast off scrolls by players with Inscription wasn't calculating correctly


Commands and Settings

  • Added toggles for enabling/disabling system message and sound annoucements for Faction Struggles, Faction Flashpoints, and Shrine Corruptions (under Paperdoll -> Help -> Settings -> Text Displays)


Faction Struggles

  • Fixed an issue with scheduling of Faction Struggle times


Faction Flashpoints

  • Fixed an issue where players not entering Faction Flashpoint areas were being flagged as participants


Shrine Corruptions

  • Fixed an issue with scheduling of daily Shrine Corruptions


Repenting

  • Players who have IP Cycling enabled for their account should now be able to Repent as a murderer (and not be restricted by other IPs currently in Account Aggression Restrictions)


Aspect Gear

  • Aspect Weapon/Spell Special Attacks now will only target visible creatures (in LOS and non-hidden)
  • When players trigger the Shadow Aspect Weapon/Spell Special and placed into Stealth, they are "frozen" in place for 1 second (to prevent players accidentally breaking stealth)


Shield Taunt

  • The Shield Taunt mechanic (double-clicking an equipped shield) now requires a minimum of 80 Parrying skill to attempt


Bosses

  • Fixed an issue where boss melee attack ranges werent being calculated properly


Captcha

  • Added mechanic where players refreshing harvesting Captcha without attempting completition will eventually count as failures


Ship Crewmembers



  • Fixed an issue where Ship Crewmember deeds weren't spawning with correct stats and skill amounts
  • Existing Ship Crewmembers should have their Stats and Skills (but not ship bonuses) updated to reflect their proper Rank
  • Players can now double-click and view the stats/skills/abilities of Ship Crewmember Deeds while on vendors


Shipwrights

  • NPC Shipwrights will no longer purchase Cannon Shot from players


Ship Deeds

  • Ship Deeds are no longer recyclable


Plant Bowls

  • Fixed an issue where Brain Fungi was not flagging as a Fungal Effect (and not being removed by Fungicide)


Training Skills

  • Fixed an issue where players requesting "Stealth" training from NPCs was resulting in receiving Stealing skill gain


Factions




  • Reintroduced the Faction Engagement setting of "Faction Events Only" that is changable for players in the Guilds - > Factions page
  • Players who set their Faction Engagement setting to "Faction Events Only" will only flag as orange while they are participating in a Faction Struggle (via starting in a Faction Base at the beginning of the event) or if they enter the area of an ongoing Faction Flashpoint


Faction Struggles

  • Players may no longer cast Meteor Swarm, Chain Lightning, or Earthquake during Faction Struggles


Faction Flashpoints










  • A Faction Flashpoint is a 15 minute Faction event where players will fight over a capture location that will spawn in dungeons (and potentially in the future in the wilderness)
  • 2 Faction Flashpoints will occur after every Faction Struggle ends, occurring at a random time somewhere 30-60 minutes as well as 120-150 minutes after the end of the struggle
  • Faction Flashpoints feature a single capture zone, with borders indicated by flashing lights and the traditional Faction Flag and Tile setup that depict which Faction currently controls the capture zone (if any)
  • Unlike Faction Struggles, Faction Flashpoints feature no unique mechanics for respawning, murderer penalty exemptions, nor protections against player corpse looting (and largely function as traditional "field" pvp)
  • Players will also not automatically flag as green to other members of their own faction while near Faction Flashpoints and the Freedom Faction becomes capable of controlling the capture zone (different guilds in the Freedom Faction will still flag as orange to each other as normal)
  • Control of the capture zone functions similarly to Faction Struggles, with a faction gaining or increasing control of the capture zone if it only contains members of their own faction inside
  • The rate at which a faction gains control of a capture zone is dramatically reduced compared to Faction Struggles, however
  • After 15 minutes have passed, the winning faction is the faction that currently controlling the capture zone (and whose faction flag is currently being displayed)
  • Scoring for players and guilds is tracked and recorded similarly to Faction Struggles, but this largely occurs behind the scenes (i.e there are no gumps / hotbars currently displayed for Faction Flashpoints)

Faction Reward Points for participation are as follows:


Top Player Score in the Winning Faction: 3 Reward Points

Top 50% in Score in the Winning Faction: 2 Reward Points

Player in the Winning Faction: 1 Reward Points


Top Player Score in the Losing Faction: 2 Reward Points

Top 50% in Score in the Losing Faction: 1 Reward Points

Player in the Losing Faction: 0 Reward Points


Top Guild in the Winning Faction: 2 Prestige Points

Guild in the Winning Faction: 1 Prestige Points


Top Guild in the Losing Faction: 1 Prestige Points

Guild in the Losing Faction: 0 Prestige Points



Shrine Corruptions

  • Players will no longer earn Skill Mastery scrolls for participation in Shrine Corruptions
  • Shrine Corruptions will still feature 20 waves of creatures, however each individual wave of a Shrine Corruption is now worth a predetermined number of Ankh Tokens that players can "bank"
  • Wave Ankh Token amounts range from 2.5 to 7.5 (increasing with wave difficulty), and 100 Ankh Tokens are available from all waves combined
  • The Shrine Boss individually will be worth 50 Ankh Tokens (making 150 Ankh Tokens possible for each Shrine Corruption)
  • Players will "bank" Ankh Tokens in decimal amounts based on their damage contribution towards each wave or the boss, and after a wave resolves, players will be notified how many Ankh Tokens they earned from it and what their cumulative total is
  • After the Shrine Boss is slain, banked Ankh Tokens for players will be distributed as normal with decimal amounts rounded
  • Players can double-click the corpse of the Shrine Boss to place all their bound Ankh Tokens on the corpse into their backpack (resolves the issue of players having Ankh Tokens "hidden" underneath another player's on the corpse and unable to access them)
  • Fixed an issue with Shrine Boss sometimes spawning minions sporadically or in large numbers
  • Ankh Tokens now weigh .1 stones each (previously was 1 stone each)


Treasure Map Chests




  • Players will no longer be able to lockpick, snoop, or demolish a Treasure Map Chest until all creature spawns are killed
  • Players may also not demolish a Treasure Map Chest until it has been unlocked
  • Treasure Map Chests will now only have a single wave of spawns, and this spawn will now occur 3-5 seconds after digging up the chest
  • When a player completes a Treasure Map Chest and demolishes the chest through the context menu on the chest, they now have a (Map Level x 1%) chance to receive a special Treasure Map Chest container as a loot item (this is to encourage players to "clean" up their chests after completion)


Loot Drops

  • Loot Drops for special and rare items have been reduced somewhat


Achievement Rewards

  • Achievement Reward Point costs for purchasing Epic Skill Mastery Scrolls, Skill Mastery Orbs, and Mastercrafting Diagrams have increased to 50 (previously was 25)


Poison

  • Fixed several issues that were making high levels of poison (especially ones "boosted" by Taste ID skill) much easier to cure than intended, including how "progressive" curing bonuses were stacking
  • Players playing Taste ID poisoners should now be much more effective in PvP


Murderers

  • Players who are at 5 murder counts but 0 Long Term Murder Counts (meaning they have Repented and not committed another murder since then) will no longer have their Account-Wide Aggression Restriction reset when resurrecting again


Reporting Murderers

  • Players will no longer be able to give another player murderer counts if they have not yet resolved any previous existing Murder Report Decisions towards the same player (i.e. can't stack Murder Report gumps for the same player)


Notoriety and Guard Handling

  • Players attacking a blue-flagged tamed creature in town will now be subjected to being instantly "guard-whacked" similar to attacking another player
  • Fixed an issue where players continuing to make aggressive actions towards a blue-flagged player in town sometimes wouldn't result in generating a "guard-whack" situation


Tamed Creature PvP Damage Scalars

  • Corpse Purger's PvP Damage Scalar has increased to 35% (previously was 30%)
  • Snow Drift's PvP Damage Scalar has reduced to 40% (previously was 50%)
  • Husk Crab's PvP Damage Scalar has reduced to 45% (previously was 50%)


Creature Abilities

  • Added a Z-value check to most creature abilities to prevent creatures from attacking players in normally inaccessible places
  • Fixed an issue with Skulkers where they wouldn't follow a player into Stealth when the player hides


Moongates and Teleporters

  • Players may no longer cast movement-blocking spells such as Wall of Stone or Energy Field within 5 tiles of a Moongate or Teleporter (including Dungeon level entrances)


Skill Checks

  • Fixed several issues where players at 100 or higher skill (but with increased skill caps due to Skill Mastery Scrolls) would sometimes fail skill checks


Plant Bowls




  • Fixed a number of issues where players were receiving client crashes when trying to access a "Ready to Harvest" plant bowl (players should now be able to harvest those plants)


Blank Scrolls

  • Scribes NPCs now carry 999 Blank Scrolls (previously was 500)


Shepherd Crooks

  • Shepherd Crooks are now treated as fully functional macing weapons similar to Quarterstaves (same stats)
  • Magical Shepherd Crooks will now occur as magical loot items


New Player Dungeon

  • Players should no longer be able to attack other players pets in the New Player Dungeon / Shelter Island (and therefore flag grey there)
  • Players will no longer be able to earn Aspect Experience in the New Player Dungeon or Shelter Island
  • Players will no longer be able to earn Creature Experience on tamed creatures at level 1 or higher in the New Player Dungeon or Shelter Island


Carpentry Weapons

  • Fixed an issue where Carpentry-made weapons (Staves/Bows/etc) were not receiving their full Durability bonus for colored meaterials
  • Existing Carpentry Weapons should now be receiving their correct durability amounts
  • Existing Aspect Carpentry weapons will receive a 50 Durability bonus to account for this change


Damage Entry Durations

Damage Entries on creatures, which when they expire will normally "wipe" the player's damage progress towards the creature (which is used to determine looting rights, Aspect XP, Achievements or Society progress), have had their expiration durations extended as follows:


Mini-Bosses: 20 Minutes (previously was 15)

Bosses: 40 Minutes (previously was 20)

Shrine Bosses: 60 Minutes (previously was 25)

Event Bosses: 120 Minutes (previously was 30)



Ships

  • Fixed an issue where Ship Crewmembers Deeds were dropping very, very infrequently at high rank levels
  • Adjusted Ship loot rates to slightly reduce Ship Crewmember Deed drops and slightly increase Ship Upgrade drops
  • Adjusted Ship loot rates to slightly increase Lesser and Regular Ship Ability Deed drop rates
  • Fixed an issue with players determining distance between ships
  • Fixed an issue where one of the ship decorations was a LOS-blocking door item


Backpacks

  • Added a safety check to ensure players always have backpacks


[EventScore

  • Fixed an issue with switching back and between previous events in the [EventScore gump window


Houses

  • Fixed an issue that would sometimes cause houses to be placed with an unrealistic Z level
  • Fix for House Regions to allow for skillgain bonuses active in the Wilderness
  • Fix for a crash relating to the Home Surveying tool


Remove Trap Scroll

  • Fix for naming of Remove Trap scroll in Inscription menu


Planters Spade

  • Can now be made as Exceptional


Runebooks / Rune Tomes

  • Players can now drop runes into Runebooks and Runetomes that are locked down if they are owners / co-owners of the house
  • Players no longer require the Recall spell in their spellbook in order to cast Recall from Rune Tomes


Corpses

  • Fix for several issues relating to line-of-sight when carving and looting corpses


Regions

  • Fixed an issue where players transitioning between regions would sometimes rubberband


Explosion Potions

  • Fixed several LOS issues with throwing Explosion Potions


Doppelgangers

  • Fixed several crash issues related to Doppelganger mechanics


Decorated Christmas Trees

  • Increased the Z value on decorations for trees by 1


Snooping and Stealing

  • Snooping now has a 2 second cooldown between skill uses
  • Players cannot make a Stealing attempt while a Snooping skill cooldown is still in place


Player Customizations

  • Players now must click twice in order to confirm their purchase of Enhancements in the Customization page
  • Fixed the hue display for Spell Hue icons in the Player Customizations Spell Hues page for most spells
  • We will be looking into a number of spell hues that currently don't display in game correctly and adjusting them shortly


Spell Hue Deeds

  • Fixed an issue where single-clicking a Spell Hue Deed would display "random random" in the title


Precursor Operator

  • Fixed an issue that was causing their grenade attack to deal extreme amounts of damage


Recycling

  • Fixed an issue where furniture being recycled wouldn't return the proper colored board types
  • Players should now be able to recycle Tinkering-made tools with colored materials (lockpicks, shovels, pickaxes, etc) and receive the correct colored material types


Orc Helms

  • Players can now craft Orc Helms that are ringmail-level armor via Blacksmithing (note: players may still also acquire Orc Helms (Masks) through the Prevalia Merchant that are treated as blessed Leather Caps)


Polymorph Spell

  • Players can no longer transform into Wildwood Guardians through the Polymorph spell


Skill Mastery Scrolls / Skill Mastery Orbs

  • Players may no longer use Skill Mastery Scrolls or Skill Mastery Orbs while having recently been in combat


Account Passwords

  • Players resetting their account passwords now have a 16 character limit on their new passwords


Crafting

  • Fixed an issue that was preventing players from repairing Masks and Neckwear
  • Blank Maps are no longer recycleable


Faction Struggles

  • Faction Struggles are now 40 minutes in duration (previously was 30 minutes)
  • Faction Struggles announcements begin now 20 minutes prior to start (previously was 30 minutes)
  • Fixed an issue where player corpse notoriety hues for allies/enemies was flipped (orange/green)


Faction Flashpoints

  • Faction Flashpoints are now 20 minutes in duration (previously was 15)
  • Added an additional announcement (system message + sound alert) prior to a Faction Flashpoint beginning


Stealing

  • Players should correctly now require both hands free in order to make stealing attempts


Shrine Bosses

  • Toned down the damage of the Jungle Stalker's vine attack ability


Wall of Stone / Energy Field

  • Fixed an issue where players were unable to cast Wall of Stone / Energy field in certain areas because of Ghost Gates existing in those locations


Loot Drops

  • Fixed an issue where the loot drop reduction in Special and Rare items from the last patch was much larger than intended

Snooping

  • Players snooping the main backpack of another player triggers a 2 second Snooping skill cooldown (snooping any other container on a player has a 1 second cooldown)


Heat of Battle

  • Fixed an issue where attacking yourself or your pets (or having your pets attack you) was triggering the Heat of Battle mechanic (which prevents Recall / Gate / Moongate usage)


Shrine Boss Minions

  • Fixed an issue that was causing some Shrine Bosses to spawn a comically large number of minions


Christmas Event

  • Kobold Miscreants are now approximately 20% less dangerous
  • Nevergreen Scourge does less area of effect pulsing damage
  • It is now possible to toggle between the Thanksgiving and Christmas event score gumps
  • Participation in the Christmas event bonus spawns may now be toggled per-character using [ChristmasToggle

Housing

  • Several fixes to housing region checks have been made.
  • Houses no longer count as wilderness areas
  • Fixed a crash with the home survey tool
  • Corpse Creek housing is now functioning correctly (again)

Miscellaneous

  • Planter's Spades may now be exceptional.
  • A spellbook containing recall is no longer required to use a Rune Tome charge.
  • Several fixes for line of sight checks with corpse looting were made
  • Fixed a regional rubber-banding issue, which potentially caused desyncing when entering/exiting dungeons
  • Fixed a crash issue with ships
  • Fixed an issue with backpacks becoming detached from new players


Houses

  • Fixed several issues with some house designs having areas that became inaccessible after the most recent patch (including some doors)


Performance Upgrades

  • Added a number of potential CPU performance enhancements built by Jaedan and Vorspire


Leather / Studded Leather / Bone Armor

  • Fixed an issue where Tailoring-crafted armors were not receiving their material bonuses to Max Durability
  • Any existing Aspect Armor made from Tailoring-materials will receive a +50 Max Durability bonus to compensate


Christmas Event

  • A Christmas Event has been built and will be enabled very soon!


Repair Kits

  • Players using Blacksmithing, Tailoring, and Carpentry Repair Kits can now repair all items on a player regardless of what crafting skill is used to craft the item (a player will still need 95 smithing to use a Smithing Repair Kit, or 95 Tailoring for a Tailoring Repair Kit, however)


Barding Songs

  • Barding Songs (Song of Provocation, Song of Peacemaking, Song of Discordance) now have a 10 second cooldown that is independent of normal bard skill usage


Addon Deeds

  • Addon Deeds (such as Forges, Looms, etc) will no longer be blessed upon crafting


Treasure Map Chests

  • Creatures spawned by Treasure Map Chests are no longer tamable


Factions

  • Players will no longer be able to Recall or Gate into a Faction Base (they must enter through green Faction Moongates)
  • Players who are currently Criminal at the start of a Faction Struggle (and in the faction base) will lose their Criminal flag

Faction Underdog Bonus point differentials have been lowered and are now as follows:


Late Arrival

  • Activated when losing by 50 Points
  • Allows members of the faction who are not currently participating in the Faction Struggle to enter Faction Moongates and enter the Faction Struggle after it has already started to join their Faction's team

Fast Respawn

  • Activated when losing by 75 Points
  • Reduces respawn cooldown for by 50% (from 2 minutes to 1 minute)

Blessed Armaments

  • Activated when losing by 100 Points
  • All weapons and armor (including Aspect, Colored Material, and Magical) are now blessed


Arenas

  • Fixed an issue where a weapon at 0 Poison charges was still be considered poisoned


Recycling Arcane Essence

  • Fixed an issue where sometimes Arcane Essence wasn't being tracked for achievements properly when recycling items


Tailoring

  • Players can now craft Pouches, Bags, and Backpacks with Tailoring


Fishing

  • Fixed an issue where Juvenile Octopus (Octopi) weren't appearing


Bandaging

  • If a player dies while being bandaged they will not be resurrected by that individual bandage


Dice

  • Added a 1 second cooldown in between Dice uses


Bone Armor

  • Fixed an issue where players using Scissors on Bone Gorgets and Bone Skirts would receive grey-colored leather


Spell Hue Deeds

  • Spell Hue Deeds are now referred to as Random Spell Hue Deeds, and single-clicking on one has an updated description of what they do


Poisoning

  • Players can no longer poisoned blessed daggers or knives


Item Identification

  • Item Identification no longer benefits from Active Skill Gain, but has +100% base skill gain compared to before


Stealing

  • Players may now steal empty containers from players (such as Paragon Chests)


Shrine Corruption

  • Fixed an issue where the Greater Skeletal Dragon, which is actually a Mini-Boss, was appear in the Shrine Corruption rotation (has been replaced with Phase Spider)


Repair Benches



  • Players can now craft Repair Benches using Blacksmithing, which may be double-clicked to automatically repair all items a player has equipped and in their backpack
  • Repair Benches must be locked down in a house in order to be used
  • Players do not need any Blacksmithing skill to use a Repair Bench
  • Repair Benches have between 0 and 100 charges, with each activation by a player consuming a charge (Repair Benches will not be deleted when reaching 0 charges)
  • Players can add charges to a Repair Bench by double clicking a Blacksmithing Repair Kit, Carpentry Repair Kit, or Tailoring Repair Kit and targeting a Repair Bench
  • Each Repair Kit consumed adds 25 charges to the Repair Bench

