What's new

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

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
5-cOS-KimhsvwM13b3sWRQcaeAZoiamZdp8jWVuam3CLnGeQF7vehveBR-9XBYGNNn-t69hABGlzHLVmGljyurgNq-WVqe8ZxsRwTvsDLwlo6vckB442VaLc6NFLmCuyAwLIsrRu


A8JgeM0lbDDsvBHx-gVvCswAs4_3Rh-DOURDZ-MolsvGGh7lGRk861-dQRyWwjb5e9vLmTJGKK6E0PBsZZFBgUTtScWFsI6X1ZuOsNzEUpYa19aSjlqczgwU2bd5Fsv_bea89sA5



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
QEXDCSVn_AW_Lg7vFsg0WdfkF2LKdW-FgcIIMwQruIH9WK_rB3KzxjQvEZAyLsg3-3QQz7Kf0XygTsQkHALZXEvi7pDlnnhktjwBR1owuon2lXpNXom2lc4tdXUpN7fRceMT-eMA


  • 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
3jGG13Yoqpgyfob8UTLOluFGHjJhm7wkeu-KBYlHHoe3eBEyj4o8aFwX_ZpHSNSs_oz7QHWnvw8BJYjJ4kpOiXkv5Ob9xAc23BxAV7dS8rNp5Gf9pJfEUUEYWEZf0SbWFq8Yx0N_


  • 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
BdaeU3EGv7bq7wt9f-cek3m7ESkSOBfcvDNWBtdjzN7G6SXuHp0SfuniklQay-ErUOt5Shla5zBcdG15YAOc6paAEY2Vo0HvlkmL0EVczdfSgs6F0bMKapbEhJX_q2WTbbDajEQk


  • 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)
YFiM2JcNWptiwVD6d7Rt634cfSerUtcQPJbPCdUxERVe963tyc3ZRYPBLV45m8xyF1lzig65dKD_eNmmUiL0_N84f0r38endMMs2REFIcntnmOQUag_gFCWxiNL6fprfYy9wDIRO


  • 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
H-aVD6eZlbixEeEIBddqKbiR5IdZNftt85xFIM-p0eg39JPUkiNpCljD7laq27BJ_9NjfmkJ9RohNOauiejZPgSIHHwaUutFm41UEGE8vBJOQyqxO9ngX5gdR_Uu9EPpdfm3KkO-



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
pRSjCOkFMaRMHfoKXHTH1tOcL9N485Jc1Ot8VSKFqRZFcoVhtiMwQaDaBauhy8Trs6rQyhtB-zMT3BLFcmKeOu5p6-r0LMrZJ4S2VkgG-0Hy98fC99kM38P4pPrrSLc29iFUaXf1

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


q7KzQ9LSfhBM9vQ-cKU7ofxY0HltEWLUjgzpGmSyuyngW4zFyGYfx634kBarIqLNeND7rbSF4G9wFC44W0YbzdDtBVhKE6p5tGKFSN5dCs4zjXj3h_yGal35YOARf2--_JESk9ws

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


rsB3is4ytnlKoyCd5gTp6lfo8nPFCZc2MVoViJVC-dsVZmYjur8NfTyaM038k9Fy01SuAoHAV-5_lMnTHjcwM0SV2pNmVJDjSLeysnb_t0k-YcnNS9h_aPwtiMknEge8TYATP9Ok

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


oLl24n9SujvQKkMxW94D6cHwSsWc_Qz00chdExN3qaPKTVeBKTvkqKet3MWf2ArOzWJ5UlMk3ztGprwfYaNfZOx7yXtQecyw4B8FLIGdVcXQ5QscEE8u6CqP05Y5vx4TWQX0gDP-

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



e-VJ_uOtVDmEuhaczm9_bbRjEG9NJo7Kx35jhTHoMXIffSRQpaDD6aKtIs6xNH8sqDo79QvKWKAb8I35iSWH5yJZ7i7cM174hHfkWjrFmptRomLALym6V8arUoOi3Cc4qjSoOkNn

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


WoMMm_raBbvpiWY2ZVngU19jI4b5ogVZMIzYAZOh4tRyZrvLkcONNsrhX5UxC-dzdOvhArIFVf8AbxySZlwhzvhQyxzGSAsLNTIodId4-tdYWsBLOnrJ_ogY1iQ7-HRLMtL-Rb30

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


m1igGUqt4cje0UpX3FPoy4Y4Z1kmu2selVsBZ37mSRVbFTuRlJi26dJeTPhy_8rVRZLJFi6_JOca6UPU1BMKbeofQLg1vVy-ymxe9rOEGEQYzcY-OwrUBg4XDFjDCnaedBtUYx19

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


RxNNNyuTTtnLmmYClStpDBIWK-cFzE9xwtUEGg2_hbwxQQqv6xl9Ju20gMxkpv6BOMzJ-oFH0edJadTWUkQWA-A07Xg_FQJndO3SM9OsAuCQ4ERUrONfKILhiXdFQyuxJyDSRDv5

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


Y_6ycfT3PtW1RUE9ulU2Xs2tVY1yU-OQJ4WikoKyj1glhWPO1IZ3n2tkeIER2q-FuLHLv-QBlM2_XOEV_AQ7HoPPh44g-UfwhEyEbPWsM-C9DAjrsPxTq_nBoBYEOTvmv4W2iOI8

Lightstone Beamed Villa
Cost: 450,000
Secures: 7


I7XW3ZDzeKuWgNOj8zTnamPtLIr7M_yinLxapQsqXUml_izr-7uFJZTke0o1aBSFIOz5k7Rk4QiiSTL-8gifBBbEQNf6pEuuHc_CoSH1Um8nPT7C8dXgpkTnEyUBaZKpdCK_eoZi

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


iOgw-JwfQNIeuuLs_vZabucfqsALnrNnd87Hi-mhIEY6ANWsonKjhsfh0syHVr8fwMByji4FF5bgDfhXL1f1mRDyWuuo4F6DWjHrA08HyYjkfn87IjFDXjh0hgt1MdpzQtbs4bnH

Lightstone Small House
Cost: 50,000
Secures: 3


vDw2Pt0AWm5VWWcDtPc3LjAKV5vGN6FFsWyn5H1ac7qneRQAjwH5UD6Mi8DE6tl2fJBt28tMu3-R0YAz3QgcEWxqK5nniuA_CPkHpPuqDKZTVcminqZoWeJb-MX_GRqFW4HxIpds

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


MhFiRYtB0UlsWDtWizWov_7ek1lBeGaFIuGaHcj45-4jWebrceGMX1JZuvkfWdsyknxLzYglEBjtCzCE0o9h55AFW921mq1k_M-VNZOTuVmnbTgrLXNc1y4Er4WEWZWXemzcva5v

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


EAL_U61DyjgVnpoDmV4NOW648soCERm9q9Rwwc6ntFwqjua5wE613L0XCuoM1qf3XtvSmtyWW4fU_qM7dNU2tRrchlbGugNPiNX1sCYNcBra91XbRQ_okeRi35PrJKGvyC4OCYkl

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


evYKSgoJVtKdVvtJ_KNmFRcwjxBGtKppbmku2vVQOrTEUSp4CJi5Ix9OaP0YGTiM5fVxqPB9jKbNYcziodgkZCrbWyJvjkkMuvrsFZHyujSRfjcaAb2Llx5-pRDkTZDBid2lMkQM

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


nlfx8IbKUvI6Zu3-m3WGBTOXJB1CC_YNINwTVn357Sz7D5EpRqZ3-RJRiyuxIOQYqijiA3sHT1xGdINHzRPJ2a-UU0mExrosySob-i0kl7pZv1k9KrGuHz3FoOR5Q8a26F_HbWky

Limestone Mercantile Tower
Cost: 850,000
Secures: 10


_qVoQxH4FBdm_fCiqFBbLQxTGLq-FaALTzq0XzpRvwAugXyVXMCdI77GgWiZfjEhlUFcFjLBfSbTj6u_wpWS8GDSpxrTEZ-5my9Fy-Cdj3sGsWdgbXpQbq0QHWdIQZxjkGleo6fa

Limestone Small House
Cost: 50,000
Secures: 3


bcuS13QTWc4e9Y1Aiea3jmCI6_odWcP8M6fIA8EATz6KTd_PSwIGexw2yOtD8T_Mh7-sIw2n0JnrWXdKAWqs4LLqGFcrpBrVKHXSBFF-zT3KP69Oe8SgHJu3PXiQu6iZ5bu65znI

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


ZkUSDtAjCGZLQcRuhEL0fogowstK37ZJlQDSF5kFPvnuullLChw7PQrqScNF7M2NFUBAo4f_vAJ9cL4JSojCEb3oVttcCmp2JbK6ANt2adQJoAN5msPN2HgNb1zFYGPaq1B3sk8S

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


pEOgWQO_DycysiAOqZdQOMZyxDwD7v0TNUjqAMLdsJCI5Y6uRSPeJMttORs_oF2YNwthFXiiMn69QxksGiakP0EQo9hQ8Q7dZKNK5Bg_LWJXbIqZ0x09Y4_vfUCvXBPwa1NsfINd

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


J4np86MrrLE5ayHi-W8PI6Qb-ivcAmkzoS5ST7F1Kp-KrHXkKuYR7HybKZmjjuF8L-3nCx6IH5bzelk7jDaI7JW98tXczeZCAVMWGw1y9ZGjp-1pB7TY3r9BJIHdi12lBISg5gIr

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


Q5Bn3xskkwfMu7L0uPu1g_iaoOvo8j_mP9XqEqPKU5h5GmlOdxtw7vkC0LQAgaScDBAiyMKgP8mL7UqK6XUqjynbGtqPnUk9XxLGNp6ZeAjZz3zqRe4NIob43tQyXmRRZbqI5J0h

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


6EUz-eWn9KSRpbgNWvd_YQ90GXB8wSyfHx5HmkDd6Jaxqy_SwrRqaFyd1hd1WKNBW1ln_qb-SUPOAFnFZ7sBT176RLPpuHF0wbmPR9Iec2UeGy2HGHS3-d028HnQrVLy3uWtG-Rf

Norse Lodge
Cost: 750,000
Secures: 9


rpjRHos5nj7RHqcjCHaNhWZf2MpYIIbaoeY2rALoPa625BxBzOqTXIaq8pv7niyQH4qfkTRy0RjLtXJGJrmpVBv9BS69Yqr3jIvR_pyQtTGm3Q9EYc4GLpbU88IWD6nSbneced43

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


YMNngsB03eRjsXmpEx4dPGlw_D6QOk3KOTCL_RxSCOhdyKVTNmq39kYOhRY4y-D_OUgXgNCbe4sFDNl9xqvYimwj5cKfZ2XM3okN4z9-Du0nSjLHecCLpGWJXYTM4IC29VawZoc7

Norse Small House
Cost: 50,000
Secures: 3


uabrDdEXlqPenj4chYEVPmWNGC93_NFbjbHc7yVUDV7woSCNq6_KfRid5R9XhHwhaTnxed4MuxMNmZEGPEQebJ-Wn8vP4s6vjS5QDrQliRvVwRNZUPa0vk8Wu_yR3KwUmrLqxjNc

Norse Watchtower
Cost: 450,000
Secures: 7


-uNx4LrRuTevpCcRX4KVxI_mAem03JMeDUr_3mNETgTVC_mOZtIrjwt44n9eehvXQA_5Usg2Iei4stKvVBgiTrUu-x4HtEj0V_8xDTO_7PX9PHPSUHNtKgFipH-AuMScSS0siXek

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


EIiL8bWGAXxn45cp1D5QCxUWyYzHzgLS1SuJ_-Zraes4djcN-VwpXpoPSKWnEGhzOVTCFwZcYKI8bwM-jheTb9lQratg9B_z2kIDBrp6w64FctpJC7asnBE-7fAp0FfDttLFZa6I

Shutter Cottage
Cost: 150,000
Secures: 4


cmhBXwvWn7ifNZrWaT5zgkl-jBjS-ELcpoU_kfF7NWLEGK8iPWugPsQeGGjuP6rFuIWTnexxQEnqyFEuaXS4VW62O_7Hsvm4pTyAlmSkULWGIUFeEX4nFQPR9ad9HWJCKp1agIbA

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


HwW4C9M9mrHsQ1lr0QMfrawAMiVKNu15YszNj0SXy-tx1JnaBK7D-wCJzrLsRjUSwjkdn3ZIBnGduYJz4tiBOnQng_1A1-UlILar5lgMhNGyaOoeTxfbCuNhWgR0JMZ4GN_c0vWg

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)
Ck2PE3LtYgI-HYh7AyPWVwQ1iBo6Oqu0c8H2MLi3HWoDk4pz_Xw5b_x4hO4_ZDCNWkMWp2a5MH_n12_Ru30_v6gaWabZQqvUjye6sTGafauZ-lWmHdsdp3yo_FP-y63-uPS3cmp9




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)
ofhcSlFZXTP6MrRFdLekZBuYG54e5kbolh1oijDZaKroCK7LTxavmTx_C28hRXYhExWekLmMqGdhD_54wWn3d3kP4im3a_bXUIIeYZfN4maTVHU5CGHCHl9GQKGaka999vZ0t4UN

X48rV8hdqUo_o4ycXTySQKBPjuP_PSTz7ONXfs2jMlch1AucHofOhM6dlvXA606PhiiukrCtSJFU_9DG-BH_me4PfctmWwY1yjPolvg8AlpEIZQoMQtHf5N2q4lbO28mvy-2OkvD



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)
4bhA_-xrK-KC7MaeQnRAZlQZ0N-ROej67w1x5w2nbrIq67CIMlkU7vQoN91WPixy2QrzANODURMaMpNZCrLB48HkrkPrZOAsE3hMkynhmstD3XZKRWRhq2o_wDuC5YF3f9fs9xa-

baTpIA_vRaxgMPjnX10ExFaz5VealH1rj6baz9Keu5ZuBOQUZckP-LblmIbdznR6ykLm97ubpr3iFCYGJZcONM81pCwSTG-qefCG9Fb0jgFXuh9zSFoznzVVHoTNYgHy2grSDLIf



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
6cVj9G1Mdgx9CH8wUO1YgqTUwB8RsFrb41lGRE9CM10BgORvYaCAPBlum-UDdFyRrM11e88aj1LhmReG6Vv10oQjHh9Xzx7J0i2QK0ImsuI8_f_LQlVjPDnUoMrgxqgdaIP7m2rh


  • 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)
WM6eKufWkY2mS6BECwf1B_1cdJ8aIxaIovUqfdwCWsUCJuVdbbr3Om1_qvJfNQj9TZ35N23Tqvc9WafUkfGM42QQEOGgnCc7uFYS-30InzePfQhmiFm56HMZ_Ha0atSYWuCzywn0


  • A Crewmember's Loyalty Level is visually depicted by a number of Rum Bottles (with no bottles shown for Level 0)
bUC8MVrzABxpaHdUCjaMSe8mE06AzeLHFUincjnBGbcH2zEztcst9cMJcrqeeq9c4BgeQhNlApBATEpVc9iYdhUPqUvESbR0RvN8UGqmDQ0wxxcVRCds3KrLoaeFJmMP7-lapVSF


  • Players will come across Pirate Booty as loot in a variety of sea-faring activities
AuwR5fHzQ8Zj-XVTNYCSQ7CWmFxVVXCky6YQurlPeEpz2mkFZsTRaDVn9fmHKQ18Ygu4nj4_O-LWTf6xT9llTLVy1UBX4QrkGhcYuGKAyTdQODSu9ZkRpyw1mfsl2D-FDzJMUu2Y



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
2-2TYRM6YLGQgy1xfGNBDVKF6dTnTJ_krWDFrz_YiG238gl0QK8V-PVMVMiMfA1CdXTS5xPQcRvwrq1y-Pq7q5XwoVC2QPIlp-MIEyDDFWIxxVlA7f7CsinoKUF0s_77xKVIPyqj


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
bmAJ0DGFtTiRgHieLKwJA4-B_41HejUyoQqcqlmfY8jrs6m0hq_HoJYNohfa5kkx6Su906KKEQbFd2_XGO15xPWeIpe_WfgYqB9coBlafEzv5FGTl91V0AItDN4sKkB9_KXF_tpA


3Uh7JjVRuiasQ7PGwqHlGxumcwRZvRJjzsJ3RDLeYTQCO4ceJHMuBWFpLYWGJu6xVhgC97fj2GkHmaUiySoxbxcc_D1sLRc9JrxppOXDZa--1DfOjVXX1GNV7Rclgy8C06nGl-nf



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)
o5Jd7s72t2uBpbBakBvOLwLye5ZlcgklqKNQhybV2zzyT4zkLHZf2NsfE9C_--2GoeW3Wquuroi12YQQxcwV7CuLfZ5qiVADhJ-9lTlT662aKeAzI91FNwKq4J8Zkj_GZ5fZFujz



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
0ykJGwUDU7JFVJLZkxrfq_qk29j3wcNbAlpV_Y729du8jWqtFV8zrwYuwtF7DK9AOsYlCngLT5rJqRcupk9AR-GnVFSt4UAmtMMTD9k99S9bEkyy0rLfpjQuBsG95xjuD6wSF6XN



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
fjOuYQCnPafFbz78IubJu7n4lt_Lc6AmOnp42o5JId4c2PJHI8chFvU1LhC8ufAaf0KmDEmSlDTBwHm325vN_tsfzSMkJv6Ch3j6IEb51M3ZHTUz1Iz1WVquD_hzrbSXcNdBOPwQ



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
VEPjG-QoN9wqq5dnp7TSUeLNnIohKlLhsg0uCL0iooA-137tFHNzc5Y1hNEgep7WWeV_JoMS-vg3R4wpeTiUlMVCctZWvV2K9tDotGsvJxHCb7TwlGZh69KD1m63qHxGyW3IDvf_

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
M_Y0NJ6BujIp9RNUvpp4HpHJEvxmDP7FMF4tyOTJ6hWzCSBEV2ynuXuVnsc5tqMy-XM9kQoZX5uGxKFEdbrhnF8zOdYmwMdep-uCnvGDBGEl6gAsRrRUppCwx1H4mW0L4vbw7yv6



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
krEh9UwcsqT3uC9icPBZVSNngRdjxEy_xwPcnICL3j863sNWxhgTO2UyUN0STd3BruT2PsoLV3YzhMRgDKd95VgCJC5aKBz2yM2Kyz9w1i-tlj5t5XNRIb2iBBN0Otg1BTeWAdUn


  • 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)
Hai8qAeZV28QK3arHM9jXGAx0C_INa9qivnF-pR21UIgFSL47CzFP8Jy1k-UsifwjvZJtaot4yOIQtKwNLeBCA5RK8pVi6jTfJxDRzdI2KoYcBRf6lK71ZV4r9iTiXYzMfC1wfVE



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)
Wqw-2O-FbgqNFJ-Pz7aVrGziSWQ-NmFG65JWk1rb5u3JMNieQj0hAn0M7rw2_bID78ZoDJeBCQwrkUX8HHdvehP9t10i7JiW6pKaWndbGZT-6P_jT-r1dDUPliLmTLP_VeOiHf5i



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"
IsYMkiCl6vwVz9t0C1Yz-kPoov1XQuuOb14NZHZd-YmaVu_Yl3pIJoDYP6tpCKSZ-fnelGScEGqhmjMiEKUtW0ColFhNXjRfHXujFofd-wxHkZHrA5vVJh7I3xUjLj_UkskkInIY



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)
oPa80v6leaprBgHR62hd4wzjaM9EC9LrsS7w1Q4kM9JimH-eGBGTnSv-7W1Yxd3DvgG69MaMzy0cXvLXG09EhM6f0wGS7xG4An-pwjm9bQyKHGGxxq7zUQ87hl6r6JqXlbuauaAO



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)
qg8HJL9yUH-O1dWPBh-AUusJmNmTbyE5pjJNgY_XrHsHO1PZdBoMkyKIk6XcaHA33Ot9pkHyetQJbjhBh9Ieru_XpPA_WABGopa0e1_eFtEyOef0VHrdmRkXhIbU6ZE5iw_wx48h



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
kJSnWCyNvKdqLilWnPKfN3RF3MNEz7zApmORx3vZBMAhrsWUYOzNKlt3G8-9dz1E6LNj-YRHPGQ0kJ0YtaVcJBJtvnyRriL3k0T2EKBq3bNPYfCkl5YsVxUVgkpIqu7SLRRweCyz



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
  • gpZdUYrvKrhsEDQYeVnBPDEYZtKtZ2EIyebe6vtOUzttLIB-jq2z2pjs_4RHJJgSORP4jF8hxYt6TiQMx-E0GN8mZwETNjwX518qGzAlemR328tQaDMJDUo_aM4wjWzs3FlOk8yU


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
_hvu0Szizok1gTeAdikOqZ0qH9oIZF2sY8kUclVpEI-S-J2-vNX5IO55sKAP136PeC7j6NyR41ExO5RKTDiE0-PXhFYKKU06brMAN8aTCc9Fd_s0m9BpnKVYwRjg5DIOc6nF9wnq



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
7s-OCirhkoUgNLItD1dOdWqjldeWOMK4v_shGXejSuvr2Y0MwoKChLHl8bUGn2zEcN-6riVe97fgmuPRxNpsRMw9G81vuL0KEV4Rc8u9DEu2zsjren3GOFEBPHVqSTpgDP7WREdN



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
C4woC95RFRsXRncBeplly3UdUXF5s8m5RWdrwMZgqrb8LORSF6FJto7QV5yKGz7D1tYdY_cpuUcoF8QGUEaypzgf3_uQpLBmAqCqREbM42_CY0Cq3vH1cGWxGUnB-ZB9cpErjUiS



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
b6NdeRCKBK0TNyA3KWLLY5RMXN6icVl-0b4TI-_cGRDTr_d3bmKKPJ1QltaX5qcdSd5VW06V3UNpZSg-lnJuQ_e50fDrpaQFTb7d5ktDYXUY6v1aYbxiqX0IQTZjJBpKYzYHb-WJ



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
ynReFkr89nAqUpbS1V4p05sb9OvUCB15X368skgeT-aEbsqP0u1emG_bO7PERc7kOGG3WLo8XL2q8-HTlo6su6aQUKFyVwYGRKb7N0YptdQP5n4nS-Ol7a-PXkQI7lhFPcjRlOB8




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
D4dLAIWV2OnHqdvnZ58cjpWugyEDT53eo_ZwyQGfQTzl8x6VhoHQGBm4TI-Zr2zE_JuMvrt7FsWxxkdNKddZrQa-kl30mtAAY10M6PItlrHWz7QU44n6Ve3O9lm7Kr59CHvWuDie



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
ilPaX35FllLQEUJ31Ve81OB4V2mwUOtIQ3BkHMEhSbxXWd6a4LrESH7CCIKwBBvVLP7IhIeeSHQq3WQv5t5ZQrTDn-hqqxx-E691OOL9Z8urjAkamupz3bDijE2mxfMgmzrlRPz6


B5rBLkWlRX4v06ynQiZaBxFQpIzPDwbyENpOwsPXRJUYGgS92PWvoWWldXkRRbrV3sUBriMBHuotpR92AyXqBI1LE39rmtBH83by_knEuCZQvgluPj_-gRbH7ULVR6HGsvRWxuVQ

Guild PvP Event: Town Struggles

pm8UviVdsGuqYEDO8ZCwuVFDs2BGxSYSIVn1YBxLIEPqVUNgIhZDcMKTpbNrF5wgQ48bukZCWTpXXh-R8QRHdc4MkHYDQV6u6UjfbbmET4FCeegD_Mf8NKuRD5CiLWGQybFvSMLe



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
ziSieyROBye5LhscVjJWbwxEGZh_ExU7FXEpB-cOsbA_4XXWq1zyUZWPRJoptXP9754t5lKuA9LXmSf9veovAxLGRjFebClUNI8SEUuUfs406v8B_DbAUzsFGol3nbdJROEA5cC3


  • 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
i2jdmYxWyEGGMCHkqIWTAnVJRureOnMu8jpGnk8Cqc5ULtR7QTCk9Ha47LXExm0eL9jCuoJOn9IK29eWU8AofdYh3Jrop_ECjjOwnCPpEvVGsBjjIYbHZsnVZFVlqbICOZOOWaNq


  • 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)
48oHQhvJAoM45Z6GPY6MD4SQ0viky7DU4wc8SroU2qFmRWr2PRelg3qa6Ujg5JMwoNzCUk5jn9SxLaDX067enioJqPTbQt7EkzfddqpVjkO9mU0QGL-pv3cdIrSid-5_EKR2x24K



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)
n4llnqdwrO0d_yPXwAhQu3Q7FeseDE1rI1lEe2LRsqIplzsQxl2z-T9VSX_psYcuZl3haaqUcHTAyKBsK6k1lycE4H-p1EeCQmPuNQmVzDUSNHbu8myM8gC2NVTwm0hy8l24r2Df



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
qruxAlEPloWzGsWs8NRIww5HIP4Ex9LRKEmAKwOO8IBR7qvf96HDGvFZFKamf2dLIUfs93zRRIvjnzGbMxkXQn0Yf9H0VzLtWnJYODSKTG4C6Rk_DMCkNQe_EpRMzCd8d2JfBvtO




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

yhALIqarhXMcEp8WMg1_5UiP4cJ62GebYtXdye8I3huSXquUm36eAzcZcNMvigvI6jB-uRVUqXqp8gpl5pLr4-MblV_4uD8-C2AB6buCx_l8gdF_Uy4YWCLYCtUPOZYdyMUvBpjW



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

Pl2JYIBIqgcPN8yckedSr1Sqkkh6qASe5h-i064mLjeuML-pA58OM39HdtUqV9oAvsxhChc2lbr01u1Xnlp92SjQZMS3WqWKN2NQfVMzfJCMPRdmuZ-MJvFhI07lBoXND3OUdei5



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
g3CdCmO6PS8p1Ts17fBO1yUoyvh-gPO8iaR9nHh5iedJ4FuM-4vsaROy9ZKhkBlngnSvqyH826MHWCHAKj22-zVWeReQlyZ14TPhLDcQ1ys6yfEE2IdMGMfF6BhE99d2doQlTSww



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

y0ag48ncliTpZlXNI11kGdACAXfvC3-m27RRj0iYWiah49gwuUzIIbOjdTg5EYbD4BzqDvKKK3-Cm42FmRP4jeq5nB7WgZgiTtZaFNfSBM0cwvsFuduuycAVAuJngu9UjqPubH_X



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)

kess2qBo8vl9FrEITzLLLThMtgv_u8JX3xLw6qQmJdL1e3See19MomreVI9eFY-Vgxt1Zw4sQphtiBZ2QXq9ZpLvQEABe91n8BfiEJDFvpdtRYGAlykeFmEY29Ts4lQ4CMAqoKyH



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)
sEUk0ExmF724iM6dJiRTkZXIlYc6XOcdEf45C5N3luiQ_yPY0rN7vk1AH0ciX1vFna33FiC__gXbgFmOUh_sf3R7BdrVhC13ldGcG6QCh1qIih4Tdofgp2hFrZDIkXh36goXig-w



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
jA2xcZdG7D5sJ-yvxD2XjzUlAq2VmN7Vw4PzlOrjxJ7re9549e1Ti_WsMAjmINDaolfdJ2GxPDDVHt0AiCIzk3quQYFRhtrKfUfJLZ6h_aFkniNMgpXHxNPBBMFyG9Wr7s7apgWY



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
ji1dEAe0V4E5jWAtq7d54tT0XawtAT5uYtzOuhaIq7GUntgcoQO3KMmi7mYeLlg8uYenyRwEu713ADSLHMuJXTYlBk8QjGvvu1y_b8Jydz6Xlyy_vp17JKaxTH3uawxSL70KLyVF


  • 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
rUqsa_8BuChSwbw81ZcCy136dof8eziNqQWD91_9PgZ7MnUIYRPg_KB-MrZ4_HHm3LRSUqd6VUODIpQ5yw_hzQvoy_tDGmhEyGbyN5hna2008FHgllFMpImaIg_PNDBMkWug6rQ-



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)
uU96UT8t1bOuTrnXyXQgmkruIoRAvNKJaUXsTX8wv-Tla0b5kQytCYBc7rWpBUXZfnVWflFB8GxHepFnPaJFzDIWcakfhMiKGtIVEDJ4ImG0ZkD3vmSCYGDgIkaQpD2X3pO_vsB3



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
Noz3zrOMl77nJnatMHtcqk7rvKv3za8jyju_oSbLcMTM2FRZmM2Y7ggePNzD3GSksGROs1YryC3U5j6dZKU4k5F_1yHY_olYc82KdBf11uig7bzrLAbaUO5goJURBEQLqEoeIHA3




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
HGPygfNp302owoGxkqMrOQ70aWdhrXrBdBKHuEb96-0jw8Hq3i_CDjceBO15kfLUE7KULhhtlckmmJHW40u8parPd1GOOIseu9b2ddHK41zL3Bz_geUyXz7AiGPtMiWoLN296HQo



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

KGuZJGf4Qe7B0NAxOyBibqZ-1DBOWJkjYmajpQ76LDEMwNllnLCqzNddqi4q6kuNnI6yc0xypOgKsf-r3GPYIFTIhPx9JU7qQ62P3OnLDRLLddxw9GXUE9RqXZMjtLv4HXOcx5i0



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
_pTYm7RTumW_re3CY0t_6UFiaBNNyUOn7qIinibwPa6I8JMj33CpYh-wBnFPmWhvbMfZNLApAXsL9iOFe17t5sAbv0BW8kt4k5NvXWr8sNTg6Sx30XS7y0cEFPoeobyVtTKTopm8



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
1cdbtWdgoRwJWmQlCOlNdtpP-Hm4arFpxBflq_ElXesPa4c8DUkvoGsGOPtzHmh0-8twbTDX1AXHCAD15s1_vJP8bp6Xa_dRXiNAzK7SDHHmr7PYqCfQz5cn1OdNFw8zWvUSAyrI



  • 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
_lT85mBqfp85oCseIyNZhT7Kvq3X4gpvSCL1ov9JpbhG4UZ-Gx4J97U_SH5mQhqot8cViy6SGOCiJ8pyWHTiJEXWfAT1fzJK236OFW03vipIEa8bRZIFV7nP6_1QnnYk7594g38J



  • 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
L4btB5IW36Z7LzgV0_cA6dYFrDW7Rlp_t4XqMxJHBdjoBV5VuyQYuFAo6QNdSVaavEXoR5mQu4NXMKb0tGCrrkVWlYu9olt4FcFi3A19cDIyLtniAGpFTP6W0za2HQ777Mlex9Mf



  • 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
QdApuwcS8hblXTs6ozhduiP5N53YSmyh_hl41sIa3KGv8_p1AMBGfGBw4ciFtWKC7BnOTT2mM0lgKIl6BHkK8xDDkQOFnARcF9HNBqx8zkAX2CxvPSji_LjlXW-wQKvCFhPX80z6



  • 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
Omw2TNg6vVeBeNNM-W19UO_dhRMVrYekj9IHAbmAaKLuQj2es2ArzIqBNfcYRj5_DgVPxT54nUIPw_UlWmfrbc5kmT0fDEpItS772lkQ4YZAhheUZphEG3RMh6RguYP3Kl-jd4ni



  • Clicking the Create button will create the Blood Feud request to the opposing guild
8X8RHTe25hIslEghgfE9grZCs2m9nkVuYhmvp8609p6SkXbcXqYKnCuCX4lFABmzAywyfs2UvAWgSu1DdWiAEtncA22RfmmKpfxbUa9JkzLqqV_UF-4Y9qtdgqdz6Hjv2hTbRJCh



  • 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
eW2YKzPxQQTFK9Zc7jCf28zOavyM8D5Yc-_G2eysFixoFrLNEu4rlbe_LK9Bdz46nzXOr6PEzZ6E1tduFr7EZWoPNwxLGx-Q2kdzlEv1cf6MXbBeVTmqRQ_05GuqY3t728DhJfcl



  • 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
jtSFbcsl2wBfeO6eCSmDFwXXyu6LHUqoQdvb57CYXfgbLzlObcQ4l8Qd35oVdFTTWXFG7NlAqrPAjsvoCcU-OLG2_lFgtasQotfWnc8WAyvNHpnxmZjDC3H-6iF7354U_2vhDQZY



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
e_PQfpKvRUKE71l7AQQLsZXNY3ILIosd__KxDzekhMbmMEDza_9oNWi53iR6dx3Hc_JwficrSLon6DqSqIumDfXyqeAWA_JsRtYhhiV22srFfkhAKDsS7yPun16i3YvX6PS09Lan



  • 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
ZDW1YOJg7EuMrQxuDn8Y_nboOppQ9qF-68FAnnbMTY4J2JYT71KsNCrb_SVrLLpjRD1iGsiIRjTOlRvelpcH4ZbEX2bRY5qZXKWMrrzG3xrGUIgIbAAFl7lCCOp-kU5epkk_DYh7



  • 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
sHG_MwIGBh_rpMP3N8bRVKb2L86cScRRLnz5QtIizA2bClnB9pqxJS8vAPacDGFZ_ac1k04Nkxa3cju0lELfxGPf25pwNYl6bbHFptRAvWJ4jlY9LsSCB52LxVGIDuCBE7vSfaxF




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
zhldcufxIue-VlA123imuvxJpaqiv3Z_Y-hFAgOINAuoearEatF7qNORmW3L7sIegGnqHjq7nY3EiVB8Er2bsT25AQicePeuJtdyuZz34T17iW9h1Dy1X5-1W-d0JLEKK9sve_Z2



  • 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
bJMgbaIYIZVquz71lleveJHl6jAOjxXQQNsv_o_gWhUx2Z4BQV6H6RlFdRk8Q_o3ztXMZA0Obcv6-BXJD28716ROnXGuYHqJvXgZY6EVGfGpVBIp0x87LTd6I19GditMtnQNw7au



  • Players can double-click any Blood Feud Memorial Statue to see more details of the feud
7_0xeKnr4hX63S6u03nSLvuxaZ5W2UWtiECCDOteWVv9XAIIWl4SZE9p2hLLijcEHxkx7HLaoDaIcTNoRzjXSlkQ6KXAKsOQTWtd5zOXMhlx4IwomEMeoV0_d5BgXpf1ZnyfCW8y



  • 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)
kRKpzJUPfh6AX1LdLKnvD-4skzU1zGYYmIxcKHfOJnxXZ2FGLHSFIp8RbwvNn6KIyHDU4L2Tl4OlDadTS0Jxhe8wZtpOkoG0RchfDA8nMJslpvPorFFvCyJ0Ty-j0aaXjSuL1nkE


Guild Treasuries

YA5HB_LSfiXESoEAwOGDFSSwaQ_ClZ-wTw0bGa_KBQf5kzn5Hy8JfOa5MO2xDsECv5rELRHJH5eEhLMfsQFnBMV1HPzbBs6fpHK_Sr3I_bYkT-3E6GfJoICwuSe5nts_FyTKwMda


  • 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
VldMxt9hNFRlMeN_Dt_EieEjNscrj50b8191hFPYu4MIAKiDnwXtIIeZFvBfYXi7eQN-VDbjXaDXe_9uyno8PJIPMySwBxf2Z6LelmSsixyejZOFIJ7UVg4QDpZOJjUzVcihdbNQ



  • 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
dbV2opncKdN-71bhRUV_lstFOgAHuGvAxLE9xIFGPWE2sScJKtxocj_nxxj4HyWAaMoBzn3_P8bgDiXlbXtJOD_Hwdg2DM13D9D9gqvxiraa9XExwuk5-r1GIETjsCPP8NlhyCSz



  • 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
Vzbd9TR3XcCc7P6IveOI3_eIEOS32T97lcqTzy6Qs8h6FcIOZ5gPjHPeKlkXrh8Lt_945vK9bHpRb00xD_uYdQbMD9f4a7l1p0LS2_D8IfT9QKlUDH3b1nOP-Qt3f7Low7CdPKnz



  • 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
b6dhUeEMREmZxuEgHo7WGlU7Q0XLviZzUONX1NQul7lLtHXUfZ_Tdt8Bn2Hn7d8KkWSKTuC5rHkrTcv2LIJo35MjHOafSxdXIi3G4mcpP63h2jKvrTft3pyQmHyVu06o6XSQNg4d




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
vF8O8fDfHl828tWnzzvj8MqZnfSUTdVeFv532DCoN7bkXiSJyytXm7mWinjtzeRamMrWXXkfIehgq0TS515EVYgwLDGsOM9NQyBG742SGrJgKyKaVxF49BOEWUSVsPJSNzZ_kfdV



  • 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
Z-b8Ec3aF1wLJldV1qwGn-bZvSCW0neHtGNKt52Sb3PuOwc9bUQ-GlcQS20IZoKdo_LHq_ItQfsLj38Q2lMRQXoy_ZdWNuLyC1AsqVbWYvr35QNbJ8xxE1eprR5RFWuVtDDSDmjS



  • 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
tANLGjyYoUrglyJIqJTtbjLutHXbgI_ia435OjKeFroTnM_8bSCrUx1tMbGCFFkAr45b9KsMHEvigqmD_JZ5BENYCCvKbg9WYubedeGQaeQ2I6dAGcysSVdci8WeGpSHtwJngbz1



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
WyuEfOVM4Gv5CQ8FhdYqqsQQxJyF5-8mE4bBmiy9C3spDWu75g5OdyFxcdp6igCsizmN-nZIvCmh3qg6ICEUYrDDznKiciyWDPNNJ6prL4ybeZrXB68Ef3IkgwEISDK80kVMo4oz



  • 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
OIEcB3r7m4CHWefcQdhqFM7vWn8bYeaqrvsMLo0AGaY61pksN9s4zn4NtgtgaEQHhVY3IGSXufE24pyFxTL55nC5JxxjVa1psY7ovbj78jsmMFSYgk6kWPqqakmHjyZE-Oq82HXh



  • 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
Lovy3L5Xqo4LhFjQpMF2Af86zjkzuj46HsohUrnEwkd6vDfm_Z0vCIgaXRQ8l9mPs3UbKpc4Rpe_8pIeUFfKvOW9adS6BoyhQBCfznwONhFrx0ZN0h-89R8yWUblbRoyBMLJO1YP




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
Lh7Lgmmp3CnyUWXPGe-G-wYsQr_lUTB97FbJXI2Sd_v_mQMMYPvBIZGj0Sx6AzsZLPJMORjbl6kNMXvqGuk9FtDY6hDtN3kbEPtRnNMDtcBUPwgyxheH9XUsXNiwVpUBwz5COAbS



  • 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
bdVoR6vbNs77kc5Oa-5xKno8O7u_oD4jl0ocrnYbxRm0V4uNx-9t83sy2LjMCWV-d3Iq5rgMiEjfFKFuG_lKToIeoB54LNyDdaDq28r-GunSJOET5cA4B-5eccGwo_YT5DXOppzb



  • 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)
oZl-AiNPS7ATFn4UkTlzlM9y3RIphP2Uuats1MTTI9gu3t4PsWo_PIUkzBCOHFmDbMJT93kQDW9ETUenZY9ECVpfD3-b1a_1oWEkhe1vDPuOuJcM_G4596QwhtNfaSb6DrT-l2ln



  • Guildmasters can set a Guild Dues amount for each rank of the guild that is expected to be paid during each Pay Period
-WTbpCEUyVywBYSJgcUXzeRQmJzafknbVF3kcQZ6vlIGYouClSEqqoWwpb3aPhfT_SHv0gYsTG4MDO0s_3Eg6CVgPtuvXzd8DxlX2NMrb5SbC_poQKufZLSvIfl_KDJEudLrPPVy



  • 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"
x1smRz1xv6ddOLTRcn8EUOTXe86OcM6wLpEt7p9Gh42vidu5dOxrG9wZcjurZob-01xDwTrX2TLL_uMdcDhPd8Ih5DdwlsyY8gi1RP3J0MBcwJpISC5w74hCBgfiD4jooi76XVP3


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
74W_IbTuaJQP67L6U82yuQnyw2h6Ooth4w9-KXDy7Qy3JaCM7K_sooSnsbX7EfK8kTOnWD07MAfR22BNIW3heFItO1YqUGuyQns1UNKrlnJXNZWSgpwI9yOVyOM4Ap2RNFhovADS



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
IEdsGXWGdrKsOqK6fcv2ZFJJWow0NWevBDp_ciV27E57z9mL9DyFHEnoMR04vL1sUMYCcuQe-9ndZWpqN0cdt9VHLZ2Ia_yZMa_30XNgtFXz4kuzysNtqlmQmexGv0w8H_rspOzP



  • 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
gS_dq-kvwqz8BOkq8lUBoGa3K58UK-cKqMVhKfRjEDMdA3lMFqPilMRUrpsifCTpaRT4FByhhqavliIVmqMp1Dn1S65V5IAc-_v-j1LZpjDIpBywShzmQhOo4LZLrmiv25w2RrNV



  • Players can join matches listed by clicking the Join button next to them
n2cneyjOu0tGeoMcdVLSyIVj6rDxczIDFIbpLgNSBPk5PUFRLHdzqg8MorvLhzhquPu74tGOmROdkIE_gdW5slcbj9asSENNFgObmFhdjW8NANyqnC0OnUq5w4L7hDAth56ONS1t




  • 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)
RghFFJE0mOGe_E5ttvlot1-WE9bX6-FQHA5rP2INT2UO5H4BK4rIybMz_YC9jpLxSq9fQK4ZfzCnXF2cCDt5rKJNpqe0k6sbpuBVIDqcHnHQuo6D6Qa2V3ml1-C3ybaOtGr47VyO



  • 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
bvREsKdTeVVLYBySuxFAAW4OCc031C0N4yGlup59jtu0aARGOFwjZTETFJ_DpRGWdkwxjp8OQCF3VoMZBOXza1kNjUQowlIkZX1nNp0ocUVfbmB2skARTXeedjhtkl7XpqmEl2fv




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]"
LSx11draK2FcRZcAwQUJ_9zAk1Yvo9zcSfBteiDApJSbZV92Bt4_VgVuW0bt5bB8Bv1r993-xcIGUMakCVMcX1PI1RqsOTrFVs8YVJq1Dr3qZTZRD7Wp2teqGi-bOYw5lAKgsarv



  • 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
xJJMNVMKfVDA8mNwLwQ57l73Mu0e57jVZBVIZdd7N7nQ1SMwcIJW6142BJmcHdIVBZQOOFs7xJQyMJjGwCgDk0xY3A8rRyPA2COoBb42Tp7hraNbdQP07FwtA2T6PvMrTvxCrry9



  • 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
-BQEvPFKR7XGsC6QGa0-5-LCEiW040T4PjX6Y3WtbXhy7M_sImJDfVcy-tgglFg0VvYwjpCXceO4EP4pDSfGelcCDJT5_aKUFHOcPTF9UMzuhZjNMZGWfdXlZu1trMRyDC95AwGL



  • Players may message the entire table by clicking the Message Players button
U6tTLbPjgoaSrJT_eg2n2DLCLJNGfud5Yiza98dpwjG7ID2r1DODvgwA37JEJ2Dx3e3_qXr9x8ZnfJD_TlFinTdhhbIOfClFh5iC7mcdCVoUblZO3a-3xDQK6Zk6n6ccNse1fTDN



  • Clicking the Leave Game button will queue the player to leave the game as soon as the current round is completed
kbCN9uRR9aIXarOwiYXvzGiCLwf6cjIyGiz9wxxftDOk4wGcvWsGfRhlOVOz592nibDDBiosXKkPCvExcYEtBxngr9O6Zc-SiYQgXL6CjLkoD3DJFM0A-ECSyaJBQyVuW7qIWzF5



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
unEjq_XMs4oMDE_gNiGsGCd_uX23Ve6NLHpfnfKhp-U4lr3QMUl4GuGj6NOpWjXdxEwh36VdykPpFrKHYYK_jqpn3mJ8iqBzIqQWvsmSFpTNRPRXhwTa3n1k_CHzqLELUMbjjr0d


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
zAiM3snEu5NNCdLGGjd7gpYsYlNUcq1TChVgjVfQ9aK6qHRQPtwAS2UqSyNGC8XLswpVj9YbrsXMrEZ2HNMFimBTfsFBkFghXOZ1Cd11aPUjgMAaJJpZHFSktksZ4GkX--DQvEXB


wzOXCoHOjYddS0tbJqYt-2_iPouNoQlqGF2RdQEin1E8huxh4NYwnejKGFuVO3njL0vIkVf9oQK_o-QZF5aVYUI9x3_OZV6TRkBHZlB2mgrQMnXqryY7TyTlJkMiR7kdDoeWR-35


6Daa7C_D2ia-QCiF4PlaXpHl8xBRle5krSwZQFE8E6cCRZs1qcNAshdn5xxGqdNtKncn9OlCD4kSQ7XE1kCQd6sXI-0FYD8AdTBPA6bh5Ax6lnNAIYZzfrzjsrtNuXpGGSYoxADU



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
UTamFv8xTXmHyp3gJ84MTlHEXDwx01yJzi4ed7SS5D7qWbYC4lTWF02cbTw0tKMqQ3gVskXnjD7i0qCAM0N417vLGn0lmcly6njkE31WqzsNdeaOC3SpZzryZ9Ys3A8m_Qv33CGX



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
sKHosm6HutWhzCqyh9tc1UYPWvcMp4ubQg1KWedODIv9PTF0G1-3C3fQYj1vpWJ78op0jJtGK_HQpFCIaR774VgNYz39MnjSKnrNICFHt7XibWQid1FOBkjK96ycfsTNZvxVOOhH


2ZV5JBmG-ke3W5J9YWmtPnyKgFsJE2HCTaeog3CfAtLHxsfvI1TgyKPhY8S7vqLuuzR2fBxSstZtxWXCs-0k4DvAg_3yqe3gkTmXFezBDu25Yn8toR1MB7B2UzJODryQL9CtMun5



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)
syIuw5plJ-G5iFgvjK2j42S3ShAzdTzVy_jy2piQ_hLkxM2eZFhVCNp1l4aBLXv9oWrExzYkov5Bi4h-8Pr1_xzvV0va1yz5QfpXZoqiIE0OAzPMZwpDTctm4STW7GUIki-rJccl



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
JPCYEVBwqG0d7qD65lqB4zkcbW0vQmJ4bQcEstYmmBVca670lMteyNyughEzwySOzUBhGJDo8KCQ2ZhDb7r2QV_brOCGfQDpw7Ibmud3zh8--B4i0WExLlSjgueMwztbnMcdaYLi


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

YPU--uu_aE65hYe_KPpq5-an_DX0eV5QmKmnaFgxucDkEqt3EZDHURt8WUJ6nCb4pmTFyBtUWOnBumHqpoVT--MNY_c9Sh-dTGHmBaWgnE9M-Pao0awY9pXO8OWEGil34HHRg5eF

7596QK9qC6AaRSkbrCIrd_OxJvlOoBUm3XNTSVCygqQ8gWiAPj0Fbk0gXaouJLoXX7ZWf5taJd1PLOf6xrRPIvaf6kVVuvuQkuJFaYNNMfdPMi3C4HRH2b03IN_cHp-0PWECQC3b

2KA0LsfjEaESBl2p5T5Ivl_yvthSBjXbmSKTqROGWaqRGBwJhxBmCp0wX6OdgjJ3OiaNqHptHTqvsuJNhtGMD-qWj2fuyTFE1MLQFnyQf6ZVb-0cARjvAbstYcYXq4jIyqmD8-u5

OyZ1MsATpsrwJXjMjiTjqzUyjImmSFt_7382_4TYQ0BR9QXcs5xVHnGDtbXThKzCecyVIWbe29WH7TxPMi253nC_c6UW_prxi5gfF_nQq18_0zUK9Sty2kMY9_MfK_3dr4aQn1dF



Fairgrounds
  • A new Festival Island has been added to host upcoming events (namely the King's Faire)
WQ6WKZjoi2KrWUniNXNXCjQnUfswvVw-QTtugsqng5CJLvRR3OXHHhheIC61ZKdZr4J5QeErVV5JOAUNC72ZgDhOjUgQKNg3LJ3iWviNYA3_N3nKv12Jk5bWci2NfqORy_xL9uLm



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!

B-gZSADMAfwx3yo-N86r28-6XiI6xyIQkaOkEmRre557ZsJkXNozr4UifG9Ka6tIcWYVgqZVkG4_GOTgwaREMoYI2l6EHaIa1M5WHzupP7csoejBF3Ckpy4hOTVvzco_p1EEYSM6



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
n2e-GvMtl1scn9QzBgrR-29J2Rk56kO6yvBDY64WIRlYviaSf6V_lWNcQNdL8eD9oZooE09NGNXUPv0XZEXnu2H9gko7rWuHkDKmYYjbYpOsrWnvu1286YZ4z2KYRM05nwjeXy7W


ClPifVXkwEVDh2WWhFyI7OvD0vZ59U87ABSE1K83bMo_v0zjW-nJsMYM95g3FeXAT0-7aYJ74UDA0tzkbjayd1KLQ8ffRI6oj_OOqColueggjB05HahjJ8nlKb1lXcbr8seFeItD


80TKKPGUnLPEDF8EKj87dEt6PDrfMRYfBY-QLedpUJG2gQIAAlwZo1p4Lel9fNeq0VpWuEkjH8rnFPsvlsPKzsZZgB_FOeohD8RPqT9cm5aXd5YBZjXI8XOBc2bgo1FYFozSgqcL


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
F6t14EydKdTfbJFBecufRtdTTbqmGCD1uCnK6hEBmkaGBL2s0cKC33egIQQR7FuFSq81ewVLbBFcRgvE9pJsO4Y1zf6-LSTuGbT3vVIH0A8IalFK-g-5OTGZzML_T4pUnfswROb8

AXjrwjNtz2bEM5acRLEok8_cZN4SiqBv0ZgIINJb4SUduu4gs2z2-ra4vKCg6FRfrKgcUb7pdO3EQy7Sgp71kIAPevHIBoy0NMZA2G0aLMXVBfxbfTaMGiL2ZnpzFAlCglS5l-bv

5M8mUoNxkhow3YWVMobAidJgNywtzJi-FcU_0twHkkwuZW_HYUW8-pT-5h85d562kWZwWGuX37wj5yWftoLIoZl1bUYcaa4z8aCIVKljh1iLfPLUobP7jNB50_NAD7e8GxIC9mFl



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

5oLYRncl9sswKdjQyKJRXVkiJRkRIQsvbbsQuJEswvCTcmRAjiXN_iegKtvyztuq4LKbtT1HZ2qzjYK0bejYUXMY-UpbnN2VLcg1mSS2NZx4wzrV6V_ZnUXtIYP1n9RNJblb4_uK

The Mausoleum

325KbIg5xHL-SssoqGu8-YESlPSx_XwD98RaBTz82DVO_vu_msSVGg0W8JyGAjjIXAVpvukdsv4GlNyCYxzvQvToraSD24SkXk8QFrnUnqa9qE6BOwGRDaEBjfVfwGEFyCRd6dFh

Ossuary

wcCaWBooQOP3MEpTg8ow0WVvXNAVg2JsflBeE1S3dxM0Z294cyHAWgQ_NF2vKsRnxmweHRBp5gP4wgiQwe0haRvw19WtEwTKvy6JxW0uPfIa6HMYT4k8l64CyW50ipcVzDIVsZ1C

Darkmire Temple

tEtBHuViyCt3qh3msqmtVs_WPvwgjVl4S_Ig2x-Q78lhXsqpbWqmxzJx874JbeXjn70fOnz9Lh2NR090JIoI6wsDJqC4rl942i6P4u9vEXJwgidcgc0PyUKggU5hRgSA_kEvB789

Cavernam

kS3oDILHtTlB0nxhpoOOFYVUqDpnb9oclB2VWrdLxI5NRudL0NJGnbA7mhOKyfDwW4JlbMSOh1JPFlIevEqfzKSgI7TOgt-R-5FhrUDoWvT-VtTdAyYBADtkgAA_UIY4K5wp81EK

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

wYUs7pk4xXdaaboRyeMhZv0OwWlo-YfA3dhfvUY4nL5nS9Udmv_S6Mh7wLaipTCQIjn1Skdr4tavXR7yuQ-5LwbZJD1u0cPunyVWvhOxjKwdYlKKOdc-Zj5RSNr_ALRkeh6SkXgw

Darkmire Temple

KjfVPOilMGblTzcUi5nA3LtVthqbIuqZyPJsyL0v5GyvZXBueug36dBFMcE0oQb8aT3UlRn_fbB2pSSMWEoIJeR2TAcsXDTQqFrTlELAcck5_yoarCWhxw2uYQdrUbwHbuxz8R5Q

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
bAfM5AjHr0DCoRQHv7kmt1pHVUSCxTVc2d7tK5P4xH-3FdzlEgJ17427BJQfDuFLqqlSA-4kZci7ZG1ho0ypFnVF4VP_Nv_G9gx75wEIhW8RaBy1OaJIw0CHvBKnONduqW3k6lhB

I_YVRLbxwGaOq-ddKsZ_D3cG-8EIP01g9LcpAjFmj1lR3H4fDvcy-JZPQRYAiNAbo8ry2vwY5dlFAbdhKtEafIgZtqWGOdlwNrmMVw6iT9rn4iERUS5rJIjqNKF8Te_rl4DkHxPG

SNYQ3rf3tLqoT6CYYzpYfUqT8sDDxE98hYfcXPDYcV93By3WJx-nCANrwUZ7W6hZK5LzH05XHkYpKaWZHzY0a_4_rDtXuBgs4FGC_E5TX62rA1_OAaC3Q9YYGCEcq8hNPI4R2o8Q

OGwKb6TQ-7iqgaT_2YqCYzeCHsfw4hnLH9vGEeKtQhhMB-ksrKpPPgvvvKnocjvx0AaR93oflTnalSIDlcTDfASz-cXRPiZYd5KkP0-RMc1FY5UFhmkTqFAM6QBGYAvjALGtO3iY


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

sLcOY18xtOJ6MkB1_rJ4CmnVWcb7rjl96HXgg3XAusvB_jOomMiTPMjFOfO1bK5CXmjDDt0Trogz7Yl5_8MKM04BvWKr-EhWm57MNhn-GgCUetdFBiG5YOcsuID20QILuOSeyQQq

Prevalian Docks

XAvyDlwpP3EV6aD_biPiiJIROzkhgr8hiUjEzA580KM2vK1bi6DFERBm7fdX5JDL7VXE_oWjDBeX_Hh-gNbJd_oLrR61RFyIcyuw9uXxx6jO0j9Ican92VsitSJkX64j-4vYi6ef

Prevalia Castle courtyard

FGkuAHYJ38Iu-Glrotav2rDojDJhopqbBosQj6SmuNXUgn5ChbvtDsaKAeGvqofD00CeXWXTiOw5gNn6jEVTP0lOr9DOZiI90gBzRzUy6jCye_oIJyzOEVcuq0sYv-lU7E0ptG83

Shelter Island Companion Hall

bjEnAeXRJUhSWbPZFAr8gXz1O7tHcZ9E1j0GjxNw8tlLwm14izY63EIFevrbctKikg20yNmr6Yx91U-s4t0KB3UByn9x8FZ3H7vOYLMA30_okEaZk7xdspDuCzXdOOjVuG0mfKoR

Cambrian Archaeological Society

x9yOrxXHxOF0bO1fRjcpMs7YCpsSSfWdw_6VFghwStL1SbZvv4LHwiLhO-jGbjEgza9Oh6ild76R1yj9YLkGUwX4X_tgEa52QfX1rTuhW-Nu_SYSOSMv3T3vhYKdK6ROInsMRRBk

Cambria Castle


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

oR5n823fsOasn8KVUF24DBRkKeHWMFhkzbL2vbsfavAWsZdLJxnMj4HmufI-QiY7RusFKCxWF-MioULytEBnWuP9kwJjjD-UcJ_UVguCG6VNsTuc307ie-a3Zdt2XIBGR3X-8kmX

OH1dsDHmN0fWjGX6KLGF3T6h7Y-ClPlzsUlzTnxi8MvD1ud4in2kMDPHTXAsb3IjL6AqNBYoHiUKtwXu84yzUpBUf20BGQIsA6efKVFQokO7O1bz0PVJmZ-Fe16AegP1ab4qhD_n

bQpIJ_CwZKD6TqDfRmu7VJye5FabGRtz0tFuYMzXjnGvA3DBLl4Dt29Eb-qmFnvIutHnZdwK4-Ii6ZygLNlQonSqzBpHaqblkNHshQfM7MihtxPNZqZYG_hklwMGZcQ2rj1ZjyiJ

bWIiCh_zc5P9fsjduLh5re3uKjGL-rCvB7XFvFUrKXnKKOOuabBR82aNT5nWB2gnw-XWlCtJnPHP9L2MO-mR2RDK0WbunX0W_x2FkaTFbkIAM6B1J3NtJVpXneprnZiQGg6CWZRy




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

_4SSq6xiavkz1UT5n_DfRG8mpjC9R7lfLJZKUkO6fN1GkzE5GpTO__Aqq4TC9b-c9HQYsFhZxFBX7secc1JIfvVkA8Nj70VcvuM6qDwLijPyGjX-8tfmU98F76o7Hos1G1BY0ihJ


Z9pI9mIBt-X43RaVxH0cGWYXXOCfGDbigckePWZxqodKQExkf285oFE4N-Lt6LuLBJw1Yh9xp1zCFsNI7eTgcGA93OdDHANcPKhnbf3TTTr1qzKOhfvd3_b2zMZRxinmJrolhfSi



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
8hQ5TyfLsBoTxkA9Ypdp4OvwZwAJulT0HhUd-KzoaVP10D9g32WOfddShIbRllAo942tIT45KVWQgF0VFq2kelSH8j-Tu3Rcra5HxVFWFfDZhh8HXdQ72AVDBQgOZtI561uQFZxs


Marble Bath Addon (East)
uDfMYlywx8sZJIQvofXTtrAdcY36C7R3yelMJA-JiRGriS2X9VHF0FYyLK2cjniHIS1Jx3S8IaCkr2a3QfwNZbGAeLvf6bHtCZS5Bwb01A6TzOH3nM35jlu5mSa8ffRF5MnuC08f


Marble Bath Addon (South)
Ou5NZR6ZqZDsxBcSEr1LwBaIBJ1Z_3cQfTKPgSWiokEE4pNq327xX3VynN2Y50LwY-iiTvCZ3-GYdW_K3N-Q4MGPVYaQPy6cDfmqPFITxDm0Llyu3d4o-uFUwaUxAuaXcqu8nWev


Stone Fishpond Addon
DLoyF39L3WKNSXWT4JvNZaMlX-7mKIDuKLeGEPlC38VYI_WevbrmkDtRwBCWGFABxomdnnMOf3ucEeTovs-PPBnNGq5R4Pbtun7B6uqbhthHxBISfPuANXIqewYGhymLyY_D-qrr


Marble Fishpond Addon
LOmRu0V5DcdopSYfCeNvu0ZpB9xinmgwoGGwDtLlZCw4n_MS8qjDkQuwlV9Fq19skjxgBjOT0hhMtYjv25U_ZARkg4Vzth9eUf4iOlfYftTcwz5RrmaIOL52wvvKo-xYN2YyJQ3P



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)
TVC99YNL_xQqQYrCHZNLIg7q7MLDURi9tZWG0LCrFoxFDl3Cm76qkIjVuSsP1oqOz7QJN0QQfswtz4enlpY94euoVVmL2NnbqMyJ7F8v7m3DwVIfIl8kEomU5NefCQg7qslvLVu0



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
DZg9oXYFE95RtwILLPtmSBzCMVkX3_wSATfNUwKD5GpFIABPv_jrbcVX97-itVu5mK04MVs5NNI-EOUqIFX0d_Adp75l1_UXZIxX99yy_74a5-Ti9DVUsSgFTCxRLF7w_ggNJGTB



  • 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
uPJ_UB6mhcU8eT_EPEIOytqQS50Us-CtPD7q-HG_opos5LdmiInH0EwSb-55oFzvHWyOQp5fDzi5ECsCPVNusFtJ5eEfq4butglM5SD1eWCH0o4jJefgDNoptfOYs9DT0eCZanDh


  • 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
Fyn2X1ibQjQONYTYjgdyGWp_tCKWygoeJtzU2skUIIVXNZgG-pw0tVbARRHxeC12Emz-2gNN6HXQPn46it8KlZ960p2CvKchmnDP0pm8KQzV1vrICHZYF3AjA6ZqStCaXOActSUk


  • 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)
WSBR9lLWTmZ6_4p8fVWjQ6kBlK_3JwXgp2jfwKT4LntLrG2wnxLBOd68FLFPDmch8dDIQY4ZiwioXaNDDKkPA6YNJZUmVHWphtgbK3Z8Uq7lRFGgo3rEF4dywqkKiqp9lCrwNW8w


  • 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)
AdLvWsniOUuOgMsTPQMeJFsgOdTrSjp24cUAx1Caf5ThqN9KTcTV4FkHUCefOhx4r-G7AtouT_wubvicwAFCI9J8GmQQ2QOEy5QyvfY7dwVJVy5g5Dllph-eBv8uAwbYqo65H7vO



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
FTpt5Zi6SEkBQpuppKTVXSdAjHfGn1Ju5_c027zfnHhFHd-Xdt80bO5haqbpNOaD3iZz62RG0mS5_Fz_SrVcgH_ICP9TfhBoxfqJrOcVQZFihu5tziN2gkD8BW7eUZ_11oZTeaPI



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
rNYP0pAyEWxD4X1a0nD1MEFugMcPQJHunbPS1nqb1GR0uYKdZ9U5ZtPO6f1kkNCG5dvZqju0SUP0roJ8_HvEeEfU-anBs4FRlrH3G3tPMB0_udhSRZxWitd-kZlIr8YJhquaTqYO



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)
CAYD-rDn_53-fmLntaO24BqMbb_B4QFvOJmn3A-F_WMB7Q0EJyvRm7fBoFA25h8MdfpD-V9fSOVFyxLW5sEs4jR-pPzIWUAimmhW_-mocHNRlFZ0lbgHITjrLU7Srn84zFIyeZtq



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
gO4jnulsjqRfOzUrBN-dw75u1t7UuURvBZA51jUXrNq6s3L7EYiktR-hGIIHoeZyTeRiQeLE9lK5TNwBR5rko2Tk8009Qw1FFyDGTibWG0IKoYFoJ0wh_jgtJXNCs_TGbx57kqoQ



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
ZA0PkUapojtrsbL1En-9yt3Z2XEUO0K214DTnaevtiBw9vLIwNwHS22liu3kugB14oSASlDZU4hEH-4oPU7EI6np9Yt2KMvtld9KLmqIrDo_T7-3uQZnLmXhW6Ic1VzVQGH56Klx


-LvrwyT7ttt1zmv4BNm4nWRu9o-5bKkk7Dam7C7mOqyIPJEXqZc9LFhi1z0ihovNxlddKKcFAt6xUjP9pstUI1tiAXudTcz3AccegClwqG7hjR0gxNjtQU7cnDZoJCODjiS1FIEc


v3Pb_nVI7ykgws4lJYHSOT3cgXRxPXgHKcSRg7MBp_EdbzzlIzBdyV6bSjIBKPkhQls21YnXyknT3qa41sMRXSBwnd3O1eAkBrcDCRADLZpH_lW13i_g_3gA_Ktnt30u-nSOKQ_2


Qj_PG_9aoJWe6DOBoVFPbXVp2x-ZE7myH_9Gsz29ji8iLNSXbpVuK9eF_7HS9mdtlQg65QGFUS9dIdfTBLdbCkCNyUR8H-C7QNJBbAgEp3FiGM43u-tb3c07Pqq6Hfo8GJtO2F5H


ov6ATWyJpAdoMTzUbGMUJRCg2FluDjArL_Qz-moGNFNdp0p-Hf1JL6YTgoSclaE4OYezc49NdUP07JZFHIbtzoxyjo3bsifaqG5bF42yWEGuff1lHQYH9PfI02IjDcRaT5j8w3if


jnTPdq2b2LKqfITn_Wch1UPrw4iE9U9drCVPDQKEvf4slYLR--KMhp7KTqh81tS9X1DgZaQ1AKYmhW3SoXN6ETPKFVXEaNLlIXND9MuASb33AWZdafBMHF53vsOMC1oBbVlDgaoG


IToO7wlmVvZQwL51OEw9pEalaHlh8bqk11s6A_boeZ_sMoNJVfe3Af7EJZkaGPJF_7AoxBhoTgtMzQTu3BiF-Rr_0nilIMbDaoc4uZwjtnt2ewBkQB6ls6n4EnVu4F-8WlP6V5P3


ZaIvImUYomOSRaRV_x76eyikhz558L9V0-XHaByLJ_Cpxz4htNtDFy6C5cyeabrUHzCR6AMUNU82ikr6QTyXW_iONd92caYh8Hq6Fs3p8zyptt_r11yhP824xVaI8FFQQeqxxMUa



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
jPxvtwiBj8bZdOAooKOhsjV90IA2dqfzg9lmyRNSgB_6YtoIP-0eHwBzRugNyvfx6I-bGPa6nNimZH8xOqehyLOK8tO8YRO8ys5JxTs79_fpstujYI0Bu07n_ByoxYw1JpLKuQHi


5ESfLnXcfZBs6qYgCSJCXf4q7vx5Y_PN-jea4kqmSp4DsWuOomoirk6Xg1fUh_LlK4Y2o1EuxP2eLxQPT34_BuHdh4YDerjbSzBAnI0Fq5AWkY_t2VczZSTZroLebGhhyzuAMGq8


eSGvL58GrWD70TkJuhlnjDcewEmArKIq4cSJbP2vhb7RcwakbvUZQts71sV9zECYF-QGXNel4kvZCzGKXNuwS8Vr9Ptpy_cqm66o16MUVaoIq9viRpEoRihD_NM94kF_ubruahRf



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

SKKnywoewBw3yb9i18FpuUpNfrjBppbjoFtkkag5EjYFYv5nn7_UkrWPjRHEx8-YvZAeTYpjZs_fcqMOfcVdEUqprrN8CdH2NcftVEV-2uL1uYBHHHRc1pXCQ_KqDb49LcKD_Ung



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)
diReu-jT-ttnzj4M3mXe3dvP4Y-m0EDmXBVWFOGLg-tfd3xyuroTig-bRmRAYN0XPljW3yu3RqWohuEGb15RWawTFb_OQ7dnI0TXtrpOXdtQVIAsqtyi1ZJ4yhv8ivMojGFWkmSL

  • 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
l-5wowEkqrj8ZZXeHaGvXRamLwjrQnbZLqYtMCyei-VcSgAAXv-dLOf6zNiaO9B6BhMew833KPykjo348LkBaBAFVW2f900J7tooT_aKxm0vWPbrG3ZH-0LjF-28gBOlxMrHg8EC



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
_DXGMM0PlaBKWNXMpgm0dqRD52QsuwMFOCF8EPbrl36WUprNM34vjz9XQGOQGip73qK2tCXG73Ru82dmUlGbLbcPYKNfVfgcgBICRS4V-eafp-t2zVKyTF2smqWk732kNmONNXoW



Outlands Collectable Cards
  • Outlands Collectable Cards will now be dropping as rare loot in a variety of places (Monsters, Chests, Ships, etc)
MTpIy8GjYa6TycEXOeKNkun0ous074lut1nsi2WujAJgtDdzfXGBR4hc7kyHgB7EfF9F00BSSVVj65vUcplGqoBsZD5bVdgP8bB6j4v8Yd7KyZC1Z5cFpw2GnwLUIuJ2zolpLsq6


BnP3cLEAQydfi2aYOu5LjqjPCrRL9KpnWPUZlZ_2eZIYAlLaeVjnf6oa6fvO7r25ZtEa9RLH55D4WObqFi5bJhVgzVtKx9R4ugIGRNs_jyv6FY4Bju35GMF8Lzb7FOt8zltts-g_


N95vh9inuC8C-awWd5x-5h8uWavRqqsIJpLJEBFbzku5Uk39DKQniDbgPQjdxb83pMSMVz4fXroQpMIWYfbebHb7KGXQxI7WV72JkRy_9mwwH514CsBxx0dHDP_vr6HSvQ2axF2o


7wtN4n32U3lyyisi5SDyN9LSRlY7hGB3ZPcYUWzzPUv4L3ljyu0txope29VxlM1EkHJLQnmeBrRaSUk6WrLJjhdN65EUWcejL3uxJ7_v5gcPOFt-P12b6FwtHUhhTPUB0wvV7a8u


JgxTFndxj9NtwfpA8DwoUhtufz0dWfRzJTt4jBrS-cFiIfkqGr4I1CwN8giIrmMTadFLQHMQ5ZyYR4-pIakmcXtBH3uLKyIPlzqJv3Oz8vIflQu_Bkh_HiTFldzkRwCDi91y2tZa



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
rhuC1d3Ie1sGp9tZtS9sYy1TwiD3vKR_6hbjBJWJw94IqH6jDVhZ_ZvFV89YYyvUBiJ4O6sD0sd8MNjlLPvv3VSYl7GxKn28_r2vWlFvZW225szLCcrwBk90TrinyX3NfgI4oidb



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
A7Dq5hibuvvTVZUvlfB_lwLYNm0HGZSKI_Nbg0ZmjTnfjQpdS7xro_ft-lA-I-ne-6PMRMJpckFqeeiT9e8yIOW_ZCyjDncDb-Q6UZ5I5k3BGoi4CHt_2PrTXn9d2DfYoJXoCQJr


  • 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
2w8kw8jl1oaShttGHJlO9ULgQ25rPkctDmBCjuSPl96haW7qn6KNxbOFKn1_eJvkHYUwU5XZ02DugIoFBR7G66GEuwE91LUUG1_m0qquJt0tD8uWVYDWox7DTlnThppI03_S-SDx


  • 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)
9VzjljpnAga7MAqOwhL0kTKwgFdpvE-Xg72eKMLBct10mVmncuJMGqDJX8SXgxf-WDXKOGsrApyHtrGlmSns8D2QGeWDvZzP5TVaGTpWHKG3s4VQYY4P-f3q8rh_VunaYxoGoGuZ



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
QiPhGq12vBCWv2_64mJmNzDcp54DK8DP4w3UalRWD5xGWi7IeGTG-EJVohr-ezwa0B82xvvCLm1-o09SiVYbznSIY8ElmNuK5y1TyKvQkTRUpgDvN7Y0XapX_qHHRQ4JslUy8pE5



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
lqRDKVJgjeG1cXQ1rwqPQfDwUmqNy2D_SftoG-JOU-F9gbOQ07pvDKKSPestdya7Q_MlA-hCB8Q3m9STuHskQ6jnItYjjsfLgxKVtMVhaMUb2Zz6CVjKiYxU1lw5izg6uhzygBE_

  • 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)

L_2S00Ll5BYrv-oWprIJul8ysU0YIijW96gVQC7EJtLrmYQOl27eDqHBRIw2oKUXOTfN1mBCfQLzd7c3GSIdoLtc6HaLZnCmpu0y8AdZs0kMkkpfdhIfaA_DnaU-j3vLx-ttYNHP



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
7UQrP5QdgP8SN0AsbbqsJS2JORkcZFgnEiYOjH3lCVldjcpGR_0KSNfhJqn4KwCRgurGNlfdkFE9sxVZVmevS2kc5NoqYxglL1KuIZ7ftXRTLy7sTmNkcjzylAuF_xRwGI59Y-aF



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
uTWL5uWazF71OI6-EW8uHomy8snvcCRbEditNFDPn3q-l-qmPIIhZ2wV_dNkV7G6klSpyMRNUNyrhVnXXzFJiqQLctYSfPTKfkymnP4eMo7y4EaNgCQaBxebKpxkLlLYox-LnPrx




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)
KiJ-bl-7Qv73QyxAq_lXK37Gaj9Qc9NHJH1rh4n5-IGTVoKYzm_F1MR8IjcwdJCu36NqMo25rY1F8zifHINq9eJuHWmqdvmk7LvK7TVb2IzYFMrNqHsW0rZx1K61OgrZRrMKC_qw



  • 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
bVoF1FImpwHHrx4YaKubVKvRrWgiNB8RixjMewLCUX31RtMhH1P1TE2CKQGVxkmmArwEEoNFSEx_dUG-UQzpxmvCyRpfp7xApSiNfhHgnqbw3KG8qI5sPWTbKKERhdOqC1BB0B25
 
Last edited:
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
p9X8oP3gbmkxPiI5qrZ0BT-YAbEWOl5Tu0X859PzYhHljmOQW7nI5XAmSWQaM_fwz2zn_rchAUzMqYr64oeHsdmeWJPQ-WAJLpaxM9sHxhmzLBvor1MdUNcxl5f79Pvfc3Z7AXpj




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
4KHHLdfCNnHRiFKGq840AN01-lFqdklqQL6kt3WJnfbXWDLQvoFTS_wbF9kxXzA8aaPr3uRXOzwdXW-ynJ7MQpTqj5wB9jCJbw_jnxhGDTFTWynkVbDiS_ggDjBZwU27UQkkVFSb




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
mr6xB_PcdG74RHO0Rtb8QMHgZwOanqmxbmXfuA24K38US94W7zscE8tFHVDfM-VoXr8_qb1R9ko_OSLBQKGIkcpokW-z7qO5jo3jIALgy_bkPNip5uxKtQ5eD-fWxl40blpMKM13




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)
LxHzD4D1IcNDm1t0cGvUrZaDHNEYpGzzYmAOYVRFDKHAK549-peh2drNBwHCFjaJqL4qOW4E5qO1KzDXJEAlfVF2bwWbXElZOwmsYNViBHztSj574N-sRlZL-LITqQ43eE-7JowG



  • 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
afXVHfp0CZWkCthF1P4iSMY5nz1JPG2a-nLtumokynYsXUpEe5d2UgeeUNknQio2Yh6swQQ7cZlhUGrM4qjFm_WrDRnZ58koYNiOkwwXkCfc5SVq7CCntv6eORb6tKLKfq1PpnR3




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
L3YvPiGHt7AbxwP6-QsxSPxWDYf056Xb0gZulvfDEh3MVPTenGX6I26BYCrjDtc2ttqyLEBqLm5cy7QB87XTpph_QJ27zdgMCPwChbChCVHafKFHygcx8rsO8jJnJhKrqUljeDPn




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
918Dd9cIxSwVCJY9mcZGnQkS8b-rUW7WFf-3wQrHIqyemsnyraTzjfIxCAE1oJJhKUtXB1eLFCU_XHeL4z3ZUQhNtAM_HFWD7sVttyaaLtAAcYbbJ0Py3zm7fnPShdaogKoSimHZ



  • 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
ArULq1ClO9JAatM9-g4PyPRFX3Fq5VydDVe4IyXlKr9s6hw4amHOLWrjQTWdUtQXI0fi_TqzCnCvXrxud6AThkLkgWABoBcE6m3t4auIrXGw1MOuuZlET40qAxgda43JwHaGQuzq




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
a_ghgMlHpVPGidFuiKchZxpU9Wr4rR0TpTD0eVQJr1TJzlblU9q9ohNJJ4AnQjthljMz9KchCR8es6ZN5TOZSAQvmJekgpoJ3_7-5r1_NUcIiKi6Ns-5wDgDi1PhpQtEQkMu_gWx




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
jaCFaMQPIY6u2Pw69lx0bIUtFJcczZgtW6VRvHUdChkw43JYF3jU5tiCSPmRF_Frv0gmYJqu2veV2YxICQC08E-1vQk1EzHop9fm48McJ9zgXTv0vw_avKoOMzfR8UOnLDrqjGT-




Mastery Chain Link Bonus Values

Current values for potential Mastery Chain Links are listed below:


dc8OCFaPeKBCJbz4EtXh-aD0VZCUjF7V3J6eO9lUfPJ9_iP0sc0r07M5BfO_Q9c_lclD9yLHkxmZ55kjzOBeDNSHcWQHBnBcjxaPVp4qFB0RT7u4KKawxUHGGHyCdxzy7Ih2SzTH


_r52GIx6QCktXoYbcCKlb9izX9eNid_mzE9NpSFFTMjpuZBaJNaTjclOWOdndWuArvmy1ysZyq4sWBV_Q8xN_qsTfQdMSeusX7z0NvMzZlfGMo_uydGTmVESbAW5l_vavOp8orKS




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)
5F6NGZ3QvpVyLROQom3cvqcOfB8BCcRa8C7Rf7IV52d3MH4sKpBR7Jd7OcXVKJ93WIXSIfp_ojUkh7KOMcNigkGd1hQ5F5maK_Iwi_on7hO97wCu0e8tujZV_Jh0QpmyUg75yv1S



  • 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)
lAPV9IrP4xtdsvCqiNtuvRKG5K3VR6HBf_tVfQGfA3NGI-2Ek0uho6y2X9aoOu214mL92Bs9wynXpi9OlsN4SGb9BmjCENqCNVUK8458Jp6EFLJiJOmrG3broGvp3Put367GYFtu



  • 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
tuAUgDmT78oS5w4Bfueoy_CK6QIdkXz5wrUGJmiWIPtkzS6vccJr3VTyiFcrrTwKBYjnX5srTiW26YRUQ4pWzf8rlasBWo8boHD8hPb0QguJvc2tk1dbUdxhBxiFIWju4KnyIJfS




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
zhcqlrdmTU81ln3n2Kv_XQvbmCLasTOZWM0GEX2UN0GlqXenPuixAJiibOE-6heA_clm0PVaRtI-QzSsxTbSHUl154cA5f0JXSFXXbkc3olUOGpZkPvQFSRpcXRegZk_36sDZYjg




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
-G1GcxcmhByqVKH5GVvLnJkOCfpo7ty6eKtVPVkRMBtYy0W-SIirvqa7-_nveY2fwId4koTQBPBBffQ-KJJVFBwnnAKDdtNfVUVsAl3zdFn1l4eBgfyo-QBWv6JQaOwfRgHSDBgB



  • 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
-rKNyppyTwhjNLFFWhvtDE4xOYkawR1qDms22_Gw4ZmeA1xMUHONf3-hKCOhAvFTBNSI4JtnQtkwzIcCZGvcqRcvkuXhIJ8Z2whXTiM1_v8r6xm04_q3nCPSl3ramSEUz4K2vxUn



  • 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
k0uZJmcwt5VSUUZhoQcWdmOWkRDmhMBL1dr0wLTrXjIdyzRkGTpfRT3uMaKE64aW9Lxy3Au00Qtb92PvMcVNszcTD8fm5rI6q4LZphxm-m-18sI6iiQGwRYbeuUj9XoJSjI4PdJh




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
lS9y3JBRuQ4QULlwjwQ2VraQ7G7AmNdyIM14G3ft376w5yD5J_t1kIyMs8s2lqvKIfVFMACsk2zkNAB4s7ZAQRyO-cMQccMpD78q2nVKTZAozPpArxg-pioM4UXkYchevsV-0SQL



  • 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
ubmA5I4l3Nl9u7UH-K0Di5vNIP6oYK_4YUryHdBuPAchsix8PBXRo6Xg7VJdFLYh-Y-wxzZyJAZNaOjvXmVJz_DSuufBcRUWz0m1kMQ042ERuLS40R2zqviJZ7c0g9e_XvCV6te9



  • 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)
cQrLCw21dQcNqbwK6OWkeMlFc9LyA5JhoAw2Ndh7u2aRFzqjBhJlLfS03xfaN7HhDlC_5-RrEKf2l7PvvKhbgsw1RXyXv1YIBEqNZqi6YFK7zWtKLABRCypFk6TQ1hQahSN_txul



  • 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)
fqQu_ySjAydhrFuCmvfOvgM-hFNKiB2x8sEbSDUDkuZ3vXjbNXEbQnb2j2NJcm4AafWd_-LhCTinBEJzD2ZvlSwepvPxKpodd9xWgCdh1pYK7zxmhfHmLbdEtYXWM536G0fWIHH3



  • Players can add a Token of Heroism into a Tome of Heroism by double-clicking the Token and targeting the Tome
_XKXajR0gBtLsudo-IzKTD3YCKlxQUSmxjlmbxMj6KV0p1SKfBiEKM0rm4_-ApT0ONZkH9LAlEzhCaERrtb-e0fzAzITgE3mnb-xp-0V1UY5IpTVzReBLWUMhmPbajZkBfajIBkm



  • 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
6ia3gTBpkDr1QyDy2EL7SIM6pkrNuObXFkLEpFhw8kw7RZDp_cjzCNTFJW7OocMC0cPw9tSGCoQ2tHMph1-d8sM0LliNGozpoihUdmSD-BUaxPu4i_SrI9PeTbA98wu7o1ihJEFi



  • 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"
bzmr8-mJKqyW4Z5aQOPl_91etTJQTaRfOh2FuchcDfoKEPiMibjWw_oMcevUgDMmhxUgPNhQqhXQ7IRILpD5m0YrmCpgcadVJZpChK_1ljGBaggTZJEHqvsxkq7u8FCecQQhCgJ0




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
BKDUg3U5dL6h6PegUTIg3NY1KFyi80Nz6elfkyvmBaSq5n3AzkZHtjXN6kcWys_TiSyWDUYQGon1LMXjlAfxvJuLDvQCMr1n4xzQQBb_GQc0WtiFR4klaAfxbw5GPE4JfBq_bG_t



  • If they are in a valid outdoor location, clicking the Summon Omni Gate button will begin a summoning effect
YDjZo4j8_h59kJCOesYyvursixLcbx3biK4KG6jvUpA88pHB1TzfCggWn5hz12a8U22E0tugd5Ugl_W13Y74yAoj93Bfun9C28vsfihlye3KpDF3RiNAz2hJKJesWPjtcVafrTzy



  • And an Omni Gate will appear at their location
W-eTkmQT0mDR1mSwF21D_isRii23N6_NzxKShQGOpyaiukQJdG5WGa5Obkub9rOxtmWBwxHvuX4Q5Zmu-z8uyeqdM8bZ8khr2J-d-fgfw7AYnKq_JR-FOgIl6gr6yhZR0s8Tnpk4




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
ZUgaHadgWG_7HD-N4mVcJXhUivvVHQ6iJadJ0ZrIXlKnC66AMNbmKcVc0c5qkEMpoo2OSZwD3-C2H6dxukaqWYRGy1dNsdfcxAuG1vA5_QbCCerogdtyrjz0DU_uRxLyIqrtKn90




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
fv1-fkNGTTgz3syKIeIZm5e6YL27Pd0piVj4eZIwSNCOM88uWIAQ_y-VpnGgTtr5eDyJpC5YYLEAWt8B43N317U5NIB2gmTlDIsKRoyt2ySucA6qEo0vrLOIWly8xiRqUW_y6mR-



Bp7v_SDBMYEiPwMo33eSfKURz4_D6O9lS9YgXczjHMcYCn6EYVPdMEAlqsxyyxebJUJeq2STQIHCnPrsmKXmXPFk6-18_rJoYyzmTinAatiT2Rrgi39eM6J6B0SQ9fs1hVONG7By



pjXcUClKClOivjGTiiB5uamNiO9-4erYI3Kcjy1QjLhCqqVi60cT34BGuyfzZXx0rnAX9L3_a0BebGPARt5Hc-vgOZRFhg3hvGNiIFsAQNn4pXzcocadt43UlrXqv4tu9HJtApDN




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)
nYmHx_5Le2Zy7MW5asE9JU4qEBXlCY6PAA9MvzUq5aGvW9CnFVpzuxqksejACgK6Y_ggzxefyTyeh313jepj0u9GSWOrHD-VfU37xpVShJzgRdcs9CH0ByOyTjRJIWlq3Z8GHYyt




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
KOHM2FVrqghYiyxSak1eCTauFgaDMNBYVAgYRiwR5kNk0kLeVMyiXYYqjGgx9WzEJqhc78jox0HLIHmtfGul6uXVzN-7ZSFT0qF5l-D9E348HMx-n0YRVXASTv-1_D46XYLU1Afd



  • 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
-PBhfsz5gsOhnkyQE-8amq9MryKVClQOVQ5lquQrgXtkpxqnZk17uUEtvK_hnUHRoQ4n7LxBYDSlzQOY1o-VnDSthxSwx7mlUARLshVrsTbMeLqNm7ouVZE12Aaa1FXVOClyoqz1



pi7qzohW_XT1VY1dBX5p8B8vNMeTCPvC-l0Jin-yLwQ81LJUGWjlf_dVJ38oCgbTAxNqtwzKcwt2_gIfQo9jVgPBwFbNTInf_6Hch9G_UoDkyraL0xJWEyowOBSxmT1bKE4umnNb




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
wf_SfX0kuKeY67vWwx90BItQLj0j1GKn0bKqS6LX9RBIEfY48WHeyZtPbE_Uw4eq27lVcj86NDP3uquJ6OPJz8YQT1AlNTFTMeM2X2MFIg5xtHS2x_LYITpObNIXzqBUd8hTKWwc






  • The Daemon keep is populated by Rift Cultists, who during combat will randomly summon one of several new Rift Daemon creatures
mqFpRpruQtL0k6PjtSs-5j83YYlgS639ncTvn6LstrPw7I7IQsQ_E39J9dp_lTrHQTvOklyM5U2g12TZzH2wwDvtbVsJmxVuW5bJLnOuCy8TewydUcOVVcH5VTwJy0wrKT_TgHH8



  • 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)
MEzNg66kIAqlHp4sg5eOs_peGfA8CWjLnbL9cGnMCLYTfHhqSGoOOLZv6biM9gO_fm86v60Oc0qUZX3Se08A7akEGMoqWE_McKHPCi8FDQyNBR2aELutSnnDQx10d-8mZBq2TxrX




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
rQyuzYAhTrHdjD-B_F-k7gi1_o7j6j29IDZ81qYA_KhVAy-Tp8_9AAQN9djNMI1z9sr4z2OVuOLOiBUhVIEcEOqv9t7b407t9p467Husi95ifkTsx2-SERWJ4RdEsclqa3u5kwwI



  • 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)
_4jYWSOVdQmStxNaud2q804_dRy41YNIzCvBFCUPo9Budvjz4eUMXW0OKoMv70HHZ17TVKvlyxZu2FQiathkCMLj2gzyRM02hBpu9LN_GFwpUWn_WGBTjKjLTup28ruEdhrFk3Js




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
8IHmjK2sO7hv2HctTECRSm9uo88_SRcqfivyY1xAajYIWh1--YuJ8TkP_wCX2yPRBfIppZWF13L9VszjWWtwMgYX7Lax9upH5WcZ93v05tVluOMaL4TJ6Kx-gqV1o6G_O-G0kAdo




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
I_midn_Pr-AYOG_wO7Bd8V4SciapY69vdBXDto3pPxO0olrtOrD7jbsHIvkY6OCnPpQhIy3PEMGBU94H6vryWOOp__0SMMfMyYGMeGBWGSlKeWIv49OGpaxqJ_hN9G9ywhLjVSpf



  • 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)
XSi0CmL2dH0Tx4ZuX6sQtFuYr0vR0SoseqO4Z8AuBnUJiQuLBJXfno1ycbu68czEKYA6HCa_GcLphf753q1IZTkRjIWnLYbG3FZPmIPffnVshIUoawUShsddTRKose8hInFHqvSA




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
eJxShxX1oYTS442TWPFT00vMq9FpvINXmOAZzhjU8guDdyBzHNgjsc8EcLgSqUWcmJc7r5NaUVkuj80cdu3hQRLejvu1E_PtrnyH_03A--LR4zutgPPGAvidLXNeV_sDQIwjvw1C




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")
3hbuu--Dj8zlbTr-sIBWHD8rKpVRLI1G8osaemBXj7CCYR3R6yGHM8uiHpshbq8N9GiSab7EnhfXjp89WF5E5rRF8V7ScAv4eR76R-7950Ba-eMe4zjQa3MDY3-XBzLCkxa7j_3W



  • 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
3MohYvVySxVvENLxmoB3sClfH32x2nRY1X-U868kRk1F663reUt4E6NHbmgbxHDLywNzbhaw-0PqGxcPA68Wml2GO0wV9kJGTXTNVzOXZwzgbxsWURi-ZjMWovym3eZpP6JfgZXK




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
kPGKGrFXT7HGrh99qjBlBfmWUipQobKi1QjeG78cMr8yIaApTjgGaxDLOKb1mbKYrGVotvwpgUA7AbN-Hycjgrxar_zV--YycMHNZ452W-r3wqghQy15FyiwC9LQOYK0yiYVhqog




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
cokbbySpH4iVhMPsFMGK7-7jQFU-iSx6jIPmJ6tF0qAffD4kVoilrSIYf2NK0XQXAHcZFRp2Ly0NSF2qpChyGcTueHKP12su392RM1yUiMbaPZ1QQCDCMXPpzUWuwA4jx6KueeP-



  • 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
ACaNL084B9sdVxgXN7iqTxTWlZcq4ipCXNCyEr71pBh2wnYgRAAOJs7ROmc7QMDVeZbZyFJMZkxb4VN5WruIM6cYoJkcxyiWz2cw7MLPxwcquZFvu1DwMy3RwpQJC4eTIIQczris



  • Players can click the Left/Right arrows at the bottom of the Lore Book to navigate through pages and see existing Lore Page content
WbGpkhgaP-PpOWW2HgR1ikSQCtSjABVVLimnIIDnN0ObLdmAdU7XjPsrCl7r4l7_3n4z0PXsI7aocAL-j4E0Qp66ylxyyxzjlbJTyR0hO81FrVguWDmMDZDd3RoWJOP05HovnvOi



  • 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)
QBNI_3XEwrz_VnJrsJZYnqQ2dYaV5A-AJyVIoRpkTTKcvOGmVp76YfnIL1zJymq_9iOgAhmIP3uTKMB1PCYsSbli6hRmCfKcE1Ax0Kj_GYtzJHYhAgmX-SgS6JLVPN5e_Rs9B8mo



VZqwffEYwUbYkWnJiolKcwrVWjdG6F1_0FS-VthODNnlnrb0vHrRClHygj10VmoCQdAdJReL8_oNj60bwyyydG3XxZJik4jD_-Frbl6FbMfZaDR2N9CNNtn9j92vPSfgPdVp6KAF




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
I8o--efy76DC1EFmHTCLpWB1lQUWbJg9Yv_Ps3kcQ5MMBsgpZE6cdp_O4oqttJJI4aN0KB5TLaJvcoVmX8XKgATO1zUKDCz3c7bs3Hs95fGsTFZubkhsmWEW3c8J_nRWgsCP67W4



  • 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
WmlCexAJLKnfEBWTRYZ8fDevRC3Q2R2s9X8htNBeZVIavdtNOlErJy1u3wYl63CP7VlSHc6jOHf6Y5RZb5kp-1v2VJC_5qQY1qFc-CmOdPSEt4LQZiNrsjNIhWcV1w8JTs7U2lS7




Legendary Treasure Map Chest

  • Among other loot in the Legendary Treasure Map Chest, players will discover a Mastery Chain Linkinside
FKysnTXi7Rg_ywcjXKIjWlLmg81H5CWODzrJFQa82RMYNx0FlFGWdXzQTDJefY52_-2PgPpEhyBWd0yv3Az6LXHWgXmghgkXGqyR4YRH9otdT3gDwIxwD3OqyI2LsT4cYzDXJ95K




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)
l7q81bS3USiZdmE24cQ9Xk9oZEFox1girkemYU-hCqWcRvZ6-Oor3JHR7Xz3ItP7zNsOv4IV5DY3l_bAseqNJQXRhTEB2ItvqSEb3fVzVGDqCojM8jOmMBN3oDA0GPBu8ycS03Qt



90SPwrKnd6N-7ICt_4YvRGb040OpPdLWpRlUM5Wiz30Ymdz6cvWCdO1K8Ee5N0uXw2NoLJTd0GfguBHJapAbkKrjGd2z5ThN0hIdpyQFySE--zo0BnWwFJMsZA0_17amYTBJUwHp




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
U01O1mTMSDVJU1QIumPIgU1Jh1o_MX8tnzNXe9PvCO6vd4GWRu6IMRYYS1Z839fhQ4Ap52D-ENOEgxnJZc4hbg48bCttCszDAF-72XFa5-Uo4bet2kBR7oI0glWjPpHCpaPXflfo




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
o7FfA_yVg3Ut7RZHq7IoM7lGGhVKQVCQVRoIsqxAUXhPuoHc1njkOxPR8eSCXGsbXxYB-OIGqiziemy13MFlZcfOkUT82PXkE4rkK2YhmFyiIaD3goUuCmSh-dy1hKuYNiZ5mX4m




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
WZ3WwnbjZktu_e4iOIIZiIw-zkcw3qtJYtosGjjDEJZESaFpmln8k0HrH0-QP97yt6MBOY3N-ME_geWGxnXLEwob1DKQ2frSF3f7fFimdACUKi8r6pEil3wxbUkNduNZszcREhiE



  • 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
yZTtqU34INAuzapXpl80IkQBbzHZQEju2tFQisj-UlfltcYDzN5vWSpzYTbnW7vIa7aYBm-tLcHYsaqAITswNhFOAFb3UeQPFwWYSeWdazgwGWsvab6BvYgo9Q1vAQkYG3O5W3nD




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)
7ivmdqCcjmqrnKczaPK_ef_lAeuFYbMh300jQnyKXAvVIa8Bmvpq_tfPCjEBkeSPiCKsURFfM8f3K2_67TY69fD3kCMYm6dJ45sotiaFB33wFSmphqM2yO5qpvC5JCTBB3lyzdQM




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
CgMgaqAKNfEoKbH81Ma7WLT3e6jMk1TMWv4K8MDhlAkScSZknmHP1KUV7kvUYy3pCKxVUqc8BrD5TGm-PHRZdoHEEgsvLhTXzs9ti1bctN4Dst7jj2ujvN_epF5h6BdA1KttnkEX



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


awTIlnyZFS3TvpUEHmEJSzF0pAZGLP9HI5Ht2UJeI0f52YP3SUl_tFn-Rf5GSOsxp-wtdVHgdmmlIKwWstxgqpTX7sG4C6csXVx2B2CXBHQJIGj-uFFCpchYWtGGoe-OP59j5yo1




  • 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)
x6lcpcErgXFYI2zPExAoHgab5RllEuRdaQOwFdCilK4hJ82HWAUwlnpT8XoXaio5ja4w2NFAm_nsTIuL-6PsrbqkG2cdNvRYMNtbez8TXMxT3dUazCGqkUzYL8eJ1aXZqSsvm1Qx




Pulma Dungeon Expansion

  • Pulma Dungeon has been expanded and will have new spawns soon
lAh3rXX3oIQ_cwzy1aFDaeJyuv0e9v7vJGc-r-fV4svr9wDmgNYLeLSFB67vtTX8ls0wA5ctTUMCVqddtglDZg9CiRuDOvDZ6_Ls75V8OOUHAxOP5KyZQ4Az8MvTy9MG7czZGBcs




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"
yCZ8R4Ox-yxBnkE-lGQSi-Z3LT7lwKosYoKzvgTnv-ydLlRQ6uMXVBq4JL1nAD3rKIvmE0tUbmAHh_l0NvBwrymHk2v3Al47x-xgOpR-2sTVRskKXY5AuYNz0e42UtXLH9SPSRid




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
W_USml6S_lq9SzQoLo8Wa0dOZyWmtDPTEOzPci-p0U7TI_Q2kjkTL9sJlxJMnKuFE5GYDdeentdDdtfBi68gqzb81RIQeugtftJqkF-wdENOspBC22XpcUeK34zh9BilSnrbWp5o




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)
gR0fwjEm_D44v9EKohsXxMTF06Frp8D6l7z-k8ngNx38kqhqc2zCDIdRdzPPGDT_ufCuaw90X0Ji5U0DCQ-dv4WymZhPhRZM-5dpZ6lDD0hN_k_ylIlhDrr7oFc7_Gwjz0Tgrtke



  • 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)
rWnGUarai_gRp5dSY6R5O4qhzMNzDs7ZgPcJQ4SwHXYCu0LxjyNVfmlH9vwoswbafsjyQjb7Gfz0iVrYJ7w51scotKESoCTHR0Nj6ivIEYQHG52VHQf6BbwstpdtOZ8vreHM-Vbb




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


TpnHe179gfHDCWsHF5_Ytol0vu_mIVe7PFl9e8uJCruBqFnbv1M47mMByT-Oh2XlO1vwLWv5CsvtKV7C_iT5JMvSahal2KmeAMRTxKyTufegjXIp3Zu-H47S-2aR8tjPiSaUt10L



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

-F1FmwRfDF4xcdIPi9fwNcMGHlbjXeqf6lXzFn4-a34zVOlz9YkO-k7MggIscCIDuLiSttvfhL9VzH-LMy3OQrlhVFvIrD70FhMzAyomG2PJoC09aw929MxrWXwCaqt_FTRLs16o


  • 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

yCzUpyC6LDNXIH0YN6ukeo4yfpRdKrjaq1IBc41V1jvHrowG_KXmM5L3He9MBDXXXTma2NvHW2bCHsNN5bVN3B0ksFq7oVboBspaENldVK-5rBjtcVfD0SXx8o4BIhW2MpaiFUKv


  • 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
VXHSGNJvcvhGEqThGytHUdYSMZk4HLp9cPzM8iuaPShymoILGiY08vt-EHNZkMbBxWRWxmtq0PDlhSWG-yGYQ9hmbsHOXkJN0MkfB1lp-lXBJRHPysBI014NLH9UqfzxQGhBdUiy



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

f1QIMO3SQ0884u2TRUk47lX2JMI8zb2-MX89QsuJtZNfk_X--fmOrx-aAEF7IorUQjS7KYFy9ndXeDp_M1SHydvGOAoIcOTOF5FJUMIzJsxp2sGaWuAvfHrBS7_cYJn7B-Zwfvg5


  • 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

kiZrEg_07riyekbligM2ip9vJ_tN_vpSryuD7ErnmTxa2hLG5aAiV8PYcngDD2YZtYHuwf3tIsA4wT3gGPYwZdRn5grLKLx8loCGFFusEWK8pNGlZ0sIuNc2kTAC3m2u2-hCKWc2


  • 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)


N74kUquVUdI0Z2JeZQaT_XHGYZUkGPFNrtQhT4Lc23T21Drafjs11pgYVUENvS_UPzqd782oYkGihOcoND0kYCHiO6H1GnWP2oaMF5TF2u4UbZ3JPW-7TEvUJGO7ojvSe2cXzJ4f



Vyp1WWC2gGPJu3EElhgGLNTY0P6-uqAePvPFQsz7cpQ-nCfnMwmX20oem6xNyXXWbViRvj5CyR558eAoVdt3tICOKJFDDGKyOnIVCSqar3yzMCfjG2RHpic2RBNWER0z_-EiYh86



Sexychat Crystals


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

6Eap_dCelnO592Ber7OcFR4d-6zRBGaRDMItrp6qCIGbYMLc4QcgWDA5Qr-w85nMip26lKgr_GLA5isbt31tCQb2YyDSA_oYdSdGWHhac891HzcmbNbPNW52lCAsp2f7SD0EJ37u



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

AmiM0ocLAFMlOh90DXXvdTnsncZp8kmaM9x3BcCwRqTD-I7LTDq3-98TFFAf0_WQCLHeQ4X6ihFEjOp6tGs8foefczRhBJCZMZYNYM8nnXLZNOc2YWHVCUvZkGj61Imx5EV554D9



Operators are standing by...

0c7f2XXtYjrpe3mXyAKNhyxQx9lsG4jWrHrO4MvahjEndy8KdqdsIDUBFm92Y86GCJ9YqYVq2MPEHP3QQA_QIiJvml-2gJqxFBkUm3RL62h4C2DPbYRlroUPVB8tRqc7w_irSiyD





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
Yu9Cwva9WWGhQ-zpSoMm7QjxA-9urcnQaaLBWKpHsmi3bwjjLg_FPC77n3tEmw5SQBAxt1vQG8wijpfVyE5g7fkFmrKtqkVXJgIfHDrDu8fu5s4p-OuUSBlu-rb3QweBjH3sDdFt




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)
  • 19smm0l2ylns-K_uS6-ACldiFLNz8F7kj5OG-dO8HHKocCRVVUmTQYbFJfmO9k0505dHdHFb2Za4OSyg5gJTxxR0XQtR7XPOvAE8rMwsh4gdDHSCc2OeLE8JGlQPd3eM7hQ42CWS


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
dt94bKUGNNZ4wJm7j7ySXqTNOFjn27XOeefZcCZZ27iidwvgFuqRW2h-gfTDIrp-xj995RQ20brJEQizrEXmvk2H1dGJVHdoSbWujbKupJUfWFYQ1zQI66IkQuM1SqUWe0IgMgcK




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
F77wfCTDQ6kkAS1hrAnw1umUqCcJmdxpF1v9T9w__TS57LsDlnYc_ZOebeAzQJ6dMZ83JfE39xyDorQVrsoRKMDgNoKsJmz15CqElPSpnHedifnEK_XvvySbG_TY7gQRE4_RrHFe




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)
yV6ORAPIeVj5B0KAiVba7IUDJn7Ya7yGW6myZJT8qnr3k0vvTEHuq54hQsQtMOoD79GusQPOt8j47S0NfRebkzQ0-Y3hzWvoglyDFEneTT8GFrM5hKiot6x2KpDADl6XgcrTy4VZ




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
HYixSJJAfrY8kl5asNyZ5FvDaJhYYNTUzLAOP29VwAFiInMz4u_Mp8ke-x0TxC8phvcKNhGZACymBv2UgWXVdKRuXGXiUa0pQ0A_vJMIX3nkbhqbtsTeIJmhm4YKj9AwC6ppVnnv




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
1-CarETSp9UVxOelbvrBh6D8SoXyfTsX_HxX6C4-0998fYV3VbWkXE6CQRfes13kNbA1Z3SdaqMwPQ0A2VLD7hJ8H1kaGE685b8AnKMsjxfHBzIO1rUKYZ2ql7SZUy4mBYD-mY5L


q185N3trtFEjpJ1AZdh8J5HjlghawQ1bZq7tUOaxiwwnEaT73jfJCGjoONkJBFDyBhswOdPcXWQjGpo55_cQ7lCVRd__2ewHG772-L0sSu0bAhgAL0bPH9ZSc3l_tpUdjqZ25F0f




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

Odoe_v6nJOOvhB6AspPzf4DPLXN_J9ZQihrXPwu28qCoLUZY-Xecy_ld49aRyKTkQ8iRgGCEUDY55a-2Mo4TxQP_PW-BHJ350d4VdPaGePG1dP4jVTGdZjmKPQ9LqegsQHevve0f




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:



XhIwf-9kwQI1ArwtUnZeTPUhEK6sLy4QSOgKHaBxRbngbBUYzGJTkylxq742sTfIKsccrkwCN4NowA7MLtthuUKNsZ2DMJfVTjA7ZA9DSJcODCfS4FWD3ytpujcY2dnGTpAR0-SZ




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
2wA9nr8mvqvXYbWlHCeDXG3Z1Nj3XFAiHRDjQzmWnyQJp-s3axpGnEZ7Z05x2xqN3maa9fPxk4fkGQFITxJRmn4IdD7wuMxNl5h1Oa8UbZ4OKvW1c4Qnwx8bBnnHqgn4i632VG4V




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
ekvoFIXIdV63RPHKl4OKN1clfCOI_eXmqWzMAykTIqiMwWR_hmvBdo5opT8Gb3M2GskaHw2BnjqA0MctX-vsFOxsJR9ukDbra9hS5M4VX1G9f8tHNGZuTrknA206OSVPJ9QPlrLV


sjHkBOpIZ4m1OoHmvIpm_kXlGgnakGId49LiDVb6rbHEQTxvBxPqV4TxeKWXei3K9PJ8rumS9jCOAkoI-IPuapzjb_XU7J6L7PI80mJ7nhccHJahJ_I-aboDUXaeiZhkpJ06khXc


YKcBAfPq2Nxud20kEHJj1EC0dVp5Q7pyQKIDD-sz7oHzD8KMzQEj5hW7N85uduPXfemm4zKkVfM8ySHfb3ce4YpkLmYYXe1GMJ0q8PxzGb6Zb2BCuur-y_aBDZqP2x8bYkQFHU03




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

nY9ujc3HARmQ6x5WPIkFxfCJW3zbkh1sbWuDboybJol5gD76UVWTpX6slJz0gV2Jl9j8sSyFVVKlHOPw2aNJDop1efS5BwopJNi7p8B2IdhKUuwho8lW-F3gBW8maDJb3e0ULgGx


  • 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
I0R5oiVsEmztmhl2BP9mCB0on6L_qo5sesxwpAmjMyfVzRbbP9_VebO9wQ1MmcyxpNbMF8hsCYIxd2mAjb8eIo9JQUkEcINUgj5ZjSioeAPrdkTOCEMNDex6_5U1f5m0LdWFiISR




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)
F2dcq973rFFnnJApY6OPV1j0XWIc_7QThn6jbysmvcRYqYUKerEY5ejyPORPj24-ISe7VpfFcXD2dZzaivcJWaRk4hEHNPbMZFIhHD1niKzM-CIH_J-sqvEEiP69ebqWb0uxiZ2T




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
1Iuv8ldw3V1sjpWB75CVMPHpPvPkwwGs4t7sEWzRt7kVaTDqoVtkFosCIp_A7oitVN2frLsc-cqMMJ4tnXN7q3F_7Ugt9iOaLmUhul3_vXpATQxgBD2N1yJdvMjv4VBZzd8jNMYv




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

soNOuC_vELQoIEM2CS1FkICXAvkAATv9qbh8YfTBH7tkYfoFk7Dp8wWJXIzC1Ga6R3Ff8bAu83YtJjBLioskLlL2dGdPVUEyv2sBCjMwNCB2609zCQyQZE7QNpWGgcpqI7BfAZ-a



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


SsxgrD-H5UrvHX5C46Bu5Wg72d3UNSKpMWwtfSVfmOtdNvfSj-Pf64YD4gVH5hCYjDdNvxz7Z3ZdYPX1dki0Vi-8vTly78rn2I7pBiDBZ7GZ23HYwUfSQSJX_ngQSCPZZJP33xI9



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


_z3zjgtxaMslAk-sYteSYNm_jlv74lMzA6C7uuXtd0saNbvRaOZDWgSMH7D_QOYD3T-nt6BkmPWVfO5P-25E-5OZOL0ncim1oATEmfKjV2fJoYl69uYoTme1VRb3XOSL34rB8xVz



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)


szruv8xBKfD7zunpfZaV4JKeneDyD4uJpkePMr7ug-yHRcw1zcSj_H12_pUqcYGWGEQiAnDmMiTJ1kybs0jnPpxqXAV3m3yss7gaWMPzIJLjOe33KzOFSa8Neoi2yU2eGRsszxgT



Fr7cinrzfPE0M-Wbp7RoAgZycFRugud2Y2NBoowfXcunREumlEOehiFK6jQmKriibpS7bIDarrgvzxpv-RkhSpeqzFjWxap4EdMYUPelkWm6JljYlCb0QTUMr0Aydegqr6YvjJfk




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.

----------------------------------------------------------------------------------------------------------------------


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


FYaZDUwau2bwjsrUHjNUz_F7NzSlUyhq83tlNX8qdAWgqPum3AsmagaAFHIxrPKTuxCA1Rup9K8ATOYDCeaHNfibRBblMABQ_0lpiCY_uF4goYSUc4v2VG9ya5-nKgUtWP_Vw9De




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.)