Crafting a Repair Bench requires 120 Blacksmithing Skill and the following items:


1 Iron Ingot Commodity

1 Board Commodity

4 Blacksmithing Crafting Manuals

4 Tailoring Crafting Manuals

1 Carpentry Crafting Manual

1 Tinkering Crafting Manual



Treasure Map Chests

  • Fixed an issue where players could loot Treasure Map Chests before their guardian creatures were killed
  • Looting items from Treasure Maps Chests reveal the player
  • Lowered the overall number of spawns on Treasure Map chests slightly


Faction Struggles

Guild Prestige earned from Faction Struggles are now as follows:


Guild in Winning Faction: 2 Prestige

Guild in Losing Faction: 1 Prestige

Top Scoring Guild in Faction Struggle: 1 Additional Prestige



Storage Shelves



  • Players can now add Exceptional Quality, un-marked items to Storage Shelves (including tools such as Mortars and Pestles)
  • Players can now add Greater Poison Potions and Lethal Poison Potions to Storage Shelves (are denoted by G, D, and L for Greater / Deadly / Lethal next to each potion)


Ghost Scouting

  • Players who are ghosts and no longer have a corpse/bones in a dungeon will be removed from any dungeon (corpses take 15 minutes to decay to bones, and then 15 more minutes for bones to decay entirely) and placed at the dungeon entrance
  • Ghost players that try to enter a dungeon that they do not have a corpse inside of will be returned to the dungeon entrance


Player Deaths

  • When players are dragging an item from a container and die while still holding the item, the item will now be returned to the container (rather than dropped to their corpse)


Heat of Battle

  • Players will no longer trigger any Heat of Battle in Arenas


Campfires

  • Securing campfires should be functioning as intended now


Murder Counts

  • Players who are below 5 Short Term Murder Counts will never gain more than 1 murder count per kill (normally players have a chance to gain 2 murder counts when pking with multiple players)
  • Decay for Short Term and Long Term Murder Counts should be functioning as intended now


Pouches

  • Fixed a bug that was causing all trapped pouched to activate via the [Pouch command
  • Fixed an issue where players were able to use Trap Wire to trap pouches similar to normal containers (existing trapped pouches in this manner have had their traps wiped)


Houses

  • Players may now Recall or Gate into house courtyards of houses they are Owners, Co-Owners, or Friends of
  • Updated some of the handling on housing regions for LOS and access


Home Surveying Tool



  • Players now can click the Wiki button next to each house in the Home Surveying gump to view the Wiki Page entry for that particular house (which now shows house interiors)


Creatures

  • Increased the difficulty of Forgotten Souls, Bound Souls, and Tormented Souls (and adjusted loot scalar to be same)
  • Fixed a rare issue that was causing crashes when Doppelgangers duped items on players that were not dupable


Moongates

  • Players now must have line-of-sight to Moongates in order to use them
  • Players are no longer able to make Stealing or Snooping attempts in Town Moongate Guardzone regions (95% of players doing such are using AFK scripted thieves to abuse this area)


Stealing

  • Players are no longer able to make Stealing or Snooping attempts in Moongate Guardzone regions (95% of players doing such are using AFK scripted thieves to abuse this area)
  • Players cannot make Stealing or Snooping attempts for 2 minutes after death
  • Fixed an issue where players could potentially steal items in Arenas or Faction Bases
  • Fixed an issue where players were gaining Suspicion during stealing attempts outside of towns
  • Fixed a display issue where Suspicion amounts in towns were going above 100%


Ships

  • Fixed several issues that were sometimes causing ships to not be counted as being "empty" of NPCs or player ships of having players still on board when empty


Barding

  • Fixed an issue where players applying a second barding effect to a creature (which is done at a +25 skill bonus) wouldn't gain skill on the second barding attempt (because their skill was being treated as being 25 higher than before and potentially had 100% success chance)


Corpses

  • Players in allied guilds may loot creature corpses that their players in their allied guilds have looting rights too (i.e treated as being in same guild for creature corpse looting)
  • Players may no longer carve player corpses in Shelter Island or New Player Dungeon


Guilds

  • Alliance Chat is now available for players (by pressing Shift + \)
  • Fixed the location of the Next Faction Struggle time in the Guild Gump Overview page


Tracking

  • Updated the text hue color for Paragons in the Tracking Results window to be more visible


Runebooks

  • Fixed an issue where players casting Recall off a Runebook or Runetome while having [AutoUseSpellScrolls toggled would burn both a Recall Charge from a Runebook/RuneTome as well as a scroll (will now use the scroll first if possible, and then Recall charge only if necessary)
  • Runebooks will now show their names with descriptions


Help Stuck

  • Fixed an issue where some players Help Stuck requests would not work


Jail

  • Fixed another issue where players could potentially Hike while in Jail


Reveal Spell

  • The Reveal Spell now requires the caster to be in LOS of a player to reveal them


Performance Improvements

  • Reduced a large amount of CPU usage being taken up by timers for Ships
  • Reduced a large amount of CPU usage for the AI timer on creatures (related to LOS checks)
  • Updated handling on Resync to hopefully improve performance
  • Fixed several issues with sequencing movement and queued actions


Murderers


Committing Murder

  • After killing a blue player, all killers involved will have the Heat of Battle mechanic activated (which prevents Recall, Gate, Moongate, or Hiking usage) for the next (2 Minutes * Number of Killers)
  • If a player chooses to report a killer for murder, the killer will receive 1 Short Term and 1 Long Term Murder Count
  • However, if there was more than 1 killer involved in the murder, there is a (10% * Players Beyond the First) chance for the murder to instead result in 2 Short Terms and 2 Long Term Murder Counts received
  • Players now have 24 hours to report a murder after it occurs (previously was 48 hours)


Murder Count Decay

  • Both Short Term and Long Term murder counts now decay every 72 hours (provided the player doesnt commit a murder in that time)
  • Fixed an issue with Murder Count Decay timers


Murderers Resurrecting

  • When a player with 5 or More Short Term Murder Counts dies they will be responsible for paying Resurrection Fees when they attempt to resurrect
  • Murderers who die while participating in a Faction Struggle, in a duel or tournament in the Arena, or while on a ship are not subject to resurrection fees, however



Resurrection Fees and Penalties are as follows:

  • 225 Gold for every Short Term Murder Count above 5 the player has
  • 25 Gold for every Long Term Murder Count the player has
  • An Account-Wide Aggressive Action Restricton is placed upon the account that prevents any character on the account from conducting hostile actions (attacking, looting, stealing) against blue players for 1 hour for every 50 Long Term Counts the player has
  • For example, a 1 hour restriction would be placed at 1-49 Long Term Counts, a 2 hour restriction would be placed for 50-99 Long Term Counts, and so on
  • Gold used to pay Resurrection Fees will first come from the player's Bank Account, and if that is insufficient, will come from the banks of other characters on their account
  • Short Term Counts are then reset to 5 after resurrection


Additional Option: Repent

  • When players pay Resurrection Fees when resurrecting as a murderer, they have an additional option toRepent
  • If the player toggles the Repent option, after they pay their Resurrection Fees and are resurrected, their Long Term Murder counts will then be reduced to 0
  • Additionally, an Account-Wide Aggressive Action Restriction of 72 hours is placed on the account
  • Players are not allowed to select the Repent option if ANY account associated with their IP Address currently has an Account-Wide Aggressive Action Restriction already currently in place
  • Whenever a player Repents on resurrection, a server notification goes out to all players that that player has done so


Snooping

  • Players have a (100% * (Snooping Skill / 100)) chance to successfully snoop another player's backpack and containers
  • Players when snooping have a (100% - (75% * (Snooping Skill / 100)) chance to be noticed by nearby players within 8 tiles (which simply generates a "You notice X snooping Y" system message)
  • A player who is Hidden while snooping will never generate a notice notification to other players


Stealing

  • A player's base success chance to steal an item is (50% * (Stealing Skill / 100))
  • A player who is wearing a Disguise Kit has a +25% bonus to stealing success chances
  • A player who is Hidden while making their stealing attempt has a +25% bonus to stealing success chances (they will be revealed after the stealing attempt is made)
  • A player making a stealing attempt against a Disarmed target has a +25% bonus to stealing success chances
  • A player making a stealing attempt against a Hamstrung target has a +25% bonus to stealing success chances
  • A player must wait 2 minutes after dying before they may make another stealing attempt


Stealing Weights

  • Item weight does not factor into stealing success chances, but the the maximum weight an individual item a player can steal is (10 * (Stealing Skill / 100)) stones
  • If an item is stacked (such as gold or reagents), a successful stealing attempt will steal a number of the item equal to ( (5 * (Stealing Skill / 100)) / Individual Item Weight * (Random value between .9 and 1.1))
  • For example, a stealing attempt at 100 Stealing skill will steal an average of 50 Reagents or 250 Gold from a stack


Being Noticed

  • When a player makes a criminal stealing attempt (against a blue target), they have a chance to be noticed by other players and human NPCs
  • If a thieving player is noticed by players or human NPCs while outside of town, it will simply generate a system message notification (no other consequences)
  • If a thieving player is noticed in town by any human NPCs, they will call guards and the thief will be killed
  • If a thieving player is noticed in town by any players, if they call guards within 15 seconds after the action occurs the thief will be killed
  • Each non-friendly player (not in their guild) within 8 tiles of the thief increases the notice chance by 10% (reduced to 5% if not in LOS of the thief)
  • Each human NPC within 8 tiles of thief increases the notice chance by 5% (reduced to 2.5% if not in LOS of the thief)
  • Players will also potentially have an increased chance to be noticed if they have raised any "Suspicion" in a town (see below)


Suspicion



  • When a player is noticed in a town after a stealing attempt, their amount of "Suspicion" in that specific town is raised
  • Each time a player is noticed after a stealing attempt in an individual town, they will suffer a cumulative 10% increase in chance to be noticed when making future stealing attempt in that same town for the next 12 hours (the player must go 12 hours without a guard related death to clear their Suspicion in a town)
  • Players can view their current Suspicion levels for each town by saying "I must consider my sins" or [ConsiderSins


Disguise Kits

  • Players must have 80 Stealing skill in order to apply a Disguise Kit
  • Players may apply a Disguise Kit at most once every 15 minutes


Faction Struggles


Times and Durations

  • Faction Struggles now are 30 minutes in duration (instead of 1 hour)
  • Faction Struggles now will occur every 4 hours (instead of 8 hours)

Faction Struggle times are as follows every day:


12am CST

4am CST

8am CST

12pm CST

4pm CST

8pm CST



Faction Struggle Participation

  • In order to be considered a Faction Struggle participant, players must first begin a Faction Struggle within their Faction's Base (accessed by green Faction Moongates that spawn in towns prior to the event)
  • Once a Faction Struggle begins, players who move further than 200 tiles away from any Capture Zone or Respawn Zone are no longer considered participants (and will not follow the normal Faction Struggle rules for scoring, item usage, death, respawning, guard exemption for murderers, etc) until they return to the area


Faction Engagement Level

  • The "Faction Struggles Only" Faction Engagement Level has been removed, with "Always" and "Never" as player's choices now
  • Any player who previously had "Faction Struggles Only" has been automatically switched to "Never"
  • All players may immediately change their Faction Engagement Level once the patch goes live


Items Usage

Players participating in Faction Struggles now have free consumption of the following items:


Reagents

Bandages

Arrows / Bolts



Stamina-Free Movement

  • Participants in Faction Struggles can now push through non-participants without stamina loss


Death

  • Removed previous handling for corpses for Faction Struggles (follows normal corpse rules now)
  • Anytime a Faction Struggle participant dies, they now immediately resurrected and teleported (with any nearby pets) to their Faction Base
  • Respawn timer for participants in Faction Bases is now 2 minutes (previously was 3 minutes)
  • Murderer players can now be resurrected by Faction Base healers (if they show up to a Faction Struggle dead)

Faction Struggle participants no longer drop ANY items upon death with the exception of the following:


Potions

Weapons or Armor made with colored materials

Magical Weapons and Armor

Aspect Weapons and Armor



NPCs

  • Removed the Banker, Stablemaster, and Healer NPCs from faction zones


Underdog Bonuses



  • When one faction's score falls below the opposing faction's by certain amounts, the losing faction will activate Underdog Bonuses that remain in play for the remainder of the Faction Struggle for them (even if they later increase their score past those amounts)
  • Players can view which Underdog Bonuses are activated for their faction in the [Faction gump window and click the orb button next to each bonus for a description of it

Underdog Bonuses are as follows:


Late Arrival

  • Activated when losing by 50 Points
  • Allows members of the faction who are not currently participating in the Faction Struggle to enter Faction Moongates and enter the Faction Struggle after it has already started to join their Faction's team

Fast Respawn

  • Activated when losing by 100 Points
  • Reduces respawn cooldown for by 50% (from 2 minutes to 1 minute)

Blessed Armaments

  • All weapons and armor (including Aspect, Colored Material, and Magical) are now blessed


Notoriety / Flagging

  • Fixed a large number of issues to prevent non-participating players from performing both hostile or beneficial actions to participants
  • Members of the same guild will flag as blue to each other if one is participating in a Faction Struggle and the other is not
  • Murderer players participating in a faction struggle will flag as blue to non-faction participants so long as they don't commit a murder during the event (which will cause them to lose their temporary blue status)


Resolution and Rewards

  • At the end of a Faction Struggle, all participants will be teleported to their Faction Bases
  • Removed the 15 minute post-Faction Struggle Murderer Leeway / Freedom Faction delay (since players will be teleported to their Faction Bases)
  • Fixed an issue for players Reward Points tracking and available points to spend for players
Faction Reward Points awarded for player participation are as follows:


Top Scoring Player on Winning Faction: 6 Faction Reward Points

In Top 25% of Scores on Winning Faction: 5 Faction Reward Points

In Top 50% of Scores on Winning Faction: 4 Faction Reward Points

In Top 75% of Scores on Winning Faction: 3 Faction Reward Points

Participation on Winning Faction: 2 Faction Reward Points


Top Scoring Player on Losing Faction: 5 Faction Reward Points

In Top 25% of Scores on Losing Faction: 4 Faction Reward Points

In Top 50% of Scores on Losing Faction: 3 Faction Reward Points

In Top 75% of Scores on Losing Faction: 2 Faction Reward Points

Participation on Losing Faction : 1 Faction Reward Points



Guild Prestige awarded for guild participation are as follows:


Guild in Winning Faction: 3 Prestige Points

Guild in Losing Faction: 2 Prestige Points

Top Scoring Guild: 2 Additional Prestige Points



House Deeds

  • House Deeds are now blessed for 1 hour after purchase from the Real Estate Vendor
  • House Deeds are now blessed for 1 hour after demolishing an existing house and receiving a House Deed in your backpack


Hiking

  • Players can no longer hike to a destination if they have a Heat of Battle in effect


Bedrolls

  • Players can no longer use a Bedroll to log out if they have a Heat of Battle in effect, have been recently in combat, or recently been flagged in PvP


Heat of Battle

  • Players who attempt to cast Recall, cast Gate, or use Moongate while criminal and have Heat of Battle active will receive a notification as to how much Heat of Battle duration they remaining (rather than simply the receiving the "Thou art a criminal and cannot escape so easily" message)


Server Rankings

  • Removed Prevalia Coin Spent and Long Term Murders from Server Rankings page


Treasure Map Chests

  • Players are no longer able to loot or use items in Treasure Map Chests while any of the chest's guardians are still alive
  • Players who destroy a Treasure Map Chest (via context menu) prior to lockpicking the chest will have the corresponding Treasure Map marked as complete (but will not earn achievements/society progress)
  • Reduced the special loot drops amounts (skill mastery scrolls / aspect cores)
  • Increased the minimum and maximum values for magical items in Treasure Map Chests


Slayer Wands

  • Fixed an issue where Slayer Wand damage was not being tracked as being committed by the player (and creatures killed with Slayer Wands would sometimes show as blue corpses)


Aspect Phylacteries

  • When players use an Aspect Phylactery, their next melee weapon swing with a matching Aspect Weapon will have 100% chance to hit a creature


[Pouch

  • Fixed an issue where using the [Pouch command sometimes wouldn't locate a valid trapped pouch


Arms Lore and Player Stats Profile

  • Fixed a bug that was display low values for Accuracy on weapons in the Arms Lore and Player Stats Profile pages


Fire Aspect Armor

  • Fixed an issue that was causing Fire Aspect Armor to trigger flamestrike wayyyy too often


Faction Abbreviations

  • Players who have their Faction Engagement Level set to "Never" will no longer have an [C], [O], or [F] abbreviation displayed in their overhead name text


Frostbane Creatures

  • Lowered difficulty value (and therefore loot amounts) of Frostbane NPCs


Mapmakers

  • Mapmaker NPCs now carry 999 blank maps (instead of 500)


Campfires

  • Fixed several issues with campfires not tracking secure times correctly


Naming

  • Players should no longer be able to create names and guilds (via Renaming Deeds) with " " at the end of them


Farmer's Almanac

  • Farmers Almanac's should now correctly consume 1 charge when used


Locksmith Training Boxes

  • Players manually targeting Locksmithing Training Boxes with Lockpick and Trap Tools (rather than use the gump) now correctly will be able to gain skill up to 120 (was capping at 80 previously)


Skinning Corpses

  • Players are no longer able to carve blue corpses in the New Player Dungeon (which would cause them to go criminal)


Forensic Eval and Tracking Messages

  • Players activating Hunting mode with Tracking or using Forensic Eval / Skinning on a corpse will now receive a system message informing them of all their new bonuses for Damage to Creatures, Damage to Players, and Barding Skill bonuses


Corpse Creek Moongate And Hiking Destinations

  • Fixed the locations of Corpse Creek's Hiking and Moongate Destinations to account for the recent map overhaul to the region


Polymorph Flagging

  • Fixed an issue with updating grey flagging for polymorphed players


Jail

  • Fixed an issue where players were able to use skills, spells, and items in jail


Player Timers

  • Fixed several issues with "Player Timers" which display player system messages when certain effects expire / PvP flagging ends


Holiday Town Decorations



  • Townships around the world have gotten into the holiday spirit and are now sporting holiday decorations (requires players to run the Outlands Patcher to update their map files)


Holiday Items






A number of limited edition items have been added to the Prevalia Merchant for the holiday season including:

  • Shimmer Evergreen Cloth (Hue 1479)
  • Shimmer Cardinal Cloth (1476)
  • Winter Boots
  • Balaclava
  • Royal Winter Dress
  • Holiday Garland
  • Luminated Holiday Garland (animated)
  • Green Candy Cane
  • Snow Capped Juniper Tree
  • Giant Snowflake
  • Holiday Lights (animated)
  • Green Holiday Stocking
  • Holiday Cactus
  • Luxurious Present
  • Gold-Trimmed Present
  • Lavish Present














Performance Upgrades

  • Readded a large number of Jaedan's performance upgrades that were removed when we were attempting to locate the Stack Overflow issue
  • Recoded a number of mechanics for ship AI handling and processing that should reduce CPU usage and improve lag


Notoriety

  • Players now will lose their Criminal status upon death and Perma-Flags should properly clear
  • Fixed an issue where sometimes a player's notoriety color after losing criminal status would not be updated on other player's screens
  • Fixed an issue where sometimes a player's tamed creatures would not update their notoriety color to match the player's immedaitely