Fkq9Ww98GCdizM3cnTVOpDEs1lGuhnvQyWgttQOfA9Gs45cu0Qg8Gdc9YN3L406M1JREh4TyJNpKp5PNgGtIl8WwxJqXWElWEnzu04VcqK_cCstNXcHrykX0GfZYxW2aKt1PTmxK



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)


uA4Wyxl3LykJ8sATYfFJu0s07bb_6mWyASPsikKqyxTTEnUMim9xXimjAlIi_TMPwF5KB6FY3iDoX7zvAJEMl3trgZX_Y7MVEV_2FjL0LZM9Bi0ODySKr-yAw9NfoaLv2EvJkOB-




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


9HjNPTp__xcGXAXdffgf2vrBH6_TRUX5V-22qevow2xtaHnpuCnromF6U3XY-2lpUPu2q7KMgKm0g_AUY5utSKkAV1WHhAEl4rf8V9bNeo6Sni3GEcZWfN6vQZQNxakgV8sXEk8r




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


C6kh_cpd-V-kE47uR7x9roUyKafbNRvECkrWfwOYR3nxKJD2lDAGF6IkdtsZcJIiu5sG3cDaw-ItxKu34vUlSpeyAtJf9aCqu0k8zaaeUVZKSPTKkJ7DoBOjeHmjxTPgtwP0O2zi




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

xYgoJXz-fhwvDl9d_7BXOn4kz6ziWTjfvpmihF0zw7F5CdRD-6VNLjmirzmagUR0EK2KoHImT2v6RcK_SjWzeA7JxlGD2srxMPXQeMnVZxOci7B4Ioy5EGdY-BJmrCk8jnFOPNz_




The Aspect Mastery Page is broken into Weapon, Spellbook, and Armor sections


P31y_SblTEV78S8enAbc1uVH4SW2azLAa5b1dkUp65sQQZq4uSmY_K3Ch7QubPhTxYfmXTCjLvDcrYJyampdf1QdkKGP3LgJYbcxqafMSRFhhQgBp97j5b0hrme3cuMzV84WQyOc



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)


bfO11RHh9BVjhUNLz3OXJ0UagRA5qeHef_oZ_thIgL_OqF1F5Hmf_EaRbNB6X3Y83etxx_59v0_ZFelQzMQM58QU28UceHqPqA4UtvbTO2H6Z4WwOs4m702ipqio_U8R_BSNu5hv




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


yf7lvzoZIlgNJH7_Fr0CFe2MMsnUhDttZBYAjzuzC9J0o1V0DhG7qguAbT00Dymg1Gp2DqqNgA28Gr4UndfWJYCBa1nFxm1Sp0pMhzntbSlTiFknLgrxY79N4tNbSdWHKwnuHcWh




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


zgRBZtVh-4d_m9DKVsSJAG3f6K018jsNdoJ9kyxzb9kVaIGxxFj6x-kjTz8kvu04iWCHQxzA6XlNmNfq6NBDOnr_CbGmqs9pYc1kO7O1PgGKIPzd6-6fpo9HE7hfbmboHMIlIOLl




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


zLVeUuge406-aLzuLTr1QWo9mASgfuo6s2r8Gl2fZhAkhpqCErNbt0xGa5TsQ2Bt4PX2tWm-_gs0uEriVs_z3E6Eh5Qkwbs74wIDRKqjdkih-bINzewIQjJ9JitaR7IyIBlze_V2




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


Si09569Vay_6QRyLQ481jlBtWv14hTLhGioTnhF3PQEsiBw_vBgdnO_AULZP6eXQS6Jgsv0lKj1plFLwbVsj1JqGbgJsQ4hdimZzDYFo3ydyKNZR62bO8ZAN4okThKD1j__koo3E




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


mWx_Rahpbn3AbzTSgK2SBWqVvDp58irqdnEfK01pw-_IVYGJfETXbXvN0tDzQejL_HG0BpC_uU6H2VlNXmFyBgiwOEJGi9wYMoONqXLgrFQYq236r_DebdhGzhUIoz9nrEwzEKAG




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


db2l74XUrN6IsYMsyanYQf2mJt0xqH9cX-9vhcLlN9QwgYXevCMPmeEprY-YKIIxH_b2d_Q16lOLOt8OowyzsETiU55ZNxYXtGbfz0YPWOiJGktlL4TYgxGsEtNP89QfTm7TW1i7




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)


6kerfxOkZnSfIJami2x4OqYnf3BcusTD0FGeX316ESuXLAJmvx9Fl7ha-NzFZzwbst0feiuGt9_4fnvZ6Yaw7XT0xKmFdLIwm9j6Pjo9OkFiDAKJCV0y7jAe1wkerwrcPVOgwrD6




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)


SZ65zSl7C4NRW9Pt-apzgqke0REZuCof-oR0Mwyh-HH11KULRPQ6CeYviE9wTLRNiuMhA511FgbTBNWNqSXL9vYxBWylNh7iGxg-sm-cwR_avIwwwdLYPeivCxMrzOw0WyggFlAU




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)


G3qQXkoCUiYutLzsQMwV8vB20gzzoU9wsjs26TYvc3C006UnX5KlPo9qyO3Jc2pFmtQrjku4pOt-8OYzwFTBSGzVDWhQtAgd7qikpNpd1Wvv-RK0QlZnWpZsGkhZQjyaphjS8qYo


C_O9PPcXRRxZq84LZcaCeoAtRri3O5oHA5YSxdxpk4I44u5gJmeI2DOyrmO5eWXKbGIJrEJZjWJLaBvE3qhm4ZDxZQMCCOLf3gLEDimoYDMK3yST9wxHLdV02y7fjsnkZpwCAypn


CoT1wFZlXT37eDcsAMVqloFmVJuxyMpIdikfuhX-ifwABLyuKdyJ1hvbPdVKxchYv0Ie1PVU9sxvT48UHkxA8-FE66JEZBGmfiCv00bnLZMkMJom9cOZ3UmYvuElxIOyQe51TIwW


x7yvt-kIc_s-MCDdO6X4tyEbkpwSo08NCLRHxYCn9ye7m3Bc3BHmgS9kOhddC261_xPlYO-SW6TS57MNn0Yu7S9KdOocrBllSjaOk4itddf_7DEOcWHpkR9N-neY3WzbZih4xBdY


C2dFSU_fa1VBI6w2na80u4gK8ewiD06hoUX65UYpdIUEtTO8QVSnlZ4N3n1inYiK7wSmBtyJ-N2vPRwclLm6s9gbIzqVTsytoH_qUOSOVvjl0DgCWANQiJzeBbsFkjXgGNiwPq8a


TcuQjyGPbj5hF2w4jfLD71sbqTZf5rSJT8rnvPxQvtR9dNFkgTNCYJtD8L2kCv6B5TLSIHWZlGxD5eFTzDc0LvV99H04dtWxunZic7lNuCqmqT8omZS6zfetVhO2WlcjdNhGk4Bb


8V_odqg4IJ3Ux9qdVDtL2WobspSyKuYgoxo9dBouR3077Epht7MBFEIAQeD8_HdsajZzLZLYWAjVveEl04aIAGz7tHIb-93uRDv5M1r2x1dw-YQzT4ncx-Qr7FbmCywrzDn8D0C1


ndaaGuyI8U4N8RN4kWeJTFhGeHrK5YLtIta0_pA5pSjnwpkJ-0oOA2KVDkjQKxRBrGYzqV5khW0RoJH7Aeyhve3ihUWZ6uc2t6kxMv1FK_UoRBbE2L1xrVBEqFGnK-bZL7M9Pp5_


-lWQ5YZTMIqIOWqhFeP4v2L1EdPBpqr0HnCr4nDuTWqVAH-dKVVkRX_tipzN2D_WN-7Pg1POaBUhSk_hwpnha0OgzVuQ3wMxQ7h3c9iiqgWYsRdnpWtG8MRlqYfOnnNxRQOnQ094


_3wR1XBnX8F-Da_wtHbWiXpphaSvkOdzJ0YmN8wiO7ak-CQwsVQczMokxJJSO9ZTa-mhdNt0-aFlqGH7n0un_ouNxOUYui39Mi-wnlTOLRNsf0MZCzr21-AoH1NWFgI7SEPWXlUK


CootaUS3jB8HxVFDSLZFREM1oM4ReteuhibAL1yIf_9aAFrffJwv92SjFeGHAKwEQaa7egNoyBD8UkJ00Wq1WCkNI3yjXK8dVPuVRCP9nDsEfYcoC5WBCTsKY0uP5g7XBtSSnvwy


vvajYo8EMC89DSVW7LoDUL61JW1SK1dbCR_Q51Q8AJqy3zF_hjOTrtYfdOndbd3T478uM-X5chOGqMPCvoV9A62V031E7ug5gWZee3hmhneWW-sj0b3GHVAd7ozP6aRIUm1Oem8g



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)
vEoMzj9OJcdlXI525FW_4ObSAt8wT_mAvQvjw4scTav98N5KSRJWuvtsSWUDZJMViGO1RpYMEC-pyhSJa4s19bico5nwPPUlIbu_QfO89sipJ-JDgV3SvLpSQqILfwqOV7b0Vxia




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)
cG4XukKvSCDq_HT2j3Wrx8TW53YWGBVzrEViz37ELIcZa-Ulsf4YWj1t-c5vTxJXnzFSuG2MLsMzuIxsD0hMe6R9DSYIJqYMgPNnq6ynRUSJCFjRGEjmxdDRN8zcBKxpIX56YIUd




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)

eImny-ehIcL48ZXNHdpwtbZGH3e3OZj-yib5aogMjh9tm3xZ0C85e1hB8sL9IUyNCi0vMUVomeGym6_hJAtuK58mZH3AS6POrbKxElBg4FQYsCfioYG5bzb1t_pfnrAZCoLgHNyW



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)

fgk0XPhpoa6Q892YO9QsxG44r1zPCtybUpozUX89t6sPE75XeYE25IjG-VzHk9Hzo2wWFlF2xxvJT-kF_8OHPdio0-a8IkQhowD1jNzwZbfKm4za6EgeUnrRoG45w61n-UITHgr8



Shimmer Valentine cloth (hue 2916)

(note: in order to view this new hue you must update your files. Run your launcher.)


hBx7q1FIDnoRc-m5dtq1eVRAkUhNFav0jkdlWbreiPtdZVPWeSZLNhWvb3bnyEQuXQ5WusjOapK7ByXjnACvksspw-86xaYiuVWBRBwtVl364ouuYyvHIV3Q6svOvd_yau--oiUZ


Tights

(when dyed another hue, the ingame avatar image will appear darker)


J7LAC-21KCnsG6nk1eHRtre8WErf7ymLvuzkg1juNdd_iewdqA_6b0lBjhQAe40xwvLUxwEfru-23pkjEzzJziOTFTqExB4TZBSG8NfTzSOKGppcA_ZNNw5gHamkN8MPqsPvuss9


Maidens Robe

(female only)


u7Q4MI3f43zK67382thx7yhXICWP-oux03cpOnOIdnpJXiMNPIX97Rd8p8kd2M1xoBF4vlRcK9P5QGFtO8wjaHoP4TWfNXOeZfG3ceRW0VHoaWwOjhQHmWcjCe49h1kLA1kxtD0X



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

kwcRp7dm7pHXnNH3yREsdVPbigA_hO0LgplJLTPqMSYp9pI_ZVwgv-L-fXPB-pnaobCARPjdmnKaKnjiTbaBG-kOREdyXegGCd6VFrvfh2dXH1F8Fwm1Kq-3oDaQBSjJ0awVX44G


  • 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

QpShiu862KqJdSAgrG3f9mQb01O--jvGiLZheM_PHeJb0nO8_FEnqXiX4aljFSQoyyfQeDZMxVeKTqrb8pJb5IJuDaRxW4QlpQ_Rxd4Q47N_7VWeFyElNv3jNa36lC_ToSJZtmo0


  • 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

uiCRujNP10kP49wVWvfd-qnx_t9aJmIaRa7eNlicinbguo00up3vrsWUfzy-5OZYBISyc8sV_LjNXfi1aBIb7_GYf36kM3hlKKvbW1VXoLTRcu9M3cwHiGFlNmmqtKP26TiH23F-


  • 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

xmWr556BZrFxgO1BAKN01NtOSbrBJYKH_P1prjCMxvkXXqfDm95TEttdPtbr_QTdqoO04Wp6vjpoCbIuQTUBcR7XIGit7yi0ABx1yyFxq3bvTANms3nXAhj4oevArYQEwBu3wDWX


  • 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

JFk7U1LRoIWLzwHH_I3So1AQUgFatvx9KdgNiYsuI35_Dr4w3sCB8JRz92BJs1vViXZMyRxC7L56hXHflYLDyNCGLfi2krg33MmlTCwW9X8E7_B0O21-QlzTjyg3ul_jyd5byvgO


  • 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

at5t87G5ydZ4JCEwD8EII1-iUTL-ic4ne13arcXX6-2xixBLNSfHc6cxUkx0Mrg2dKwGZzpkYZOd0O8eZwLhECGjxP25-i7M09nsrLfXI4OlMFRdkBBd0L1YxTaGLfwyBN7jun1Q


  • 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
Ie856Q_cPOs1rVFwCc08Fkz7Jy7Y7iV4B1tni7PHs52SyXr0q0tVdca67qKYMn2SlFbwrmQ8XizCGEin2LG9klRIqAPKfwYPQPuUTd-_LKC8akvduN52krLBZu2jn2hCKlSCea4e


Z7QoPByTdCVEB8DadChpG-DOQnbCLboRGk4Z-Jq9XnC3LeAnA4xI3GtDDAqgJZ-rEsPaLm9TYkCGvc65Y13GCrdNvi6LNWuQmNMpDbNrAV3i1d7YcBoQZcTHMm1bgxpu3oExYlzO


w0FcGHnoHUi-tixeZ7QvNxG2FdZr9NN9OrHY-b-sOCCmUUdA3qd7XpKyLWIpdEKHga0tWpLDe5TiwPwLrmUPEspzqyfI0ZuwGh5OxEDB5IyzEtilFggssc1RjJ8oLyrH7el5Yvdv


PpB86iuR3suv1BuVCfkgpGfMjbjf5aJVMHhuPnYPHpcF43BlAfP5_tnE-K6MacQfgsP4QxwNfg9B0bfHIgrFsr-d0i_oHosa8RzNkbnaFkFnRUNWZ3RA9r91JPRvMUuAGZa0v3hq


OdeKckcV8Mkkns-YESsUKMHuxDit8wEXJbAdnwpvW5OcnvX3Ebp1-1tu54DYKTyiquKfjWhMkUaSWTAX2PnXyn0J343gVRjIesvbm3zKIOvv0pIi4LIsTtPhUC-1coHNBMJ9mhR9


nVuIsgSNOgame0nrSl8pB_iBw9UhjbJscLjWysnm7_sVyLADXZQRZ5GUlLRWeyAxWGz1ojw8nZEU7jVdfllppD-8elJtAcbK7qAFA5xWIN9HLoiyTJAmkwFu-BetMUDnVJGjl_M7


IUvHODpsBngp5CcKjnhsfiQmNXtb0Nv8gGoLHfjbQTCrxmY-sIqOawagdyR8JeXu0yeY1uNkEoFA3Fst6hh9ub1QbxjRY1xX9yJVya7BvrNcAGTQ66La5Pwx7r_ECjNIY6yB-LMn





Artisan Furniture


  • Variety of new high-end furniture items have been added to Carpentry (such as Shelves, Counters, and new tables)
1pD4XAyG4-2Jf_o7n4-wNB5WEehtAfq_E61RA-GT3CKGP_sYyhIqlZStzwcl29I3Fu6zs1ARGk1wnHWqM9L33T5Nau1xB44jEAx8EQs37DGIH6LBrgNmwaO_K4xlO0VmTcUmpt9G


qmecYdAz4mKYwq99S_IHNGz1iG4KGeYBBh6pFI9Cr32d_cX8JwyfYsS9BnqYUaVED5vM15UM4od5g3Ecx3CDAvCy_qyVgUbPHxRnu4Bw-v2BLU1-TOlIyXYOIk9GNvO80-43CQKK




Map Updates

  • Demon Temple
  • Jungle Pyramid
  • The Golden Ingot, Outlands Casino

ueHK3mOBtzTaHL1W1gexqY0Jm-ZKl5WMZqCqWqf_gF-fUSvDLbKdFcbtHH6-JP42KdWO2js9DObvPMIXd37l6LzxEDGYTr5ckMCB6WHvsxmksDgx6VwUbUQax8DSNmsoYliSGEW6


5t2076S9L_NFiuqJTWpL1MJ0AUeioaijZ2bHKq094DOlBAOJNaCCeuam2JyvMbVE9xSLI_VgxvtQ9oikL8pKcXyE0P-5CJy17YHPyRjZA-WZOLoqoqag1SYzYaBnrjisRvPCdvrv


K_N3FhdJ1Ykq83yicDBD7voiY4MafT4fjIXaZiif_fsd8g6yunQPuZPpfSK7fVkBEiQ4uHHM8fVO3ooHyBsQNkIEuozpWX_8iRAfwvFF_FwcRPUBIc9fj8-KA-Uvw8JPLC5Tmg26





Snooping / Stealing

1M-NL4yVTSJTLMXxd8cdC041aa_uLNxe15q8h-NePaPcTMQCGW6U5fhOwbHVCOxkcrybuLbv9C1NqZjV6o7EjY6RNM1J-UPhCA7NFNfjEG2YIxvbIECqfEtoMRj5PiBVHY8dFT0I


  • 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

96t2WjqClSnRIgYDefxzG9BoGKhgNi5LYaYsywhpVM5wWKN9AqSXZ_ihgAWGcOAKZOCx82n7PkE1aYjo_q47WYg4hNLHKd2we8bB4drdgmbrvlmkHZk0ATVCQ5PuAN12tfJHiiJr


  • 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
_5KPlQ_xMcqFbsvh_NrHuSgdOieUxMtKJA8G_MOv3mI_xt-TeVvn_2UsDTc1kuw6fUiBtxze9e9-tvjwhqIwYNXOXfTTEJGm_EipaIvAq9h5J0VXRecpgb3BxS9aNtQIMIXSMySk



oU8Pz8XTle1QXqYrS8FZZu7VPBvmEY8hcoSQ9DbfBNuDrG7HO2pEV2rArXa1OR37mw75Qt26I87jPIyii3GQl9v8M7oSMAZRG9ZTm9mI7J9Amn6n_2ASInb94CrLRUILYYe-bNpM


You can view the hues on paperdoll and ingame here: Hue Megathread



Aspects

ixOMdwTr22HYmBj4z_1IQxFwvcCjqf0_soYSLRLXBrFQn6MN0Seszh1g4LOibDXKM_i1yNlcf5G5L0Vio7evC4uBwvb6dcWWPKHzvZBQZ_C8VeKvo50fMNDoccyn-Xa1vOY2BPDH


  • Two new Aspects have been added: Artisan and Fortune
  • The Aspect Mastery gump has been overhauled to accommodate more Aspects being displayed

xumAvnmCpteklWsPH-FzK_GI73DqF7KCRhP8BrqcXwfCUv1cc1hx1NIsXjq0t0cVEaigqh_-BUnWYALxs5kj2JFedZgJCCeHxxFLAl_4zgT7rJGrs_NuUsnwlIis51oyLgRkPbxc




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)
UYI0f4U0p7dxMdtY0y8M7CMFgglkipEjU6ud_W8qPxc_6a1eNJHnqr3HipY7ohy1DWEJHudTLkneliGYOPeMRGZZUjnzaxD8mtMt3Z3_wUxCcI_oA1yIcSmqnFEZr00iOPfIr9EN



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)

EiJ2ksqqZpY7lRlaqRCAwLMO_7aeTBz8_UVrxYUoVlKHO6hN0kJ0uHZFnU_4z9dUZLAQubv7tsOz2jSnPPgzDdujkbQzDHrm29buDq3Hma5eta84ykwrCF1_JB2goYtpHh8kCgoO



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

YtNooTkXrsAs1DR7t4qF1ciu67f68Ycv6UdyWdujwZBaUZTv4ZRCK9MKEXDCPmxWT3InFmERvrhrAa4PcYQif9QihYTztC9Z9-DPwJo4xsRM98BLf4LOuhVSPhFtM-S7hhVmJS6i


  • 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
2MFKB77LZALT_Z_shiwJAZ920h_rxi2ldkBHycizK3IfZ6N5glQ_ixUpj1vV-a2vaLALg_puA1a7cXCIWfI2rhNKxx-_QA92tL8pbOIVKbU9QMutOUZ1gUwn21ZyhPRHV6yJSAj2


0XJhKzOUshFuRDKbuG2i9AFPr3qpcAZ4INhCsMzijKnBBXas9g8Pbaaz-1GcKdwdQc_2HgXJBKFw_L-F04hfG9SJduaztHo2cp_7ZBkvIXRHxGyfSsJbe0zZM4rYqaZ4JA7w1IzH




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

Eod2Q5V2bywDxmRKcRwddYXRwEuQ3oBOVMeThrPDZ0ujqPTWiP4ljlRytzl56g-2ssO3mkk-qAJIwrgvVPIwn3bFgx8pw7yYXcFnA-yBUpwVYwI7tU8PYIc2-crGDoIhKRN1YjGt


  • 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


v6qU8q_ynmmBUOpWEek75qkJ6QcykBI051E9lg3eBRdCL7Hi3J5PgkXUrEXMSkueWhmJ919_WjfVOT5lyInx1z8FLYZXVqzuf39K9Qcf8s62eFu6yrmu5jt-ajbr-4utas3LC4aM



iaC0zqMszVTGF7byi9bvel0r4HtdcvWXjZkRGytlNyRJrghHoqj1gunpIgGmjfE1F7iCt08qqe94TkGgEHeKJ_25BANybT3v3CEFxKnoWWbKwJahtoq2VVGX_q2I7o9qiej401na




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

plRF5_dF6lnFoeBEZbTTytM4FD_yJfLzCGqrfVuEFALkFAS4hlLwmMXnLuIHXmSHqNwUn7Gm4dXOBjTveYNGbJ8RfZYPg2PtfnAr8tMQVcu6pyxojoLoQcDXoLu5fiE_j__W2Cot


  • 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


N0tfzi_Vu5w6JDEzwit_WuYIEXg2KFp0XlV7yYi_-aEuTHv6FnkSSkEPaVCI0Ky6ndUq80xhJM49HAWgKBaK0KvXO6nPqxL9P3LWSFGb3PUL0C6UOroCwt79ikvj-inNtCnLHNY7


  • 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


-pc1QhZHcOCoWLAbb976mvTKmWonn6ZbF7otqgNUqiGQC_cu2PjuF_045KT12r8tbgly3ok_iwdIA7BUk2d98sLmjAbXcGU7KaYojKpXk4jklXy_xVw6-jUJ2Uhq6jcTS0YniiCX



tSp7mZjxLzE08mLLxH_cYm4akO8L-SmHvNTInBL_4AWOdiNiqROA1boK-mGbFunlkQ-xetRhE8BoYwjmkSeFwgTNSUZyGfHR-ll117tjEPPmFjPL6ykB2uMv78UWN1PYazSdtoJJ



LKemmx0mPw7Vcw6QwoJcPgdeWK_VV1wLUzvXWO7pDW-hxFbDVUuaGW9UEIMB0dHAd5VFCGm-2eblzcI3ZAGVx-ucIF9yx49Jht4Bi_Yn_4YrydOZd34FFk2CbiRcjpQrcVgtejcO


  • 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


Ds2IggALJK6iJEZkTdQGqD_qDQPAeXfe-SX9bmXVBTJzX1My1Z24NqJzhHlZe665PoFTKF13xFR4S9LKUqGurTTzswK8ZAoQ0J8NlGI6TzqiDLStzQXvEI48LLeV_sMhAZfmMbVm


  • 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


H3W2faVpS4FWsFcfBYVgUpKN9zNgLsC7O4yRFOlV7F7fkM8bq-csJFM_jUYSr0yhP1BDIPkGI2cGxWq_6Ve-O7UqwuuULmphXdcrfeCf_mmhBS78saZCjMQOJKhAzUJAQAzYmcOt


  • 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

5l5mDEt_pKrjur_Le5tl-xBnxHcKscGhOwtx1fCMRBLgourzUbZ1UFCPEbZylnIZJ12huLVTax-cRzcW6ruywd8Y6nztAe0PX6U9dLPiH1ByLkAk733YK3A2Uhu3subXtQlT-y7A


  • 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

lYEbpLGhN3YUY66lo6qyEnlKWYgk-WKw67hryfycNUua1sIm-uP0NThaQ28iiH3kIxj2Nhc4DW64o8Lw9BYxoKiUbUXUXq1WcXrClbN81DkAnaDeUxwCjlH-aarNcNoqIo2zq0KN


  • 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

4y4Y0ZXneXYuiFfEcJvLx8h33uzgh4SevbI5t9iElA28iCGwSx4r_fJpEvEbyRetp6OS5FWn_1QTKVIkHA4ZIJqhwBFJTIx5tXQeNCfgwkqWBG_WpX7VcYhSut5sMJEpkrZnOBEX


  • 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
Yro4cfRV2T0n75Ys0cZq6gJRIc870wPmtLAp9t_n-OxCbDJtjzc_F0uA6YwZo1Qjg6nzaBkc8Pix-MZpNi1KHCM9EN8JF_zZSrh6D_GvHuyj44Xwfj0DUvtGJP3wBqi_wY3_rLhx



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

wGMAiAtBxa8YphVpK_-ZWMlgcjPcl7pRQU6SMkZHuS8FAUJipJY9VV8xqXRCLWdBHVa9L7-je7TKDh4vF6N5CFHDqBkWDNjetIAGNzIi9-L2CHpAXbuyzGQxoBh1w5w5JEHlcLbA


  • 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

cVLcFnjMA7_9Jd8gLDcliH3vuXpOzCaELvAXTY5UiW5dfAJh7uhgTtsAFs49ylR74fJW8QiPLqyBbUgTQGkHUaayAsCeESCGVa_pYNlALPoAj-Eym5vAetd_Gwg-D9YdnEP9dGdf


  • 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

iuFM8E58FMrZGAOALix2Rok9Y9PlAsqTKsNAI29PJwvPsntUiDkt0Ps7t-1wGaFm6OC_2erxnESDieLLC6udTahM27q4JVUKDwhCQ-PDPVbr10tty50Qi5NfFV1KdMrpoRrK5UUC


  • 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

7AKcyhrs7GMT4vwy37CoTj5Yawp1eiaiJqS5wrFShCWibNMz4zZ0TrN0rBiUsswJArugFrFqsn9LDhFbtmVj_auwbZJEgD9IEXn8NfBs6RblC8lkUbhc7JRoJ23R0oLSv_x0J7Vr
pJvM335rvCVaIJtptEVliR5LLsCkVVne0gKYQEw8NmrLJTCyzhXPxc8rooklfl0WLD09XV-3RlRnKEcqt0-46S_bcrwM6tIlb0U2uxfNFPmGTDh76toKCSGib05fYE5-V8GB97oa


G5SfPhtSjnzbBAAC_0-BVsXw0OLs0X7fi40pJQ9apKAHp3MVQLe3GLO6eWBU8Ye9p4CPF-_7-cz6Y34DEFkabr_jCW2B-0HhXw-DtCJd7iHPQBKyGl0PmjTrWSBEKfXWvaTnel0x
ElFwwYCPgF9Ev8Ugkx4y4SfGawzCNKnD1t6X2gt8LOWlnFhlxV0fV_DZ_Hb0TOI5x1JcMmyssWXRDAKoA5-kv40Et2mGxsIKxhFpodNwQ66yKjrJ4y9ppAoQJEpelpkLNoYpP7mr



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

gnJiO-JYKgE8jwWx4VdW36DGJ9TC9WKtq1X7bngxhk55aq56jv3G3P-itwfzcj48S2kmBm9SsfL4vFNIhthlZSU4J56Y7edapPE2IfYmGHLyOkEipgcF-kPLqHVoAjyPrEHDOtqp



RWm0QfnpyOUJ-5MQLjKsxrCLIAbt_yfvbFelaEyPf_rZLWzDMxl6h5IOhEel_lPi-N14HD72CVsLimn9XHQTzwOtMNBznQqIX6Rc_W868mk43IDtNF5V1tpV92YqkGeXweI4jziq



M7KgQFyyLPhuEIA3mb56ShqiNqkJRfLTsxtCNgMGOabFdDudUMEZjFLTQAZ00Xc6WKcVGWdhwfVg9m8kB_Q6FASgy6_nFxuwXDjllZXVL7PSmdsihNLCyGs7HVXOP99lVQM9mGZt



X-JXoAkIDbZDx01GJHwNT9jdzhPMKRR32SUBul8UqQuxgMfsS7uRXlNJhJ8IUdYf7cDIANZalzO0Oda0Veu7CV3WxYKe0Bem02cvXE5ST7JGsvU1IRmP8k3tjyfEXNrB6RA2CZOp




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

XYNp3WWJXELlzStPJT_1WUJkKxpn4qY2GPGXBqj-9UwKAOo78q_JEIt0h0vn6UaOcFYtcJI5ocxS82-lEI3DrE8ma5MxpvZ4GAn-7RgjooCq48OeWMjZyCi_eMfKkgAhTkzX-aPw


  • The map area around Corpse Creek has been overhauled to improve player movement traversing the area


Faction Struggles

9eJC97ydesAlgSD_MTdZXTEcTx6CTqKg54-2l5IrsDFj5QWv-VwKlYEWcE-D9RsIYg_-L1G4FvvUKl5NwWS4UnsWHUyOZ5goWHZ7GrqLfVwrPYrZ4cxW_x1Q71WE2jaiDlLZEmtz


  • 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)
QOIAT-QUW6t6c7_ga9njrn8GLJyvDCPPPFB5GvUwF8-uvNu1Mpak4pMAXtyXEAW0pkGGbsIp8rrIZhwImua827n3RENjex8ZNPvQ8ADcRUwrteJGFYBAy90sA5J3eglPxDeZNW5P


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

2fjJvaqADEav-IMlRWRY8UlRnZrZrWmYOdbms2SUSI0-Jqt_FXo4Y4KRyJRSb_6VVdOApgtXG0Qb5RRJpqwTCI94rJGJ1Q9aswnzbA8mVa6VD3NT2vKX-LA5VdTSVwP1WQKlNrjm


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

R9I_pGujSUsFKmORH1_xv6nvw6eqJkmxG0NYLl6U4FQRqZThJuto24dH1Bexuo2VIy9AML7hmtWsey4MybVoTJLiM915RG0cigbvuudlKUvpiAqZNxm8fvIRsC4Z0C3o7hC3YMX5


  • 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

MFRCTdsJF6WIGjzDYqtlXPCEtu4m1ta_23ernrnzETZaaJmv2R5vSDV4HUpTMs3oM_JwFvrL5AROBqSuLV83P18fQPf3QDwignNSHc4kD-dMKx6HQlYCgCKl7SLWCad34q5enHx8


  • 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

cPXI1eAm6gef-5b0iQIzu6qNBFvk_AASR9jqGPyEiurWwr9aLvG5BRzl_asPFh-kBL94CIMz9rhAI7D49d1MKBdOUm78Jipz8vS_a7ye1SFZv3P7RgyIpgxOhD0Z8C4DANdqqQYt


  • 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


u0VfnqGHd3sR5aayqacGloz0hF7M5MsSfMJM4fjKsanOVQZqrKUPcystUFxaUKibvZOOIZoFyQzW0CR50BVavQY5HYg_T0Ubl5nq2exqVP6ESDQ2F9a31e7QTtBl5lfPjYGnc64E


  • 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


jvHo6uIGOpG48nZV7kXoucUWFMXURVrcAbKOA1S8VT5Pe3y4voD9EC9q_yXzGXCRdsIBbHMhn-p_8tE5JBOuYGlQAtZ24uFNerLW3JwryWkUQ_SNVhevcRpUVNgJfXtfCQz0wYn_


  • 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
-2bEzpHuTiDIO0_3x3hv9RZxB9t2Vw2kdaAEYF0xoFLEoeUOwLc8uMsDTQadFZRxxUqwXxFduvQ7PywkATHV36NftLlOVVT01ToLRKFuZfrLKbKM4N0r5Ke6yM0HvDKU_1Qz-22k



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)
Qk6UMfLRVRWpaNk7I55DFq6LC4z-LWSlWcVpi474zHF2H3lyuaJDYG0jFsMnoZhzJJEy_kvfpuOv_REKlYuL-0zXlqRVSlBSkjEzpD2GkgvmE-VGI5CAa9LdlHi6KAD89yhz4RQb




Thanksgiving Forest Ostard Hue

  • A limited edition Thanksgiving-hued Forest Ostard will be spawning in the wild this weekend

D3KIH5XXcV_onEIaXXozntLVV49JQIeCBvnU07XO0l7H_EUw1GlyTXTlBviaEuqLu0i1CroAdPIjvxt2gBOdz_-woHeCl7qJON1UDDLqe-yKj7UVRErA5AxI0ApDUNaafVZlcOFS




Thanksgiving Event

  • A special Thanksgiving event that will be lasting the weekend will be activated shortly!

Iwh-_2zoFARnNDM31m1PCTQ67kdjUlIGOmTf3JmDJk0vpC0RH2MJeEEDdfZYhBT7NT2r20eIu16qZcbAp5k1eK2Yw_6PnWR-ghFvwwGA5cy8xH0C_x1Np1kMkWEaGEkfs_R4Nq_G




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
unNWazl4-JhSWbkDEKMrcxz5VgjXe2A9PXrjj9BltbwYC32vyeRgkqqahNrwbz3MAinFMdNp-PsXgSHHx15uCBIGaz1pI4kmbwChSKN7rRciFMAWnKyjT1UpsotgJUgexptjUf-f




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
Vn4TI8qyxmY12lJ4h5txom0qrpCdj_k9X0OqknVquGykWbOmdj75BZuOksRrH3phCa-X1tOMzQPiSWC4tvKyRGBSSi_ek4_MgvMhqvQNgmJUHdyWfrBlZinnhEA0m0Thz_jWBs77




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
QFgCvIaIZ3zeMAzEB4NMbKqxz12ef7Ep-83e7KsyXGpalSVWC6v5C8TtLYx33KKi7YDYhu_GHQZ0smnLZ8rSDjSdF7dHMsIaZU8aSlM6ls4O3shHps3dQ7JdalP6TP-lrx5JKdkY




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
LtsNcF4m_L_5LfwXXBZM7SifiuSy7Gey7L9K9kVECtksOeCnfVvren_7dp5uDlTXpZ3r8POaosSQWddoI0zRrclOJdCA-iPt9mMwIJ76Y9ue700ohakD95bV82BKmDScUy2bmiRD




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
03NBHju-UaYobyBaWv6XXUFtPUW0sE9riRbU_rFcVQIBUhm-b2Mibznn4XYIZ4lnWogC5asbFF59XcoaDS38ySe_2iBOrBXHq11XOCzGuHwmS3U2-dc6Etii3sPlyqpTpkzSicE1




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
WMsoLBdw0P5y9AffTO86WKQQYCNWOGPy46PykEKIyd8E5u10UfVK2_7UItuJJYGskUa57L27Ui7TolWhJueu-DiBVncFu5mG6LT4Ij402eYZsJEiraW8Z5roqG95QKf8yR-CJ_eO


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
Bd1VVj4tY0sjqd7AMPx5zDVTFW6OGz9-OgEstZh_DN6HmogwDUpNPIGCtxPEMrgkaMx4t9NNZw3vMCMlV-TN6nEmyGO7RGnR1_FOIDsaMOrexE0GguTHPm53fyF2TK_CPbNRvxKt




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
IKoqfox8047Uv9uHJXTlK0RwwFpAlqmeZw5qSXxg2hTyI1TXAag_0EoTLIJGuQ-EeRZlExSjKZ1c7aroXadWwOCvLD0ynDEj36lqOXO2YIVNGFmUTYeNh2RdMjBTf3jG9H6uiBGx




Seafarer League Mount Token

  • Changed the hue for the Seafarer League Mount Token horse (top row, 2nd from the left)
dFeIhX3ZY58JocpBiqbp1ST6UXX55wS3o0VwUkEBqPldtw-zLP5IMCGx4oDO6-tpHRxilCbnL6bIa6PT7_R_bKk5uh381F75p9T3yt2S5OADqS5fomYexY0Nv-g8jk01oby-Sd_h



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

fyp9u7VL0bTfaekD0mQp3jJnvZ8O-H91ADGsZsyw0e3dt1Zzzh5TZNTMQqNpWypb84wu1R8zV7n0sMB23fSEw2NSQQvEQsO3HamXc-fxpkKT79NioTnsyWM4qX1a9QGl6D4aieZb



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
_tnkqGKDQiaNV2DWvX73X-lA78NOOKNG7iQGxTiyjw-BKFz8hDLY2HlbM5kNypDdS9NS0LhLiwRVRmXQhl9Y7Zl3Vui8GiMimPuTBMm-qpTIz7B1lpZaVPx6GlF-w0BH3TZgzdqR




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
_PzWQekgjIae9uHSF900AteQ2v31BqztvYIrY3e98b54pus0OKq-uvSIWH4xtzSN--Ik9jf24mB1xvdwf_8sR0-ersOyF7wFv4ZOYawurzzdwJfqcb0Qr5lqgyMQTqxlveLjs8GX




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)
dQG4ZdA6bEMpQZIXmDzGHsUrmQVthwjcUA7j4JYqrkaI1nmKws7LQKovTZ3Q2UZIGCsRzFw1th1kde8m7wv9W1j9ScmoSc86jSyiST4pG7UTCrV6OZrKNS0j5z1oiaSDKjecG2_t




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
vzguyFGnaJcub-Duw_nYEi3d_N7a66fHpxGrA7ULrNNGtD9aBRb787AJuMECEpkIuHc8mi2zVscdBmBSrY247GrG0n6WYB0vIej8jWutWv-8Mmq_9-HmVLZ0WTozW5FyNnm9pVD_



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
50GzHO48ykf6n9-kKo4MuY6O_SMI0Dx9qlQfVRuRbaO1tf9eOkNKej3jop5Ld1ZvW8qwBPNERtsGkAKC-VFL9cBEZpB1r0KRPOqyoV7NJsf8kQm3TLDL3CdGJPFrB63WRAk0Df0L




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
5-9AgHCMQVLnKECFL-mg9tIym1pR9s1RToyUIGTUgdr2SZaAJN4cF_0oha6TiyKGGYs7vravFHO9PFgnkal3OZL2N_2T4QN9xjM4YaA3Nm3PKSbdx9s9OOQ9uLw0pFf6b98yInPr




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

8v-SWfAjocs3pYalzXlH-JeJr7bqX3ewbQQvtwph9GsfPtuHDk0xKcQiDVpvlQden75e9LCz35c3A3rdz_s8lE9FPk9yFmVat4TbubbZLH6APtkDrrao7lcLl5GrbNiFy-Sv_GmW



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)

AxV3CJhjXGowiDLBY3Lvinb4Kd60R2_0X1wT55NZ-s37_foeXTyLm5R3j209UvCf1vQhSKm-HVPGXswKe6kXVrdvSsrtgX0bLySyMkahqav080B9Zp1d938XUj0k3bTRfUy3AnWK



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
gDdjLKLD4DbGKDh9CodPloytk9vx44BMqlVQ0ssQkAFGr7QSM5gCueWs7ZV5Lxr8q_PMAobUAXXWiWru2sSFEheR4D6MeCxyKJlT4KJdFHsyGL0zkaq_lTTdXnz-IabXoqNH5HS6




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)
vTYlYPbd7dl2g2qw1lTzkUbIX2RTqL633L2DKs36GukgcnJZ-Bi1Py3pfWdnxNPy2cJET-Ovx3erFwosf3E2YGt_h69dtP3uJSPGQphJYuOuUI9M5m7zx7u56pUNL-vA7Xp1KwTT




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
BOwwnh972mAjbyU0OKvSzqacD92AsGkxPBAQff2F1jcK8hzQYSuAraS5o-yrxAYWOaMBqpDChvz-C9US2f7DLwYwaEtdkDQx4T_k1dQFV9RYyb-81VoUXeDPy6gvl-Ainl-D4f6-



r5j0nZ77hlmcKdPJ1P19yksRIxtmPodPvANrRlwWKZrvpWPLayzaik9gZUjsBpH8_60zBmGMv3wIIRYlcTYdF_d6MgQDAY8B0UVCNqL8Kvfu3kMz26D4tK_h50fmTQk6O9VomxM5



7TX5tzihFRQUQAnUmYfgOe5a-e9IPYBNlW9sIk97SGXKVRHVhQF24vxwrFo5x5uVdQdlaaxhlzJJI7hEGdOccVu1_Z3xR3TZ-PmFD2DEon4EVoIuy7AHUxdXv9i4Ew-x0oWwcjrP



_zq2E7_9v5ZrPydeF5IJEd3cseh_BRfueQ_ZoKtex4oI7a9u3xMRtf1yacFJSlWY-qt-LQ8ak6hqiXTg1ni8PpXLtX0qxnxYJdNB2GzNXOQMdGmfnVidUrnPGFmxHI6Z1LVKdKJ-



nysOylA5jLrZP4gl1xC0v_p0xCkYmI9ERnXzjqiVZqDbr6_tM3sQAt3HSS6xsrWh7lshnE7W2hJrWu0yP72q30FZrzzB73jOL6RyFSEWW8hyICXnRbNhUmTID2ctI-oSwjmlNbfn




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)
V-qigxiCZCgKBsgPkrHMtj6UiHwNwYdX1e8P1Rvv2SlNInTwm380qubm07IpcJhlP3jjyogq1QdZbnEaF_7fvG89rQxmuzzUJnNEemM1NUUiOurrSzxpaYFejOHynD3PVCy8Spqk




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)
-4KoicAUiUEpytjjvDH9srBGdjmenFDHLWPwaLWx2agE-bvTUODgMtqLDFpTCXnY8ls_sRKqrQfqufJ8Op8MaqaHJRyw99uUDr1UI79MzNBZuw4QhNBC3f_whWt-cEYT1wNtuwjB




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
PVpsALOmSciDck4z10jw3H3vuqDo39xwJb9HceFxzQadDpNTAtSM3mwxJ0oW0u0_VO4U9rKq_JWJV2AyEiqxRAe35bNxHIb9ZzakR8O2hka0a9imqvoudrvM7MVWDzG38QHreMmS




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


tuM2ApmEd2To7DeuLn76AjIqI51QbPVsrFKc1tn-rsQ6TWzPGZ0AwWgdUjQyVcSGNxthV8FLQg4sCGspgayK9OFp5Sm5ktHQ0mfHB3-23mxOhpA66ExERw2znOWbFi4TL9tzho-H






xYYEzKM-zHyNs8YCcZV15zy43LZav7LeKCVCq0ADPut-Re3ftnocJRHiWZKotUefaevAW3W3DusVaFFEwUvCfOnYFjrEvivUyT41gepFPBkahQIU6U51nr9643ByG9tmlWxvjzLO




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
NKxTB7RvH3aq-3GONYUjRMDZvS1NdjaL7USOCkBYCaN8PHOU-6XYxGicUvYHdDh4SBThBPKjd3ldJaTt4wwE1ndBLAxkjWim-FqqUts69XqeL7RemvBm3uhDu7KZVsCATqYzz-HU




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
0Y6okGfB9Asb5o7MGxFNXOqwxHiJ_0DHvxQkFo9qQh0qt2ZzHy7yEqz7bQt-BDx3urjWRM7a_TrxtAut4NufKNmRVy8zZdAidSlD3ECIT8eE3hHOhPJbFrEOVFTbyUOyR345UrEK




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
AYDagDc_N4R7wQQxW_Y1af9bjqh6ap2cIpU1JNTX9RkymrB3tRxnhI7-JE1qvVcyvYqTI_fefx00MMYKnrAA146OSa_KeFfzt3Rqi3sX_8FYuTrzLXv5auu2OcJKPb1WQxRVcw0R




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)
hH9x_MzMjKRBIPQ5Z8iswS86ZkyOJ3wP7NCqJdIKpBPINmmNNhFxWAf2IK5JFeXE4r5rzdDBlKhhBFEEUWuQFBMr8GDG-aAK5W9XlL-tyCtee66s_igRAi3NyXsBSk0EXiVz3xAi






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)
Ig6lv9NCgG1OW1HIERHwSgTolfw47u2BO0utObUCiEkOE5Rl69OCeobWoK_HQf8hfpcZYp04M09m5jpWzPd2TtyMHfRw2t7dbjxBLM_xEJ9hZTMn-Ni-F6uhvtf3Jn6BxwYWT6-F






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
4rXAI93Z1O-j6CS7ua-dsDLoj81DQl8HQDmCO6oiqI09hixuM2LQClaqFkMhZXE7-4noq-TnrlMMS5OLsTTn1Sv_7oy_vUwAYkSgqwwzFLGRYGb7USCgt1jO39A_H8XwAnDPjj17






Rental Vendors


XU48hX8lqEnpvnI0tKJHPJXC-tUjROHYNDeNC7UZzTr4ZT84aNPBXSu-HuK8hnhVcdaNJCoBdKZ0J73YMGs78sgx5477qBGpnlgPdTwkwZTnBgRq3o7onC-oMQHjtsrJ4Z4OoV1O




  • 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
B7eQN_gyWBVp5-xMWTXVi39vxD4Buy2oUgRmnNGXSCa3IEEcc_SvAk-szzNvGSRaHmIW43MhH1UN0H4jFyYaLHavbzc_LMCyV1ivXW3Ys2Zw8axid_uqWuZQy3tUXOTCpWpHTgCM





DB0UI7mlTNjWB7z6c8K84aJAoEFtlXvAQH9FncMaJRMAZrS1Z3-Wu5swxwS8WcO7QvH6jFqwcpZ60QOPrPDDHSnH5ITcgeBlWvfyXdqW3jw8Zylsy8zeoi4udxSSKyumLCGSJJ3P






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
fMGu4drh0ekP8e3zdbcS14gurYyK7l-mVtn4olom443YRAxbP93AKsU--NKoBCB78FtfbBDiEGDlEK4r0ZpdBYpXKPQ4wbDxQAKfQEUo1SKzHcrfCyQBNz-FY24RlL06XATOZ9iP






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
rY-iHBjufAOdUTt3ulRARkzm9mOboiE6MzdHyRzQR_izMMGP_WSJR9X1fAwumccOaXuAamH18TPgSev0eTrYNGvH6izEZ41Wid5vdXXTYOeG-rOl18Recg7y58_hT-LiIJPeX_cr






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


XyhjD_4aAZKNux1VtQvrwZt0ZfkivrC5imAps79fibezxr8I2G4aDoCtOIZBavpKES_68Osuf3LOL53gGpazBaa5hNvlezVVbXou7axJAHzwkilq0LpSR3DIgLf5BSK1QcJaBzPE



  • 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


Jsy11AC5T9GJ2Cv4wCSQB063NPlQp131BxCXvFlYesCth_lkQ6YfoANMbVWVc2LitIefimisXG3CO7YolCLDXzoJegjyF8Anrd3zZqbLGN160K4WXNg1FRrIIshgcVoTt-c4X9ho




  • 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


ZXfEv0iwjHN5JaVfk4g7icWfZCpMDKSzGJdYF4LXpnAjwfZXyHh9EsB99ezl8CpZal2r4XMGmJ-1M89W2RM7p00DQxMpkig6xLOEd9iexZTTIl46uTbGVqiPz_XcG5p3ebvBPKPR




  • 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


dFqJfbIZUj-uGm9DwBTGzdPGNe6IvVliuJjOTZHt6mXOvXx7dPOmDOnGR7tVOVOr0MV4-uXbn7FU2IWeoE632L-1RqTFv0nWqq_wqy_uzWhdHqzZn-4PtGQQKluwxHVJG-GnFPJa




  • 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


a4rIvcX-wPasSFNEvb6qoArq6BK0A3eYQ6rf78N3F4Du0yIy_fNPKCfN8vpdn3VGRgczSKsm4atfG64KBeT-scf-uTTJjyeSX-t4L93R7Any60iG1yNkvHn1KcMrjmwgPJekSmR2





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


umS_gSI21EldgpvR1EY3e92iyX41_I4nHLX1js7FBfsnsfoIuAQ62QmETUphWsptM6h-5MayEcvwQHtEYQ__t4IHx_OD2QEGph3Mjv4pIYq9tmw_vKgo7KWDeR3kBSLga91Wvi5N




  • 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

boKgdTQk7Bzdrt5vHciTltAE6lqbJkv_Tb2C1NB15nU0RsOdhyv7IN6WQWRD4OhSxGbJkTKb8XfhzziLqRLs7ZaGix3NkLJV1nlmnlUsF90qc2oSc34yQwNtGH_zhzHQEWXHGNNK





izVx55BMCxTdCbp8Uk_37KHMtLjnK4veetZBu5s5Sj1oOSjBd0gJkEQomzDZjbpTwOeWu0fJ5F_ePcM_Nf5wRAkQCZai4FV6_6X8s42VbhRvOjYkvyaH5h2oi343vP7i38M--GJf





Home Surveying Tool


xmVV2rpGVKN-amPhF9VhRcoSeiEr49NmhnK5hT6MHoSwwHAvoXwqYyId1Ni0Myz2LjRVeCuJB3xqYd5ZnKehcoGUWWXrYfk_pnis4GU3OQtujhb8phHIDk8vuUBAVMAiCdmRi5C6



  • 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


ay88fCT7z0G0vCUofo2N0y2pbnxgEXiGWjkTH96ykAAl4Pr4J2--d80FQTasFIDMXTyQWFl6c8x37Hyng0e-cWlhBnqVbFwni-ORhPbhtCUPAzJ0Z0uup4FGbJewh5ib_NhHIhPt




  • 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


f3Q-h9FBc1fs9moaFTVgvkUn1WQFeo1Pt81BBoPrnHoNIHvH0lncR0hgRHazwwpyPmKiiRznbXeKBN6i1yb4Ks0gcH55DmBmaWvUdShbORZwGg7fgnKI3iLDFENXPoMqerMPusBq




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)


QQe20kwveyNawsjglB59l6GXlLLLP0-E_0MKC4H46YtojB8EsmCfonPMc5_5rx1Z5fyEsROKpJxPbYp21bg9LjXmAQSO0Hqdjbhisv9dl00c15HsBNPRssAYini65xrJSWC7iSp7





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


oKUcH1bkF0j0yAupJJ-PxFWViO5yRuDMDzc34qiYxPvQ3R1M3LT4VTiki41nFqUzr5O3jFbN_yBBrePkz4CyZVKb_rxVkWDkyxJB5v6TVXPpnQ9b_I_u1iIo6Gdvf_wqSadXpHTk




  • 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

JeHkEpOPXPQUDqAD5qQTfN6E3wBv4xzjioOrJOlA8YTvZOBJg4wjS09h6HI70tUFEcglBVVapguJDyfx4dhVc91Z49zo5n1OmbZFz23H9YsYso12v1sujSDUuwsVl7d0YlCTDpc_





YKl-7EZkWWfHQU-sHv8CKfg7ouXMlaNcty5HZb1rhqC3hL4fv6p75qwmjPJci8IEFEiY76kUBQEdeOu13n3f5ri2v0Vhjnmd1JYVFHV5zvO6u1OJl77y4OrTBZApFdtTz0uTRB55






Losing Young Player Status


IpHdkrMnUMWc72TTjakpblnYSUSabfHvfxOLdl9vVHLYnbzYwX1PweMcxlZMiVxF1KOCOI-Fx4nJJYqEJNeQPw7gm4C_VzssARSOZTt7WrPfnYZ539J32bo8vdZFO5lwhbyXe7s8




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


4K7siq3PxvWkPnd6ngrFV-Gt0bLD7G5iDioLoTLJWcMYQ-GncoYTbmBDPvzDKfUG_P7gUwrOlQ9yi6TduuMwi57AKG27zyBwBtctNhF0fVR_5-6T8hYihgCg-XnsMy-fsWjRYBfC




  • 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


VH-HGJGkBcdtZ6JyhtvP6GDxwZi7mPGecMguKl_m4XrRIjju6aV0d82CgbbDUPIwc3cSlmWC6__27Mq5ahz61NcHRSjshXuAyT6wmRpnyvF7VxSZE71Sqlm2GjLcRqZxJFQG5CvO




  • 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


7Fkmv-0_nv9rfNNctEqE9n9Lp4ml2h6HYpv3HrLtHn1kbLK4U0ph7p0hB2E4BiA_ZdhewGiewSrr_cW91RXRxKWNVq0cXLR6VgYpRuEKKjQ9_1do2OFJzjJZRhwMA4S3aeIP_Ivt




  • 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


Reuif3eu51Bdr82mPho7xmzaVXQ3hCHDYhSBg6IW_G75ycKxJp4_zruTjG5A3ko8bFLLeCxWpvYx_8g8RZT2aYsF-iEISI_QE7Kz6RgM2HBaT0-rlbPDGaoaKi55IFoso2GKaH-0




  • 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


cCEMblCDH9xflsLsniZk4ru7nBxZGNPbIgb--Gg5Y8ehS6bQ1Jo3hPb-na9P6HiW166QKDSu4COSWmdTWhJwNDQGYbORRJPj1WxBVHARDF-zDWYed21CkY0TKLe88c2IVthv63Xw




  • 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


-NT1I_ycz5zjoIQBmS8B_l-gEoPgiUFZv_--A-ZOvdnJALfYVL_F0VucpOgDBBBmPon6PulAkdrhUgwM7WEZ31_OAsILQNXVJhuQCekatMHJpl8HYRlyVjbrlWBYitbXxdwK0KTj




  • 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


mMVRSrWYy7GpyrvR6RLXe3BCBhw4WRG0n3fM-XkNFYd7JIuRAqGPzdk1e9lePvpbmg0VaGhkOsnc_ikoTh6njg1VTJmbjubZIuzfNkjkrowEAmk4Q1ve5-j8Bnv0xWPORe8_9ckK



  • 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
-IYV73I9gGHXyPw8n2yijtsOR4LnqJ18xyJw94HMB3yzTpcrxCeA-dpJjv5-cSvW57Fkv5qm1fdxQubaRwoJtwtTWWrx3E7AKkXgF7QUEQFMHIWmUDHgpNbWxK4TPuqvdkIKr22t





eEQyCZvGEQ6lr0hER5NJ0dlGMcoMhmPIeTzhUDPHWxCyIbYkXBTd1Ri9Jp1GKXmCFDmwwebxcQEAA1mNfLMQcYS6JR5wxLOuSePtCyBDufC8xF4wb3jfDDp_ETunoZKwbji6mDX2






Providing Soil to a Plant


_GgxhwfZTXQSYT_6cFlUsFY0aP6HWCa4g9k7X2hViwhYFkH8IlU7gZye9v15aMtg8t0OkZUUMvMm_aaiteYI-4TE18jbnS4JRCAVVzq9Vdq92cYX4NgxkkTFaOucqR3GeqIFtKBq



  • 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


PHa-ohABgH-JUwxcfLp89XJNZ06-M8XNxEfUR7fh9Y9jP_tRd-96HycNLqAz9oVMN9pJYESZWU_NuxwJ-lpTfOpUjzMxt72mHlcAx0Qa6dnzgWThLXF8br3s_tjp-SQgu34y_4H4



  • 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


xlk1AhFyJU_q8rAr221dIyYv3cwYddap2v1iL6SfCU9F7O7eSoKuhq6Rw2bhn4jYbyBuhXh6qgz2Hq0mlDccdi5aCpHGdIVyXkZELEUBMkpMgU4_J2DZEnb8XFaFXtnA6On57dvU




  • 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)
XKZje_UwZfpyBYc5YW9Zndks8oLEPI1S3akSvRd3LrawcnqaaRrrbi1qeM6z5p9nf3OxhbhX-41PR6jwierTCEVtkJkZ97sYRv-wKx8XqXU94SEH5CsEB5q-ZMIHliBm5WvjA5W1





yLqX3eYtLDJ0VwbvW6X7mkGiXXaNGWyYrnHmVSYpVkb9hsue8I3G-xEkA1q-egeCRV9fQhRk0bwvkzwFoISUPMuI-VAkEwpHk7Hp-CrvwdiIBAk1FYlrJYqrfZDLaugnq-QwByHn






Plant Effects


HPBOBJdjikRvI6Ed1RAjmrVX7qahSv_I8G7FzJcDHX8Nm7_Hh4auaJX7X8k9GbRB_0MawIgwaDdo3j3KznWn6GYlm1GIYGB6MtB3Oq2afKXCSk9ARXGk2tIJTF1sgI214MQjOajO




  • 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


3yoUBw0pkiETvn6jZhCqvJhPuO0z1Xj_KD9EcohhondkHWP9gCIcf8U_M-Z-H12ijLzasOWGEwDAZayGBhKbXeh0MvJ8-uz3s_lT1YTfb-Yw0jSBrQxzmupgKbLhAopU4dLB1LV3




  • 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


hY7W_TCO9YQcq2q1IupgxUwdeu-jrEyJKgm6TB3yf57wcp6U0A--_eovnZCARGvX1yWz2v222_bBGTB7vX06dsLQEjvy2nRkYKfdijuMMY8WE9VYgsyTdzx0fRseupnFCNEHqyjU




  • 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

Y2ZdCf-xvPwWUvXfCabCE481qq64L0FB4oASZj2usVMgfQ9FcgysaBvTnDjIM5WSU_L0EpURMpN8GFTKRGAqJvtNalfLofDNNsio2e7M7T_DgKoC1vUJSAFpXzMNXzdyIbv5plZM






Misc

  • Blank Scrolls now require 2 Boards to craft with Carpentry
  • Blank Scrolls now require 2 Leather to craft with Tailoring
  • Fixed an issue where Aspect Gear could break after taking massive damage
  • Fixed an issue where players would see "NaN" as a value when carving corpses
  • Fixed an issue where Trillby hats wouldn't appear when crafted
  • Fixed an issue with Magic Resist potions not being usable after death
  • Unnamed ships will by default have the ship type in it's name now
  • Tracking Hunting Mode for Passive targets now uses the same icon as manual tracking for Passive targets
  • Players should now be able to cast Magic Trap on party members


Factions

  • Once a player enters a faction struggle zone, that player and their followers will continue to flag as orange to enemy faction players and flag as green to allied faction players even if they exit the faction struggle zone (this will last until the faction struggle ends)
  • Players will now receive system messages during faction struggles notifying them when they have been awarded a kill for doing the most damage to an enemy player
  • Players will now receive system messages during faction struggles notifying them how many points they have earned for damage contributions to killing enemy players
  • If a player is outside of a faction struggle zone during a faction struggle, any damage they deal to enemies will not be tracked for the purposes of awarding kills and earning points


Reactive Armor, Magic Reflect, and Protection Spells

  • Fixed an issue that was allowing players to cast Reactive Armor and Magic Reflect without cooldowns (should normally be 30 second cooldowns)
  • Fixed an issue with the Protection Spell potentially being "stuck" on a player
  • Arena Player-Saved Duel Settings should now correctly save settings for Reactive Armor, Protection, and Magic Reflect spells
  • A player casting a harmful spell on themselves will now automatically remove Magic Reflect from them if it exists


Atlas Book and Hiking

  • Changed the words "Begin Tracking to Location" to "Show Arrow to Location" for location entries in the Atlas Book gump
  • Fixed an issue with players not being able to unlock Hiking locations with the Camping skill


Magic Trap and Pouches

  • Removed the limit on number of pouches a player can have on them (outside of the Arena)
  • Players will now receive a system message informing them how many trapped pouches they have remaining after using a trapped pouch or having Magic Trap or Remove Trap spells cast on themselves


Home Survey Tool

  • Fixed an issue where players were able to walk on tiles placed down as part of previewing house placement
  • Fixed a number of potential issues with false-positives on house placement including water-tiles, certain foliage and plant statics, and clipping issues with borders / yard areas
  • When players attempt house placement or preview house place, they will now see different colored tiles based on what issue is preventing house placement for that tile
  • Players can click the "View Placement Legend" button in the Home Surveying window to see a summary of what each colored tile represents


Specialty Clothing

  • Conducted another reorganization of which Specialty Clothing items are available from each reward system as well as Tailoring and the Prevalia Market (crafting requirements, gold costs, and Prevalia Coin costs will still be adjusted in the future however)
  • Added descriptions in reward/purchasing gumps for Specialty Clothing that lists which Layer it is worn on, whether it is Female Only, or if it has any special handling (such as being treated as Armor)
  • Crooked Wizards Hat, Trillby Hats, and Buccaneer's Hats are now treated as Masks (and therefore automatically count as GM-Exceptional Quality Leather Caps)


Specialty and Society Master NPCs

  • The Prevalian Stylist, Prevalian Market Merchant, and Society Master NPCs now have a new visual look
3rt1aPQ5KwewmCGLC5lOZr4aaXSJ97sprRY5pJtCDDRsVHPeUzvZrOY9htZrttn1bIgPR6gC69amyXRm1KQEIsU2qfZUH-CGcS_J6yA6PnyykN2EeXb1kMUDenhLtgupzjyoYP3u





LHf0ZOEQTSaHhxRPvIXEjEYeQIwmX5eNqgwY9gYgDwtetlSYKcIxCgvZRyWSAPsFBU4jtAaCcE8U98DNMOVlhANqDZHmtlOKBdbPeUo6v9xo7nryVNWVkBqD3SCveAKIBxP0qhp2





Jvqi-lPKE2Bz88frKKjwyo85Im7gbZsWznmd5AcCzNwx-YIy3ANWRBw-veW6N83gti_eFzEzAPRjboKTVZCCjZnfiup9YFHAWzl9I0KukrJNnJUNgXTbDaIJ_fc_nTe-8Cpy0aWr





pGds3tBIomg0yvzwZyc4wKGmfS9tAfPKE6DtSmyvJN4Napvo7TEhJwn4SvcpqhB0NG10qkAC_y4geMN7iDxr63GtKTmpUc9LNdFF24nJzcdyd2RlhuHtz5KLLCFaPbHw5kkT1mgh





pYrakUNK08TToqqLbcTobLn2SVQ13AdokkXRtAgkydlpaI8G-Z09Ppf4i4LpJKvypyemLU71nIG39RpVRRZGawByAegcgXGYDE9oigvarEZVmj5zrtQDmEb-c0MajhyhdIyJ12eh






Bank Balance / Withdrawal / Checks

  • Saying "Bank Balance" or "Withdraw" or "Check" near a bank will now prompt a new Banking gump window
  • Players can now see their Doubloon balance as well as create Doubloon checks from the Banking gump window
  • Restructured the Banking code to always allow the system to deposit gold / prevalia coins / doubloons into a players bank, even when normally full (no scenarios should now exist where gold, doubloons, prevalia coins are "withheld" from being placed into a player's bank)
fEXc4A2K-ibjpKajA4pH-ouffm3pGuCOCTwCaMX5yVnPHecpN2y3X6ZAa-XItWjRAY-xuJSkeD_3TZwPSLACKH_vYv8dhtZdfs4RIYrV8l0Y_u9FnMMxhdBI_q3qejL4Z1nYOyWV






Reactive Armor and Magic Reflect

  • Reactive Armor and Magic Reflect should now correctly not be able to be cast again on players who already have an active effect for each spell


Mounts

  • Players will now be able to ride any Mounts regardless of their player's Animal Taming Skill
  • However, players will only be able to have at most one Mount that exceeds their Animal Taming or Animal Lore skill at any given time (they will receive notifications when attempting to trade or acquire a second Mount if they lack the skills to control it)
  • Additionally, if a player has lower Animal Taming or Animal Skill than is required for a Mount, they will not be able to issue the Attack, Guard, or Patrol commands to the creature, nor will the creature cast spells or utilize any of its abilities or traits, and it will never deal more than 1 damage in combat
  • Mounts that a player can ride but not fully control will also not receive the normal Aggro bonus that tamed creatures receive towards enemy creatures
  • Players will also not be able to earn Creature Experience or gain Passive Animal Taming with a Mount that they have insufficient Animal Taming or Animal Lore for
  • Horses and Llamas now both take 50 Minimum Taming Skill and are capable of gaining experience


Mount Tokens

  • Mount Tokens have been created for Forest Ostards, Tundra Ostards, Frenzied Ostards, and Grizzly Bears and have been added to the Achievements Rewards system (eventually these will be available elsewhere though)


Creature Leveling

  • Fixed a bug where players were potentially able to get more than 30 points to spend per level when upgrading their creatures


NPC Creatures

  • Fixed a bug with Aegis Cultists occasionally doing extreme amounts of damage
  • Changed the handling on the Blood Sorcerer ability
  • Changed the animation for Blood Expertise ability to differentiate it from Blood Frenzy
  • Dramatically reduced the amount of damage dealt by Mummies' Miasma disease ability


Shrine Corruption Bosses

  • Players now will receive Ankh Tokens upon killing of a Shrine Corruption Boss if they are within 60 tiles of the Boss (otherwise their ankhs are placed on the corpse)


Skinning Maps

  • Fixed another issue that was causing Skinning Maps to always spawn as Dullhide Leather


Fishing Maps

  • Fishing Maps now will correct be assigned a random difficulty similar to Treasure Maps
  • Fishing Map difficulty determines how many harvest attempts are allowed from each location


Ore Smelting

  • Players can now gain up to 50 Mining from smelting ore


Notoriety

  • Players who die as Criminal or Murderers should now have their corpses retain their Criminal or Murderer status and not update to match the player's current notoriety status


Ships

  • Docking a ship will no longer reset the ship's Crew Cooldown timer


Runebooks

  • Recoded the serialization code for Runebooks to prevent an issue that would occasionally delete Runebooks


Misc

  • Fixed several clothing items that were causing crashes when purchased from reward gumps (such as The Arena)
  • Fixed an issue where monsters attempting to break/rummage a locked Paragon chest would cause a crash
  • Fixed a text display issue where the Disarm mechanic would give a system notification about inflicting Hamstring as well
  • Fixed an issue where players logging in with partial mana wouldn't begin mana generation unless casting a spell
  • Context Menu entries (Vendor Buy) should now be working correctly of Real Estate Broker NPCs
  • Fixed the naming of "Water Tubs" in the Carpentry crafting menu
  • Greater Paragon Chests will now have the correct gump graphic and opening/closing sounds
  • Added "banque" to the list of words players can speak to access their bank
  • Added "stall" to the list of words players can speak to access Stablemasters


Faction Struggles

  • Players will now receive a system message when they leave and enter a Faction Struggle area during Faction Struggles
  • Fixed some issues with notoriety flagging when players and creatures leave / enter Faction Struggle areas


Arenas

  • Players can no longer use Arcane Runes and Campfires in the Arena area
  • Players will no longer receive any active Group Camping Comfort bonus while fighting in an Arena Fight (they will receive any bonuses from their own Campfire however)


Atlases and Hiking

  • Rebuilt the Atlas system ( and incorporated a large number of new locations and adjusted existing locations, including re-adding the Healer Caravan category
  • Changed "Personal and Guild" category to "Custom", with the intention that players with 120 Camping skill will be able to "store" up to 3 custom locations that they can Hike to
  • Players now will no longer be able to Hike to all locations by default, and may now only Hike to locations that they have "Unlocked"
  • Players can "Unlock" locations by creating a campfire and securing it (waiting the required time neede) within 10 tiles of the Atlas book's listed spot for the location
  • Unlocking locations is done on a per character-basis (not stored account-wise)
  • Hiking to a location now sends the player to randomized location in a 5 tile radius of the Atlas entry location (instead of the exact spot)
rCdivb8gWvHLaWCBBSt4e8ALzXN_TL3OiVeNz6hZmwSM4YgRG30lGsCKpgbhCVOgLJZ7pozXZyOr97FwSiUKD8BqV7gK37ux8DCIvHiMKYAVHO1rAEDyOxz_8G3K9QhfB4PrPNEi




NfaM0r-A5j0HsjzLtCLU8OFdXkL1IY6V-tGpEo4jMoHG_VuzE5Rma07JSehl6iHEP-gz3dZAny7iaDY33NMPooYrYTVL9dWjFclAvM3kdug0twZVoHB3tlge9A2CN4p7y5AQKnWM






Blank Scrolls

  • Players can now craft 5 Blank Scrolls using 0-25 Tailoring and 5 Regular Leathers
  • Players can now craft 5 Blank Scrolls using 0-25 Carpentry and 5 Regular Boards
  • Blank scrolls cannot be recycled (Spell Scrolls can still, however)


Clothing

  • Added several new speciality clothing items to Reward Systems, Prevalia Market, and Tailoring as well as future loot drops
  • Reorganized and renamed a handful of clothing items to different systems to balance out their offerings
  • Moved a number of speciality clothing items to the Talisman layer to allow them to be worn layered on top of other items (such as Leather Satchel, Fur Mantle)


Notoriety

  • Conducted another large audit of Notoriety handling to hopefully clear up some flagging issues with players


Creature AI

  • Significantly increased the speed at which high-difficulty creatures "aggro" targets and moderately increased the speed at which low-to-medium difficulty creatures aggro targets
  • Adjusted AI handling to allow for creatures that are set to be "Very Fast" to process their AI more quickly and move at intended speeds


Item Durability

  • Dramatically reduced rate at which Weapons and Armor takes durability damage (reduced to 40% of current amounts from most recent patch)
  • Fixed an issue where Musical Instruments weren't having their durability increased for Magical Durability properly


Shrine Minions / Shrine Bosses

  • Greatly increased the max distance allowed for Shrine Minions and Shrine Bosses to wander from their shrine (increased from 24 to 60 tiles)


Harvesting

  • Mining and Lumberjacking now have a Z-Level height range check, meaning players can only mine ore or cut trees that are at most 10 Z-level below or at most 10 Z-level above them (Smart Harvest will automatically check for this as well)


Housing

  • Housing will be added in game very shortly
  • Added individual Guild Ranks as new options when setting for Access Levels in houses
  • Added ability for players to set Access Levels to individual containers and doors and the ability to apply those to all containers/doors in the house
  • Added ability for players to reset all Access Levels for containers / doors
  • Whenever a player transfers or purchases a house, Access Levels to containers / doors are reset to the default values
69MQtTpL6I6Eqkt0sklpFTuikY9YYpH4-hbKYBEtqhUHSVioZgcuAe3uao0V00B2PdmN3SdNRIrFnPgbkGDz_LZcjtRZhs-riewhHoJbgmOJ6dce03z205QyvktdxHwXBw2MHSC6




F7p8AkUIuGap-6W12-84PiH6Wdf_ynH_OphhsOk9wkv2OrAvtYKzAzVlzzm3pm8ggc6sB_lPqD3WXY0FHmJ21ysByGOw6mMtIgNLLfdZoefMcJPRW-SW14ANII0AGpMxEGARY-El





Mount Tokens

  • Players can only use a Mount Token at most every 2 seconds
  • Only the player using a Mount Token will hear their mount's noises when activating / dismissing them now
  • Players who trade, drop, or remove a Mount Token from their backpack will automatically dismiss that mount if they are riding it


Loot Drops

  • Increased the chance for Magic Weapons and Armor to drop moderately and slightly reduced the chance for Magical Instruments and Magical Spellbooks to drop


Context Menus

  • Fixed an issue where players were able to send Guild Invites to players already in guilds


Explosion Spell

  • Fixed a bug introduced in the last patch that dramatically increased the damage Explosion was causing against creatures


Polymorph Spell

  • Casting the Polymorph spell again while currently transformed will cancel the spell
  • The Polymorph spell can no longer be cast while mounted
  • Duration increases for Druid and Witch Doctor Enhancements should now be working properly


Reveal Spell

  • The casting delay for Reveal has been returned to the standard delay for 6th Circle Spells
  • The reveal radius for Reveal has been increased from 3 to 4


Dispel Field Spell

  • Fixed an issue where Dispel Field was not dispelling Fire Fields, Poison Fields, Paralyze Fields, or Energy Fields


Special Effects on Death

The following effects will no longer expire on players when they die (and will now only expire as normal):


Active Skill Gain Bonus

Camping Comfort Bonus

Taste ID Herbal Poultice Effect

Forensic Eval Bonus

Slayer Wand Cooldown



Misc

  • Fixed several crash issues with Sanguineous (again!)
  • Server Rankings now should display the correct ranking number when viewing pages 2 or higher of a list
  • Adjusted the placement of Hair items in the Prevalia Stylist gump
  • Recruitable Ship Crewmembers (in Taverns) will no longer spawn as paragons
  • Fixed an issue where not all levels of Durability were correctly granting bonus charges for Magic Spellbooks
  • Fixed some spelling / grammar errors in Town Crier arena announcements


PvP Damage Skills

The following skills have been adjusted for the purposes of PvP:


Camping

  • Camping now offers damage bonuses for both PvM and PvP
  • Spell and Melee damage bonus against creatures is (25% * (Camping Skill / 100))
  • Spell and Melee damage bonus against players is (10% * (Camping Skill / 100))

Forensic Eval

  • Forensic Eval now offers damage bonuses for both PvM and PvP
  • Spell and Melee damage bonus against creatures is (25% * (Forensic Eval Skill / 100))
  • Spell and Melee damage bonus against players is (10% * (Forensic Eval Skill / 100))

Tracking

  • Tracking now offers damage bonuses for both PvM and PvP
  • Spell and Melee damage bonus against creatures is (25% * (Tracking Skill / 100))
  • Spell and Melee damage bonus against players is (10% * (Tracking Skill / 100))

Inscription

  • Players will no longer receive any bonuses from Magic Spellbooks while in PvP (previously players could if they had Inscription or Spirit Speaking)
  • Inscription now offers damage bonuses for both PvM and PvP when casting off scrolls
  • Spell damage bonus against creatures when casting off scrolls is (25% * (Inscription / 100))
  • Spell damage bonus against players when casting off scrolls is (10% * (Inscription Skill / 100))

Mining

  • Melee damage bonus against creatures when using Macing weapons is (25% * (Mining Skill / 100))
  • Melee damage bonus against players when using Macing weapons is (10% * (Mining Skill / 100))

Lumberjacking

  • Melee damage bonus against creatures when using Axe weapons is (25% * (Lumberjacking Skill / 100))
  • Melee damage bonus against players when using Axe weapons is (10% * (Lumberjacking Skill / 100))

Fishing

  • Melee damage bonus against creatures when using Spear weapons is (25% * (Fishing Skill / 100))
  • Melee damage bonus against players when using Spear weapons is (10% * (Fishing Skill / 100))

Carpentry

  • Melee damage bonus against creatures when using Carpentry-crafted weapons is (25% * (Carpentry Skill / 100))
  • Melee damage bonus against players when using Carpentry-crafted weapons is (10% * (Carpentry Skill / 100))

Blacksmithing

  • Melee damage bonus against creatures when using Blacksmithing-crafted weapons is (15% * (Blacksmithing Skill / 100))
  • Melee damage bonus against players when using Blacksmithing-crafted weapons is (6% * (Blacksmithing Skill / 100))


Hamstring PvP Mechanic

  • Hamstring now is an independent effect and no longer automatically occurs on Disarm attempts
  • Hamstring can now be used via the client's "Stun" hotkey, or toggled by using [Hamstring
  • Handling for Hamstring can also be configured in the Paperdoll -> Help -> Commands -> Mechanics tab

In order for a player to use Hamstring, they must have at least 2 skills at 80 or higher from among the following skills:

  • Arms Lore
  • Anatomy
  • Forensic Eval
  • Tracking

  • Players can make Hamstring attempts while attacking with Fencing, Macing, Sword weapons as well as when using Wrestling (but not with Archery weapons)
  • Similar to Disarm attempts, if Hamstring is toggled for a player, on a missed attack they will not be able to make another Hamstring attempt for 15 seconds
  • On a successful hit when Hamstring is toggled, a player will have a cooldown of 30 seconds before they may make another Hamstring attempt to any target
  • When a player is hit by a Hamstring effect, they will be reduced to 0 Stamina for 3 seconds (forcing them to walk), after which their stamina will return to its previous amount
  • When a creature is hit by a Hamstring effect, they will be Entangled for 6 seconds (cannot move, but may still do melee attacks, spells, and abilities)
  • Once hamstrung, a player or creature cannot be affected by another hamstring effect for another 30 seconds
  • Disarm and Hamstring are independent effects and can both be placed onto the same target at the same time (and have both independent cooldowns)


Spell Buffs and Debuffs

  • Players can now cast multiple debuff spells in a row to remove a player's bonuses from Bless, Strength, Agility, Cunning, Strength Potions, and Agility Potions and then to debuff them below normal stats (i.e going from 111 strength down to 100 strength and then down to 89 strength)
  • Players can now cast / use multiple buffs to in a row to remove their current debuff effects from Curse, Weaken, Clumsy, and Feeblemind and then to buff themselves above normal stats (i.e. going from 89 strength up to 100 strength and then up to 111 strength)
  • Debuff spells will now only cause interrupts when changing a players stats (i.e. removing an existing buff or applying a debuff)


Prevalian Stylist

  • Fixed a crash issue with the Prevalia stylist and renabled them
VU_5ZBJV_VEwAaNRhR71j6DOmHAl7WfI5BwvqVGR-UU4tnZzJRKe-xf9SNm9ZKGmHZG-Mqv_2p6CX_vfkrN6qsP58l5x45YvStEDbNII4Z7E4B6i2_pgGajiNIxXwgo5NwV4QiNh






Prevalia Coins (Donation Currency)

  • Prevalia Coins now have a new graphic and hue
tsFEd87aBR9JxXObwKL2rQfZAGSRlk6_kbxNpoEnOdjDXpa3fFXNdlmie_XSo_E1-A408WUbK0B_sVZv12sISjTP05yXvWyOaR4-BdsgbspPoPSK3F0XsQ-mikF6M7CcfQhnROtr






Bank Balance

  • Added a new Bank Balance gump that appears when a player says "Balance" near a banker
  • The Bank Balance gump shows how much gold a player has in their bank as well as how much gold they have spread across all character's banks on the player's account
  • Players can create Gold Checks in amounts that exceed their own bank limit and draws from the banks of other characters on their account
  • If a player creates a bank check that pulls gold from other characters on their account, a system message will display how much was pulled from each character's bank
  • Players can also see how much Prevalia Coin they have in their bank, across their account, and create Prevalia Coin checks similar to Gold Checks
6SFID77sZr48jo49ApRj385A7xOdWwUZVFVvcmiyRlytmUS8a8c__MUAGxRRvjAbQ52xrmno52YC2AbzVnLUIx-TYNfCF6xFusCTUmF_FniYwT3mRdGsUEBnM_CwVJBa8W0s3axO






Specialty Clothing

  • Reorganized the distribution of specialty clothing items available through the Prevalia Market, Tailoring Skill, Arena Rewards, Faction Rewards, and Society Rewards
  • Added a large number of new special clothing items to existing systems
  • Renamed a number of existing specialty clothing items
DiBYE2BQA7gy-q7YmbEs7OzquEqOix55Fq_zw0TnfDeZkfPEKzkD6yR26yuemK3tr4pNFPyVKqYlNTfH4rvxMaS-z4So8W5vYcN5XOwghoT1k2xdd6_D4qNacyKAqqY4YFbpaI9O





vx3wkEKpFLq6ygL8LqlSGeK2_dLFPhQW2_hshy-GpaVIu__2XRgLk4v0MwdCnr3tQVz7OUzOuokdEuYrouo_7c5CyocVyrN4hTKvdZBWzNwx59dZJVz_G3DQbC5HI4vk40JA29Za






Aspect Gear

  • The rate at which charges are lost on Aspect Gear has been reduced to 40% of previous amounts


Bard Instruments

Changed music instrument property names as follows:


Melodious: +5 Barding Skill

Surpassingly Melodious: +10 Barding Skill

Eminently Melodious: +15 Barding Skill

Exceedingly Melodious: +20 Barding Skill

Supremely Melodious: +25 Barding Skill



Spirit Speaking

  • Spirit Spell Stones no longer increase the damage caused by Charged spells
  • Spirit Spell Stones no longer refund mana on Charged spellcasts
  • Spirit Spell Stones now provide a (10% * (Spirit Speaking Skill / 100)) bonus to Charged spell chance if the player has a sufficiently charged stone (and the stone's charge level will be reduced when if the spell does become Charged)


Magic Spellbooks

  • Players will no longer receive any bonuses from Magic Spellbooks while in PvP (previously players could if they had Inscription or Spirit Speaking)
  • Players will no longer receive extra damage bonuses from Magic Spellbooks against creatures for having Inscription or Spirit Speaking skill
  • Removed the "Charged" property from Magic Spellbooks
  • Added the Potency property to Magic Spellbooks
Changed Durabilty property names to as follows:


Durable: +100 Charges

Subtantial: +150 Charges

Massive: +200 Charges

Fortified: +250 Charges

Indestructible: +300 Charges


The Potency property on Magic Spellbooks provides the following:


Potent: 5% Chance to Refund Mana on Spellcast

Surpassingly Potent: 10% Chance to Refund Mana on Spellcast

Emintently Potent: 15% Chance to Refund Mana on Spellcast

Exceedingly Potent: 20% Chance to Refund Mana on Spellcast

Supremely Potent: 25% Chance to Refund Mana on Spellcast



Aspect Spellbooks

  • Players will no longer receive extra damage bonuses from Aspect Spellbooks against creatures for having Inscription or Spirit Speaking skill
  • Removed the "Charged" property from Aspect Spellbooks
  • Players casting a spell while having an Aspect Spellbook equipped have a (5% + (2% * Player Eldritch Tier Level)) chance to have their spell's mana refunded
  • Players casting a spell while having an Aspect Spellbook equipped receive a (5% + (2% * Player Eldritch Tier Level)) bonus to damage against creatures


Eldritch Aspect Spellbook

Eldritch Aspect Spellbooks now provide the following:

  • Increases the chance for a Charged spellcast against creatures by (5% + (1.5% * Player Eldritch Tier Level))
  • Reduces spell damage taken by the player by (5% + (1.5% * Player Eldritch Tier Level))
  • Chance for player to ignore spell disruption when taking damage is (25% + (7.5% * Player Eldritch Tier Level))


Armor

  • Chance for armor and shields to lose durability has been reduced to 50% of previous amounts


Mini-Bosses, Shrine Bosses, Bosses, Event Bosses

  • Increased the Armor and Magic Resist on a large number of boss-level creatures and added damage resistance mechanics to many of them
  • The locations of the Ancient Drowned Dragon (The Mausoleum) and Cistern Gorgon (Pulma) have been switched
  • Boosted the damage players do to Lodestones Refractor Crystals and reduced their overall Hit Points


Tamed Creature Experience

  • Reduced the rate at which tamed creatures gain experience to 33% of previous amounts


Passive Taming Skill Gain

  • Decreased the rate at which players gain passive taming (and can now gain at most .1 per minute)


Creature Difficulty

  • Adjusted the formula used to determine Creature Difficulty (which determines loot drops) to give less emphasis on health for creatures with very large health pools


Dye Tubs

  • Added a confirmation gump if player targets themself with a dye tub (which allows them to dye all equipped clothing at once)
0cOSBnsk94bKiRnrVTG9HCNH2t03wikldkQy_M03OBJr-AX7acFcUcZkzzm-0J-QXPM866mndcjP22xc31KuvU4thIWSh2Py_3xvaWq6ZJ2vIka1jbxgK8kpjEfzWgsH0EQpq1JO






Misc

  • Fixed an issue where a player would use Animal Taming, cancel their targeting cursor, and would be unable to use skills for a very long duration
  • The Buy entry on the context menus for Prevalian Market Merchant and Prevalian Stylist should now be working correctly
  • Added some additional safety checks for potential issues with new character mana regeneration speed
  • Clothing Bless Deeds are now stackable
  • Fixed a crash that was being caused by Focus Aggression being used


Commands
All Tabs within the Paperdoll -> Help -> Outlands Help Page now have a corresponding [command that players can type to access it
Reorganized the Commands tab of the Outlands Help Page and added entries for all Outlands Help Pages


Hamstring PvP Mechanic
When a player successfully Disarms another player, if the attacking player also has at least 80 Anatomy, they will also Hamstring the defending player
A player who is Hamstrung will have their stamina reduced to zero for 3 seconds (forcing them to "walk")
Players who are Hamstrung will not regenerate stamina and cannot use Refresh Potions or eat food to regain stamina
After 3 seconds have expired, the Hamstrung player's stamina returns to its previous value
As a reminder, players can only be disarmed (and therefore hamstrung) at most once every 30 seconds


Tamed Creature Damage to Players
Implemented a Tamed Creature PvP Damage Scalar mechanic that can be set for individual creature types
Default value will be 50%, but will eventually be adjusted for various creatures (to balance them for PvP)
Players can view the Tamed Creature PvP Damage Scalar for creatures in the Animal Lore gump at the top of the Abilities Page



Player Damage to Tamed Creatures
Player Melee damage against tamed creatures is now 1.5x of normal damage (previously was 2.0x)
Player Spell damage against tamed creatures is now 2.0x of normal damage (previously was 3.0x)
Explosion Potion damage to tamed creatures reduced to 1.5x normal damage (previously was 3.0x)


Tamable Creatures
Imps, Aegis Imps, and Searing Imps are now 1 control slot creatures (and taming requirements adjusted)
Infernal Underlings and Aegis Underlings renamed to Fire Minions and Aegis Minions respectively
Added Minions (to Pulma) and Shadow Minions (to The Mausoleum)
Minions, Fire Minions, Aegis Minions, and Shadow Minions are now tamable 1 control slot melee-mage creatures
Stats, skills, and abilities for Minions, Fire Minions, Aegis Minions, and Shadow Minions will be balanced and updated shortly (we will also soon be conducting a rebalance for tamed creatures skill 100-120 and for pvp balancing)


Female Armor
Changed all female chest armor pieces to use the "Shirt" layer to allow for additional outer layer clothing to be worn on top of them


Arenas
Added a new rule for duels and tournaments that allows players to toggle whether Precasting Greater Heal is allowed in matches ("Precasting" is when a player casts a spell, equips a weapon, and holds the spell cursor's up and uses it later)
Default setting for Precasting Greater Heal is "Not Allowed"
If Precasting Greater Heal is not allowed for a match, a player's Greater Heal spell will automatically be canceled the moment they equip a weapon (and they will receive a system message notifying them as such)


Faction Struggles
Added Admin ability to reset a Faction Struggle that is currently underway
Added Admin ability to delay an upcoming Faction Struggle


Notoriety
Players will no longer flag as Green to members in their same party
If a player has "Allow Party Members to Loot Corpse" toggled, their corpse will appear as Green to other party members


Guild Invitations
Fixed an issue where a player could be issued multiple invitations to the same guild


Spellbooks and Spell Scrolls
Added context menu entry on spellbooks to "Add All Spell Scrolls" which attempts to fill the spellbook from all spell scrolls in a player's backpack
Added context menu entry on spell scrolls to "Add to All Spellbooks" which will attempt to fill all spellbooks in the player's backpack from the selected scroll or stack of scrolls


Storage Locker
Fixed a handful of issues that was preventing property usage of Storage Lockers from player banks / ship holds


Slayer Wands
Added a system message when a player's cooldown use for Slayer Wands has expired
Added a Buff Bar icon displaying Slayer Wand cooldown time remaining


Stabled Creatures
Added another safety check to prevent stabled creatures from disappearing
Players can now say "stable all" near a stable master to automatically stable all of their tamed creatures


Dockmasters
Players can now say "Dock", "Claim", "Ship", "Retrieve" near a Dockmaster while on a ship to dock their ship
Players can now say "Dock", "Claim", "Ship", "Retrieve" near a Dockmaster while on land to bring up the Ship Claim gump window


Ships
Ship-to-ship boarding maximum range increased from 2 to 4
Ship Tillermen will now announce when a ship has had its Sails or Guns reduced below 50% and boarding is now possible


Recycling
Fixed an issue with recycling items that used both boards and ingots as resources (would previously grant x2 boards and no ingots)

Players can no longer recycle the following items:
Kindling
Shafts
Arrows
Bolts
Cannon Shot
Shield Dyes


Context Menu Entries
Added a large number of context entries for various mechanics and systems
Players must use the Outlands Patcher in order to see many of the new context menu entries

Notable new context menu entries include:

When Clicking On Self
Consider Sins
Show Hunger
Toggle Show Skillgain Chances
Invite Nearby Players to Party
Leave Party (if in party)
Renounce Young Player Status (if Young player)
View Arena Profile (if in Arena region)
Release All Followers (if have any)
Stable All Followers (if nearby a Stablemaster and has tamed followers)



When Clicking On Other Players
Focus Aggression (if player has Herding skill above 0)
Invite to Party
Invite to Guild
View Arena Profile (if in Arena region)

When Clicking On Creatures
Animal Lore
Tame (if tamable)
Focus Aggression (if player has Herding skill above 0)
Stable (if tamed and nearby a Stablemaster)
All Tamed / Summoned Command Orders (including "Patrol", "Move")

Weapons / Armor / Spellbooks / Instruments
Arms Lore

Weapons
Apply Lethal Poison (if player has potion in pack)
Apply Deadly Poison (if player has potion in pack)
Apply Greater Poison (if player has potion in pack)
Apply Regular Poison (if player has potion in pack)
Apply Lesser Poison (if player has potion in pack)



Aspect Gear Item
Recharge Aspect Item (if item is at less than full arcane charges)
Recharge All Aspect Gear

Corpses
Carve

Dockmaster
Claim (if on land)
Dock (if on a ship)

Society Masters
Society Job

Spellbooks
Add All Spell Scrolls

Spell Scrolls
Add to All Spellbooks

Tomes
Add All in Backpack to Tome

Storage Shelf / Storage Locker
Resupply
Restock


Aspect Gear
Aspect Gear should no longer break when hitting 0 Durability
Players can now convert Masks, Neckwear (Scarves / Neckerchiefs), and Restyled Leather Caps (as Hats) into Aspect Gear Armor


Clothing
Fixed an issue where certain Artisan Clothing items made from tailoring were not adopting the color of the cloth used
Fixed an issue where Rare Cloth could not be separated from it's stack
Reduced the cloth amounts and Mastercrafting Diagrams required for Artisan Clothing items crafted with tailoring
Reduced the amount of Aspect Distillation needed for creating Aspect Cloth with tailoring
Made a number of female-only clothing available to both males and females
Changed the layer used on a number of clothing items
Fixed the handling on recycling of certain rare-cloth made items
Renamed a handful of new clothing items
Removed Elk Mask and Raven Mask


Masks and Neckwear
All masks are now treated as GM-quality exceptional leather caps
All neckwear (Scarves and Neckerchiefs) are treated as GM-quality exceptional leather gorgets and can be blessed with a Clothing Bless Deed
Masks and neckwear can now be dyed with dye tubs or Headwear Dyes
All Hats, Masks, Neckwear, and Restyled Leather Caps can now be blessed with a Clothing Bless Deed
Facemask item now occupies the "Ring" layer (and can be worn with both headgear and neckwear simultaneously)



Headwear Dyes
Renamed "Mask Dyes" to Headwear dyes
Headwear dyes (such as Air Aspect Headwear Dye) can now be used on Hats, Masks, Neckwear, and Restyled Leather Caps


Tome Handling
Fixed several issues with the handling of add items to Spell Scroll, Skill Mastery, Treasure Map, Fishing Map, Lumber Map, Ore Map, and Skinning Map tomes
Fixed several gump button issues for tomes


Epic Skill Mastery Scrolls
Created Epic Skill Mastery Scroll item
Using an Epic Skill Mastery Scroll increases a player's skill cap for all individual skills by 1 (individual max skill cap is still 120)



Achievement Rewards
Added Epic Skill Mastery Scroll to reward list
Added Travel Lantern to reward list
Added Spell Scroll Tome, Skill Mastery Scroll Tome, Treasure Map Tome to reward list
Added Fishing Map Tome, Lumber Map Tome, Ore Map Tome, and Skinning Map tome to reward list


Skill Mastery Orbs
Fixed an issue with some players being unable to use a Skill Mastery Orb while at 700 total skill cap


Runebooks and Rune Tomes
Runebooks and Rune Tomes now require 0 Magery to cast Recall from
Runebook and Rune Tomes now require 50 Magery to cast Gate from
Rune Tomes can now only be blessed with a Rune Tome Bless Deed


Prevalian Stylist
Added an NPC Stylist that players may use to change their name and appearance (requires Prevalia Coins, our donation currency)
Added a large number of new Hair Styles and Facial Hair types for players to apply


Prevalian Market Merchant
Added Rune Tome Bless Deed which costs 100,000 gold
Runebook Bless Deeds now cost 50,000 gold


Magic Reflect and Reactive Armor
Players may not recast Magic Reflect or Reactive Armor while an existing effect is still in place
Players now have a 30 second cooldown to recast Magic Reflect and Reactive Armor once an existing effect of those type has ended
Players will now receive a system message when their Reactive Armor spell has ended


Taste ID Herbal Poultice
Fixed an issue where players sometimes wouldn't receive the bonuses from a nearby player creating an herbal poultice with Taste ID


Buff Bar Icons and Special Ability Effects
Updated display names for most buff icons
Added a new Buff Icon for slayer wand usage cooldown
Fixed an issue with Magic Reflection icon disappearing whenever Reactive Armor effect ended


Dye Tubs
Players can now dye clothing currently worn
Players when using a Dye Tub can now click on themselves to dye all dyable clothing currently worn at once


Explosion Potions
Fixed an issue where players were able to damage (and flag against) non-Blue targets with explosion potions in town


Dispel Field Spell
Dispelling a player-casted moongate will now dispel both gates (origin and destination)


Ghost Gates
Ghost Gates should now work as intended


Misc
Arms Lore can now be used on items up to 12 tiles away (previous was distance 2)
Fixed an issue with Dart Traps in Darkmire Temple not working correctly
Fixed an issue where using a mount token would display the text overhead publically
Locksmith Training Box weight changed to 5 stones
Corpser Purger's ability listing should now show as Giant Corpse Barrage instead of Giant Fire Barrage


Notoriety / Hostile Town Attacks

  • Fixed a bug where players were able to occasionally attack blue characters in towns without guards automatically being called


Arena

  • Added the ability to change uses allowed for Reactive Armor, Protection (and Arch Protection), and Magic Reflection spells
  • Condensed listings for Paralyze / Paralyze Field spells into "Paralyze Spells"
  • Condensed listings for Poison / Poison Field spells in "Poison Spells"


Ghost Gates

  • Added a number of "Ghost Gates" throughout each dungeon
  • Players may only see or use Ghost Gates while dead
  • Ghost Gates allow a player to return to town


New Player Dungeon

  • Added a number of Resurrection Ankhs to the New Player Dungeon (each is marked with an animation to make them more noticeable)

HBdxA0Vv5LcpHrdHlqnI0FL84Ei1o3vpYKA8z9o9-uIrWbGWmAprVvQOMrB77-IaQaage7CWq3CJ9TuRcAXd3cdj6q3P66n3LIn6vvC5EzQWjOyIpcHGc60Rv03bYrAGPYAD74dG






Faction Struggles

  • Players will no longer be able to Recall or Gate out from within 100 spaces of any capture/respawn zone during a Faction Struggle
  • During beta testing players will now be able to switch their guild's factions at any time, even during Faction Struggles
  • During beta testing players will now always be able to change their Faction Engagement level (i.e. when they flag orange to other factions)
  • During Faction Struggles, players and tamed creatures when resurrected and returned to their faction base will be restored to full hit points, stamina, and mana
  • Tamed creatures will no longer suffer Resurrection penalties if killed within 100 spaces of any capture/respawn zone during a Faction Struggle


Stabled Creatures

  • Fixed several issues that may have been causing player's pets to disappear from the stables


Server Rankings

  • Added Server Rankings categories for Guild Prestige, Fishing Spots, Special Fishing Nets, Messages in Bottles, and Resource Maps completed
  • Fixed an issue for Factions rankings and Fishing Records not displaying correctly

ckoPiraqJuJ5FSGA-MmGFkHOTuE9VXIWKql9luJO3pL74rdFiiKiaBs9zUzOjdF6SB7PGYgMyQIXiRqk3GQMMVkVKmPXIqYVZJiXd16t-O0PkLU4OPeU9xYo070P8v_liB10G2hZ






Drowned Dragon

  • The Drowned Dragon creature is now part of the Undead Slayer group



The Mausoleum Mini-Boss

  • The Mausoleum's old Mini-Boss, The Insatiable Maw, has been replaced with the Ancient Drowned Dragon

UIZ3cHgxBSQQGsU8zZy8ijW4gklyeDE8eouKBij-FZ5kRHIxtbUaDvEaYpnv-tEAe3ZHnb6XOFB3OL2A-Ci-Kf34uILzRq_DQdKDoKD89vyqoSy_tEMlFn3R-c3-D8eGExE-uaEu





Clinch Pet Trait

  • The Clich trait for pets should now be functioning properly


Healing Text Displays

  • Overhead text for healing will now show how much was actually healed rather than the total of how much "could" be healed


Epic Skill Mastery Scrolls

  • Will eventually be available through various reward systems
  • When used by a player, will increase every single skill's total cap by 1 for that player (all skills still have a 120 cap maximum)


Achievements

  • The Savant Achievement will now be tied to a player using Skill Mastery Scrolls or Epic Skill Mastery Scrolls


Arenas

  • Arenas will no longer charge credits for standard duels
  • Arena credits will now be purchased in increments of 50 (i.e. the cost of tournament entry)
  • When players participate in multiple arena matches in a row, each match after the first will attempt to place them in the same arena as their first match if possible (making it so specators can stay next to that particular arena and keep watching the same duelists)
  • Fixed an issue where players could potentially "join" a match already at player capacity (may have been causing "stuck" matches)
  • Fixed an issue where some matches incorrectly determined the number of participants (may have been causing "stuck" matches)
  • Added ability for staff to manually "clear" any stuck arena matches and move players back into the main arena area
  • Added an automated system to clear any stuck arena matches after 45 minutes
  • Fixed an issue where some arena matches wouldnt display the Bonfire graphic when starting

The weekly tournament rotation will now be as follows:


Week 1: Order Ruleset 1 vs 1

Week 2: Chaos Ruleset 1 vs 1

Week 3: Order Ruleset 2 vs 2

Week 4: Chaos Ruleset 2 vs 2

Week 5: Order Ruleset 3 vs 3



Factions

  • Players in the Freedom Faction will now have a [F] in their overhead name text (outside of Faction Struggles)
  • Fixed the handling on the Active Guilds and Active Players display in the Faction selection area of the Guild Page


Special Damage and Damage Tracker

Added a "Special" Damage category that tracks the following damage types:


  • Aspect Weapon/Spellbook/Armor Special Effects
  • Damage Caused from Overpowered Hinder and Entangle Effects (on Minibosses / Shrine Bosses / Bosses)
  • Explosion Potions
  • Player Tinker Traps
  • Bleed Damage
  • Ship Cannons Against Creatures / NPCs

7ATBgMeQj3TOAaGRiCEwbReEQ-UVvIPP4J41r-srOdxYvFE6hneFwi4YWSnxRdGixILA-ynI36tDjSu8pA6jPlF7Ky90h-NOtu6xTEESMPfYWtrm7F29GZVEYN0NwrhRCIc_msLI





  • Special Damage is displayed in game as orange overhead text
  • Players can enable or disable displaying of special damage text by typing [ShowSpecialDamage or changing the setting in the Paperdoll -> Help Button -> Settings - > Text Displays tab
  • Special Damage is now added as a category to the Damage Tracker


Swordsmanship Weapon Special Effect

  • The Lacerate effect now only increases chances to inflict Weapon Special Attacks against the target creature by 5% (previously was 10%)
  • Creatures can now have up to a maximum of 5 Lacerate effects active at once (i.e. +25% chance to receive Weapon Special Attacks)


Barding

  • Provoked creatures no longer suffer a penalty to their damage dealt by Discordance
  • Provoked or Pacified creatures that are also Discorded taken an additional 25% damage from all sources (i.e. doubles Discordance effectiveness against them)


Magic Resist Potions

  • Magic Resist Potions no longer increase a player's effective Magic Resistance, and instead provide a 10%, 20%, 30% reduction to magic damage caused from creatures (for Lesser, Regular, and Greater potions respectively)
  • Players can now use any type of Magic Resist potion to immediately cancel the effect of any Mana Drain or Mana Vampire spell cast against them


Player Tinker Traps

  • Fixed an issue where players couldnt trap multiple containers in a row (was continue to attempt to trap their previous container)
  • Player can now only trap containers currently within their backpack
  • Fixed an issue where certain containers werent trappable


Forensic Eval / Skinning

  • Fixed an issue where Barding bonus was not being calculated correctly
  • Fixed an issue where minimum skill requirements for different colored leather weren't being calculated correctly


Tracking Damage Bonus

  • Players now gain their Tracking Damage bonus against any creature as long as they have any Hunting mode currently active or are currently tracking any individual target (does not have to be the specific creature they are attacking, however)
  • Players on login will have their Hunting mode turned off


Magic Resist / Spell Absorption

  • In addition to normal spell damage reduction for Magic Resist, players now have a (25% * (Magic Resist Skill / 100)) chance to Absorb a spell cast by a creature
  • Absorbed spells will display with a pink/purple orb effect (similar to parrying)
  • An absorbed spell has its damage reduced by 75% (similar to the parrying effect)
  • Additional, each absorbed spell "stores" (2 * the amount of spell damage reduced) of damage for the player, up to a maximum of 250 damage
  • On the player's next melee hit or spell cast against any creature, the amount damage inflicted (after resist and armor is factored in) is increased by the total amount of "stored" damage for the player (and the player's "stored" damage amount is then reduced to 0)
  • If a player has not used their stored damage within 5 minutes, it is reduced to 0

_9VLSw6yVNwOO4_OHgdxNoZ6kQmqmT11VM4lX_U2cfSAeX_r5oyjSo3cE83UoRlreujZNWfEvC6Y77tgXwnwTGWcvBuZZONVndYvYHGuWOPI2Vl15BtFZSdHHF-eiBNFoJJAuaeM






Bless Spell

  • Bless Spell should now have the correct duration in place if casted with a player having Inscription


Tamed Spellcasters

  • Tamed spellcasting creatures now have a 10% Charged spell chance similar to players (previously was 5%)


Familiars and Arcane Pack Instinct / Arcane Swarm

  • Created a Arcane Pack Instincts and Arcane Swarm ability
  • Arcane Pack Instincts ability increases a creature's Charged spell chance by 1% for each creature controlled by the tamer (including the creature itself)
  • Arcane Swarm ability increases a creature's Charged spell chance by 2% for each creature controlled by the tamer (including the creature itself)
  • Familiar now have the Arcane Swarm ability instead of regular Swarm


Damage Entries for Controlled Creatures

  • Rebuilt the system that tracks damage caused by players and creatures to give credit to players for damage their summons and tamed creatures cause if they die before the target creature is killed (i.e. players should now always receive credit for any damage their tamed / summons inflict on a target)


[ShowSkillGain and Active Skill Gain

  • A player's [ShowSkillGain setting is now saved for the player and will be maintained on server resets / logout
  • Updated the text message for ShowSkillGain to display skill gain chance as a percentage (instead of a decimal) and will also display whether the player is currently under the effects of Active Skillgain
  • Players will no longer trigger Active Skill Gain by killing a creature that has been tamed before


Region Bonuses

  • Removed the crafting skillgain and special skillgain from potential town bonuses


Crafting / Recycling

  • Players can now recycle empty spellbooks


Ships Cannons

  • Adjusted locations of cannons on ships (shifted cannon location "upward" 1 tile)


Installing Ship Upgrades and Crewmembers

  • Adding a new upgrade or crewmember to a ship will now maintain its same % amount of hit points, sail points, and gun points as before (i.e. if at 100%, will be 100% after upgrades added in)


Murders / Resurrection

  • Fixed an issue with the Murderer Penalty gump not closing correctly after making a selection
  • Murderers can now be resurrected by healers in Corpse Creek


Shield Durability

  • Fixed an issue where Shield Durability loss only had a very, very low chance of occuring


Buff Bar Icons and Skill Effect Durations

Added Buff Bar Icons for the following:

  • Camping Bonus
  • Forensic Eval Bonus
  • Taste ID Poultice Bonus (labled currently as "Resistances")
  • Active Skill Gain Bonus (labled currently as "Skills")
  • Account-Wide Aggression Restriction (labled currently as "Murder Warrant")
oL08MlNWz77QC__Wc6cx9J6NE9rM-mHfzBWR-4L_nhHD_bzuZOUdH4ES8AJr9Knl2xUZH8h4NVDA-7hw2Y-OLQaGsycqqcBQ86NsBhkD1Mz7g9sMSovXlqHc5u2jwSdq6TVIjjUa




  • Players will now receive a system message when their Camping, Forensic Eval, Taste ID Poultice, or Active Skill Gain bonus effects expire
  • Note: Displayed named for buff icons will eventually be updated and the time remaining for Account-Wide Aggression restriction is currently somewhat off


Creature Loot

  • Lowered the drop chances for special item loot on creatures somewhat (such as Rare Footware, Skill Mastery Orbs, etc)
  • Readjusted the min/max level of spell scroll drops to increase the chance of level 1 spells occuring on weaker spellcasting creatures


Notoriety

  • Healing another faction member outside of a faction struggle will no longer flag that player as members of the faction temporarily (i.e. now follows same handling as healing another blue character)
  • Adjusted some outlier issues with players not flagging as orange correctly in certain scenarios
  • Mini-Bosses, Shrine Bosses, Bosses, and Event Bosses should now always display as Red text for their names even in combat


Misc

  • Fixed an issue that was potentially causing increased mana regeneration for new players
  • Society Jobs for Blacksmithing Repair Kits will no longer occur requiring exceptional quality kits



Help Page

  • Conducted a visual cleanup and overhaul of the Outlands Help Page, removing some tabs and adding some others

HXNyWhNssNdduoRNui_bH_XPGgxcj-tARKPB4SWhDw_HF8LqzuMhpCb2QIsLqEooW_3HgwaENbGoHHXaXkhPVu3FIeyuwOTqrXQRRksqVOk017PXLCL7s0bhihOlH_cE65TGK3jq






Server Rankings

  • Tracking is now enabled for a large number of game mechanics and players can view how they rank compared to the rest of the server in the Server Rankings tab of the Outlands Help Page
  • Rankings are updated hourly and a player can click the "Show My Ranking" button to jump to the page that they are on for an individual ranking category

bE67rQxRgycoBZaUKGtcHfuEVYAcMhp87EH21hCNFeemmWx2vwVegL30Voa6m6x4x2dYopO00tmj9B1K5_YcW8AIcMXC_ekpqh7MPH-gVZo-9cu-smEhDVaQaGnPPiBIfcitE9aZ





Specialty Clothing

  • A large number of new clothing has been added in game, and acquireable through spending reward points, large amounts of gold, or crafted with Tailoring
  • Note: Some of these clothing items are still having their in-game animations and paperdoll gump images worked on, so will be fixed eventually if not currently displaying properly
xfbzdaB9smOzkq-1WiSCYZychtb-QA_IoI6y5GW_BGJryuf2STgQnw4iMq-EqPLfv95QRsSTISqBki62wNdIjxRnI0oIMSzYFVn5C5A4ho_14vWYzPnLvg9pUqI6BOk_E-VNhbfN






Prevalia Market and Prevalian Merchant

  • The Donation Shop has been removed and replaced with the Prevalia Marketplace which can be accessed by saying "Vendor buy" or "Market" to the Prevalian Merchant located near the caravan next to the Prevalian bank (note: location for this NPC may change in the future)
  • A large number of luxury items, clothing, and reward gear can be purchased with Donation Coin and gold at the Prevalia Market
  • Spell Scroll Tomes, Treasure Map Tomes, Skill Mastery Scroll Tomes, Fishing Map Tomes, Lumber Map Tomes, Ore Map Tomes, and Skinning Map Tomes have been moved into the Prevalia Market

Oot17hKQmN-N238pldOMJku-Zy1s1Fq_GmxFB9slppuASUn74bPygXM8i_U8lcZbaFnn7CDjTKNCK9iT_Te6VBeGTkZhZZFDuuGuDvDdWqkHw3JUAxJAbnwKKZ6m7pR5o27wJ7y6






Reward Items

  • Any reward items purchased from Achievements, Factions, Societies, Arena will be directly placed into a player' bank box
  • Any items purchased from the Prevalian Merchant will be placed directly into a player's bank box as well


Faction Reward Items

  • Players can now access the Faction Rewards page from the Guild Menu -> Faction Tab to spend Faction Reward Points on reward items
  • Adjusted the hues for Order / Chaos / Freedom reward items and Mount Tokens (Freedom Hues will likely change in the future, however)

7Ec05Tduh8vN10T_t7-eRSWRrM0_8jmF-tT-3HgGmZEdSqL8RIfhnWDfVoyyFi09OaftpIdVdwMV8iqqy05z4Nyy4aGM1WJpa60cnBnMSjkh-bHoHxu3BPJ5Ab_gCCkb1b02LnVQ






Donation Currency

  • Our donation Currency is now referred to as "Prevalia Coin" (previously was "Jade Coin")


Traveler's Lanterns

  • Players may now acquire Traveler's Lanterns, which are blessed lanterns that occupy the Earrings layer slot (i.e. can be worn while using two hands)
  • Basic Traveler Lanterns can be purchased from the Prevalian Merchant, and special-hued versions can be purchased from Factions, Societies, and Arena reward menus as well as craftable with Tinkering


Tinkering

Players with Tinkering can use Aspect Distillation to craft aspect-colored Travel Lanterns



Tailoring

  • Increased the Damage Reflection amount for players taking damage from creatures while wearing Tailoring-crafted armor to (100% * (Tailoring Skill / 100))
  • Added a large number of new high-end clothing items craftable with 120 Tailoring (note the required number of Mastercrafting Diagrams on these recipes will be adjusted later)


Swordsmanship Weapon Special Attack

  • The PvM weapon special attack for Swordsmanship weapons is now called "Lacerate"
  • Lacerate applies a bleed effect as before (same amount)
  • Lacerate now also increases the chance for players to inflict weapon special attacks against that creature by 10% for the next 8-16 seconds (scaled based on weapon speed)
  • A creature can only have a maximum of 3 Lacerate effect bonuses active at once (the bleed effect still can still be stacked an unlimited number of times on a creature, however)


Disarm

  • Fixed an issue where players were still able to equip other weapons while disarmed


Fishing Skill Weapon Bonus

  • Fishing skill should now be correctly increasing Spear weapon damage


Houses

  • Added Architects and Real Estate Brokers to towns
  • Saying "Vendor Buy" to a Real Estate Broker will open the Housing Market gump window
  • Note: Currently Houses are not placable and only the "Field Stone House" is available to view (full housing will be implemented very soon)


Housing Market Gump Window

  • Players can view a list of all housing deeds available for sale and their respective cost, size, secures, lockdowns, and maximum vendors
  • Any player purchasing a house deed will have it placed directly into their bank box
  • Players can also view a list of all existing houses in game that players have marked as being for sale (through the house-sign gump window) and can click to view a map of the house's location (player hosues must be purchased in person through the individual houses's sign gump window at the home location, however)


Home Surveying Tools

  • Architects now sell a Home Surveying Tool that players can use to assess whether various house types will fit at specific locations
  • Players will see white and blue flames when attempting to preview a house at an invalid location for that house and will receive a message indicating why placement would fail

oBz1k03g40Wx9QS9M5mQcXJYpcWwgkzhPy-tdzQAQYk7diFbvpb8VeBTZEgAYG7gDyCieEyIEuZYTxQMjJmB1N_QmR0sGqR9nqCvhnmWiue3CwceVA9EMsNXq7wH1Cwl_6Dpv2oc





vSgTfHAG2EcG4iGmGsE3W6ZRi4FoXRJsZ7aHQjZEV8mw2TglNPMstG4O638f70qMcboRkR4gWKp6Fu--CNA-GYjTWGxImK3Q4EYWnCbU1Otd6GiI0VXpLq9fSTtFvBFk48t5cgzM






Campfires and Camping

  • Players are considered to be "secure" for a campfire if they have stayed within 8 tiles of the campfire radius for the required time to secure the campfire (based on the creator's Camping skill)
  • Players leaving the 8 tile radius of a secure campfire must wait the required secure time again if returning near the campfire
  • Fixed an issue with players having their campfire bonus being overridden by a lesser bonus
  • Players may now passively gain Camping skill while staying within 8 tiles of a campfire they created
  • Players can now only have one campfire active in the gameworld (they extinguish older campfires when creating new ones)
  • Players can single-click on any campfire to see how long they have until it is secure for them
  • Players can single-click on any campfire to see their current Camping Damage bonus and expiration (if applicable)


Bedrolls

  • Rebuilt the Bedroll gump window and adjusted handling based on campfire securing mechanic changes
  • Players can double-click bedrolls from their backpack to place it at their feet

NF5_sVfZGYh8eSM9XRALAKkdVKedN1htKYaGlZ3sUbhH_mypjsYO996FGfSbfCEcSGGcps3iOhrig_UOG5vzfStDar0nuuYtxm8SynMLvNXX40mIX-r5hfCXrYzZAOpbqkIFhyGe






Spell Scroll Usage

  • Players now can gain Magery skill when casting off scrolls


[AutoUseSpellScrolls

  • Players can now use the [AutoUseSpellScrolls command (or select it from the Help Page -> Commands Tab -> Mechanics Group -> AutoUseSpellScrolls button)
  • If [AutoUseSpellScrolls is enabled, whenever a player casts a spell, it will first check their backpack to see if a matching spell scroll for that spell is present, and if so, attempt to cast using the scroll

Z7GOviKzQqnswqrRa8B1bg7swd_Nch9reBlCSrvnbE9FcOJqqNrcvhWi4_tP1GUPsDrPfiGhBz0svwrbudiYRDCTxbdqHTXdf4kPE-3QvSuZL6iu3yz1Zr8Eu0tjobLQEzP5U6aY





Ship Adjustments

  • Baseline Sails and Gun Hit Points are now 75% of a ship's maximum Hull Hit Points
  • Cannons now fire 4 volleys and delay in between shots within a volley has been somewhat reduced
  • Rebalanced stat, skill, and damage values for most Ship Crewmembers and NPC shipcrewmembers
  • Fixed an issue where the ship Tillerman wouldn't recognize commands to change targeting types (ie. "Target their hull!")