Looting Rights

  • Found several issues with the damage-tracking code that was causing problems with looting rights for creature corpses (especially with regards to spell damage)


Shrine Corruption Ankh Tokens

  • Fixed an issue that was not tracking player damage on Shrine Corruptions correctly and also not distributing Ankh Tokens properly

Corpse Creek Map Revision



  • The map area around Corpse Creek has been overhauled to improve player movement traversing the area


Faction Struggles



  • Removed all Dungeon and Wilderness locations, as the majority of them were too close of quarters for the size of the population we have participating in Faction Struggles
  • Built 7 new Faction Struggle locations (3 in Prevalia, 2 in Andaria, and 2 in Cambria) that have 2 very large capture zone and 3 respawn zones each
  • Added 4 new Faction Struggle locations (Terran, Outpost, Corpse Creek, and Horseshoe Bay) that have one very large capture zone and 5 respawn zones (neither faction will begin having control of the capture zone)


Participation

  • Announcement of a Faction Struggle will begin 30 minutes prior to the event and will have several additional countdowns announcements prior to start
  • In order for a player to participate in a Faction Struggle, they must be inside their respective Faction Base when the event starts
  • Any player who is not inside their Faction Base at the start of the event will not be considered part of the Faction Struggle, and will not be able to score points, respawn upon death, nor will their corpse be protected from enemy looting as described below in the "Player Death" section


Freedom Faction

  • Members of the Freedom Faction now have their own Faction Base that they will access at prior to event start (via Green Faction moongates in town)
  • Once the event starts, the number of participants for Chaos and Order factions will be calculated (based on players in those bases) and Freedom Faction guilds will be temporarily assigned to either Order or Chaos to best balance the population among the factions


Player Death

  • Players will no longer have their GM Weapons/Armor considered to be blessed during Faction Struggles
  • Corpses of players who die during a Faction Struggle (within 100 tiles of a zone) will only be lootable by themselves or their guildmates until their corpse decays to bones (takes 15 minutes for a corpse to decay to bones)
  • Players will not be able to carve other player corpses during a Faction Struggle (since this would turn a player's corpse to bones)


Rewards

Guilds will now earn the following Guild Prestige amounts for Faction Struggles:


Faction Victory: 5 Guild Prestige

Faction Loss: 3 Guild Prestige

Top Guild in Total Score: 2 Bonus Guild Prestige



Post-Faction Struggle

  • For 15 minutes after a Faction Struggle, participating Murderers will be exempt from being guard whacked in towns
  • Once 15 minutes have passed after a Faction Struggle, Freedom Factions guilds will return to their normal handling (leaving the temporary Chaos/Order faction they were assigned)


Misc

  • Added tracking of lifetime stats for players and guilds for Faction Struggles (these stats won't be immediately visible to players, but I will create a viewable player and guild profile similar to Arena Profiles for everyone very soon)
  • Conducted a visual overhaul of Faction Gumps


Faction Flashpoints



As mentioned above, we removed a large number of our previous Faction Struggle locations including those taking place in the Wilderness and in Dungeons

Faction Struggles are currently scheduled to occur at 8 hour intervals (4am CST, 12pm CST, and 8pm CST) each day

In order to promote additional faction-related combat, we will be introducing Faction Flashpoints


Flashpoints

  • Flashpoints are 15 minute long "King of the Hill" style events that will occur at random intervals in between scheduled Faction Struggle times (typically two of them will fall in between each Faction Struggle)
  • Flashpoints will feature one control zone that is fought over by the three different factions (Freedom Faction guilds will not be treated as enemies of each other while within 100 tiles of a control zone)
  • Locations for Flashpoints will largely focus on Wilderness and Dungeon areas and players will not be able to recall / gate / camp within 50 tiles of the control zone
  • Control of the Flashpoint will be similar to controlling a zone in a Faction Struggle, however Flashpoints do not feature the other rules found in Faction Struggles (i.e. no respawn mechanics, no protection for murderers, no protection for corpse looting, etc)
  • At the end of the 15 minutes, the Faction currently controlling the zone will earn Faction Reward points and Guild Prestige for its participants (amounts to be determined)
  • Flashpoints are not currently active but will be enabled very soon


Faction Engagement Level and Guilds

  • When a player joins a guild, they will now always reset their Faction Engagement Level (determines when they flag as orange to enemy guilds) to "Never" and must manually change it if they want to flag as orange to enemy guilds


Guild Prestige

  • Guilds will now earn Guild Prestige amounts when tackling large creatures based on how their total damage amount ranks compares to the other guilds that damaged it

Prestige amounts for guilds are as follows:


Mini-Boss Highest Damaging Guild: 3 Prestige

Mini-Boss 2nd Highest Damaging Guild: 2 Prestige

Mini-Boss All Other Damaging Guilds: 1 Prestige


Shrine Boss Highest Damaging Guild: 6 Prestige

Shrine Boss 2nd Highest Damaging Guild: 4 Prestige

Shrine Boss All Other Damaging Guilds: 2 Prestige


Boss Highest Damaging Guild: 9 Prestige

Boss 2nd Highest Damaging Guild: 6 Prestige

Boss All Other Damaging Guilds: 3 Prestige


Event Boss Highest Damaging Guild: 30 Prestige

Event Boss 2nd Highest Damaging Guild: 20 Prestige

Event Boss All Other Damaging Guilds: 10 Prestige



Harvesting

  • Harvesting amounts for resources (Boards, Ore, Leather) in Towns and Guard Zones will now be 50% of normal (similar to the existing mechanic on Shelter Island)


Housing Vendors

  • Fixed an issue that was ignoring the maximum number of Rental Vendors that was supposed to be allowed for houses
  • Players can view the number of current vendors as well as maximum allowed vendors in their house (which does includes non-accepted Rental Vendor Contracts locked down in a house) in the Vendors tab of the House Menu
  • We recommend that players if they are over their intended limit for their house, they dismiss excess vendors to return to the intended amount
  • Over the course of the next few weeks we (staff) will be working with players to phase out any excess vendors still remaining (and putting "moving crates" in bank boxes for vendors in houses remaining that are over their vendor limit)


Lyric Aspect Armor

  • Fixed an issue that was incorrectly adjusting Barding Song durations with Lyric Aspect Armor (should be correct now)


Aspect Weapons

  • Fixed an issue that was causing Aspect Weapons to receive a dramatically a large bonus to accuracy (now is correct amount)
  • Fixed some visual issues with the Poison Aspect Weapon/Spellbook Special Effect triggering on targets


Treasure and Resource Map Locations

  • Removed a number of potential locations for Treasure Maps, Fishing Maps, Ore Maps, Lumber Maps, and Skinning Maps that are valid housing locations
  • Any existing maps that have a location that contains a house will receive a new randomized location


Resource Map Tomes

  • Fixed an issue where Lumber Maps, Ore Maps, and Skinning Maps that were being added to player's respective Resource Tomes were not being displayed: any maps that players have added will now correctly display (i.e.e players should not have lost any maps due to the issue and they should now appear)


Treasure Map Chests

  • Fixed an issue where single-clicking a Treasure Map Chest that was about to decay shortly would result in "1 sec remaining"


Veterinary Supplies

  • Fixed an issue where if a player died while in the middle of using Veterinary Supplies they would be stuck and unable to use them again after resurrection


Tamed Creatures

  • PvP Damage Scalar for Flame Purgers and Corpse Purgers have further been reduced from 40% to 30% (standard creatures are 50%)
  • Bloodwolves now have the Irate Trait (instead of Intensity) which correctly works with Blood Rage


Hostile Creatures

  • Non-Boss creatures in Dungeons will now follow a player up to a maximum of 30 spaces from its spawn location (and will teleport home if exceeding it)
  • Non-Tamed Otyugh's spine attack has been reduced in effectiveness
  • Reanimated creature corpse explosions (such as from Spare Parts, Reanimated Daemons, etc) will no longer damage other non-tamed creatures (this previously would cause them to aggro other non-tamed creatures)
  • Fixed an issue where Paragon creature corpses would appear as red and be freely lootable


Society Jobs

  • Fixed an issue where society jobs for "Training Creatures in Region X" weren't tracking correctly


Achievements

  • Achievements for killing creatures now will use damage percentages for determining a player's contribution on a kill (i.e. a player dealing 50% damage to a creature will be considered to earn 50% progress for achievements on that creature)


Outlands Collectable Cards

  • Corrected the date on the "Population Reaches 2000" card
  • Beta Hero Cards should now say "Beta Hero" rather than just "Player"


Player Visibility

  • Fixed an issue where players manually squelched by staff would not be visible to other players


Alacrity Scrolls

  • Alacrity Scrolls that have expired will now say as such when single-clicked


Skinning

  • Skinning a creature via a context menu will now properly generate a Captcha request


Training Credit Deeds

  • Fixed an issue where players were able to use Training Credit Deeds with a listed amount of "0" gold


Disarm

  • Fixed an issue where players below 80 weapon skill could potentially make Disarm attacks (now correctly mirrors Hamstring)


Training Weapons

  • Training Weapons now should always do at most 1 damage (was a fluke issue where they could do more than 1-2 damage)


Crash Fixes

  • Fixed a crash related to Kindling
  • Fixed a series of crashes related to Ship Crewmembers in combat


Arenas



  • Players will no longer consume any resources (Reagents, Bandages, Ammunition, Scrolls, and Potions) nor take durability damage to weapons and armor while fighting in the arena during Duels or Tournaments
  • Players will now require 1 Arena Credit to take part in a Duel (1 Arena Credit costs 100 gold)


Barding Difficulty

  • Reduced the difficulty of barding creatures moderately
  • Success chance to bard a creature is now ((Effective Barding Skill - (Creature Difficulty Value * 1.5)) / 100)


Bard Songs

  • Bard Songs should now display the correct effect description for each song type
  • Players now have a cooldown of 10 seconds for using each Bard song (meant to prevent visual spamming)


Lyric Aspect Weapon / Spellbook

  • Fixed an issue where Aspect Weapon/Spellbook triggered effects for Lyric Aspect wouldnt reset a player's current barding durations


Lyric Aspect Armor



  • Removed the "Damage Reduction After Failed Barding Attempt" mechanic from Lyric Armor
  • Lyric Aspect Armor now improves Bard Song Effectiveness by (12.5% + 3.75% per Tier Level)


Aspect Armor Durability

  • Fixed an issue where Aspect Armor and Weapons crafted from items with colored materials werent receive the Durability bonus provided by those colored materials
  • All existing Aspect Gear has had their Max Durability increased by 50 to compensate for this (and newly crafted Aspect Gear should now have the correct Durability amounts)


Resurrecting Pets

  • Rolled back the code that caused an issue with players being unable to resurrect pets with bandages


Hiding Skill

  • Fixed an issue with players failing at Hiding when in valid scenarios
  • Players should always be able to hide now while currently already hidden (via Invisibility spell)


Alacrity Scrolls



  • Due to the rollback we had several days ago and the unexpected downtime to fix a code issue, all players will receive an "Alacrity Scroll" in their backpack
  • Alacrity Scrolls are blessed and only usable by that player
  • Alacrity Scrolls must be used within 1 week of receiving them
  • Players can double-click an Alacrity Scroll to open a gump menu, where they may chose a bonus to receive for the next 6 hours with that character
  • Upon making a selection, the player must select the "Activate Bonus" twice to confirm and activate the bonus for that player

Players may chose from the following bonuses:

  • +25% Gold Drops (will not increased Mini-Boss or Boss Gold amounts, and will not stack with other player's Alacrity Gold Drop bonuses)
  • +25% Skill Gain (will apply to all skills including crafting, harvesting, and taming)


Explosion Potions

  • Players should no longer be able to be damaged while inside a house by an explosion potion that is outside the house


Passive Animal Taming

  • Players should no longer use up Passive Taming Skill if they are currently at their Animal Taming skill cap


Paragon Chests

  • Paragon Chests should now be flippable / rotatable with the Home Decorator Tool


Shield Taunt

  • Fixed a typo in the Shield Taunt system message


Spirit Speaking Absorption

  • Dropped absorption amount a small amount (we're almost there, we promise!)


Item Identification

  • The 115 skill Item Identification mechanic has been removed (was the cause of the server hangs we were experiencing) and will be replaced with an alternate mechanic very soon


Tracking Skill

  • Fixed an issue where players sometimes could still track deceased players or creatures


Society Jobs

  • Society Jobs involving killing paragon creatures, sinking paragon ships, or unlocking paragon chests should now work properly (players were receiving credit for multiple paragons for a single instance)


Skinning

  • Base Colored Leather skinning chance increased to 7.5% (previously was 5%)
  • Fixed an issue that was preventing players from harvesting Valehide Leather
  • Removed the mechanic that would reduce Colored Leather yields by 50% (should now come in same amounts as regular leather when skinned)


Arena

  • Fixed the casting bug that was preventing casting in arenas
  • Fixed the notoriety issue that was flagging players in arena matches as blue to each other (should now be correctly orange for enemies and green for teammates)


Hiding

  • Fixed an issue that would allow players to quickly gain Hiding skill while making hiding attempts while in LOS of an enemy combatant


Hamstring

  • Fixed an issue where players could make Hamstring attempts while not having at least 80 skill in their equipped weapon


Hiding Skill

  • Players who have already hidden via the Invisibility spell will not be considered to be in other creature's or player's LOS when attempting to use the Hiding skill (to become "true" hidden)


Shield Taunt




  • Players may now perform a Shield Taunt by double-clicking a shield they have equipped and targeting a creature (for Direct Taunt) or targeting themselves (Area Taunt)
  • Players may also activate Shield Taunt by using the [Taunt command if they have a shield equipped

Directed Taunt

  • Upon making a Directed Taunt towards a specific creature, a Parrying Skill check is made
  • On a Parrying Skill check success, the player massively increases their aggro towards that creature for 20 seconds
  • The player will then have a 30 second cooldown before they can make another Taunt attempt
  • For the next 20 seconds, the player's equipped shield receives a 100% bonus to it's AR value when determining damage reduction (only against creatures)
  • On a Parrying Skill check failure, the player must wait 15 seconds before making another Taunt attempt

Area Taunt

  • Upon making a Area Taunt (by targeting themselves), a Parrying Skill check is made
  • On a Parrying Skill check success, the player massively increases their aggro towards all creatures within 12 tiles for 10 seconds,
  • The player will then have a 30 second cooldown before they can make another Taunt attempt
  • For the next 10 seconds, the player's equipped shield receives a 100% bonus to it's AR value whendetermining damage reduction (only against creatures)
  • On a Parrying Skill check failure, the player must wait 15 seconds before making another Taunt attempt


Barding


Peacemaking

  • Players attempting to use Peacemaking on a creature that is currently already Provoked or Discorded will gain an effective barding skill bonus of 25 on the Peacemaking attempt

Discordance

  • Players attempting to use Discordance on a creature that is currently already Provoked or Pacified will gain an effective barding skill bonus of 25 on the Discordance attempt

Provocation

  • Players attempting to use Provocation on creatures that are currently already Pacified or Discorded will gain an effective barding skill bonus of 12.5 on the Provocation attempt for each already barded creature


Barding Songs




  • Players now have the ability when using barding skills to target the ground and activate a Barding Song that applies a bonus to nearby friendly players and creatures within 12 tiles
  • Recipients of a barding song bonus do not need to stay within 12 tiles of the bard to maintain the bonus, however
  • Barding Songs last for 5 minutes
  • A player's barding skill for determining song effectiveness is capped by their Musicianship skill (i.e. 70 Musicianship and 90 Provocation = effective 70 Provocation)

Song of Provocation

  • Increases Damage Dealt by (5% * (Provocation / 100)) to creatures

Song of Discordance

  • Reduces Damage Taken by (10% * (Discordance / 100)) from creatures

Song of Peacemaking

  • Increases Melee Accuracy and Charged Spell Chance by (5% * (Peacemaking / 100)) against creatures


Spirit Speak Absorption

  • Increased the amount of charge gathered for Spirit Stones by 50%


Flame Purger and Corpse Purger

  • PvP Damage scalars for Flame Purger and Corpse Purger have been reduced to 40% (creatures default to 50% PvP scalars)


Spirit Speaking

  • Spirit Stones charges will fade if unused for 6 hours (previously was 24 hours)
  • Spirit Stones now fill (4 * SquareRoot(Creature Difficulty / 100)) * Player Damage Dealt Percentage * (SpiritSpeak Value / 100) on Spirit Speak usage
  • Baseline Hit Points for Level 8 spell summons reduced by 50
  • Baseline Duration for summons is 150 seconds
  • Elder versions of summoners duration now increased by (150 * (Spirit Speaking / 100)) seconds
  • Ancient versions of summoners duration now increased by (300 * (Spirit Speaking / 100)) seconds


Tamed Creatures

  • Fixed an issue where creatures that were tamed and then brought into a guard zone within 2 minutes were being guard whacked (they were being treated as "Criminals" still with a 2 minute timer)
  • Creatures at level 10 experience should no longer generate prompts for XP gain notifications
  • Tamed creatures should no longer drop arrows on death
  • Fixed an issue where tamed creatures would not show up as hidden on server reboots


Charge Ability

  • Non-Tamed creatures using thing Charge ability now require a fully valid movement path in order to Charge (i.e. can no longer charge across water or similar surfaces)
  • Non-Tamed creatures using the Charge ability will no longer cause Knockback
  • Charge now has a 1 second "windup" (instead of 0.5 seconds) and all other players/creatures hit by the charge who were not the intended target take 50% of normal damage


Shrine Corruption

  • Fixed an issue with Shrine Corruptions distributing too many Ankh Tokens


Female Aspect Armor

  • Fixed an issue where female armor pieces (which occupy the Shirt layer, rather than Inner Torso) were not correctly counting as being part of Aspect Armor sets


Context Menu Skill Usage

  • Fixed a number of skills that could be activated via Context Menus and wouldnt use their skill cooldown timer properly


Crafting Gump Window

  • Changed the green hue for Skillgain Items to be brighter


Taste Identification

  • Fixed an issue where the Taste ID Herbal Poultice would sometimes not resist Poison / Bleed / Disease


Vendors

  • Fixed an issue where players would sometimes be warned by vendors about having too many control slots of creatures when buying normal items


Fishing

  • Fixed an issue where players using fishing nets would sometimes get the "Something emerges from the water!" message but no creature would appear


Disguise Kits

  • Fixed an issue where on server reboot players with disguise kits would lose their altered name and skin hues


Dungeon Chests / Treasure Map Chests

  • Fixed an issue with the Polymorph Trap's handling on players (potential results now mirror player-casted Polymorph spell, and put Polymorph Buff icon in place)


Dye Tubs

  • Fixed an issue where players were able to use normal dye tubs on equipped backpacks
  • Players now have a cooldown in place with how often they can dye all their equipped items at once with a dye tub (using the dye tub to target themself and getting the gump for it)


Detect Hidden Skill

  • Fixed an issue where Detect Hidden Skill Mastery Scrolls werent dropping very often


Recall Runes

  • Fixed an issue where a player could prompt to rename a recall rune, trade it, and then finish renaming it from a long distance from the rune