Ship Cannons

Adjusted the number of cannons on ships as follows:


Small Ship / Small Dragon Ship: 2 Cannons per side

Medium Ship / Medium Dragon Ship: 3 Cannons per side

Large Ship / Large Dragon Ship: 4 Cannons per side

Carrack: 5 Cannons per side

Galleon: 6 Cannons per side


Base Cannon Reload Times for ships have been adjusted as follows:


Small Ship / Small Dragon Ship: 10 seconds

Medium Ship / Medium Dragon Ship: 15 seconds

Large Ship / Large Dragon Ship: 20 seconds

Carrack: 25 seconds

Galleon: 30 seconds



Ship Stationary Accuracy Bonus

  • Ships gain a 1% bonus to cannon accuracy for each second they remain stationary before firing, up to a maximum of +10% accuracy


Ship Upgrades

  • The Luck lesser ship ability now increases Cannon Accuracy by 15% and reduces enemy accuracy by 15%
  • The Boarding Hooks Regular Ability upgrade now lasts for 45 seconds
  • Added a Boarding Pikes Regular Ability upgrade that reduces enemy boarding chances by 75% for 45 seconds

Ship Boarding

  • Players can now begin making boarding attempts on enemy ships if either the target ship's Sail or Gun Hit Points remaining are below 50%
  • Players may now make boarding attempts on ships every 15 seconds
  • Chance to board an enemy ship begins at 0% and scales up to 100% as either it's Sails or Guns approach 0% remaining (uses the lower value of Sails or Guns to determine boarding chance)
  • A ship's boarding chance bonus from ship stats and bonuses from upgrades increases the base boarding chance (i.e. a ship with a 25% boarding chance bonus and a normal boarding chance of 50% would have an effective 62.5% chance for boarding success)
  • When a boarding attempt is made, all members of the ship are notified and the system message displays the effective boarding success chance of the attempt
XGgTMMNGL1JOxAkwCHwrkfJikK81KgNBvGjFAVzZnI-D3KisFzYlXPMACDFOkSC1kUMkF-nfDXUYLxwNCntCKxFMR4KKDL3pRshhScyse8k-qIkQoQ7QZ9JKnfIi0Lji9736PuCh




Auto-Join Boarding

  • Players can now opt to "Auto-Join" friendly boarding parties
  • If the player has Auto-Join Boarding Parties enabled, whenever another player launches a Boarding Party from their ship against another ship, they and their followers will board the target ship along with any other players / crew

Players can change their Auto-Join Boarding Paries setting from the following locations:


  • The Boarding Rope gump window
  • The Player Page of any ship gump
  • Typing [AutoJoinBoardingParties
  • Selecting it from Help Page -> Commands Tab - > Ships Group -> Auto-Join Boarding Parties
LuCB7b37yym2KJFl2NTF66npeAK_0UCXtU5eOyOev0NSgv_VJK0WzQ893ZqevTHgAwVMGRZBptkiGtvfY63bB5BJ0l-Asl19ocbNC3Qj0QnI8g5hR1qNvaF1xZzayct7VHgdREWG





z0-6v8WcAwODtVejT8llFnvvYIq-dbe_Tjix5cv3jH142xev8al0CWTRu5HL5Gia4non8LbsFgGGuTVepqgxv5brjV4Mrv_4Qgjm5biqnwo3qPWk5vjS63w5v0Tz6NDb0FsHxZI3





Hiking

  • Players using the Hiking mechanic of the camping skill will now be revealed while hiking to their destination


Cooking

Reorganized required skill levels for cooking recipes as follows:


Meagre Food Recipes: 75 Cooking Skill

Adequate Food Recipes: 100 Cooking Skill

Appetizing Food Recipes: 110 Cooking Skill

Delectable Food Recipes: 120 Cooking Skill



Forensic Eval and Skinning

  • Fixed an issue where it wasn't checking a player's Forensic Eval skill to determine their maximum skinning damage / barding bonus


Shrine Corruption

  • While a shrine is currently corrupted, players may not resurrect there


Research Notes

  • Fixed an issue with checking for players needing the minimum skill required for each research type


Poisoning

Adjusted the skill ranges required to apply poison potions as follows:


Lesser Poison: 0-40 Poisoning

Regular Poison: 35-60 Poisoning

Greater Poison: 55-80 Poisoning

Deadly Poison: 75-100 Poisoning

Lethal Poison: 95-120 Poisoning



Sheep

  • Sheep wool respawn rates are now randomized between 10-20 minutes
  • Sheep respawn rates (upon death) are now randomized between 10-20 minutes


Herding

  • Players can now passively gain Herding skill while fighting with tamed/summoned followers that deal damage to a Focused Aggression target (skillgain chance is scaled upwards based on creature's control slots for balancing purposes)


Guilds / Factions / Parties Creature Flaggin

  • Added a number of notoriety checks to update tamed and summoned creature notoriety color when players join/leave guilds, parties, and factions


Dusk Dragon / Dusk Drake

  • Dusk Drake is now 100 Minimum Taming skill
  • Dusk Dragon is now 110 Minimum Taming skill


Misc

  • Fixed several issues with NPC Healers not resurrecting players
  • NPC Healers will no longer resurrect Murderers (must be resurrected at Shrines or by other players)
  • Kindling and Cannonshot can no longer be recycled
  • Added several safety checks to hopefully prevent the Arena-lockout bug from occuring
  • Added a mechanic to forceably end any Arena matches ongoing more than 45 minutes (specifically to combat potential Arena lockout issues)
  • Fixed an issue with rare-colored clothing named (no longer will say "monster hunter society a wizards's hat"
  • Fixed an issue with the Faction Hotbar not updating the time until "Next Faction Struggle Begins" in between faction struggles
  • Added some safety checks to logout any players who become "floating", i.e. still in game but not logged in


Ship Stats

Rebalanced base ship stats as such:


Small Ship and Small Dragon Ships

2000 Hull Points / 1000 Sail Points / 1000 Gun Points

2 Crewmembers

3 Cannons Per Side


Medium Ship and Medium Dragon Ships

3000 Hull Points / 1500 Sail Points / 1500 Gun Points

3 Crewmembers

4 Cannons Per Side


Large Ship and Large Dragon Ships

4000 Hull Points / 2000 Sail Points / 2000 Gun Points

4 Crewmembers

5 Cannons Per Side


Carrack

5000 Hull Points / 2500 Sail Points / 2500 Gun Points

5 Crewmembers

6 Cannons Per Side


Galleon

6000 Hull Points / 3000 Sail Points / 3000 Gun Points

6 Crewmembers

7 Cannons Per Side



Repairing Ships

  • Players can now repair ships while the ship is moving


Ship Crewmember Damage

  • Adjusted several scalars to make ship-to-ship combat more impactful (but deal less damage to players)


Ship Crewmembers

  • Rebalanced the stats and skills of both player and enemy NPC ship crewmembers to make combat more impactful


Readying Crew / Send Crew Below Deck

  • Fixed several issues with the handling for reading crew and sending them below deck

The cooldown timer for "Managing Crew" now only resets when one of the following occurs:

  • Crew are sent below deck by a player
  • All crewmembers on a ship have died
  • The ship docks


Ship Ability Damage

  • Fixed an issue that was causing ship abilities to deal much more damage than was intended


Ship Boarding and Boarding Party Damage

  • Fixed an issue where players could board a ship that was not at 0 Sail Hit Points or 0 Gun Hit Points
  • Boarding cooldown now is a flat 30 seconds (no longer affected by ship stats / abilities) and triggers on declaring a boarding attempt (and not when recalling boarded crew)
  • Rebalanced a number of Ship Upgrades to boost Boarding Chances to be more substantial
  • When a player boards another ship, all NPC crewmembers from their ship gain +50% of their ship's Boarding Chance as a bonus to their damage inflicted while boarded on the other ship

1V7DHjoJ7gFOn_upv9QS4ASZalalsQcgiyvpD9i2BB48x-1PYp9JPErZKE2gdez2rJ67fcxq97HCzLtFMxMBaP9rYMsaDnST_yHAZDYV2abjV8bBr0TIuExFRwM0MXur1eGIfhjD






Misc

  • Fixed an issue with several ship upgrades displaying "Cannon Accuracy" when they should have been displaying "Cannon Damage"



Guilds and Factions

  • Removed the Global War mechanic
  • Added a 3rd Faction called Freedom
  • During normal hours, guilds who are members of the Freedom Faction flag as enemies to both Order and Chaos guilds, as well as all other guilds in the Freedom faction itself (players can still individually set their Faction Participation level for combat, however)
  • During Faction Struggle events, each Freedom guild is randomly assigned to participate with either the Chaos or Order Faction for the duration of the event (1 hour)
  • Players will receive overhead text messages during Faction Struggle countdown announcements indicating which faction their guild will be siding with (Chaos or Order)

Updated Rules for Faction Flagging/Notoriety during normal game hours and Faction Struggles are displayed below:


4ThRqMyrNFut4UCcAelQ-kgaU_wfCVe0wk44zmFzb7H9C7WFoMD0uAvDA7VUWJSYyTXgjeeHMDtqVsbVq-7b0C93lVkLz0DylVlXKyUj0--ePQ6iSVHREpZyruozhLAOVXSKfdiY






When a player changes their guild's Faction, they now will see how many guilds and total players across guilds in the faction have been active in the last 30 days


Rw2ddE3-hCsXbMCAE-BnuLcoFvZoLWcN8nzKK-Yac_1lQvY9X-1prQRBEWLXV23wN_PT94nvZXg9dFrwaWxIEEhib-ztXav3TrKPuzsoVw8soB67x5iazqabd9pJKamH5jW85948






The Order faction now has a new hue (Burnished Gold)


8ZRSMm25F2WOSd_rllRUzQwPlB4zj7IKcSNNjbkvvLWT8WsrmKWkO_CzCH1SLvGYisazZrO1M9hW8n0fsQ9LEOLTfhu4qYhRogef5oB6BrxK1gnkyr3axsU4JOntZOCz0zEMRosQ





Faction Struggles

  • Added a new Town Faction Struggle location: West Prevalia
  • Added 8 new Wilderness Faction Struggle locations: Desert Dwellings, Lizardman Fort, Cathedral St. Francis, Andaria Rolling Hills, Umbermare Settlement, Ruined Lycaeum, Snow Fortress, and Prevalia Quarry
  • At the start of a Dungeon Faction Struggle, creatures within 24 tiles of Capture and Respawn locations will be removed and not respawn until after the event completes
  • At the start of a Wilderness Faction Struggle, creatures within 48 tiles of Capture and Respawn locations will be removed and not respawn until after the event completes
  • Fixed an issue where some dungeon Faction Struggles weren't triggering as mountless


Tamed Creatures

  • Base starting Hit Points for all creatures reduced by 50
  • Max Leveling-Upgradeable Hit Points amount returned to 50% (was 25% in last patch)


Non-Tamed Creatures

  • Conducted a massive overhaul of creature difficulty, increaseing the damage, ability effectiveness, and hit points of most creatures
  • Adjusted some spawn locations slightly


Misc

  • Poison against creatures will downgrade to Lesser Poison if the poisoner that applied it is dead (or more than 18 tiles away)
  • Fixed a crash related to Paragon Chests on ships
  • Paragon Chests for Paragon Ships will now display the ship name + type when single clicked; i.e "a paragon chest (large orc reaver carrack)"
  • Fixed a crash for Slithercreep (Shrine Boss)


Spirit Speaking

  • No longer adds 10% Charged Spell Chance
  • No longer adds PvM Damage Bonus for Magical Spellbooks (but still allows for Magic Spellbook usage in PvP as before)
  • When a player casts Magic Trap onto an Empty Spirit Stone, they now receive a gump prompting them whether to create a Spirit Summoning Stone or a Spirit Spell Stone
  • When players use the Spirit Speak skill, they will now fill both Spirit Summoning Stones and Spirit Spell Stones

Spirit Stummoning Stones

  • Used to upgrade summoned creatures to Elder and Ancient variants (same handling as before)

Spirit Spell Stone

  • Whenever a player casts a spell against a creature and it becomes Charged, if they have an activated Spirit Spell Stone with adequate spirit energy (2% Filled * Spell Level) they will have a (Spirit Speaking Skill / 100%) chance to fill the spell with Spirit Energy
  • A spell filled with Spirit Energy has its Charged Damage bonus increased by an additional (50% * (Spirit Speaking Skill / 100))
  • A spell filled with Spirit Energy has a (Spirit Speaking Skill / 100%) chance to refund the spell's mana cost


Inscription

  • No longer adds PvM Damage Bonus for Magical Spellbooks (but still allows for Magic Spellbook usage in PvP as before)
  • Players using a scroll to cast a Level 1-6 spell will have a (40% * (Inscription Skill / 100))) to not consume the scroll
  • Players using a scroll to cast a Level 7-8 spell will have a (80% * (Inscription Skill / 100))) to not consume the scroll
  • Players using a scroll to cast a spell will receive a (25% * (Inscription Skill / 100)) Damage bonus
  • Players using a scroll to cast a spell will have a (25% * (Inscription Skill / 100)) chance to have the spell's mana refunded


Trapped Pouches

  • Maximum Trapped Pouches allowed at once in PvP is now 15 (previously was 10)
  • Default Ruleset limit for maximum Trapped Pouche usage allowed increased to 15


Detect Hidden and Placed Traps

  • Floor-placed traps now increase their damage by (50% * (Detect Hidden Skill / 100))


Tinkering and Trapped Containers

  • Player-trapped containers now increase their effectiveness by (25% * (Tinkering Skill / 100))


Camping

  • Camping now provides a (25% * (Camping Skill / 100) Damage bonus


Tracking

  • Tracking now provides a (25% * (Tracking Skill / 100) Damage bonus against the player's Marked target


Herding

  • Focused Aggression now provides a (25% * (Herding Skill / 100) Damage bonus


Lumberjacking

  • Provides a (25% * (Lumberjacking Skill / 100) Damage bonus with Axes


Mining

  • Provides a (25% * (Mining Skill / 100) Damage bonus with Macing Weapons


Fishing

  • Provides a (25% * (Fishing Skill / 100) Damage bonus with Spears


Forensic Evaluation

  • Provides up to a (25% * (Forensics Skill / 100)) bonus for each Slayer Group type when carving corpses
  • Increased the rate at which players improve their Forensic Slayer bonus


Blacksmithing

  • Provides a (15% * (Blacksmithing Skill / 100)) Damage bonus for the player when using any Blacksmithing-craftable weapons (includes magical and aspect armor)
  • Provides a (25% * (Blacksmithing Skill / 100)) Armor bonus for the player when wearing any Blacksmithing-craftable armor (includes magical and aspect armor)


Carpentry

  • Provides a (25% * (Carpentry Skill / 100)) Damage bonus for the player when using any Carpentry-craftable weapons (includes magical and aspect armor)
  • Provides a (25% * (Carpentry Skill / 100)) Armor bonus for the player when wearing any Carpentry-craftable armor (includes magical and aspect armor)


Tailoring

  • Now provides a (25% * (Tailoring Skill / 100)) Armor bonus for the player when using any Tailoring-craftable armor(includes magical and aspect armor)
  • When receiving a melee hit from a creature, the player will inflict (50% * (Tailoring Skill / 100)) of the Damage they receive onto the attacking creature as well

Damage amount is reduced if player is not wearing a full suit of leather armor, with penalties as follows:


Missing Leather Helmet: 7% Damage Reduction

Missing Leather Gloves: 7% Damage Reduction

Missing Leather Helmet: 14% Damage Reduction

Missing Leather Arms: 15% Damage Reduction

Missing Leather Legs: 22% Damage Reduction

Missing Leather Chest: 35% Damage Reduction



Parrying

  • Players with the Parrying skill now have a (25% * (Parrying Skill / 100)) chance to parry spells cast by creatures
  • A parried spell reduces its damage to 25% of normal


Barding

  • Fixed an issue with barding skill usage cooldowns not behaving properly


Discordance

  • Discorded creatures receive a 25% penalty to damage dealt and 25% increase in damage taken
  • Discorded creatures receive an additional 25% penalty to damage dealt against the bard who discorded them
  • Players may now target themselves with the Discordance skill to perform an area-based discordance effect
  • Discordance AoE uses normal cooldowns, and when activated, makes a skill check against each non-tamed creature within 8 tiles. Successes discord a creature for 5 seconds


Provocation

  • Provoked creatures now deal 50% of their normal damage (previously was 75%)


Slayer Weapon Bonuses

  • Slayer Weapons are reverted back to +15%, +30%, and +45% damage bonuses for Lesser, Regular, and Greater Slayer respectively


Telekinesis and Explosion Potions

  • Players may cast the Telekinesis spell onto a creature, which will apply to them for 60 seconds
  • When a player throws an Explosion Potion and directly targets a creature with a Telekinesis effect in place, the explosion potion will follow the creature when they move, until it explodes


Misc

  • Updated Discordance and Peacemaking skill use messages to let players know they can target themselves for AoE effect
  • Players may request a mount from the testing Player Editor at most once every 5 minutes
  • Arcane Runes may no longer be placed in town
  • Fix for several Achievement Reward gump issues
  • Fixed an issue where Moongate Gump selection sounds were being played externally (and not just for the player)



Forensic Eval / Skinning

  • Removed the Slayer mechanic from skinning with Forensic Eval
  • Players will now gain a global damage against creatures from skinning corpses, up to a maximum of (25% * (Forensic Eval Skill / 100))
  • Players now gain a global barding skill bonus against creatures from skinning corpses, up to a maximum of (10 * (Forensic Eval Skill / 100))
  • Forensic Eval bonuses lasts for 12 hours (and is refreshed anytime a creature is skinned)
  • Messages when players skin a corpse will now list the damage bonus and barding skill bonus the player is currently at

_tOunSCJTaoT5-WRWnRD6Z1hL5B-Rxg1SD6YH3_rZDKU9J4eKB1d_uePVeYUKUHNOBk8L0-PSVWPy2HzVmKeZ-W_2gqdnJ_Gqkbivt8qz1wApn1R_hDfNtqZ0II7Bj-q7KhqTjP7






Guilds and Factions

  • Players can no longer commit hostile actions against players in their own Faction
  • Players can no longer commit beneficial actions against players in opposing Factions

Global War

  • Added a toggle in the guild Overview page to allow a player to change their participation level for Global War if their guild has Global War enabled
  • Players may only change their Global War participation once every 24 hours

W1Vyz-Hwg-8dprbNwSXFa_fP8_-LpRuLr8jembbUnAABktdlM8BHGMKY5Wz7i3lpQwAxOvRV7xqzc5CsKgrPiAMRettnuEt5nYl7rF_84M7CFM2YuVL1WFdkWq_MzCwnHXhwZYS9






Fixed an issue where the "Remove Player From Guild" button wasn't displaying in the Member Info button when clicking on a Guildmember


xFoVFu_Etq7hMcNyCpHWgEyWiWLqa3QHi-PM0Pkbvj4sIKZf90KOEyR7ec7mP0LmmgY46OEdkn6urrIRIC0E6XywlMqilBGKRaKtcJNMTwxVWnAyeGUyCOE8tqg-CP-7W-A3ImhW






Poisoning Food

  • Fixed several issues with poisoning food that were causing crashes
  • Fixed handling for stacking poisoned foods and poisoning stacks of food
  • Players single-clicking on a poisoned food item that they themselves have poisoned will display a message showing the poison level of the item


Harvesting

  • Harvesting tools should now properly display their remaining number of uses


Resource Maps

  • Lumber, Ore, and Skinning Maps now should now correctly randomize their resource material type (previously was defaulting to Dull Copper / Dullwood / Dullhide)
  • Increased the base search range for all Resource Maps to 4 (amount increases based on player harvest skill + tool quality)
  • If the player searches and discovers the location of their Resource Map (and sets up a camp) a tracking arrow will point to the harvest location if the player is more than 4 tiles away from it

xDJz3KqhGVyDr7N7457bm8SOyOjmFC0_qYyKAw2YA9-DA56rh5Es8nC6l1F51Q084wVciNJTsapf6OJK7ZVDQkJ6Nb-cFT01g4HdAy2UG5y_gSeG9YAOT7fwDNDKmBLiN3r_KfpO






Tamed Creatures

  • Flame Purgers and Corpse Purgers now do their "standard" attack on a normal dex-based swing timer and use wrestling to hit targets (and gain damage bonuses as normal
  • Flame Purgers and Corpse Purgers now have the Cooldown ability "Giant Flame Barrage / Giant Corpse Barrage" that deals 2 automatic hits
  • Flame Purgers now have the Burn trait (instead of Teamwork)
  • Phoenix now have Massive Fire Barrage ability that deals 3 automatic hits
  • Phoenix now have the Burn trait (instead of Breach)
  • Fixed an issue where the Burn trait was lasting too long (should be 3 seconds duration)
  • If a player uses the Hiding skill or is targeted with the Invisibilty spell, any creatures they control within 12 tiles that has stealth will also immediately attempt to enter stealth if their ability cooldown is refreshed
  • Fixed an issue where dead tamed creatures were regenerating health

Creature Experience

  • Removed a mechanic where creatures would only gain experience based on their total damage dealt to a creature (should now get full amounts)

Passive Taming Skill Gain

  • Removed a mechanic where chances at passive skill gain were based on a creatures total damage deal to a creature (now scales based on control slots of the creature)


Creature Spawns

  • Creatures in dungeons (except for Mini-Bosses and Bosses) will now respawn at least once per day (to ensure a good rotation of potential paragon spawns)


Societies

  • Fixed an issue where players werent correctly sharing Society data between characters on their account
  • Fixed an issue where Society data wasn't being stored correctly (player's points were being reset as well)


Begging and Ship Crewmember Contracts

  • Ship Crewmembers will now spawn in Taverns throughout the world
  • Players can use the Begging skill to make Recruiting attempts on them (one recruiting attempt is allowed per day on each individual crewmember)
  • On a success, the Ship Crewmember leaves the tavern and joins the player as a Ship Crewmember Contract that appears in their backpack
  • Ship Crewmembers respawn in taverns every 12-24 hours

s6bpSv9K6z86BQ-fttifrQs3iEQYrPsjgzRRNqHJH2GQZiJh3ZDaXJro1NboPz8gdUOMLCVwsSuqF_joTsyx0wM2ABhkVMFwhAtxPtowI3XwbVVCpgHE4bo367iau5iXyeWQVJ_y





Players can sell unwanted Ship Crewmember Contracts to Shipwrights for a price of 25 gold per rank of the crewmember


2pXp0wZKId32n77e_g5poIMiRt8oMgTfKM_9SDiD4Afd6EX6K05bES50gw7BzkB-FZqYBsLONt2vQ1rc71un85Is1C453qpJHeQcsprksPcUM_5Mb1wEmPwEdTV3pqjz6qY5Y1fn






Crafting

  • Leather-crafted footwear now should properly adopt their correct leather material color


Misc

  • Fixed an issue where Spirit Stones werent losing their charges after 24 hours
  • Fixed a crash issue caused by Fire Fields created from the Burn trait
  • Fixed a crash issue caused by generation of Paragon Chests
  • Fixed an issue where players going over 70 Tactics skill due to Magical Weapons were unable to gain Tactics skill in the New Player Dungeon
  • If a player's Arms Lore skill drops below the amount needed for Disarm, they will no longer make Disarm Attempts
  • Temporarily removed the IP limit on account creation (only for Beta Testing)
  • Players can now use the Animal Lore skill on creatures up to 12 tiles away (previously was 8)
  • Fixed an issue with the Protection spell not clearing on player death
  • Players using the Stuck feature will now have their pets (all within 24 tiles) travel with them (pets will be killed along with the player if using the feature in a restricted area, however)
  • Players now start at full mana on character creation (to prevent unwanted "meditation" skill gain)
  • Fixed Lockpick graphics on several NPC vendors
  • Fixed the spelling of Honor in Atlases
  • Players who are hidden and trigger a trap on a Locksmith's Training Box will not display an explosion (will just send an explosion sound to the player)


Tamed Creatures

  • Conducted a massive overhaul of tamed creature traits (selected when leveling)
  • Tamed creatures now passively regain 1 hit point every 5 seconds


Leveling / Upgrading Creatures

ZtG8AN0z9H3MgXd0WSmOiQtfufloHcmFDELPt9GsqSb-HQNYOTKmpu8YrkiPXAGVWMU-ovI1SP8KT5-TtfoqBgoqoUjT42Uh6iYb58ySMQ_Fada-AEpwt9PDrxZwV3J5j_uNFF4E




  • Reduced the rate at which creatures gain XP significantly
  • When leveling a creature, all stats and skills can now be increased up to 10 times (each stat and skill has a different increase amount granted per "click" however)
  • When leveling a creature, upgrading any individual stat or skill 1-5 times in a single level costs 1 Point for each increase (numbers will be in green)
  • When leveling a creature, upgrading any individual stat or skill 6 times or more in a single level costs 2 Points for each further increase (numbers will be in pink)

Total stat and skill maximum upgradeable amounts are now as follows:


Wrestling: +25%

Dex: +50

Damage: + 25%

Armor: +50

Magic Resist: +100

Magery: +50%

Eval Int: +100%

Poisoning: +100%



Non-Tamed Creatures

  • Non-Tamed creatures with abilities now have the same base ability cooldown duration as tamed creatures (15 seconds instead of 10)


Veterinary

  • Removed the 50% healing bonus when bandaging tamed / summoned creatures


Forensic Eval / Skinning

  • Skill usage cooldown from Forensic Eval / Skinning corpses has been reduced from 2 seconds to 0.5 seconds


Spirit Summoning Stones

  • The amount of Spirit Summon Stone charge used when casting the Summon Creature spell is now scaled based on the Control Slots of the creature summoned (charge usage is doubled for 2 Control Slot summons)


Tinkering Traps

  • Player-Placed Traps now only require 80 Tinkering and 80 Detect Hidden to place (damage is still increased by having additional Tinkering and Detect Hidden skill)


Misc

  • Fixed graphic displayed for Skinning Knives in vendor purchase gump


Damage Values

  • Player Weapon damage values against creatures is now 200% of normal
  • Player Spell damage values against creatures is now 300% of normal


Poison and Taste ID

  • Player-applied poison now deals +50% damage against creatures
  • Player-applied poison now has a (50% * (Taste ID / 100)) damage bonus

Barding

  • Provoked creatures now deal 75% of their normal damage (previously was 50%)
  • Discordance now provides a 50% effect for the bard applying it, and a 25% effect for all other players and creatures (including the bard's) against the target
  • Peacemaking now has an area-of-effect ability, which is triggered by the player targeting themselves with the skill instead of a creature
  • Peacemaking AoE uses normal cooldowns, and when activated, makes a skill check against each non-tamed creature within 8 tiles. Successes pacify a creature for 2 seconds
  • When players make a successful barding attempt, they have a x2 normal chance for skillgain


Animal Taming

Players now have a maximum Animal Taming skill gain amount possible from individual creatures, as follows:


Player has 0-50 Taming Skill: Maximum Skillgain of 5 per creature

Player has 50-70 Taming Skill: Maximum Skillgain of .2 per creature

Player has 70+ Taming Skill: Maximum Skillgain of .1 per creature


Players will receive a system message informing them if they have met the maximum skillgain on a creature



Tamed and Summoned Creatures

  • Conducted a massive overhaul of tamed creatures stats and abilities (see Bestiary page for details)
  • Trilobites are no longer tamable (will be repurposed later)
  • Fixed an issue where pets could potentially run out of mana after long periods of time


Animal Lore

  • Added an "Abilities" button to the Animal Lore gump to view which Passive and Cooldown abilities any tamed creature has
  • Players may click the "Info" button next to any ability to view details for it
X6DtezhOZtbZWvYLJLJKb5zUko3RvZxBSWrJt2t400wE0A2QWO46pJLbyOHqN1cyL2u3S7fq06s6xizdqeEB3Y8PfaKH4LJqKg_w4ybc23r7a1PZ4JiY1hV5FqEnKkYObA8xT7bu





Creature Levels and Upgrades

  • Creatures now receive 30 points to upgrade their creature when upgrading stats / skills
  • Dex, Armor, and Magic Resist are now flat increases rather than percentage-based increases when upgrading pets
  • Fixed an issue where "New Values" for Dex, Armor, and Magic Resist weren't displaying correctly


Aspect Gear

  • Fixed the display values for Accuracy, Tactics, and Armor of Aspect Gear in the Arms Lore and Player Stats Profile Pages
  • Fixed the single-click text displaying for Aspect Gear items for several cases


Tinkering

  • Created Locksmith Training Boxes
  • Locksmith Training Boxes can be purchased from Provisioners, Tinkers, or Thieves
  • Locksmith Training Boxes can be crafted with Tinkering
  • Players can train both Lockpicking or Remove Trap from 0 to 95 skill on a Locksmith Training Box
  • If a player springs a trap on a Locksmith Training Box, it will deal zero damage
  • Locksmith Training Boxes will automatically reset their locks and traps if a player successfully completes them
X0-1akFlfnDJRgb_rGE31Nvw26GdmFmURSujr40Bo-5BRbQ3-uMwRzYrZ7IzOQ_8EAKBnVHmicRU9zUNjwaMyk4KeW_LMVM4REGjA_2uHsdHF8IjQTdHQI3a4mM0AnRoPbFw8jCp






Forensic Eval and Skinning

  • Forensic Eval skill can now only be increased by skinning creature corpses and skill gain rates have been rebalanced as such
  • Forensic Eval no longer benefits from the Active Skill Gain bonus
  • When players use the Smart Harvest mechanic to skin multiple nearby corpses, they will make a skill gain check for each corpsed carved (potentially resulting in multiple skill gains)

Spells

  • When Clumsy, Weaken, Feeblemind (or Curse) are cast onto a player who already has that effect active, it will not reset the timer on that individual effect
  • Fire Field damage should now be correctly tracked with [DamageTracker


Polymorph Spell

  • Polymorph now has a new gump and new bodyvalues
  • Polymorph spell has a new visual effect
  • Players who are polymorphed now will have sound effects and proper animations matching the specific creature
  • Added 2 new Player Enhancements (Shape Shifter and Changeling) that add additional body values to the Polymorph spell
  • Added 2 new Player Enhancements (Druid and Witchdoctor) that increase the duration of the Polymorph spell

zprQ2k-9wyUFgYvtMHmwG07otKTldhyZAkMIiwnQ2kJXmBbxwE_8BJ43STWhPxB8W1KlBmwyUZu8F4mYc7ZHrf4oDgw_LWFyuLjCR-AUqx1nyIW125rA13_TDM8lRzV7X4_3LUqm






Achievements

  • Converted Achievements into a single reward point system (rather than reward points stored for each individual category)
  • Some achievement reward items will have a prerequisite achievement that must be completed first before it may be purchased (the category and name of the required achievement will be listed below the item, along with a button to jump to it's achievement page entry to view its details)


Misc

  • Maximum Parry and Magic Resist skill gains allowed per creature should now be functioning correctly
  • Players selecting Inscription from Advanced Character creation now receive a 250 charge Spell Stone
  • Storage Shelves should now correctly drop items into pouches, backpacks, and bags again
  • Paragon Chests should now have the correct Slayer level of items inside
  • Maelstroms should now flag as lootable when killed
  • "Strange" versions of creatures in Aegis Keep are no longer tamable
  • Fixed some issues where Fire Fields wouldn't damage creatures
  • Fixed Doppelganger spelling in several places
  • Fixed an issue where players could accidentally bring NPC dockmasters aboard their ships
  • Fixed an issue where players attempting to release a creature in a restricted area would cause a message spam
  • Fixed an issue where the Blacksmithing skill was increasing displayed damage for Wrestling attacks (in the status bar)
  • Sanguineous' blood spray attack now has a longer delay in between attacks


PvP Spell Handling

  • Fixed an issue where the Poison spell wasnt being resisted properly
  • If the Poison spell is resisted, it will not cause a Disrupt
  • If the Weaken, Clumsy, or Feeblemind spells successfully affect a player (lower their stats), they will have a 100% chance to cause a Disrupt
  • Mini-Heal no longer has a "diminishing return" mechanic and heals a flat 6-9 damage
  • Harm now deals 8-12 damage at 1-2 tiles, 4-6 damage at 3-4 tiles, and 2-3 daamge at 5+ tile distance from it's target


Player Aggression / Combatants

  • Fixed a number of issues with player "aggro"
  • Players will now only "set" their combatant by double-clicking them or casting a harmful spell on them
  • Players will now longer change their combatants when they bard creatures or their followers/summons aggro other targets


Player Notoriety / Post-Death Flagging

  • Fixed an issue where players would stay in combat with a player that died (and would autoattack them as soon as they ressed)
  • Fixed a handful of issues where aggression flagging wasn't being cleared on death


Murder Counts / Resurrection Penalties

  • Created new gumps for "I must consider my sins" / [ConsiderSins
  • Created new gumps for Murder Resurrection Penalties
B6tc9G0kwrlhE2HN5yJIxukq7N17Vq48SgDsqRc_RjnzFZzsU12IkRo_Z9zWNcpPU4ZnyBKYpVQaUf5EphtJUb9R8Q-8yckAuqYnbFnzrEb_pz0ORqGyVNEsN0aEfONV0yJSGyiL




  • Players who die and then resurrect with 5 or more Short Term Murder Counts now must always pay 25 Gold for each Lifetime Murder Count they have
  • Lifetime Murder Counts never decay
  • Short Term Murder Counts decay every 72 hours
Players also must select from one of the following options:


Resurrection Option 1

  • Pay 250 Gold Per Short Term Murder Count
  • Short Term Murder Counts are reset to 5
  • The player and all characters on their account cannot commit hostile actions (harmful actions against blue players) for the next 24 hours (i.e. an Account Aggression Restriction)

Resurrection Option 2

  • Pay 500 Gold Per Short Term Murder Count
  • Short Term Murder Counts are reset to 5
  • The player and all characters on their account cannot commit hostile actions (harmful actions against blue players) for the next 1 hour (i.e. an Account Aggression Restriction)

If the player already has an Account Aggression Restriction timer in place that has not yet expired, any new time penalties will stack with existing ones


s9SayQu3sDAZ2Q1zE_4luSJUJhNb4q8rcus6YtXb_ji8ESm-7_tzZUjGXBBE-TxldvmyNIlk7anBV4XgKacoa00DEgktMOULHgPFoiJn8wlAYdRFGWrY-Jl1sXNb8MzjOTJ5xKtc






Poison

  • Poison damage against non-tamed creatures now inflicts +100% damage of normal
  • Whenever a non-tamed creature takes damage from poison, if the creature or player that poisoned them is more than 18 tiles away, the poison will downgrade to Lesser Poison damage


Creature Poison Resistance

  • Whenever a poisoned creature is affected by poison (i.e. a poison tick) they have a Poison Resistance % chance to ignore the damage from poison, and will display an overhead "*resists poison*" orange text


Taste ID

  • Taste ID has now been added to the Skill Mastery system (players can increase Taste ID up to 120 skill through Skill Mastery Scrolls)
  • Whenever players passively regenerate extra points of Hits, Stam, or Mana due to Satisfaction from eating food, they have a (50% * (Taste ID skill / 100)) chance to increase the amount regenerated from 2 to 4
  • Any poison applied by a player (via weapon or spell) to a non-tamed creature will have its damage increased by (25% * (Taste Id Skill / 100))
  • Any poison applied by a player (via weapon or spell) to a non-tamed creature will reduce that creature's Poison Resistance value by (50% * (Taste Id Skill / 100)) of normal (i.e. Taste ID of 100 reduces a creature from 50% Poison Resistance to 25% Poison Resistance)

Herbal Poultices

  • When players use the Taste ID skill and target the ground, they will attempt to scrounge for herbs and apply an Herbal Poultice to themselves and any friendly (blue or green) targets within 8 tiles
  • For the player who applied the poultice, they have a (50% * (Taste ID skill / 100)) chance to ignore any damage from a Poison, Bleed, or Disease tick for the next 20 minutes
  • For all other players affected, they have a (25% * (creator's Taste ID Skill / 100)) chance to ignore any damage from a Poison, Bleed, or Disease tick for the next 20 minutes
  • If a player already has a more powerful Herbal Poultice effect in place, it will not be overridden by a nearby player using the ability
  • Using Taste ID on the ground to create an Herbal Poultice has a 10 second cooldown, but has 10x normal skill gain chance


Research Notes / Lore Pages / Lore Books


Research Notes


jsqIz3wCICvZ0eyhP6uoTSvEGYXt7tGMc7YIRh1HPmAob3HHBxWi2rqduuRKJ3Om-0HwnkQCRITA0lNS3hQ_OOsTGhsS8HJsFapEVK_OHSt1LDjUgE85xzxmPQIoQPHjSxkdCrK2




  • Research Notes now drop as loot in a variety of sources (monster loot, dungeon chests, treasure chests, ship holds, etc)
  • Players may double-click Research Notes to view a Research window for them
  • The text of the Research Notes is scrambled, and players attempt to unscrable it by using 3 different research skills: Cartography, Detect Hidden, and Item Identification
  • Players must have at least 100 points in a related skill in order to attempt to research with that skill
  • Each Research Notes has a randomized combination of 5 research skill usages that are required in order to fully unscramble it
  • For instance, a research notes may require 1 use of Cartography, 3 uses of Detect Hidden, and 1 use of Item Identification
  • When a player makes a research attempt with a skill, and the total number of uses made with that skill are equal or less than the number required for the skill, a number of letters in the text will correctly unscramble


rk64z2wV6KTus4SZKKcCKbO3izGwh72yxiZizd00SZHj9_ovO791o_EvkzQmLjdwY2OPp2f8zB8DNT3EQjlu_TDUjZ0vQF4m2hebBoTTC3VFcK2p9Y-2ka3LAiaAEgYfctxQGZ7r




  • If a player makes a research attempt with a skill, and the total uses of that skill are above the number required, a number of letters in the text will unscramble erroneously
  • A player may press the "Restart Research" button to revert the text to it's original state
  • If a player makes 5 research skill uses and has not successfully unscrambled the text by then, they are forced to press the "Restart Research" button and start over
  • If a player manages to correctly determine the 5 research skills needed for the research notes, the Research Notes item will vanish and be replaced with a Lore Page item


Lore Pages and Lore Books


QvGVLbuISx6v-UtgmfjF5xS258qBSVrSpIwJT3Zhyt3AjVop1XDlcMEl5ZfgZl-k_ZK-b7H9RGV6YjBOxskEs5oDWclQIlOwkPwZGjK9kqgvxbOQuLjcCog3fpcjTtqUhRo_p8Qp




  • Each Lore Page, when double-clicked, displays a small bit of lore text from a variety of topics covering the game world
  • Each Lore Page belongs to a series, typically comprising of 10-15 other related pages (such as "Creatures of Aegis Keep")


xgZQxcRQZj0oRHJI-34iHVBlSh7hxkuElGveRP_rCU_JIJelzW-SyachLPTFeQRH-fm4y7xybOUNarulOpkLowTe4s-hbnJhgyHaRBoBG-w-Isj-WQJjMFxaV4ZaOiiDDoF21vY5




  • Players can craft Lore Books using the Inscription skill


UnV5ANMI5bG2jqnUylgjxUGzMuaxGgsT8bL-YcwopEOBGx4otpqBpiv1RomlsPm8-QfRGiIlY0Qa5-PH30cbkqMLee_CA_zqur7atFeO--oZ8SLuMj769wbtndbd7pYFlBtI1oQ4




  • Players can add Lore Pages to Lore books by either dropping a Lore Page onto the book itself, or using the "Add Lore Page" button inside the Lore Book's gump window and using the cursor to target the Lore Page
  • When adding a Lore Page to an empty Lore Book, doing so will set transform that book into one based on the the Lore Page's series (such as "Creatures of Aegis Keep")


l6rahZvaK-vY-GJE5FZwxktmkGqtGq7gmQPcV0S99yGoEaSb3Kw7qCfyOKXrtwwJKFXPrJQLdHMWnITNBz7i04NGCe1KGV5kN_YZp5DlQRuspAwrrhi_ZBzCMewcqVvbN4rDuZ0O




  • Players cannot drop the same Lore Page into the same book twice, and may only drop Lore Pages into Lore Books from the same series
  • When a player has added all necessary Lore Pages belonging to a series into a book, they will receive a Legendary Treasure Map (level 8) and a variety of other rewards (to be determined)


Rare Cloth, Reward Cloth, and Dungeon Cloth

  • Updated the hues for a handful of cloth as well as added a handful of new rare cloth types to loot tables


Loot Tables

  • Rebuilt loot table algorithms, notably increasing the chance of "special" items dropping on low-to-medium creatures compared to before


Forensic Eval / Skinning

  • Removed several infrequently used mechanics of Forensic Eval (determining recent corpse handling / determining recent container handling)
  • Skill gain for Forensic Eval will now only come from skinning corpses (balanced to mirror other harvesting skills)
  • Fixed a number of issues with the skinning captcha
  • Using "Smart Harvest" with Forensic Eval / Skinning Knives to carve all corpses within 2 tiles will now only harvest corpses that flag as non-blue to you
  • Using "Smart Harvest" to carve multiple corpses will make a skill gain check on each corpse affected


Tamed Creatures

  • Nightstalker has been changed to 2 Control Slots (to mirror other creatures using the same bodyvalue)
  • Nightstalker stats and skills have been rebalanced
  • Shade Wolf and Nightstalker now have new hues


Blade Spirits / Energy Vortexes

  • Creatures that normally will attack players will now attack Blade Spirits and Energy Vortexes (instead of only attacking when aggroed by them)


Misc

  • Prevalia Zoo Animals are no longer hostile (and there are now 2 of each in each pen)
  • Removed the Spellbook "double-click add all spells in pack to spellbook" mechanic: will later be replaced with an [AllSpells command
  • Added 0 Wrestling (unarmed) and 100 Wrestling Battle Trainers
  • Skill Mastery Orbs and Skill Mastery Scrolls can now be picked up and used by Young Players
  • Fixed a crash error on server restart related to Player Customizations
  • Spell Hue Deeds and Emote Deeds now must be used from a player's backpack


Arena Tournaments

Arena Tournaments now grant Arena Reward Points as Follows:


Each Round Victory in a 1vs1 Tournament: 10 Points

Each Round Victory in a 2vs2 Tournament: 15 Points

Each Round Victory in a 3vs3 Tournament: 20 Points

Each Round Victory in a 4vs4 Tournament: 25 Points


Winning a Tournament grants each players on that team a number of bonus points as if they had won 2 additional rounds (i.e. 20 bonus points for a winning 1vs1 tournament)



Mount Tokens

  • Players who are riding a Mount Token now follow the same handling as standard mounts when entering / exiting mount-restricted areas such as dungeons
  • Mount Tokens no longer have a usage cooldown
  • Mount Tokens are now available as rewards from Societies, Factions, Arena, and Achievement Reward purchases


Aspect Cloth

  • Aspect Clothing Dyes have been removed and replaced with Aspect Cloth in the Tailoring menu
  • Aspect Cloth require Aspect Distilllation and Wool to craft
  • Aspect Mask Dyes, Furniture Dyes, Shield Dyes, Runebook Dyes, and Backpack Dyes are now also craftable through various crafting systems


Reward Cloth and Items

  • Society, Factions, and Arena colored Cloth are now available as Reward purchases on their respective reward pages
  • Society, Factions, and Arena colored Mask Dyes, Furniture Dyes, Shield Dyes, Runebook Dyes, and Backpack Dyes are now available as Reward purchases on their respective reward pages


Dungeon Cloth

  • Dungeon-colored cloth will now appear as rare loot on monsters as well as in dungeon chests inside of dungeons
  • Dungeon-colored Mask Dyes, Furniture Dyes, Shield Dyes, Runebook Dyes, and Backpack Dyes will now appear as very rare loot on monsters as well as in dungeon chests inside of dungeons


Rare Cloth

  • Rare cloth, with 3 tiers of rarity, will now appear as rare loot on monsters, in dungeons / treasure chests, ship holds, etc
  • Dungeon-colored Mask Dyes, Furniture Dyes, Shield Dyes, Runebook Dyes, and Backpack Dyes will now appear as very rare loot on monsters, in dungeons / treasure chests, ship holds, etc

Player Customizations

  • Players will now be able to acquire three types of customizations (Enhancements, Emotes, and Spell Hues) that will be shared across all players on their account
  • Players can view their Customizations through the Help Menu (currently listed as "Enhancements" but will be changed shortly)

VosyLFy791eaU09PcXF4JFJld5fox6mayvlwpc7Sf926x1iUCBwXg1CayrlO7fUgA5mNvAn6EMY5EMxuORlw6Q8dZ8kXsJHKJuVX7nPWZY6jnZu4wFeFaB_AP0EHeNxtCgC9YAyr





Enhancements

  • Players can purchase Enhancements with gold to unlock a variety of account improvements (such as 6 characters on the account) or additional visual/audio effects when performing certain actions


Emotes

  • Players can unlock Emotes through Emote Deeds, which are acquired through the Achievements Rewards system and also potentially as gold sinks
  • When a player double-clicks an Emote Deed, they unlock a random Emote that they currently do not have
  • Once unlocked, players simply type [Anger or the respect name of the emote to use it
  • Players may normally only use one emote every 2 minutes, but this cooldown can be reduced with several Enhancements


Spell Hues

  • Players can acquire Spell Hues, which alter the color of their casted spells, and are acquired from a variety of sources in the form of a Spell Hue Deed
  • Spell Hue Deeds come in a variety of colors, including Arena, Faction, Society, Aspect, as well as Rare Cloth colors
  • When a player double-clicks a Spell Hue deed, they unlock the Spell Hue of the deed for a random spell that they currently do not have in that hue (i.e Mind Blast)
  • Players can rotate through their unlocked hues for each spell in the Spells Hue page and set each spell's preferred hue individually


Donation Shop Page

  • Overhauled the Donation Shop Gump (will be adding items in very soon)


Societies, Factions, Arena, Achievement Rewards Pages

  • Overhauled the Rewards pages and added a number of items (such as Dyes, Mounts, and Cloth)


Aspect Hues

  • The Command, Shadow, and Water Aspects now have "more shiny" colored hues


Aspect Moulds

  • All Aspect Moulds (Blacksmithing, Carpentry, Tailoring, and Inscription) now require 100 Skill to craft (instead of 110)


Aspect Distillation

  • All Aspect Distillation now require 100 Alchemy to craft (instead of 110)


Followers (Pets and Summons)

  • Fixed a number of issues for pets where certain abilities (such as Bleed) were not triggering as often as it should
  • When pets are tamed / released, they now should stay at the same health % remaining as before
  • Summons should now correctly appear at full health
  • Pack Animals when purchased will now correctly be at full health
  • Mounts that are "dismissed / summoned" when entering and exiting mount-restricted areas should now appear with the correct health remaining


Command Aspect Weapons / Spellbooks

  • Fixed an issue where a player's followers weren't receiving the damage bonus when their Command Aspect Weapon or Spellbook triggered


Veterinary Supplies

  • Players can now craft Veterinary Supplies at 100 Tailoring skill (requires 100 Cloth, 10 Bees Wax, 1 Greater Heal Potion, and 1 Greater Cure Potion)
  • Veterinary Supplies have 100 uses each
  • When players double-click veterinary supplies, they will attempt to heal all friendly followers (pets/summons) within 2 tiles
  • A player cannot use a bandage while using veterinary supplies and activating veterinary supplies will cancel any bandages they have in progress
After the player's normal veterinary bandage duration has occured (based on dex), all friendly followers within 2 tiles of the player will be treated as having been healed with a bandage, but with the following modifications:

  • Health restored is 50% of normal amounts when bandaging
  • Chance to cure poison is 50% of normal chance when bandaging
  • Chance to resurrect a dead follower is 50% of normal chance when bandaging
KZxfUxP5SMromikiURM8Yypi1ApNSftoF5YzzokpOJJkFVj3MIqZHv0gDZgGzqb9oBPkQW9bLqQnRM1XDcRRTx89ytoCaLSIcxV_1pFG2KbqYpzTtD3mKZWCmDnvtq1PD0TkbKPX







Adventurer's Rope

  • Players can now craft Adventurer's Rope at 100 Tailoring Skill (Requires 10 Leather and 1 Beeswax)
  • Adventurer's Rope have 25 uses each
  • Players may double-click Adventurer's Rope to choose a location to "Teleport" to, following the normal rules for the Teleport spell
  • Players may not use Adventurer's Rope if they have recently been in PvP (within 2 minutes) and may at most use it once every 5 seconds
KhuWtzYTnPZ1eue_ylYkshXzubeqgJPFEDhW1FAa_hkcTqrr9lE3_ZxE1SVdPT3w0hCUow_cmOtAmNr4gaPiNx4-HKz2P-RltCzILvyULKYok2ihAZ2MAJnUhIaMDJNNw_U-EN9b






Ship Spawners and Fishing Spot Spawners

  • Fixed an issue that was causing 10x more Ships and Fishing Spots to spawn than normal


Ore Smelting

  • Players can now double-click Ore to automatically search for a nearby forge within 2 tiles and smelt it
  • Players may now also double-click Ore inside of Pack Animals they control to attempt to smelt ore (provided the player is within 2 tiles of a forge)


Slayer Wands

  • Fixed an issue where AoE Slayer Wand Spells werent hitting targets correctly


Repair Kits

  • Blacksmithing, Carpenty, and Tailoring Repair Kits now only require 95 Skill to use


AoE Effects

  • Fixed a number of issues with AoE Spells and AoE effects such as Aspect Weapon/Spellbooks that would cause "guard whacking" and other notoriety issues in town


Treasure Map Chests

  • Fixed an issue where treasure maps were appearing as loot inside treasure map chests; Resource Maps instead will now appear as loot


Explosion Potions

  • Fixed an issue where players sometimes couldn't throw an explosion potion after a failed targeting


Skill Mastery Orbs

  • Fixed an issue where stacks of Skill Mastery Scrolls were deleted when used; they now correctly remove 1 from the stack


Aegis Keep Creatures

  • "Strange" creatures in Aegis Keep no longer grant any Aspect or Tamed Creature XP or other loot rewards


Spirit Stones

  • Spirit Stones should now refresh their 24 hour timer any time they gain or lose any charge percentage


Arcane Runes

  • Should now correctly disply the range and durations in feedback text


Paragon Chests

  • Single-clicking a pargon chest will now say which creature it came from


Wilderness Creatures

  • Creatures that do not drop gold (such as Birds, Black Bears, etc) will no longer spawn as paragons


Misc

  • Updated the locations for Moongates for Prevalia and Andaria
  • Fixed a number of issues with region boundaries (such as the Newbie Dungeon)
  • Fixed a crash issue relating to the Nobility Achievement
  • Fixed a display issue when single-clicking Cheese
  • Fixed an issue where single-clicking hued clothing on NPCs would display rare hue display information
  • Scribes and Mage Vendors now should sell the Unlock spell


Overworld

  • Added a large number of new spawn locations to the overworld
  • Rebalanced spawn tables, increased spawn densities and added a variety of additional hostiles to each overworld "biome" type
  • Adjusted spawn density for ships and fishing spots


Mounts

  • Players who are riding mounts and enter a Mount-Restricted area (such as a Dungeon or a Mountless Faction Struggle zone) will automatically have their mount "stashed away" and will be dismounted.
  • When a player exits a Mount-Restricted area (while alive) they will automatically re-mount any mounts they had stashed away .
  • If a player dies in a Mount-Restricted area, they will remount their stashed mount the next time they are alive and within a mount-allowed area (the player simply needs to walk 1 step to remount)


Mount Tokens

  • Players will have the ability to acquire blessed Mount Tokens which are used to summon a unique mount (has no combat ability however)
  • Players double-click Mount Tokens in their backpack in order to summon their mount and will immediately ride it (following normal restrictions for mounts)
  • Players may only activate a Mount Token once per 30 seconds
  • Players may double-click themselves or the Mount Token in their backpack to dismiss their current mount
  • Players riding a summoned mount who enter a Mount-Restricted area (such as a Dungeon or Mountless Faction Struggle Zone) will automatically dismiss their mount


Spirit Speak and Summoning Spells

  • The Summon Creature Spell now has a large variety of 1 and 2 control slot tamable creatures in the potential pool of creatures (up to creatures with Min Taming requirements of 70)
  • The Blade Spirits and Energy Vortex Spells can now be affected by Spirit Stones and can be summoned as Elder and Ancient Versions
  • All summons (including Blade Spirits and Energy Vortexes) have their stats and skills increased by (10% * (Spirit Speaking Skill / 100)))
  • Blade Spirits Hit Points and Armor reduced but Wrestling increased
  • Energy Vortexes Hit Points reduced but dramatically increased Wrestling and Magic Resist
  • Daemon Hit Points increased moderately
  • Fire Elementals Eval Int has been lowered, but they can now inflict Flamestrike attacks on Melee Hits and when hit by Melee Attacks (similar to Inferno Dungeon creatures)
  • Air Elemental Parry chance has been increased
  • Water Elemental Poison Resistance has been increased


Cooking

  • Rebalanced Cooking skill minimums for items to produce a better skill gain progression from 0 to 120


Tinkering

  • Rebalanced some Tinkering Item skill requirements to ensure several items are available at 80 Tinking skill for skill gain


Tailoring

  • Robes, Dresses, and Fancy Dresses now take 14 Cloth


Blacksmithing

  • Chaos and Order Shields added to Blacksmithing crafting list


Recycling Items

  • When recycling groups of items (via "All of Target Type" or "Everything in Backpack") and determining total resources returned, fractional values from individual items will now be combined into a total amount and then divided by 2 (i.e recycling 4 items each taking 5 ingots to craft will now return ((5 + 5 + 5 + 5) / 2) = 10 Ingots, instead of ((5 / 2) + (5 / 2) + (5 / 2) + (5 / 2)) = 8 Ingots


Slayer Wands

  • Slayer Wands can now be used against any creature type, but damage is now boosted by 50% against matching slayer group creatures


Tamables

  • Fixed an issue where the Resurrection spell was not working properly on tamed creatures
  • Sand Crabs are now non-aggressive
  • Cave Bears now have a slightly darker hue


Shrine Corruption

  • Creatures from Shrine Corruption spawn waves that are tamed by places are treated as being "killed" for the purpose of advancing to the next spawn wave


Dungeon and Rare Cloth Drops

  • Dungeon Cloth now has a chance to drop in it's respective dungeon on creatures
  • Rare Cloth now have a chance to drop as loot in a variety of locations
  • Players using scissors or recycling clothing made from rare cloth will now get back the full amount of cloth used to make the item
  • Players single-clicking on any clothing made from a rare cloth will be told what the hue number of the cloth is and if that hue color has a specific name


Zoo

  • The Prevalia Zoo now is populated with Captive Creatures (can be barded freely)


Barding

  • Players should now correctly be able to gain Provocation / Peacemaking / Discordance on any creature if their current skill is below 50


Misc

  • Newbie Items for starting characters are no longer "Low Quality" and are basic quality (i.e store-bought)
  • Dungeon Runes will now drop as loot (will be used for a future mechanic)
  • Fixed an area of the Newbie Dungeon not registering as part of the dungeon


Overworld

  • Ships and Fishing Spots now will spawn throughout the entire overworld's oceans
  • Any ship that has not been in combat or accessed in the last 24 hours or fishing spot that has not been accessed in the last 24 hours will be deleted and will respawn elsewhere (this is intended to cycle locations in case a "bad" spawn location occurs somewhere that is inaccessible or hard for players to find)


Mount Petram

  • Added a new triggered "moving wall" mechanic to the Level 1 to Level 2 entrance


Achievements

  • Fixed a handful of issues regarding Achievements tracking for Resource Maps (Ore / Lumber / Fishing/ Mining)
  • Added the Scientist achievement and title for players using Reagents in crafting recipes


Notoriety

  • Players should now flag as grey for doing beneficial actions on hostile grey creatures


Server Rankings

  • Added code to track individual player stats for a large number of mechanics and systems to be used for calculating a player's Server Rank in those systems (menus to view these will be added soon)


Gold Accumulation / Doubloon Tracking for Server Rankings, Achievements, and Society Jobs

  • When a player kills a creature that drops gold (for the purpose of tracking how much gold a player has "earned" for achievements / server rankings / society jobs) that player will "earn" gold equal to the creature's total gold value multiplied by the % of total damage the player dealt to the creature (i.e. 50% damage to creature = earn 50% of creature's total gold)
  • When a player sinks an enemy ship, each participating player who was in combat on the attacking ship "earns" doubloons divided out equally from the doubloon value of the ship sunk (the actual doubloons are still dropped into the ship's hold as normal)


Arena and Faction Reward Points

  • Arena and Faction Reward Points are now stored per account (and spendable by any players on the account)
  • Lifetime Arena and Faction Reward Points are now tracked per individual player (and are to be used when determining Server Rankings for players)

Arena

  • Added a View Ruleset button to the Tournament Rounds menu to see the rules for a current or previous tournament


Dungeon Chests / Treasure Maps / Treasure Map Chests

  • Single-clicking a Dungeon Chest or Treasure Map Chest will now display the level (number) of the chest difficulty
  • Single-clicking a Treasure Map will now also display the level (number) of the treasure map's difficulty


Treasure Map Chests

  • Players are now only "Entangled" (can't move) instead of "Hindered" (can't move / cant cast spells or attack) while digging up a treasure map chest at its location
  • Creatures spawning from treasure map chests now come from a series of 20 different creature "theme groups"
  • A wave of creatures will immediately spawn after a treasure chest is dug up
  • After a random duration between 15-60 minutes (duration is longer for more difficult chests), if a treasure map chest has not yet been unlocked, a second wave of creatures will spawn
  • Creatures generated from treasure map chests now have their home range set to 50 tiles from the chest location (instead of 25)


Animal Taming

  • Similar to Fishing World Records, for each tamable creature type there will now be tracking for how many times each player has tamed that type of creature as well as how many times they have leveled a creature of that type to level 10
  • A Taming Record board will be soon implemented that shows every tamable creature type and which player currently has tamed that creature type the most as well as which player has leveled that creature type to level 10 the most


Tamed Creatures

  • Creatures will now follow their controllers through Moongates or via Recall so long as they are not in Stop or Stay mode
  • Fixed an issue with stealth pets where they would "wait" after entering stealth for several seconds before acting; stealth creatures should act a lot more fluidly in combat


Placeable Traps

  • If a player manually detonates a placed trap (Explosion / Poison / Web), it will still do a visual / sound effect even if it does not impact any nearby creatures


Societies

  • A series of "Very Easy" jobs have been added to the Monster Hunter Society each week


Storage Shelves / Storage Lockers

  • Players may now utilize Storage Lockers from within a ship's hold


Tinkering

  • Lanterns, Candelabras, Heating Stands, and Scales now have a 50-75 Skill Range
  • Trap Detonators no longer need boards and now have a 75-100 skill range
  • Key Rings now have a 75-100 skill range
  • Potion Keg (Complete) now requires 100 Carpentry in addition to 100 Tinkering


Farmlands

  • Farmlands have been spawned with sheep and other animals
  • Farmland creature respawn rates are 3-4 hours


Resource Maps

  • Base starting harvest ranges for all resource map types (Ore / Lumber / Fishing / Mining) is now 3


Weapon and Armor Durability

  • Fixed weapons and armor to now properly increase in durability based on quality, materials, and magical properties

Durability bonuses are as follows:


Exceptional Quality: +25 Durability

Mastercrafted Quality: +50 Durability


Dull Copper: +15 Durability

Shadow: +20 Durability

Copper: +25 Durability

Bronze: +30 Durability

Gold: +35 Durability

Agapite: +40 Durability

Verite: +45 Durability

Valorite: +50 Durability


Durable: +20 Durability

Substantial: +40 Durability

Massive: +60 Durability

Fortified: +80 Durability

Indestructible: +100 Durability



Aspect Gear

  • Aspect Gear will now maintain the Maximum Durability of the weapon / armor it was crafted from
  • Aspect Weapons and Aspect Armor now functions as non-colored GM equipment for it's base stats (has no stat bonuses at 0 Aspect Tier beyond the base GM bonuses)
  • Aspect Weapons and Aspect Armor always functions as non-colored GM equipment while in PvP
  • Aspect Weapons now increase in Accuracy by 2% per Aspect Tier Level (on top of base GM quality bonuses)
  • Aspect Weapons now increase in Tactics by 3 per Aspect Tier Level (on top of base GM quality bonuses)
  • Aspect Armor now increases in Armor Rating by 6% per Aspect Tier Level (on top of base GM quality bonuses)


Misc

  • Vendors will no longer buy items from players that are inside locked containers
  • Wandering Healers have now been placed in Healer Caravans throughout the world
  • Fixed an issue where humanoid NPCs would "gasp" frequently when assessing players for combat
  • Players may now be resurrected at Shrines
  • A number of low-level tamable animals no longer drop gold (such as bears) and will not spawn as a Paragon
  • Magical Wizards Hats should now affect stats as expected
  • Fixed a few obscure crashes related to canceled Arena Fights


Patch Notes


New Player Dungeon

  • A large expansion of the new player dungeon has been implemented


Overworld Spawns

  • The Overworld has now been spawned with creatures (excluding Subterranean "dungeon locations" and non-aggresive NPC humans)


Gold Drops and Skill Gain

Gold loot drops for creatures at locations are now as follows:


New Player Dungeon

50% of Normal Gold

+100% Skill Gain Bonus

Active Skill Gain Bonus is always active

No skill can be increased over 70


Overworld

75% of Normal Gold

Active Skill Gain Bonus only after killing a creature


Dungeons

100% of Normal Gold

Active Skill Gain Bonus only after killing a creature



Macing Weapons

  • Macing Weapons now inflict a base additional stamina loss of 4-6 stamina per hit, which is then increased by up to +100% based on weapon speed (slower weapons, such as Warhammers, have a higher increase amount)


Societies

  • Added a number of "Very Easy" difficulty jobs to the Monster Hunter Society jobs list


Arena Tournaments

  • When an arena tournament round starts, players may click a "Ready for Round Match" button on the Arena Stone Tournament Page
  • If all players involved in a tournament match have toggled the "Ready for Round Match" button, that tournament match may begin early (and will not require waiting for the mandatory 5 minute round start countdown)
  • Town Criers will now announce if an arena tournament is scheduled for that day (including what ruleset it is) and announce the winners of each tournament
  • Arena Tournament teams should now receive at most one Bye Round


Tamed / Summoned Creatures

  • After any tamed or summoned creatures follow a player through a moongate or travel via recall, they will automatically enter Follow Mode
  • Drowned Dragon is now 115 Min Taming Requirement
  • Fire Beetle hue changed

New Tamables Added

  • Air Dragon
  • Air Drake
  • Arctic Bullvore
  • Army Ant
  • Black Bear
  • Brown Bear
  • Cougar
  • Desert Ostard
  • Devourer Beetle
  • Fire Crawler
  • Forest Ostard
  • Frenzied Ostard
  • Grizzly Bear
  • Komodo
  • Nightmare
  • Polar Bear
  • Reef Serpent
  • Rime Guar
  • Sand Crab
  • Snowdrift
  • Tundra Ostard
  • Walrus
  • Water Dragon
  • Water Drake
  • Wisp
  • Wolf

Ostards have been rebalanced as follows:


Desert Ostard

Taming Requirement of 65

Requires 0 Taming to ride and control (can be transfered / sold to non-tamers)

Deals only 1-2 damage in combat


Forest Ostard

Taming requirement of 75 to ride and control


Tundra Ostard (New)

Taming requirement of 85 to ride and control


Frenzied Ostard

Taming requirement 95 to ride and control



Tamable Ability Rebalances

  • Arboreal Wisp, Bonfire Wisp, Volt Wisp, Phoenix have had their abilities rebalanced
  • Drowned Dragon has a new ability
  • Earth Dragons, Earth Drakes, Air Dragons, Air Drakes will now attempt to use their Buff abilities more frequently if it's effect is not currently in place

Aspect Gear

Fixed an issue where Fire and Void Aspect Armor wasn't triggering its "on attack" effect chances properly



Maps

  • Removed "Protected Treasure Map Region" handling
  • Treasure and Resources maps are now enabled and can be decoded with Spyglasses

Base search ranges for finding treasure / chests resources when using Treasure Map / Resource Maps have been rebalanced as follows:


Treasure Map

Base Search Range of 2

Search range increased by (100% * (Mining Skill / 100))


Fishing Map

Base Search Range of 4

Search range increased by (100% * (Fishing Skill / 100))


Lumber Map

Base Search Range of 3

Search range increased by (100% * (Lumberjacking Skill / 100))


Ore Map

Base Search Range of 2

Search range increased by (100% * (Mining Skill / 100))


Skinning Map

Base Search Range of 4

Search range increased by (100% * (Forensic Eval Skill / 100))


Search ranges for all Treasure Maps and Resource Maps are further improved by using higher quality tools as follows (tool bonuses stack with skill bonuses):


Quality Tool: +25% Search Range

Mastercrafted Tool: +50% Search Range


Dull Copper Tool: +30% Search Range

Shadow Iron Tool: +40% Search Range

Copper Tool: +50% Search Range

Bronze Tool: +60% Search Range

Gold Tool: +70% Search Range

Agapite Tool: +80% Search Range

Verite Tool: +90% Search Range

Valorite Tool: +100% Search Range



Misc

  • Skeletal Marksmen have been added to Ossuary
  • Cave Lurker renamed to Lurker
  • Ship Crewmembers now should have randomized hair, facial hair, and skin hues


Patch Notes


Achievements

  • Added a "Legendary" title for the most difficult achievement of each existing Achievement set

Arenas

  • Fixed a number of issues with Arena Gumps for tournaments
  • Fixed a number of display issues for Player Stats displaying and sorting
  • Added a series of Braziers to the arena indicating which Duel Pits are currently in use (a flamestrike will also appear when a new match begins in a Duel Pit)
  • When a Tournament Round begins, a progress bar will appear over the Arena Stone that will count down until matches begin (5 minutes countdown)
  • Added system messages for players notifying them how much time is remaining until a round's matches begin
  • Added new graphics indicating the winner of a tournament in the Available Tournaments / Previous Tournaments pages

Captcha

  • Redesigned the Captcha's layout and graphics to address some potential scripting issues

Shrine Corruption


YOUmS4a8EAwVeC5V_UDRNPvSP5GRCXSdFeTg_7CMU0urSiYQiaOklKzCWMj7oDSJYlHw1Tp5gPzVEAQ6HY-_xvSfDTsY7UHVEFNy8SQsfu8VAUPMydzZHhfyUsKso-w87jO-aQV-




Once per day, at a randomized time, one virtue shrine in the world will become Corrupted



9SiVuWM6Z2QvWL9oqXiNCeMh_UGwCE5o36eCRkbezzYHLrJ-s-mY1580Mi8_3pTdbb7Nx_2x0IWL-U_Z-jQzer1ISECNkXudYugRXzpSvBygdwdYug7qUywRFkK-b4tVjOkZtYZA




Corrupted Shrines have unique graphics and will feature 10 sequential waves of increasingly difficult creatures spawn nearby



Oa3Qoi9pyFjOOG0YDOB6n8eCDn2_dxNPAhvvcAb7NJXw1gg4G9xTpsW9isbJ_a6qBScd6Bh8jph3c6gYpG2iSyX4uzjpUGqDVxtO7elPIsk_PRNUUps4tjU8LcAAzWzws2RHuEVT




A progress bar will appear near a Corrupted Shrine showing which wave the Corruption is currently on



WUQmtAqAYNW7NvrnyNHWScnZilMmpfcqyLY4dBO19DbyvfM605PJ2_5pWmf_OBKNyOJZY1Z9ZQnbEiYiU2_9NINL4ekSwUq0JWJNjjbvK-V3PiBqVDtwKWsfzxs-qTMpgY4gdBbq




When all 10 waves of creatures have been defeated, a randomized Shrine Boss will spawn at the location



JWZLGQpbV0vgxV2TCo_J1fEq9_TzMYA7bmbdSMEGTs1UKc5kDFZnZtHlKfqfQIFcFgapHxBTehA14CqbB9IWUbULkxjyW5JIuXOpz_oFWpWiX31Ib1wjk4LBfec2kEiJzEb1zYzg



When the Shrine Boss is defeated, it will not have standard loot on it's corpse, and instead will distribute "Ankh Tokens" to players based on their total damage dealt to it (by players as well as their followers)


Every player that deals at least 2.5% of the Shrine Boss' hit points in damage (750 hit points) will receive 1 Skill Mastery Scroll

Players will receive between 1 to 40 Ankh Tokens (1 token per 2.5% of the boss' total health the player dealt as damage)

If players are more than 48 tiles away from the Shrine Boss when it dies, that player's Ankh Tokens will be placed on the Shrine Boss' corpse, but can only be lifted from the corpse by that player


1roaK7ScbOR1AFmU79grA8rnHev9amRVD0XR2iCmYDao9_C-Rp8qdpfRVI_ooXmtawGwYfdg7z17eKF0A8KRkTQcXW5L4YPir5XOT5CI6aDDuGv5MF1S7ei0f1S2LIS4dn1d9yu2




Players may double-click an Ankh Token in their backpack to receive a randomized reward


If players do not finish killing the creature waves or the Shrine Boss itself, it will remain in place until players do so (it will not "despawn")



Town Criers

  • Town Criers will now appear in towns and give notice of upcoming automated events as well as manual events

Server Region Bonuses

  • At the start of every week a series of Server Region Bonuses will be put in place for 3 seperate Dungeons as well as for 3 Separate Towns
  • All players receive the bonuses offered for each region while inside that region, and the bonus amounts will stack with any other potential region bonuses that are possible (such as from Guild Favors)
  • Players can view which Server Region Bonuses are currently in place by double-clicking the Region Bonus Banner next to Town Criers in town
5IU8mnA0iEUPaFZMtCmVXD6dp-Oh_G7_YgCga3QjLcM22NNTFUKdTwUoexovixEizsrIJCfd3dI3mtjU6xOFr-e-htOYu2r92ujKRafnYiKUS5Gauz99zqGpLhbiQU6mivxGCooh





Dungeon Bonuses are as follows:

Gold Loot Increase

Skill Gain Increase (does not include Taming, Crafting, Harvesting)

Special Item Loot Chance (such as Arcane Scrolls, Aspect Cores, Skill Mastery Orbs, etc)


Town Bonuses are as follows:

Exceptional Quality Crafting Chance

Special Skillgain (Taming, Crafting, Harvesting only)

Vendor Rebate (reduces cost of NPC-bought items)


Guild Levels, Guild Favors, and Guild Symbols


mnBk8r2ZpF1OKZeYEVrQvZl_M-ieoY-rukaSSb81xjJ3-NxfZhtGanOgpq2B3NipxNoibBRlp63Tqjjg0HSUDyPN5YcHcOQeuH9e8bc4s8nnfj9noUhJ50KG0-CQswK5pIP-rCTQ




Guilds can earn Prestige by having it's members accomplish tasks, and for every 100 Prestige earned, a guild will increase it's Guild Level by 1

There is no cap to a guild's maximum level

A Guild's Server Rank is how their guild's Total Prestige amount they have earned compares to other guilds on the server



hawnQV2vg6REsCwMVjWh4e_uMcyotvXNY7wedt40y69I7B5gBByj2Gn2Uql0_6A_z-FCv6guij1qLfbIWPAmtTQ3IhqimRChk3IqJgk3tTkT4pavY6JvQ9MNKMtMT-9A2clQByuw




Guilds earn prestige when any of its members do the following:


Kill a Mini-Boss: 4 Prestige Points

Kill a Shrine Boss: 6 Prestige Points

Kill a Boss: 8 Prestige Points

Kill an Event Boss: 100 Prestige Points

Participate in a Faction Struggle Victory: 5 Prestige Points

Participate in a Faction Struggle Loss: 3 Prestige Points

Complete an Achievement: 15 Prestige Points (this amount is divided by the number of "active" players in the guild)

Complete a Society Job: 2 Prestige Points (this amount is divided by the number of "active" players in the guild)



Guild Favors

DDbZrJM1BC0aSLUvU_UYXbcl75P5MP6ph7RBVcJv2RX9MnMufrtJ4MFjy35_QBGFFBreg8KhLbagTmJOW95L1-THiIf7TJWV9gqiwhkfCn_2KJMUKyb1du8GXtf-QTHQVDXBAaQM




When a guild increases its level, it earns a randomized Guild Favor

Guild Favors are temporary bonuses the guild can activate to provide a specific bonus to all members of the guild for a limited duration (these bonuses will stack with any Server Region Bonuses as well)

Guilds can activate unused Guild Favors by clicking the "View Favors" button on the Guild Overview Page and then selecting a particular unused favor from the Guild Favor Page



efRLG36HyZ8q5l8V5Kh8-uGTGh13iomtcGbmbboJpvJvh3AiNtz9VKdin7gKSMsqpZSwtDrIwCGe66Aw2thIukiDT76lU8b2l9nPhG5hj1WT2EmyXQ8eZWxERxjhjoyP6JA1DqBE




Guilds may only have 3 Guild Favors activated at any given time

Some Guild Favors will only apply to certain regions of the world, or against certain creature types

Guild Favors come in the variety of different rarity levels, with more rare favors granting larger bonuses but having shorter durations



46LC299BRJOoO-ZzuK6vudM1gthQIVkrLGR-xrlP0kSpEi0daE7LnqUr4TeH4BqV4V0ZBO0pSAKyurDnd6zLewxuFOO8Ts8zX1buOLfRkgpEVMFnlVH6VGT5vaBMmGjoxBbCFaHd




Guilds can view their currently activated Guild Favors from the Guild Overview page of the Guild Gump

Additional, players can also view any currently Activated Guild Favors on the Region Bonus Banner next to each Town Crier by clicking on the Guild Favor button of that window


Guild Favors come in the following rarity levels:


Common: 3 Day Duration

Uncommon: 2 Day Duration

Rare: 1 Day Durationresources


Guild Favor Effects can be as follows:


Increased Gold Loot for Region

Increased Skillgain for Region

Increased Damage against Bosses (includes Mini-Bosses, Shrine Bosses, Bosses, and Event Bosses)

Reduced Damage Taken from Bosses (includes Mini-Bosses, Shrine Bosses, Bosses, and Event Bosses)

Increased Damage against Beastial Creatures

Increased Damage against Construct Creatures

Increased Damage against Daemonic Creatures

Increased Damage against Elemental Creatures

Increased Damage against Humanoid Creatures

Increased Damage against Monstrous Creatures

Increased Damage against Nature Creatures

Increased Damage against Undead Creatures

Increased Damage in Region

Reduced Damage Taken in Region

Increased Rare Item Loot Chance in Region

Increased Harvest Yield Chance (chance to harvest 2x normal resources)

Increased Crafting Exceptional Quality Chance in Region

Increased Special Skillgain (Taming, Crafting, Harvesting)

Vendor Rebate in Region


If a creature is killed by members of two or more different guilds, each having active Guild Favor bonuses to either Gold Loot Amounts or Item Chances, the highest value bonus among the guilds involved will be used for determining the gold bonus / item chance bonus



Guild Symbols

xNeL73DoWXTfPPvRaBi1f32Vi4B_XepKWAcSH_73cCygJd6BKfaZPh6kGwcQjICZ-7CaruP5xNWlQE3f24Zur0oBoTt9X_ZhkhXxgPo3ItZxcYRv3cpj4Abk7vEt-Ofz6aX7B9VN




  • When a guild increases its level, it earns a randomized Guild Symbol
  • A guild's symbol appear in a variety of in-game gumps (such as in Faction Struggle Results, Housing, Arena Player Profiles, etc)
  • Players may change their guild's displayed Guild Symbol from the second page of the Guild Overview gump by clicking the Edit button and using the arrow buttons to scroll between Unlocked symbols


Societies System


5YhljHoeAiq3FqDEVmIbmm5kic9j0bAEDD3SUXTlS1_QfuqC_6quia2_kjGykeo5Cry-1t6Qrz6gJmGJd2llfsN9zkn4tU_0nbmQ3f2dM8BknKzN0U9xs3fNn1Houq48z7Oar782



Each week, players will be able accept and complete jobs from six different "Societies"


Societies are as follows


Adventurer Lodge

Artificer Enclave

Monster Hunter Society

Order of Armorers

Seafarers League

Tradesman Union



amdFLD9NO8hMVR7S2dAaQ0PfF4SDt_FrvOjKPYWwt8g2D0iigdE7mMFABUNBji1S6d9MZKz9r8oX58Afzx0ttVi3J6jEXB8qQxulR_gJWydxbb-FmVKb3u_DSGn6BrXiwWNqCiVp




Players can view a Society Job Board which lists jobs available for each society by approaching that society's respective Master, located at the Society House in Prevalia (northeast of the bank), and saying "Job", "Jobs", "Society", or "Society Jobs" near them

Players may also shift-click for a context menu to select Jobs as well


LtkfkQhdRKujQATMeA1_SNTYA_QMtYn_B4LcYIiux7VJQhHmmMrW06eQROXZbNXVpYv2wFE-lPZZsBxKZ7oUB8nSHGbSFi-E6EiHIRURHEw4xKkWDJZ0LBGhh5mYgYLmBNK8uhb4




Players may accept up to 10 Society Jobs per week per account, which can be from any combination of different Societies

When players complete Society Jobs, they earn Reward Points within that specific Society that can be used to purchase unique items

Progress towards any Society Job is shared by all characters on a player's account

Reward Points in each society are also shared across a player's account as well

Jobs that are available each week from each society are the same for all players on the server, and multiple players may accept and complete the same job without restriction



poEJLI9s-jtT45kPrxvLguVHAg0qTMZjBUCWuX-RgrLY7rSJUdqcKHSFXz9kM8b4BzCNyB3wiymXxHzfKayrNnKxYhLN-NqV0US4UbSCDPj_x0itVA8NY4NCsgPqphREZHctWicb



Players can view a Society Overview of their status within each society by typing [Jobs, [Society, [Societies, or [SocietyJobs

Players may also access their Society Overview by clicking Paperdoll -> Help -> Societies


On the Society Overview players can see how many total reward points they have earned and available to spend within each society, as well as view their server rank compared to other players (based on total reward points earned)

Players may click the button next to each Society in the Society Overview gump to view the Society Jobs Overview page where they can see all jobs that they have currently accepted and their current progress towards them



ZED2axNtCRe_cdk2NWh6ulJjHUyFfMLeu7QgrrCI079cMUvYEORXPcFSH2wLqyuxzHjoLjSaq6A-SOAlAjzrtPex0epbCERnqvG5r1px7NfrtrHvw8AfOH9hVql3rRmiyK2pC-bn




Players may toggle the "Track" button next to a job to change whether they receive system message updates on their progress toward that specific job's completion

Any creature that has an associated job requiring a paragon-version of that creature to be killed, will have its chance to spawn in the world as a paragon increased by 100% of the normal chance during that week



tABOzHEUt8fN4eQkB74YE7hFCG0jbIywW0FxnrbH5fD3pvV2tGJl4v8lOYdJqz18uTFQTMzXgWbynqJX8kxVW4Ju49kyzt4ZqzFZ0DbeSANzLbXjjG59wVIvoKkyMqOzoRxo0bhl




When players complete a job issued from a Society, they earn Reward Points within that individual Society, which can be used to purchase functional as well as decorative items (many of these items are unique to that specific society)

Players may click the Spend Points button on either the Society Overview Page for a player or while browsing a Society Job Board


At the start of a week, all society jobs are reset and randomly regenerated for each society, and any existing ones players had currently still in progress are forfeited


There are six different societies with the following job types:


Adventurer Lodge

Locking Dungeon Chests (total number of chest levels)

Lockpicking Dungeon Chests of Specific Level

Lockpicking Dungeon Chests in Specific Region

Lockpicking Paragon Chests

Taming Specific Creatures

Taming Creatures in Specific Region

Completing Treasure Maps of Specific Level

Completely Resource Maps


Artificer Enclave

Crafting Alchemy or Inscription Items

Crafting Exceptional Quality Inscription Item


Monster Hunter Society

Killing Mini-Bosses

Killing Shrine Bosses

Killing Bosses

Killing Paragons

Killing Specific Creature Type

Killing Paragon of Specific Creature Type

Killing Creatures in Specific Region

Killing Paragons in Specific Region

Killing Creatures in Specific Slayer Group

Killing Paragons in Specific Slayer Group


Order of Armorers

Crafting Blacksmithing or Tailoring Items

Crafting Exceptional Quality Blacksmithing or Tailoring Items

Crafting Blacksmithing or Tailoring Items With Specific Material Type

Crafting Exceptional Quality Blacksmithing or Tailoring Items With Specific Material Type


Seafarer League

Sink Doubloon Value Worth of Ships

Sink Paragon Ships

Sink Doubloon Value Worth of Ships From Specific Faction

Sink Ships of Specific Size

Kill Doubloon Value Worth of Enemy Crewmembers While Boarding

Kill Doubloon Value Worth of Enemy Crewmembers From Specific Faction While Boarding

Use Special Fishing Nets

Complete Special Fishing Spots

Complete Messages in Bottles

Catch Specific Fish Types


Tradesman Union

Crafting Carpentry or Tinkering Items

Crafting Exceptional Quality Carpentry or Tinkering Items

Crafting Carpentry or Tinkering Items With Specific Material Type

Crafting Exceptional Quality Carpentry or Tinkering Items With Specific Material Type



Ships


Paragon Ships

  • NPC Ships now have the potential to spawn as Paragon Ships
  • A paragon ship has a 100% bonus to Hit Points, Sail Points, and Gun Points as well as +25% cannon accuracy, +25% reload speed, and +20% movement speed
  • Paragon ships always have one lesser ability, one regular ability, and one greater ability installed
  • The captain of a paragon ship is always a paragon themselves
  • The doubloon value of a paragon ship is increased by 100% and the hold of a paragon ship will always have a paragon chest inside
  • Paragon ships will appear as purple (both in text and ship icon) in the Spyglass Ship Results tracking menu

Docking

  • Ships cannot attempt to dock while they have a Ship Bomb currently placed on their ship

Ship Construction Costs are now as follows:


Small Ship / Small Dragonship

1500 Boards / 150 Iron Ingots / 100 Cloth


Medium Ship / Medium Dragonship

2000 Boards / 200 Iron Ingots / 200 Cloth


Large Ship / Large Dragonship

2500 Boards / 250 Iron Ingots / 250 Cloth


Carrack

1 Board Commodity / 500 Iron Ingots / 500 Cloth


Galleon

2 Board Commodities / 1000 Iron Ingots / 1000 Cloth



Animal taming

  • Skill Gain Difficulty increased by 25%


Tinkering

  • Added Potion Keg (Complete) crafting entry to create potion kegs without building required parts


Creature AI Movement

  • Creatures inside houses will not destroy any items blocking their movement path
  • Tamed / Summoned creatures outside of houses will not destroy any lockable containers (such as Paragon Chests) blocking their movement path
  • Non-tamed creatures outside of houses will rummage any lockable containers blocking their movement path (and will be added to their corpse upon death)


Notoriety

  • Guildmembers and Partymembers can now do harmful actions (including looting) to Young players in their guild/party while in the New Player Dungeon


Explosion Potions

  • Fixed an issue where players couldn't use explosion potions in stacks


Misc

  • Fixed an issue where Passive Taming Skillgain Available could drop below 0
  • Fixed an issue with max container weights
  • Adjusted the rarity values for a number of Aquarium Creatures / Unique Fish
  • Tamed Mounts will now automatically have their abandonment timer reset constantly while mounted by a player


Patch Notes


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


Patch Notes


Special Fish

  • Special Fish (Large Fish, Crab, Lobster) are used in high-level cooking recipes
  • Players have a (5% * (Fishing Skill / 100) * (100% + Fishing Pole Bonus) * (100% + Ship Upgrade Bonuses)) chance to catch a special fishing while using a fishing pole on land or on a ship

Fishing Pole Bonuses

When determining chances for catching Special Fish or discovering Special Fishing Nets, players receive a bonus based on the quality and material of the fishing pole used as follows:


Exceptional Quality: 4%

Mastercrafted: 8%


Dullwood: 2%

Shadowwood: 4%

Copperwood: 6%

Bronzewood: 8%

Goldenwood: 10%

Rosewood: 12%

Verewood: 14%

Valewood: 16%



Aquarium Creatures

  • When a player catches a Special Fish (Large Fish, Crab, Lobster) they have a 10% chance to instead catch an Aquarium Creature (also referred to as a Unique Fish)
  • Players fishing on land can catch Freshwater Aquarium Creatures
  • Players fishing on a ship can catch Saltwater Aquarium Creatures
  • Players may double click an aquarium creature to see information about the fish (weight, time caught, who caught it) as well as information about the current world record for that Aquarium Creature type
  • When a player catches an Aquarium Creature and it is larger than the current world record for that creature type, they will receive a notification informing them of this, and the previous record holder will be notified as well
YK-RiKyGBL64Y-Cn_esA8LgIrOZUVp6VDYMMkI7Lb64tO2C8NU3LI4ZTTI47cWCaBjxa08gR85HojzxWxgOIHd6mrlsNwVAzighPvyJ94uMUkNyV51i94Vc_JCMpy2Z0cLC_GFZv





Fishing Creature Spawns

  • Players have the opportunity while fishing at sea to initiate Fishing Creature Spawns
  • Fishing Creature Spawns can only occur when using Special Fishing Nets, while fishing at Fishing Spots, or when fishing at SOS locations (they will not occur during normal fishing with a fishing pole)
  • Fishing Creature Spawns may result in both water-based creatures or creatures that spawn immediately on the target's ship


Crafted Leather Fishing Nets

  • Players may purchase Leather Fishing Nets at Fisherman NPCs
  • Players may craft Leather Fishing Nets (using any leather material type) through Tailoring
  • Leather Fishing Nets have a limited number of uses, which is increased based on quality and material type
  • Crafted Leather Fishing Nets are used at Fishing Spots and SOS locations to retrieve items
Crafted Leather Fishing Net Bonuses

When determining chances for retrieving items from Fishing Spots and SOS locations, players receive a bonus based on the quality and material of the crafted leather fishing net used as follows:


Exceptional Quality: 4%

Mastercrafted: 8%


Dullhide: 2%

Shadowhide: 4%

Copperhide: 6%

Bronzehide: 8%

Goldenhide: 10%

Rosehide: 12%

Verehide: 14%

Valehide: 16%


Special Fishing Nets

  • Players have a (0.5% * (Fishing Skill / 100) * (100% + Fishing Pole Bonus) * (100% + Ship Upgrades Bonuses)) chance to find a Special Fishing Net while fishing on land or while on a ship
  • Special Fishing Nets are single use items that may be thrown from a ship into the water
  • Once thrown, a Special Fishing Net has a 75% chance to generate a Fishing Creature Spawn or a 25% chance for the player to catch a Special Fish
  • If a Fishing Creature Spawn occurs, there is a 25% chance that one creature will have a Message in a Bottle on it's corpse
  • Special Fishing Nets are stackable by color (colors are randomized)

JdpmZTAZ1aHzcygzd7OsJGB9uty0MXTlgI_PYwn6bkB63jjeycH6RJLeyt4GcgfxQFDJnXQKwGa52h9RIsEkcD0HD-WZ9BdaQ4SbnwbM7iiSBVIZaLf78Hscwfyjs-8fA_ZA_rYZ





Fishing Spots

  • Fishing Spots may randomly spawn in ocean locations through the world
  • Players use crafted Leather Fishing Nets to retrieve items from Fishing Spots
  • Players must be within 12 tiles of a Fishing Spot and may either double click any point in the Fishing Spot or may double-click a Leather Fishing Net and then target near the Fishing Spot
  • Players may make 10 retrieval attempts on a Fishing Spot location
  • Players have a (50% * (Fishing Skill / 100) * (100% + Fishing Net Bonus) * (100% + Ship Upgrades Bonuses)) chance to have a "successful" retrieval action
  • On a successful retrieval action at a Fishing Spot, players have a 90% chance to receive a Special Fish and a 10% chance to initiate a Fishing Creature Spawn (with a 25% chance one of the creatures will have a Message in a Bottle on it's corpse)


Messages in Bottles / SOSes

  • Players can double click a Message in a Bottle to receive an SOS
  • SOSes have no expiration date
  • Players use crafted Leather Fishing Nets to retrieve items from SOS locations, as long as they have the SOS in their backpack
  • Players must be within 12 tiles of an SOS location to attempt to retrieve items from it
  • Players may make up to 20 retrieval attempts on an SOS location
  • Players have a (50% * (Fishing Skill / 100) * (100% + Fishing Net Bonus) * (100% + Ship Upgrades Bonuses)) chance to have a "successful" retrieval action
  • On a successful retrieval action at a Fishing Spot, players have a 90% chance to receive a Special Fish and a 10% chance to initiate a Fishing Creature Spawn (with a 25% chance one of the creatures will have a Message in a Bottle on it's corpse)
  • Players are guaranteed to have at least 1 Creature Spawn occur per SOS and up to 3 maximum
  • One creature per Creature Spawn will have either a Small, Medium, or Large Salvaged Crate on its corpse with a variety of loot items (items vary based on crate size)


Harpoons

  • Harpoons added to Blacksmithing crafting menu
  • Iron Harpoons are now for sale on Fisherman NPC vendors
  • Harpoons are ranged weapons that use Fishing skill to wield
  • Harpoons have a limited number of uses (scales with material and quality)
  • A player's Fishing Skill is capped at a max of 100 for the purpose making attacks and for defending attacks
  • Harpoons are not meant to be used on land, and so will have 0% accuracy and 0% chance to defend while wielding one on land (and will only do 10% of normal damage)
dKlDSd9r2cFu2gzod9VPx4Vnu4QQXf4oB9e5lBZVlZtgdT617EukDDiqo4HoBVp6bRALaj_keN7_w_ZRkTri2yAFmDkq2JsaAyAElNsey7FRrUrM4wKS0bXBIKEh4kFegr7cS9ET






Spyglasses

  • Fixed an issue where players couldn't search for Ships / Fishing Spots on land


Storage Shelves

  • Fishing Nets and Harpoons are now added to Storage Shelves


Notoriety

  • Fixed several flagging issues relating to players continuing combat with another player for longer than 2 minutes


Ships

  • Fixed several issues when disembarking at invalid locations
  • Fixed several issues with recalling onto ships
  • Players should now correctly be able to board a ship at 0 Sails / 0 Guns / or 0 Crewmembers remaining
  • Players firing ship cannons at other creatures / players on shore will now flag against them (and will be a criminal action if target is blue)
  • Fixed the distance handling for ship-to-ship actions (such as boarding) against ships that do not have cannons (i.e fishing ships)
  • Single-clicking cannons on a ship should now show the correct cooldown remaining before they may fire again
  • Fixed several issues with the tillerman making unneccessary announcements (such as crew being ready on a ship with no crewmembers)
  • Fixed ship creation stat handling on ship stats where negative values are good (cooldowns)


Ship Bombs

  • Players may now create Ship Bombs with Tinkering
  • Players may place ship bombs on any ship they are on board
  • Activation of a ship bomb starts a 10 second countdown and will explode once the timer reaches 0
  • Any player on a ship may double click a ship bomb to stop the countdown and retrieve the ship bomb
  • Small Ship Bombs inflict 500 Hull Damage and 50 Damage to all living targets within 2 tiles
  • Large Ship Bombs inflict 1000 Hull Damage and 75 Damage to all living targets within 4 tiles

R0ILehfpuMyeOGGo34qydI7olqKh74aRN83-l7aSwhCa6Hw0xErfZYna9uLnfR-W_sEkPllXqFxC9Tl2je18iV5_cvgHqs-yHNeBd48x5i9dNqCtDCsT9-GKtHA2VhqNRvrnk0mB





Ship Crewmembers

  • Ship crewmembers on a player's ship will not maintain combat with anyone who is currently friended / co-owner / or owner of that ship (they will attack back if attacked by one, but then stand down)
  • Fixed several AI issues with ship crewmembers for choosing targets
  • Fixed several issues with crewmember notoriety flagging including disembarking
  • Fixed several crewmember ship upgrade bonuses that were generating incorrectly
  • Adjusted some of the values for crewmember rank upgrade bonuses


Factions

  • Fixed an issue where players were not receiving the correct amount of Faction Reward Points for Faction Struggle participation


Animal Taming

  • Fixed an issue with Passive Animal Taming Skill Gain Available not accumulating properly


Slayer Wands

  • Players double-clicking a Slayer Wand will now automatically equip it if not currently equipped


Misc

  • Fix for Anemone Fish graphic
  • Players using a sextant will now also display the x/y coordinates of the location (in addition to Lat/Long)
  • Creatures that are immobile (such as Reapers and Battle Trainers) can no longer suffer Knockback
  • Fixed a variety of systems to stack items when players receive items (such as fishing and special fish)


Patch Notes


Barding

  • Pacifying and Discording one's own tamed followers no longer is a criminal action

Titles

  • Fixed an issue with titles gump where the list of titles would overrun the gump menu
  • Fixed an issue where new characters would not have access to titles earned on account
  • Players now have an option to hide other player's overhead titles (Paperdoll -> Help -> Titles tab)

Murderers, Corpse Creek and Grey Zones

  • Corpse Creek is now considered a grey zone (all players and creatures flag as grey to other players while in town)
  • Murderers who die while in a grey zone or while at sea will not suffer resurrection penalties upon resurrection (their murder counts will not be reset to 5, however)
  • Murderers may now enter any town freely and participate in town-based faction struggles (and will not suffer resurrection penalties similar to with grey zones)

Faction Struggles

  • Added 6 new Dungeon locations to Faction Struggles
  • Fixed an issue with sorting stat categories in the Faction Struggle Results window
  • The Faction Struggle Results gump window now shows how many Faction Reward Points each player earns and how many Guild Prestige Points each guild earns
Players Earn Faction Reward Points as Follows (Total Score = Control Points + Kill Points):


Top Total Score on the Winning Faction: 10 Faction Reward Points

In Top 25% for Total Score on the Winning Faction: 8 Faction Reward Points

In Top 50% for Total Score on the Winning Faction: 6 Faction Reward Points

In Bottom 50% for Total Score on the Winning Faction: 4 Faction Reward Points

In Bottom 25% for Total Score on the Winning Faction: 2 Faction Reward Points


Top Total Score on the Losing Faction: 8 Faction Reward Points

In Top 25% for Total Score on the Losing Faction: 6 Faction Reward Points

In Top 50% for Total Score on the Losing Faction: 4 Faction Reward Points

In Bottom 50% for Total Score on the Losing Faction: 2 Faction Reward Points

In Bottom 25% for Total Score on the Losing Faction: 1 Faction Reward Points


If a player uses multiple characters during a faction struggle, they will only earn Reward Points for their account based on the highest point total among all their participating characters


Any guilds with players participating in a faction struggle earn the following amounts of Guild Prestige Points:


Guilds in the Winning Faction: 5 Guild Prestige Points

Guilds in the Losing Faction: 3 Guild Prestige Points



Dungeons

  • Added dungeon spawns for new areas added for faction struggles (Capture Zone platforms)

Achievements

  • Added new Achievements for Arena, Factions, and Societies (these categories offer no reward points, but have many titles)

Carpentry

  • Small Dragon Ship deed listing now available (was previously listed as duplicate of Small Ship)

Stablemasters

  • "Animal Trainers" have been renamed to "Stablemasters"
  • The cost to store followers and retrieve followers from any Stablemaster has been reduced by 50% of previous amounts

Enemy NPC Ships

  • Overhauled the stats and skills of enemy NPC ship crewmembers
  • NPC ships should no longer pursue player ships more than 50 tiles beyond their spawn location

Ship Combat

  • Increased the damage that enemy and friendly NPC crewmembers deal in combat

Ship Boarding

  • Players may now make boarding attempts against enemy ships when they are at either 0 Sail Points or 0 Gun Points

Ship Stats and Cooldowns

  • Lesser Ability Cooldown is now 2 Minutes
  • Regular Ability Cooldown is now 4 Minutes
  • Greater Ability Cooldown is now 6 Minutes
  • Repair Cooldown is now 5 minutes
  • Boarding Attempt Cooldown is now 30 seconds
  • Crew Readiness Cooldown is now 10 Minutes

Ship Upgrades

  • Rebalanced most Ship Upgrade values
  • Removing an Upgrade or Crewmember from a ship now refunds 95% of the installation doubloon cost
  • Adjusted the doubloon price for Ship Upgrades and Ship Crewmembers
  • All positive values for ship upgrades will now display in green text in Ship Gumps / Ship Upgrade Gumps
  • All negative values for ship upgrades will now display in orange text in Ship Gumps / Ship Upgrade Gumps
  • Ship upgrades that reduce cooldown durations will now display with a "-" in front of them (and in green text)
  • Fixed an issue where Spyglass Search Distance was not displaying correctly as a ship stat

Ship Crewmembers

  • Fixed an issue that was giving player ship Crewmembers incorrect health amounts
  • Overhauled handling for ship crewmember targeting AI and notoriety flagging
  • Ship Crewmembers will never attack any players that flag "Green" to them (including players / creatures that are friends or co-owners of the ship they belong to)
  • Ship Crewmembers no longer have a "Recovery" timer upon death and are now instead automatically sent below deck upon death
  • When Ship Crewmembers are sent below deck (upon death or manually by the player) they are immediately healed to full hit points
  • When all ship crewmembers have been killed, the "Send Crew Below Deck" command is automatically toggled for the ship, and the "Crew Readiness" cooldown activates (which has a base duration of 10 seconds)

Ship Dockmasters

  • Dockmasters have been added to all docks in all towns
  • Players may approach any dockmaster in town and say "Dock" , "Ship", "Claim", or "Retrieve" to open the Dockmaster Menu
  • Players when docking a ship may target a nearby Dockmaster to dock the ship and immediately add the resulting ship deed at the dockmaster (the player and all players/creatures on the ship will then land next to the dockmaster)
  • Players may also store Ship Deeds at Dockmasters by clicking the "Add Ship Deed to Dock" button and targeting a Ship Deed in their backpack
  • Players have access to all ships stored across all characters on their account from any Dockmaster in any town
  • Players can view the Ship Gump for any of their stored ships in the Dockmaster menu by clicking the Inspect button
  • Players must pay a docking fee to Launch a Ship or Retrieve a Ship Deed currently stored at a dockmaster based on the number of days stored
  • Players cannot Launch a Ship or Retrieve a Ship Deed if they have recently been in combat with another player
Dock Fees are as follows:


Small Ship / Small Dragonship: 5 Gold Per Day

Medium Ship / Medium Dragonship: 10 Gold Per Day

Large Ship / Large Dragonship: 15 Gold Per Day

Carrack: 20 Gold Per Day

Galleon: 25 Gold Per Day



Ship Docking

  • Players docking a ship should now receive the correct amount of Cannon Shot and should stack with any existing Cannon Shot in a player's backpack

Ship Movement

  • Fixed a number of issues that would cause ships to halt movement

Ship Gumps and Hotbars

  • Fixed an issue where the installation button for several Upgrade slots weren't working correctly
  • Fixed numerous issues with incorrect upgrades displaying in Hotbars and Gumps
  • Hotbars and gumps will now autoupdate instantly when a player's ship fires cannons, reloads, uses abilities, or issues commands to crewmembers
  • Fixed an issue where the number of cannons per ship listed under Ship Stats was displaying incorrectly
  • The Ship Targeting Gump will now show the ship's current Targeting mode button with a checkmark
  • Updated the bandage handling for the Ship Crewmember Hotbar to allow for stationary bandage range (range 2)
  • When healing crewmembers using the Ship Crewmember Hotbar, if the crewmember is out of range for the action (bandage or casting heal) the targeted crewmember will say "I am too far away to be healed" (so the player can see where that crewmember currently is at)
  • Fixed an issue with using the Cast Heal button on the Ship Crewmember Hotbar where the targeting cursor would remain up after casting heal

Ship Commands

  • Added speech commands and [commands for nearly every ship function
  • Numerous speech and command options will now work while off ships and will target the nearest friendly ship applicable (such as "Embark")
  • Players may view available [commands and speech options for ships under Paperdoll -> Help -> Commands -> Ships Tab

Repairing Ships

  • If a ship has been out of combat for over 60 seconds, multiple players may now simultaneously repair a ship without any cooldown required
  • The Ship Repair gump now shows how many hit points (and % of total) each repair type (Hull / Sails / Guns) will do and shows the current ship's hit points values and percentages of maximum
  • Fixed an issue where Guns amount wasnt displaying correctly in the ship repair gump

Spyglasses

  • Players may now search for Ships and Fishing Spots with spyglasses

Ship Floating Stat Bars

  • Players who are dead may now double click ship floating stat bars (to open that ship's menu)
  • Fixed an issue where ship floating bars would not display correct values when launching the ship

Tamed Creatures

  • Tamed creatures now gain experience on every kill, with amounts scaled based on the target creature's gold loot drop value (and experience will now accumulate in decimal amounts)
  • Ankheg Poison Resistance has been fixed

Passive Taming Skill Gain

  • Players now start with 0 Available Passive Taming Skill Gain stored
  • When players increase their Animal Taming skill by taming a creature, they bank an equal amount of Available Passive Taming Skill points (capped to a max of 2.5 points stored)
  • When players use their tamed creatures (of any Taming skill requirement) to kill creatures, they can passively gain taming skill if they have any banked Available Passive Taming Skill points stored
  • The chance to passively gain AnimalTaming is scaled based on the player's current Taming Skill (increases at lower levels) and the difficulty of the creature killed (increases against higher difficulty creatures)

Skill Gain

  • Parrying skill gain now has a large bonus against non-summoned / non-tamed creatures, but total skill gain per target creature is capped (similar to skill gain for Magic Resist)
  • Players can now gain parrying skill with two-handed weapons
  • Skill gain rates for Healing and Veterinary increased dramatically
  • Skill gain rates for Mining and Lumberjacking increased dramatically

Stealing

  • Players may now steal from stacks whose total weight exceeds the player's weight limit

Summoning

  • Ancient and Elder Summons now should scale in duration when the player is above 100 Spirit Speaking skill

Misc

  • Updated tamed creature Traits for Cats and Dogs
  • Fixed and issue where some NPC fishing ships would spawn without Fishing Paint and Theme
  • Removed some decorative items on ships that would be left behind upon ship sinking / deletion (such as large fishing nets)
  • Renamed "Crew Rations" Upgrade to "Crew Supplies" Upgrade
  • Bags and Backpacks for starting characters are now Newbied instead of Blessed
  • Weaponsmiths now train Fencing, Macing, Swords, Tactics, and Parrying
  • Armorers now train Tailoring and Parrying


Patch Notes



Achievements

  • Removed the Competition category (moved Liars Dice and Monster Shuffle into the Luxury category) and created the Arena category
  • Arena, Faction and Societies will no longer have reward points (since they have their own currency systems) but will instead have more titles available (eventually)


Arenas

trySiXrxXXyWBb5BJjH-wSez6B_-g-GnUFZ5MXLptj6nkf06QRTonpawKbO0H-eUC9eNJ-1alobZcllGPnWyL8mfzKQWTfR12zcJn9WtrqYIrrJbAzLF5AxXHdvuqxet3na7Wr8q




  • Removed "Unranked" and "Ranked" matches: all non-tournament matches will now just be "Standard" matches which cost 1 Arena Credit to participate in
  • Player stats will now be tracked for players for Solo Matches, Team Matches, Solo Tournaments, and Team Tournaments
  • Players can view the arena stats for any player by clicking the Blue Orb button next to a player in the Match Info page for a match, or in the Match Results window that appears after a match concludes
  • Fixed an issue in the Results Menu where Heal and Cure Potions used were not displaying properly


Young Players

aaYi11x5a3T1VOEaHnuXH7qyfdzos4rk6Lek0-NyFiKOCgc7lPIFj0WW2FIsQrrpNRfjpWG_VHsNWkcYfyWOF55_4qT8FUow0x3vkfwDVlJM0pyRTRay_U5N_kh1R1UbKUvhcBsc




  • Players now have a new gump menu when they say "I renounce my young player status" which explains the consequences for doing so before confirmation


Bandaging

  • Players will be prevented from attempting to resurrect a player or creature if they have insufficient skill to do so (and will be notified as such)


Guilds

  • Fixed Diplomacy Page previous/next button issue
  • Fixed an issue where a player's Faction wouldn't show up in the Guild Gump


Factions Results Menu

  • Fixed an issue where Damage Dealt was being counted twice for players in the Results Menu
  • Added "Healing Done to Other Players" stat tracking


Tamables

  • Blood Coursers will no longer die when their Aegis Knight controller dies
  • Blood Courses will now maintain their correct bodyvalue when mounting and dismounting
  • The Haste pet trait now reduces ability cooldowns by 15% (previously was 10%)
  • The Resourceful pet trait now increases ability trigger chances by 25% (pervious was 10%)
  • Fixed Upgradable Traits for Stinger (Mount Petram)
  • Release All and Release commands now have a new gump menu
  • Dragons and Drakes now spawn in both brown and red varieties
  • Players using Animal Lore on a tamable creature will now default to display the "Tamed Values" page
  • Fixed an issue where Tamed Creatures being released would attack with super high speed afterwards


Spirit Speaking

  • Summoning Elder versions of 8th circle summons now consumes 25% of a Spirit Stone (instead of 20%)
  • Summoning Elder versions of creatures now has a special effect and sound
  • Summoning Ancient versions of creatures now has several special effects and sounds


Creatures

  • NPC Creature aggro delay is now scaled based on creature difficulty, ranging from 1-5 seconds
  • Added Skeletal Archers to Ossuary
  • Made several adjustments to Infernus' abilities for balancing purposes


Spells

  • Players casting a harmful spell onto themselves while they have Magic Reflect active will no longer remove Magic Reflect from them
  • Players will be prevented from attempting to cast Energy Vortex if they do not have enough control slots available
  • Players will be prevented from casting Resurrection on a player if that player currently has a Faction Resurrection penalty still in place


Titles

  • Titles Menu is now fully functional (players can also manually choose which skill title is displayed for their character)
  • Most titles now are permanent (previous many titles had a limited duration)
  • Players now choose whether their Lord / Lady title is displayed for their character


Inscription

  • Spell Tome, Treasure Map Tome, Fishing Map Tome, Lumber Map Tome, Ore Map Tome, and Skinning Map Tomes added to Inscription Crafting Menu


Arcane Runes

  • Arcane runes now have new graphics and colors
  • Arcane runes no longer require the player to craft them via Inscription (they are simply loot items)
  • Arcane runes can now be placed on locations with blood and timed static (i.e. spell / ability visual effects)
  • Players placing arcane runes who have Inscription will increase the rune effect radius from 6 to upwards of 12 at GM inscription
  • Players placing arcane runes who have Inscription will increase the rune duration from 5 minutes to upwards of 10 minutes at GM Inscription

There are now 10 different rune types:


Empowerment Rune

Increases spell damage caused by players by 20%


Spellshielding Rune

Reduces spell damage taken by players by 20%


Fury Rune

Increases melee damage caused by players by 20%


Fortification Rune

Reduces physical damage taken by players by 20%


Toxicity Rune

Increases poison damage caused by players by 20%


Poison Warding Rune

Reduces poison damage taken by players by 20% and increases cure chances by 20%


Aggression Rune

Increases creature aggression towards nearby players immensely


Healing Rune

Increases healing amounts for players by 20%


Immunity Rune

Players have a 20% chance to avoid Bleed, Disease, Knockback, Hinder, and Entangle effects


Chemistry Rune

Increases potion effectiveness by 20% (similar to having Alchemy skill)



Buff Icons

  • Buff Icons are now useable (players can toggle displaying of Buff Icons in their UO Options Page under ToggleBuffIcons)
Buff Icons have now been enabled for the following fffects:


Hiding


Invisibility

Will show duration remaining


Nightsight

Will show default duration


Disarm

Will show duration remaining


Magic Reflection


Reactive Armor


Incognito

Will show duration remaining


Disguise Kit


Polymorph

Will show duration remaining


Protection

Will show duration remaining


Paralyze / Hinder / Entangle

Displays as Paralyze Icon

Will show duration of longest current effect remaining


Poison

Will show poison type

Will show and duration remaining


Disease

Displays as Corpse Skin icon

Will show duration remaining


Magic Resist Potion

Displays as Divine Fury icon

Will show duration remaining


Bleed

Will show duration remaining


Food Satisfaction

Displays as Gift of Renewal icon

Will show duration remaining


PvP Flag (2 minute duration)

Displays as Mortal Strike icon

Will show duration remaining


Taste ID Poultice Effect

Displays as Gift of Life icon

Will show duration remaining


Strength or Strength Potion

Will show duration remaining


Agility or Agility Potion

Will show duration remaining


Cunning

Will show duration remaining


Weaken / Clumsy / Feeblemind

Will show duration remaining



Buffs / Debuffs

  • Fixed several issues with Bless / Curse / Agility / Cunning effects not calculating properly

Provocation / Peacemaking / Discordance

  • Players will now be able to gain skill in Provocation, Peacemaking, and Discordance against any creature if their skill is currently below 50

Tracking

OwHU4IhLLGxANaQrs0A0Ub3M8QS2e_BoAHtdLe7f7hRjelzXGkU0RKBeRooBjZnb9_-TrXsHuNkorc8u5csuPQks6zzdMaqGGeLmCgdG0t6zAFQZe_vShcIP0LuliF4wxoB-fZaT




  • Any paragon creatures will display their name text as purple and will have a purple button in the Tracking Results menu window

Crafting

  • Fixed display names for Leather material types

Recycling

  • Players can now recycle any items that take Blank Scrolls or Arcane Scrolls to craft (including looted Spell Scrolls from monsters)

Tinkering Floor and Container Traps

  • Players can now craft Iron Trap Wire with Tinkering
  • Players can find Copper, Silver, Gold, and Platinum Trap Wire as loot inside Dungeon, Treasure Map, and Paragon Chests
  • Players may double-click Trap Wire and target a lockable container to open a Create Container Trap menu
  • Players may double-click Trap Wire and target themselves or the ground near them to open a Create Floor Trap menu
  • Creating a Floor Trap or Container trap requires the player to select a Wire Type and a Trap Type by clicking the Up/Down arrows in the respective menu and then clicking the Create Trap button
  • Creating a Trap consumes 1 Trap Wire of the selected type and any ingredients required for the trap type
  • Trap Strength for player-made traps mirrors the Trap Strength levels available for Dungeon and Treasure Map chests
Trap Strengths will default to the following based on wire type:


Iron Trap Wire

Average Trap Strength


Copper Trap Wire

Difficult Trap Strength


Silver Trap Wire

Very Difficult Trap Strength


Gold Trap Wire

Extremely Difficult Trap Strength


Platinum Trap Strength

Nearly Impossible Trap Strength


If a player only has lower quality ingredients available to make a trap (such as Lesser or Regular explosion potions for Explosive Traps or Lesser, Regular, Greater, or Deadly Poison potions for Poison Traps), the Strength of the trap is reduced by one level for each level of ingredient quality level, and can reduce Traps Strengths potentially to:


Worthless Trap Strength

Very Easy Trap Strength

Easy Trap Strength


For instance, using Copper Trap Wire, but a lesser explosion potion (instead of a greater explosion potion) would reduce the trap strength down from Difficult Trap Strength to Easy Trap Strength (i.e. a reduction of 2 Levels)



Container Traps

B928TxV23ftDFLbiUSq-v1z4QDj9UbO8IUd8r30XjZH7sq5xv7_pVtQJqFJXXFjW1nwcWRRihrOb2ptVaHnAaawXrr8hliPFl_4btkxA8zW5U2kROLtCQjpBlABs-0jBd5PQ9QBS




  • Requires 100 Tinkering to create
  • Any player attempting to open a trapped container will detonate it unless they successfully make a Detect Hidden check, which if successful, will launch the Lockpicking / Remove Trap window players would normally see when interacting with Dungeon and Treasure Map Chests. The player may proceed to use Remove Trap on the chest to disarm the container's trap
  • A player who places a trap on a chest will be considered attacking the player who opens the chest and triggers a trap (and will be subject to Murder Counts if the player should die)
A player opening a trapped container is subjected to the following effects:



Explosive Container Trap

Worthless Trap Strength: 25-50 Damage

Very Easy Trap Strength: 50-75 Damage

Easy Trap Strength: 75-100 Damage

Average Trap Strength: 100-125 Damage

Difficult Trap Strength: 125-150 Damage

Very Difficult Trap Strength: 150-175 Damage

Extremely Difficult Trap Strength: 175-200 Damage

Nearly Impossible Trap Strength: 200-225 Damage


Damage is increased by ((Tinkering Skill - 100) / 120) * 20%)



Poison Container Traps

Worthless Trap Strength: Regular Poison (50% chance to upgrade to Greater Poison)

Very Easy Trap Strength: Regular Poison (75% chance to upgrade to Greater Poison)

Easy Trap Strength: Greater Poison (25% chance to upgrade to Deadly Poison)

Average Trap Strength: Greater Poison (50% chance to upgrade to Deadly Poison)

Difficult Trap Strength: Greater Poison (75% chance to upgrade to Deadly Poison)

Very Difficult Trap Strength: Deadly Poison (25% chance to upgrade to Lethal Poison)

Extremely Difficult Trap Strength: Deadly Poison (50% chance to upgrade to Lethal Poison)

Nearly Impossible Trap Strength: Deadly Poison (75% chance to upgrade to Lethal Poison)


Chance to upgrade poison is increased by (((Tinkering Skill - 100) / 120) * 20%))



[size=large]Web Container Traps[/size]

Worthless Trap Strength: Entangle for 6 seconds

Very Easy Trap Strength: Entangle for 9 seconds

Easy Trap Strength: Entangle for 12 seconds

Average Trap Strength: Entangle for 15 seconds

Difficult Trap Strength: Entangle for 18 seconds

Very Difficult Trap Strength: Entangle for 21 seconds

Extremely Difficult Trap Strength: Entangle for 24 seconds

Nearly Impossible Trap Strength: Entangle for 27 seconds


Entangle duration is increased by (((Tinkering Skill - 100) / 120) * 20%))



Floor Traps

q3y3oQZfeDTl56Z_rQAIJGMVVrgxpkhdErbIuUigLvISHt2SbfjOmvhTaC4Pp1aflotFoMnfh08zJDQzsL-Zch3FM2YrRcO-RYLwtFvlaWSwPqDZn4AbRdYjqfcLoU8WGMO5-SvA




  • Requires 100 Tinkering and 100 Detect Hidden to create
  • Floor Traps will place a Pressure Plate at the player's location as well as one in each cardinal direction (North / South / East / West
  • Players may only place a single Floor Trap on a tile and cannot have overlapping Pressure Plates
  • Floor traps will activate if a non-tamed / non-summoned creature steps onto one of the Pressure Plates for the trap
  • Floor traps will expire in 3 minutes if not activated by creatures
  • Players may only place up to 3 Traps within a 3 minute period
The effect radius of Floor Traps are as follows (radius is based on the center Pressure Plate):


Worthless and Very Easy Strength Traps: Radius 1

Easy and Average Strength Traps: Radius 2

Difficult and Very Difficult Strength Traps: Radius 3

Extremely Difficult and Nearly Impossible Difficulty Strength Traps: Radius 4


Each non-tamed / non-summoned creature within the trap radius are subjected to the following effects:


Explosive Floor Traps

Worthless Trap Strength: 75 Damage

Very Easy Trap Strength: 100 Damage

Easy Trap Strength: 125 Damage

Average Trap Strength: 150 Damage

Difficult Trap Strength: 175 Damage

Very Difficult Trap Strength: 200 Damage

Extremely Difficult Trap Strength: 225 Damage

Nearly Impossible Trap Strength: 250 Damage


Damage is increased by (((Tinkering Skill - 100) / 120) * 10%) + ((Detect Hidden Skill - 100) / 120) * 10%) )



Poison Floor Traps

Worthless Trap Strength: Lesser Poison (33% chance to upgrade to Regular Poison)

Very Easy Trap Strength: Lesser Poison (66% chance to upgrade to Regular Poison)

Easy Trap Strength: Regular Poison (33% chance to upgrade to Greater Poison)

Average Trap Strength: Regular Poison (66% chance to upgrade to Greater Poison)

Difficult Trap Strength: Greater Poison (33% chance to upgrade to Deadly Poison)

Very Difficult Trap Strength: Greater Poison (66% chance to upgrade to Deadly Poison)

Extremely Difficult Trap Strength: Deadly Poison (33% chance to upgrade to Lethal Poison)

Nearly Impossible Trap Strength: Deadly Poison (66% chance to upgrade to Lethal Poison)


Chance to upgrade poison is increased by (((Tinkering Skill - 100) / 120) * 10%) + ((Detect Hidden Skill - 100) / 120) * 10%))



Web Floor Traps

Worthless Trap Strength: Entangle for 6 seconds

Very Easy Trap Strength: Entangle for 9 seconds

Easy Trap Strength: Entangle for 12 seconds

Average Trap Strength: Entangle for 15 seconds

Difficult Trap Strength: Entangle for 18 seconds

Very Difficult Trap Strength: Entangle for 21 seconds

Extremely Difficult Trap Strength: Entangle for 24 seconds

Nearly Impossible Trap Strength: Entangle for 27 seconds


Entangle duration is increased by (((Tinkering Skill - 100) / 120) * 10%) + ((Detect Hidden Skill - 100) / 120) * 10%))



Trap Detonators

-PKhVqjmC1YQIIND_VZAOuZDUyIIxRuvYUCitjVJTX_vJz3NWCQIMokvN8uakDsK3oKLA5-xtqTcj2XgULQTS1tiVgg6bNgI_rph7OWOwUsrjpfrNDE3BN5WCfxpUAINYTbqdMg1




  • Players may craft Trap Detonators using Tinkering
  • Players can use Trap Detonators to manually detonate Floor Traps they have placed
  • When using a Trap Detonator, the player may click themselves to detonate all traps they currently have within 18 tiles, or may click the ground to detonate a single trap within 1 tile of the target location
  • Trap Detonators have an unlimited number of uses

Misc

  • Fixed the description text on the Frenzied Skill pet trait
  • Casting the Mark spell on a single Blank Recall Rune will now place the newly marked rune in the same location / backpack location (previously would drop to random spot in bottom level of backpack)
  • Trap Tools have been renamed to "Trap Removal Tools"
  • Fixed the prices on several Bone Armor items
  • Fixed an issue where Passive Taming Skill Gain system messages would display with large numbers of decimals
  • Fixed a crash related to Blood Harpy's feather ability
  • Fixes several typos relating to the Magic Lock and Magic Unlock spell


Patch Notes



Town NPCs

  • Adjusted Vendor locations in several towns


Bless Spell

The Bless spell should be working correctly in pvp again



Tamed Creatures

  • Tamed Creature abilities (such as Bullvore's charge ability) now deal +100% damage against NPC creatures
  • The Bless, Strength, Agility, and Cunning spells now can be cast on tamed and summoned creatures (boosts melee damage by up to 5%, attack speed by up to 5%, and spell damage by up to 5% respectively)


Passive Taming Skill Gain

  • Readjusted passive taming skill gain scalars (somewhat harder than before)


Faction Struggles

  • Adjusted faction struggle zone locations for Inferno and Aegis Keep
  • Added 4 new wilderness faction struggle locations


Misc

  • Fixed a crash caused by Infernus' Fire Assault ability


Patch Notes


Stun

  • The Stun Mechanic has been removed (both PvM and PvP)


Curing Attempts

  • Whenever a player fails to cure their target (via potion, bandage, spell) the next cure attempt on that target gains a cumulative bonus to future cure attempts equal to 50% of the current chance
  • Whenever a target is cured, their cumulative cure bonuses are reset to 0%

Example


A player attempting to cure Deadly Poison with a greater cure potion has a 50% cure chance

If they fail, their next cure chance would be 75%

If they fail again, their next cure chance would be 112.5%


Cure Chances


Lesser Cure Potion


Lesser Poison: 75% Chance

Regular Poison: 50% Chance

Greater Poison: 25% Chance

Deadly Poison: 0% Chance

Lethal Poison: 0% Chance


Regular Cure Potion


Lesser Poison: 100% Chance

Regular Poison: 75% Chance

Greater Poison: 50% Chance

Deadly Poison: 25% Chance

Lethal Poison: 0% Chance


Greater Cure Potion

Lesser Poison: 125% Chance

Regular Poison: 100% Chance

Greater Poison: 75% Chance

Deadly Poison: 50% Chance

Lethal Poison: 25% Chance


Bandaging Attempts

Chance = ((150% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%);


Cure and Arch Cure

Chance = ((150% - (Poison Level * 25%)) * (Magery Skill / 100))



Arch Cure and Arch Protection

  • Spell radius for both spells increased to 8 (previously was 6)


Weapons

  • Weapons have been overhauled and now use a dice-based system
  • Damage values for weapons will still be displayed (via Arms Lore) as Minimum and Maximum
  • Different weapon skill types (Fencing / Swords / Macing / Archery) have different damage consistencies, meaning how often they tend to gravitate towards the average expected value

Fencing weapons

Low damage consistency


Swordmaship Weapons

Medium damage consistency


Macing Weapons

High damage consistency


Archery Weapons

High damage consistency



Creature Damage

  • Tamed Creatures now do +100% damage with spells against other creatures (previously was +50%)
  • NPC creatures no longer gain damage bonuses to spells cast against Tamed Creatures (previously was +50%)
  • Removed all damage mechanics on abilities that dealt extra damage to tamed creatures


Bosses and Minibosses

  • Completed a major overhaul of abilities and handling on all Bosses and Mini-Bosses to adjust their difficulty (with exception of The Insatiable Maw)
  • The Pit Dragon has a new graphic and all new abilities


NPC Creatures

  • Reworked abilities on a good number of creatures to reduce their difficulty (such as Calamities and Abominations)

Creature Aggression

  • Creatures now have a 3-5 second randomized delay before they will Aggro a player or another creature
  • Creatures in the New Player Dungeon, however, will now have a 5 second delay before they will Aggro a player or another creature