Treasure Map Chests

  • Party members should no longer go criminal for looting another party member's Treasure Map Chest


Stealing Perma Flags

  • Fixed an issue where permaflags on players from stealing were not being cleared on death
  • Removed the mechanic where a player who had a permaflag upon death would immediately become criminal upon ress


Server Rankings

  • Players with Banned accounts will no longer be displayed in Server Rankings


Stables

  • Players in the Arena and Faction Bases can now use Stablemasters even after recently being in combat


Houses

  • Players inside any house now have a Context Menu entry for "Eject" to remove themself from the house


Item Identification

  • Fixed an issue with 115 Item ID skill so it will now properly list how many items of a specific type exist in the world


Arch Protection, Arch Cure, Mass Cure

  • Arch Protection, Arch Cure, and Mass Curse will no longer target players who are hidden (and subsequently would "reveal" their location)


Snooping

  • Players are now unable to snoop the backpack of a player who is hidden


Thanksgiving Event

  • Strange Chickens, Strange Pheasants, Strange Geese, Strange Vultures, and Strange Colossal Turkeys that spawn are no longer hostile by default (only become hostile when roasted and transformed)


Stealth

  • Fixed an issue where players at 100 Stealth could potentially fail their stealth check if their Stealth skill cap was above 100


Thieving

  • Players will now perma-flag against a player on any stealing attempt against them, regardless of success (perma flag wipes upon death, however)
  • Players who make a stealing attempt against another player trigger the "Heat of Battle" mechanic for 2 minutes similar to attacking another player (cant use recall / moongates during that time)
  • Players attacking a thief who is perma grey to them will not trigger "Heat of Battle" for doing so (i.e. they can defend themselves from thieves in that regard)


Storage Shelves

  • Any Shields that players have previously restocked into a Storage Shelf (which didn't appear previously) should now reappear and players can restock shields as normal from now on
  • Harpoons should now stock correctly into Storage Shelves


Faction Struggles

  • New characters will by default have their Faction Engagement Level to None (i.e they will not be flagged for Faction Combat by default)
  • Guilds may now change their Faction allegiance every 3 days (previously was 7 days)

Freedom Faction

  • Players will now recieve first notice that a Faction Struggle is going to begin 15 minutes prior to start
  • Players who are in the Freedom Faction will not know which faction their guild will side with until 5 minutes prior to Faction Struggle start (they will have overhead text notifying them of this, however)
  • Five minutes prior to a Faction Struggle, population for Chaos and Order guilds will be calculated and Freedom guilds will be assigned to attempt to balance population as best as possible



Murderers

  • Fixed an issue with Murderers so they may now enter towns for Faction Struggles without being guardwhacked
  • As long as a Murderer in a faction stays within the Faction Struggle area, they will flag as Green to other faction members, Orange to enemy faction members, and Blue to all other players
  • If a Murderer commits a murder during a Faction Struggle, they will lose their Blue notoriety to non-faction members for the rest of the Faction Struggle


Treasure Map Chests

  • Rebalanced the difficulty of monsters for Treasure Map Chests (significantly increased)
  • Monster respawn waves for Treasure Map Chests are now a flat, randomized 20-40 minutes for all chest levels
  • Treasure Map Chests will now decay after 2 hours of being dug up (previously was 4 hours)
  • The player who dug up a Treasure Map Chests can now use the context menu entry of "Demolish" to detonate a Treasure Map Chest


Dungeon Chests

Shortened the respawn timers for Dungeon Chests to as follows:


Level 1: 10-20 Minutes

Level 2: 20-40 Minutes

Level 3: 30-60 Minutes

Level 4: 40-80 Minutes

Level 5: 50-100 Minutes

Level 6: 60-120 Minutes

Level 7: 12-24 Hours (same as before)

Level 8: 3-5 Days (same as before)



Lockpicking

  • Fixed a gump issue where clicking a "red button" on the lockpicking gump would show a weird gump graphic


Creature AI

  • Tamed Creatures should no longer follow hidden players in combat (such as a tamed creature given an attack order against a player who then hides)


Creature Abandonment / Deletion

  • Added several additional checks to prevent creature abandonment / deletion occuring unintentionally when retrieving creatures from stables or using moongates and warping to town with pets


Begging Skill

  • Toned down the amount of skill gain added to Begging skill in the previous patch


Braziers

  • Braziers craftable with tinkering are now movable (previously were not movable, unintentionally)


Faction Struggles

  • Faction Struggle schedule is now underway!
  • Rebuilt the Prevalia North Faction Struggle location (the eastern gate now has a forest)




Thanksgiving Forest Ostard Hue

  • A limited edition Thanksgiving-hued Forest Ostard will be spawning in the wild this weekend





Thanksgiving Event

  • A special Thanksgiving event that will be lasting the weekend will be activated shortly!





Event Scores

  • We have implemented a new Event system that tracks player progress during events as well as tracks a Lifetime Event Score for players
  • Each individual event will have their own specific scoring and ranking system unique to the event (such as ranking players based on Largest Fish Caught for a fishing event)
  • Players will also earn points towards their Lifetime Event Score based on how they perform at an individual event relative to other players (by ranking)
  • Events will be classified as either Major or Minor events, and have a maximum possible Lifetime Event Score of 1000 points or 500 respectively earnable by players
  • For instance, a player who ranks 1st out of 100 players at a Major Event will boost their Lifetime Event Score by 1000 Points, whereas a player who ranks 25th out of 100 players will earn 750 Lifetime Points (75% * 1000 = 750 points)
  • Players can type [eventscore to see how they and other players are doing score/rankingwise for events and see their estimated Lifetime Event Score Points they'll earn (based on their current rank)
  • Players can also navigate and view past events from the Event Score gump window
  • Players can view their Lifetime Event Score on the Server Rankings page (Paperdoll -> Help -> Server Ranking) or [serverrank




Boss Rares

  • Bosses now have a large collection of new decorative rare drops
  • Bosses now have an interactive item that can drop at super low chances




Mini-Boss Rares

  • Mini-Bosses now have a large collection of new decorative rare drops
  • Mini-Bosses now have an interactive item that can drop at super low chances




Outlands Collectable Cards

  • Implemented a large number of new Outlands Collectable Cards that will slowly start filtering into the game world via rare loot drops and specific systems


Party Tracking

  • Added support for party tracking via Steam / Razor


Aspect Spell Hue Deeds

  • Renamed Aspect Spell Hue Deeds to better describe the items (previously were called "Aspect Hue Deeds"


Bank Withdraw

  • Fixed a bug that allowed players to withdraw gold in "0" amounts (would create a single gold piece item that was worth 0 value, and not spendable)


Begging Skill

  • Begging Skill gain has been dramatically increased, and players will no longer be able to gain skill on NPCs that are out of funds


Camping Skill

  • Camping Skill gain has been increased moderately


Player Death Aggression Flagging

  • Fixed several issues where players would stay grey to other players after death when they should have returned to blue status


Poison Damage Flagging

  • Poison Damage against a player / controlled creature will now only flag the player as an aggressive action the moment it is applied and not on every tick (to prevent players from being poisoned outside of town and then running into town and being 'reattacked' by the poisoner now in the guard zone)


Help Stuck

  • Players must now double-click the Help Stuck button to confirm their desire to use the Help Stuck feature
  • Murderers who use the Help Stuck feature while in a restricted area (that would normally kill them) will not be subject to Resurrection Penalties if they use the Help Stuck feature while still alive
  • Added a notification in the Help Stuck explanation for Murderers of this mechanic




Storage Shelves

  • Poisoned weapons can no longer be added to storage shelves
  • Removed the mechanic that required players to be Owners or Co-Owners to restock a storage shelf (now it is dictated by the Secure Level set)


Disguise Kits

  • Fixed an issue with Mastercrafted Disguise Kits where changing one's gender would set the player as grey (was treating the player as being Polymorphed due to the bodyvalue switch)


Released / Abandoned Tamed Creatures in Town

  • Normally when a tamed creature is released or abandoned in town, it is immediately deleted (to prevent players from releasing "aggressive" creature that could attack players and poison/bleed them before guards come)
  • When tamed creatures are now abandoned or released in town, it will first be killed and then immediately deleted (this will now generate a creature corpse, instead of the creature just vanishing)


Stealing Notices

  • Fixed an issue with the chances of players being noticed while stealing in town not calculating correctly (the notice chances by NPCs and Players were swapped)


Town Criers

  • Town Criers will now make announcements every 60 seconds (previously was every 15 seconds)


Active Skillgain

  • Snooping / Stealing / Lockpicking / Remove Trap skills now correctly benefit from Active Skill Gain bonuses (on top of any special bonuses for Dungeon Chest skil gain)


Corpse Looting Rights and Shelter Island

  • Rebuilt the notoriety system for corpse handling, which should resolve several issues players would have with being unable to loot corpses of players that had since entered Shelter Island, Faction Bases, or the Arena


Strength / Agility Potions

  • Fixed an issue where Strength and Agility Potion cooldowns were overlapping


Armor Durability

  • Overhauled the handling on how armor (and shields) take durability damage
  • Previously when a player was hit by an melee attack, a single randomized piece of armor would get hit (with Chest piece being 35% chance, Gorget being 8% chance, etc) and only that piece would lose durability potentially
  • Now when a player takes melee damage, they have a low chance (still adjusted by Arms Lore) to have all equipped armor and shields to take durability damage (so durability drops uniformly amongst a player's equipped armor)


Context Menu Skill Cooldowns

  • Fixed an issue where Animal Taming, Animal Lore, Arms Lore, and Poisoning did not correctly use skill cooldown timers when activated through Contet Menus


Action Filtering

  • Due to the overwhelmingly positive impact of our earlier patch for performance improvements, we've removed the majority of Activity Filters that were in place (such as for Lifting / Dropping / Skill Use / etc)


Tailoring Aspect Mould

  • Tailoring Aspect Moulds now take 1 Mastercrafting Diagram similar to all other Aspect Moulds


Detect Hidden

  • Fixed an issue where players using Detect Hidden while in their own house would reveal players in neighboring houses


Shrine Corruption Damage Tracking

  • Shrine Bosses now have a significantly larger health pool than before
  • Damage players deal during Shrine Corruptions are now split into two values: Wave Damage and Boss Damage
  • Players must now deal at least 10,000 damage to monsters during Waves in a Shrine Corruption as well as at least 2,500 damage to the Shrine Boss itself to qualify for a Skill Mastery Scroll
  • Otyughs that spawn during Shrine Corrupts have had their ability damage drastically reduced




Boss Creature Health

  • Due to RunUO limitations, creatures previously had a maximum health of 65,000
  • For balancing purposes, we previously had a "Damage Resistance" mechanic in place that scaled damage for mini-bosses, shrine bosses, bosses in order to allow us to effectively go higher than that 65,000 health amount, but by only scaling players damage downward
  • We've removed this limitation and Damage Resistance mechanic and can now feature creatures (namely bosses) with up to 999,999 health

The following types of creature's have had their maximum health adjusted as follows:


Mini-Boss: 50,000 Health

Boss: 100,000 Health

Shrine Boss: 150,000 Health



Taste ID

  • Fixed an issue where players using the Taste ID Herbal Poultice mechanic wasn't giving friendly players bonuses


Faction Engagement Level

  • New players will now have their Faction Engagement Level (determines when they flag as Orange to opposing guild factions) set to default at "Never" when joining their first guild


Animal Taming

  • Whenever a creature that is being tamed takes damage, it will now break the taming attempt and the player will see a "That creature has recently taken damage and is too angry to continue taming" overhead message


Food Stacking

  • Ribs Baskets, Fish Steak Baskets, Drumstick Baskets should all stack correctly now


Faction Struggles

  • We will very soon be reintroducing Faction Struggles with a number of adjustments to account for the overwhelming (and unexpected) number of participants we've had to the system

Faction Struggle Locations

  • The majority of the previous Faction Struggle locations functioned well for 10vs10 or even 20vs20 sized fights, however would become way too crowded for 30vs30 or 40vs40 fights
  • As such, we've begun overhauling our locations with an emphasis on creating large capture zone regions and avoiding bottleneck passways / transitions
  • We'll try to have a rotation of least 20 Faction Struggle locations that are workable with large populations (8 are currently built)

Faction Balancing and Population

  • Announcements for Faction Struggles and Faction Moongate will now begin 60 minutes prior to the start of the event, and will still have several notifications at various intervals to remind players
  • In order for a player to participate in a Faction Struggle, a player will have to be inside their Faction's Base (accessible via the Green Faction Moongates in each town) at the start of the Faction Struggle
  • The Freedom Faction will now have their own Faction Base for players in that faction to gather at
  • Once the Faction Struggle begins, populations for each Faction (Order and Chaos) will be calculated, and guilds aligned to the Freedom Faction will be assigned to either Order or Chaos to create the closest balance possible for player totals


Last edited: Nov 23, 201



Faction Reward Points

Faction Reward Points for participation in Faction Struggles have been adjusted as follows:


Top Scoring Player on Winning Faction: 12 Faction Reward Points

In Top 25% of Scores on Winning Faction: 10 Faction Reward Points

In Top 50% of Scores on Winning Faction: 8 Faction Reward Points

In Top 75% of Scores on Winning Faction: 6 Faction Reward Points

Participation on Winning Faction: 4 Faction Reward Points


Top Scoring Player on Losing Faction: 10 Faction Reward Points

In Top 25% of Scores on Losing Faction: 8 Faction Reward Points

In Top 50% of Scores on Losing Faction: 6 Faction Reward Points

In Top 75% of Scores on Losing Faction: 4 Faction Reward Points

Participation on Losing Faction : 2 Faction Reward Points



Faction Rewards

  • Added a number of new decorative rewards to the Faction Rewards page that can be purchased with Faction Rewards Points




Poisoning Skill Gain

  • Fixed an issue where Poisoning skill gain from 100-120 was not scaling correctly


Society Jobs

  • Society Jobs are now back to normal reward point values
  • Fixed a display issue for a job involving Earth Elementals (wrong graphic)
  • Any jobs that were set to take place in Cavernam (which has not been released yet) have been switched to Mount Petram


Freedom Faction

  • The Freedom Faction has a new hue (for cloth/items/mount tokens) and flag icon




Seafarer League Mount Token

  • Changed the hue for the Seafarer League Mount Token horse (top row, 2nd from the left)



Forest & Frenzied Ostard Hue Change

  • Frenzied and Forest ostards will now spawn hued as intended, without color extending to their horns and feet
  • Previous versions will remain in the game but no longer spawn in the wild
  • Neutral colored (hue 0) ostards are no longer spawning but are available as mount tokens




Faction Struggles

  • Faction Struggles will begin starting this Saturday with a daily rotation for events occuring every day at 4am CST, 12pm CST, and 8pm CST (each event lasts 1 hour)
  • Fully controlling a Faction Struggle Zone will now earn a player 1.5 points per "tick" (previously was 2.0)
  • Contesting a Faction Struggle Zone will earn ta player 1.0 points per "tick" (same as before)
  • Players that die during Faction Struggles (while within the Faction Struggle Region) will not drop any weapons or armor so long as they aren't magical or made from any colored materials


Tamed / Summoned Creatures PvP Movement Speed

Tamed / Summoned creatures will now move at a reduced speed if any of the following is in effect:


  • The creature's controller has a Heat of Battle mechanic in place
  • The creature is in Attack Mode and their target is another player
  • The creature is in Guard Mode or Patrol Mode and their current combatant is a player


Tamed Creature Abilities in PvP

  • Abilities that are chance-based (such as Bleed Attacks on melee hits), have a further 50% chance reduction to trigger against players
  • Abilities that are guaranteed, but have a usage cooldown (such as Breath Attacks and Charge) now have randomized delay of several seconds for a creature triggering them against another player (i.e. they wont immediately do them as soon as they are told to attack a player)
  • Damage bonuses to abilities received for XP traits (such as Trample for the Charge ability) provide 50% of the normal damage bonus when against players


Aspect Phylacteries

  • Fixed an issue where Aspect Phylactery stored charge amounts were reseting on server restart
  • Added a sound and visual effect to activating a Phylactery




Command Aspect Weapon/Spellbook Special Effect

  • Fixed an issue that was not granting Tamed / Summoned creatures the damage increase from the Command Aspect Weapon/Spellbook effect when it triggered


Spirit Speak

  • Reduced the amount of charge players gather with the Spirit Speaking skill by 50% of normal


Shrine Corruption Bosses

  • Shrine Corruption Bosses will spawn minions during battle more frequently now
  • Fixed an issue with Shrine Corruption event times; should be more random throughout the day now


Telekinesis Spell

  • Players will no longer be able to look into a locked container with the Telekinesis spell



Interior Decorator

  • A new Interior Decorator Tool for houses is now for sale on Architect Vendors




Donation Maps

  • Donation Maps and Wood Frame Donation Maps are now for sale on the Prevalia Market Merchant (they can be double-clicked to see what Region Bonuses are currently in place)




Tamed / Summoned Creature Speed

  • Tamed and Summon Creatures in Attack, Patrol, or Guard mode have had their speed reduced to previous levels


Abandoned Pets

  • Pets will go wild if they remain out of view of their controller for more than 24 hours (and not stabled)
  • Fixed an issue that was causing wild pets to not be deleted (wild pets are deleted after 1 hour)


Corpse Creek Moongate

  • The guard zone around Corpse Creek's moongate has been removed


Rental Vendors

  • Players can no longer remove clothing from Rental Vendors
  • When Rental Vendors are dismissed or run out of funds, they will now sort all held items into a list based on sell price, and then attempt to place as many items as possible (starting with the most expensive) into the owner's bank box. If any items are remaining, they will then attempt to place remaining items (starting with the most expensive) in the bank boxes of any other characters on that account as well. If any items remain after this, they will be placed in a backpack and dropped at the vendor's feet (which will then decay as normal)


Language Filter

  • Squelch duration for violation of the Language Filter is now 30 minutes
  • Players will recieve a notification when they become squelched for a language violation and which word triggered it


Crashes

  • Fixed a crash issue with Plant Bowls
  • Fixed a crash issue with The Cistern Gorgon mini-boss


Jail System

  • Built a new Jailing System for staff with automated release for players
  • Players can say "Jail", "Release", "Crime" or "Time" when Izual the Jailer wanders along his patrol route near their cell to see how much time they have left in jail



Language Filter

  • We've added a language filter that catches players saying certain restricted words (racist / homophobic / etc) that violate our rules for those conditions, and publiclly squelches them for a set duration
  • While squelched, a player's speech wont be heard by other players unless they are in the same guild, same alliance, same party, or if the player is in a house or ship
  • We'll be updating the language filter word list as we go, so words in the list may change from time to time (we don't have a problem with players saying things like "fuck" or "shit" and wont ever add those to the filter, its only stuff we deem personally hostile to some players such as racial/homophobic speech as mentioned above)
  • The words included are variations of the following:


    Spoiler: NSFL Filtered Words


Heat of Battle

  • Attacking a guildmate or ally (green hue) will no longer trigger the Heat of Battle Mechanic (that prevents players from recalling/using moongates within 2 minutes of initiating combat)


Withdraw / Check

  • Players may now use the "Withdraw X" and "Check X" commands at banks to withdraw X amount of gold or create a check for X gold
  • Players saying "Balance" will now receive the Balance Gump


Treasure Maps, Fishing Maps, Lumber Maps, Ore Maps, Skinning Maps

  • Fixed an issue where maps being removed from Tomes would show up as complete oceans; all existing decoded maps should now be fixed and Tomes work correctly now


Event Scripter

  • Began implementation of an Event Scripting tool for staff-createds event that will be deployed in the very near future




Guildstones

Players double-clicking Guildstones will now also launch their guild gump



Tamed Stealthing Creatures

Tamed Stealth Creatures will no longer reveal themselves when the server reboots



Speech Filter

The speech spam filter will no longer track player's speech usage while on ships (since players will often prefer to give ship commands vocally, and at a fast rate)



Misc

Captain (Basic) Achievement is now listed as "Register a Small Ship" instead of "Launch a Small Ship"

Fixed a spelling error in Eldritch Phylacteries


Damage Tracking

  • Any time a player or creature deals more damage than is needed to kill something, such as 200 flamestrike damage to a creature with 25 health remaining, the excess damage amount will not be tracked (this will prevent players from dealing a large amount of damage to a creature with 5% health remaining and "steal" the looting rights on the creature)


Bank Checks

  • Fixed an issue where bank checks, after being successfully deposited, would remain in the bank with 0 amount of them (no gold was lost by any players, it just wasnt deleting the bank check when it got down to 0 value left)
  • Any existing bank checks in the game world with 0 gold remaining on them (as described above) have been removed


New Player Dungeon

  • Fixed an issue where things flagging as Green (guildmasters / pets) werent able to be healed by players
  • Monster aggro for new player dungeon should be back to normal


Bleed Effects

  • Bleed effects for The Terrorwood, Wildwood Reaper, and Sanguineous have been toned down slightly


NPC Vendor Item Amounts

  • Increased the default amount of Bolts of Cloth on Tailors to 250 (previously was 100)
  • Increased the default amounts of Reagents on Mages, Herbalists, and Alchemists to 999 (previously was 500)
  • Increased the default amounts of Bolts and Arrows on Bowyers and Rangers to 999 (previously was 500)


Blank Maps

  • Players can now craft 3 Blank Maps with 10 Boards in the Carpentry Crafting Menu
  • Players can now craft 3 Blank Maps with 10 Leather in the Tailoring Crafting Menu


THERE IS A MANDATORY FILE PATCH. PLEASE RUN YOUR LAUNCHER.


Shelter Island and New Player Dungeon

  • Fixed a large number of issues with notoriety and flagging for these areas: players will not be able to do any harmful actions to other players or followers inside these regions


Pet Combat Flagging

  • Fixed an issue where a player could attack a tamed/summoned creature that was currently in Guard or Stay mode, and it would flag the tamer as attacking the instigator
  • Tamed / summoned creatures will only be treated as attacking a target player if their controller gives the Attack command


Notoriety

  • Cleaned up a large number of minor issue notoriety flagging (mainly related to Beneficial / Harmful action flagging)
  • Players in Account Aggression Restriction should no longer be able to do harmful actions to blue pets / summons


Shrine Corruption

  • Shrine Corruption Events will now feature 20 waves of monsters with new ranges of creature difficulty and max number of creatures
  • Shrine Bosses will now feature spawns of minions at various intervals
  • Shrine Bosses now have more damage resistance
  • Completion of a Shrine Corruption Event will now distribute 100 Ankh Tokens amongst participants (previously was 50)
  • Players must now do at least 2500 damage during a Shrine event in order to qualify for receiving a Skill Mastery Scroll




Releasing Tamed Creatures

  • Players releasing tamed creatures in town will result in those tamed creatures automatically being killed


Passive Taming

  • Players who have their Animal Taming skill flagged as Locked or Down will not make any checks for passive taming skill when their creatures are in combat (and therefore wont lose any passive taming points banked)


Atlas, Hiking, and Moongate Destinations

  • Players hiking to towns or leaving dungeons via Golden or Crimson Mongates will now appear at a random location their desired town (fixed issues with the wrong town sometimes being chosen)
  • Rebuilt all potential hiking locations for Points of Interests / Dungeons / Moongates / etc so players will no longer occasionally end up in invalid locations (such as someone's house / a water fountain / etc)
  • Unlocked hiking locations for players should now be correctly tracked (previously some unlocked locations for players were "offset" by one position in the Atlas listing)


Maps

  • We've regenerated the Map file that gets used when players view in-game Atlas locations, Treasure Maps, etc (this will require the user to run the patcher for the lastest version)
  • Updated the location for Entrances to Dungeons in the map file




Guild Member Promotion

  • Players can no longer promote another player in their guild up to their own rank (can only promot them to one rank below them)


Guild Prestige

  • Guilds should now correctly be able to upgrade their Guild Level and recieve guild favors / unlock new guild symbols (guilds will retroactively be granted levels they should have received)
  • When a guild increases it's Guild Level it will be announced to the server similar to achievements
  • Fixed an issue with the number displays for guild prestige earned (will no longer have 10+ decimals)
  • The Server Rank listed in the Guild Gump for Guild Prestige should now display correctly


Evening Gloves

  • Evening Gloves should now be dyable / usable with the Clothing Alteration Kit


Spirit Speaking

  • Recoded the handling for Spirit Speaking absorption of energy for Spirit Stones to fix several potential issues
  • Players can now gather energy from corpses they didnt deal any damage to (but will only receive a very small amount)


NPC Skill Training

  • When players drop gold on an NPC to train skills it will not consume any more gold than is neccessary for training


Donation Processing

  • Added a new Donation Processing system and gump: players who are logged in and receive their donation coins from staff will recieve a notification gump (on the next patch we'll try to get this available for offline players logging in as well)




Achievements

  • Fixed several issues with players not having the correct number of total achievements tracked for each category
  • Fixed several issues with players "skipping" the 2nd and 4th tier level of Societies Achievements (for titles)
  • Fixed an issue with players earning progress on the 120 Skills achievement for having 120 Tactics (100 Tactics + Power Weapon equipped)

Ghost Scouting

  • Players idling as ghosts in dungeons will be teleported to the dungeon entrance after 30 minutes


Looting and Line-of-Sight (LOS)

  • Players in houses will no longer receive the ability to loot themselves or creatures they kill regardless of LOS (mechanic is meant to players to be able to loot their own corpse / corpse in dungeons that happen to fall in out of reach areas)


Society Jobs

  • Fixed an issue where Society Jobs for Resources Maps were not being tracked correctly




Server Saves

  • Server saves will now only occur every 10 minutes since we are fairly stable performance wise


Prevalia Market (Donation Vendor)

  • Players must now double-click the Purchase button to confirm and buy items on the Prevalia Market gump window
  • Updated descriptions for items to list whether the item is already blessed, can be blessed, or not blessed



Special and Rare Item Loot

  • Fixed a bug that was causing loot drops on special items (such as skill mastery scrolls) and rare items (such as dyes) to slowly creep up over time

Creature AI

  • Made several improvements to pet responsiveness (especially when following a moving player) and enemy creature AI response times


[ShowSkillGain

  • ShowSkillGain will not display text for players attempting any skill they have 0% success chance at nor any skill they have skill gain set toggled to down or locked in the skills gump


Clothing Alteration Kit

  • Clothing Alteration Kits should now work correctly on Neckwear (Scarves / Neckerchiefs)


Achievement Totals

  • Fixed the system that calculates the total number of achievements each account has completed in total and for each category, and now correctly generates a server rank for that account in the Achievements Gump window


Prestige / Society Progress

  • Fixed an issue where progress amounts were being displayed in large percentages


Cambrian Stone Cellar House

  • Fixed an issue with the Ban Location for these house types


Shrine Corruptions

  • Players will no longer be able to ressurect at a Corrupted Shrine


Locked Containers and Rental Vendors

  • Players viewing locked containers on rental vendors will not be able to view inside them (the vendor's owner will, however)


Disguise Kits

  • Fixed an issue where players using a disguise kit twice in a row could lose their "original" hair/skin; players will have to remove a disguise first in order to apply a new one


Furniture Dyes and Donation Maps

  • Players can now dye Donation Map items with Furniture Dyes


Player-Made Moongates

  • Players will now have to confirm a Moongate Gump for entering any player-made moongate (via Gate Spell) to enter them



Societies

  • A bug was discovered where if players deleted a character on their account, there was a chance that their whole account's Societies Record would also be deleted along with it (apologies!)
  • To compensate for this, for the next week and a half all players will receive double reward points for completing any Society Jobs (it will be listed in the Society Job Board as it's normal reward amount, but upon completion, players will actualy get x2 the normal points amount)




Heat of Battle

  • Fixed an issue where the "Heat of Battle" mechanic wasn't performing properly
  • When a player initiates combat against another player, they are considered to be in the "Heat of Battle" and for the next 2 minutes the attacking player cannot use any Moongates (player created or public), cast Recall, or cast Gate
  • Players will recieve a message when an attempting to use a Moongate/travel spell while they have "Heat of Battle" active telling them how much time remaining they must wait before they can travel as normal


[ShowSkillGain

  • The [ShowSkillGain command has been renabled


Tamed AI Handling

  • Reverted the previous handling for tamed creatures that was causing some pets to require repeated commands issued to pull them out of the Stop command
  • After a tamed creature has killed it's Attack target, it will automatically return to Follow mode


Provocation Damage

  • Fixed an issue that was causing provoked creatures to deal 1 damage (should now be correctly 100% of normal damage)


Tailoring Artisan Clothing

  • Rebalanced some of the Cloth requirements and Mastercrafting Requires of Artisan Clothing in the Tailoring menu (all take 120 Tailoring to craft)


Clothing Alteration Kits

  • Players can now craft Clothing Alteration Kits with 100 Tailoring skill (takes 50 Leather to craft)
  • Players can use Clothing Alteration Kits to take any existing piece of Clothing, Mask, Headgear, or Neckgear and merge it with a stack of colored cloth to adopt that hue color (this consumes the cloth used)
  • Each Clothing type will require a different amount of cloth be consumed to alter the hue, with the amounts being roughly the same amount of cloth that would be required to craft an item of similar size through Tailoring crafting
















Corpse Looting

  • Players loot their own corpse or the corpse of a creature they have rights to loot (i.e. is grey to them) they can now grab items regardless of Line-of-Sight to the corpse (should deal with issues of players not being able to loot things on certain stairs or walkways that was blocking them from grabbing items)
  • Players who kill a creature they have tamed should now have the corpse show up as grey to them
  • Fixed several issues with handling for looting rights, and the top damager should have rights to a non-boss corpse (and any guild members or partymembers of that player can also loot)


[Password

  • The [Password feature now will only let you change the password for the account you log in with (and not other accounts tied to your IP)


Log Out Teleportation

  • Fixed an issue where players logging out ontop of translucent, walkable water were being teleported to town upon logging back in


Name Verification

  • A number of professions, such as "ranger" or "mage" that were previously blocked by the Name Verification system have now been opened up and players may use those names in their character names


Map Crash

  • Fixed a crash related to players viewing an in game map with very low cartography skill


Performance

  • Implemented a number of performance upgrades for Movement, Timers, and other backend code


Summons

  • Reduced the amount of hit points for most summons by about 50%
  • Creatures that autodispel (Mini-Bosses, Shrine Bosses, Bosses, and Event Bosses) now will now deal 75% of a level 5 summon's total health on each autodispel interval (previously was 60%)
  • Creatures that autodispel (Mini-Bosses, Shrine Bosses, Bosses, and Event Bosses) now will now deal 50% of a level 8 summon's total health on each autodispel interval (previously was 60%)


Guild Alliances

  • Fixed an issue where Guild Alliances were not properly flagging players as green


Shrine Corruption

  • The Shrine Corruption system will now be enabled


Region Bonuses

  • Weekly Region Bonuses are now active on the server (you can double-click any of the large world map signs near a Town Crier in any town to see which bonuses are currently active)


AI Handling

  • Made a large number of adjustments to AI handling for Acquiring Targets
  • Increased the time range between weak creatures and hard non-tamed creatures selecting new targets in combat (should be more noticable)

Corpse Notoriety

  • Fixed a number of issues with corpse notoriety related to a player's location


Passive Taming

  • Increased the chance for passive taming by 2x of previous amounts


Provocation

  • Damage dealt by provoked creatures has been raised to 100% of normal (previously was 50%)


Looting Rights

  • Fixed a number of issues with player looting rights when killing monsters and earning Guild Prestige (on boss-level creatures)
  • Fixed a number of issues related to "expiring" damage entries on creatures that sometimes would cause players not to have valid looting rights


Guild Prestige

  • Players will now receive a text notification when their guild earns Guild Prestige


Colored Leather

  • The drop rate chance for colored leather has been increased (base of 4% increased to 5%)


Forest Ostard / Frenzied Ostard

  • Added a new hue to the random hue list


Potion Kegs

  • Fixed an issue where Lesser Magic Resist Potions being dropped into Potion Kegs was storing them as Regular Magic Resist Potions


Prevalian Stylist

  • Players can no longer purchase appearance changes from the Prevalian Stylist while under the effects of Incognito, Polymorph, or a Disguise Kit


Map / Movement Algorithms

  • Reverted our changes from two patches ago that made changes to the handling for Map functions and Movement Algorithms (pings and CPU load actually increased under them, unfortunately)


Activity Filter

  • We're continuing to make adjustments to get activity filtering to a good spot, and we've relaxed the threshold on the Lift / Drop filter, as well as for Animations


[ShowSkillGain

  • The ShowSkillGain feature, which displays a player's chance for skill gain on any skill usage (or weapon swing / spellcast / etc) has been temporarily disabled in an effort to see if it may reduce CPU load / pings (typically 1000s of these messages get sent every second to players)


Smart Harvest

  • Made a few changes to the backend handling for Smart Harvest to hopefully free up some CPU resources (and lower pings)


Forges

  • Fixed an issue where some Forges in the overworld and as home add-ons weren't working correctly for smelting


Sheep and Cloth Selling

  • Due to a large number of players creating massive sheep farms, we've had to put some restrictions in place as to what players can do with cloth
  • Sheep that have been tamed at least once before will now have much, much longer respawn times for wool shearing
  • Bolts of cloth and items that are made primarily with cloth (which typically are below 50 skill to craft, and not worth any skill gain anyways) can no longer be sold NPC vendors


Spirit Speaking and Spirit Stones


  • Fixed an issue where players sometimes wouldn’t be able to fill Spirit Stones that were available (players still may only pull spirit energy from corpses that they have dealt ‘some’ damage to)
Blade Spirits and Energy Vortex (Uncontrolled Summons)


  • Blade Spirits and Energy Vortex can no longer be improved to Elder or Ancient versions with Spirit Speaking (we found that the damage on them was become very unbalanced)
  • Blade Spirits and Energy Vortex no longer gain benefit from the Herding Focused Aggression skill (same issue as above regarding DPS balance)
Summons and Provoked Creatures


  • Summoned Followers and Provoked Creatures will only deal a max of 1 damage if they are over 18 tiles away from their summoner/bardmaster (similar to how poison functions)
Notoriety


  • Players who commit criminal actions by healing a grey or red players or creature will now receive a notification that they have committed a criminal action
  • Players who are criminal will always flag as grey while their criminal timer is active (even to guildmembers)
  • Murderers who are in the middle of a faction struggle will flag as green to friendly faction members and orange to enemy faction members but will otherwise always flag as red to players (even guildmates)
Shelter Island / New Player Dungeon Handling


  • Young players will no longer be able to perform any beneficial actions that would flag them as criminal (such as healing a monster)
  • Players may not perform any harmful actions involving a young player in any way (which includes a young player attacking a non-young player and vice versa)
Shrine Corruptions


  • Fixed an issue where Shrine Corruptions were giving too many ankhs to players
Colored Board Furniture


  • Furniture that was made with a colored board type should now be restored to it’s correct hue
Slayer Wands


  • Players will be revealed when using Slayer Wands
Warmode Timer


  • Removed an activity filter check for using the Warmode Timer (simply has a minimum .1 second usage delay now)
Movement and Map Handling


  • We’ve implemented an updated version of the Movement Algorithm and Map Handling code (credit belongs to Vorspire) that ideally should improve our CPU efficiency and potentially speed up pings for players
  • Fixed the crash issue were having that was inherent in RunUO’s default Map processing handling (all our crashes since launch have been this error with RunUO’s map code)
Password Reseting


  • Players can now use the [Password command to reset the passwords on all their 3 accounts associated with their IP (unless they are using IP cycling)




Achievements


  • Players should now be correctly earning Achievement Reward points to spend when completing achievements
  • Adjusted the scale for achievement reward points for all achievements, and players have now been assigned points based on what they have completed so far
  • Fixed an issue where players were earning points towards Zoology achievement progres for each individual creature tamed instead of type of creature (will be tracked correctly now, however unfortunately will start at 0 with this patch)
  • Domestication achievement should now be correctly tracked
Reward Points


  • Rebalanced the Reward Point costs of a large number of items from the Societies, Arena, Faction, and Achievements Reward Systems
Captcha


  • The captcha has been adjusted once again to randomize the items and positions of graphics making up it’s numbers (we’ve had a large number of players attempting to script bypass the captcha, so unfortunately this was necessary)
Guildstones


  • Players will get a system message when attempting to double-click a locked down Guildstone in their house (which will associate that player’s guild with the house) if they are not currently in a guild
Houses


  • Fixed an issue where players Removing / Banning players from houses was launching the Housing Menu
  • Players toggling the “Treat Guildmembers as Friends/Co-Owners” option in the House Menu will be now notified that they must have a guildstone locked down in their house (and double-clicked) for that mechanic to function correctly
  • Players assigning “Guildmember” Access Levels to Doors and Containers will be now notified that they must have a guildstone locked down in their house (and double-clicked) for that mechanic to function correctly
Help System


  • Fixed an issue where the player’s displayed number in the Help Queue was way larger than it should have been
Bandages


  • Players should now be able to resurrect pets belonging to other friendly (green) players with bandages
Arcane Rune


  • Arcane Runes can no longer be used while locked down
Bank Check


  • Bank checks now have “[blessed]” in their single-click description (they previously were blessed, but didn’t display as such)
Rare Hued Footwear and Scissors


  • Rare hued footwear that drops as loot will no longer be cutable with scissors for cloth
  • Players will no longer be able to cut cloth that is locked down
Treasure Map Tome


  • Fixed an issue where the Add All to Backpack button sometimes wouldn’t appear
Treasure Maps


  • The drop rate on Treasure Maps have been reduced significantly
Training Bows


  • Training Bows should now correctly use two hands and take arrows to fire
Server Rankings


  • Staffmembers should no longer show up in any Server Rankings for players
Creatures


  • Fixed a number of creature abilities that we dealing AoE damage and stacking for large damage against a single player
Prevalia Market


  • Fixed the description for Fancy Cloak
Animal Taming


  • When a player finishes taming a creature, that creature will immediately exit combat, clear all timed damage effects (poison / bleed / disease) from itself and from any players or creatures it had attacked, and all players will no longer be considered in combat with the creature (this should prevent players from accidentally attacking or dealing damage to that creature now that is suddenly tamed and blue to them)
Detect Hidden


  • Fixed an issue with Detect Hidden in houses; should now correctly reveal all players/creatures in a house when a friend of the house uses it inside
Society Jobs


  • Society Jobs should no longer pop up for Urukton Bluffs and Cavernam Dungeon (until we open those dungeons up to players)
Staff Announcements


  • Announcements from staff will now have a more visible red text hue and will be accompanied by an audio alert


Guide Buttons


  • Most in-game menus have a “Guide” button in the upper left corner
  • Players may now click that button to launch their brower to the relevant Wiki page for that game mechanic (or if the Wiki has not been completed, to the most relevant forum post for that mechanic)




Faction Moongates


  • Fixed an issue where players in the Freedom Faction entering faction gates were being sent into black space just past their respective faction base for the faction struggle (Faction Struggles will be turned on in a few days here)
Town Moongates


  • The Moongates outside of each town will now teleport players to each town’s respective moongate
Dungeon Moongates


  • The Golden and Crimson moongates inside dungeons will now teleport players to a randomized location inside of each town
Outlands Collectable Cards


  • All players during launch week will receive an Outland Launch Collectable card to mark the event
  • All Beta Heroes (players who were exceptionally diligent during our long beta testing period) each will have a Collectable Card created in their name and will receive their own version
  • Players will in the future will occasionally receive Collectable Cards for various events and activities, and will encounter a number of cards as loot drops for high-end gameplay systems




Aspect Gear


  • Changed the wording on Aspect Moulds from “Uses” to “Charges” (takes 6 charges to create a Weapon / Spellbook or 1 charge to create a piece of Armor)
Tinkering


  • Added Braziers to the Tinkering crafting system (commonly used to provide heat for plants)
Blade Spirits and Energy Vortex


  • Fixed an issue where Blade Spirits and Energy Vortexes would sometimes attack other players and creatures, but not flag the summoner as attacking the victim
Prevalia Market Merchant and Prevalia Stylist


  • The Prevalia Market Merchant is now available just southwest of the Prevalia Bank, and players can buy a variety of aesthetic and organizer items from them
  • The Prevalian Stylist is now available just northeat of the Prevalia Bank, and players can change the look of their character (from new hairstyle graphics added to the game, as well as new skin hues)
  • Fixed an issue where the hues previewed for the Prevalian Stylist were slightly off of what players would end up with
  • A Shimmer Oxide limited edition cloth hue is available on the Prevalian Merchant during launch week
  • Players can switch back and forth between Prevalia Coin and Gold their desired currency to spend for both the Prevalia Market and Prevalian Stylist












Dye Tubs


  • Dye Tubs will no longer dye Furniture, Masks, or Neckwear (Scarves / Neckerchiefs)
  • Existing Furniture, Masks, Neckware that has been dyed has been reset to their base hues (apologies! we’ll set up another mechanism to get those items dyed though!)
Loot


  • Fixed an issue where the Loot Tier level for Infernal Daemons wasn’t dropping magic items (weapons/armor/spellbooks/instruments)
  • Rebalanced loot drop rates for Treasure Maps so maps should appear more frequently on lower level creatures (typically level 1 maps)
Housing Placement


  • Fixed a large number of issues with housing placement regarding valid land tile types and proximities to other static objects
  • Players must now have a buffer of 4 tiles on each side of the house between other houses
Houses and Locked Down Containers


  • Fixed an issue where items being dropped into Locked Down containers in houses would not automatically become Locked Down as well
Rental Vendor Contracts


  • Removed the ability in houses for players to “Allow Friends/Co-Owners to Place Vendors” from the Housing Mneu
  • Rental Vendor Contracts when placed now have options to only allow “Co-Owners” or “Friends” of the house to accept the contract
  • Removed the LOS check from players placing Rental Vendor Contracts at locations in houses




Player Rental Vendors


  • When players say “vendor buy” to purchase an item from a player vendor, the result gump window has been overhauled and will now display the player’s gold balance
Player Stuck Help Feature


  • Players using the Help Stuck feature while inside a house will immediately teleport to the house’s ban location (typically below the house sign). This does not count as one of the player’s uses of the Stuck Feature (players can normally only use the Help Stuck feature once every 12 hours)
  • A player’s pets and summons should now follow them when using the Help Stuck feature (provided those followers are within 24 spaces of the player)
  • Players using the Help Stuck feature will be teleported to a randomized location in the last town they made a selection for on the Moongate Destination Window (Murderers will always be teleported to Corpse Creek and Young Players to Shelter Island, however)
Skill Gain


  • Players should now be able to gain Tactics even when a Magical Weapon has boosted their Tactics skill above 100
  • Fixed an issue with skill gain being extremely slow for Stealth, and rebalanced skill gain rates for both Hiding and Stealth
  • Players should now always be able to gain skill from 0 to 120 for Provocation / Peacemaking / Discordance when targeting Captive creatures in the Prevalia Zoo
Provocation


  • Tamed creatures that are provoked onto another creeature do not have their damage reduced (as would normally occur during provocation)
Area Peacemaking and Area Discordance


  • Players can no longer perform AoE Peacemaking and AoE Discordance while in a guarded areas
Harvesting


  • Fixed a number of issues with players being able to harvest areas for Mining / Fishing in inaccesible locations
Cooking


  • Lowered the minimum skill needed for Cooked Ribs, Cooked Drumstick, and Cooked Fish Steak to 45 (previously was 50)
Locksmith Training Boxes


  • Players should now be able to use Locksmith Training Boxes to train from 0 to 120 Lockpicking and Remove Trap (at a much, much slower rate than actively lockpicking Dungeon Chests, however)
  • Players should now be able to gain Lockpicking and Remove Trap skill up to 70 on any Dungeon Chest within the New Player Dungeon
Stealing


  • Players can no longer steal containers
  • Players can no longer make stealing attempts against other players and creatures while on Shelter Island (or in the New Player Dungeon)
  • Fixed an issue with Stealing and Snooping skillgain not functioning properly
  • Added Pickpocket Dips to the top of the Shelter Island Training Center
  • Players can use Pickpocket Dips to train up to 70 Stealing and 70 Snooping (Snooping has accelerated skillgain on Pickpocket Dips)
Fame / Karma


  • Fame and Karma have now been overhauled
  • Players earn 1 point of Fame and Karma per gold worth of a creature killed, scaled based on their damage percentage dealt to the creautre (i.e. a player doing 25% of the damage to a creature worth 100 gold will earn 25 Fame and 25 Karma)
  • Players will have the Lord/Lady title added to their Karma title while at Fame Rank 5
Fame Rank breakdowns are as follows:

Fame Rank 1: Less than 125,000 Fame

Fame Rank 2: 125,000 Fame

Fame Rank 3: 250,000 Fame

Fame Rank 4: 500,000 Fame

Fame Rank 5: 1,000,000 Fame


Karma Rank breakdowns are as follows:

Karma Rank 1: -1,000,000 Karma

Karma Rank 2: -500,000 Karma

Karma Rank 3: -250,000 Karma

Karma Rank 4: -125,000 Karma

Karma Rank 5: -62,500 Karma


Karma Rank 6: Between -62,500 and 62,500 Karma


Karma Rank 7: 62,500 Karma

Karma Rank 8: 125,000 Karma

Karma Rank 9: 250,000 Karma

Karma Rank 10: 500,000 Karma

Karma Rank 11: 1,000,000 Karma


Players lose 10% of their total Fame amount whenever they die

If a player kills another player, and they did the largest percentage of damage among all players/creatures damaging the player, they will receive 50% of the Fame lost by the deceased player


Players lose Karma as follows:


  • Players lose 5 Karma for Begging (will not drop a player below Karma Rank 5)
  • Players lose 10 Karma for Snooping (will not drop a player below Karma Rank 4)
  • Players lose 10 Karma for Poisoning (will not drop a player below Karma Rank 4)
  • Players lose 15 Karma for Stealing (will not drop a player below Karma Rank 3)
  • Players lose 100,000 Karma for killing another player
Vulgarity Filter and Name Verification


  • Added a large number of filtered names based on vulgarity
  • Players will not be able to create names matching exact creature names, such as “a mongbat”, but they will be able to do “mongbat” or “mongbat king”
Training Credit Deeds


  • Trained Credit Deeds that players receive on character creation (if they choose ‘Advanced’ character creation) when dropped onto a town vendor as payment for skill training will now have a special window where the player can specify exactly how much credit they want to spend for training a particular skill




Animal Taming


  • When a player tames a creature, any persistant damaging effects caused by the creature to another target (such as bleed, poison, disease) will no longer be treated as coming from the creature (and therefore won’t flag the tamer as attacking the target)
  • When a player tames a creature, any other player or creature that was currently treating that creature as their “combatant” will no longer be doing so (should prevent players from attacking newly tamed creatures)
Mounts


  • Players will now have a 1 second delay between being able to re-mount a horse after dismounting (to prevent spamming)
Wilderness Spawns


  • Lllamas will now spawn in the wilderness
  • Reduced the number of bird spawns in the wild by 50% (which increases the chance of other creatures to spawn)
New Player Dungeon


  • Players can no longer cast blade spirits, energy vortex, or any field spells while in the new player dungeon
Area of Effect Spells


  • Earthquake will now only do 50% of a player’s total health in damage (previously was 60%, and change was to account for players having 100% casting success at 100 Magery)
  • Players cannot hit other players inside houses with Chain Lightning, Meteor Swarm, or Earthquake unless they have a direct line-of-sight to the player (such as them being on a balcony)
Captcha


  • Implemented a new Captcha the requires the player to input text for 3 different randomized numbers shown




Hamstring


  • Fixed an issue that was causing Hamstring to not restore correct amounts of stamina after its effect expiration
Activity Filtering


  • Due to a large number of players running macros with no pauses, spamming actions, or excessively spamming text, the server was being flooded with packet requests and causing lag as well as disconnections to the majority of players.
  • Normally this wouldnt be an issue for most servers, but we’ve exceeded 1000 players on a consistent basis for 4 straight days, and 95% of our players are either macroing, training, or actively playing (we have almost no AFK bank/house sitters or completely idle players which typically make up 25-50% of a server’s population)
  • To deal with the resulting lag / connectivity issues, we have now implemented a number of filters for players to prevent activity spam, either by ignoring packets that exceed a certain delay period (scaled based on activity type), or disconnecting players who spam an extremely large number of actions continuously over a sustained period
  • The vast majority of players will not need to worry about being disconnected unintentionally; players will have to be looping actions many times a second continously over the course of a minute in order to be flagged for activity spam
  • If you do happen to receive notice of being disconnected for activity spam, you should consider adding in at least a 250ms pause at the end of any macro you are currently running
Light Levels


  • Players may use the [Light command to manually set the lighting level for them in game (such as [light 50 )
Magic Resist Potions


  • Fixed an issue where Magic Resist Potions were providing an incorrect amount of spell damage reduction
Starting Bandages


  • Fixed an issue where players cutting up cloth would add bandages to stacks of newbied/bound bandages generated on character creation
Misc


  • Fixed an issue where players placing an Small Andarian Stone House would appear below the floor when placing it


Activity Filtering and Resynchronizing

  • Fixed a large number of issues with filtering activities such as Warmode toggling and Spellcasting
  • Resynching should work again


Arcane Scrolls and Aspect Cores

  • Fixed an issue where Arcane Scrolls and Aspect Cores would sometimes spawn with Amount = 0, resulting in them not being stackable
  • Existing Arcane Scrolls and Aspect Cores have now been fixed


Captcha

  • Players will have now 5 attempts to complete the Captcha (due to the randomness of positioning with them)


AI Handling and Performance

  • Setup code handling to reduce the CPU load for "sleeping" creatures, i.e. creatures that haven't moved or been in combat for over 5 minutes to hopefully improve pings
  • Added a number of code efficiency fixes with XMLSpawners and other timer-based actions to reduce CPU load and hopefully improve pings


Notoriety

  • Players who are murderers should always flag as red now, with the exception of to other members of the same faction (green) or enemy faction (orange) if they are taking part in a Faction Struggle


Abandoning Creatures

  • Non-stabled creatures will now become abandoned by their tamer controller if they haven't been within 12 tiles of them for over 24 hours
  • Abandoned creatures will be deleted in one hour if not re-tamed


Staff Broadcasts

  • Messages from staff will now feature red text that is more visible in game and in the journal and will be accompanied by a sound effect


Houses and Locked Down Items

  • Players can now set the Secure level of Doors for both Public and Private houses now
  • Fixed an issue where players attempting to lock down stackable items (and the stacking failed) would result in the item being locked down in their backpack instead
  • Items that have become locked down in player's backpacks now should no longer be locked down


Prevalia Coin

  • Prevalia Coin is now blessed


Character Creation

  • Players will no longer receive an Outlands Launch Collectable Card on character creation now


Cooking Skill

  • Fixed an issue with Cooking where skill gains were much higher at 80+ skill than intended


Guild Prestige

Guilds now earn Prestige as follows:


Killing a Mini-Boss: 4 Guild Prestige

Killing a Shrine Boss: 6 Guild Prestige

Killing a Boss: 10 Guild Prestige

Killing an Event Boss: 25 Guild Prestige

Participating in a Faction Struggle on the Losing Side: 3 Guild Prestige

Participating in a Faction Struggle on the Winning Side: 5 Guild Prestige

Guild Member Completing an Achievement: 15 / (Number of Active Players in Guild Who Have Completed an Achievement in the Last Month) Guild Prestige

Guild Member Completing a Society Job: 2 / (Number of Active Players in Guild Who Have Completed a Socieity Job in the Last Month) Guild Prestige


Energy Bolt and Explosion

  • Energy Bolt and Explosion will now do 25-35 damage (previously was 20-35)


Poison Spell

  • Players casting the Poison Spell will default to Lesser Poison
  • The first tick of any poison spell takes 4 seconds, and then subsequent ticks take the poison's normal delay (such as 10 seconds for Lesser Poison)
  • Any player with 50 or higher Poisoning Skill will have their casted Poison Spell default to Regular Poison
  • Players have a chance to upgrade their Poison Spell to Greater or Deadly as normal


Crossbow

  • Crossbow range has been reduced to 8 (previously was 10)


Armor Durability

  • Drastically lowered the rate at which armor loses durability


Fame and Karma

  • Fame now has a 0 to 1,000,000 value range
  • Karma now has a -1,000,000 to 1,000,000 value range
  • When players kill a monster, they earn Fame and Karma equal to the gold value of the creature (amount is then scaled based on the percent of damage they dealt to the creature)
  • When players die outside of Faction Struggles, Arenas, or Lawless/Grey Zone Areas they will lose 10% of their current Fame amount
  • If a player kills another player (and are the player that did the most damage to them) they will receieve 50% of the Fame amount lost by the deceased player
  • If a player is reported for a murder, they will lose 100,000 Karma
  • Players will lose 5 Karma for each Snooping, Poisoning, or Begging activity
  • Players can now view their individual Fame and Karma amounts in the Titles page (accessible via [Titles or Paperdoll -> Help -> Titles)






Arenas

  • Characters that have "Supplemental" PvP skills such as Camping, Tracking, Inscription, and Forensic Eval will always be treated as having their full damage bonus available for that skill while in the Arena (the 20% total max cap for Supplemental skills still applies, however)


Arena Match Results Window

  • Players clicking the blue orb icon next to a player's name in the Arena Match Results Window will now default to viewing that player's results for the type of match they just participated in (i.e. after a 1vs1 match, the Solo Duels page will be selected)

Arcane Runes

  • Tamed and Summoned creatures now will gain the benefit of any Arcane Runes placed down by players


Shrine Corruption

  • Dramatically increased the difficulty of waves of Shrine Corruption events
  • Damage is now tracked for both monsters during waves as well as damage dealt to the boss on a per player basis (previously only damage against the Shrine Boss was tracked for distributing Ankh Tokens)
  • When a shrine wave clears, each player will receive an overhead message telling them what their cumulative total damage for the Shrine Corruption is currently at, what their damage total is percentage-wise compared to all players, and how many Ankh tokens they can expect based on their current percentage
  • If a player has not dealt damage to any wave creature or the boss within 1 hour, their tracked damage amounts are cleared
  • Increased the total number of Ankh Tokens distributed for Shrine Corruption events to 50 (previously was 40)
  • When a Shrine Boss is killed, all players within 30 tiles of the Ankh or the Boss will receive their respective number of Ankh Tokens placed directly into their backpack
  • Players that are more than 30 tiles away will have their Ankh Tokens placed on the corpse of the Boss instead, however
  • Ankh Tokens are bound to that player and cannot be picked up by any other player for 10 minutes (after which other players may then freely loot them)






Dungeon Chests, Treasure Map Chests, and Paragon Chests

Reduced the minimum skills needed (and therefore reducing the difficulty) for locked containers as follows:


Level 1 Chest: 0 Skill

Level 2 Chest: 20 Skill

Level 3 Chest: 40 Skill

Level 4 Chest: 60 Skill

Level 5 Chest: 80 Skill

Level 6 Chest: 100 Skill

Level 7 Chest: 110 Skill

Level 8 Chest: 120 Skill



Shelter Island

  • Young Players attempting to leave Shelter Island on foot (via teleporters) will now be prompted to renounce their Young Player status before they are allowed to leave the island


Houses

  • Players may now place houses in Lawless areas such as Corpse Creek
  • House placement now requires 4 tiles on all sides of the house being clear of other houses
  • Fixed an issue where attempting to preview a house over existing Housing Preview Tiles was causing a Z-level issue and falsely showing "Invalid Placement"
  • Housing Preview Tiles now last for 5 seconds (previously was 10 seconds)
  • Fixed an issue where players viewing the Housing Window for a house would sometimes see icons for non-accessible pages
  • The Vendors Page of the Housing Window no longer has buttons for "Allow Friends and Allow Co-Owner's to Place Vendors"
  • Rebuilt the layout for displaying vendors in the Vendor page

House Signs

  • Players may now change the sign on their house from the Ownership page of the Housing Window
  • Fixed an issue where house signs would switch to the wrong facing when going from public to private in the case of east-facing houses






Rental Vendors






  • Rental Vendor Contracts (player vendors) now have a new graphic and are now purchasable from Bankers, Provisioners, Tavernkeepers, and Innkeepers for 100 gold
  • Players may now lockdown a Rental Vendor Contract in their home and can select the contract to be "Open to Friends" or "Open to Co-Owners" to only allow those types of players to be able to agree to the rental vendor contract
  • When a player accepts a Rental Vendor Contract, the resulting vendor will start with 100 gold held (empty vendors have a 20 gold per day cost)
  • Fixed a variety of issues with accepting vendor contracts (previously required the player to be inside the house to do so)
  • The Vendor Page of the House Gump now will show how long contracts have until they expire or renew, and for the landlord, how much the contract is for and how long
  • When a player accepts a Rental Vendor Contract, or a contract automatically renews, the gold cost for the contract (if a price was set) will be directly deposited in the landlord's bank account
  • Fixed an issue where players adding items to vendors would prompt players about "citizen" and "non-citizen" prices











Atlas

  • Added Prevalia Zoo to the list of Points of Interest in the Atlas


Faction Struggles

  • Rebuilt the zones and areas for Corpse Creek's faction struggle


Tamed Creature Abilities

  • Tamed Creatures with movement abilities such as Charge or Dig will not be able to use them while they are currently Paralyzed, Entangled, or Hindered


Mounts

  • Players have a 1 second delay before they may ride a mount again after dismounting (to prevent players spamming)
  • Tamed Mounts that have abilities will have a delay before they may trigger their abilities (such as Charge or Fire Breath) after their rider dismounts from them


Peacemaking / Provocation

  • If a player attempts to Pacify a Provoked creature (or vice versa), it will override the existing barding effect with the new one


Pack Animals

  • Pack Horses and Pack Llamas can no longer be given Attack, Patrol, Guard commands


Creature Difficulty / Loot Amounts

  • Updated the Creature Difficulty algorithm to factor in recent adjustments to creature spellcasting (which affects loot drops)


Research Notes / Lore Books

  • Research Notes for the Lore Books system have been renamed to "Research Materials" and been given a new graphic






Smart Harvest

  • Fixed a number of issues with Smart Harvest that was allowing players to harvest from inaccesible locations (such as below floors / walls)
  • Fixed a number of issues where Smart Harvest would attempt to fish on a non-water tile


Crash Protection / Server Reboots

  • Players and Tamed/Summoned Creatures will automatically be hidden whenever the server reboots, unless they are in the Arena region


Plants

  • Players may single-click a harvested plant to see it's rarity level
  • Players may double-click a harvested plant (such as a tree) from their backpack to place it immediately at their feed (to help with home decoration)
  • Bees are now correctly treated as a [Creature Effect]


Begging Skill

  • Greatly increased the rate of skill gain for the Begging Skill
  • Cooldown for the Begging skill is now 5 seconds (previously was 10 seconds)


Begging and Ship Crewmembers

  • Players may now use the Begging skill on Ship Crewmembers onboard a ship to "motivate" them and improve their combat effectiveness for a limited duration
  • Motivated ship crewmembers receive a damage bonus equal to (25% * (Player Begging Skill / 100)) for 5 minutes
  • Motivated ship crewmembers receive a bonus to their Wrestling skill equal to (12.5% * (Player Begging Skill / 100)) for 5 minutes
  • Targeting a ship crewmember with the Begging skill will apply the motivation effect to all crewmembers on the ship
  • Motivation effects from multiple players will not stack, and the only the highest bonus provided will be used






Notoriety

  • Fixed an issue where corpses weren't showing up as green for guildmates


Misc

  • Players who choose the Spirit Speaking skill will receive a Magic Lock scroll on character creation
  • Fixed a crash that was occuring from players accessing the Sell Deed option from the Housing Market Window
  • The Buff Icon for meditation should now properly disappear when a player is at full mana
  • Fixed a text display issue when players switch between gold and prevalia coin currencies at the Prevalia Market and Prevalia Stylist
  • Added distance checks for using the Prevalia Market and Prevalia Stylist windows
  • Players should now be able to use a Clothing Bless Deed on Evening Gloves and Hooks
  • Ress Robes will now disintegrate when removed from a player and cannot be dyed
  • Prevalia Market Merchant and Prevalian Stylist now have speech when items are purchased
  • Creature Upgrades Reset Deeds available at the Prevalia Market are now only purchasable with gold


PvP Testing Changes


A number of PvP-specific changes have gone into place for testing to be considered for adoption prior to launch, which are as follows:

  • The first tick of Poison will only take 4 seconds to occur (regardless of Poison type) and then subsequent ticks will occur on the poison-specific tick delay
  • Eval Int will now provide a +50% damage bonus to spells in PvP at GM (previously was 25%)
  • Magic Resist will now reduce spell damage between 12.5% to 37.5% at GM (previously was 12.5% to 25%)
  • While a player is flagged in being in PvP, Meditation rates are adjusted for the player based on their Int (begins at 50% of normal at 0 Int and scales up to 100% of normal at 100 Int)


Weapon Double-Clicking

  • Players can now double-click a weapon within their reach (on ground / container / backpack / bank) to instantly equip it, following the same rules currently in place for double-clicking armor and clothing
  • Players can double-clicked equipped chopping / bladed weapons to chop furniture, carve player corpses / trees, harvest as normal


Camping / Hiking





  • Players with 120 Camping Skill can now take advantage of the "Custom" category in the Atlas to mark custom Hiking travel locations
  • Players begin with 3 Custom Location entries
  • Players can unlock 2 additional Custom Location Entries (for all characters on their account) by purchasing the Drifter Player Enhancement
  • Players can unlock 4 additional Custom Locations Entries (for all characters on their account) by purchasing the Wayfarer Player Enhancement


Summon Creature Spell

  • Fixed an issue where creatures summoned with the Summon Creature spell werent able to be commanded by players


Creature Notoriety and Flagging

  • Fixed an issue where a player saying "All Kill" with a creature wouldnt flag the player as an aggressor to a creature target
  • Fixed an issue where a pet dealing damage wouldn't refresh it's controller as an aggressor its combatant


Mounts

  • Nightmares, Blood Coursers, and Blightmares are now only ridable by tamers (all Ostards may still be ridden by non-tamers)


Tamed Creatures

  • Conducted a massive overhaul of tamed creature stats, skills, and some abilities
  • Some pets have been reduced in damage, but a large number of higher-end pets have had their DPS outputs increased singnificantly


Tamed Creature Traits

  • The Intensity trait now increases Frenzy attack speed bonus by 10% and Frenzy duration by 50%
  • The Irate trait now increases Enrage damage bonus by 10% and Enrage duration by 50%
  • Fixes a number of "Toxic" traits that wouldnt triggering properly
  • A number of stealthing creatures now have the Ambush passive ability which increases their chance to inflict poison (if available) and trigger abilities when attacking from stealth by 50%
  • The Massive Swamp breath ability no longer increases damage if target is already Entangled or Hindered
  • The Noxious trait now increases Poison damage by 50% (previously was 25%)
  • The Opportunity trait now increases damage against Entangled or Hindered targets by 50% (previously was 25%)
  • The Endemic trait now increases Poison damage by 25% (previously was 10%)
  • The Sticky trait now also increases damage by 25%
  • The Heavy Breathing trait now reduces Breath Ability cooldowns by a flat 3 seconds (previously was 3.75 seconds via 25%)
  • A large number of spellcasters that had the Breach Trait (except for Eldritch Drakes and Dragons) now have the Spell Penetration trait which grants the creature a 25% chance to ignore the target's Magic Resist on spellcast


Tamed Creature Abilties

  • Fixed an issue in the Animal Lore Abilities window for creatures that would sometimes display incorrect Ability Descriptions when clicking the info button next to an ability
  • Changed a large number of distance-based abilities (such as dragon breath) to have a very large post-animation range; i.e. if a dragon is in range of a player when it begins to do its animation for dragon breath, the player will no longer be able to avoid the breath damage by running 10+ tiles away before the animation completes and the projectile fires (players will have to be at least 50 tiles away, likely leaving the area, to avoid such abilities)
  • Fire Breath and Massive Fire Breath now deal 75% of the creature's Damage Max (previously was 100%)


Tamed Creature Spellcasting

  • Tamed spellcasting creatures will no longer do the "withdraw" action where they back away from their target in combat
  • Tamed creatures now cast spells on the same delay timer as their Melee Attacks (meaning they now gain the benefit for Dex for casting spells more frequently)
  • Rebalanced the Spell Selection Tiers for creatures (Spell Selection Tiers determine which spells each creature type has a chance to cast)
  • Tamed creatures now have a chance to "upgrade" their spell selection tier on a spell cast, meaning they may cast a spell of higher level than they normally would
  • The chance for a creature to upgrade their spellcast is equal to their total bonuses percentages to Magery (i.e the -10% to 10% creation scalar + improvements from leveling + bonuses from any traits in effect)
  • So a creature that spawned with a +7% bonus to Magery, gained a +25% bonus to Magery from skill upgrades via leveling, and has the Robust Sorcery trait (which grants +10% magery when above 75% health) would have a 7% + 25% + 10% = 42% chance on each spellcast to improve their spell selection tier to the next one available for that cast


Plants






  • Plants now will now on average lose 10% of their current water value and 5% of thier current soil value per day (each a hour a random check is made to see if the plant loses water or soil)
  • Players can now single-click Plant Bowls to see a text display of which type of seed is currently in the bowl and the current total growth percentage
  • Players single-clicking a Plant Bowl also will see a progress bar displaying total growth percentage, which will be green by default, but red colored if there are any negative effects currently ongoing in the plant bowl
  • Players can now only double-click and access plant bowls while they are locked down on the floor of a house
  • Players will now only be able to Add / Use Items on a plant bowl if they are an Owner or Co-Owner of the house (other players can double-click and view the plant bowl still, but cannot make changes to it)
  • Readjusted the amounts of heat generated by different Heat Source items (such as candles, torches, forges) for plants and adjusted the maximum range of Heat Source items to 5 (each tile away from the heat source now drops the heat provided by 20%)
  • Fixed an issue where Wisp and Spiders werent preventing their respective Creature Effects properly
  • When a plant bowl gets a Wisp or Spider it will immediately clear out any existing Creature Effects it would normally prevent against
  • Fixed an issue where some plant items weren't working properly (defoliants, fungicides, farmer's almanacs)
  • Plant Restoratives now have 10 uses per item (previously was 3 uses)


Lawless Regions

  • Fixed the message for players entering or leaving Lawless regions (such as Corpse Creek) and changed the message to display overhead instead of as a system message


Young Players

  • Fixed an issue where players would lose Young Player status when logging out
  • When Young Players log in they will now receive a message overhead displaying how much time they have left as a Young Player


Pack Horses and Pack Llama

  • Pack Horses and Pack Llamas have their Min Taming requirement changed to 0
  • The Animal Lore gump window for Pack Horses and Pack Llamas will no longer display their Experience or Level (since they cannot be leveled)


Houses

  • The Housing Gump overview buttons for Kicking, Banning, Adding Friends and Co-Owners is now visible while a house is either Private or Public


Housing Market Menu






  • Added the ability to sort House Deeds and Player Houses for sale in ascending or descending order based on: Price, Size (surface area), and Secures
  • Players should now be able to click on the button next to individual houses for sale in the Player Houses for Sale to see a world map and coordinate of the house for sale
  • The cost of Small Stone Workshop and Wooden Lookout have been increased to 75,000


Prevalian Stylist

  • Removed the ability to rename your character from the Prevalian Stylist
  • Added a number of special skin tones players can now purchase
  • Added a very large number of special hair hues players can now purchase
  • Players can now chose to pay for alternations with either Prevalia Coins or Gold by clicking the "Currency to Spend" arrows
  • Readjusted the cost amounts for alterations


Prevalia Market






  • Players can now chose to pay for items with either Prevalia Coins or Gold by clicking the "Currency to Spend" arrows
  • Readjusted the cost amounts for items
  • Added Player Rename, Guild Rename, and Guild Abbreviation Rename deeds
  • Plant Restoratives now cost 3 Prevalia Coins (their uses per item was increased from 3 to 10)
  • Very Common Seeds now cost 2 Prevalia Coins
  • Common Seeds now cost 3 Prevalia Coins


Stuck Feature

  • Murderers who use the Stuck Feature will be teleported to Corpse Creek (instead of Prevalia)


Rare Hues

  • Removed the Powder Iris color from our list of rare clothing drops


Rare Hair and Facial Hair Dyes

  • Rare Hair and Facial Hair Dyes in colors matching rare cloth drops will now drop on creatures, dungeon chests, treasure map chests, ship holds, etc


Ship Tokens

  • Players single clicking a ship token will now see the name of the ship and the ship type


Inscription

  • Fixed an issue where a player casting a spell off a scroll while having Inscription could potentially lose the scroll before checking to see if a "scroll refund" would occur (mechanic functions properly now)


Tracking

  • Added a Hunting mode to track "Any Player" regardless of notoriety hue


Corpse Creek Region

  • The Corpse Creek region has been overhauled and increased in size
  • Borders for the corpse creek region are now visably noticeable (in several areas having a bridge to cross)
  • The Corpse Creek region is considered Lawless (all players and player pets flag as grey to each other unless they are in the same guild)


Misc

  • Fixed an issue that could cause a crash involving using Patrol command in town with creatures and being guard whacked
  • Fixed an issue where bandages and arrows that are bound to a player upon character creation would lose their player-binding when split into different stacks
  • Fixed an issue where Precusor Operator grenades could potentially do a very large amount of damage
  • Tamed creatures will come out of hiding when released or abandoned


Arena Overhaul

  • A new Arena has been built and implemented
  • The Arena has 8 Standard-Size Duel Pits, 1 Massive Duel Pit, and 1 Boxing Duel Pit
Automated Tournaments

  • An automated tournament system has been created
  • Tournaments will either be Order (traditional ruleset) or Chaos (diverse ruleset)
Tournaments occur on a weekly schedule with a rotation as follows:


Week 1

1 vs 1 Order Tournament


Week 2

2 vs 2 Order Tournament


Week 3

1 vs 1 Chaos Tournament


Week 4

3 vs 3 Order Tournament


Arena Reward Points

Removed "Black" arena reward points (there will simply be "Arena Reward Points" now)

Players will earn arena reward points for each round they win (or receieve a "bye") in a Tournament as follows:


1 vs 1 Tournament: Player receives 2 Reward Points for each round victory

2 vs 2 Tournament: Players receive 3 Reward Points for each round victory

3 vs 3 Tournament: Players receive 4 Reward Points for each round victory


Lightning Spell

  • Damage Delay on Lightning Spell is now .25 seconds (previously was .15 seconds)

Macing Stamina Damage

  • Increased the Stamina Damage Bonus for Macing Weapons against players to 50% of base damage dealt (previously was 25% of base damage dealt)

Blacksmithing

  • Players now receive a (10% * (Blacksmithing Skill / 100)) Damage bonus to any Iron-based weapons wielded (amount is reduced by 50% in PvP)
  • Players now receive a (20% * (Blacksmithing Skill / 100)) Armor Rating bonus to any Iron-based armor or shields worn

Carpentry

  • Players now receive a (20% * (Carpentry Skill / 100)) Damage bonus to any Wood-based weapons wielded (amount is reduced by 50% in PvP)
  • Players now receive a (20% * (Carpentry Skill / 100)) Armor Rating bonus to any Wood-based shields worn (Wooden Shield and Wooden Kite Shield)

Tailoring

  • Players now receive a (50% * (Tailoring Skill / 100)) Armor Rating bonus to any Leather-based armor worn

Fishing

  • Players now receive a (20% * (Fishing Skill / 100)) Damage bonus to any Spear weapons (Short Spear, Pitchfork, Spear) wielded (amount is reduced by 50% in PvP)
  • When players catch a special or unique/aquarium fish, they will now have an overhead text message informing them as such
  • Adjusted the rarity levels of unique/aquarium fish drops
  • Fixed a number of issues relating to players not receiving notifications for setting new fishing records or when players beat their old records

Fishing World Record Boards

  • Most major docks in town now have a Fishing World Record board
  • Players can double click the board to view the current world record size for each possible fish type as well as view which player has the most total records held

Item ID / Slayer Wands

  • Players using a Slayer Wand now recieve a (20% * (Item ID Skill / 100)) Damage bonus to damage inflicted
  • Players using a Slayer Wand have a (50% * (Item ID Skill / 100)) chance to not lose a charge on the wand when using it
  • Players using a Slayer Wand have their Wand cooldown reduced by (50% * (Item ID Skill / 100)) of normal
  • Fixed several issues with damage not being distributed correctly on Meteor Swarm / Chain Lightning and Earthquake Slayer Wands

Clothing / Armor

  • Double-clicking armor or clothing to equip/unequip it now has a 500 ms delay between uses

Ships

  • Players cannot add a friend or co-owner to a ship if that ship has been in combat within the last 60 seconds
  • Fixed several issues related to player / crewmember notoriety flagging
  • Ship tillermen will now announce when players may attempt to board enemy ships that have reached 0 Gun Hit Points
  • Fixed a number of tillerman ship announcements (as well as removed some unneccessary ones)
  • Fixed several issues with the Crewmember Hotbar when using the Spell Heal button
  • Players may no longer place Tinker Traps onto ships

Misc

  • Players may no longer make Aspect Weapons from Harpoons
  • Double-clicking a sextant now also displays X/Y coordinates (in addition to Lat/Long)
  • Fixed several issues with single-clicking an SOS message


Plants

  • For testing purposes, plant growth and events have been sped up so one hour now represents 24 hours worth of plant growth / activity


Housing

  • Fixed a large number of housing placement issues and housing region issues
  • Players should now be able to transfer houses to players who are co-owners of the house
  • Housing placement preview tiles will now be removed when a player attempts to preview another location
  • Fieldstone and Plaster Courtyard house has now been fixed and it's price / information updated
  • Fixed several house sign locations


Tamed Creatures

  • Fixed an issue where using an "All Kill" command on a creature in town would cause the target to get guard whacked
  • Spellcasting creatures will no longer do "withdraw" AI actions where they back away from their target


Mounts

  • Nightmares, Bloodcoursers, and Blightmares are now only ridable by tamers (all ostards are still ridable by non-tamers, however)


Tracking

  • Added a Hunting mode to track "Any Player" type


Weapon Equipping

  • Players can now double-click a weapon in their backpack, bank, or the ground to immediately equip it similar to current handling for Armor and Clothing (items such as bladed weapons, axes, hatchets, and pickaxes then can be double-clicked while equipped to use them for harvesting, cutting, chopping, etc)


Inscription

  • Fixed an issue where Inscription damage bonus for casting off scrolls wasn't being calculated properly


Shelter Island / New Player Dungeon

  • Fixed an issue where players were able to go criminal and loot items off corpses in New Player Dungeon
  • Fixed an issue where players were able to leave Shelter Island without losing Young Player status
  • Fixed an issue where non-Young players were able to use the Bank and Stablemaster in Shelter Island


Archery

  • Fixed an issue where crossbows and heavy crossbows were using arrow ammunition


Corpse Creek and Lawless Regions

  • Players will now receive a system message when entering and leaving Lawless regions (i.e. greyzones)
  • Corpse Creek's region has now been extended to a significant portion of it's surrounding area (and is a Lawless area)


Guildstones

  • Players may now purchase Guildstones from Architect and Provisioner NPCs
  • The owner of a house may associate their house with their guild by placing a guildstone somewhere in the house, locking it down, and then double clicking the stone
  • The player may disassociate their house from a guild by releasing the guildstone
  • Multiple houses may be associated with the same guild, and house owners can elect to display their guild information by changing settings in the House Sign Gump window


Blank Scroll Crafting

  • 5 Blank Scrolls can be crafted with 10 Boards or 10 Leather


Doubloon Check

  • Fixed an issue where players were unable to create Doubloon Checks from the Banking Balance Gump window


Hamstring

  • Players can now make Hamstring attempts if they have at least 2 skills above 80 from the following skills: Anatomy, Arms Lore, Forensic Eval, Tracking, or Wrestling


Notoriety

  • Conducted another large overhaul of Notoriety to tackle a number of issues
  • Players can no longer use any Public Moongates if they have conducted a criminal or aggressive action within in the last 2 minutes


Murderers


Basics

  • Players now have Short Term and Long Term Murder Counts
  • Players earn both 1 Short Term and 1 Long Term Murder Count when reported for a murder (a system message will now tell them how many Short Term Murder counts they have)
  • Short Term Murder Counts decay once every 72 hours (and resets back to 72 hours if they commit another murder)
  • Long Term Murder Counts do not decay normally
  • Players are considered Murderers if they have 5 or more Short Term Murder Counts
  • Players may always attack Murderers freely
  • Murderers are no longer allowed in towns (with the exception of Corpse Creek) unless they are participating in a Faction Struggle that takes place in that town
  • Murderers who participate in a Faction Struggle in a town have a 15 minute grace period to leave the town after the Faction Struggle resolves before being subject to being Guard Whacked again
  • Murderers can only be resurrected at Wandering Healers Caravans, Shrines, and by other players

Murderer Resurrection

If a Murderer dies with only 5 Short Term Murder Counts, they can resurrect as normal with no penalties


If a Murderer dies with 6 or more Short Term Murder Counts, they will be subject to paying "Resurrection Fees" upon resurrection unless:

  • They died while participating in a Faction Struggle and was within the Faction Struggle area at the time of death or for up to 15 minutes afterwards
  • They were on a Ship at the time of death
  • They were in the Arena at the time of death
  • They were in a "Grey Zone" such as Corpse Creek at the time of death

Murderers upon death will receive a system message informing them whether they will be responsible for resurrection fees upon resurrection







Resurrection Fees

When a Murderer with 6 or more Short Term Murder Counts attempts to resurrect, they will receive a Resurrection Gump window outlining their fees they are responsible for

  • Resurrection Fees for a player are 200 Gold for each Short Term Count they have above 5 (i.e. 6 counts costs 200 gold and 10 counts costs 1000 gold)
  • Players must also pay 10 Gold for each Long Term Count they have
  • Additionally, the player will be subject to a 1 Hour Aggression-Restriction placed upon their account that prevents them from doing any harmful actions to Blue players during that time
  • Upon payment their Short Term Counts will be reset back down to 5

Prior to a player's death, players may preview what their eventual fees will be by saying "I must consider my sins" or [ConsiderSins and then clicking the "Preview Resurrection Costs" button


Repent!

  • Players also have the additional option to "Repent!" when paying resurrection fees by clicking the "Repent!" button in the Resurrection window
  • If a player choses to "Repent!" they will still be responsible for paying for their current Long Term Counts, however upon resurrection their Long Term Counts will then be reset to 0
  • A player who chooses to "Repent!" will also have a 72 Hour Aggression-Restriction placed upon their account that prevents them from doing any harmful actions to Blue players during that time (this will override any existing Aggression-Restrictions currently in place on the account)
  • Gold to pay for a player's resurrection fees will come from the player's bank account, and if necessary, from the banks of any other characters on their account to pay the full amount
  • If a player is unable to pay the resurrection fee required, they will not be able to resurrect until able to

Killing a Murderer

  • Murderers with 6 or more Short Term Murder counts will be responsible for paying resurrection fees regardless of how they died
  • However, when a murderer dies, if any players dealt damage to the murderer (and were not in the murderer's guild or party) the player who dealt the largest amount of damage will receive 25% of any resurrection fees paid by the murderer when they resurrect (if applicable) and will have the gold deposited in their bank box
  • The highest damaging player will also be notified of how many Short Term Murder counts the Murderer had at the time of death (including if the Murderer only had 5 and would therefore not be subject to any Resurrection Fees)


Faction Beneficial Action Flagging

  • Outside of a Faction Struggle, anyone who performs a beneficial action (such as healing) a faction member of a faction they don't belong to, will flag as orange to the other two factions for 10 minutes (they will receive a message informing them as such)


Faction Struggles

  • Players who are participating in a Faction Struggle (and within the Faction Struggle zone) will no longer drop any weapons or armor of GM-quality of lower upon death (does not include Aspect Gear, however)


Achievements

  • Fixed a number of achievements to now be tracking properly
  • Adjusted some of the requirements for various achievements (requirements will be further adjusted and reward points rebalanced very soon)
  • Added an Explorer achievement for players unlocking Hiking locations with a single character


World Chat

  • World Chat has been disabled (and will not be active when server is live)


Housing






  • Housing has now been enabled and players may begin placing houses
  • Prices for houses have been adjusted and some house dimensions updated
  • The Housing Market window and Home Surveying tool now display the number of "Floors" as house has, which represent the approximate amount of floor coverage of the house (i.e. 1.5 Floors means the second floor likely covers only 50% of the base house footprint)
  • When houses are demolished / decay, any creatures or players inside the house area will be teleported to the house's Ban location
  • Gypsy Caravans have been renamed to Caravan Wagons


Houseboats

  • Players can purchase Houseboats with Doubloons from the Housing Market (they do not cost any gold)
  • Houseboats must be placed at one of a large number of Houseboat Docks that now exist in the game world
  • Players can double click the sign at a houseboat dock location to view which types of houseboats can be placed at that location (based on the orientation of the dock)
  • Players then may click the "Place Houseboat" button on the sign window three times in a row and it will automatically search their backpack for a valid houseboat deed and place it at the dock location
  • Upon placing a houseboat, the sign at the dock will become invisible
  • If a houseboat is demolished or decays, the houseboat dock sign reappears and players may now use it to place another houseboat at that location











Home Surveying Tool





  • Tiles displayed when previewing house placement are now color-coded based on the type of placement violation
  • Players can click the "View Placement Tile Legend" on the Home Survey window to see a list of what each color represents


House Addons and Crafting Manuals






  • Most crafted House Addons no longer require two seperate skills to craft, and instead now require one or more Crafting Manuals as ingredients for construction
  • Crafting Manuals come in a variety of skills and require 100 Skill in that respective skill to craft (i.e. a player with 100 Carpentry can create a Carpentry Crafting Manual)
  • Crafting Manuals require 1 Mastercrafting Diagram as an ingredient to craft


Character Creation

  • The number of bandages that all players receive on character creation, as well as received through skill selection, has been doubled
  • Doubled the number of arrows the Ranger Profession and Archery skill selection begin with (now is 500)
  • Bandage and Arrows granted upon character creation are now "Bound" to that player, and cannot be used by any other player
  • All items created during character creation are Newbied


Shelter Island and Young Player Status


Shelter Island Window






When players log in with a new character, they will immediately receive a Shelter Island Window that gives them three options:


View Information about Shelter Island and Young Player status

If a player clicks the "View" button they will be able to view several pages of information explaining how Young Status works and the rules for Shelter Island (they also have a "Back" button on the window to return to the three options menu)







Stay on Shelter Island and keep Young Player status

If the player clicks the "Stay" button they will be allowed to stay on Shelter Island for the time being


Renounce Young Player status and Travel to Prevalia

If the player clicks the "Travel" button they will immediately be teleported (along with nearby pets) to Prevalia and will lose Young Player status


If the player closes the window without selecting either the 2nd or 3rd option, the window will reappear the next time they log in until chose one of those two options



Shelter Island and New Player Dungeon






  • Shelter Island is now an Aggression-Free region, and players cannot perform hostile actions to each other (including in the New Player Dungeon)
  • Players can not increase any skill beyond 70 while on Shelter Island (including in the New Player Dungeon)
  • Players without Young Status are not allowed Bank access and cannot purchase items from Vendors in Shelter Island
  • Player chances to harvest resources are reduced to 50% of normal on Shelter Island (i.e. 22% mining success becomes 11%)
  • Player resource amounts when carving corpses is reduced to 50% of normal on Shelter Island
  • Skill Gain amount is increased by 100% in the New Player Dungeon
  • Active Skill Gain Boost is always considered active for a player in the New Player Dungeon
  • Gold amounts on creatures in the New Player Dungeon are reduced to 50% of normal
  • Chances for Special Items (treasure maps, arcane scrolls, etc) on creatures in the New Player Dungeon are reduced to 50% of normal
  • Creatures will not drop Rare items in the New Player Dungeon
  • Players cannot cast field spells or Energy Vortex / Blade Spirits in the New Player Dungeon












Losing Young Player Status






Players will lose Young Player status if one of the following events occurs:


  • They leave Shelter Island
  • They spend more than 8 Hours in game
  • They elect to Renounce their Young Player status

If a player attempts to use a player-made moongate, public moongate, cast recall, use a teleporter, or get on a boat they will receive a confirmation prompt asking them to first Renounce their Young player status. If they decline, they will not be able to travel to the location


Once a player loses their Young Player status, all Newbied items they have equipped, in their backpack, or bank box will lose its status

Any Non-Young player that picks up or uses a Newbied item will cause it to lose it's Newbied status



PvP Supplemental Skill Cap

Players can now only receive a combined maximum of +20% damage against other players from "PvP Supplemental Skills"


The following skills are now considered PvP Supplemental Skills:

  • Camping
  • Forensic Eval
  • Tracking
  • Inscription
  • Lumberjacking
  • Mining
  • Fishing
  • Blacksmithing
  • Carpentry
  • Tailoring


Boss Creatures

  • Made some adjustments to the handling for a few boss creature's abilities as well as minions spawned during boss fights


Tamed Creatures

  • Reduced the Resurrection Penalty Sickness on tamed creatures to 15 minutes (previously was 30 minutes)
  • Removed the Free-Stabling mechanic for creatures with less than 70 Min Taming skill
  • Fixed an issue with some Context Menu entries not working on creatures for players


Mounts

  • Players can now ride any mount regardless of their Taming skill
  • Players are allowed at most one Mount that they do not have sufficient Taming skill for
  • If a player has insufficient Taming skill for a mount, that mount will not acknowledge any Attack, Patrol, Guard commands (only Follow, Come, Stay, or Stop)
  • Additionally, a mount who's controller has insufficient Taming skill for it, will not use any abilities or any traits unlocked through experience


Magic Reflect and Reactive Armor

  • Players will no longer be able to attempt to cast (perform casting animation) Magic Reflect or Reactive Armor if they have already have an effect in place for the respective spell


Hair and Facial Hair Dyes






  • Dyes for Hair and Facial Hair have been added as reward items for Societies, Arena, and Factions as well as craftable in Aspect Hues through the Cooking skill


NPC Vendors

  • Completed a full audit of NPC Vendor prices and adjusted several items based on their underlying crafting material requirements (boards/ingots/etc)
  • A number of NPCs will now buy Cooked Ribs, Cooked Drumstricks, Cooked Rib Baskets, and Cooked Drumstick Baskets


Society Jobs

  • Added a number of new Society Jobs as well as updated a number of existing ones to reflect changes to crafting ingredient requirements and skill requirements


Plant System


Plant Seeds






  • Players can now find Plant Seeds as loot on monster corpses, in dungeon and treasure chests, in ship holds, and a variety of other sources
  • Players can also find Plant Seeds when harvesting using Mining, Fishing, Lumberjacking, or Skinning
  • Plant Seeds come in 7 different levels of Rarity (Extremely Common, Very Common, Common, Uncommon, Rare, Very Rare, and Extremely Rare)
  • Looted Plant Seeds can come in any level of Rarity
  • Players may purchase Extremely Common, Very Common, and Common Plant Seeds from the Prevalia Market for Prevalia Coins
  • Players may also purchase Uncommon, Rare, and Very Rare Plant Seeds with Achievement Reward points and some other reward systems


Plant Bowls






  • In order to grow Plant Seeds, players must add them to a Plant Bowl, which must be locked down on the ground inside of a house
  • Plants will not grow if their Plant Bowl is nested inside of a container
  • Players can buy Clay Plant Bowls (provide low-to-medium growth bonuses) from Farmer NPCs
  • Players can craft Steel Plant Bowls (provide medium-to-high growth bonuses) with the Blacksmithing skill
  • Players can craft Wooden Planters (count as Plant Bowls and provide very high growth bonuses) with the Carpentry skill
  • Players manage plants by double-clicking a Plant Bowl and interacting with the Plant Menu
  • Players may add a Plant Seed to a Plant Bowl by clicking the "Add Seed" button and targeting a Plant Seed in their backpack
  • Upon placing a Plant Seed in the Plant Bowl, a randomized Plant matching the rarity level of the Plant Seed will begin to grow in the Plant Bowl (the specific type of plant is unknown to the player, however)

Plant Growth and Ideal Values






  • Plant Growth is measured in Total Growth points, and a plant can be Harvested (removed from the Plant Bowl) when Total Growth reaches 100% of the required amount needed for the plant
  • Total Growth points required for harvesting a plant is based on its Rarity (higher rarity plants take longer to grow)
  • Total Growth for plants increases on an hourly basis, provided the plant is in a Plant Bowl that is locked down, placed on the ground, and not nested in a container
  • Plants have three values that dictate how much Total Growth is increased per day: Heat, Water, and Soil
  • Heat, Water, and Soil values for a Plant can range from 0 to 250
  • Players are responsible for providing resources and the environment that provide Heat, Water, and Soil for plants
  • Each Plant type has a predetermined "Ideal" value for Heat, Water, and Soil
  • Heat, Water, and Soil each individually provide up to 100 Total Growth Points per day, based on how close the player gets the respective property near the "Ideal" value demanded by the plant
  • For instance, if a plant's ideal Water value is 150, and the player has only provided 100 Water, the plant will only receive 50 points of Total Growth per day from Water


Determining Ideal Plant Values






  • Players initially will not know what the Ideal values for Heat, Water, and Soil are for a plant
  • They may, however, use the Taste Identification skill and a Planter's Spade to attempt to determine the Ideal values for each property
  • To do this, the player must have a Planter's Spade in their backpack (which is craftable with Tinkering) and click the "Estimate With Taste ID" button next to each respective property to attempt to discern it's Ideal value
  • Having a higher skill in Taste ID as well as a higher quality Planter's Spade (both quality level and/or material type) will provide a better estimate for Ideal values, however the rarity of a plant will increase the difficulty of the estimate as well
  • Each estimate with Taste ID also consumes 1 Use on a Planter's Spade and players can make multiple estimates for each property
  • Estimates for each property are stored a per-player basis, meaning each player viewing the Plant Bowl will have their own estimates of the Ideal values needed for the plant


Providing Heat to a Plant






  • Players provide Heat to a plant by placing Heat and Light sources on the ground near a Plant Bowl
  • Light and heat sources include Torches, Lanterns, Heating Stands, Braziers, and any sort of object that generates light, including things such as Forges
  • Each Heat/Light source provides its own unique amount of heat, which is adjusted for the plant based on it's distance away from the item (i.e. a candle at 4 tiles away from a Plant Bowl provides very little heat compared a Brazier at 1 tile away from a plant which provides a very large amount of heat)
Providing Water to a Plant





  • Players provide Water to a plant by using a Watering Can (purchasable from a Farmer NPC)
  • Players can add Water from a Watering Can by clicking the green "Add / Use Item" button, targeting a Watering Can in their backpack, then typing the amount of water to add to the plant
  • Players can refill a Watering Can by double-clicking it while near a lake/ocean or near a Water Container such as a Water Bucket, Water Tub, or Water Barrel that is locked down in their house
  • Water Buckets (holds a small amount of water) can be purchased from Farmer NPCs
  • Water Tubs (holds a decent amount of water) can be crafted with Carpentry
  • Water Barrels (holds a very large amount of water) can be crafted with Carpentry
  • Players can refill a Water Bucket, Water Tub, or Water Barrel by double-clicking it in their backpack while near a lake/ocean











Providing Soil to a Plant





  • Players acquire Plant Soil by using a Shovel and targeting the ground
  • The chance for a player to harvest soil is improved based on the player's Mining skill as well as the quality and material of the Shovel being used
  • Players can add Soil to a plant by clicking the green "Add / Use Item" button, targeting a stack of Plant Soil in their backpack, then typing the amount of soil to add to the plant


Removing Water and Soil





  • If a player wishes to remove Water or Soil from a Plant Bowl, they may click the "Add / Use Item" button and target a Planter's Spade in their backpack, and the type in how much Water / Soil they wish to remove from the plant (the resulting Water / Soil is then discarded)

Plant Equipment






  • Players can install Plant Equipment items to a Plant Bowl by clicking the "Add / Use Item" button and targeting an item in their backpack
  • Plant Equipment typically has a limited duration (typically 30 Days) and players may only have one item from each Equipment Category installed in a Plant Bowl at once

Equipment Categories are:


Treated Heat Filters (increases Heat-based growth)

Purified Water Solutions (increases Water-based growth)

Fertilizer (increases Soil-based growth)

Growth Serums (increases Total Growth)


  • Players can buy Basic versions of most Plant Equipment from Farmer NPCs
  • Players can buy Exceptional versions of most Plant Equipment from the Prevalia Market for Prevalia Coins
  • Players can craft Superior versions of most Plant Equipment from a variety of crafting skills
  • Some Plant Equipment, rather than being added to a Plant Bowl, must be locked down on the ground near Plant Bowls such as Scarecrows (crafted with Tailoring and can prevent certain Creature effects such as Crow Infestations from occuring)











Plant Effects






  • In addition to Plant Equipment, players will also find randomized events that occur that affect their Plant Bowl, such as Heat Waves, Creature Infestations, Pestilences, or even Lucky Clovers
  • Players can view all the current bonuses or penalties affecting their plant bowl in the Current Effects window at the bottom of the Plant Menu (and players can click the left / right arrows to scroll through multiple pages of effects)
  • Players can click the small orb button below each Plant Effect in the Current Effects window to see a text description of what the effect does
  • The time remaining on the effect is listed next to the orb button, and is displayed in Red text if it is a negative effect or in Green text if it is a positive effect on the plant
  • Certain effects have [Creature Effect], [Pestilent Effect], or [Fungal Effect] listed in their description: these effects can potentially be removed with certain Treatment Items
Treatment Items






  • Players can craft several Treatment items that will remove certain effects from Plant Bowls
  • Most Treatment items require "Plant Chemicals" as a crafting ingredient, which can drop as loot from nearly all systems (creature corpses, dungeon chests, treasure map chests, ship holds, etc)
  • Treatment items have a limited number of uses before they are consumed
  • Fungicide is an Alchemy-crafted item that will remove a randomized [Fungal] effect from a Plant Bowl when used
  • Defoliant is a Cooking-crafted item that will remove a randomized [Pestilent] effect from a Plant Bowl when used
  • Farmer's Almanac is an Inscription-crafted item that will remove a randomized [Creature] effect from a Plant Bowl when used
  • Plant Restoratives are available from the Prevalia Market for Prevalia Coins and will remove all Fungal, Pestilent, and Creature effects from a Plant Bowl when used


Harvesting Plants






  • When a plant reaches 100% of the Total Growth required, the exact plant that the player was growing will be revealed in the Plant Menu
  • Players can then remove the plant from the Plant Bowl by clicking the "Harvest Plant" button, which will place the fully-grown plant in the players backpack
  • Upon harvesting a plant, the Water and Soil levels in a Plant Bowl are returned to 0, however any existing Plant Effects will still remain in the Plant Bowl until their effects have expired
  • Players may then add a new seed to the Plant Bowl by clicking the "Add Seed" button and beginning the growth process again