Passive Taming Skill Gain

  • Players can now passively gain up to 2.5 points of Animal Taming skill for every 5 point skill range (i.e. 50-55, 55-60, etc) by using tamed creatures to kill creatures
  • In order to qualify for passive taming skill gain, the player must use tamed creatures that when tamed could grant skill gain (i.e. a have Min Taming skill within 25 points of the Tamer's current Animal Taming skill)
  • Adjusted the chances that killing creatures will grant passive taming skill (higher chances when player has low taming and scales downward towards 120 skill)


Pet Traits and Abilities

  • Conducted a large overhaul of pet traits
  • Any Pet Traits that use "Focused Aggression" from Herding will gain that trait's benefit so long as the pet is within 16 tiles of their Focused Aggression target
  • The Pack Instincts ability now grants pets +3% melee accuracy for each pet the player has, including itself, within 16 tiles
  • The Swarm ability now grants pets +5% melee accuracy for each pet the player has, including itself, within 16 tiles
  • Pack Instinct and Swarm accuracy bonuses are reduced by 50% when that pet is attacking another player


Level 1 Traits for all Pets are now the following two options:


Survival

Reduces all damage taken by the creature by 10%


Adapation

Increases XP Gain Chance by 25%, reduces Stable costs by 25% , and reduces Ressurection penalty amounts by 25%



Command Aspect

  • Players can now trigger the Command Aspect Spellbook Special Affect by casting healing or buffing spells on their followers


Guild Gump

  • All lists displayed within the guild gump now display 10 entries (instead of 5)

Bandaging

  • Stationary bandaging (range 2) should now be working properly


Summon Spells

  • Players are now prevented from attempting summoning spells if they do not have enough control slots to control the creature


Misc

  • Fixed text displays for clicking / applying Arcane Runes
  • Pets should no longer display as Bonded when released
  • The Disease special effect will now only display "*looks violently ill*" on the first time the effect is applied to the target (will still do sound and graphic each tick however)
  • Players who choose the Tamer Profession at character creation or who normally only have a Shepherd crook will now receive a randomized weapon on character creation


Patch Notes


Mount Petram

  • Mount Petram is now accessible to players!
  • Tamable creatures in Petram have not yet had their Upgradable Traits configured (but will very soon)
  • Special loot handling on Gem Elementals has not yet been implemented (but will very soon)


Runebooks and Runetomes

  • Updated the item graphics on Runebooks and Runetomes
  • Runetomes have now been updated and are fully functional


Tome Libraries

  • Players with Inscription can now craft a variety of different Tomes to store maps and scrolls including: Spell Scroll Tomes, Skill Mastery Scrolls, Ore Maps, Lumber Maps, Skinning Maps, Fishing Maps, and Treasure Maps


Arenas

  • The Arena Match results window now has multiple pages of stats for players based on their fight results (such as Hit %, Mana Used, Worst Miss Streak)
  • Added support for tracking players lifetime stats for the new stats being tracked via the arena match results window (will eventually add a player-viewable window for these stats)
  • Players should now correctly be able to wear Aspect Gear in the arenas as GM equipment (Aspect Gear always behaves as GM equipment while in PvP)
  • Players may now use Spirit Stones, Oil Cloths, Repair Kits, and Instruments while in the Arena


Bandaging

  • Players who have been stationary for 5 seconds may bandage targets up to 2 tiles away (reverts back to 1 tile range if the player moves within 5 seconds of finishing the bandage)


Tamed / Summon Creatures

  • Fixed an issue where tamed or summoned creatures would remain living when they should have died (but they still would create a corpse when hitting 0 hit points)
  • Eldritch Drakes and Dragons now have a new hue
  • Swamp Drakes and Dragons now have a new hue


Darkmire Temple

  • Muskeg Chasm has been renamed to Darkmire Temple
  • Wildwood Guardian in Darkmire Temple now has a new graphic


Magic Resist Skill Gain

  • Reduced the Magic Resist skill gain bonus provided from resisting spells casted by creatures


Misc

  • Spyglasses have been temporarily disabled
  • Food will now display the Satisfaction level of the item on single-clicks
  • All food now is stackable (some recipes that previously had multiple charges now create multiple items instead)
  • Skill Mastery Scrolls are now stackable and have a new graphic (appears like a scroll rather than a deed as previously)
  • Aegis Keep blood creatures will now despawn after 2 hours if they have not been killed after a transformation


Patch Notes


Testing

  • Players now have 1000 stable slots for testing purposes

Factions

  • Fixed faction control zones for Corpse Creek
  • Adjusted location for "Northside" capture zone for Horseshoe Bay
  • Fixed the Faction Menu countdown timer display when a Faction event is currently being assembled

Buff and Debuff Spells

  • Weaken, Clumsy, Feeblemind, Curse, Mana Drain, Mana Vampire, and Mass Curse spells can no longer be resisted
  • If a target is already under a similar debuff or buff effect, the player will receive a system message notifying them of such
  • Recoded the handling on Stat Increases and Stat Decreases to fix several issues with players not displaying the correct stats after various buff / debuff spells

Disguise Kits

  • Players can now purchase Disguise Kits from Thief NPCs or they may craft them with the Tailoring skill
  • Players must have 80 Stealing skill in order to use a disguise kit
  • Once a player applies a disguise, it will stay on them until they die or remove it (which can be done via the "Remove Existing" button in the disguise kit menu)
  • Players may apply a disguise at most once every 2 hours
  • Normal disguise kits have 3 uses per item and will grant the player a randomized hairstyle, hair color, facial hair style, facial hair color, and name
  • Exceptional quality disguise kits have 4 uses per item and the player can manually select their hairstyle, hair color, facial hair style, facial hair color, and skin color
  • Mastercrafted (Exceptional quality made with 120 skill) disguise kits have 5 uses for item and the player can additionally change their gender, select a new randomized name, or manually enter a new name by hand (following normal player naming guidelines)
  • Wearing a disguise kit increases a player's stealing success chances by 25%
  • Wearing a disguise kit increases a player's snooping success chances by 25%


Stealing

  • Players do not need to be part of a Thieves Guild in order to use the stealing skill and may be murderers
  • Players can steal individual items up to (10 * (Stealing Skill / 100)) stones of weight
  • The maximum weight for any weapons is 10 stones (halberds)
  • Players can steal stacked items in amounts up 50% of their normal stealing weight (such as 50 reagents or 250 gold)
  • All housing deeds in game are non-blessed and therefore stealable
  • Players must have a least one hand free to make a stealing attempt
  • Success chance to steal an item is (50% * (Stealing Skill / 100))
  • If the thief is wearing a disguise kit, success chance is increased by 25%


Being Spotted

  • If a player is "Spotted" stealing in town by either a player or human NPC, they will be killed by guards and the stealing attempt will automatically fail
  • Only targets within 8 tiles of the target can spot a stealing attempt
  • A player that flags green to the thief will never spot a stealing attempt
  • Each player, including the target, has a 20% chance to spot a nearby stealing attempt (10% if they do not have a line-of-sight to the thief)
  • Each human NPC, including the target, has a 10% chance to spot a nearby stealing attempt (5% if they do not have a line-of-sight to the thief)
  • If the stealing player has been resurrected within the last 5 minutes, the chance for them to be spotted by players and human NPCs is doubled
  • If the thief was hidden at the time they made the stealing attempt, no system message notifications will be displayed to other players (i.e. "You notice Luthius attempting to steal from Serathi")


Snooping

  • Success chance is (75% * (Snooping Skill / 100))
  • If the thief is wearing a disguise kit, success chance is increased by 25%
  • If the thief is hidden while making snooping attempts, no system message notifications will be displayed to other players (i.e. "You notice Luthius attempting to peak into Serathi's belongings")

Stun / Disarm

  • Added various checks to prevent players being able to make Stun or Disarm attempts while at insufficient skills to do so


Magic Resist

  • Players resisting spells from creatures (non-summoned / non-tamed) now have a 20x skill gain bonus (previously was 2.0x) and stacks with Active Skill Gain bonus scalars
  • Players can at most gain .5 Magic Resist skill gain from any individual creature while they are between 70-80 Magic Resist
  • Players can at most gain .3 Magic Resist skill gain from any individual creature while they are between 80-90 Magic Resist
  • Players can at most gain .1 Magic Resist skill gain from any individual creature while they are between 90-100 Magic Resist
  • Increased the effective Magic Resist skillgain range of spells when cast by creatures by 20 (i.e. players can gain up to 80 Magic Resist from creature casted Lightning spells, as opposed to only up to 60 Magic Resist from player-casted Lightning spells)


Misc

  • Fixed several crash issues


Patch Notes


Account Deletion

  • For testing purposes, players now no longer need to wait 7 days to delete their accounts (should take at most 1 minute)


New Player Dungeon

  • New Player Dungeon has updated spawns including spawns in the newly expanded areas


Spells

  • The Paralyze spell will no longer cause Disrupts


Inscription Runes

  • Poison Warding Rune now also adds +20% cure chance to nearby players


Storage Shelf

  • Storage Shelves will now display the total number of items in a player's loadout
  • Players may now store Trapped Pouches and Kindling in Storage Shelves


Trapped Pouches

  • Players may now purchase Trapped Pouches from Provisioners and Mage NPCs


Arenas

  • Players may now wear Aspect Armor and Weapons in the Arena (both will function as GM-level gear and will not suffer penalties on player death)


Factions

  • Dungeon Faction Struggles should now be announced as (Mountless)
  • The next Faction Struggle after a dungeon one will by default be Mounted (unless it happens to be another Dungeon one)
  • Fixed one of the Control Zones for the Inferno Faction Struggle

Moongates

  • Tamed / summoned creatures should now go through all moongates correctly (provided they are at least 12 tiles away from the player and not in "Stay" mode)


Guilds

  • Guilds now can toggle "Global War" which makes them at war with every other guild that also has "Global War" toggled, with the exception of any guilds that they have Allied with, or any guilds within their same faction during a Faction Struggle
  • Guilds can change their Global War toggle at most once per day
  • Officers and Guildmasters of a guild can change their Global War setting in the "Overview" page of the Guild Menu
  • Updated the Guild Details page of Invitation Management and Diplomacy Manage pages to display a guild's Faction as well as their current Global War setting
  • Players who have received invitations to guilds can now toggle whether to Ignore any future invitations from a particular guild as well as messages from that guild


Stun and Disarm

  • Players can now switch between multiple settings for Stun and Disarm dictating when they are automatically "untoggled" after usage
  • Players may change these manually by typing [stununtogglemode or [disarmuntogglemode or by going into the Paperdoll -> Help -> Commands and Settings Page -> Mechanics Tab for Stun Toggle and Disarm Toggle


Tailoring

  • Added Leather Cap Restyle Kits (players may convert a leather cap, including Aspect and Colored Material caps, into a Hat Style with the leather cap's original hue)
  • Restyled Leather Caps will have the words "restyled" in their name
  • Players may use dye tubs on items they are currently wearing
  • Straw Hats added to Tailor shop lists


Tamed Creatures

  • The Pack Instincts and Swarm Trait effects will now only do 20% of their normal damage bonus to other players


Misc

  • Updated Tracking and Animal Lore creature icons for Aegis Keep creatures and some other misc creatures
  • Fixed the bodyvalues for a few creatures such as Lava Elementals and Searing Earth after the latest graphics patch



Patch Notes



Aegis Keep Dungeon

  • Aegis Keep is now open and accessible through Dungeon Moongates in towns


Moongates

  • Towns now contain Town and Dungeon Moongates that players can use to navigate to other Towns, Dungeons, and the Arena


Stun Attacks

  • Stun Attacks are now toggled by players, via the [Stun command or using a razor/steam hotkey for Stun
  • Players must have 80 Anatomy and 80 Wrestling to attempt to make a stun attack
  • When players has Stun mode toggled, if their next Wrestling attack hits their opponent, it will stun them
  • A stunned player cannot move, swing weapons, cast spells, or use items for 3 seconds
  • A stunned creature cannot move and takes 25% additional damage from all sources for 10 seconds
  • Once a target has been stunned they may not be stunned again for 30 seconds
  • Once a player successfully makes a stun attack, they cannot attempt another one for 30 seconds
  • If a player has Stun toggled and misses a wrestling attack, their next stun attempt will be delayed by 15 seconds (but will automatically attempted again unless the player toggles Stun mode off)

Disarm Attacks

  • Disarm Attacks are now toggled by players, via the [Disarm command or using a razor/steam hotkey for Disarm
  • Players must have 80 Arms Lore and 80 Weapon skill in their currently equipped weapon (or 80 Wrestling for unarmed) to attempt to make a disarm attack
  • When players has Disarm mode toggled, if their next attack hits their opponent, it will disarm them
  • A disarmed player has any items in their hands dropped into their backpack, which then can not be moved or stolen by any player, including themselves, for 5 the next seconds
  • A disarmed player may not equip any items into their hands for the next 5 seconds
  • A disarmed creature takes 25% additional damage from all sources for 10 seconds
  • A disarmed creature has a 25% penalty to melee defense from all sources for 10 seconds
  • Once a target has been disarmed they may not be stunned again for 30 seconds
  • Once a player successfully makes a disarm attack, they cannot attempt another one for 30 seconds
  • If a player has Disarm toggled and misses an attack, their next disarm attempt will be delayed by 15 seconds (but will automatically attempted again unless the player toggles Disarm mode off)

Wrestling

  • Removed the Offensive Wrestling mechanic provided by Anatomy / Arms Lore
  • Players now only gain Wrestling damage bonuses from Anatomy (+50% * (Anatomy Skill / 100)) against creatures, and not players
  • Players now only gain Wrestling damage bonuses from Arms Lore (+50% * (Arms LoreSkill / 100)) against creatures, and not players


Magic Spellbooks

  • Fixed several issues with damage bonuses and charged spells from Magic Spellbooks not being calculated correctly
  • Players wielding a Magic Spellbook will receive an additional damage bonus against creatures if they have the Spirit Speaking or Inscription Skill (the higher of the two skills will be used)
  • The additional spell damage bonus against creatures is equal to (the item's base damage bonus * (higher value of Spirit Speaking Skill or Inscription Skill / 100))
  • For instance, a player with 80 Inscription and 50 Spirit Speaking would receive a spell damage bonus of (25% * (80/ 100)) for a Vanquishing-level magic spellbook


Players wielding a Magic Spell will by default not gain any damage bonus in PvP unless they:

1) Have had the spellbook equipped for 30 seconds consecutively

2) Have either the Inscription or Spirit Speaking skill


The total damage bonus provided in PvP for Magic Spellbooks is equal to (the item's base damage bonus * (higher value of Spirit Speaking Skill or Inscription Skill / 100))


Aspect Spellbooks

  • Fixed several issues with damage bonuses and charged spell chances with Aspect Spellbooks not being calculated correctly
  • Players wielding an Aspect Spellbook will receive an additional damage bonus against creatures if they have the Spirit Speaking or Inscription Skill (the higher of the two skills will be used)
  • The additional spell damage bonus against creatures is equal to (the item's base damage bonus * (higher value of Spirit Speaking Skill or Inscription Skill / 100))


Aspect Gear

  • The maximum number of Aspect Charges that a player may add to an Aspect Weapon/Spellbook/Armor is now 180 (previously was 150)
  • When a player dies with Aspect Gear on them, each Aspect Item will lose 60 charges from the item and will be turned into Arcane Essence and left on the player's corpse (i.e. may be looted by other players or the player themselves)


Storage Shelf

  • Items currently equipped by the player or that will be equipped by the player will not count against the player's total item limit when resupplying from a storage shelf


Bless Spell

  • Players may now cast bless again on other players


Magic Trap Spell

  • Players may now cast the Magic Trap spell on a friendly (i.e. Green hue) target
  • Fixed an issue where players entering combat were having more pouches untrapped than they should (due to Inscription)



Remove Trap Spell

  • Should now correctly only untrap 1 pouch from the target



Arenas

  • Players should no longer lose Fame/Karma for dying within the Arena
  • Players can now access the Arena from Town Moongates
  • The Arena Results window will now only show a player's highest hit streak (and not their miss streak)


Inferno and Muskeg Traps

  • Damage reduced significantly on Fire Bridge and Rolling Stone traps


Guild and Factions Gump

  • Fixed several issues with displaying countdown time until next Faction Struggle events
  • Streamlined and added new buttons to the Guild Faction page to access Faction Struggle Page / Results


Explosion Potions

  • Explosion potions now have a 5 second timer and must be thrown before 1 second remains on the timer
  • While in flight, the explosion potion's timer will continue to tick
  • If a player attempts to throw an explosion potion and cannot (due to LOS / range / etc), they may double click the same potion or any explosion potion in their pack (or use a razor / steam explosion potion hotkey) to attempt to throw the potion again (provided more than 1 second remains on the timer)


Commands and Settings

  • Added entries in the Paperdoll -> Help -> Outlands Overview - >Commands and settings page for [Pouch, [Stun, and [Disarm (under the Mechanics Tab)


Active Skill Gain Boost

  • Players who successfully unlock a dungeon chest will receive the 10 minute Active Skill Gain boost (x5) that players normally receive for killing a creature
  • layers who successfully tame a creature (must not previously have been tamed) will receive the 10 minute Active Skill Gain boost (x5) that players normally receive for killing a creature (this will still not boost Animal Taming skill gain rate for the player, however)


Faction Struggles

  • Faction struggles will now alternate between being Mounted and Mountless every other event
  • Announcements for faction struggles will say which type is upcoming (i.e. Mounted or Mountless), and players may see in the Faction Struggle Page (accessible by typing [Faction) what the upcoming type will be
  • Players are limited to casting 5 Field Spells during a faction struggle, and may view how many they have used so far on the Faction Struggle Page
  • Players who are in area of a Faction Struggle but who are not part of a faction may not cast Field spells in the area until the event ends
  • Player should now keep their Faction Gumps up when they die and when resurrection
  • Corpses of players from opposing factions should now show the correct notoriety hue


Misc

  • Fixed a display issue in the Skill Mastery Scroll / Orb gump
  • Fixed an issue with Mini-Boss / Boss name hues (should be red)


Patch Notes


Factions

  • Faction Struggle Locations added for Outpost and Terran
  • Implemented automation for faction struggle event scheduling
  • Fixed some issues with guild scores for faction struggles
  • Players in the same faction should now always flag as green during faction struggles
  • Fixed various issues with spawn locations for faction bases and faction struggle zones
  • Players will now receive a confirmation prompt when using a Faction Moongate
  • Fixed some issues with pet teleporting when players die during faction struggles

Poisoning

  • The Poisoning skill increases the difficulty to cure poison cast by or applied by that player by (25% * (Poisoning Skill / 100)).
  • The Taste ID skill increases the difficulty to cure poison cast by or applied by that player by (25% * (Taste ID Skill / 100))

Magic Spellbooks

  • Magic Spellbooks will now grant their damage bonus in PvP as long as a player has had their Magic Spellbook equipped for 30 seconds

Stun Effect (Anatomy)

  • Players must have at least 80 Wrestling to inflict a Stun Attack
  • The chance to inflict a Stun Attack with a wrestling hit is now (20% * (Anatomy Skill / 100))
  • A Stunned player cannot move for 5 seconds and a Stunned creature cannot move for 10 seconds
  • Players and creatures take 25% more damage from all sources while stunned
  • A player or creature cannot be stunned more than once every 30 seconds

Disarm Effect (Arms Lore)

  • The chance to inflict a Disarm Attack with a hit is now (20% * (Arms Lore Skill / 100)) [scaled for weapon speed]
  • A Disarmed player cannot equip any items or move any disarmed gear for 5 seconds
  • Players take 25% more damage from all sources while Disarmed
  • Creatures take 50% more damage from all sources while Disarmed
  • A player or creature cannot be Disarmed more than once every 30 seconds

Taming

  • Players now can have their Pets resurrected by NPC Healers and will receive a window allowing selection of which pets to resurrect
  • Players can now use the "Move" and "All Move" commands to make their tamed / summoned creatures move two spaces in a random direction
  • Players can now use the "Pack" and "All Pack" commands to make Pack Animals open their packs for the player (provided they are within range)

Bless Spell

  • The Bless Spell will now automatically target the caster (similar to Protection / Reactive Armor / Magic Reflect)

Ship Crewmembers

  • Added the Sea Dog Ship Crewmember type


Bank Storage Locker

  • Added the Bank Storage Locker to Carpentry / Tinkering: acts as a Storage Shelf that can only be used from within a player's bankbox (requires less materials to craft than a storage locker)
Item Identification and Container Identification Wands

  • Players may now craft Identification Wands using the Tinkering Skill and Item ID (100 Skill)
  • Identification wands require 1 Arcane Scroll and 5 Boards (can be made with colored materials for more charges)
  • A player using an Item Identification wand will display the item's magical properties, as well as it's NPC gold sell value and Arcane Essence value (if applicable)


  • Players may now craft Container Identification Wands using the Tinkering Skill and Item ID (120 Skill)
  • Container Identification wands require 2 Arcane Scroll sand 5 Boards (can be made with colored materials for more charges)
  • A player using an Item Identification wand will display the magical properties for all items in a container, as well as the cumulative NPC gold sell value and Arcane Essence value (if applicable) for all items. Players may target their own backpack as a container


Aspect Phylacteries

  • Players will now find Aspect Phylacteries as loot drops
  • Aspect Phylacteries will have a randomized Aspect associated with them (such as Fire, Lyric, Earth, etc)
  • If a player has an Aspect Phylactery in their backpack while using Aspect Weapons or Aspect Spellbooks matching the Phylactery's aspect, each weapon swing or spell cast will increase the Phylactery's charge percent, to a maximum of 100%
  • A player may double click a fully-charged Aspect Phylactery to consume it, which will then make the next weapon swing or spell cast while equipped with an Aspect Weapon or Spellbook of that matching aspect automatically be an Aspect Special Attack (such as Whirlwind for Air Aspect)
  • Players can only activate and "store up" one Aspect Special Attack at a time (if a player activates another Phylactery before triggering the previous one, it will override any existing one)


Arcane Symbols and Arcane Runes

  • Players will now find colored Arcane Symbols as loot drops
  • Arcane Symbols come in Red, Green, Orange, Blue, and Purple colors
  • Players with Inscription can use Arcane Symbols to craft Arcane Runes, which are single use items that provide a unique benefit to players in an radius from the activation spot
  • To activate a rune, a player must double click it and must have at least 100 Inscription Skill
  • Arcane Runes last for 5 Minutes + (5 * (User Inscription Skill / 100) minutes)
  • Players may receive the benefit from multiple runes simultaneously, so as long as they are of different types (i.e. can only receive the benefit from 1 Rune of Fortification)

Arcane Rune of Aggression (Orange)

All players within 3 tiles of the rune have their creature aggro increased greatly


Arcane Rune of Fortification (Red)

All players within 5 tiles of the rune receive 20% less physical damage from creatures


Arcane Rune of Spell Shielding (Purple)

All players within 5 tiles of the rune receive 20% less spell damage from creatures


Arcane Rune of Poison Warding (Green)

All players within 5 tiles of the rune receive 20% less poison damage from creatures


Arcane Rune of Healing Amplification (Blue)

All players within 5 tiles of the rune receive 20% more healing from healing effects (so long as they aren't flagged for PvP)



Slayer Wands

  • Slayer Wands will now drop as loot
  • Slayer wands come in Lesser, Regular, and Greater strength and have a randomized creature Slayer Group and randomized damaging spell
  • Slayer wands can only be used against creatures matching it's slayer type
  • Slayer wands must be equipped to use them and have a limited number of charges
  • After using a wand, that wand cannot be used again for that wand's cooldown duration
  • After using a wand, that player cannot use any other wand again for that wand's cooldown duration


Magic Arrow Wand

60 (Lesser), 80 (Regular), 100 (Greater) Damage

1 Minute Cooldown


Harm Wand

80 (Lesser), 100 (Regular), 120 (Greater) Damage

2 Minute Cooldown


Fireball Wand

100 (Lesser), 120 (Regular), 140 (Greater) Damage

3 Minute Cooldown


Lightning Wand

120 (Lesser), 140 (Regular), 160 (Greater) Damage

4 Minute Cooldown


Mindblast Wand

140 (Lesser), 160 (Regular), 180 (Greater) Damage

5 Minute Cooldown



Energy Bolt Wand

160 (Lesser), 180 (Regular), 200 (Greater) Damage

6 Minute Cooldown


Explosion Wand

170 (Lesser), 190 (Regular), 210 (Greater) Damage

6 Minute Cooldown


Flamestrike Wand

200 (Lesser), 220 (Regular), 240 (Greater) Damage

7 Minute Cooldown


Meteor Swarm Wand

Range 4


60 (Lesser), 80 (Regular), 100 (Greater) Damage

7 Minute Cooldown


Chain Lightning Wand

Range 3

80 (Lesser), 100 (Regular), 120 (Greater) Damage

7 Minute Cooldown


Earthquake Wand

Range 8

60 (Lesser), 80 (Regular), 100 (Greater) Damage

8 Minute Cooldown



Misc

  • Added Cannon Shot commodities
  • Fixed an issue with system message displays for using Magic Resist potions
  • Fixed an issue where players receiving a Skinning Knife on character creation also receive a randomized starting weapon
  • Smoke Drake and Smoke Dragon ability will hit targets a maximum of one time
  • Mixed an issue with water splashes in Pulma boss room (again!)
  • Added Creature Taming Deeds for testing
  • Players should receive 50,000 gold in their bank during character creation during testing
  • Updated the gumps for player-cast Moongates



Patch Notes


Factions

  • Implemented a number of additional Faction features including Faction Selection / Faction Combat Flagging on the Faction page of the Guild Menu

Arenas

  • Fixed an issue with the arena Match Info button going missing from arena matchmaking
  • Fixed a flagging issue with the arena region lobby area (was set to DungeonRegion instead of ArenaRegion)

Mastercrafting and Item Durability

  • Rebalanced item durability bonuses for magical / colored materials
  • Exceptional quality items made by a player with 120 skill will be listed as "mastercrafted by" when single-clicked (instead of "crafted by")
  • Mastercrafted weapons and armor have an additional +50% base durability
  • Mastercrafted tools and instruments will have an additional +50% base number of uses

Food

  • Appetizing and Delectable foods (which are non-stackable) now may have crafters marks (including mastercrafting)
  • Exceptional quality Appetizing and Delectable foods have 1 additional bite (uses) allowed
  • Mastercrafted Appetizing and Delectable foods have 2 additional bites (uses) allowed

Creature Ability Damage

  • Non-Tamed creature abilities will no longer deal +100% damage to player's a tamed or summoned creatures
  • Non-Tamed creature abilities will instead now deal (+20% * Target Creature Control's Slots) damage to a player's tamed or summoned creatures

Creature Spell Damage

  • Non-Tamed creature spells will no longer deal +50% damage to player's a tamed or summoned creatures
  • Non-Tamed creature spells will instead now deal (+10% * Target Creature Control's Slots) damage to a player's tamed or summoned creatures

Animal Taming

  • Players will now make an Animal Lore skill gain check each time they "speak" to an animal while taming it (essentially grants bonus Animal Lore skill gain checks)

Harvesting

  • Added a large number of new tree types that can be harvested with Lumberjacking (i.e. our new trees that have new graphics)
  • Using a dagger on yourself to harvest kindling from nearby trees will now consume a portion of the logs available from trees gathered from

Map


  • Prevalia has been added to map patcher and can be accessed via moongate in Shelter Island.
  • Issues with pets falling through in Pulma have been fixed


Misc

  • Lowered the Muskeg Chasm rolling boulder trap damage somewhat
  • Players may now say "banco" to access town banks (instead of "bank")
  • Fixed a crash issue with creature ability firefields
  • Added some notification signs to Shelter Island for new player guidance
  • Fixes some notoriety flagging issues when players leave / join guilds



Patch Notes



Factions

  • Implemented a significant amount of backend faction handling
  • Players can now declare their guild faction allegiance from the Faction page of the Guild gump
  • Players can toggle their faction combat flag (i.e. when they flag as orange to opposing factions) from page 2 of the Faction page
  • Will be implementing the remaining faction gumps / mechanics and faction struggle system in the very near future


Creature AI

  • Implemented a new "shoving" mechanic for creatures, dictating how often they will push past players and creatures blocking them (since creatures in Outlands no longer use stamina)
  • Normal creatures can shove through players and creatures once every 10 seconds
  • Tamed creatures can shove through players and normal creatures once every 3 seconds
  • Tamed creatures can shove through other tamed creatures once every 1 second


Barding

  • Skill use cooldowns for all barding skills has been reduced to 5 seconds for both successes and failures
  • Players may make either one Provocation or one Peacemaking attempt every 10 seconds
  • Players may make one Discordance attempt every 10 seconds


Forensic Eval

  • Increased the rate at which players boost their Forensic Eval slayer bonuses when carving corpses


Skillgain

  • Decreased the skillgain rate for Mining and Lumberjacking dramatically
  • Fixed an issue where players with weapons equipped that provided Tactics bonuses would not gain skill at certain levels

Notoriety

  • Players should now be able to attack their own tamed creatures in New Player Dungeon


Taming And Animal Lore

  • Fixed an issue where ressed pets were not correctly receiving ressurection penalties (-25% to damage dealt and +25% to damage received for 30 minutes)
  • A tamed creature's current resurrection penalty value and timed remaining are now displayed in the Animal Lore Gump
  • Reworded the Passive Taming Skill Gain Remaining label on Animal Lore Gump (shows how much total passive taming skill gain the player has left in total for all followers)


Camping

  • Fixed several issues relating to displaying Camping Bonus duration
  • Players can now single click on a campfire to see their current camping bonus and duration
  • Players can now target themselves when double-clicking a bladed weapon to attempt to create kindling from any nearby trees in range


Food

  • Makers marks now can be applied to non-stackable, crafted food items


Healing Potions


Lesser Heal Potion

Heals 10-20 (reduced to 5-10 while player is in PvP)


Heal Potion

Heals 15-30 (reduced to 10-20 while player is in PvP)


Greater Heal Potion

Heals 20-40 (reduced to 15-30 while player is in PvP)



Misc

  • In-town battle trainers no longer will make "gasping" noises when detecting "combatants"


Patch Notes


Aspect Gear

  • Changed the hues on Air, Earth, and Eldritch aspect gear

Aspect Armor

  • Eldritch Aspect should now properly grant its normal Charged Spell chance bonuses
  • Command Aspect now also grants (5% + (1.5% * per Tier Level)) damage resistance for tamed creatures
  • Fire Aspect now also grants (12.5% + (3.75% per Tier Level)) a chance to ignore Field Effect damages (which includes fire fields and a large number of mini-boss / boss field effects)
  • Poison Aspect cure chance bonus increased to (10% + (3% per Tier Level))
  • Shadow Aspect damage resistance after exiting stealth duration increased to 10 seconds (from 5 seconds)
  • Void Aspect chance to regen stats is now (2.5% + (.75% per Tier Level))
  • Water Aspect healing amounts bonus now is (10% + (3% per Tier Level))


Aspect Weapon Special Effects

Rebuild all aspect weapon special effects with new mechanics as well as sounds and visuals



Air Aspect Weapon Special

Whirlwind

Inflicts (500 + (50 * Tier Level)) magical damage divided among creatures within a 8 tile radius and reduces their defense skill by (10 + (1 * Tier Level)) for 30 seconds


Command Aspect Weapon Special

Inspiration

Heals your nearby followers completely and grants them a damage bonus of (100% + (10% * Tier Level)) against other creatures for 60 seconds


Earth Aspect Weapon Special

[size=medium]Earth Hands[/size]

Inflicts (500 + (50 * Tier Level)) physical damage divided among creatures within an 8 tile radius and reduces their armor by (30 + (3 * Tier Level)) for 30 seconds


Eldritch Aspect Weapon Special

Energy Surge

Inflicts (500 + (50 * Tier Level)) magical damage divided among creatures within a 12 tile radius and reduces their magic resist by (50 + (5 * Tier Level)) for 30 seconds


Fire Aspect Weapon Special

Fire Nova

Inflicts (750 + (75 * Tier Level)) physical damage divided among creatures within an 4 tile radius


Lyric Aspect Weapon Special

Cacophony

Inflicts (500 + (50 * Tier Level)) magical damage divided among creatures within a 12 tile radius that are currently barded and will reset the duration of their barded effects


Poison Aspect Weapon Special

Toxicity

Inflicts (1000 + (100 * Tier Level)) magical damage divided among creatures within a 6 tile radius that are currently poisoned. Damage for each creature is scaled by (creature's Poison Level * 20%)


Shadow Aspect Weapon Special

Vanish

Places the player immediately into stealth and grants them (50 + (5 * Tier Level)) stealth steps. Damage on their next backstab attack within 30 seconds is increased by (750 + (75 * Tier Level))


Void Aspect Weapon Special

Doom Dragon

Inflicts (1000 + (100 * Tier Level)) magical damage to their target after 15 seconds have passed


Water Aspect Weapon Special

Ice Storm

Inflicts (500 + (50 * Tier Level)) magical damage divided among creatures within a 6 tile radius and slows their melee attacks and spellcasting by (10% + (1% * Tier Level)) for 30 seconds



Stealth

  • Added Stealth to the list of skills players can increase to 120 skill through use of Skill Mastery Scrolls
  • Players making backstab attacks from stealth against creatures have their backstab damage scalar adjusted by (Stealth Skill / 100%)
  • Players now receive (5 + (Stealth Skill / 10)) steps when Stealth is activated
  • If players move while stealthed and have between 0-5 Stealth Steps remaining, they will leave footprints when they move


Armor and Clothing

  • Players can now double click Clothing, Shields, and Armor in their backpack or bank to equip them (and will simultaneously unequip any existing equipped ones as well)


Barding

  • Durations for Peacemaking are now increased by 50%
  • Durations for Discordance are now increased by 100%
  • Discording a creature will not be considered a hostile action unless done to a tamed creature (and therefore will not change the player's current combatant)
  • Fixed several issues where players would sometimes use the wrong skill for barding attempts
  • Fixed several issues with barding flagging owner as criminal for barding innocent targets
  • Removed overhead text messages for barding effect immunity cooldowns (still will display system messages for miniboss / boss barding immunity durations)



Herding

  • Skill use cooldown for Herding now changed to 2 seconds (down from 10 on success / 5 on failure)


Veterinary

  • Players healing tamed creatures with bandages will now receive +50% of the normal healing amounts that would be given by using the Healing Skill


Creatures

  • Fixed an issue with creatures unable to "push" through other creatures and players
  • Creatures no longer utilize stamina for pushing, and can now push through other creatures once every 10 seconds


Tamed Creatures

  • If a tamed creature is stealthed, they will not leave any footprints behind while moving in stealth if their controller is currently hidden
  • Tamed creatures should now correctly "flag" as green to other tamed creatures owned by the same controller, so should no longer be guard whacked if ordered to attack each other
  • The Mule upgrade trait for creatures will now correctly grant (25 * Creature Control Slots) backpack space for the creature


Recycling

  • Players can now recycle Magic Spellbooks found as loot to receive Arcane Essence


Character Creation

  • Players selecting Lockpicking at character creation will now receive 2 Lockpicks and 2 Trap Tools


Young Players

  • Young players will no longer keep all items upon death (will only keep Newbied items)


New Player Dungeon

  • Players can no longer do hostile actions to other players (including looting) while in the New Player Dungeon
  • Fixed an issue where tamed creatures wouldn't respond to commands unless very close to their tamer


Vendors

  • Removed the ability for players to sell Ingots, Boards, Fish, Arrows, Bolts, and Bandages to NPC vendors (at least until several weeks after launch)


Misc

  • Fixed a few crash issues related to pets and pet interactions
  • Fixed the icons that appear for creatures via Tracking and Animal Lore gumps for all dungeon creatures
  • Players may now dye sandals normally


Patch Notes


Sheep

  • Shearing a sheep with scissors now does a captcha prompt (Captchas occur at most once every 20-30 minutes)
  • Sheep now regrow wool every 30-60 minutes
  • Sheep will only yield wool when carving their corpse if they could have been sheared normally
  • Added more sheep spawns to Shelter Island
Harvesting / Skinning

  • Players can now utilize Smart Harvest to use Forensic Eval / Skinning Knives and target themselves to skin any nearby corpses that are grey to them

Character Creation

  • Players taking the Cartography skill will now also receive a Spyglass and Shovel
  • Players taking the Lockpicking skill will now also receive 2 Trap Tools

Treasure Maps

  • Players now decode treasure maps using the Cartoraphy skill and Spyglasses, which have a limited number of uses, and receive bonuses based on the quality and resource material of the spyglass being used
  • When players decode treasure maps, they make an estimatation of where the treasure chest is located, with an accuracy percentage displayed (i.e. how close they likely are to the actual location)
  • Players may attempt to makefurther Cartography attempts through spyglasses to improve the accuracy of the map, and can reach a maximum accuracy level based on their Cartography skill as well as the quality / material bonus of the Spyglass being used
  • Players use shovels and target the ground to attempt to location any decoded treasure maps they have in their backpack
  • The player who decodes a treasure map does not have to be the one to dig up the chest
  • A player's Mining skill as well as the quality and material bonus of the shovel used determines how close the player must be to the actual location of the chest to dig it up
  • A tracking arrow will appear pointing to the chest location if they successfully dig (in case the chest is visable blocked by foliage or terrain)
  • When a player has successfully lockpicks a chest, a number of monster waves will spawn at timed intervals, based on the difficulty of the chest
  • Any player who is not in the party or guild of the player who digs up the treasure map chest will flag grey if they loot any items from the chest

Ore Maps / Lumber Maps / Skinning Maps / Fishing Maps

  • New resource maps that spawn as loot that when decoded, lead the player to a location where they will harvest a guaranteed quantity of colored / special loot
  • Players use spyglasses to decode resource maps (Ore / Lumber / Leather / Fishing) in a similar fashion to treasure maps
  • When players begin harvesting at a resource map location, a "camp" is set up nearby
  • Players can double-click any camp item to demolish it should their movement become blocked by the "camp"

Paragon Chests

  • Paragon chests (lesser, regular, greater) should now correctly drop as loot on Paragon creatures

Animal Stables

  • The cost to claim or retrieve any stabled, tamed creature that requires less than 70 Taming skill is now 0 gold
  • Players may now stable dead, bonded creatures but the cost to claim the creature is increased by (20 * Control Slots) gold
  • Any dead, bonded creature that was stabled is automatically ressed when claimed
  • Players can now pay stable costs from both gold in their backpack and bank

Notoriety

  • Player's tamed and summoned creatures should now display property notoriety to other players

Guilds

  • Fixed an bug where issuing War / Peace would issue to all guilds (not just target guild)
  • Added the ability in guild menu for Guildmembers to customize guild settings and options (ranks, titles, symbols)
  • Cleaned up variety of guild member issues

Lockpicking and Remove Trap

  • Skillgain for using Lockpicking and Remove Trap on dungeon chests have massively increased (20x) and receive a further increase in the New Player Dungeon (+100%)

World Atlas

  • Removed Healer Caravans category and added Moongates category
  • Added Personal and Guild category, which eventually will show the location of the player's houses, guild headquarters, and any ships at sea

Mounts

  • Players who die on mounts will no longer have their mounts killed as well

Repair Kits

  • Changed the hues for Smithing, Carpentry, and Tailoring Repair Kits

Murderers

  • When a player becomes a murderer, their default selected Moongate Destination is switched to Corpse Creek

Camping

  • Increased the stationary requirement for Hiking from 5-10 seconds
  • Players hiking will now have their nearby pets teleported with them to their destination
  • Added entries in the World Atlas for the player's house guild headquarters that players will be able to hike to at 120 skill

Begging

  • Players now can beg from NPC vendors to receive 5 gold on successes
  • Players may at most successfully beg once from each vendor in a 24 hour window
  • Vendors carry 50 gold per day
  • Players can now use the Begging skill on NPC Ship Crewmembers who will live in various town and wilderness housing locals to acquire them (they become a Ship Crewmember deed that is then placed into a ship deed)
  • Players are only allowed to make one begging attempt on a Ship Crewmember per day

Currency

  • Added Doubloon Checks and Jade Coin (Donation Currency) checks for banks
  • Added support for bankers to withdraw / display balances for Doulboons and Jade Coin

Commodities

  • Fixed an issue where commodities would lose track of their commodity type on server restart

Text Displays

  • Fixed the formatting of tamed creature experience gains overhead text

Creatures

  • Capped the maximum number of hits on some low-level creatures that make several attacks against players (such as the Precursor Servitor in Pulma, Giant Swamp Slug, etc)

Misc

  • Fixed an issue with water splashes from movement while in Pulma


Patch Notes


Spell Interrupts

All hostile spells from 4th, 5th, 6th, 7th, and 8th circles will interrupt other players 100% of the time


1st Circle Spells

When a player casts a hostile 1st circle spell against another player, it will at first have an interrupt chance of 100%

Afterwards, a 5 second window starts during which all subsequent 1st circle hostile spells against the target have only a 25% interrupt chance

If the player is hit with another 1st circle spell before 5 seconds have passed, the spell window resets to 5 seconds


2nd Circle Spells

When a player casts a hostile 2nd circle spell against another player, it will at first have an interrupt chance of 100%

Afterwards, a 5 second window starts during which all subsequent 2nd circle hostile spells against the target have only a 50% interrupt chance

If the player is hit with another 2nd circle spell before 5 seconds have passed, the spell window resets to 5 seconds


3rd Circle Spells

When a player casts a hostile 3rd circle spell against another player, it will at first have an interrupt chance of 100%

Afterwards, a 5 second window starts during which all subsequent 3rd circle hostile spells against the target have only a 75% interrupt chance

If the player is hit with another 3rd circle spell before 5 seconds have passed, the spell window resets to 5 seconds


Each circle "window" is independent of each other (i.e. there is a 1st, 2nd, and 3rd circle window)

Players casting onto themselves will always interrupt themselves regardless of spell circle and will never initiate a "window" nor will reset an active one



Guild System

  • Overhauled the guild system interface with a larger gump and single-page tab syste
  • Fixed a number of issues with existing features for managing players and guild relationships
  • Faction page is still currently in development (will be implemented when factions [Order/Chaos] go live)
  • Guild Prestige / Favors system will also be implemented shortly
  • Messages to other guilds will be merged into soon to be implemented Mail System
Combat

  • Removed 1-Handed weapon parrying mechanic


Character Creation

  • Spirit Speaking skill will now grant 1 Spirit Stone, 1 Spell Stone with 250 Charges, and an Intelligence Skillstone


Spirit Speaking

  • Will now correctly not use spirit stones to enhance summons if they have been set as Inactive


Misc

  • Fix for crash related to the Magic Trap spell


Patch Notes


Spell Interrupts

  • Hostile spells Circle 4-8 always have a 100% interrupt chance on the target
  • Hostile spells Circle 1-3 have an initial 100% interrupt chance on the target
  • Once a target is hit with a hostile Circle 1-3 spell however, a 5 second window is started
  • While the 5 second window is active on the target, hostile Circle 1-3 spells cast against them only have a 25%, 50%, and 75% respective chance to interrupt them
  • If the 5 seconds window has not yet ended, and the target is hit with another hostile Circle 1-3 spell, the window is reset for another 5 seconds (i.e. 5 seconds must occur with no more circle 1-3 spells for the window to complete)
  • Players casting onto themselves will have always a 100% chance and they will never initiate a 5 second window with their own spells

Magic Trap Spell and Trapped Containers

  • While players are in PvP, they are allowed to have at most (10 + (Inscription Skill / 10)) Magically Trapped Containers in their backpack
  • If at any point a player is in PvP and they exceed their total number of trapped containers allowed, a number of trapped containers will be automatically untrapped to bring the total number down to the player's allowed amount
  • When players cast the Magic Trap spell on themselves, they will receive a system message informing them of how many Trapped Containers they currently have, as well as how many are allowed for them if they should enter PvP
Magic Untrap

  • A player may only be targeted with the Magic Untrap spell (which randomly untraps one Magic Trapped container in their backpack) once every 10 seconds (down from 15)
Poison

  • Players will no longer heal any hit points when bandaging while poisoned if they are currently in PvP combat or have been in the last 2 minutes (players will still be able to receive healing amounts as normal when bandaging while poisoned in PvM)
Cure Rates are Now as Follows

  • Bandage Cure Chance: ((166% - ((Poison Level - 1) * 33%)) * (Healing Skill / 100%)) - (Bandage Slips * 2%)
  • Cure Spell Cure Chance: ((166% - ((Poison Level - 1) * 33%)) * (Magery Skill / 100%))
  • Arch Cure Spell Cure Chance: ((166% - ((Poison Level - 1) * 33%)) * (Magery Skill / 100%))
Lesser Cure Potion

  • Lesser Poison: 41.5%
  • Regular Poison: 33%
  • Greater Poison: 25%
  • Deadly Poison: 16.5%
  • Lethal Poison: 8.25%
Cure Potion

  • Lesser Poison: 83%
  • Regular Poison: 66.6%
  • Greater Poison: 50%
  • Deadly Poison: 33%
  • Lethal Poison: 16.5%
Greater Cure Potion

  • Lesser Poison: 100%
  • Regular Poison: 100%
  • Greater Poison: 100%
  • Deadly Poison: 66%
  • Lethal Poison: 33%
Skinning

  • Players can no longer skin tamed creatures
  • Skinning creatures now has a captcha (which has the standard 15-30 minute cooldown)

Commands

Updated the "Commands Page" from the Paper Doll -> Help Page with several new commands:

  • [ShowAspectExperience (displays Aspect Gear experience gains as overhead or system text)
  • [ShowTamedExperience (displays Tamed Creature experience gains as overhead or system text)
  • [ShowStealthSteps (displays Stealth Steps remaining as overhead or system text)
  • [ShowBardingDurations (displays Barding durations for creatures when doing allnames)
  • [AutoStealth (toggles whether players will automatically make stealth attempts when walking while hidden)
  • [UnequipOnCast (toggles whether player will automatically unequip any weapons/shields when casting spells or meditating)

Spells

  • Gate and Recall spells are now no longer blocked by players or creatures at the target destination
  • Players can now toggle the [UnequipOnCast command in the Commands page to have any non-castable items automatically unequipped when casting a spell or actively meditating (players with 80 Magery and 80 Parrying will keep any shields equipped, however)

Aspect Gear

  • Fixed an issue with Aspect Gear where players would receive "leveling" non-existent Aspect gear
  • Players can now toggle to have their Aspect Gear experience gains display as overhead or system text, via the [ShowAspectExperience command in the Commands page
Animal Lore Gump

  • Will default to "Current" values when opened for tamed creatures
  • Added a button in the lower right corner that when clicked will refresh the window

Mounts

  • Mounts will now always take up 0 control slots when mounted (including tamed creatures that require more than 1 control slot)
  • When dismounting, mounts will automatically go into Follow mode
  • Blightmares should now be working properly

Tamed Creatures

  • Fixed an issue where tamed creatures being retrieved from Stables would have a massive boost to Dex
  • Tamed creatures should now always move at full speed, including while in Stealth, unless pursuing another player (in Attack, Guard, or Patrol mode)
  • Players can now toggle to have their tamed creatures Experience Gains displayed as overhead or system text, via the [ShowTamedExperience command in the Commands Tab
  • Creatures who teleport and follow their control (via Moongate, Gate, or Recall) will stop fighting their previous combatant and enter Follow mode
  • Tamed creature abilities that have durations (excluding Poison, Bleed, and Disease) will have their durations reduced by 50% when applied to another player
  • Players may now bandage their stealthed tamed creatures
  • Creatures in the Stop and Stay mode will no longer constantly face their controller when out of combat
  • Creatures in the Stop and Stay mode will only face their combatant if their combatant is within their perception range
  • Ember Drakes are now correctly 2 control slots

Misc

  • Players will no longer be able to sell Aspect Items to NPC vendors


Patch Notes



Tamed Creatures

  • Over 100 tamed creatures are now available, including some new creatures and previously untamable creatures

Creature Experience

  • Creature XP now mirrors Aspect Gear XP system: killing creatures grants XP based on total percent of damage dealt and the difficulty of the difficulty of creature (and XP amounts can be in decimals)
  • Creatures XP gain rate for creatures is scaled based on creature's Minimum Taming Skill (lower level tamables gain XP much, much faster than high level tamables)
  • Mounts that are 1 control slot cannot gain experience (and cannot be bonded through normal means)

Creature Combat

  • Tamed creatures deal 50% of their normal damage against players (from spells, melee, abilities, poison, etc)
  • Tamed creature poison effects against players have a 50% chance to be resisted / ignored
  • Tamed creatures receive +10% to hit players when making Stealth Attacks
  • Tamed creatures receive +50% to hit creatures when making Stealth Attacks
  • Tamed creatures receive +25% damage against players when making Stealth Attacks
  • Tamed creatures receive +400% damage against creatures when making Stealth Attacks

Passive Taming

  • Players may now gain up to 2.0 Animal Taming skill points passively within each 5 point skill range of Animal Taming (i.e. 50-55, 55-60, 60-65)
  • When players gain enough Animal Taming to reach a new 5 point range (i.e. going from 59.9 to 60.0 Animal Taming), their available amount of Passive Animal Taming resets back to 2.0
  • Players passively gain Animal Taming when killing creatures while using Tamed Creatures that have a Minimum Taming skill that is within 10 points of their current Animal Taming skill (I.e. a player at 75 animal taming can passively gain Animal Taming from using creatures between 65-75 minimum Taming skill)
  • Players have a chance to passively gain Animal Taming similar to earning creature XP / aspect XP by killing creatures, with chances scaled based on the total number of control slots of tamed creatures used that have minimum taming skills that are 10 points of the player's current Animal (i.e. using 2 control slots would be 2/5th normal chances)
  • In the top of the Animal Lore gump the creature's Minimum Taming Skill will appear in Green text if the creature can contribute to Passive Taming
  • At the bottom of the Animal Lore gump for a tamed creature, the amount of Passive Taming the player can earn within their current 5 point skill range is displayed

Notoriety

  • Rebuilt notoriety system and corpse notoriety system to fix a large number of flagging issues

Looting Rights

  • Rebuilt algorithm that determines which creatures player may loot (grey vs blue corpses)
  • The player who dealt the most damage to a standard creature (via any means) has looting rights to it's corpse
  • All players who deals at least 10% of the total damage to a Mini-Boss has looting rights to it
  • All players who deals at least 7.5% of the total damage to a Shrine Boss has looting rights to it
  • All players who deals at least 5% of the total damage to a Boss has looting rights to it
  • All players who deals at least 2.5% of the total damage to an Event Boss has looting rights to it
  • All players in the same party or in the same guild as a player with looting rights to a corpse will also have looting rights to it


Creature Targeting / Combat AI

  • Rebuilt system that determines creature "aggro" against players and tamed creatures
  • Creatures will now give more weight to proximity of targets, and will prefer tamed / summoned creatures over players
  • Tamed / summoned creatures in attack, guard, or patrol mode will have much greater aggro towards creatures
  • Creatures will stay in their previously commanded "Control Mode" once combat has ended
  • While in guard mode tamed creatures will prefer to attack the creature their controller is attacking
  • While in guard mode tamed creatureswill also attempt to aggro any new creatures that appear and attack their controller (i.e. keep monsters off their controller)
  • Fixed an issue with New Player Dungeon creatures not aggroing slowly, as intended

Creature Movement AI

  • Rebuilt system that manages creature movement and "think" timing: tamed creatures will react much faster to commands
  • Tamed creatures will now much move faster and will keep up with players while in "Follow" mode
  • Creatures will now properly scout areas while in Patrol mode and follow players while in guard mode

Releasing Tamed Creatures

  • Tamed creatures that are released will revert back to their original "wild" stat and skill values, as well as standard movement speeds

Creature Ress Penalties

  • Creatures will now suffer a 25% penalty to damage inflicted and +25% damage received for each time it is ressed within a 30 minute window (previously was +50% damage received)

Recalling With Creatures

  • Fixed issue with recalling and tamed creatures
  • All tamed creatures within 8 tiles of a player will recall with them as long as they are not in "Stay" mode

Camping

  • Camping Skill Campfire Bonus duration is now 20 minutes (instead of 10)


Patch Notes


Skill Gain

  • Active Skillgain Boost reduced from +1000% to +500%
  • New Player Dungeon will always have Active Skillgain Boost active and at twice the normal amount (1000%)

Creatures

  • Recoded a large number of creature abilities in preparation for upcoming Animal Taming Overhaul
  • Switched some creature Slayer Groups (such as Wildwood Reaper moving from Elemental to Nature)
  • Renamed some creatures (such as Bullfrog / Giant Toad becoming Giant Frog / Colossal Frog)


Taste ID

  • Scavenge Effect now referred to as "Herbal Poultice" instead of "Medicinal Herbs"
  • Scavenge Herbal Poultice Effect now also increases the speed of player's Weapon and Spell Poison ticks against creatures by ((Taste Id / 100) * 25%)
  • Scavenged Herbal Poultice Effect duration changed to 20 minutes (down from 30)


Animal Lore

  • A summoned creature's Dispel Resistance from AutoDispel effects is now displayed as "Dispel Resist" instead of "Dispel Damage"
  • A creature's Poison Resist (reduction to poison damage taken) is now displayed in the Animal Lore gump
  • Reorganized gump in preparation for upcoming Animal Taming Overhaul


Spirit Speaking

  • Duration / Stat / Skill Bonus amounts granted to Summons upgraded with Spirit Stones are now scaled based on player's Spirit Speaking skill (i.e. player with 0 Spirit Speaking gains no benefit from using a full spirit stone)


Crafting

  • Players can now always select their desired color material in the bottom left corner of the crafting gump
  • Crafted containers will no longer start locked


Lockpicking

  • Trap Wire is now called "Trap Tools" and has a new graphic
  • Exceptional Lockpicks now add a bonus to Lockpicking Skill and Progress Amounts (previously only colored materials added bonuses)
  • Exceptional Trap Tools now add a bonus to Remove Trap Skill and Progress Amounts (previously only colored materials added bonuses)


Forensic Eval / Corpse Carving

  • Players must now use Skinning Knives to carve creature corpses (players can carve human corpses with daggers still)
  • Skinning Knives now have a new graphic, have a limited number of uses (500 base), can be made with colored materials, and improve a player's chances to carve colored leather
  • To skin a creature corpse players either can double click the specific skinning knife or simply use the Forensic Eval skill onto a creature corpse
  • Players taking the Forensic Eval skill during character creation will receive 3 Skinning Knives
  • Players taking the Tailoring Skill during character creation will receive 2 Skinning Knives


Harvesting

  • Using exceptional and colored material tools to harvest Ore, Lumber, Leather (and eventually Fishing) will now will increase your chances and success rates for harvesting colored / special resources (bonus scaled based on material rarity). See Skills Summary Dev entry to specific bonuses.
  • Players may now have an axe equipped and harvest lumber from a hatchet in their backpack (axe simply used for animation purposes)


Aspect Items

  • Fixed display on Aspect Weapons to properly display Blessed status
  • Aspect Weapons on creation should now correctly have 60 charges
  • Added Aspect Runebook Dyes in the Inscription Menu



Camping / Kindling

  • Kindling now weighs 0.1 stone each
  • Players can now create 50 Kindling with 5 Boards in the Carpentry Menu for 0 skill


Misc

  • Fixed issue with Gold Hatchets / Gold Pickaxes / Gold Shovels / and Gold Fishing Poles not crafting correctly
  • Players can now create 50 Kindling with 5 Boards in the Carpentry Menu for 0 skill
  • Fixed an issue with stackable Aspect Dyes deleting rather than consuming 1 item each use
  • Any vendor that sells items that can be made into a Commodity should now have Blank Commodities for sale
  • Fixed several items on NPC vendors that had the wrong graphic / hue
  • Fixed Barkeep Contract price on vendors
  • Provisioners now should have all harvesting tool types for sale


Patch Notes


Muskeg Chasm Dungeon

  • Dungeon is now open including its Mini-Boss "The Terrorwood" and its Boss "Lord Bile"


Taste ID

Players can now use the Taste ID skill to "scavenge for healing and protective herbs" in an area, provided they have at last 50 Taste ID skill

On a successful Taste ID skill check where the player targets the ground, the player gains the following bonuses for the next 30 minutes:


  • Poison, Bleed, and Disease Ticks on the player will occur (Taste ID skill / 2%) slower than normal (i.e. Lethal Poison ticks take 7.5 seconds instead of 5 seconds at GM Taste ID)
  • Damage on Poison, Bleed, and Disease Ticks have a (Taste ID skill / 2%) chance to be ignored entirely when they occur
  • Players will see an orange "*Player resists poison*" message instead of the standard green poison text if the player resists a poison fffect
  • Scavenging for herbs in different areas will have different success "flavor" text messages, but success chances and effects are the same for all regions / locations
  • Whenever players regenerate extra hits, stam, or mana from Food Satisfaction, players will also have a (Taste ID skill / 2%) chance to double the amount gained (from 2 to 4)


Mini-Boss / Champ

  • Champs are now referred to as Mini-Bosses


Mini-Boss Minions / Boss Minions

  • Minions of mini-bosses and bosses will now engage targets at the same speed and distance as their creator
  • Minions of mini-bosses and bosses will now follow the same rules as their creator in terms of maximum distance allowed from their spawn point


Creatures

  • Increased the spawn rate of several large creatures that previous had slow spawn rates (such as Skeletal Dragons)
  • Increased the spawn rate significantly of forest creatures (Deer / Eagles) on Shelter Island


Spirit Speaking

  • Bonuses gained from using Spirit Stones now scale with Spirit Speaking skill
  • Empty Spirit Stones now cost 100 gold (instead of 20)
  • Spirit Stones no longer break 24 hours after being engaged, and instead will simply lose all their current charges every 24 hours
  • Players can now cast the Unlock spell onto a Spirit Stone to clear it of any charges and turn it back into an Empty Spirit Stone (which can then be restacked)


Skill Gain

  • Players should now be able to gain skill if their gain amount would put them over the skill cap (i.e. gaining 0.5 skill while at 699.8 total skills)


Ghost Movement

  • Ghosts should now always be at max stamina (should resolve issue with players using Steam)


Crafting

  • Fixed a crash issue with Inscription items
  • Players should no longer be able to use Blank Maps and Blank Scrolls interchangably
  • Pickaxes, Shovels, Hatches, and Fishing Poles should now adopt their correct color on crafting
  • Jewelry, harvesting tools, lockpicks, trapwire, runetomes, spellscroll tomes, and treasure map libraries now should display their makers mark


Lockpicking

  • Fixed an issue where players were able to lockpick dungeon chests that were out of their line-of-sight


Camping

  • Players now will correctly adopt any Campfire Comfort bonus that is higher than their current one


NPC Movement

  • NPC Vendors should move much less frequently that before
  • NPC Vendors will stand in place for 10 seconds when asked about training skills


Misc

  • Slightly increased the minimum "hinder" effect on Knockback abilities
  • Fixed an issue where Disease effect colors would be blue instead of black
  • Fixed the stackable graphics issue for Aspect Extracts, Aspect Clothing Dyes, Aspect Furniture Dyes, and Aspect Shield Dyes
  • Fixed ingredient description for Chicken Pie
  • Ghosts will no longer make water splashes in Pulma's boss room


Patch Notes



Pulma

  • The Champ of Pulma, The Cistern Gorgon, will now spawn
  • The Boss(es) of Pulma, The Great Sunken Serpents, will now spawn

New Player Dungeon

  • New Player Dungeon has been expanded and new spawns/chests added

Spirit Speaking

Overhauled the handling on how Spirit Stones and summons work

Players can purchase Empty Spirit Stones from NPC Mage vendors for 20 gold each

Players cast the Magic Lock spell on an Empty Spirit Stone to convert it into a regular Spirit Stone (which will then expire in 24 hours)


Spirit Stones have a charge value that ranges from 0-100%, and it's item color changes based on how charged it is

Players can use the Spirit Speak skill near corpses of creatures they dealt damage to draw energy and fill any Spirit Stones they have in their backpack

For each corpse within 12 tiles, the player will absorb (2 * (Creature Difficulty Value / 100) * Total Damage Percent Dealt To Creature * (Spirit Speaking skill / 100)) % of a Spirit Stone

For example, a player with 100 Spirit Speaking who did 50% of the total damage to a Difficulty 25 creature would absorb and fill 25% of a Spirit Stone when using Spirit Speaking


Players can double click to activate/deactive Spirit Stones in their backpack.


When casting the Summon Creature, Summon Elemental, or Summon Daemon spell (but not Blade Spirits / Energy Vortex), if the player has any Spirit Stones in their backpack with 20% charge or higher, it will reduce that stone's charge by 20%, and summon an Elder variant of that summon. If the player has any Spirit Stones in their backpack with 50% charge or higher, it will reduce that stone's charge by 50%, and summon an Ancient variant of that summon.


  • Elder Summons have 300 second duration, have +15% to all stats/skills/damage, and have +15% dispel resistance
  • Ancient Summons have 600 second duration, have +30% to all stats/skills/damage, and have +30% dispel resistance

Poison Magery

  • Chance to apply Deadly Poison with Poison magery against creatures is now ((Poisoning Skill / 100) * 40%)
  • Chance to apply Greater Poison with Poison magery against is now ((Poisoning Skill / 100) * 80%)

Barding Cooldown

Cooldowns when barding the following types of creatures are now as follows:

  • Champ: 60 Seconds
  • Shrine Boss: 75 Seconds
  • Boss: 90 Seconds
  • Event Boss: 120 Seconds

Corpse Decay Time

Decay time for corpses of the following types of creatures are now as follows:

  • Champ Minion: 60 Seconds
  • Shrine Boss Minion: 45 Seconds
  • Boss Minion: 30 Seconds
  • Event Boss Minion: 15 Seconds

Misc

  • Fixed a crash issue with lockpicking dungeon chests


Patch Notes



Character Creation

  • Starting character Daggers, Scissors, Bags, Atlases, Spellbooks, Clothing, and Training Credit Deeds are now Blessed (instead of Newbied)
  • Players now start with shoes (which are blessed)
  • Spellstones now have 250 charges each (instead of 150)
  • The Archery skill grants 250 arrows (instead of 150)
  • The Ranger profession now starts with Healing instead of Tactics (and has Healing items instead of Tactics items)

New Player Dungeon

  • Creature Perception Range reduced from 5 to 4 tiles (must be closer to aggro)
  • Removed the "return home" distance from creatures in New Player Dungeon (will no longer warp back home when a certain distance from spawn location)
  • Creature gold drops in New Player Dungeon reduced by 50%
  • Creatures will no longer drop Special Items (arcane scrolls, aspect cores, treasure maps, etc), but will still drop magic items, reagents, scrolls, and gems
  • Maximum skillgain for any skill while in New Player Dungeon is now 70
  • When a young player hits the skill limit of 70 for a skill in New Player Dungeon they receive a popup window informing them that it occured

Young Players

  • Young player status is now tracked on a character-by-character basis (instead of account-wise)
  • Players lose their Young status when they exceed 600 total skills, commit a murder, or have more than 48 hours of in-game time
  • When a player loses their Young Player status, they now receive a popup window explaining how it happened and what the effects of losing Young status are
  • When a player loses Young status, all of their Newbied items become regular items
  • Any non-Young player picking up, equipping, or using a Newbied item will make that item lose it's Newbied status

Creature Difficulty Values

  • Rebalanced the creature difficulty formula to scale better and reduce creature difficulty overall (affects Barding Difficulty and Loot drops)
  • Adjusted some outlier creatures who had very high loot despite average difficulty (such as Searing Earth)

Loot

  • Loot drops have been reduced significantly due to the Creature Difficulty value rebalance
  • Players carving corpses now must have 65 Forensic Eval or greater to find Dullhide Leather

Barding Animal Lore Window

  • Players can now use Animal Lore on a creature and see their specific Barding Success Chance % and Barding Effect duration length for that creature at the bottom of the Animal Lore window
  • The Barding values use the player's last activated Barding skill (or their highest one if none were previously used) as well as factors in the last instrument that player had used
  • If the last instrument used has a skill bonus, the Barding values will display in green text
  • If the player is receiving a slayer bonus from either their instrument or from the Forensic Eval skill, Barding values are in blue text
  • If the player is receiving both instrument skill bonus and a slayer bonuses, the Barding values are in purple text

Barding

  • Provoked creatures now do 50% damage (melee, poison, abilities, etc)
  • A player's Effective Barding Skill is (Base Barding Skill + Instrument Skill Bonuses + Instrument Slayer Bonuses + Skill Slayer Bonuses + Lyric Aspect Armor Bonus)
  • The Forensic Eval skill provides up to a Lesser Slayer Bonus (scales to +10 barding at GM) based on bonuses from corpses carved
  • The Tracking skill provides up to a Lesser Slayer Bonus (scales to +10 Barding at GM) against your currently tracked target
  • Players may have slayer bonuses from Instruments, Forensic Eval, and Tracking skill all simultaneously
  • A player's Base Barding Skill is capped by their Musicianship skill (i.e. 50 Provocation and 25 Musicianship = 25 Provocation)
  • A player total skill bonuses received from Instruments, Lyric Aspect Armor, or Slayer Bonuses is capped by than their Musicianship skill (i.e a player with +50 total Barding skill from their Instruments, Lyric Aspect Armor, and Slayer Bonuses, but who only has 25 Musicianship skill will only gain +25 Barding skill from them)
  • Barding Attempt success chance is ((Effective Barding Skill - (Creature Difficulty Value * 2)) / 100)
  • A player's Minimum barding success chance is now ((Effective Barding Skill / 100) * .2))
  • The Barding Duration length is now ((60 seconds - (Creature Difficulty Value)) * (Effective Barding Skill / 100))
  • Fixed an issue where players weren't receiving Slayer Bonuses for barding from Forensic Eval correctly

Animal Taming

  • Players using Animal Lore on a tamable creature now will see their Taming Success chance against the creature in the bottom of the Animal Lore Window
  • Players attempting to tame a creature that has been tamed before will gain no skill from it and have a 100% success chance to tame it if they meet the minimum taming requirements for it (and will receive a message that it had been previously tamed)

Skillgain

  • Skillgain rates for Healing and Veterinary are now scaled to be equal for players regardless of their healing speed (based on Dex and healing self/other/ressing)
  • Magery skillgain rates reduced moderately
  • Magic Resist skillgain rates reduced moderately
  • Spells cast by non-tamed and non-summoned creatures have +100% chance to result in Magic Resist skillgain

Creatures

  • Fixed a variety of AI-based issues for determining interaction distance and handling
  • Fixed an issue where Discordance wasnt applying its penalty values to creatures in some cases
  • The "Corpse Explosion" effect now has been cleaned up visually and has a 1-2 second delay upon activation (instead of 1 second)
  • The "Corpse Explosion" effect will now only affect other creatures if they are Provoked
  • The Speaker for the Dead's spellcasting power has been dropped moderately
  • The Speaker for the Dead's abilities have been bumped moderately
  • Abominations Hit Points has been dropped significantly, but damage and wrestling have been increased and will now do Corpse Explosion attacks at random intervals (instead of just randomly on damage taken)
  • Volcanites will now do their shard attacks at random intervals (instead of just randomly on damage taken)
  • Rebalanced the stats and skills and a good number of creatures

Tracking

Players now can activate and deactivate a "Hunting" mode from the Tracking window to automatically make Tracking skill checks at various intervals (still requiring the 10 second cooldown) against a specific type of player/creature.


When a new target is successful tracked via the Hunting mode, a Tracking Arrow to the target is placed on screen and the player receives a system message informing them of what they are currently tracking and how many spaces away it is currently


Players can click arrows to rotate between and select a specific type of player/creature to Hunt, such as:

  • Aggressive Creatures
  • Passive Creatures
  • Townsfolk
  • All Players
  • Orange Players
  • Red Players
  • Grey Players
  • Blue Players
  • Green Players
Based on which "Hunt Frequency" the player has selected, the Tracking system will make Tracking skill checks at various intervals for their currently specified Hunting player/creature type based on the following:


  • Current Combatant: Will constantly make Tracking skill checks, but only against your current combat target
  • Always Get Closest: Will constantly make Tracking skill checks and set your tracking target to whatever is closest
  • Follow Only Individual: Will constantly make Tracking skill checks but only against the last selection you made from the regular Tracking Results window (players should select this mode when they want to track and follow an individual player that is moving)
  • New When No Arrow: Will only make Tracking skill checks when you don't have a Tracking Arrow active on screen
  • New When No Target: Will only make Tracking skill checks when you don't have a Tracking Arrow active on screen and your last tracked target is no longer trackable (dead, too far away, etc)
When tracking creatures the on screen Tracking Arrow will now update every 1 second (instead of 2.5 seconds) with the creature's location.


When tracking players, the on screen Tracking Arrow will not move and follow the player being tracked. Players who wish to follow after a specific player should use the "Follow Only Individual" mode from the Hunting Frequency, which will make Tracking checks towards that specific player every 10 seconds (to follow them as best possible)


Spell Scrolls

  • Players can now purchase 5th and 6th level scrolls at NPC Scribes, albeit at a high cost

Misc

  • Fixed an issue where Leather Commodities were converting into Board Commodities
  • Fixed a crash issue caused by Inscription
  • Players who die while mounted are now dismounted and their mount is killed
  • Fixed an issue where players could pick up Infernus' "Volcano" tile
  • Players single-clicking jewelry will now see the quality type and crafter
  • Fixed displaying of Blank Maps on Map Makers
  • Fixed the display name of "Beggar" on NPCs
  • Pack Llamas now cost the same and have the same max carrying weight as pack horses (500 gold and 2000 stones)


Patch Notes



Crafting

  • Fixed a crash when doing Inscription on spellbooks
  • Merged Hatches, Pickaxes, Shovels, and Fishing Poles into the Harvesting Tools category (again)

Tinkering

Restructured jewelry item names and layers available for jewelry:

  • Layer 1: Ring or Signet Ring
  • Layer 2: Beads or Necklace
  • Layer 3: Earrings
  • Rebalanced the skill requirements for crafting jewelry (difficulty is the same for each jewelry type, but is scaled based on gem)
  • Jewelry items will now have the hue of the color of their gem type
  • Players can sell jewelery to Jewelers for +25% of the gold value of it's base gem
  • Exceptional quality jewelry can be sold for an additional +25% gold value


Cartography

  • Blank Maps are now stackable
  • Players can now sell local, city, regional, and world maps to the Mapmaker (for a small price)

Items

  • Lowered the cost of Bandages on Healers from 4 to 3 gold
  • Increased the durability loss rate on weapons slightly
  • Blank Recall Runes are now available and are stackable (players can cast Mark on this or an existing recall rune)
  • Torches now use the Talisman Layer (may need to equip it first before equipping some twohanded items)
  • Players can drop a stack of spells onto a spellbook to add 1 copy of the spell to the spellbook


Character Creation

  • If player picks a combination of skills that doesn't grant them a weapon, the player will be given a random newbie weapon
  • All players will now start with 100 bandages
  • Spellstones now have 150 charges (instead of 100)
  • The Meditation skill now gives one Spellstone and one +10 Intelligence stone (instead of 2 Intelligence stones)
  • If a player receives multiple spellstones (from Magery, Eval, Meditation) during character creation they will all be merged into one stone with a combined total of all the charges of the individual stones
  • Players taking the Magery Skill will now have the following spells in their spellbook:
  • Magic Arrow, Reactive Armor, Cure, Protection, Poison, Teleport, Lightning, and Greater Heal




Skill Use and Skillgain

  • Herding skill should now gain properly
  • The Item ID skill should now properly determine success chances


Stat Gain

  • Slowed the rate of statgain moderately


Archery

The chance at which arrows/bolts appear on the ground after the player misses is now scaled based on the weapon's speed:

  • Heavy Crossbow: Low chance
  • Crossbow: Medium chance
  • Bow: High chance

Bandages

  • Adjusted Healing formula to ((Healing Skill / 100) * (Utility.RandomMinMax(40, 60) * (1 + (.2 * (Anatomy Skill / 100)))));
  • Adjusted Veterinary formula to ((Veterinary Skill / 100) * (Utility.RandomMinMax(40, 60) * (1 + (.2 * (Animal Lore Skill / 100)))));
Vendors

  • Fixed the price on Bone Chests
  • Pack Llamas will now cost 450 gold and Pack Horses will cost 500 gold
  • Fishermen will now sell very small quantities of raw fish
  • Fishermen will now buy harvested raw fish from players
  • Butchers will now sell very small quantities of raw meat
  • Butchers will now buy harvest meat from players
  • Adjusted the amount and prices of various items on vendors


Spells

  • The Teleport spell will no longer have a cooldown so long as the player has not been in PvP in the last 2 minutes


New Player Dungeon

  • The maximum skill cap for skill gain in New Player Dungeon has been increased to 70 (from 65)
  • The Active Skillgain Boost while in New Player Dungeon has been reduced to 15x (down from 20x)
  • The Heal (1st circle) spell will not have a diminishing return effect for multiple casts in succession while in New Player Dungeon
  • Halved the "Aggro" range of creatures in New Player Dungeon
  • Increased the time it takes for creatures in New Player Dungeon to "aggro" a player (from 1.0 to 3.0 seconds)
  • Reduced the distance at which creatures in New Player Dungeon will pursue players
  • Creatures in New Player Dungeon will no longer flee
  • Spread out the Mongbat, Headless, and Skeletal Mage spawns somewhat
  • Bullfrogs and Giant Toads are no longer aggressive


Shelter Island

  • Added a Butcher / Tanner shop to Shelter Island
  • Adjusted some of the locations of NPC vendors in Shelter Island
  • Added wilderness spawns to the surrounding areas of Shelter Island


Inferno Dungeon

  • The collapsing bridges on level 1 now have warning signs nearby and do moderately less damage
  • The "You get a bad feeling" and "The floor beneath you collapses!" messages are now private and not public
  • The fire rope on level 1 now does moderately less damage
  • Infernal Beastmasters should now properly bandage Hellhounds, Flamehounds, and Embears

Commodities

  • All Commodities now have unique graphics and for colored resources (ingots, wood, leather) are hued to match their resource color
  • Filled Commodities are now simply called Commodities (i.e. "an arrow commodity") rather than deeds


Misc

  • Fixed an issue where some NPCs would spawn at the wrong Z level (i.e. Miners appearing above mines)
  • Players should now get messages when their Magic Resist potion effects expire and when enemy Mana Drain and Mana Vampire effects have ended
  • Changed the font of the login messages for new Young Status to be more readable



Patch Notes



Inferno Dungeon

  • Spawns have been completely revamped
  • The boss of Inferno dungeon, "Infernus", will now spawn
  • The champ of Inferno dungeon, "The Heart of the Mountain", will now spawn


Pulma Dungeon

  • Spawns have been completely revamped
  • Champ and Boss for Pulma should be completed in the next day or so


New Player Dungeon

  • New Player Dungeon is now open (it is just north of the Healer on Shelter Island)
  • Creatures in new player dungeon will not open doors
  • Players are always considered to be having their Active Skill Boost in effect while in New Player Dungeon and that amount is double the normal amount (i.e. x20) for the normally applicable skills
  • Players cannot gain any skill past 65 while in New Player Dungeon


Creatures

  • Adjusted the difficulty values for several creatures in Ossuary to increase their loot drops
  • Changed the slayer group on Ophidians, Lizardmen, and other similar demi-humans to "Monstrous"
  • Human Slayer group will now largely be only human-body shaped creatures

Loot

  • Dramatically reduced the drop rates for special items (Skill Mastery Scrolls, Aspect Cores, etc) on non-boss/champ creatures
  • Increased the drop rate of higher level scrolls (level 5-6) on creatures
  • Increased the drop rate of gems on creatures
  • Reduced the amount of bandages and arrows/bolts on creatures
  • Reduced the chances for bandages/reagents/etc on Dungeon Chests


Skillgain

  • Skillgain chances for Tactics, Anatomy, and Arms Lore now scale along with Weapon Skills based on weapon speed / player dex
  • Players now can gain Eval Int and Spirit Speak on spellcasts
  • Passive meditation skill checks will no longer occur if the player is at full mana
  • Passive meditation skill checks have a reduced chance for skill gain (compared to active)



Magery

  • Players will now receive a system message when casting if their magery skill is below the minimum required for that spell (but will still get a fizzle effect)
  • Fixed the handling on Summon spells to prevent summons from appearing below the player, and will place the summoned creature ontop of the player if no other location is suitable (i.e. players will never get a "that location is blocked" message)


Begging

  • Fixed a bug with begging that would prevent players from using skills afterwards for long periods of time


Lockpicking

  • Increased the amount of Lockpicking and Remove Trap progress players make on each skill attempt for Dungeon Chests


Camping

  • Camping skill needed to hike to Towns and Healers locations changed to 60
  • Camping skill needed to hike to Dungeons and Subterranean locations changed to 80
  • Camping skill needed to hike to Shrines changed to 100
  • Camping skill needed to hike to Points of Interest changed to 120


Inscription

  • Players now must have the scroll they wish to craft already in their spellbook for spells of circle 1-6

Crafting

  • Items that have special crafting requirements (such as Inscription requiring spells in spellbook) will now be displayed on the Craft Item page for the item, with green text if the player meets it, and grey if they do not meet the requirement
  • Fixed an issue where players with the correct resources for an item couldnt craft it (was related to material type)
  • Blacksmithing now has the standard 1.25 crafting delay of all other crafting types

Pack Animals

  • Fixed an issue where pack animals wouldn't move when over 500 stones
  • Pack Llamas now have a maximum carrying capacity of 1500 stones
  • Pack Horses now have a maximum carrying capacity of 2000 stones
  • Players single clicking on a pack animal that they control will now see their animal's current weight vs maximum weight displayed
  • Pack animals that are overweight will display an "*overweight*" message to their owner when commanded and will go into "stop" mode

Misc

  • Corpses over water tiles will no longer quickly decay
  • Golden and Crimson moongates will now say "Golden Moongate" and "Crimson Moongate" when single clicked now (instead of just "moongate")
  • Players will not be able to use a Stat Stone when at 225 total stats
  • Any creature "Summoned" by another creature (such as Sunken Sorcerers and Maelstroms) will be freely lootable when its master dies and it is automatically killed



Patch Notes


Commands

  • Players, during testing, can say [ShowSkillgain to toggle on the displaying of Skillgain chances as a system message. If "(x10)" is displayed in the message, that means the player currently has an Active Skillgain bonus of +1000%

NPC Skill Training

  • Restructured which skills each NPC can teach players
  • Players can now train skills from NPCs up to 50.0
  • Rebuilt the speech recognition code for NPCs for requesting training to be more easy to use

Skillgain

  • Fixed a large number of issues with skillgain chances not being calculated correctly (should be good now)
  • Skillgain from 0-50 skill now is set to be extremely fast, largely due to the fact that players now can alternatively train on NPCs up to 50 in skills
  • Magery and Magic Resist have been restructured to be based off a "resource-based" usage formula to determine skill gain chances
  • Lowered the overall time needed to gain Archery, Fencing, Swords, Macing, and Wrestling skill

Character Creation

  • All players will now begin with: an atlas, a newbied backpack, newbied bag, newbied scissors, newbied dagger, 10 newbied cheese, 5 newbied cure potions, and 50 newbied bandages
  • Rebalanced starting items for all skills
  • Every skill taken during character creation will grant the player at least one Stat Stone of a particular Stat based on the skill type, with certain skills granting no items, but instead now given two Stat Stones (such as Tactics which gives a Strength Stone and a Dexterity Stone)
  • Stat Stones when double clicked permanently grant the player +10 Str, +10 Dex, or +10 Int based on it's respective stat type.
  • Stat stones cannot be used to raise any stat beyond 100 nor increase a player's total stats beyond 225
  • Stat stones are bound to the player and cannot be used by another
  • Rebalanced the starting skills for player Professions (i.e. the large "Blacksmith" / "Warrior" / etc circle buttons on character creation)
  • Players selecting a Profession, instead of clicking "Advanced" and choosing their stats and skills manually, will in most cases receive 4 different skills at 50, and receive the items, including stat stones, that would normally be granted for manually selecting 3 of those 4 skills (the skills chosen to generate items for each profession are predetermined)
  • Players who click "Advanced" and manually select their 3 skills (totaling 100 skill points) will receive a 1000 credit training deed that can be dropped onto NPCs when requesting skill training

Weapons, Armor, and Shields

  • Blessed and Newbied items can now take durability damage, but will not break at 0 Hit Points (will simply have their -20% damage/armor rating penalty)

Spawns

  • Respawn times for creatures have been slowed moderately

Clothing / Dye Tubs

  • Single clicking a dye tub or cloth will display that item's hue number

Young Players

  • Young players (when server goes live) using the Stuck Feature will teleport to Shelter Island (instead of a randomized town)
  • Young players on login will receive a message on how to revoke their young status (message comes after telling them how long they have remaining as a young player)

Crafting

  • Adjusted clothing items to take more cloth to craft
  • Fixed the ingredient name for Clock Frame in Clock recipe in the Tinkering crafting menu
  • Fixed the display name for the Dispel scroll in the Inscription crafting menu

Commodity Deeds

  • Added ability to make commodity deeds for Raw Ribs, Raw Drumstick, Raw Fish Steak, Bottles, Blank Scrolls, and Bandages

Spirit Stones

  • Players can now double click Empty Spirit Stones and will be given a description of the item
  • Spirit Stones now have 6 charges (instead of 5)
Misc

  • New Player Dungeon entry added to the Atlas
  • Volcanites in Inferno will no longer do their ability against players while provoked or pacified
  • Aspect Cores, Extracts, and Distillation cannot no longer be clicked from more than 2 tiles away
  • Players should no longer be able to damage staff members with explosive potions
  • Fixed the color of Vendor Rental Controls on Bankers
  • Spellstones, which are given on character creation for some skill selections, now have 100 charges (instead of 200)



Patch Notes


Dungeons

  • Dungeon Inferno is now open (all creatures and treasure chests are spawned, with the exception of Champs and Bosses)
  • Dungeon Pulma is now open (all creatures and treasure chests are spawned, with the exception of Champs and Bosses)
  • Changed the stair location to Level 3 of The Mausoleum and added a new room (which will be spawned very soon)


Knockdown Effects

  • Players should be able to get up after a Knockdown effect much, much more quickly than before

Firefields

  • All creature/environmental firefields now do 6-10 damage and have had the handling on them recoded (to allow us to do more interesting things with them)


Patch Notes


Arena

  • Mage Duel template now has unlimited Refresh Potion usage allowed

Crafting

  • Resource amounts needed to go from 0-120 skillgain for Blacksmithing, Carpentry, Tailoring, and Tinkering increased by 100% (amount increased to factor in players being able to recycle items)
  • Default setting for Highlight Skillgain toggle will now be True



Stealing

  • Players attempting to steal from themselves will now correctly get the "You catch yourself red handed." message

Inscription

  • Magical Wizards Hat will now take 5 Blank Scrolls (in addition to 4 cloth)

Creatures + Loot

  • Adjusted the creature difficulty formula to moderately lower the "Difficulty Value" of level spellcasters, which is used to determine loot drops and barding difficulty

Misc

  • Sugar (cooking ingredient) now will be stackable


Patch Notes



Spirit Speaking

  • Significantly improved the chances for players to get Spirit Stones, as well as the chance to get Regular and Greater Spirit Stones
  • Fixed a bug with Greater Spirit Stones granting summons crazy stats (should correctly grant +30% now)
  • Increased the amount of Eval Int that summons enhanced with Spirit Stones receive (+100% of normal)
  • Empty Spirit Stones are now for sale on Mage NPC Vendors
  • Players can now double click their active Spirit Stone to deactivate it



NPC Healing AI

  • NPCs now will announce when they begin bandaging an NPC ally and when they finish
  • Some NPCs will have unique sounds / text for bandaging/healing actions
  • Fixed some AI issues that should make NPCs stay closer to allies while bandaging them


Patch Notes



Spirit Speaking

The mechanics for Spirit Speaking are now as follows:


PvM

- Chance to cast a Charged spell against creatures is increased by (10% * (Spirit Speaking / 100))


PvP

- A summon created by a player has a (66% * (Spirit Speaking skill / 100)) chance to ignore another player's Dispel/Mass Dispel effect cast against


- A player casting Dispel on their own creature has a 100% chance to dispel it


Spirit Stones

When a player makes a successful Spirit Speaking skill attempt, they have a chance to gather the spirit energy from nearby corpses of creatures that they had a hand in killing; i.e. creatures that they dealt damage to themselves, or with tamed / provoked creatures.


In order to gather spirit energy, the player must have an Empty Spirit Stone in their backpack, they must be within 12 tiles of any corpses they wish to draw from, and they must use the spirit speaking skill within 2 minutes of that creature's demise. For each valid creature in range, the player has a potential chance to convert an Empty Spirit Stone into one of the following: a Lesser Spirit Stone, a Spirit Stone, or a Greater Spirit Stone.


The chance for a player to receive Spirit Stones and the strength of the spirit stone created is scaled based on the player's Spirit Speaking skill, the difficulty value of the creature, and the percentage of damage that the player dealt to the creature before it died.


If a player activates a Spirit Stone (by double clicking it), when that player casts Summon Creature, Summon Daemon, or Summon Elemental(s) the resulting creature will receive a bonus to it's summon duration and it's stats and skills, and will take less damage from Auto-Dispel effects (i.e. known as Dispel Resist)


Spirit Stones have a limited number of uses before they break as well as a time limit before they break. Players will be notified with a sound and message when any Spirit Stones in their backpack break or expire.


Spirit Stones are as follows:


Lesser Spirit Stone

  • Minimum Spirit Speaking skill need to harvest and to activate: 60
  • Number of Uses : 5
  • Time Until Expiration: 24 Hours
  • Summon Duration: Increased to 300 Seconds
  • Stats / Skills Bonus to Summons: +10%
  • Dispel Resist: +10%
Spirit Stone


  • Minimum Spirit Speaking skill need to harvest and to activate: 80
  • Number of Uses : 5
  • Time Until Expiration: 12 Hours
  • Summon Duration: Increased to 450 Seconds
  • Stats / Skills Bonus to Summons: +20%
  • Dispel Resist: +20%
Greater Spirit Stone


  • Minimum Spirit Speaking skill need to harvest and to activate: 100
  • Number of Uses : 5
  • Time Until Expiration: 6 Hours
  • Summon Duration: Increased to 600 Seconds
  • Stats / Skills Bonus to Summons: +30%
  • Dispel Resist: +30%

Summoned Creatures

  • Summoned Water Elementals now have +10% Dispel Resistance (i.e. take 10% less damage from Auto-Dispel Effects)
  • Players can now view how much damage (relative to their max hit points) their summons will take from Auto-Dispel effects in the Animal Lore gump window (even at 0 Animal Lore skill)
  • Blade Spirits, Energy Vortexes, and Summoned Creatures / Elementals / Daemons can no longer be provoked (similar to tamed creatures)
  • Blade Spirits, Energy Vortexes, and Summoned Creatures / Elementals / Daemons now have the same limited Discordance and Pacification durations as tamed creatures


Skillgain

  • Huge overhaul of skill gain rates for all skills (including crafting skills)
Items

  • Newbied items inside of non-blessed containers will now drop to the player's backpack upon resurrection, instead of staying in the container and ending up on the corpse
  • Newbied items inside of newbied bags (which will now become starting items) will now stay in their original container and not end up on the corpse on death
Health Bars

  • Health bars for players should now visually display the exact percentage of health of the target, instead of appearing off by about 4%
Crafting

  • Rebalanced the skill and resource requirements for some carpentry items to make for a smoother skill-gain path from 0 to 120 carpentry
  • Add-On Deeds have been rebalanced in terms of their required skills and resources needed and now exist in the crafting menu for all skills required for them (i.e. the Forge Add-On Deed appears in both the Blacksmithing and Carpentry crafting windows)
  • Added Magical Wizard Hat to Inscription crafting menu
  • Added Full Spellbook to Inscription crafting menu (takes 173 blank scrolls and 24 arcane scrolls)
  • ms
Rename Your Character Window

  • The "rename your character" gump now has been overhauled
  • Players may no longer add numbers into their name in this window
  • Players are frozen in place until they select a new valid name
Poison Potions

The minimum poison skill needed to attempt and maximum poisoning skill needed to have 100% success chance when applying poison potions are now as follows:


  • Lesser: 0-40
  • Regular: 40-60
  • Greater: 60-80
  • Deadly: 80-100
  • Lethal: 100-120
Poison Spell / Poison Field Spell

  • The minimum poisoning skill needed to qualify for chances at Deadly Poison is now 80 (% chance to get deadly poison is still same as before, however)
Arena

Restructured the default rulesets as follows:


Balanced Duel

Allows 2 Control Slots, 10 Trapped Pouch Uses, 5 Heal Potions, 10 Cure Potions, 15 Refresh Potions, 3 Explosion Potion Uses, and 3 Poison Potion Applications


Mage Duel

Unlimited Trapped Pouch Uses and No Potions of any kind


Dexer Duel

Unlimited Trapped Pouch and Unlimited Potion Usage


Tamer Duel

Same rules as balanced duel, except 5 Control Slots Allowed


No Restrictions Duel

No Weapons / Armor Restrictions, Unlimited Trapped Pouches, and Unlimited Potion Usage


Aspect Items

  • The Eldritch Weapon Special Effect will set that player's summon time remaining to 10 minutes regardless of it's base summon max duration
  • The Water Aspect Armor potion effect should now work correctly with explosion potions
Misc

  • Fixed an issue where some human NPCs (such as in Ossuary) would sometimes not play sounds upon death
  • Arcane Spellstones (newbie starting item) have been renamed to simply "Spellstones"

UOowA3u5b96jqk3zoqviKs02_83CirB9LbFmbhft-72_H3H02Hpg6Eya58L-IeUnXQU4tcISTyn7qZ2qyXS3DilQF_KA4j84UGNt4iW88Lzhgd_UJUtvGZx2jaPvXMDsLEQEinDV





JOe0Vt_oSSmRgu8oJY1-pEEGZ37pR2K01HmU_175YOLl86_wr8bVEJ79_qH0yjjIn9M-_ykwzucO2eG5yUEz1mN3PrL7e8nFSNetBnP3O8QIxMEbvlE6yc3jd1fx25gj9eQOYoot





m3GLLJbkDXPSsCQDb-9MAOGYPp-LDGvKns_5VoQKKfcmMj94ePQbvj56BmuccUMUxOdOxpc4mOpoCxE17tRAqrmNFZYSkCXkYPYdUpzrVSnR3Vt844Xs3ePpTaa3edMzv9rfzpzS





pJXs8s_xlHfZapJxStJfeUH4QDOQajp7NVssBY_H60aEyWFPibVgH80-o4otE91pyyAMv9KXOXuwqzAHRjFVb_lbo2lqoZYqTIjR7JZidUhoK8rk_LsLI20n2XTDcYba_DcRGovM





edgvMyr2Lzmezne5Rq0rQhskSOHpXSiWkVqjsvyE_vD0qeanDx8S9a978qMas_tODnI1J4AovxnXBef1UnT4qpyHIg8yWoKFtnJ7GQR8fb2fKernMlVKm5ONgmsncjyGDH964CLz




Patch Notes


Status Bar


  • The status bar for players has been overhauled (thanks to Beagle!) with a variety of improvements and stats / attributes added and/or moved
  • Max Weight for players with Camping skill should now display correctly (maxing at 590 total weight)
  • Players can now view the number of minutes remaining on Satisfaction from food items eaten
  • Players can now view the number of Murder Counts they have as well as the number of hours they have remaining on their Murder Count Decay
  • Players can view the number of seconds remaining on their Criminal Timer
  • Players can view the number of seconds remaining on their PvP Timer (after 120 seconds have passed since being involved in PvP, Aspect Items and various other mechanics reactivate)
  • Players can view the number of seconds remaining on their Bandage Timer

Items

  • Blank Commodity Deeds are now available at Banks, Scribes, and Provisioners
  • Filled Commodity Deeds are stackable and when single clicked will display the total amount of resources contained in all of them
  • Arrows, Bolts, Logs, Leather, and Ingot commodity deeds have new visuals

Combat


  • Stamina Loss from monsters damaging players has been reduced by 50%
  • Durability loss on weapons is now scaled based on weapon speed (fast and slow weapons should lose durability at the same rate in combat)

Loot


  • Mastercrafting Diagrams added as loot (used in high end crafting recipes)
  • Readjusted loot tables to lower drop rates for high-end items (skill orbs, treasure maps, aspect cores, etc) and lowered gold drops moderately on Champs and Bosses

Crafting Items


  • Fixed an issue with Shafts, Arrows, and Bolts not crafting correctly (25 shafts are made with 10 boards)
  • Tinkering crafting menu now has seperate categories for Lockpicks, Trapwire, Spyglasses, Pickaxes, Hatches, and Shovels
  • Inscription crafting menu now has seperate categories for each spell circle
  • Aspect Moulds and Storage Shelves now require Mastercrafting Diagrams to craft (new loot item)

Crafting Menu


  • Completely overhauled the Crafting Menu with new visuals and structure
  • Previous / Next page buttons added for Categories allowing more potential categories
  • System now remembers which Item List Page a player was on, and returns to it when a player leaves the crafting item entry page (i.e. they wont have to navigate back to previous pages constantly)
  • Players can toggle to Hide if Insufficient Skill to remove Categories and Item Listings from the crafting menu if they dont meet the skill requirements to make them
  • If Highlight Skill Gain Items is toggled, any items that will grant the player possible skill gain (i.e. has a crafting success chance greater than 0% but less than 100%) will display in Green text
  • In the crafting item entry page, any skills the players does not meet the skill requirement for will display in grey text
  • Any ingredients the player does not have will also display in grey text
  • Players can now rotate through colored materials on items to preview the look of the item and see how many of that colored material they currently havein their backpack
  • A player's preferences for Recycle Mode, Highlight Skill Gain, and Hide Insufficient Skill items is now saved on a per player basis and will be remembered each time the player logs in and starts crafting again
  • The crafting result text window will display crafting results in the following text colors
  • Blue text for Exceptional Quality item created
  • Green text for Regular Quality item created
  • Grey text for crafting failure
  • Gold text for inability to craft item (insufficient materials, broken tool, insufficient skill for item or colored material type etc)

Battle Trainers


  • Light, Medium, and Heavy Battle trainers are now available
  • Light Battle Trainers have 0 AR
  • Medium Battle Trainers have 35 AR (GM Leather)
  • [size=medium]Heavy Battle Trainers have 135 AR (Full Invulnerability Plate + Shield)[/size]

Creatures


  • The Knockback ability will now do full damage to a target if that target hits a wall/blocking object (previously damage would be reduced based on it's travel distance)
  • The Massive Breath ability will now only hit a player once per use (some creatures will loop multiple Massive Breaths, and players may be hit by each of these in a row, however)
  • Emperor Dragon's "Lash Out" attack now does bleed damage
  • Emperor Dragon's "Wing Buffet" attack now has a small "Hinder Effect" to players who are knocked backwards
  • Made some misc updates to Emperor Dragon damage effect visuals

Misc


  • Mining and Fishing can now be done while mounted
  • Damage Tracker timer should now much more accurately reflect actual time elapsed (will still vary by several seconds over a 60 minute runtime)
  • The Detect Hidden skill reveals the player using it both activation and targeting (players must be visible to search for other players)
  • Lockpicks, Trapwire, Pickaxes, Hatches, Shovels, and Spyglasses should all correctly say which material type they are made from when single clicked
  • Verwood renamed to Verewood
  • Fixed an issue were players were able to cut kindling with bladed weapons at any distance
  • Appetizing Food now has 3 uses (instead of 5)
  • Delectable Food now has 5 uses (instead of 10)
jMBPiH9PfJJGZB4Q9aHZjHas0dms2tEgi2Q9l6qrfQ6DspIGx0kZ1L0nAEqDY55MURcuax_cmiS6HBxobdUx5eZ1h2bVurtSu2fetfrKcJAdeT24i94FP7m2pba07E9g468CWRG7





oY44S0pvVdGoD6Qy69b8uVmfMCpU7GSKG_5EpObq1EcI6FhrpOJx3aA9GYCc-CizmeLZWd5RJE-AaJmMHhjOjK3TcFCEIvjAgIQLgFyFXTNMNXztHjmG9QP-LW5NrinBws6EeWd6





2rgmSxWfFda8qufxQRBMVTMeYXhSjA9lj1Jt4fkiwmteeSgSRJWhDq16MdEjkDT0b053xZLxzzGLnRoiaJ8vDWYzsCXAc0-X8LkX_3_qaAXEyLlzbUjjzvDvT_o4MPUgGhkvZrgN





sdjQds7sT5ozUe78_JHXCBs7P2Xa2u6jJh66FhJ4EX6IXPfqrqVvzcMrlPxflZkRTLioKXOQSCpJQEKywj04ZeGtlP4agGxQZ7soqhUwyKVWR4sZJHe1RUtKUXpd0Q9Dd1WtrEMY





qzV6svJ1IlNkfBxr9bT6d99g871mAIGnffalacPkg1HZKUoWly5x5ug8xz6sCU5Q2rg7aiabON5yrlgbwNhDcRNz0FRZCLZzef-l2rp8F4XntOnKi90ozLOMjmJ5GVlgnRR8oSV6




Patch Notes



Dungeons

  • Increased the spawn levels in most dungeons, especially in difficult areas of levels 2 and 3
  • Recoded the abilities on The Emperor Dragon to increase its difficulty substantially
  • Removed some of the caps on Bosses that prevented them from using abilities on the same player multiple times in a row (which should increase their difficulty)
Fishing

  • Fishing now has specific sounds for pulling up different types of items
  • Added Large Raw Fish, Raw Lobster, and Raw Crab to ocean-based fishing successes
  • Players can now fish while mounted
  • Harvest range on fishing increased from 4 to 8
Weapons

  • Sword weapon special attack (Bleed) should now do the correct amount of bleed damage and over 15 seconds (instead of over 10 seconds)
Items

  • Lockpicks, Trapwire, Spylasses, Pickaxes, Hatches, Shovels, and Fishing Poles will now display their material type when single clicking on them
  • Treasure Map Library, Spell Scroll Library, Skill Mastery Scroll Libraries renamed to "Tomes" instead of "Libraries"
  • Adjusted hues for Aspect Moulds

Crafting

  • Rebalanced Crafting skill requirements for most items and resources needed
  • Created Aspect Clothing Dyes
  • Created Aspect Furniture Dyes
  • Created Aspect Shield Dyes
  • Created Blacksmithing Repair Kits
  • Created Carpentry Repair Kits
  • Created Tailoring Repair Kits
Cooking

  • Overhauled cooking recipes and adjusted skill requirements
  • Added new ingredient, Sugar, which is very expensive but an alternative to using special meats to craft high-end cooking items
Repairing Items

  • Repairing weapons and armor now requires a minimum of ((Item Hit Points Missing %) * (100)) crafting skill; i.e. 75 Blacksmithing to repair a blacksmithing-made item that is at 25% durability
  • Players have a 100% chance to repair an item fully that they meet the miminum crafting skill needed to repair
  • No maximum durability will be lost on a item when repaired
  • Players at 120 skill for Blacksmithing, Carpentry, and Tailoring can use repair kits and target a player or container to repair all items on that player (in backpack or equipped) or items in the targeted container, so long as the item was crafted with the respective crafting skill of the repair kit


Patch Notes


  • Players should now be able to use Moongates while dead
  • Leather should now weigh .1 stones
  • Removed Begging from Skill Mastery System
  • Added Forensics, Herding, ItemID, and Tracking into the Skill Mastery System
  • Pacified (Peacemaking) creatures should no longer use abilities (such as the Burning Ash Tree)
  • Fixed issue with The Insatiable Maw and The Gatekeeper causing players to perma turn blessed / stealthed
  • Fixed several issues with mechanics that teleported pets / summoned creatures
  • Fixed several issues with Arcane Essence recharging individual items incorrectly
  • Increased range at which Herding's "Focused Aggression" will apply to your followers (followers must be within 24 tiles)
  • Increased gold loot amounts on Rares, Champs, Bosses, Shrine Bosses and Event Bosses substantially (to account for their newly increased hit points amounts)
  • Fixed an issue with some items displaying the word "normal" in front of them
Camping

  • The camping skill now increases a player's backpack maximum weight capacity by (200 stones * (Camping Skill / 100))
  • The camping skill now increases a player's backpack maximum item count allowed by (50 * (Camping Skill / 100))
  • Campfires made by players now take (60 seconds - (45 seconds * (Camping Skill / 100))) seconds to secure, based on the camping skill of the campfire creator
  • A player visiting a secure campfire site that they created themselves receive a melee and spell damage bonus against creatures of (20% * (Camping Skill / 100))for the next 10 minutes
  • A player visiting a secure campfire site that another player made receives a melee and spell damage bonus against creatures of (5% * (Camping Skill / 100)) for the next 10 minutes
  • Players can now "Hike" to destinations found in the Atlas Book at various levels of Camping skill (100+ camping)
  • When a player hikes to an Atlas Book destination, they are frozen in place for 5 seconds before being sent to their destination
In order to hike to a destination:


1) The player must select the "Hike to Location" button in the Atlas Book entry for the destination

2) The player must be at a secure campfire site

3) The player must not have been in combat of any type within 30 seconds

4) The player must not have been in combat with any player within 2 minutes



xCv2dkCRZdCCXlOVfO7ByiJTilxXHmLOz-7mM3kQPg_AtzkL9ne7Lqf3wpEsbUN5fpd8oqz2yDDxkoSLtYlOv6OasliPFBVJlHNIpY4XzLwUiFAt2hpdTsIjjc60nd2HJSHv0Dtb





tl6d2Y1_2aIkur-8UVqDhfyUsjq3ajV77w9Ve_Nky9mbXq3hr7l3oK7FQALuZYe3CcjpQ46Famp5UGhoQne5EIXWiGUKKJWySGaECdqTg0jZHvHCKAhMo2eP4QCUB5899LrxMePz





LcSQxEjA8GwSWTCqWFjRRTBjtIpagrrvjtrlx03ElrFyMZQqh1b6W2jfoac_q2MCdGZ2u8uoMXlX6VEEaoNWRsuCaOCQQl0bw52U2c1nh1cv8SBnmPz_6LhxdG7tNIz3m6pMsRJr





wESsslA7eqGwIIfJetImPMDrNoEx-7qHj9k3ibjgXIsO7uE6_JvK-sWaX9ygXAlyasBcwIeBrsCqEuIofYug8AZMfwJONe6K71us1YlxBMUupJ6PyEnzFpExf6jjAHI5cTNQwMdh




Patch Notes


Aspect Gear

  • Aspect Weapon and Aspect Spellbook Special Effects are now functional
  • The rate at which players trigger Aspect Spellbook Special Effects is scaled based on the mana of the spell being cast (higher mana spells have a higher chance to trigger)
  • Experience needed to upgrade Aspect Tier Levels dropped by 50% (now is 500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, and 5000)
  • Aspect Cores needed to upgrade Aspect Tier Levels reduced (now is 3, 3, 4, 4, 5, 5, 6, 6, 7, 7 for tier levels 1-10 respectively)
  • Players will now also need Aspect Distillation to upgrade Aspect Tier Levels (amount needed is 1, 1, 1, 1, 2, 2, 2, 2, 3, 3 for tier levels 1-10 respectively)
  • The rate at which Arcane Charges are lost on Aspect Gear through usage has been dropped dramatically, and now scales upwards from Tier 0 to Tier 10
Item Identification

  • Removed the gump result window from using the Item ID skill
  • At 105 Item ID skill players will be able to see the NPC Sale price of an item
  • At 110 Item ID skill players will be able to see the amount of Arcane Essence they will get for an item when recycling it
  • At 115 Item ID skill players can identify an entire container of items and will be told the total NPC sale price and Arcane Essence value of all items within
  • At 120 Item ID skill players will be able to see how many of a particular item exist in the game world
Misc

  • Bandaging messages have been rebuilt to be more informative
  • Fixed an issue where players in a guarded town always resisted their own spells



Patch Notes


Weapons


  • Fixed an issue with the Macing Special ability not dropping creature's Armor Rating correctly
  • The Macing Special ability should now correctly do greatly increased damage when dropping a creature's armor at or below 0

Misc


  • Bleed and other effects should now correctly clear from players on death
  • Explosion potions, once tossed, cannot be picked up off the ground or moved

Creatures


  • Fixed an issue where players could stable creatures not belonging to them
  • Fixed an issue where players being teleported, via "Stuck" feature or in the Arena, would previously have their mount deleted and would continue to play horse movement sounds while on foot
  • Paragon and Rare versions of creatures should now have their names display in red instead of grey (similar to bosses)
  • Tamed creatures who are abandoned / released will no longer warp back to their original spawn location: the point where they are abandoned / release becomes their new home location
Armor


  • Skirts have been added for Studded, Bone, Ringmail, Chain, and Platemail armor types
  • Bone Gorget color has been adjusted

The Forgotten King


  • *Makes an Offering* ability now has range 5-10 based on hit points remaining (instead of just 5)
  • Should now correctly summon Skeletal Fiends as one of it's minion types
  • *Bone Skewers* ability has shorter knockdown duration and time between skewers is now based on hit points remaining
  • Fixed several crashes and instances of abilities not firing off correctly
[size=x-large]Aspect Gear[/size]

  • The specific bonuses and chances for various Aspects have been adjusted (will be previewed below)
  • Players will now need to use 5, 5, 6, 6, 7, 7, 8, 8, 9, 10 Aspect Cores of a particular Aspect when upgrading their Tier Level for it
  • The amount of Aspect Experience possible when killing a creature is equal to (Creature's Gold Amount / 100) and is tracked as a decimal amount for players (i.e. a player can earn .31 xp for a creature worth 31 gold)
  • Experience amounts are stored in decimals amounts, but will be rounded down to the nearest whole number when displayed in gumps and menus that show the player's experience for a particular aspect
  • After killing a creature while wearing charged Aspect Gear, players earn a % of the Aspect Experience possible for a creature equal to the percent of total damage they inflicted on that creature (via pets, poison, melee, spells, etc). For example, a player uses tamed creatures and poison who dealt 51% of the total damage to a creature earns 51% of the Aspect Experience possible
  • Players will always earn at least 25% of the Aspect Experience possible for a creature so as long as they inflicted any damage on the creature
  • The Lyric Aspect now has a new text hue color for gumps
  • In the Aspect Mastery Profile Page for a player, players can now view Aspect Spellbook bonus (by clicking the left/right arrows in the lower window) and can click a button to view Weapon/Spellbook special effects descriptions for the selected aspect
  • In the Aspect Mould "Create Aspect Item" menu, players can now correctly see the effects for potential Aspect Weapons, Aspect Spellbooks, and Aspect Armor. For Aspect Weapons and Spellbooks, players can click a button to get a description of what that aspect's special effect is
J41GJ0uJvGouPjBnTmkQjFgPf72CjdipUP1PWOZ-f7jsx8msiJrZOWpTPK9zhlNGG6A4F_UYQUlu1OTjqa6CxqQw1cBIH25GquKcaP_oQ8OoMn20F9iWCEkrLbaumT84RNsvTp-G





lH6UaOXuYbbBhOFd1SRjrxf-gENXu_8A4Dg2JNhif5Q51DerPAbFxJb0kYtCbqNZjD1zNyElt5pB1KBxyVT3ST52i7i-q4zOgCAdIpWzr6DBr44K2kRuN1Qo1v_YTVxFKxJ9LfHm





5qkNoOUJSXag8m6UrZbFxMRtNn2sRgeDv--5jqo0dXUeAM6nRJIvALgCTJKq8ROa5PZf9J-kjffIdl3osp13cm6ayxNMY6KFOIp4j07sH1uf0miZ1Hrc6WAttgLdmEwIrVXGX0M3





uqRHTbwXn5CP4msfKD24zCnhiy3KL_bsUvFB0jNqm_yVDoClS0VYGUOYbrPqZh-6yPQzvkHzvtrQbwYGaiME1JofZFFmgOEm7zjmEpkjYQEGKCHcJ8Z8IjstYraQv-j3g3COdzzO





ie1FpNB6VrC_985htBUh5RibyJXM0oBp1CFlcgHxgTzq4BsN_at7pJ32We8XOJpaTbq21G5r1E4ViU17qWjM16UzJrT6g7vlCQv0f9Qjs_jh9w4w9b6CtPv97m4lveMPfauMrpq8





r-gWL725aT5UDLQN0sN0Ak-BgyS_1GU4YSYZrENexs8D0o38YnxHvUxK_77ud-047cVZJyZWBvpDnMN8S3WbCHoyk3iX8a_kGQRUgcP13935Rhz4ol9uGdFPGSD5WdSVmZZA8aBU





RuFZ2ZoGBo1VaTVWLQQObnzyDjNMFfx5TflGAeIlPpvvDYuMYeVUnG3EG2GWIzgRN0OXR2gYK0MoHGFw3mtpSkU3egEq9raSOoNnNHnkCGr1BZuCDM7iIyxjRIkDRBjHcncxi06N





xgbRD1kkH3_xtrPv3Idk5heP70c11Gj3d0kjNo1NCqPiZdLt9WEVDBE4IRTKTanBR9hweOLj7WjJrue4qbwVUli_PS8uNZ6fSsaMwKL_0gbjrzhQBuypggHnTQugeWz1B_D8Uv0x





eX5XPiEL93nBwkW_d8cv_acjbMKJpxa6ZA5l31pG2PEU9IkmySnVdh_-0M_h3hRaVnY9jVNrHFT1Z1x_jyaoEKjHLzLw-Hb3dnt7cG5hff2Kqv68IVlhOV0ktSl-L2ya1ykNUaRg





3LQWeGaesFqJ_StzLKiHKG4W26LTsKYezCpkNqj85o9PL-XaoRdcTwTjl87A8U93FnAa9iOgXBgHUcVsOzXtmCxXVxDAcRjRV8SrVRMKXQye0wawGTdIKw-NTrh1IwVnX22G6F3R




Patch Notes


Bosses

  • Corpses now have a 1000 item count maximum and 50,000 weight maximum (mainly needed for bosses and event bosses)
  • Minions for Champs, Shrine Bosses, Bosses, and Event Bosses now have their corpses decay much, much faster
  • Champs (eventually) and Bosses will now return to their spawn location after traveling a good distance away from it
  • The Mausoleum's boss, "Gatekeeper", is now fully functional with abilities
  • Nusero's boss, "The Emperor Dragon" has been increased in difficulty substantially
Misc

  • Skill gain checks for Tactics, Arms Lore, and Anatomy are now checked on every weapon swing, and not simply only on weapon hits
  • Fixed an issue with players without Spirit Speaking being able to summon Elder versions of summons
  • [size=medium]Fixed an issue with Meteor Swarm spell not playing sounds correctly[/size]
  • [size=medium]Fixed several issues causing crashes[/size]



Patch Notes


Explosion Potions


  • Explosion potions now begin at 5 second countdown and must be thrown before "2" is displayed
  • Explosion potions cannot be thrown back once thrown
  • Cooldown between using explosion potions is 15 seconds and timer begins as soon as player double-clicks an explosion potion
Creatures

  • Mounts on NPCs creatures and minions summoned by monsters should correctly become grey upon death of their controller
  • Fix for Nusero's boss, the Emperor Dragon's animations (currently would do "flying" animations sporadically in the middle of doing abilties)
  • The Phoenix in Ossuary now has an autodispel effect like most very high difficulty creatures (fires off every 10-20 seconds)
Barding

  • Forensic Eval slayer skill bonus now will apply to Barding (maxes at Lesser Slaying equivalent)
  • Barding Skill bonus from Slayer Instruments now (+10, +20, +30 effective barding skill)
  • Barding Skill bonus from Magical Instruments now (+5, +10, +15, +20, and +25 effective barding skill)
  • Barding Skill bonus from Colored Wood increased now to (+3/+4/+5/+6/+7/+8/+9/+10)
  • A player's success chance for barding is capped by their base skill value as a percent (i.e. 75% max success chance at 75 skill)
Items

  • Players clicking on weapons, armor, shields, or instruments made with colored materials will now display the name of the material type ("i.e. an exceptional valorite viking sword"
Notoriety

  • Players who are criminal should display as grey to themselves (except in the arena)
  • Players who are murderers should display as grey to themselves (except in the arena)
Towns

  • Criminal flagging should now work correctly in Shelter Island
  • Players are not allowed to cast Wall of Stone, Energy Field, Blade Spirits, or Energy Vortex while in town
  • Players may cast Fire Field, Poison Field, Paralysis Field while in town, but will only affect players who are grey, green, orange or red to you
  • Players can throw explosive potions in town, [size=medium]but will only damage players who are grey, green, orange or red to you[/size]
  • Players can cast Meteor Swarm and Chain Lightning [size=medium]but will only damage players who are grey, green, orange or red to you[/size]
  • Any damaging spell cast in town [size=medium]will only damage players who are grey, green, orange or red to you[/size]
  • Any spell with a harmful effect (such as poison) will be resisted 100% by players who are blue to you
Misc


  • Replaced the name "Felucca" with "Atria" in several places in game
  • Players logging out or disconnecting while mounted will no longer be dismounted


Patch Notes


Misc

  • The Player Editor shelf now has option for players to create Magic Barding Instruments
  • The Player Editor shelf can now create Construct and Nature Slayer Type items (most creatures in level 1-2 of The Mausoleum dungeon are Slayer Type: Construct)
  • NPC Healers should be resurrecting players correctly now
  • Blade Spirits and Energy Vortex Wrestling increased significantly
  • Many creatures that have ranged abilities will no longer target players that are hidden
  • Blank Scroll price changed to 3 gold (was previously 5)
  • Guild Names should now correctly display above players names (Guild Titles will be added eventually)
  • Summoned creatures now show their summon duration remaining over their heads to their owner/summoner
  • Fixed some names in old gumps that displayed "An Corp" instead of Outlands


Patch Notes


Barding


  • Barding difficulty scalars reduced (should be easier to bard creatures)
  • Barding effect durations are now longer (can bard high difficulty creatures for longer)
  • Barding durations are now scaled by player skill (Barding Skill / 100%). Maximum durations are still 60 seconds and minimum durations are still 15 seconds

Misc


  • Moongates should now correctly say "Leads to Dungeon" / "Leads to Town"
  • Players should no longer be able to bring mounts through moongates
  • Blade Spirits and Energy Vortexes will no longer attack each other
  • Fixed issue with creatures playing "Anger" sounds repeatedly
  • Reanimed knight's horse should be freely lootable now
  • Healers should resurrect players now
 
Last edited: