ViolentBeard
Elder
UPDATED TO NOV6TH 2019 (I CANT FIT IT ALL IN ONE POST MAX LIMIT IS 500 IMAGES)
Nov6th2019
Dungeon IP Restrictions
Server Saves
Ghosts and Resurrection
Ship Construction Costs
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
Ship Crewmembers
Ocean Mini-Boss and Ocean Boss
Bank Queuing Mechanic
Captcha
Pet Stabling
Jail
House Decorator
System Messages
Houses
Grand Fortress
Cost: 26,050,000
Secures: 52
Knight's Tower
Cost: 750,000
Secures: 9
Lightstone Adobe Shoppe
Cost: 1,150,000
Secures: 11
Lightstone and Wood Bungalow
Cost: 2,150,000
Secures: 15
Lightstone and Wood Loft
Cost: 750,000
Secures: 9
Lightstone and Wood Residence
Cost: 450,000
Secures: 7
Lightstone and Wood Villa
Cost: 1,850,000
Secures: 14
Lightstone and Wood Villa with Tower
Cost: 2,450,000
Secures: 16
Lightstone Beamed Villa
Cost: 450,000
Secures: 7
Lightstone Mansion
Cost: 3,050,000
Secures: 18
Lightstone Small House
Cost: 50,000
Secures: 3
Limestone and Plaster Lookout
Cost: 350,000
Secures: 6
Limestone and Plaster Redoubt
Cost: 2,450,000
Secures: 16
Limestone Keep
Cost: 3,850,000
Secures: 20
Limestone Fortress
Cost: 6,850,000
Secures: 27
Limestone Mercantile Tower
Cost: 850,000
Secures: 10
Limestone Small House
Cost: 50,000
Secures: 3
Norse Chalet
Cost: 1,950,000
Secures: 14
Norse Farmstead
Cost: 4,050,000
Secures: 21
Norse Grand Lodge
Cost: 10,950,000
Secures: 34
Norse Great Hall
Cost: 2,850,000
Secures: 17
Norse Great Lodge
Cost: 1,050,000
Secures: 11
Norse Lodge
Cost: 750,000
Secures: 9
Norse Longhouse
Cost: 2,150,000
Secures: 15
Norse Small House
Cost: 50,000
Secures: 3
Norse Watchtower
Cost: 450,000
Secures: 7
Shingled Merchant's Outpost
Cost: 1,650,000
Secures: 13
Shutter Cottage
Cost: 150,000
Secures: 4
Grand Keep
Cost: 15,350,000
Secures: 40
Gatehouse
Cost: 4,550,000
Secures: 22
Nov5th2019
Patch Notes
Ghost Scouting
Dungeon Moongates
Omni Boss Region
Title Audit
Barding Songs
Ocean Mini-Boss
Ocean Boss
Ship Crewmember Loyalty
Each Loyalty Level upgrade increases the following:
Ship Bonuses provided by the Crewmember are increased by 5% (scalar)
Hit Points for the Crewmember are increased by a random amount between 25-50
Dex for the Crewmember is increased by a random amount between 0-2
Damage for the Crewmember is increased by a random amount between 0-2
Wrestling for the Crewmember is increased by a random amount between 0-2
Armor for the Crewmember is increased by a random amount between 0-2
Magic Resist for the Crewmember is increased by a random amount between 0-3
Nov2nd2019
Halloween Event
Prevalia Market Merchant
Weaken Spell
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
Outlands Collectable Card Tomes
Ship Stat Upgrades
Oct19th2019
Patch Notes
Resurrection Gumps
Player Vendors
Echoes
Treasure Map Chests
Oct16th2019
Patch Notes
DDOS Mode
Notoriety
Dungeons
Dungeon Flashpoints
Archery
Harpoons
Bludchok Orc Fort
Corpse Creek Contest
Guild Treasuries
Guildstones
Resurrection
Shrine Corruption
Treasure Map Chests
Oct3rd2019
Patch Notes
Poker
Shrine Corruptions
Weaken Spell
Castle Sieges
Bandages
Stealth Footsteps
Vendors
PvP Event Results (Battle Page)
Global War
Corpse Creek Contest
Fencing Weapons
Harpoons
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
Camping
Bard AoE Song Buffs
Forensic Eval
Disguise Kits
Polymorph Customizations
Player Customizations
Four new Player Customizations have been added (accessible via Paperdoll -> Help -> Customizations -> Enhancements)
Stable Genius
Increases Stable Slots for all characters on account by 30 (cumulative)
Zootopia
Increases Stable Slots for all characters on account by 40 (cumulative)
Social Network
Increases the total number of Society Jobs that may be completed each week by 2 (cumulative)
High Society
Increases the total number of Society Jobs that may be completed each week by 3 (cumulative)
Boss Results
Misc
Sept23rd2019
Patch Notes
IDOCs
Tamed and Summoned PvP
Murderers and Account Aggression Restrictions
Corpse Creek Contest
Town Struggles
Healers
Housing
Lugrish Ork Fort
Regions
Mana Regeneration
Great Sunken Serpent
Sept16th2019
‘Notoriety
Sept14th2019
Attacking
Murderers and Account Aggresion Restrictions
Pet Ress Penalties
Notoriety
Note: For the following descriptions below, the "source" player is the player that clicked, the "target" player is the player they clicked on
Town Struggles
Castle Sieges
PvP Event Rewards
Storage Shelves and Storage Lockers
Aegis Keep Creatures
Announcements
Sept9th2019
Auto-Tab
Combat Cooldowns
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
Town Struggles
Castle Sieges
Dungeon Flashpoints
Guilds
Misc
Stealing
Pet Releasing
Poker
Castle Sieges
Corpse Creek War Bell
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
Strength Spell, Weaken Spell, and Potions
To better explain the mechanics, here is a sequential example of the new behavior:
Heat of Battle
Heat of Battle will now only be triggered by the following:
Additionally,
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.
Murderers
Resurrection Fees
Aggression Restrictions
Repenting
Shrine Corruptions
Poison
Polymorph
Seasonal and Lifetime Data
Outlands Help Page
Creature Releasing
Treasure Map Chests
Camping
Smoke Drakes / Smoke Dragons
Looting Rights
Stealing
Faction Removal
Guild Menu Tab Commands
Global War
Overview
Global War Score and Rankings
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
Battle Records
Participation Settings
Participate in Wars
Participate in PvP Events
Corpse Creek War Bell
Guild PvP Event: Town Struggles
Locations
Participation
Zones and Flagging
While inside the Town Struggle Area during a Town Struggle event
Mechanics
Scoring
Control Points
Faction Scoring
Player Scoring
Faction Player Kills
Kill Credits
Player Idling
Rewards
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:
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:
Post-Completion
Guild PvP Event: Corpse Creek Contests
Location
Participation
Zones and Flagging
While inside the Corpse Creek Area during a Corpse Creek Contest event
Mounts
Scoring
Control Points
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
Player Scoring
Player Kills
Kill Credits
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
2nd Place Guild
3rd Place Guild
Guild PvP Event: Castle Sieges
Locations
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:
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
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
Castle Mechanics
Castle Access
Castle Gate
Siege Cannon
Siege Mortars
Sigil Statue
Scoring
Control Points
Guild Scoring
Player Scoring
Player Kills
Kill Credits
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
2nd Place Guild
3rd Place Guild
Post-Completion
Guild PvP Event: Dungeon Flashpoints
Locations
Participation
Zones and Flagging
While inside the Dungeon Flashpoint Area during a Dungeon Flashpoint event
Scoring
Control Points
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
Player Scoring
Player Kills
Kill Credits
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
2nd Place Guild
3rd Place Guild
Guild Blood Feuds
Creating Blood Feuds
Active Blood Feuds
Blood Feud Resolution
Guild Treasuries
Guild Pay Periods
Treasury Overview Page
Member Balances Page
Member Transactions Page
Treasury Settings Page
Poker
Creating or Joining a Game
Starting Play
Timing Out
Round and Match Completion
Aug31st2019
Arena Order Matches
Disarm/Hamstring
Boss Results
Custodians
Inscription
Test Center
June4th2019
Patch Notes
Scissors
Magic Wizards Hat
Shimmer Lunar Items
Interior Decorator
Distribution Chest
Loremaster Achievements and Server Rank
Creature Releasing
Shrine Corruption
Trades
Aug22nd2019
Patch Notes
Accuracy Bonuses
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
Achievements
Storage Shelves
Echoes
Aug19th2019
Prevalia Market
King's Faire
Gatekeeper
Creature AoE Abilities
Ship Spawns
Mastery Chain Bonuses
Hidden Creatures
Sabeartooth
Cloth Rotation
Treasure Map Chests
Tailoring
Taunt
Accuracy Bonuses
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
Fairgrounds
New Orc Fort
Forsaken Keep & the new Druid Glade
Ossuary Dungeon Level 4
Standalone Mini Boss Rooms
The Mausoleum
Ossuary
Darkmire Temple
Cavernam
Aegis Keep
Boss Room Changes
Darkmire Temple
Cavernam
Shrine Revamps
Misc Town Changes
Prevalian Docks
Prevalia Castle courtyard
Shelter Island Companion Hall
Cambrian Archaeological Society
Cambria Castle
New Stygian Rift Arenas
Aug15th2019King's Faire Festival
As a reminder, overall event scores for the event are calculated as follows:
Each of the 10 events individually is worth up to 100 Event Score (meaning 1st place in all 10 events would be worth 1000 event score)
For each individual event, players earn 1 event score point for each % their rank place is at; i.e. a player who is ranked 25th out of 50 players for Axe Toss is at 50% rank in the event and would earn 50 event score points towards their [Eventscore total
Prevalia Merchant Add-Ons
Added several new luxury housing Add-Ons available for gold-only purchase in the Prevalia Market, including the following:
Wooden Tub Addon
Marble Bath Addon (East)
Marble Bath Addon (South)
Stone Fishpond Addon
Marble Fishpond Addon
Inn Locations
Treasure Map Locations
Dungeon Regions
Sabertooth
Precursor Guardian and Warden
Ship Notoriety
Ship Bombs
Knockback
Mount Crash
Arena Order Matches
Arena Matches with the Order Preset (both Tournaments and normal Duels) now have the following restrictions in place for templates:
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
Region Bonuses
Achievements
Ships
AoE Spells
Squelch
Ancient Drowned Dragon
Fireworks
Discord Bot #livefeed
Aspect Gear
Arena Tournaments
Phantom Damage
Recycling
Fame
Guild Favors
Knockback
Scissors
Female Armor
Fireworks System
Discord Integration
Barding
Storage Shelves
Achievements
Society Jobs
Pack Animals
Cave Gorger
Stealing
Spellbook Displays
Patch Notes
Tamed / Summoned Creature PvP
Mastery Chains
Titles Audit
Barding Instruments
Dungeon Dyes & Lanterns
Poison
Boss Abilities
Misc Abilities
Guild Favors
Aspect Gear
Discord Hook
Crash Fixes
Trap Wire
Corpses
Patch Notes
Armored Magical Wizard's Hat
Guildstones
Mastery Chains
Damage Tracking
Boss Results and Reward Items
Arena Tournaments
Custodians
Tracking
Omni Bosses
Rental Vendor Contracts
NPC Vendor Items
Patch Notes
Outlands Lottery
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:
However, in lieu of our Casino Jackpot reaching a massive sum, the first month of our lottery will feature a special lottery with multiple winners as follows:
1 Player: 5,000,000 Gold each
10 Players: 1,000,000 Gold each
20 Players: 100,000 Gold each
100 Players: 10,000 Gold each
Players may potentially win multiple rewards from the first month's lottery (i.e. each ticket has a chance to win)
Distribution Chests
Tournament Schedule
Region Bonuses
House Gating
Custodians
Explosion Potions
Map Location Audit
Hinder / Entangle
Taming
Tamed Creature Releasing
Repentance
Outlands Collectable Cards
Stats and Donation Commands
Creature Abilities
Shimmer Lunar Backpack
Timer Ticks
Patch Notes
Arena Tournament Schedule
Guildstones
Societies
Teleport Spell
Tamed / Summoned Creatures
Clothing
Poisoned Weapons
Remove Trap Spell
Shafts
Item Stacking
Furniture
Prevalia Stylist
NPC Training
Mounts
Player Squelching
Patch Notes
Prevalia Market
Prevalia Market Furniture
Monster Shuffle
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
Uncommon Creatures: 3x Match Bonus
Rare Creatures: 5x Match Bonus
Jackpot Progression
Monster Shuffle Rares
Corpse Creek
Barding Skills
Stealing
Server Rankings
Added two new Server Ranking categories:
Omni Boss Slaying
Damage dealt to Omni Bosses
Loremaster
Completion of Level 8 Treasure Maps provided by Lore Tomes
Arena Tournaments
Arena Tournaments will resume under the following 3 week rotation:
Week 1: 1 vs 1 Order Tournament
Week 2: 2 vs 2 Order Tournament
Week 3: 3 vs 3 Order Tournament
We will be recoding the handling on tournament scheduling shortly to allow us to have both scheduled tournaments and impromtu tournaments (such as occasional Chaos Tournaments or Tank-Mage Tuesdays)
Region Bonuses
Aspect Gear
Tamed Creatures
Guild Boss Summoning
IDOCs
Looting Rights
Achievements
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
Distribution Chests
Outlands Collectable Card Tome
Outlands Collectable Cards
Test Center Login
House Expansions
Town Criers
Damage Entries
Omni Boss
Shrine Corruption
Boss Results Gump
New Player Dungeon / Societies
Skill Mastery Scrolls
Treasure Map Tomes
Ships
Timed Statics
Patch Notes
Progressive Save Timers
Lift Delays
Disarm / Hamstring
Shrine Corruption
Custodians
Bosses
Lore Bosses
Daemon Keep
Mountless Regions
Tamed Creatures
Loot Drops
Server Rankings
Wilderness Spawns
Creature Abilities
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
Paralyze
Cloth Recycling and Scissors
Backpacks
Lore Books and Lore Notes
Treasure Map Locations
Archery Hinder Effect
Loot
Tracking
Skill Gain
Patch Notes
Mastery Chains
Hinder / Entangle
Monster Shuffle
Stealing Skill
Backpacks
Patch Notes
Casino
Guild / PvP Patch Support
Omni System
Echoes
Custodians
Mastery Chains
Achievements
Arenas
Heat of Battle
Creature Abilities
Lumberjacking
Housing Gump
Lore Note Pages
Boss Creature Carving
House Experience and Creature Loot
Patch Notes
Achievements Fix
Mastery Chains
Guild Boss Summoning
Player Vendors
Neutral Ships
Murder Penalty Gump Resurrection
Custodians
Corpse Creek Contest
Targeting
Boss Results
Omni System
Omni Boss Mastery Chain Link Rewards
Nov6th2019
Dungeon IP Restrictions
- Players can now only have one character on any of their IP addresses in any dungeon (Except New Player Dungeon) or Omni Boss Region at any time, including logged out characters
- Players who attempt to enter any Dungeon (Except New Player Dungeon) or Omni Boss region while an existing character on their IP Address (logged in or logged out) is currently within a dungeon will be immediately ejected to the entrance (or to Prevalia / Corpse Creek in the case of Omni Boss Regions)
- Players will be notified by system message (in red font) the name of which of their characters is currently logged out in a dungeon if they are ejected for this reason
- We will be adding an IP account exemption system (for players living with friends/roommates/significant others using the same IP address) for this Dungeon mechanic very shortly
Server Saves
- We have dramatically overhauled our server save code and been able to reduce server saves times between 50-75% (typically a reduction of 5 seconds per save)
Ghosts and Resurrection
- Fixed an issue where players dying in a dungeon could still immediately see creatures/items/players on their screen upon death
- Fixed an issue where players resurrecting in a dungeon would not be able to see certain creatures/items/players on their screen
Ship Construction Costs
- Ship Construction Costs have been overhauled, with an emphasis on removing the number of Mastercrafting Diagrams required, but increasing the amount of harvestable resources required somewhat
Ship Constructions Costs are now as follows:
Small Ship Deed (85 Carpentry Skill)
2000 Boards
200 Iron Ingots
200 Cloth
Small Dragonship Deed (90 Carpentry Skill)
2000 Boards
200 Iron Ingots
200 Cloth
Medium Ship Deed (95 Carpentry Skill)
3000 Boards
300 Iron Ingots
300 Cloth
Medium Dragonship Deed (100 Carpentry Skill)
3000 Boards
300 Iron Ingots
300 Cloth
Large Ship Deed (105 Carpentry Skill)
1 Board Commodity
500 Iron Ingots
500 Cloth
Large Dragonship Deed (110 Carpentry Skill)
1 Board Commodity
500 Iron Ingots
500 Cloth
Carrack Deed (115 Carpentry Skill)
1 Mastercrafting Diagram
2 Board Commodities
1000 Iron Ingots
1000 Cloth
Galleon Deed (120 Carpentry Skill)
2 Mastercrafting Diagrams
3 Board Commodities
1500 Iron Ingots
1500 Cloth
Ship Salvage System
- A new Ship Salvage system has been integrated
- Players will be able to access the Ship Salvage system from any Salvage Foreman stationed at each location that contains a Dockmaster currently
- Players can use the phrases "Salvage", "Recover", "Remnant", "Random", or "Buy" near a Salvage Foreman to access the Salvage System
- When a player's ship sinks, they will now have an opportunity to recover the Ship Deed as well as any installed Ship Upgrades and Ship Crewmembers
- Players must wait 30 minutes after their ship sinks before those ship items become available for salvage recovery, however
- If an enemy player sinks another player, there is a small chance that they will be able to recover some of those items as well
- If a player ship is sunk by an enemy NPC ship, the Ship Deed and all installed Upgrades and Crewmembers will become available for Ship Salvage recovery at a Salvage Foreman
- Pricing options for recovery are available in both Gold as well as Doubloons, with prices varying based on Ship Type, Upgrade Type, and Crewmember Rank
- Any item that becomes available for Salvage can be recovered within the next 14 days (but are automatically deleted after that point)
- If a player's ship is sunk and another enemy player's ship dealt damage to them, there is a (10% * (Enemy Ship Damage Percent Dealt)) chance for each item (Ship Deed, Ship Upgrade, Ship Crewmember) that the enemy player instead recovers the item
- Items recovered by enemy players are considered "Ransomed", as they have an option to set recovery prices for the original owner (or can choose to collect the item themselves for free)
- Players can click the Arrow buttons in the bottom right section of the Ship Salvage page to switch display modes for items
- "Show Salvage Items" shows all items that are currently available for recovery
- "Show Ransom Items" shows all items the player has recovered from enemy ships and is considered "Ransomed" to other players
- Ransomed items can be collected freely using the Collect Item button
- A player can use the "Edit Prices" button to set a Gold and/or Doubloon price for the item that the original owner can pay them to recover the item
- Setting a Ransom price value of -1 for a specific currency will make the item unavailable for recovery with that currency
Ship Crewmembers
- Players can now upgrade a Ship Crewmember’s Loyalty Level while at sea and will immediately update the displayed Ship’s Bonuses
- Players must now the deed to a ship in their backpack in order to remove any Upgrades or Ship Crewmembers from the ship
- Fixed an issue from a recent patch that unintentionally reverted some Ship Crewmembers hit points to 500; all Ship Crewmembers with less than 600 hit points (using 600 to account for any possible recent loyalty upgrades) have had their hit points have been randomly regenerated based on their Profession and Rank
Ocean Mini-Boss and Ocean Boss
- Fixed an issue where the Ocean Mini-Boss and Ocean Boss would not show up on Tracking results
Bank Queuing Mechanic
- Fixed an issue with displaying messages and stacking of items when using the Bank Queueing (the mechanic that schedules items to appear in full banks when space becomes available)
- Players will now receive a message as to how many items currently remained Queued in their bank when items are deposited using the mechanic
Captcha
- Continuously triggering actions that prompt Captchas (such as Mining / harvesting) without answering the captcha will result in an automatic Captcha Failure (20 consecutive harvest attempts needed)
Pet Stabling
- Player pets will be automatically stabled if the player is forcibly disconnected for any reason
Jail
- Fixed an issue where “Jail Reason" Descriptions would reset on server reboot
House Decorator
- Fixed an issue where players could inadvertently use the House Decorator tool to move an item outside of the their house’s Region
System Messages
- Fixed a number of system messages to players to have more uniform response text (such as for harvesting, bank queueing, etc)
Houses
- 30 New House types have been made available to players through the Real Estate Broker and can be previewed through the House Survey Tool
- Players can also view information for these new houses on https://uooutlands.com/wiki/Houses with all new houses marked as "NEW" in the listings
Grand Fortress
Cost: 26,050,000
Secures: 52
Knight's Tower
Cost: 750,000
Secures: 9
Lightstone Adobe Shoppe
Cost: 1,150,000
Secures: 11
Lightstone and Wood Bungalow
Cost: 2,150,000
Secures: 15
Lightstone and Wood Loft
Cost: 750,000
Secures: 9
Lightstone and Wood Residence
Cost: 450,000
Secures: 7
Lightstone and Wood Villa
Cost: 1,850,000
Secures: 14
Lightstone and Wood Villa with Tower
Cost: 2,450,000
Secures: 16
Lightstone Beamed Villa
Cost: 450,000
Secures: 7
Lightstone Mansion
Cost: 3,050,000
Secures: 18
Lightstone Small House
Cost: 50,000
Secures: 3
Limestone and Plaster Lookout
Cost: 350,000
Secures: 6
Limestone and Plaster Redoubt
Cost: 2,450,000
Secures: 16
Limestone Keep
Cost: 3,850,000
Secures: 20
Limestone Fortress
Cost: 6,850,000
Secures: 27
Limestone Mercantile Tower
Cost: 850,000
Secures: 10
Limestone Small House
Cost: 50,000
Secures: 3
Norse Chalet
Cost: 1,950,000
Secures: 14
Norse Farmstead
Cost: 4,050,000
Secures: 21
Norse Grand Lodge
Cost: 10,950,000
Secures: 34
Norse Great Hall
Cost: 2,850,000
Secures: 17
Norse Great Lodge
Cost: 1,050,000
Secures: 11
Norse Lodge
Cost: 750,000
Secures: 9
Norse Longhouse
Cost: 2,150,000
Secures: 15
Norse Small House
Cost: 50,000
Secures: 3
Norse Watchtower
Cost: 450,000
Secures: 7
Shingled Merchant's Outpost
Cost: 1,650,000
Secures: 13
Shutter Cottage
Cost: 150,000
Secures: 4
Grand Keep
Cost: 15,350,000
Secures: 40
Gatehouse
Cost: 4,550,000
Secures: 22
Nov5th2019
Patch Notes
Ghost Scouting
- Players in ghost form in dungeons can no longer see any items, animations, particle effects, nor hear any sound effects
- Players in ghost form in dungeons can no longer see any creatures (except their own followers) or other players unless that player flags as Green to them (or is a staff member)
Dungeon Moongates
- Players entering a Dungeon Moongate (to exit a dungeon) no longer may travel to Shelter Island or The Arena (players who had those locations selected as their last selection will default to Prevalia for blue players and Corpse Creek for red players)
Omni Boss Region
- Omni Boss Regions will now function similar to standard dungeons, in that any ghosts that no longer have a corpse in the area will be automatically ejected (to Prevalia for blue players and Corpse Creek for red players)
Title Audit
- Performed a title audit to push any missing titles earned from Achievements to players
- Cleared a large number of "blank" titles from player's Title Collections page
Barding Songs
- Dramatically reduced the number of "visual" effects created by Barding Songs for players while in town
Ocean Mini-Boss
- A new Ocean-based Mini-Boss, "The Insatiable Maw", will now be spawning in the ocean
- The Insatiable Maw will spawn every 12-24 hours (similar to Mini-Bosses) with a randomized location on the ocean (creature can be located using the Tracking skill)
Ocean Boss
- A new Ocean-based Boss, "Ocean's Fury", will now be spawning in the ocean
- Ocean's Fury will spawn every 3-5 days (similar to Bosses) with a randomized location on the ocean (creature can be located using the Tracking skill)
Ship Crewmember Loyalty
- All Ship Crewmembers now have a Loyalty Level ranging from 0-10
- Ship Crewmembers begin at Loyalty Level 0
- When a player's ship earns doubloons for killing NPC Crewmembers and sinking NPC ships, all Crewmembers on the player's ship earn Loyalty Experience points based on the doubloon amount
- A Crewmember's Loyalty Experience progress is depicted by a yellow/white progress bar
- Specific XP amounts for Loyalty Experience can be viewed in the "Info" page for the Crewmember
- When a Crewmember reaches enough Loyalty Experience, they can be upgraded to the next Loyalty Level within the "Info" page for the Crewmember
- In order to upgrade a Crewmember's Loyalty Level, the player will have to spend a number of Pirate Booty (from their backpack)
- The amount of Pirate Booty required to upgrade a Crewmember increases with each Loyalty Level
- Players cannot upgrade Crewmembers while at sea (they must be on land)
- A Crewmember's Loyalty Level is visually depicted by a number of Rum Bottles (with no bottles shown for Level 0)
- Players will come across Pirate Booty as loot in a variety of sea-faring activities
Each Loyalty Level upgrade increases the following:
Ship Bonuses provided by the Crewmember are increased by 5% (scalar)
Hit Points for the Crewmember are increased by a random amount between 25-50
Dex for the Crewmember is increased by a random amount between 0-2
Damage for the Crewmember is increased by a random amount between 0-2
Wrestling for the Crewmember is increased by a random amount between 0-2
Armor for the Crewmember is increased by a random amount between 0-2
Magic Resist for the Crewmember is increased by a random amount between 0-3
Nov2nd2019
Halloween Event
- The Field of Souls Halloween Event has ended and prizes distributed to players
Prevalia Market Merchant
- Halloween Items have been removed from the Prevalia Market Merchant
Weaken Spell
- Fixed an issue where the Weaken spell was still causing interrupts while the target was at 89 Str
Arena Tournaments
There will now be two tournaments scheduled per week:
Saturdays at 9pm CST will be a 1 vs 1 Order Tournament
Tuesdays at 9pm CST will be a 2 vs 2 Order Tournament (aka "2v2uesday")
Lottery
- The Outlands Lottery (available at the Casino) will now be held weekly
Outlands Collectable Card Tomes
- Players can now store multiple instances of the same Outlands Collectable Card in their Card Tomes
Ship Stat Upgrades
- Recoded the handling on adding/removing Ship Upgrades and Ship Crewmembers to fix several issues with stacking ship upgrade bonuses
Oct19th2019
Patch Notes
Resurrection Gumps
- Fixed resurrection gumps so players can now move up to 4 tiles away from their initial location when given a Resurrection Gump before having the gump automatically close (will still check for resurrection in houses/etc though)
Player Vendors
- Fixed an issue where players vendors were appearing as Blue hue instead of Yellow
Echoes
- Fixed an issue where some players Echo cooldowns were set to unusable time/dates
Treasure Map Chests
- Reverted the previous patch's change to Treasure Map Chest decay (Chests will now decay over 2 hours like before)
Oct16th2019
Patch Notes
DDOS Mode
- DDOS Mode has been disengaged: House Decay, Vendor Rental Fees/Contracts, Ship Decay, and Creature Abandonment will return to functioning as normal
Notoriety
- Town NPCs now have "invulnerable" notoriety so they are easy to ignore in targeting macros
- When in an arena fight, players outside of the fight appear Yellow
Dungeons
- Fixed several issues where ghosts were able to enter dungeons without an active corpse in the dungeon (they will now be properly ejected to the dungeon entrance if no corpse exists in the dungeon)
Dungeon Flashpoints
- Dungeon Flashpoints now have normal creature spawns in place during the event duration
Archery
- Players now receive a +25% Accuracy bonus when using Archery Weapons against a creature that is currently Hindered (from Archery Weapon Special)
Harpoons
- Harpoons have been re-enabled for players
- Harpoons should no longer grant Fishing Skill gain on usage
Bludchok Orc Fort
- Fixed an issue with the region boundary for the Bludchok Orc Fort being incorrect
Corpse Creek Contest
- In the next map patch, the South East mountain opening will re-appear
- During CCC, it will be closed with a gate/wall, but otherwise be open
Guild Treasuries
- Guild Treasury Logs should now still display entries for players who leave the guild or change their name
Guildstones
- Single-clicking a Guildstone should now always display the guild-name if locked down in a house tied to a guild
Resurrection
- Players are no longer frozen in place while they have a Resurrection Prompt window up, but will close the window if they move
Shrine Corruption
- Shrine Corruption Boss corpses should now last for 60 minutes before decaying (giving players ample time to loot Ankh Tokens on the corpse)
Treasure Map Chests
- Treasure Map Chests will naturally decay after 30 minutes if empty of contents (instead of 2 hour normal decay)
- Players can still Demolish chests preemptively (and are encouraged to do so)
Oct3rd2019
Patch Notes
Poker
- Poker has been re-enabled at the Prevalia Casino with a large number of mechanical fixes
Shrine Corruptions
- There will now be two Shrine Corruption events occuring per day, with one in the morning (randomly between 0-12 hours) and one in the evening (randomly between 12-24 hours) with a 4 hour gap minimum between them
Weaken Spell
- Fixed an issue where the Weaken Spell was not properly causing interrupts in PvP
Castle Sieges
- Created Castle Siege Flags that will spawn during Castle Sieges
- Players can double-click a Siege Flag up to 24 tiles away to flag themselves as participating in a Castle Siege (provided they are in a guild and also have 'Participate in PvP Events' toggled in their guild settings)
- Fixed several issues related to players not being removed from castles after losing an event or the winning guild unable to access the castle aftewards
- Fixed an issue where players sometimes could not double-click the castle gates during a siege
Bandages
- Players with 100 Healing and at least 80 Anatomy will always have 100% chance to resurrect their target with bandages
Stealth Footsteps
- Updated the hue of Stealth Footsteps to (1857)
Vendors
- Vendors will now refresh their inventory randomly between 45-75 minutes (previously was alwasy 60 minutes)
- Fixed an issue that was causing Vendors and Battle Trainers on server reboot to respawn (and therefore have new names/serials)
PvP Event Results (Battle Page)
- Fixed several issues that were causing Seasonal Results for PvP events to not track correctly in the Battle Page
- Fixed several issues where players changing Event Types or Filter modes in the Battle Page wouldnt display the correct results type
Global War
- Fixed an issue where Global War kills were not tracking points correctly
- All players now begin with 25 Points in the Global War system (existing characters will also immediately receive 25 points)
- Players will now earn 1 Global War point if both players involved have 0 score
Corpse Creek Contest
- Any player who Recalls or uses a Player-Moongate will not qualify for Corpse Creek Contest zone control for the next 60 seconds
Fencing Weapons
- Fixed an issue where Fencing Weapons couldn't be double-clicked to be equipped
Harpoons
- Harpoons no longer have a limited number of uses
- Harpoons should now work correctly for Stealth Backstabs
Guild Prestige
Prestige amounts granted to guilds for a number of systems have been overhauled as follows:
Lore Boss Kill (Highest Damage): 6 Prestige
Lore Boss Kill (2nd Highest Damage): 5 Prestige
Lore Boss Kill (3rd Highest Damage): 4 Prestige
Mini-Boss Kill (Highest Damage): 4 Prestige
Mini-Boss Kill (2nd Highest Damage): 3 Prestige
Mini-Boss Kill (3rd Highest Damage): 2 Prestige
Boss Kill (Highest Damage): 10 Prestige
Boss Kill (2nd Highest Damage): 8 Prestige
Boss Kill (3rd Highest Damage): 7 Prestige
Shrine Boss Kill (Highest Damage): 6 Prestige
Shrine Boss Kill (2nd Highest Damage): 5 Prestige
Shrine Boss Kill (3rd Highest Damage): 4 Prestige
Omni Boss Kill (Highest Damage): 50 Prestige
Omni Boss Kill (2nd Highest Damage): 25 Prestige
Omni Boss Kill (3rd Highest Damage): 10 Prestige
Server Event Boss Kill (Highest Damage): 75 Prestige
Server Event Boss Kill (2nd Highest Damage): 50 Prestige
Server Event Boss Kill (3rd Highest Damage): 25 Prestige
Town Struggle Victory: 2 Prestige
Town Struggle Defeat: 1 Prestige
Corpse Creek Contest 1st Place: 2 Prestige
Corpse Creek Contest 2nd Place: 1 Prestige
Dungeon Flashpoint 1st Place: 2 Prestige
Dungeon Flashpoint 2nd Place: 1 Prestige
Castle Siege 1st Place: 2 Prestige
Castle Siege 2nd Place: 1 Prestige
Society Job Guild Prestige
Players now earn Prestige for their guild with completion of Society Jobs as follows (with "Active Players in Guild" referring to all players in the guild in the last 30 days who have completed either an Achievement or Society Job):
Points Earned = (2 / Active Players in Guild) * (Job Reward Points / 7)
Players will always earn a minimum of 0.2 Prestige points for their guild regardless of guild size or Society Reward Points for the job completed
Town Struggles
- Fixed an issue where one of the Town Struggle configurations had a respawn zone inside of a Castle Siege region (it has now been change to Central Smith)
Camping
- The Campfire Comfort bonus duration has been extended to 3 hours (previously was 20 minutes)
Bard AoE Song Buffs
- Barding AoE Song Buffs durations have been extended to 15 minutes (previously was 5 minutes)
Forensic Eval
- The Forensic Eval Slayer bonus has been reduced to 3 hours (previously was 12 hours)
Disguise Kits
- Players who log out or are disconnected while wearing a Disguise Kit will have their name reverted to their normal name, and then returned to their disguised name when logging back in (this should prevent an issue where some UO Assistants tools would create a new profile for the player after detecting a "new name" for the character)
Polymorph Customizations
- All players who have purchased the Changeling or Shapeshifter Customizations (which affects the Polymorph spell) have had their Customization removed and gold refunded (gold is deposited onto whichever character on their account currently has the most gold)
- Players may still purchase the Changeling or Shapeshifter Customizations; the reason for the refund was a number of players purchased these Customizations back when polymorph persisted through PvP and bought it purely for that purpose
Player Customizations
Four new Player Customizations have been added (accessible via Paperdoll -> Help -> Customizations -> Enhancements)
Stable Genius
Increases Stable Slots for all characters on account by 30 (cumulative)
Zootopia
Increases Stable Slots for all characters on account by 40 (cumulative)
Social Network
Increases the total number of Society Jobs that may be completed each week by 2 (cumulative)
High Society
Increases the total number of Society Jobs that may be completed each week by 3 (cumulative)
Boss Results
- Boss Results will automatically update at the start of every day (as well as upon normal handling for Boss deaths)
Misc
- Fixed a typo in the Skill Mastery Orb results text
Sept23rd2019
Patch Notes
IDOCs
- Houses that have reached the "In Danger of Collapsing" stage should now collapse after 1-2 hours (previously was 12-24 hours)
Tamed and Summoned PvP
- Tamed/Summoned follower PvP damage scalar has been increased to 30% (previously was 25%)
- Tamed/Summoned follower maximum melee hit chance in PvP is now 66% (previously was 50%)
- Tamed/Summoned followers now have a 60% reduced chance in PvP to trigger abilities against players (previously was 90% reduction)
- Tamed/Summoned followers now have a 25% reduced chance in PvP to use a special ability when attacking a player (previously was 40% reduction)
- Tamed/Summoned follower ability cooldowns in PvP are now only increased by 50% (previously were increased by 100%)
Murderers and Account Aggression Restrictions
- The Account Aggression Restriction mechanic will now trigger on murderers with 5 or more murder counts (previously was only for 6 or more murder counts)
Corpse Creek Contest
- CCC has returned to Always Mounted
Town Struggles
- Fixed an issue where Town Struggles were not rotating between Mounted and Unmounted
Healers
- Any player who is participating in a PvP-event (such as Castle Sieges) should now be able to ressurect by using an NPC healer in town, even if normally a murderer
Housing
- Updated the code handling on housing borders that were causing some areas of houses to not be considered part of the house
Lugrish Ork Fort
- Removed restrictions for Mounts and Recall/Gate on the Lugrish Ork Fort Region (still remains a Grey Zone, however, and Bludchok Orc Fort is not affected by these changes)
- By removing the No Mount zone, the crashing/desync bug should be fixed in this region
Regions
- Fixed a number of Region borders for areas that were not correctly being set
Mana Regeneration
- Increased the timer-priority handling on player Mana Regeneration to provide more accurate mana regen rates
Great Sunken Serpent
- Fixed an issue that was causing players to sometimes have looting rights to only one or two of the different serpents
Sept16th2019
‘Notoriety
- In dungeon flashpoints, healing restrictions have been relaxed. The only restriction remaining is that non-participants may not heal participants.
- Murderers will no longer appear blue globally during Castle Sieges. They will only be blue in the Castle Siege area.
Sept14th2019
Attacking
- Fixed an odd bug where Ghost players were able to "attack" other players and trigger the PvP flag between them
Murderers and Account Aggresion Restrictions
- Regional Account Aggression Restrictions for Active Murderers (6 or more Murder Counts) should now be functioning as intended
- Active Murderers (6 or more Murder Counts) will now always have a 15 minute Global Account Aggression Restriction placed on their account after dying, in addition to any Regional or Repent restrictions being added
Pet Ress Penalties
- The Pet Ress Penalty mechanic has been removed in its entirety
Notoriety
Note: For the following descriptions below, the "source" player is the player that clicked, the "target" player is the player they clicked on
- Yellow notoriety indicates a target is invulnerable.
- Beneficial acts may not be performed on players that appear Yellow
- Harmful acts may not be performed on players that appear Yellow
- When in a guild, you will now appear Green to yourself in scenarios where you would appear Blue if unguilded
Town Struggles
- If both players are in a Town Struggle, the target player will appear Orange, Green, or Gray as appropriate regardless of whether the two players are in the struggle region
- If the source player is participating in the Town Struggle and within the struggle region, target players that are not participating in the Town Struggle will now appear Yellow
Castle Sieges
- If both players are participating in the Castle Siege, the target player will appear Orange, Green, or Gray as appropriate regardless of whether the two players are in the siege region
- If the source player is participating in the Castle Siege and within the struggle region, target players that are not participating in the Castle Siege will now appear Yellow
PvP Event Rewards
- Fixed an issue where Reward Chests for PvP Events were not being deleted: Reward Chests will now delete as soon as the next event in the PvP schedule begins (i.e. 30 minutes after completion of the last one)
- Fixed an issue where the daily gold total tracking from server-wide Dungeon Farming, Town Vendor Sales, and Murder Ress Fees were not being properly calculated, and therefore were not being used in distributing gold rewards to players after Dungeon Flashpoints, Castle Sieges, and the Corpse Creek Contest
Storage Shelves and Storage Lockers
- Storage Shelves and Storage Lockers will act similar to Bank Boxes and will close when a player moves or changes location
Aegis Keep Creatures
- Fixed an issue where tamed and released Aegis Keep tamable creatures in Aegis Keep werent despawning after a duration
Announcements
- Fixed an issue where players who had "Show Shrine Corruption Announcements" disabled were still seeing announcements for them
- Discord Announcements for Dungeon Flashpoints has been fixed
Sept9th2019
Auto-Tab
- Players will now only "tab in" to combat automatically when they target a spell, as opposed to both when they target the spell and when the spell does damage
Combat Cooldowns
- Heat of Battle, Potion Cooldowns, and Recently In PvP cooldown timers should now be cleared whenever a player concludes an Arena Duel or Town Struggle
Notoriety
Note: For the following descriptions below, The "source" player is the player that clicked, the "target" player is the player they clicked on
Murderers
- Fixed an issue where Murderers were appearing as Gray after commiting a murder (should correctly show as red now)
Town Struggles
- If both players are in a Town Struggle, the target player will appear Gray if Criminal regardless of which team they are on; all non-criminal players will appear Green if on the same team or Orange if on the opposing team
- If the target player is in a Town Struggle but the source player is not, the target player will appear Yellow (invulnerable)
- If the source player is in a Town Struggle but the target player is not, the target player will appear Blue, Gray, or Red as appropriate
- If a player is participating in a Town Struggle, any Guildmates or enemy guild members who are not participating will not show up as Green or Orange to them and vice versa
- Murderers will appear Blue in town for 15 minutes after a Town Struggle
Castle Sieges
- If both players are in a Castle Siege, the target player will appear Gray if Criminal regardless of which guild they are in; all non-criminal players will appear Green if in the same guild or an allied guild or Orange otherwise
- If the target player is in a Castle Siege but the source player is not, the target player will appear Yellow (invulnerable).
- Players not participating in the Castle Siege but within the siege area will not appear as Red and instead as the next appropriate notoriety color.
- If a player is participating in a Castle Siege, any Guildmates or enemy guild members who are not participating will not show up as Green or Orange to them and vice versa
- Murderers will appear Blue in town for 15 minutes after a Castle Siege
Dungeon Flashpoints
- If both players are participating in the flashpoint, the target will appear Red if a murderer, Gray if a Criminal, Green if in the source player's guild or an allied guild, and Orange otherwise
- If only one of the source or target player are participating in the flashpoint, the target will appear Blue, Gray, or Red as appropriate (Green/Orange guild flagging is ignored)
- If neither player is participating, normal notoriety rules apply
Guilds
- You will no longer appear Green to yourself when in a guild and instead will appear Blue, Gray, or Red
- Allies will still appear Green and enemies will appear Orange as before
- We feel that this change conveys more useful information about your current flagging state
Misc
- Bones (decayed corpses) should now always appear Gray (this was previously only a display issue)
Stealing
- Players that are not participating in a Castle Siege or a Town Struggle may no longer steal from players that are currently participating and inside the event region
Pet Releasing
- Fixed an issue where a number of Aegis Keep tamed creatures (such as Bloodworms) would sometimes disappear when released by players
Poker
- Recoded the Lobby join/leave code to fix a number of issues that resulted in players being unable to rejoin existing games
- Fixed an issue where the player who created an Open table leaves the game, but would be unable to see that game in their list of available matches in the Lobby gump
- Players who join a game already in progress will now have "grey cards" show up for their table position until the next hand (indicating they are a new player)
- Fixed a number of issues that were causing some incorrect values with split-pots
Castle Sieges
- Fixed an issue where winning Castle Siege guilds were being kicked out of their castle
- Castle Gates should now work properly for Entering/Exiting for players who control the castle
- Fixed an issue where players were incorrectly notified that they were starting a Castle Siege as Defenders
- Fixed an issue with Castle Siege reward chests not being accessible to the winning guild
- Hit Points for Castle Siege Gates have been increased by 50%
- Construction time for Siege Cannon has been reduced by 50%
Corpse Creek War Bell
- Fixed an issue where the system notifications would display an incorrect player and guild
Sept7th2019
Guild & PvP Expansion
The infamous Guild and PvP Patch is finally here!
Because this patch contains such a large volume of content changes and updates, we've organized the patch notes into a series of individual posts below on particular elements of the patch
We recommend that all players at the very least read the first two General Pages in Red, and then optionally read the other entries if they intend to take part in those respective systems
General
Mechanical PvP Tweaks and General Updates
Faction Removal, Global War, Guild PvP Event Schedule, Corpse Creek War Bell
PvP Events
Guild PvP Event: Town Struggles
Guild PvP Event: Corpse Creek Contests
Guild PvP Event: Castle Sieges
Guild PvP Event: Dungeon Flashpoints
Guilds
Guild Blood Feuds
Guild Treasuries
Casino
Poker
Mechanical PvP Tweaks
- Greater Heal Potions in PvP now heals 19-26 damage (previously was 15-30)
- Halberd and Bardiche damage is now 9+3d12 (previously was 9+2d18)
- When a spell circle is on cooldown for interrupts, it now always has a 0% chance to interrupt (the cooldown lasts for 5 seconds as before)
- Fireball now deals 11-12 damage (previouslywas 9-11)
- Players will now immediately attempt to swing upon targeting an aggressive spell (quickly toggling out of warmode will no longer avoid a punch)
Strength Spell, Weaken Spell, and Potions
- The strength spell grants Magery/10 + 1 strength and Greater Strength Potions grant 20 strength as before. Weaken reduces strength by Magery/10 + 1
- When receiving the weaken debuff, the strength potion cooldown is now reset. When receiving the clumsy debuff, the agility potion cooldown is now reset
- The net effect of the strength spell or potion cannot exceed Player Maximum Hit Points + Spell/Potion Effect
- Strength and Agility potions have a 2 minute cooldown (individually)
To better explain the mechanics, here is a sequential example of the new behavior:
- Player A has 100 max health and 100 magery. Player B has 100 magery
- Player A casts strength, changing their maximum health to 111
- Player A casts strength again, which does nothing
- Player A drinks a greater strength potion, changing their maximum health to 120
- Player A is weakened by Player B. Their maximum health is now 109
- Player A casts strength, raising their maximum health to 111
- Player A is weakened by Player B. Their maximum health is now 100
- Player A is weakened by Player B. Their maximum health is now 89
- Player A is weakened by Player B. Their maximum health remains at 89
- Player A drinks a greater strenght potion. Their maximum health is now 109
- Player A is weakened by Player B. Their maximum health is now 98
Heat of Battle
Heat of Battle will now only be triggered by the following:
- You perform an aggressive action against a character that appears blue, orange, or purple
- Your character is a criminal or murderer and you perform an aggressive action to a character that appears gray or red
Additionally,
- The Heat of Battle flag is now a visible buff on players in the buff bar
Tamed and Summoned Creatures
Note: Not all of this is new as of this patch, but we needed a full accounting of pet behavior in PvP. Unless specified below, 'pets' means both tamed and summoned creatures.
- Player pets can now be pushed through freely for movement by all players
- Player pets move at 80% speed while attacking a player target
- Tamed pets will no longer use abilities within 1 second of performing a melee attack against a player. The behavior of special abilities is unchanged when fighting other creatures.
- While in PvP, tamed pets melee at half speed against all targets.
- While in PvP, tamed pet cooldowns are doubled against all targets.
- Tamed pets cannot exceed 50% chance to hit a player target, regardless of bonuses. They may get up to 100% chance to hit other creatures.
- Tamed pets do 25% damage against players.
- Any single damaging ability by a tamed pet against a player may not exceed 10 times the number of control slots required for the pet (i.e. 5 slot pets can hit for up to 50). This cap is applied after the above damage reduction.
- Tamed pets have a 90% reduced chance for triggered abilities to occur against players. For example, an untamed ember drake has a 25% chance to trigger a flamestrike against any target after a melee attack. A tamed ember drake has a 15% chance to trigger a flamestrike against a creature. A tamed ember drake has a 1.5% chance to trigger a flamestrike against a player.
- Tamed pets have a 40% reduced chance to use a special ability when attacking a player.
- Fixed several potential issues that were causing player's pets to potentially keep attacking other players with abilities while even in Stop mode
Murderers
Resurrection Fees
- Resurrection fees for Murderers have been increased to 450 gold per Short Term Count above 5
- Resurrection fees for Murderers have been increased to 50 gold per Long Term Count
- Changes have been made to make Account Aggression Restriction become Regional, as explained below
- All players will have their Short and Long Term murder counts reset to 0 when the patch goes live
Aggression Restrictions
- When a Murderer is killed at a location, rather than having a global Aggression Restriction put in place, they will now have an Account Aggression Restrictionspecific to that particular region added to their account for a limited duration
- While a player has an Aggression Restriction in place for a Region, any characters on their account cannot perform any harmful actions to Innocent players inside that region
- Each Dungeon is treated as its own individual region, and all non-dungeon areas are considered to be part of the "Wilderness Region" (making for a total of 10 regions)
- Aggression Restriction duration for a region is 1 Hour + 1 Additional Hour for every 10 Long Term Murder Counts the player has
- Players can view which Regions they currently have Aggression Restrictions in place and for how long by typing [ConsiderSins or saying "I must consider my sins"
- If a Murderer dies in a region they already have an active Aggression Restriction in place for, a random region they currently do not have one for will be selected and added (i.e. dying a second time in Cavernam might add a Pulma restriction)
Repenting
- Players may Repent at any time, which puts into place a 72 Hour Aggression Restriction on the account for all characters preventing them from commiting harmful actions to Innocent players at any location in the game world
- Players will now receive a text warning before Repenting informing them if they currently are players that they have recently murdered (less than 24 hours ago) who have not yet chosen to Report them for murder (since this means they could potentially receive 1 or more Long Term counts even after repenting)
Shrine Corruptions
- Ankh Tokens will now be distributed after every wave into player backpacks if a player has earned a cumulative amount above 1 and is within 60 tiles of the Shrine
- For example, if a player has earned 1.25 Ankh Tokens after a wave, they will receive 1 Ankh Token in their backpack and will begin the next wave with 0.25 Ankh Tokens "stashed"
Poison
- Players with Poisoning skill will now use fractional amounts of Poison Charges when inflicting poison with a weapon onto a creature
- Players will now only lose (1 - (0.50 * (Effective Poisoning Skill / 100)) Poison Charges when inflicting poison from a weapon onto a creature
- A minimum of 0.20 Poison Charges are used on each poisoning attempt (if players have bonuses to Effective Poisoning Skill such as through Mastery Chain Links)
Polymorph
- Players who are Polymorphed will have their Polymorphed spell cancelled as soon as they become flagged for PvP (unless only combatants have been Guildmates or Allies)
- Players can no longer cast Polymorph while flagged in PvP (unless only combatants have been Guildmates or Allies)
Seasonal and Lifetime Data
- The entire data-structure of tracked stats for guilds and players has been overhauled, and players will now be able to select between viewing Seasonal andLifetime Rankings for a large number of systems
- Seasonal Rankings will reset every 90 days
- A number of Server Ranking categories have been added and removed
- Each Server Rank categories now have a "Seasonal" and "Lifetime" Title granted to the highest player (or guild) for that category (and title passes when a new player/guild takes the top spot)
Outlands Help Page
- The Outlands Help Page (accessed by clicking Help on your paperdoll) has been reorganized with a few new tabs, such as Echoes, Battle, Boss Results, and Event Score
Creature Releasing
- When a player releases a tamed creature, they will no longer be Pacified for 60 minutes, and will now instead be Hindered for 60 minutes until retamed by a player
- Recently released creatures that are Hindered will have a "*released*" text above their head
Treasure Map Chests
- Fixed a large number of Corpse Creek and Wilderness treasure map locations that had become inaccessible with recent map changes
- Loot for Treasure Map Chests has been overhauled and is no longer randomized (new loot amounts for chests is now set to be what the maximum random amounts were for each chest level)
Camping
- Fixed an issue where players with Camping skill of 100 or higher would still sometimes fail igniting kindling
Smoke Drakes / Smoke Dragons
- Players may now reveal tamed Smoke Drakes and Smoke Dragons
- Tamed Smoke Drakes and Smoke Dragons will now leave footprints like other stealthed creatures
Looting Rights
- Any player who earns a Token of Heroism or Mastery Chain Link will now automatically have looting rights to that creature (regardless of total damage % dealt)
Stealing
- Fixed an issue where players were unable to steal Armor items
Faction Removal
- Players will no longer will be able to assign their guild to a Faction (and all guilds have had their faction selection cleared)
- Factions will now only occur as temporary "Teams" used for various events
- "Faction Reward Points" have been renamed "Guild Reward Points" and players will still be able able to earn these reward points through various guild-based systems
- A standlone "Rewards" page has been added to the Guild Menu for players to view and purchase rewards with their Guild Reward Points
Guild Menu Tab Commands
- Each Tab of the Guild Menu now has a respective [Command that players can type in game to launch the Guild Menu and jump directly to its page in the Guild Menu (such as [Diplomacy)
- A new category, Guild, has been added to the Commands and Settings page (accessible from the Help menu) that lists all of these Guild Tab [Command shortcuts
Global War
Overview
- Global War is a new feature that allows a guild to automatically be treated as being at war with all other guilds who also have Global War toggled
- Guilds who are Allied to each other, but also have Global War enabled, will remain Green flagged to each other, however
- Officers and Guildmasters can change their guild's Global War status by clicking the Change Guild Setting button for Global War Status
- Guilds may only change their Global War once every 24 hours
Global War Score and Rankings
- Data is tracked for any Global War combat occuring between players, including Damage Dealt, Damage Received, Kills, Deaths, and Other Healing (support healing)
- Additionally, each player and guild has a Global War Score value that rises or falls as they kill other Global War players or themselves are killed by others
- Players begin at 50 Global War Score and have 10% (rounded up) of their Global War Score stolen whenever they are killed by another player who is a Global War participant
- When players gain or lose Global War points, their guild also will gain/lose a similar amount of points
- Players can view current standings for Global War Score by clicking the "View Records" button in the Global War section of the Battle Page in the guild menu
- We will also be adding a separate title system unique to Global War very soon
Daily PvP Event Schedule
Outlands will now feature a rotating schedule of PvP events that occur each hour throughout the entire day
This event schedule is as follows:
Hour 1: Town Struggle (formerly known as Faction Struggles)
Hour 2: Corpse Creek Contest
Hour 3: Castle Siege
Hour 4: Dungeon Flashpoint (formerly known as Faction Flashpoints)
Guild Menu Battle Page
- The "Faction" page of the Guild Menu has been overhauled and now is known as the "Battle" page
- The Battle Page is where players can view or change their guild's Global War setting as well as view the current server schedule for when PvP events are occuring next
- Each PvP event lasts 30 minutes and will have system message notifications for players 15 minutes and 5 minutes prior to event start informing them of the event's impending start
- Players can toggle whether to show/hide announcements for each event under Paperdoll -> Help -> Commands -> Text Displays
Battle Records
- Players can click the View Records button on the Battle Page next to any event to launch the Battle Records page
- Players can view the results of the most recent event for each PvP Event, as well as players complete Season and Lifetime stats for each event type on the Battle Records Page
- Players can also view an entire Guild's stats/records for an event by clicking the "Show Players / Show Guild" buttons to switch between player and guild data
Participation Settings
- On page 2 of the Overview Tab of the Guild Menu are two new settings for players: "Participate in Wars" and "Participate in PvP Events"
- Players in guilds can use these settings to dictate what types of guild-based PvP their character can be involved in
Participate in Wars
- This setting allows a player in a guild to participate in Global War (if their guild has Global War activated) and to participate in any declared Wars between other guilds
- If a player does not have "Participate in Wars" toggled, that player will not flag as Orange to players from other Warring guilds or other guilds involved in Global War
- Players can only change their setting for this once every 24 hours
Participate in PvP Events
- This setting allows a player in a guild to participate in Castle Siege and Dungeon Flashpoint PvP Events
- If a player does not have "Participate in PvP Events" toggled, that player will not be able to participate in Castle Sieges or Dungeon Flashpoints
- Players can only change their setting for this once every 24 hours
Corpse Creek War Bell
- Players in guilds will now have the ability to ring a War Bell, situated at the top of Wolf Hill north of Corpse Creek, to notify other guilds that they are looking for combat
- Guilds can ring the War Bell once every 30 minutes
- Ringing the War Bell will send a system message and play a bell sound to all guilds that guild is currently Allied or at War with
- If a guild ringing the War Bell has Global War enabled, all other guilds with Global War enabled will also receive the bell notification
Guild PvP Event: Town Struggles
Locations
- There are 5 potential Town Struggle locations, which determines what town players will fight within, as well as the placement of Control Zones / Respawn Zones for the event
- Currently all 5 Town Struggle locations occur within Prevalia, but Town Struggle locations are being set up for Andaria and Cambria
Participation
- In order to participate in a Town Struggle, players must enter a Faction Base Moongate
- Faction Base Moongates pop up in all towns 15 minutes prior to a Town Struggle event's start
- Entering a Faction Base Moongate will teleport the player to the Neutral Faction base (formerly the Freedom Faction base)
- In order to be considered a Town Struggle Participant, players must be inside this base when the event starts (there is no longer a Late Arrival "underdog bonus")
- Players can double-click the Town Struggle Stone inside of a Faction Base to open the Town Struggle Menu, which shows details about the event (such as how long until it begins or whether Mounts will be allowed for the event)
- Players can also type [TownStruggle top open the Town Struggle menu from any location
- Once the event begins, two teams (Chaos and Order) will be created by taking all players currently present in the Neutral Faction Base and assigning their guilds to either the Chaos or Order Faction on order to create the team population balance possible
- Players will then be immediately teleported from the Neutral Faction Base to their newly assigned Chaos or Order Faction base with their new teammates
- The Town Struggle menu then populates with all of the details related to the location randomly chosen for the Town Struggle, and players may now select with zones to spawn and teleport into
- The top three locations displayed in the zones list (on the left side of the menu) represent Capture Zones (used to score Control Points) and may only be used by players to respawn if that player's Faction currently controls the location
- The bottom three locations listed in the zones list (on the left side of the menu) represent Respawn Zones and are always available for players to respawn at (players cannot take control of Respawn Zones)
Zones and Flagging
- The Town Struggle Area is considered to be the entire town region of the event as well as a 100 Tile Radius that extends around each Capture and Respawn location (which for some will extend out and beyond the town's guard zone)
While inside the Town Struggle Area during a Town Struggle event
- Murderers can participate in Town Struggles, as long as they begin in the Neutral Faction Base at the start of the event like other players
- Murderers who have become Town Struggle participants have a 15 minutes grace period after a Town Struggle ends to leave the area before flagging as normal and becoming a Guard Zone candidate
- Participants flag as Green to other members of their same Faction (Team)
- Participants flag as Orange to members of the opposing Faction (Team)
- Participants may not perform hostile actions to Green (friendly) players
- Participants may not perform beneficial actions to Orange (enemy) players
- Non-Participants will flag as Blue to Participants
- Participants will flag as Blue to Non-Participants
- Non-Participants may not perform either hostile or beneficial actions to Participants
- Criminals will always flag as Grey to all players (i.e. do not receive special handling for event)
Mechanics
- Players who die during a Town Struggle will immediately be teleported (along with any Tamed creatures) back to their respective Faction Base
- Players who die during a Town Struggle will not drop any items to their corpse unless those items are magical weapons, magical armor, or exceptional quality gear made with colored materials (i.e. players can participate in Town Struggles with normal GM gear and not lose items on death)
Scoring
- At the end of the Town Struggle event, the Faction with the highest score is deemed the winner
- Players also have their own individual score tracking that is used for determing Rewards and Battle Records, but does not factor into determination of which Faction is the winner of the event
Control Points
- There are 3 Capture Zones per Town Struggle that teams may fight for over for control and earn points from
- The boundaries of each Capture Zone are marked by flags which indicate the zone's current Faction Controller
- The interior of the zone displays floor symbols showing the current Faction Controller's as well
- A Progress Bar in the center of the Capture Zone shows the extent of a Faction's control over the capture zone, which increases when that Faction is the only occupant of the zone and decreases when they have no players present in the zone
- The Progress Bar displays in Green to a player if their faction controls it or in Orange if the enemy faction does
Faction Scoring
- Every 30 seconds a "Control Check" occurs at each Capture Zone to which is used to determine scoring
- If a Faction is in control of the Capture Zone (their Flags are displayed and Progress bar appears as Green to them) and no enemy Faction players are present, the Faction earns 10 Points
- If both Factions are currently present at the Capture Zone, the zone is considered Contested, and each Faction earns 5 Points
Player Scoring
- Whenever a Faction earns points for controlling or contesting a capture zone, each player in that faction at that zone will also score Individual Control Points equal to (Faction Points Earned / Faction Members Present)
- For instance, if a faction earns 10 Points for a Capture Zone where they have 2 faction members present, each of those players would earn 10 / 2 = 5 Control Points for their own personal score
- As a reminder, individual player scores do not factor into determining the winner of the event
Faction Player Kills
- Factions can steal points from enemy factions by killing their players
- Killing an enemy faction player will steal 5% of the enemy team's points total and add it to their own team's total (decimals are used for point values)
- If a team is currently at 0 points, no points can be stolen from them
Kill Credits
- Whenever a player is killed, the player who did the most damage to the target is considered receiving the credit for the kill and their "Kills" stat will be increased by one (this stat is purely for display purposes though)
- If a kill results in points being stolen from the opposing faction, then every individual player involved in the kill earns "Kill Points" equal to their (% Damage Dealt to Player * Faction Points Stolen)
- For instance, a faction that currently has a score of 100 Points has a member of their team killed, which would result in 100 * .05 = 5 Points being stolen from them
- A player who did 50% of the total damage dealt to that killed player would earn 5 * .50 = 2.5 Kill Points for their own individual score tracking
- A player who did 25% of the total damage dealt to that killed player would earn 5 * .25 = 1.25 Kill Points for their own individual score tracking
Player Idling
- If a player remains idle within a Faction Base for more than 10 minutes, they will be disqualified from the event (earning no Reward points and no longer being considered a participant)
Rewards
- At the end of the Town Struggle, the Faction with the highest total score is deemed the winner
- Additionally, the Top 10 players on in each Faction will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points)
Winning Faction
Every guild in the winning faction earns 2 Prestige Points
Additionally, the Top 10 players with the highest individual scores on the winning faction earn the following:
- 4 Guild Reward Points (formerly known as Faction Reward Points)
- A Reward Distribution Chest is spawned in the Neutral Faction Base, containing a Level 4 Treasure Map Chest worth of items, and is then randomly distributed amongst the top 10 players and placed directly in their bank box
Losing Faction
Every guild in the losing faction earns 1 Prestige Point
Additionally, the Top 10 players with the highest individual scores on the losing faction earn the following:
- 2 Guild Reward Points (formerly known as Faction Reward Points)
Post-Completion
- After a Town Struggle resolves, players are teleported back to their respective Faction Bases and then may leave the base via Green Moongates
- Players may leave bases at their leisure, however if a new Town Struggle begins (3.5 hours later) with the player still remaining in the base, they will be teleported out of the base to a random location in either Prevalia (if Blue) or Corpse Creek (if red)
Guild PvP Event: Corpse Creek Contests
Location
- Corpse Creek Contests will always take place within the town of Corpse Creek and feature a stationary Central Control Platform which is considered the focal point the event is based around
- The region of Corpse Creek is always considered a Grey zone, so all players are always freely attackable within
- However, during a Corpse Creek Contest guilds participating may adopt special hue flagging (Orange / Green) towards each other that would not normally occur while inside a Grey Zone (this is purely to help guilds identify who are friendly / enemy participants)
Participation
- Players become Participants in the Corpse Creek Contest by simply entering the Corpse Creek town region while the event is underway (players must be in a guild, however)
Zones and Flagging
- The Corpse Creek Contest area is considered to be the entire town region of Corpse Creek (which is always treated as being a Grey Zone)
While inside the Corpse Creek Area during a Corpse Creek Contest event
- Players in the same guild or same alliance will flag as Green to each other (including Murderers)
- Players in all other guilds will flag as Orange to each other
- Players who are not in a guild, and therefore cannot be considered Corpse Creek Contest Participants, will flag as Grey (including Murderers)
Mounts
- Corpse Creek Contests will alternate between being Mounted and Mountless
- The system messages announcing the event will say (mounted) or (mountless) to inform players ahead of time if mounts will be involved
- If a Corpse Creek Contest is set to be mountless, the entire Corpse Creek region (including for non-participants) will be treated as being mountless during the event's duration, and the region will utilize the Mount-Stashing mechanic that is currently in place for dungeons and the casino
Scoring
- Corpse Creek Contests are Guild-based, meaning each Guild acts as its own individual team
- Even though Allied guilds will flag as Green to each other, they are considered seperate teams with their own scores
- At the end of the Corpse Creek Contest event, the guild with the highest score is deemed the winner
- Players also have their own individual score tracking that is used for determing Rewards and Battle Records, but does not factor into determination of which Guild is the winner of the event
Control Points
- Control during the Corpse Creek Contest is based upon a "Three-Ring" concept
- Guilds earn points during the event based on the best "Ring" that their guild currently has guild members occupying
1st Ring
Inside of the Central Control Platform, marked by flaming pillars and a circular altar
Worth 30 points during Control Check
2nd Ring
Any location outside of the 1st Ring but within 50 tiles of it (and still inside of Corpse Creek Town)
Worth 20 points during Control Check
3rd Ring
Any location outside of the 2nd Ring but still within the Corpse Creek Town Region
Worth 10 points during Control Check
Guild Scoring
- Every 30 seconds a "Control Check" occurs to determine scoring
- Guilds earn points during Control Checks based on the "best" ring that they currently have guild members occupying (and they do not have to be the "sole" guild present in that ring to earn points)
- For example, a guild with participants in both the 1st Ring and 2nd Ring would earn 30 points during a Control Check
Player Scoring
- During a Control Check, guildmembers earn Individual Control Points based on the ring that they themselves occupy (not the "best" ring of the guild) and divided by the total number of guildmembers in the entire Corpse Creek Town region
- For instance, a guild has 10 guildmembers currently in Corpse Creek, with 4 of them in the 1st Ring and 6 of them in the 2nd Ring
- The 4 players in the 1st Ring will each earn 30 / 10 = 3 Points and the 6 players in the 2nd ring will each earn 20 / 10 = 2 Points during the Control Check
- As a reminder, individual player scores do not factor into determining the winner of the event
Player Kills
- Guilds can steal points from enemy guilds by killing their participating players
- Killing a participating enemy guild player will steal 5% of the enemy team's points total and add it to their own team's total (decimals are used for point values)
- If a guild is currently at 0 points, no points can be stolen from them
Kill Credits
- Whenever a player is killed, the player who did the most damage to the target is considered receiving the credit for the kill and their "Kills" stat will be increased by one (this stat is purely for display purposes though)
- If a kill results in points being stolen from the opposing guild, then every individual player involved in the kill earns "Kill Points" equal to their (% Damage Dealt to Player * Guild Points Stolen)
- For instance, a guild that currently has a score of 100 Points has a member of their team killed, which would result in 100 * .05 = 5 Points being stolen from them
- A player who did 50% of the total damage dealt to that killed player would earn 5 * .50 = 2.5 Kill Points for their own individual score tracking
- A player who did 25% of the total damage dealt to that killed player would earn 5 * .25 = 1.25 Kill Points for their own individual score tracking
Rewards
At the end of the Corpse Creek Contest the Top 3 guilds ranked by Guild Score earn rewards
Additionally, the Top 10 scoring players from each of those guilds will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points)
1st Place Guild
- Earns 3 Prestige Points
- The Top 10 participating players each earn 3 Guild Reward Points (formerly known as Faction Reward Points)
- The Top 10 participating players each will earn 0.5% of the total gold spent on Ressurection Fees by murderers on the server in the last 24 hours (with a minimum of 2500 gold and a maximum of 5000 gold received per player)
- A Reward Chest containing a Level 4 Treasure Map Chest worth of items is placed on the Central Control Platform, which is only accessible by that guild for the next 10 minutes, but becomes freely accessible to all players after 10 minutes expire
2nd Place Guild
- Earns 2 Prestige Points
- The Top 10 participating players each earn 2 Guild Reward Points (formerly known as Faction Reward Points)
3rd Place Guild
- Earns 1 Prestige Point
- The Top 10 participating players each earn 1 Guild Reward Point (formerly known as Faction Reward Points)
Guild PvP Event: Castle Sieges
Locations
- There are 3 potential Castle Siege locations, with the towns of Andaria, Cambria, and Prevalia each containing a castle that may become the location of the event
Participation
In order for a player to become a participant in a Castle Siege event, they must have "Participate in PvP Events" toggled on in their Overview Page of their Guild Menu and then perform one of the following actions:
- Enter the Castle Interior
- Attack the Castle Gate
- Perform Construction on a Siege Cannon
Zones and Flagging
The Castle Siege Area is made up of two areas:
The Castle Interior
The Castle Interior is considered a Grey Zone, meaning all players (regardless of being in a guild) can be attacked freely by all players inside it
While inside the Castle Interior during a Castle Siege event
- Participants flag as Green to members of their same Guild or Alliance, but only if that player is also currently a Participant
- Participants flag as Orange to all other players who are not in the same guild (and not allied) who are marked as Participants
- All other players flag as Grey to each other
The Surrounding Town Region
During a Castle Siege, flagging within the Town Region that surrounds the castle acts as normal for UNTIL a player becomes flagged as a Castle Siege participant, upon which they become freely attackable by all other players who are currently flagged as Castle Siege participants
While inside the Town Region during a Castle Siege event
- Murderers may enter towns that have an in-progress Castle Siege and will flag as blue to other players (unless they are Criminal) until they trigger Castle Siege Participation (by attacking Castle Walls, Entering Castle Courtyard, etc) upon which they will flag similarly to normal Castle Siege participants
- Murderers who have become Castle Siege participants have a 15 minutes grace period after a Castle Siege ends to leave the area before flagging as normal and becoming a Guard Zone candidate
- Participants flag as Green to members of their same Guild or Alliance, but only if that player is also currently a Participant
- Participants flag as Orange to all other players who are not in the same guild (and not allied) who are marked as Participants
- Non-Participants will flag as Blue to Participants
- Participants will flag as Blue to Non-Participants
- Non-Participants may not perform either hostile or beneficial actions to Participants
- Criminals will always flag as Grey to all players (i.e. do not receive special handling for event)
Castle Mechanics
Castle Access
- While a castle has its Castle Gate in place, players are not allowed access the Castle Interior area by any means, which includes by Recalling, Gating, or Hiking
- However, if a guild was the winner of the last Castle Siege event that took place at that specific castle, they are considered "Castle Defenders" of that castle
- Castle Defenders are allowed to access a castle at any time, even while no Castle Siege event is currently in progress
- Additionally, Castle Defenders have the ability to enter or exit the castle by double-clicking the gate, which will put them at a random location on the opposite side (players may do this at most once every 30 seconds)
Castle Gate
- In order for guilds to gain access the castle (if not considered a Castle Defender) they must first destroy the Castle Gate
- A Castle's Gate has 10,000 hit points and can be damaged by either Melee Attack or by Siege Cannon
- A player can perform a Melee Attack against a Castle Gate by double-clicking it, which will cause the player to continually attack the gate every 3 seconds so long as they remain within 1 tile of it
- Each Melee Attack against the Castle Gate will inflict between 25 to 50 damage upon it
- If the Castle Gate is reduced to 0 Hit Points, it will be demolished and all players will now be able to freely access the Castle Interior
Siege Cannon
- When a Castle Siege begins, a Siege Cannon automatically appears outside of the Castle Gate of the respective castle
- However, the Siege Cannon begins as Inoperable, and requires players to construct it before they may fire it at the Castle Gate
- A player can perform construction on a Siege Cannon by double-clicking a Siege Tools item, which will cause the player to continually "work" on the cannon every 3 seconds so long as they remain within 1 tile of it
- Players can craft Siege Tools using Tinkering (each has 500 Charges)
- Each "work" action consumes 1 charge from the Siege Tools and adds between 50 to 100 Hit Points to the Siege Cannon
- A Progress Bar above the Siege Cannon shows the construction progress of the Cannon, and any player performing construction on the Cannon will see overhead text and system messages informing them of their current progress
- When a Siege Cannon reaches 10,000 hit points, it changes color and becomes Operational, and players can now fire it by double-clicking the cannon
- Firing a Siege Cannon will deal between 1,000 to 2,000 damage to the Castle Gate, and has a 10 second cooldown between any player firing it
- When the Castle Gate is demolished, the Siege Cannon is returned to its Inoperable state and is no longer used during the event
Siege Mortars
- At the start of a Castle Siege event, 3 Siege Mortars will appear inside of the Castle Interior that any Castle Defenders can construct and use to defend the castle with
- Siege Mortars begin as Inoperable and must be constructed similar to Siege Cannons (using Siege Tools), but instead only have only 1,000 Hit Points of construction required before becoming Operable
- Once constructed, players may fire a Siege Mortar once every 10 seconds by double-clicking it
- Players must nominate a specific target location for each Siege Mortar, which can be up to 20 tiles away and does not require line-of-sight
- Mortar fire has a chance to scatter up to 2 tiles away from the target location, but will inflict between 20 to 40 damage to any valid targets within 1 tile of the scatter location
- In order to be a valid target for mortar fire, the target must be a Castle Siege Participant OR inside of the Castle Interior (which is considered a grey zone)
- Unlike Siege Cannons, when the Castle Gate is demolished, players may continue to use Siege Mortars (potentially attacking "Castle Defenders" with their own weapons)
Sigil Statue
- During each Castle Siege, a Sigil Statue will appear inside of the Castle Interior at a randomized location
- Guilds can earn Control Points during a Castle Siege event by having any guild members within a 10 tile radius of the Sigil Statue during Control Checks
Scoring
- Castle Sieges are Guild-based, meaning each Guild acts as its own individual team
- Even though Allied guilds will flag as Green to each other, they are considered seperate teams with their own scores
- At the end of the Castle Siege event, the guild with the highest score is deemed the winner
- Players also have their own individual score tracking that is used for determing Rewards and Battle Records, but does not factor into determination of which Guild is the winner of the event
Control Points
- Control Points for a guild during a Castle Siege are earned by either inflicting Castle Gate damage or Occupying the Sigil Statue
Guild Scoring
- Every 30 seconds a "Control Check" occurs at the Sigil Statue and any guilds with participating players within 10 tiles is considered to be "Occupying" the Sigil Statue and earns points
- Any guild that was considered a "Castle Defender" earns 10 Control Points for Sigil Occupation
- All other guilds earn 30 Control Points for Sigil Occupation
- The difference in points values earned reflects the fact that "Castle Defenders" have immediate access to the Castle Interior at the start of the event and can begin earning control points immediately, while other guilds must wait until the Castle Gate is demolished before having the chance to earn points from sigil occupation
- Additionally, guilds earn 2% of all damage inflicted by its players to the Castle Gate as Control Points
- For example a 30 damage Melee hit to the Castle Gate by a player would earn 0.6 Control Points for their guild or a 1,250 damage Siege Cannon hit to the Castle Gate would earn 25 Control Points for their guild
Player Scoring
- Whenever a guild earns points for Occupying Sigil Statue, each of the guildmembers nearby will also score Individual Control Points equal to (Guild Points Earned / Guildmembers Present)
- For instance, if a guild earns 30 Points for Sigil O and has 5 guilds members present, each of those players would earn 30 / 6 = 5 Control Points for their own personal score
- When a player inflicts Castle Gate damage, they earn Individual Control Points equal to the amount of points earned by the guild (i.e. a 30 damage Melee Hit to the Castle Gate would earn 0.6 Control Points for the guild as well as for the player)
- As a reminder, individual player scores do not factor into determining the winner of the event
Player Kills
- Guilds can steal points from enemy guilds by killing their participating players
- Killing a participating enemy guild player will steal 5% of the enemy team's points total and add it to their own team's total (decimals are used for point values)
- If a guild is currently at 0 points, no points can be stolen from them
Kill Credits
- Whenever a player is killed, the player who did the most damage to the target is considered receiving the credit for the kill and their "Kills" stat will be increased by one (this stat is purely for display purposes though)
- If a kill results in points being stolen from the opposing guild, then every individual player involved in the kill earns "Kill Points" equal to their (% Damage Dealt to Player * Guild Points Stolen)
- For instance, a guild that currently has a score of 100 Points has a member of their team killed, which would result in 100 * .05 = 5 Points being stolen from them
- A player who did 50% of the total damage dealt to that killed player would earn 5 * .50 = 2.5 Kill Points for their own individual score tracking
- A player who did 25% of the total damage dealt to that killed player would earn 5 * .25 = 1.25 Kill Points for their own individual score tracking
Rewards
At the end of the Castle Siege, the Top 3 guilds ranked by Guild Score earn rewards
Additionally, the Top 10 players from each of those guilds will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points)
1st Place Guild
- Earns 3 Prestige Points
- The Top 10 participating players each earn 3 Guild Reward Points (formerly known as Faction Reward Points)
- The Top 10 participating players each will earn 0.01% of the total gold spent by players at town NPC vendors on the server in the last 24 hours (with a minimum of 2500 gold and a maximum of 5000 gold received per player)
- A Reward Chest containing a Level 4 Treasure Map Chest worth of items is placed inside of the castle for the winning guild to access
2nd Place Guild
- Earns 2 Prestige Points
- The Top 10 participating players each earn 2 Guild Reward Points (formerly known as Faction Reward Points)
3rd Place Guild
- Earns 1 Prestige Point
- The Top 10 participating players each earn 1 Guild Reward Point (formerly known as Faction Reward Points)
Post-Completion
- As soon as a Castle Siege event ends, all players currently within the Castle Interior but who were not part of the 1st place guild, are immediately teleported outside of the Castle
- Additionally, the Castle's Gates are completely restored, and thereby blocking all players except the 1st place guild from re-entering the castle
- The 1st place guild is now considered to be "Castle Defenders" the next time a Castle Siege occurs at this specific castle again
Guild PvP Event: Dungeon Flashpoints
Locations
- Dungeon Flashpoints can occur at one of two potential locations in the first level of each dungeon
- When a Dungeon Flashpoint occurs in a dungeon, all creatures on the first level of the dungeon will be killed (and freely lootable) and will not respawn until after the Dungeon Flashpoint has ended
Participation
- Players become Participants in the Dungeon Flashpoints by simply entering the level of the dungeon the event is taking place in (or already being inside of the level of the dungeon as soon as the event starts) AND having "Participate in PvP Events" toggled on in their Overview Page of their Guild Menu
- Players who do not have "Participate in PvP Events" will NOT be able to participate in Dungeon Flashpoints
Zones and Flagging
- The Dungeon Flashpoint Area is considered to be the entire level of the dungeon the Dungeon Flashpoint event is currently occuring in
While inside the Dungeon Flashpoint Area during a Dungeon Flashpoint event
- Murderers can participate in Dungeon Flashpoints, however they will NOT receive any special protections and will always flag as Red to all players
- Participants flag as Green to members of their same Guild or Alliance, but only if that player is also currently a Participant
- Participants flag as Orange to all other players who are not in the same guild (and not allied) who are marked as Participants
- Participants may not perform hostile actions to Green (friendly) players
- Participants may not perform beneficial actions to Orange (enemy) players
- Non-Participants will flag as Blue to Participants (unless player is murderer)
- Participants will flag as Blue to Non-Participants (unless player is murderer)
- Non-Participants may not perform either hostile or beneficial actions to Participants (unless they are a murderer)
- Criminals will always flag as Grey to all players (i.e. do not receive special handling for event)
Scoring
- Dungeon Flashpoints are Guild-based, meaning each Guild acts as its own individual team
- Even though Allied guilds will flag as Green to each other, they are considered seperate teams with their own scores
- At the end of the Dungeon Flashpoint event, the guild with the highest score is deemed the winner
- Players also have their own individual score tracking that is used for determing Rewards and Battle Records, but does not factor into determination of which Guild is the winner of the event
Control Points
- Control during the Dungeon Flashpoint is based upon a "Three-Ring" concept
- Guilds earn points during the event based on the best "Ring" that their guild currently has guild members occupying
1st Ring
The Central Control Square, marked by tall glowing orbs
Worth 30 points during Control Check
2nd Ring
Any location outside of the 1st Ring, but within 30 tiles of it (and still inside of the dungeon level)
Worth 20 points during Control Check
3rd Ring
Any location outside of the 2nd Ring but still within the dungeon level
Worth 10 points during Control Check
Guild Scoring
- Every 30 seconds a "Control Check" occurs to determine scoring
- Guilds earn points during Control Checks based on the "best" ring that they currently have guild members occupying (and they do not have to be the "sole" guild present in that ring to earn points)
- For example, a guild with participants in both the 1st Ring and 2nd Ring would earn 30 points during a Control Check
Player Scoring
- During a Control Check, guildmembers earn Individual Control Points based on the ring that they themselves occupy (not the "best" ring of the guild) and divided by the total number of guildmembers in the entire dungeon level
- For instance, a guild has 10 guildmembers currently in the dungeon level with 4 of them in the 1st Ring and 6 of them in the 2nd Ring
- The 4 players in the 1st Ring will each earn 30 / 10 = 3 Points and the 6 players in the 2nd ring will each earn 20 / 10 = 2 Points during the Control Check
- As a reminder, individual player scores do not factor into determining the winner of the event
Player Kills
- Guilds can steal points from enemy guilds by killing their participating players
- Killing a participating enemy guild player will steal 5% of the enemy team's points total and add it to their own team's total (decimals are used for point values)
- If a guild is currently at 0 points, no points can be stolen from them
Kill Credits
- Whenever a player is killed, the player who did the most damage to the target is considered receiving the credit for the kill and their "Kills" stat will be increased by one (this stat is purely for display purposes though)
- If a kill results in points being stolen from the opposing guild, then every individual player involved in the kill earns "Kill Points" equal to their (% Damage Dealt to Player * Guild Points Stolen)
- For instance, a guild that currently has a score of 100 Points has a member of their team killed, which would result in 100 * .05 = 5 Points being stolen from them
- A player who did 50% of the total damage dealt to that killed player would earn 5 * .50 = 2.5 Kill Points for their own individual score tracking
- A player who did 25% of the total damage dealt to that killed player would earn 5 * .25 = 1.25 Kill Points for their own individual score tracking
Rewards
At the end of the Dungeon Flashpoint, the Top 3 guilds ranked by Guild Score earn rewards
Additionally, the Top 10 players from each of those guilds will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points)
1st Place Guild
- Earns 3 Prestige Points
- The Top 10 participating players each earn 3 Guild Reward Points (formerly known as Faction Reward Points)
- The Top 10 participating players each will earn 0.025% of the total gold earned cumulatively by all players in dungeons on the server in the last 24 hours (with a minimum of 2500 gold and a maximum of 5000 gold received per player)
- A Reward Chest containing a Level 4 Treasure Map Chest worth of items is placed on the Central Control Platform, which is only accessible by that guild for the next 10 minutes, but becomes freely accessible to all players after 10 minutes expire
2nd Place Guild
- Earns 2 Prestige Points
- The Top 10 participating players each earn 2 Guild Reward Points (formerly known as Faction Reward Points)
3rd Place Guild
- Earns 1 Prestige Point
- The Top 10 participating players each earn 1 Guild Reward Point (formerly known as Faction Reward Points)
Guild Blood Feuds
- Guilds can now create Blood Feuds with enemy guilds
- Blood Feuds may only occur between two guilds that are currently at war with each other
- Blood Feuds last until either one guild reaches a "Kills Goal" or the pre-set duration of the Blood Feud has occurred
- Blood Feuds can be assigned a Prize Amount, which is a gold amount each guild wages from their Guild Treasury (explained later), and the winning guild receives
Creating Blood Feuds
- A Blood Feuds tab has been added to the Guild Menu on the second Tabs page
- Players can click the small arrows at the bottom of the page to navigate through different Blood Feud Pages (Active Feuds, Pending Feuds, Create Feuds, Past Feuds)
- If the guild is currently at war with any guilds (and not already in a Blood Feud with them) they will appear in a list on the Create Feuds page
- If the guild has no warring guilds currently, the page will be blank except for a message indicating they have no valid warring guilds to choose from
- Each guild your guild is currently at war with (but not currently in a Blood Feud with) shows in the Create Feuds page
- Players must be an Officer or Guildmaster of a guild in order to be able to create a new Blood Feud
- Players can change the Gold Prize amount awarded to the winner of the Blood Feud by typing an amount in the Prize text field and clicking OK
- Players can change the Total Number of Kills Needed to complete the Blood Feud typing an amount in the Kills Goal text field and clicking OK
- Players can change the maximum duration length (in number of Weeks) of the Blood Feud by clicking the Left/Right Arrows next to Max Duration
- A Blood Feud will automatically end if this amount of time passes even neither guild has reached the Kills Goal
- Clicking the Create button will create the Blood Feud request to the opposing guild
- Once the Blood Feud request has been made, the opposing guild will have to Accept it
- Blood Feuds that have been requested, but not yet accepted, will show up in the Pending Feuds page
- A guild who issues a Blood Feud can cancel it prior to it being accepted by clicking the Rescind button
- If a guild has received a request for a Blood Feud from another guild, they will find it in the Pending Feuds page and they must click Accept to begin it
- In order for the Blood Feud to begin, both guilds must fully meet their own guild requirements in regards to being able to pay the Prize Amount or being able to add a new Blood Feud to their list
Active Blood Feuds
- If a guild accepts a Blood Feud request, and both guilds meet their own internal requirements for Blood Feuds, it becomes Active and now appears on theirActive Feuds page
- Upon acceptance of a Blood Feud, each guild will have the gold prize amount of the feud (if any) removed from their guild treasury
- Members of both guilds will then receive a notification that a Blood Feud has begun between them
- If a guild wishes to Cancel an active Feud, they can toggle the Cancel Feud button
- While the Cancel Feud button is toggled, if the opposing guild also toggles Cancel Feud, the Blood Feud will be canceled and both guilds will be refunded any Prize gold wagered back to their Treasury
- Each time a player kills another member of a guild involved in a blood feud, both guilds will receive a text notification
- Notifications indicate which player killed whom, what the current Kills score of the feud is, the target number of kills required for the feud, as well as how much time is remaining in the feud
Blood Feud Resolution
- When one guild reaches the Kills Goal, the Blood Feud will end and that guild will be victorious
- If a Prize amount was specified for the Blood Feud, both guild's gold wager will be placed into the winning guild's Treasury
- If time expires and neither guild has reached the Kills Goal, the winning guild is whichever guild has the largest number of kills
- If time expires and both guilds are at the same number of Kills, it will be a draw and both guilds will receive their gold wager back into their Treasury
- If a guild disbands, they will automatically forfeit any Blood Feuds they are currently taking part in
- Players can look at past Blood Feuds they have taken part in under the Past Feuds page
- If a guild has won a past Blood Feud, they can click the Buy Memorial Statue button on the record entry to purchase decorative Blood Feud Memorial Statues commemorating the victory
- Players can double-click any Blood Feud Memorial Statue to see more details of the feud
- Any Prize amounts awarded, Wager amounts, or Refunds received from a Blood Feud will appear in the Transactions page of the Guild Treasury Tab (explained in the Guild Treasury patch notes)
Guild Treasuries
- Guilds now have access to a Treasury to store gold, assign guild dues, manage withdrawal limits for members, track payments, and facilitate Blood Feud management
- Guildmembers can access the Guild Treasury from the guild menu through the Treasury Tab on the 2nd page of the Guild Tabs List (left side of the menu)
Guild Pay Periods
- Every guild now has a Pay Period which for all guilds begins at the start of the server week (which is 6pm CST Fridays) and runs anywhere from 1 to 4 weeks from that point (pay period length is set by the guildmaster)
- At the start of a Pay Period, any ranks in the guild that have Guild Dues set will be assigned them
- At the start of a Pay Period, any guild ranks that have Withdrawal Limits will have their period withdrawal limit reset to its base amount
- The guildmaster can change the Guild Dues and Withdrawal Limits for each guild rank on the Treasury Settings page (covered later)
Treasury Overview Page
- Page 1 of the Treasury is the Overview page
- At the top of the page is the guild "Total Guild Funds" which is how much gold is sitting in the guild's Treasury
- "New Period Begins In" indicates when the next guild Pay Period will occur
- Players can type a gold amount into the text field below "Deposit" and click the Arrow key nearby to place gold from their bank into the guild's Treasury
- If your guild rank allows you to Withdraw gold from the treasury, you can do so by typing a gold amount in the text field below "Withdraw" and clicking the nearby arrow
- If a guild rank is expected to pay Guild Dues, they will be listed under "Period Guild Dues"
- "Current Period Net Balance" indicates the net difference between a player's Deposits and their Guild Dues + Withdrawals for the current Pay Period
- "Lifetime Net Balance" indicates the net difference between a player's Deposits and their Guild Dues + Withdrawals for their entire lifetime in the guild
- If a guildmember's guild rank does not allow them to make Withdrawals or they have already withdrawn the limit allowed for their rank for that Pay Period, theWithdraw area will be marked with a large red X and "No Withdrawals Allowed for Rank" will display in grey text on the right side
- If a guildmember has a "Current Period Net Balance" of a negative amount (either through making Withdrawals or from having Guild Dues assigned to them), they can click the "Pay Off Negative Net Balance" button to make a deposit amount for that exact balance amount
- Alternatively, players can simply make a stanard Deposit using the text field under "Deposit" and entering that gold amount and then clicking the Arrow button
Member Balances Page
- Page 2 of the Treasury is the Member Balances page
- The Member Balances page shows the current Period Balance and Lifetime Balance for all members of the guild
- Players can use the Search Bar at the top of the page to type in a player's name (or part of it) and click the Arrow key to filter which guildmembers are listed below
- Players can also click the buttons next to "Player Name", "Period Balance", and "Lifetime Balance" to sort results by those properties
- Clicking the Waive Balance button next to a player will set their Period Balance and Lifetime Balance back to 0 if it is currently a negative value
- Players can clear ALL negative balances for all players in the guild by clicking the Clear Negative Balances button
- Only Officers or Guildmasters may waive player's balances
Member Transactions Page
- Page 3 of the Treasury is the Member Transasctions page
- The Member Transactions page shows all Deposits and Withdrawals made by members, sorted by Date
- Additionally, any gold added to or removed from the Treasury from Blood Feuds will show in the Transactions page
- Players can use the Search Bar at the top of the page to type in a player's name (or part of it) and click the Arrow key to filter which guildmembers are listed below
- Players can also click the buttons next to "Player Name", "Transaction Type", and "Amount" and "Data" to sort results by those properties
- Players can also specify a range of dates to filter, by entering the start date and end date (Month/Day/Year format) and then clicking the Filter Dates button
Treasury Settings Page
- Page 4 of the Treasury is the Treasury Settings page
- Only the Guildmaster of a guild is allowed to make changes to settings on this page
- Guildmasters can change the length of the guild's Pay Period by clicking the left and right arrows next to Guild Period Duration
- Changing the length of a guild's Pay Period will not take affect until the current Pay Period has ended
- Guildmasters can set how many Maximum Active Blood Feuds are allowed at one time by entering a value in that field and clicking OK
- Additionally, guildmasters may set the maximum amount of prize money allowed for Blood Feuds here
- Any Blood Feuds created by the guild must have a prize amount that is equal or less than the amount specified in the text field as well as being an equal or smaller percentage of the guild's current treasury amount at the time (i.e. a guild would have to have 20,000 gold in the treasury in the image below in order to begin a 10,000 gold Blood Feud)
- Guildmasters can set a Guild Dues amount for each rank of the guild that is expected to be paid during each Pay Period
- Guildmasters can set a Maximum Period Withdrawal Limit that dictates the maximum negative Period Net Balance the guild rank is allowed to go (note: both Guild Dues and Withdrawals negatively affect a player's Period Net Balance)
- It is recommended that guild ranks either have a Period Guild Dues set or a Max Period Withdrawal Limit set, but not both (since Guild Dues are automatically added to a player's Pay Period Net Balance)
- If a guildmaster wishes for a guild rank to have No Limit on how much gold they can withdraw each Pay Period (meaning they could effectively empty the treasury) they should click the Checkbox underneath "No Limit"
Poker
- Poker is now available at the Prevalia Casino
- Players can double-click Carlo the Dealer or say "Dealer" "Casino" "Poker" or "Card" out loud near him to launch the Casino Games gump
- Currently Prevalia No-Limit Hold-Em Poker is the only game available but Liars Dice will be added soon
Creating or Joining a Game
- Players can click the Create Game button at the bottom left of the menu to create a new poker game
- Players can change settings for the match by clicking the small arrows underneath each setting
- Listing Mode determines which players are able to view your game in the Available Games list
- Table Mode determines whether players can join your game in progress if a player leaves or is eliminated (Open allows new players and Closed restricts players)
- Blind Mode determines whether the Small and Large Blinds increase when players are eliminated or leave the table (Fixed Blinds do not change andProgressive Blinds increase as the table player count decreases)
- Players must have Closed Table Mode in order to select Progressive Blinds
- Clicking the Create Game button will create the match and allow players to begin joining
- Small Blinds for games are 1% of the total Buy In and Large Blinds are 2% of the total Buy In for the game
- If Progressive Blinds have been selected, Small Blinds will increase by a further 1% and Large Blinds by a further 2% for each player that leaves or is eliminated from the game
- Players can join matches listed by clicking the Join button next to them
- Once a player has joined a match, they must click the "Ready" button under Current Game before the match may start
- Players who have clicked Ready will have their name displayed in Green text (and their statue icon will also appear as green)
- Once the match has the required number of players present, and all players have clicked "Ready", a timer will check every 15 seconds to make sure a player is a "Valid" poker player
- Players must be inside the Casino itself to be considered a valid poker player
- Players must have enough gold in their bank box to pay the Buy In amount to be considered a valid poker player
- Players must be alive to be considered a valid poker player
- If all players are considered valid, the match will start and the Buy In amount will be withdrawn from each player's bank box
Starting Play
- The player who is deemed the Dealer during a round has a small cards icon placed next to their chips, and each player who is the Small or Large Blind will have text added to their displayed name; i.e "Luthius (large blind)"
- Each round begins with Hole Cards being dealt to players and a Small Blind and Large Blind being automatically paid by players
- All actions that occur during Poker matches are also sent as system messages to players with the text preface of "[Poker]"
- When it is your turn to act during a round, a bell will sound and the bottom area of the gameplay window will display up/down arrows with chips, as well as a Check/Call/Raise button and a Fold button
- Each time it is your turn to act, the game will automatically set your starting bet to be enough to Call the current bet
- Players may click the Up or Down arrows next to each chip type to change their bet
- Clicking the Blue button will place the bet (and its text will change whether the bet becomes a Check / Call / Raise)
- Clicking Fold will immediately forfeit the hand
- Players may message the entire table by clicking the Message Players button
- Clicking the Leave Game button will queue the player to leave the game as soon as the current round is completed
Timing Out
- If it is a players turn to act, they have 60 seconds to place their bet
- When a player has 10 seconds left to place their bet, they will hear an audio cue and receive a warning message
- If 60 seconds pass without the player placing their bet, they will automatically fold the hand and be charged "1 Timeout"
- If a player has 5 Timeouts during a Poker Match, they will automatically be removed from the game (as if they had chosen to Leave Game)
- If a Server Reboot occurs while a match is underway, for the next 10 minutes after the server comes up players will have unlimited amounts of time to place their bets (i.e. wont automatically fold after 60 seconds)
Round and Match Completion
- When a round completes, all cards relevant to the current winning hand will be highlighted in Green
- When a player leaves the game or the match completes, if a player has more gold than their Buy In, 10% of their winnings (amount above the Buy In) will be taken as part of the house's cut, known as the Rake
Aug31st2019
Arena Order Matches
- Players who are not using an Arena Template and have invalid skills/stats in their base character for Order Matches (such as having above 25 Dex, Healing skill, etc) will not be able to participate in matches; these players must create a valid Arena Template without the ruleset restrictions to participate in an Order match for duels and tournaments
Disarm/Hamstring
- Players having insufficient skills to perform Disarm or Hamstring (such as when they switch from a weapon to Wrestling) will no longer deactive their toggle for Disarm/Hamstring when making swings
Boss Results
- [BossResults will now automatically update on server reboots
Custodians
- Custodians should now (finally!) be working properly for both Mini-Bosses and Bosses
Inscription
- Fixed an issue where Effect Inscription Skill wasn't being properly factored into the Magic Reflection spell's chance to remain active when hit by a creature's spell
Test Center
- As a policy going forward will likely be wiping Houses on test center whenever we update test center: largely due to players using Test Center as a IDOC research mechanism
June4th2019
Patch Notes
Scissors
- Scissor usage has been enabled again
Magic Wizards Hat
- Magic Wizards Hats now take 6 Cloth to craft and 4 Blank Scrolls
- Magic Wizards Hats should now return 6 Cloth when recycled
Shimmer Lunar Items
- Additional Shimmer Lunar items have been added to the Prevalia Market (Backpack Dye, Facial Hair Dye, Hair Dye, Furniture Dye, Headwear Dye, Runebook Dye, Shield Dye, Lantern)
- In the future, each Limited Edition Cloth will be accompanied by these items of the same hue in the Prevalia Market
- Limited Edition Cloth that has already been issued in the past (such as Shimmer Periwinkle) will likely have these items (but not the cloth) introduced for purchase on the anniversary of when the cloth was initially issued
Interior Decorator
- The Interior Decorator tool has been redesigned and now allows for X / Y movement of items
- Players can only moved Locked Down / Secured objects, and cannot move them to tiles currently occupied by creatures/players
- Movement of items with the Interior Decorator requires the destination location to have a Line of Sight to the original location
Distribution Chest
- Players can now activate the Distribution Chest gump window while the chest is Locked Down or Secured
Loremaster Achievements and Server Rank
- Fixed an issue whith Loremaster Achievements being triggered for normal treasure maps
- Loremaster Achievements and Server Rank have been reset for players and reissued based on the number of Lore Books completed for each player
Creature Releasing
- Players can now release individual creatures by saying their name + release, such as "albert release"
Shrine Corruption
- Fixed an issue that was causing Ankhs not to distribute and damage tracking results to display incorrectly
Trades
- Players can no longer attempt to trade with another player if either one is hidden (this was causing some client crashing and other issues)
Aug22nd2019
Patch Notes
Accuracy Bonuses
- The adjustment to Accuracy Bonuses from the previous patch has been removed and replaced with the following:
- Accuracy bonuses to melee weapons from items (Colored Materials, Magical Properties, Aspects, Mastery Chains, etc) are now capped by a player's base melee skill for that weapon
Examples:
A player with 100 Swordsmaship can receive a max of up to +100% melee accuracy bonus from items
A player with 50 Swordsmaship can receive a max of up to +50% melee accuracy bonus from items
A player with 0 Swordsmaship can receive a max of up to +0% melee accuracy bonus from items
House Expansions
- Players can now increase the maximum number of Co-Owners, Friends, and Ban Capacity of their houses
- Players can access the House Expansion page for their house by clicking the Expand House button on the Overview Page
- Clicking the Left and Right arrows in the middle of the House Expansion page will rotate between the type of Expansions available
- Unlike House Secure expansions, Co-Owner / Friend / Ban List expansions have a flat cost of 100,000 gold (or doubloons) and do not become more expensive if players purchase them multiple times
- Co-Owner Expansion increases Co-Owners capacity by 15
- Friends Expansion increases Friends capacity by 50
- Ban List expansion increases Ban list capacity by 50
Achievements
- The Remodeler Achievement's description has been adjusted to "Spend Gold on House Expansions" rather than just "House Secures"
Storage Shelves
- Two new Enhancements from the Player Customizations menu have been added that allow players to unlock additional Storage Shelf Player Profiles for their characters
- Shelf Life enhancement costs 1,500,000 gold and unlocks one additional Storage Shelf Player Profile for all characters on your account
- Top Shelf Stuff enhancement costs 3,000,000 gold and unlocks two additional Storage Shelf Player Profiles for all characters on your account
- Once a player has unlocked additional Storage Shelf Player Profiles, two small arrows along with a Profile number will appear in the bottom bar of the Storage Shelf gump that allows players to rotate through their profiles (area marked in red in the image below)
Echoes
- Players may now unlock multiple Echoes for their characters, with each subsequent Echo increasing the purchase cost by an additional factor
- Players now have the option to Push their current stats and skills (i.e what they currently see on their character) to their Echo currently displayed in the Available Echo area
- Players will receive 3 confirmations before attempting to Push their stats/skills, as this will permanently change that echo to match their current stats/skills
Aug19th2019
Prevalia Market
- Shimmer Dahlia items have now been made available on the Prevalia Market Merchant
- Shimmer Solstice items are no longer for sale on the Prevalia Market Merchant
King's Faire
- Event Scores for the Kings Fair (Week 2) should now be displaying on the [EventScore board
- We have fixed the issues with Bell Striker and the Drinking Contest and will be reactivating them in the next few hours
- Adjusted the exit location for Ladder Golf
Gatekeeper
- Fixed an issue with Gatekeeper (The Masoleum's Boss) having static effects (arcane spheres) that persist after the creature's death
Creature AoE Abilities
- Added some additional safety checks on various creatures with AoE abilities to prevent players from potentially being hit more than once in a single ability activation
Ship Spawns
- Ship spawners have been increased in frequency and now occur every 30-60 minutes (previously was every 60 minutes)
Mastery Chain Bonuses
- Fixed an issue with Trap and Wand Damage bonuses displaying incorrect numbers: correct amounts should be Bronze (4%), Silver (5%), and Gold (6%)
Hidden Creatures
- Players can now cast Heal, Cure, Bless, or Greater Heal on invisible tamed/summoned creatures they control
Sabeartooth
- The Trample Trait should now correctly boost Sabeartooth's Chill Charge ability
Cloth Rotation
- Players can now use the Interior Decorator tool on locked down Cloth and Rare Cloth to rotate them, and in the case of rare cloth (such as Ossuary Cloth), can use it to switch between standard cloth graphic (square) and rare cloth graphic (short + folded)
Treasure Map Chests
- Fixed a number of invalid locations for Treasure Map Chests (due to previous patch's Map updates)
Tailoring
- Fixed handling on Tailoring "Melee Damage Reflection" mechanic to correctly use base damage from creatures (before player damage reductions for Aspects, Armor, Arcane Runes, Region Bonuses, etc)
Taunt
- Players now receive system messages when the Taunt ability's cooldown has expired
Accuracy Bonuses
- Accuracy bonuses to melee weapons from items (Colored Materials, Magical Properties, Aspects, Mastery Chains, etc) are now capped by a player's base melee accuracy coming from melee skill (i.e. players cannot simply have 0 melee skill and stack Aspects + Mastery Chains + Magical gear to create a dexer-char)
Examples:
A player with 100 Swordsmaship who has a 50% chance to hit their target can receive a max of up to +50% melee accuracy bonus from items (for a total of 100% chance to hit)
A player with 50 Swordsmaship who has a 25% chance to hit their target can receive a max of up to +25% melee accuracy bonus from items (for a total of 50% chance to hit)
A player with 0 Swordsmaship who has a 0% chance to hit their target can receive a max of up to +0% melee accuracy bonus from items (for a total of 0% chance to hit)
Aug10th2019THIS PATCH REQUIRES A MANDATORY FILE PATCH. Please close your client and run your launcher.
As always, please shut everything down to do with Outlands & Run your Launcher as Admin! If your launcher doesn't update, please download a new launcher: http://www.uooutlands.com/download.php
The patcher will download 8 new files. If you need a direct link for the files, you can download them here:
http://74.91.115.223:4594/map0.mul
http://74.91.115.223:4594/statics0.mul
http://74.91.115.223:4594/staidx0.mul
http://74.91.115.223:4594/Gumpart.mul
http://74.91.115.223:4594/Gumpidx.mul
http://74.91.115.223:4594/multi.mul
http://74.91.115.223:4594/multi.idx
http://74.91.115.223:4594/tiledata.mul
and replace your existing file in your Outlands directory.
If you would like to download via a Google mirror, simply download, unzip and replace the files in your Outlands directory using this link:
https://drive.google.com/open?id=1J8x0fpVgFrFoD0abtDSesDUXD1uNNxtO
Corpse Creek Revamp
- Corpse Creek has been revamped to fix LOS and elevation issues, making it much more suitable for PvP
- The Chaos Shrine has been removed and replaced with Chaos Hill. The shrine will find a new home in the future.
- No new placeable housing areas have been added - the terrain was copied exactly.
- Corpse Creek Contest location has been reconfigured
- All runes in the Corpse Creek region have been wiped - players will need to re-mark
- Some houses will be re-located, but maintain their relative positioning - please bear with us while Corpse Creek is under renovation
Fairgrounds
- A new Festival Island has been added to host upcoming events (namely the King's Faire)
New Orc Fort
- A new orc fort has been constructed for the Bloodclan orcs group
- The orc fort is called "Lugrish" and is located southeast of Prevalia
- The region is Lawless, and indicated by a dirt terrain border and orc standards- enter at your own risk!
Forsaken Keep & the new Druid Glade
- In preparation for upcoming events, the Forsaken Keep has been made easier to navigate, in addition to a new bridge which extends West
- A formerly very annoying area of the map to navigate has been redone, and is now known as the Druid Glade
- The Druid Glade sits south of the Forsaken Keep
Ossuary Dungeon Level 4
- A new dungeon level has been completed and patched into the map for our arguably most popular dungeon
- An upcoming event will open the dungeon to everyone, including many new challenges, monsters and tamables
Standalone Mini Boss Rooms
- All dungeons now feature stand-alone mini boss rooms to accommodate dungeon Custodians in an aim to eradicate boss camming
- The entrances to these rooms can be found where the locations were originally located
The Mausoleum
Ossuary
Darkmire Temple
Cavernam
Aegis Keep
Boss Room Changes
- Darkmire Temple boss room has been made larger
- Cavernam boss room entrance is now located where the mini boss formerly spawned
Darkmire Temple
Cavernam
Shrine Revamps
- To accommodate the large turnouts and upcoming changes to the shrine system, 50% of our shrine locations have been made larger and easier to navigate
- The remaining shrines will be revamped in a future map patch
Misc Town Changes
- A new boat is moored in the Prevalian harbour, which will serve was transport to the King's Faire
- A comfortable new lodge has been erected on Shelter Island, which will serve as the home base for our Companion system and as a beacon for new players
- The Cambrian Archaeological Society has secured enough funding to complete their establishment in Cambria, which has a wide display of new artifascts unearthed in Ossuary on display
- Prevalia Castle's interior coutryard fountain was removed to increase maneuverability
- Cambria Castle's interior courtyard has been made larger to increase maneuverability
Prevalian Docks
Prevalia Castle courtyard
Shelter Island Companion Hall
Cambrian Archaeological Society
Cambria Castle
New Stygian Rift Arenas
- Two new arenas have been added to the map for a future system, Stygian Rifts
Aug15th2019King's Faire Festival
- Fixed [EventScore displays (individual Events were scored correctly, but had an issue displaying combined in the [EventScore gump)
- Added coding to split the King's Faire into two separate weeks of scoring + prizes (individual event score and overall event scores will be reset at the end of week 1)
- Bell Striker during week 2 will revert to being more difficult (but has correct score tracking now)
As a reminder, overall event scores for the event are calculated as follows:
Each of the 10 events individually is worth up to 100 Event Score (meaning 1st place in all 10 events would be worth 1000 event score)
For each individual event, players earn 1 event score point for each % their rank place is at; i.e. a player who is ranked 25th out of 50 players for Axe Toss is at 50% rank in the event and would earn 50 event score points towards their [Eventscore total
Prevalia Merchant Add-Ons
Added several new luxury housing Add-Ons available for gold-only purchase in the Prevalia Market, including the following:
Wooden Tub Addon
Marble Bath Addon (East)
Marble Bath Addon (South)
Stone Fishpond Addon
Marble Fishpond Addon
Inn Locations
- Updated the Inn locations for Corpse Creek and Horseshoe Bay
Treasure Map Locations
- Fixed a number of Treasure Map locations that had become inaccessible to players after our latest round of map updates (if you find more, please report them to staff)
Dungeon Regions
- Updated our Dungeon Region code to add in newly added areas (mini-boss rooms) for the purpose of player Tracking (i.e. players cant track out of their current level in a dungeon)
Sabertooth
- The Sabeartooth Charge ability has been renamed "Chill Charge" and it's Animal Lore ability description now describes the ability correctly (previously was just listed as Charge)
Precursor Guardian and Warden
- Damage caps have been added for Precursor Guardian and Precursor Warden abilities
Ship Notoriety
- Players who are in a party will now flag as Green to each other on ships (specifically NPC or enemy player ships)
Ship Bombs
- Damage inflicted from Ship Bombs now should correctly be attributed to the last ship you came from before placing the ship bomb
Knockback
- Shrine Boss and Lore Bosses knockback distances have been reduced to 1 tile (since these occur in the overworld and terrain is "variable")
Mount Crash
- Added additional safety checks for an fluke issue involving server crashes with mount-stashing
Arena Order Matches
Arena Matches with the Order Preset (both Tournaments and normal Duels) now have the following restrictions in place for templates:
- Dexterity cannot be above 25
- Anatomy, Arms Lore, Forensic Eval, Parrying, Healing, Poisoning, or Tracking skills cannot be above 0
Effectively Order matches and Tournaments are now "Tank Mage" tournaments, however we will sporadically be hosting Chaos Tournaments at various intervals outside of the normal tournament schedule (these will have at least a week or two advance notice and will be posted in Discord Announcements)
Aspect Gear
- Players can now steal Aspect Weapons and Aspect Magic Spellbooks (but not normal blessed spellbooks) from other players
- If a player has their Aspect Weapon or Aspect Magic Spellbook stolen from them, it will lose its current aspect and the player will be refunded an Aspect Activation if they are currently below their maximum for that specific Aspect (players cannot go above their Max Activations)
- If a player is killed by a Murderer while wearing Aspect Gear or has an Aspect Weapon or Magic Spellbook stolen, it will now also play a notification sound for the player along with the text notification if they have any activations restored (if they were below their activations maximum)
Region Bonuses
- Corpse Creek has been removed from the server region bonuses pool of available towns
Achievements
- Recoded achievements so if a player completes an achievement and has extra progress remaining, the remaining amount will be applied to the next relevant achievement in the hierarchy
Ships
- Using any ship command will reveal the player
- Players will no longer be flagged for Speech Throttling while on ships
- Fixed an issue where players would receive multiple notifications for completing Society Jobs for sinking ships
AoE Spells
- Fixed an issue where Aoe Spells (Meteor Swarm, Chain Lightning, Earthquake) would sometimes cause multiple Mana Refund or Aspect Trigger chances (rather than for single spellcast)
Squelch
- Fixed an issue where players would sometimes have a persisting Squelch in place for themselves
Ancient Drowned Dragon
- Fixed an issue where Water Walls from the Ancient Drowned Dragon would persist after ability
Fireworks
- More fireworks mechanics have been added (we'll be looking at player access for these in the near future)
Discord Bot #livefeed
- We've divided our Discord bot's feed into multiple channels so players can opt to mute information which is irrelevant to their particular playstyle
- Factons/PvP/Tournament information will be displayed in #livefeed-pvp
- Shrine Corruptions and Omniboss notifications in #livefeed-pvm
- Broadcasts in #broadcasts
Aspect Gear
- If a player is wearing or carrying Aspect Gear, and is killed by another player (so they receive the "Report Player for Murder" window as a result), they will be refunded the Activations used for their worn and held Aspect Gear and will receive a notification informing them of this
Arena Tournaments
- Fixed a deserialization issue that was causing Arena Tournament schedule to reset on server reboots (and displaying as "1m remaining" until start)
Phantom Damage
- Fixed an issue with Timed Statics that was causing "Phantom Damage" to occur to players while no monsters were on screen
Recycling
- Players will no longer be able to Recycle tool items such as tongs / sewing kits (any item listed under Tools in the Tinkering Crafting Menu)
Fame
- When a player dies, they normally lose 10% of their total Fame and if it was another player that killed them, that attacking player receives 50% of the amount of Fame lost by the dying player
- A player now can only receive Fame from killing an individual player at most once every 24 hours (a player will still always lose 10% Fame on every death, however)
Guild Favors
- All instances of Skill Gain bonus in Stored Favors for guilds has been replaced with Experience Gain (Aspect XP / Mastery Chain XP / Pet XP)
Knockback
- Non-Boss creatures that have Knockback abilities now will only knock a player back to a maximum of 1 tile away
Scissors
- Players will no longer be able to use Scissors on Leather-crafted versions of footwear (Boots, Thigh Boots, Shoes, Sandals) but may still use them on Cloth-crafted versions
Female Armor
- All armor previously designated as Female-Only (such as Bone Skirts, Female Plate Chest) can now be worn by males
Fireworks System
- Implemented a new version of Vorspire's Fireworks system
Discord Integration
- Updated several in game events to have Discord notifications generated
Barding
- Added additional safety checks to prevent potential Barding Effects against bosses from running longer than 60 seconds
Storage Shelves
- Players should now be able to see and use Orc Helms within the Storage Shelf
Achievements
- Players can no longer gain progress on the Backstabber Achievement while in town
- Fixed an issue that was causing Skill Mastery (120 Skills) achievements from being lost on server reboots
Society Jobs
- Removed the Cannon Shot crafting society job from future society job generation
Pack Animals
- Pack Horses and Pack Llamas will no longer be revealed while told to "Stay" if they are currently hidden
Cave Gorger
- Fixed "An Cave Gorger" in Cave Gorger naming
Stealing
- Added additional safety checks to prevent stealing from occuring in the Arena and Faction Bases
Spellbook Displays
- Fixed an issue that would potentially cause spellbooks to display as having 65 Spells (this was simply a display issue)
Patch Notes
Tamed / Summoned Creature PvP
- Fixed several potential issues that were causing player's pets to potentially keep attacking other players with abilities while even in Stop mode
- Attacking another player's pet will now trigger Heat of Battle if the pet's owner has Innocent or Enemy notoriety to the attacking player
Mastery Chains
- Fixed an issue with Effective Skill Barding Chain Links (such as Effective Barding Skill, Effective Poisoning Skill) that was causing them to not provide their proper bonuses
Titles Audit
- We will be performing a Titles Audit upon patching that should clear out "broken" titles for players and grant players all titles for Achievements completed on their account if somehow they dont currently have them
Barding Instruments
- Magical Flutes are now possible items in loot tables
Dungeon Dyes & Lanterns
- Dungeon hued Hair and Beard dyes have been added to the loot tables of their respective dungeon
- Dungeon hued Lanterns have been added to the loot tables of their respective dungeon
Poison
- Players with Poisoning skill will now use fractional amounts of Poison Charges when inflicting poison with a weapon onto a creature
- Players will now only lose (1 - (0.50 * (Effective Poisoning Skill / 100)) Poison Charges when inflicting poison from a weapon onto a creature
- A minimum of 0.20 Poison Charges are used on each poisoning attempt (if players have bonuses to Effective Poisoning Skill such as through Mastery Chain Links)
Boss Abilities
- Storm Daemon Omni Boss abilities that Stun now will only have a 25% chance to Stun, but their damage has been slightly increased
- Storm Daemon Thundercloud ability has a longer delay before striking
- Fixed a rounding error with a delay in the Emperor Dragon's Wing Buffet ability.
- Fixed an issue with Lord Bile that would sometimes cause perma-squelching for players
- Fixed an issue with the Ancient Drowned Dragon where wave animations potentially disappeared before reaching their destination
Misc Abilities
- Updated the algorithm for Knockback pathfinding to potentially avoid placing players/creatures in inaccessible locations
- Added safety check ranges for Corpse Explosion effects and Vampire Feed abilities
Guild Favors
- When a player activates a Guild Favor, it will be announced to the guild who activated it
Aspect Gear
- Players placing Aspect Gear onto a Player Vendor (backpack or paperdoll) will cause the item to lose its current Aspect
Discord Hook
- Added code that allows us to broadcast messages to Discord based on in-game mechanics (such as various Events occuring, Help Requests, etc)
Crash Fixes
- Added some fixes for several fluke crash instances (Lava Elemental, Mount Token, Behemoth Basilisk)
Trap Wire
- Trap Wire now weighs 0.1 stones
Corpses
- Updated corpse name for Broken Idols
Patch Notes
Armored Magical Wizard's Hat
- Players may now purchase Armored Magical Wizard's Hats from the Prevalia Market Merchant under the "Masks" category
- Armored Magical Wizards hats function similar to other masks (count as GM Leather Armor and can be Aspected) and increase Int by 5 and reduce Str and Dex by 5 while worn
Guildstones
- Fixed an issue where players were unable to place new guildstones
Mastery Chains
- Players can no longer gain Mastery Chain experience while in the New Player Dungeon
- Fixed an issue where Follower Damage links werent being properly added to follower damage
Damage Tracking
- Players damage contributions to boss-level creatures (Lore Bosses, Mini-Bosses, Bosses, Shrine Bosses, Omni-Bosses) will now be tracked if the player is inside of a house when the creature dies (normally this is not the case for normal creatures, in an effort to prevent players from "House Farming" AFK)
Boss Results and Reward Items
- Guildmasters and Officers in guilds will now receive system messages when a player in their guild has earned a Mastery Chain Link or Token of Heroism (and will be told if the item was added to the player's backpack or will appear on the creature's corpse
- Guildmasters and Officers can now see in the [BossResults gump window if a player in their own guild earned a Mastery Chain Link or Token of Heroism item during a boss fight (the player's damage entry will be listed in Purple text for players recieving one of these items)
Arena Tournaments
- Fixed an issue where after an Arena Tournament completes, the Available Tournaments page of the Arena Stone would display details of the last tournament (instead of allowing for signup of the next tournament)
Custodians
- Custodians will no longer remove player ghosts from dungeons if they have died within the last 15 minutes
Tracking
- Lore Bosses can no longer be tracked
Omni Bosses
- The Storm Daemon Omni Boss has had its abilities adjusted to increase its difficulty and tamed creatures affected by "shock" will no longer display overhead text for the effect
Rental Vendor Contracts
- Players will now only be able to opt out of Rental Vendor agreements if at least (2 Days x Week Duration of contract) remain in the current contract period
- For example, a 1 Week Contract can only be opted out of if 2 or more days remain on the contract
- For example, a 3 Week Contract can only be opted out of if 6 or more days remain on the contract
NPC Vendor Items
- NPC Vendors in towns will no longer resell items that players have sold to them
- NPC Vendors in towns will be purged of all player-sold items (3.5 million items were currently being stored on NPC Vendors)
Patch Notes
Outlands Lottery
- Outlands will now have a Monthly Lottery that players can purchase tickets from
Players can purchase Lottery Tickets or view past Lottery results by visiting Gwenyth the Lottery Official at the entrance of the Prevalia Casino and doing any of the following:
- Double-Clicking Gwenyth
- Shift-Clicking and selecting "Buy" from Gwenyth's Context Menu
- Saying "Ticket" or "Raffle" or "Lottery" or "Vendor" out loud near Gwenyth
- Players can purchase Lottery Tickets by clicking the "Purchase Ticket" button on the Lottery page
- Lottery Tickets cost 1,000 gold each and must remain in the player's bank box to be valid for a lottery (if they are not in a player's bank box at the time of the drawing, the player will have to wait for the next month's lottery for those tickets)
- Players will receive a text warning if they remove Lottery tickets from a bank box
- Players can view past Lottery Results by clicking the Left/Right arrows at the bottom of the Lottery page and navigating to the desired "Lottery End Date" of the drawing they are looking for
- Lottery Drawings will occur at the start of a new month around the same time as Society Jobs are reset and winners will be announced to all players
- If a player receives a Winning Lottery Ticket, it will be deposited in their bank box
- Players can double-click a Winning Lottery Ticket to claim it (either in their backpack or bank box) and receive their reward, which will be deposited into their bank box (using the "Bank Queuing" mechanic if they dont have room for any more items)
- Monthly Lotteries by default will have 1 Winning Player who will receive 50% of the total gold spent on tickets for that month
However, in lieu of our Casino Jackpot reaching a massive sum, the first month of our lottery will feature a special lottery with multiple winners as follows:
1 Player: 5,000,000 Gold each
10 Players: 1,000,000 Gold each
20 Players: 100,000 Gold each
100 Players: 10,000 Gold each
Players may potentially win multiple rewards from the first month's lottery (i.e. each ticket has a chance to win)
Distribution Chests
- Distribution Chest have been renabled
- Fixed an issue where Secured or Locked Distribution Chests were distributing items but not releasing items that were being distributed (i.e. they would stay locked down in players backpacks / banks and would not be movable)
- Players can now close the Distribution Chest gump window and reopen it and not lose their players list
- Fixed an issue where players couldn't navigate to additional player pages in the players list
- The "Single" button has been renamed "Solo"
- The "All On Screen" button has been renamed "Nearby"
- Added a "Boss" button which will allow a player who has the [BossResults window open to add all friendly players (party members / guild members) from their currently displayed Boss Event into their Distribution Chest player's list
Tournament Schedule
- Fixed tournament schedule (should now display correct day of Saturday)
Region Bonuses
- Experience Gain (Aspect XP, Mastery Chain XP, Pet XP gain rates) will now to be a Region Bonus every week and is now active on the server this week
House Gating
- Removed the Friend/Co-Owner/Owner requirement to gate into a house location
Custodians
- Custodians will not respawn at a boss location until 15 minutes after the boss has been killed
Explosion Potions
- If players throw an Explosion Potion at a creature that has Telekinesis currently cast on it (i.e. the Sticky Explosion Potion mechanic), the explosion will only damage nearby NPCs and never hit nearby players or tamed/summoned creatures
Map Location Audit
- Conducted an audit of all Treasure Map, Fishing Map, Lumber Map, Ore Map, and Skinning Map and removed a number of locations that are now occupied by houses as well as Fishing Maps in areas such as the Daemon Keep region
Hinder / Entangle
- Hinder and Entangle will no longer provide flat damage bonuses if already on place on a creature and becoming "stacked"
- Players who inflict a Hinder effect on a creature (using the Archery Weapon Special) who is already currently Hindered or Entangled will increase their damage against the creature by an additional 50% (bringing the total Weapon Special Damage bonus to +100%)
Taming
- Players will no longer be able to gain Animal Taming skill while currently within a house
Tamed Creature Releasing
- Tamed Creatures that are released by their owner will now automatically be Pacified (i.e. Peacemaking) for 1 hour until they are auto-deleted
- Tamed Creatures will no longer be auto-deleted if released in town; will now simply be Pacified and autodeleted if untamed for 1 hour
- If a player tames a creature, it will remove any existing Peacemaking / Discordance/ Provocation effect on it (and remove the auto-deletion countdown)
Repentance
- Players cannot select "Repent" from the Murderer Penalty gump if they have killed players in the last 24 hours players who have not yet made a decision on giving them a murder count or not
Outlands Collectable Cards
- Fixed card graphics for Cavernam Dungeon, Cavernam Mini-Boss, Cavernam Boss
Stats and Donation Commands
- Players can now type [Stats to see their Player Stats Profile
- Players can now type [Donations to launch the donation page
Creature Abilities
- Bloodworms and Blood Coursers will not attempt to use their Blood Healing ability unless they have lost at least 10% health
Shimmer Lunar Backpack
- Fixed a spelling typo in the Prevalia Marketplace for Shimmer Lunar Backpacks (was missing the word "Lunar")
Timer Ticks
- Reverted a code change that may have been causing some instability / unintended randomness in the processing time of certain mechanics (i.e. Timer Ticks)
Patch Notes
Arena Tournament Schedule
- Arena Tournament weekly schedule will now alternate between 1 vs 1 Order and 2 vs 2 Order Tournaments (no more 3 vs 3 Tournaments or Chaos Tournaments)
- Fixed several issues with the Arena Tournament scheduling code
Guildstones
- Players will no longer be able to purchase Guildstones from Provisioners
- Players can now click the "Create Guildstone" button under the Players page of their house (only the House Owner may do this, however)
- All House Owners will be refunded 10,000 gold if they have a Guildstone currently locked down in their house
Societies
- Society Job for "Frozen Remains" has been replaced with "Frozen Dead" and amounts adjusted
Teleport Spell
- Fixed several issues with the Teleport Spell that were preventing valid teleport locations and allowing some invalid ones
Tamed / Summoned Creatures
- Using a Context-Menu command for a Tamed or Summoned creature will reveal the player
Clothing
- Fixed a text display issue Evening Gloves displaying "blessed" and values twice when single-clicked
Poisoned Weapons
- Fixed an issue where weapons were losing poison charges while attempting to apply poison to a creature already under the same or lower poison level
Remove Trap Spell
- Players receive a text warning if casting Remove Trap against a player while that player currently has a Remove Trap cooldown still in effect
Shafts
- Shafts should now properly weigh 0.1 stones each
Item Stacking
- Fixed an issue where Spell Hue Deeds and Furniture Dyes were not stacking properly
Furniture
- Small Dyeable Pegboard should now be dyeable
Prevalia Stylist
- Players who do not have a beard and elect to purchase one from the Stylist will no longer have the beard automatically match their existing hair color
NPC Training
- Players giving gold to NPCs for training should no longer consume more gold then required for training (i.e. a player dropping 2,000 gold onto a NPC will no longer consume all the gold)
Mounts
- Fixed several outlier issues where players dying while mounted in dungeons were not able to retrieve their mounts after resurrection
Player Squelching
- Fixed several issues where players could unintentionally become squelched by creature abililties beyond the duration of the effect (such as Lord Bile's eating ability)
Patch Notes
Prevalia Market
- Added a new limited edition cloth hue, Shimmer Lunar (hue 2342), to the Prevalia Market
- Added Distribution Chests to the Prevalia Market (explained later)
- Added Outlands Collectable Card Tomes to the Prevalia Market (explained later)
- Added a large number of new decoration furniture items to the Prevalia Market, most of which are dyeable with Furniture dyes
Prevalia Market Furniture
- Added the "Furniture" property to a number of existing deco item in the Prevalia Market (such as Wall Shelves and Square Tables) to allow them to be dyed with Furniture Dyes
Monster Shuffle
- We will be clearing the current Jackpot for Monster Shuffle and will use that gold amount as rewards for our soon to come Midsummer Festival event
- Adjusted the odds for creature rarity and rebalanced the baseline gold reward amounts for results as follows:
Two From Same Creature Group: 250 Gold x Group Bonus
Matching Pair: 500 Gold x Group Bonus x Match Bonus
Three from Same Creature Group: 1000 Gold x Group Bonus
Three of a Kind: 2000 Gold x Group Bonus x Match Bonus
- Adjusted the Match Bonuses for Rarity as follows:
Uncommon Creatures: 3x Match Bonus
Rare Creatures: 5x Match Bonus
Jackpot Progression
- Jackpots begin by requiring a player to have a result of 3x Daemons in the same hand
- For every 1,000,000 gold added to the Jackpot, the type of creature required changes to the next most common Creature Group (i.e. Daemon turns into Wildwood Reaper)
- There is no jackpot limit, but beyond 30,000,000 gold (since we have 30 Creature Groups) the jackpot will remain at 3x Horse
- Added a server-wide announcement when a player hits the jackpot as well as sounds + animations in the casino
Monster Shuffle Rares
- Fixed the graphics on several Monster Shuffle Rares that had incorrect graphics (such as Miniature Guillotine / Miniature Cloth Covered Chair)
Corpse Creek
- Players should be able to place houses inside of Corpse Creek once again
Barding Skills
- Players should now be able to gain Barding skill (Peacemaking / Provocation / Discordance) on any creature now (no longer tied to creature difficulty for skill gain chance)
Stealing
- Players should now be able to lift an recover an item stolen from them and not have to wait 30 seconds for the item to be movable again
Server Rankings
- Monster Shuffle Server Rank will now be tracked on Net Winnings (Winnings minus Roll Costs)
- Monster Shuffle Server Ranks will be wiped for players (and from now on using Net Winnings)
Added two new Server Ranking categories:
Omni Boss Slaying
Damage dealt to Omni Bosses
Loremaster
Completion of Level 8 Treasure Maps provided by Lore Tomes
Arena Tournaments
Arena Tournaments will resume under the following 3 week rotation:
Week 1: 1 vs 1 Order Tournament
Week 2: 2 vs 2 Order Tournament
Week 3: 3 vs 3 Order Tournament
We will be recoding the handling on tournament scheduling shortly to allow us to have both scheduled tournaments and impromtu tournaments (such as occasional Chaos Tournaments or Tank-Mage Tuesdays)
Region Bonuses
- Fixed several issues with various weekly server bonuses not stacking with other bonuses
- Removed the "Skill Gain" region bonus and replaced it with "Experience Gain" bonus (this will now be one of the 3 weekly bonuses for Dungeons/Wilderness)
- Experience Gain bonus increases the rate at which players gain Aspect, Mastery Chain, and Pet Experience while in that specific region (or Wilderness)
Aspect Gear
- The Command "Inspiration" triggered Weapon/Special Aspect Effect now increases Follower damage by 50% + 5% Per Tier Level
- The Water Armor Aspect Healing effect bonus now applies to all players and creatures healed by the player (including themselves)
- Fixed an issue where the Fortune Windfall gold loot bonus sometimes wasn't applying correctly to creature gold loot amounts
- Fixed an issue where players could occasionally trigger an Aspect Weapon or Spellbook special by attacking or casting harmful spells on a friendly creature/NPC (The Command Aspect can still "proc" by casting beneficial spells on your controlled creatures)
Tamed Creatures
- Fixed an issue with Smoke Drakes / Smoke Dragon's Steam Attack that was not properly attributing damage from the ability to the creature (meaning it didnt show up as overhead damage caused by the "tamer" and wasnt using the PvP damage scalar for tamed creatures)
Guild Boss Summoning
- Added a Double-Click confirmation to Boss Summoning from the Guild page
IDOCs
- Recoded the random timer for IDOCs to fix an issue where collapses would often occur at hour-marks
Looting Rights
- The guild who did the largest total damage to a boss creature (Lore Boss, Mini-Boss, Boss, Omni-Boss) will always have looting rights to that creature (in addition to other players who also qualified for looting rights)
Achievements
- The Pickpocket achievement (stealing from players) is now worth 3 / 5 / 7 Achievement Reward points for completion
Added new Achievements for the following:
Omni Slaying
Dealing damage to Omni Bosses
Invader
Using Omni Runes to invade another player's Omni Realm instance (can only record 1 invasion per account per Omni Realm instance)
Loremaster
Completing Level 8 Treasure Maps provided by Lore Tomes
Echosmith
Unlocking Echoes on characters (we are planning on allowing for multiple Echoes per character, albeit and exponentially increasing costs)
Remodeler
Using the House Expansion mechanic to spend gold/doubloons to increase the number of Secure Containers in a house
Recycling
- Fixed several issues from last weeks changes to recycling
- Player can double-click to convert Raw Fish, Raw Large Fish, and Logs into harvest materials again
- Players can no longer use Recycling to cut cloth items (must be done with scisors)
Distribution Chests
- Players can now purchase a Distribution Chest which allows them to distribute the contents of the chest to a specified list of players
- Distribution Chests can be purchased from the Prevalia Market Merchant
- Distribution Chests function as a normal chest (lockable / securable), however, when a player double-clicks a Distribution Chest, if they have access rights to it (if it's locked down or secured) they will also have a Distribution Chest Window pop up
- In the Distribution Chest Window a player can add characters to add to the Distribution List, which is the list of potential players to receive items from the chest
- Players can click buttons to target and add Single players, all members of their Party, or all players currently on their Screen into the Distribution List
- Players may only be added to a Distribution List if they are Party Members or Guildmembers of the acting player (this is to prevent players from griefing other nearby players by "sending" them heavy stacks of items or huge piles junk items against their will)
- When the player is satisfied with their Distribution List, they can click the "Distribute Chest Items" at the bottom of the window
- However, a player must be inside of a house to in order to Distribute items (this is to prevent players from "distributing" items out of dungeons, during field PvP, or outside of event areas)
- Upon Distribution, each item in the chest is randomly distributed to a player in the list (attempting to give all players an equal number of items if possible)
- Each container (such as a bag) inside of the base level of the chest is considered one item
- Each stack of items (such as gold) is considered one item for distribution purposes
- If a player receiving items is inside the same house as the distributing player, and has room in their backpack, and is alive, their items will be placed in their backpack
- If a player receiving items is not in the same house as the distributing player, does not have room in their backpack, or is dead, their items will be placed in their bank box using the Bank Queuing mechanic (will appear as soon as bank has room available for the item)
- All players who are on the Distribution List will then receive a gump window showing the results of the distribution
- Each line in the results window shows who received each item, with a backpack icon shown if the item was placed in the player's backpack, or a silver chest if it was placed in their bankbox
- Afterwards, the Distribution list is cleared
Outlands Collectable Card Tome
- Players can now purchase an Outlands Collectable Card Tome to store their Outlands Collectable Cards
- The Outlands Collectable Card Tome is available for purchase on the Prevalia Market Merchant
Outlands Collectable Cards
- Outlands Collectable Cards will now be dropping as rare loot in a variety of places (Monsters, Chests, Ships, etc)
Test Center Login
- Players who log into the Test Center will see an overhead notification as well as an audio sound informing them they are on the test center
House Expansions
- Players now have the ability to increase the number of Secure Containers (and Lockdowns) in their houses and boat houses
- The Owner of a house can click the "Expand House" button on the Overview page of the house to open the House Expansion window
- Each House Expansion increases the total number of Secure Containers in the house by 1 and Lockdowns by 175
- The first expansion costs 100,000 gold and each subsequent expansion increases the cost by a further 100,000 gold (i.e. 1st = 100,000 gold 2nd = 200,000 gold 3rd = 300,000 gold)
- Click "Expand House" and confirm to apply the Secure Container / Lockdown increase
- Any increase in Secures / Lockdowns will be stored on the House Deed if the player Demolishes the house and will be reapplied when the house is placed again
- In both the Real Estate Broker Housing Market window and Purchase House window the text will be listed in Green for a house if it has been expanded and has more than the normal amount of Secures/Lockdowns for that house's base type
- When a player sells a House Deed via the Real Estate Broker, the value of the house will factor in the gold spent for expansions (i.e. the player will recieve 90% of (Base House Price + Gold Spent on Expansions)
Town Criers
- Added a Staff system to easily update Town Crier messages for upcoming events and server activities
Damage Entries
- Recoded handling for Damage Entries to be saved during server resets and reboots
- Damage Entries for Mini-Bosses and Bosses should now last 1 hour (i.e. will only get wiped if player doesnt damage creature for 1 hour)
- Damage Entries for Lore Bosses, Omni Bosses and Event Bosses will no longer expire (i.e. wont get wiped ever)
Omni Boss
- Damage dealt to Omni Bosses should now correctly be tracked for distribution of Mastery Chain Links
Shrine Corruption
- Damage dealt to Shrine Corruption bosses should now correctly be tracked for distributing Ankh Tokens
Boss Results Gump
- Fixed an issue with certain Bosses not displaying full data for results (such as all 5 Mastery Chain Links on Omni Bosses)
New Player Dungeon / Societies
- Players can no longer make progress on Society Jobs from creatures found in the New Player Dungeon
Skill Mastery Scrolls
- Skill Mastery Scrolls now have different hues based on which "Skill Category" they belong to, in order for players to more easily recognize which ones are valuable to them on corpses and vendors
- Categories include: Crafting, Taming, Barding, Harvesting, Treasure Hunting, Supplemental Skills, and Misc Skills
Treasure Map Tomes
- Fixed an issue where level 8 Treasure Maps (from Lore Books) lost their unique hue when removed from Treasure Map Tomes
Ships
- Fixed an issue with ship sinking and item deletion that should hopefully improve server performance
Timed Statics
- Overhauled our code-system for Timed Statics (i.e. temporary animation effects on the screen from boss abilities, player special actions, etc) to hopefully improve server performance and reduce long-term lag that occurs when the server has been running for several days consecutively
Patch Notes
Progressive Save Timers
- Server Saves will now occur at every 10 Minutes + 1 Minute for each consecutive days of server uptime (no crashes/patches)
- For instance, if the server has been online for 5 days without crashing/patching, server saves will be occuring every 15 minutes
Lift Delays
- Performing a Lift Action (lifting an item) will no longer create a delay for players to Use an item
Disarm / Hamstring
- Fixed some issues that may have been causing some players to have their Disarm / Hamstring "untoggled" after various intervals (requiring them to re-toggle it back on)
- Players who have Hamstring or Disarm set to automatically untoggle will now receive "You may now attempt to Hamstring/Disarm your opponent" messages after swing attempts
Shrine Corruption
- Each Shrine Corruption Wave creature is now "released" from their summoning portal and appears after a random duration (3-30 seconds)
- Shrine Corruption Waves now have more creatures per wave (since creature arrival is now randomized / staggered)
- Volcanic Elemental difficulty has been increased
Custodians
- Fixed an issue where Custodians were appearing during Summoned Bosses
- Custodians will now remove any Ghost Players they come across and teleport them to the dungeon entrance
Bosses
- Hit Points for Bosses (but not Mini-Bosses) have been increased significantly (again!)
Lore Bosses
- Dramatically increased the difficulty of Lore Bosses summoned from Lore Tomes (Flamekeeper, Echo of a Lost Age, Broodbearer)
Daemon Keep
- Rift Cultists, Rift Footman, Rift Warrior, Rift Lesser Daemon, and Rift Daemon have all been increased in difficulty
- Omni Rune drop rates for creatures at Daemon Keep have been moderately reduced
Mountless Regions
- Fixed an issue where players could summon Mount Tokens in certain Mountless areas (although they would be dismissed as soon as the player moved)
Tamed Creatures
- Whenever a player or tamed/summoned creature performs a harmful action to another player's tamed/summoned creatures, it will flag them (and their pets) as grey to the victim for the next 2 minutes (this is a safety check to ensure players can fight back against players doing harmful actions to their pets)
- Tamed/Summoned creatures that have been Pacified with Peacemaking are no longer frozen, and instead may use the following commands: Come, Follow, Stop, Move
- Fixed an issue that was causing the Mender trait to not grant the full healing bonus to pets
- Fixed an issue that was causing the Healing Rune to not grant the full healing bonus to pets
- Phoenix PvP Damage Scalar has been reduced from 0.5 to 0.4
- Tamed Creature Bleed effects against players now are spread out across 30 seconds (rather than 15) to lower their impact in PvP
Loot Drops
- Increased the chance that Treasure Maps will "upgrade" to higher levels when dropped as loot
- Increased the chance that will Magic Weapons, Magic Armor, Magic Spellbooks, and Magical Instruments upgrade to higher levels when dropped as loot
Server Rankings
- Monster Shuffle Winnings should now show up on the Server Rankings page
Wilderness Spawns
- Fixed an issue that would sometimes cause wildlife to spawn in player's houses
Creature Abilities
- Tribal Shaman's special ability will no longer damage targets it does not have LOS to
Patch Notes
Due to the Stack Overflow issue on Friday May 24, the following patch notes items from May 24th have now re-added into this patch and should now be active (see below)
http://forums.uooutlands.com/index.php?threads/patch-notes-for-may-24-2019.2193/
Lore Bosses
- Lore Bosses should drop a Mini-Boss worth of loot on their corpse again
Paralyze
- The paralyze spell should work on creatures once again
Cloth Recycling and Scissors
- Overhauled the code on cloth cutting / scissors handling to streamline the system and ensure uniform handling
- Clothing, Masks, and Neckwear (scarves/neckerchiefs) can no longer be recycled using the Crafting Menu Recycle mechanic and can now only be cut with scissors
- Players can now use scissors on any clothing item including donation masks / donation clothing
- Clothing items that are made with leather or treated as being "leather" in terms of AR (such as masks / evening gloves) will return cloth when cut and this cloth will maintain any special hues
Backpacks
- Fixed an issue that was causing "phantom" backpacks for players requiring staff intervention to fix
Lore Books and Lore Notes
- Updated the single-click handling of Lore Books and Lore Notes to display whether the item is Locked Down in a house
Treasure Map Locations
- Fixed several Treasure Map locations that were in inaccessible locations (unable to double-click the chest) and reorganized the locations of Daemon Keep treasure map locations
Archery Hinder Effect
- Fixed an issue where performing an Archery attack from stealth and dealing an Hinder effect to a monster was not lasting the intended duration (should be 8 seconds)
Loot
- Reverted the bumps to Magic Weapon, Magic Armor, Magic Spellbook, and Magic Instrument drop rates from previous patch
Tracking
- Added a new "Hostile Players" tracking Hunting mode (decpited with Grey + Orange + Red icons) that tracks all players that are grey, orange, or red to the player
- Fixed some issues that were causing some players to not show up on the Hunting system occasionally
- Added 3 new additional toggles for players to filter Tracking / Hunting Results
- Hide Party / Guild when toggled will remove all players in the same party or guild from tracking results / hunting
- Hide Allies when toggled will remove all members of any Allied guilds from tracking results / hunting
- Hide House / Ship when toggled will remove all players who are currently in a house or on a ship from tracking results / hunting
Skill Gain
- Fixed an issue that wasn't properly granting bonus skill gain in the New Player Dungeon
- Players can now receive a bonus to Magery skill gain rate while in the New Player Dungeon
Patch Notes
Mastery Chains
- Updated the handling on Mastery Chain "Paperdoll Refreshing" (which occurs when players Recall/Gate/Hike/Moongate travel) to prevent some issues with player backpack item limits
- Mastery Chains will now never decay if left on the ground
Hinder / Entangle
- Hinder and Entangle effects should now correctly be dealing damage again to a target if the target is already Hindered or Entangled
Monster Shuffle
- Player's results for Monster Shuffle now will always be whichever result has the highest gold value (previously a Three-of-a-Kind could potentially override a Matching Pair that was actually more valuable)
Stealing Skill
- Fixed an issue where a player stealing part of a stack of items would cause the remaining stack portion in the victim's backpack to be unmovable for 30 seconds (will now correctly only set items moved to the thief's backpack as unmovable for 30 seconds)
Backpacks
- Fixed a potential issue with older characters (who havent logged in in a while) having issues with items being placed in their main backpack
Patch Notes
Casino
- The Prevalia Casino has been reopened with Monster Shuffle available again
- Fixed a large number of issues with Monster Shuffle, including Match and Group bonus amounts as well as item loot drop rates
- The Prevalia Casino is now a Mountless and Stamina-Free zone
Guild / PvP Patch Support
- Added a large amount of code to support upcoming features for our Guild / PvP patch (this patch is coming to Test Center shortly)
Omni System
- Fixed an issue that was incorrectly distributing Mastery Chain Links during Omni-Boss fights
- Players who are allied to a guild can now freely use their summoned Omni Gate as if they were part of the guild
Echoes
- Players will no longer be able to use Aspect Cores, Aspect Distillations, Arcane Scrolls, or Mastercrafting Diagrams to pay for Echoes
- Players will still be able to pay for Echos using Gold, Doubloons, and Skill Mastery Scrolls,
Custodians
- Custodians are now back online at Boss locations and should be working as intended
Mastery Chains
- Players may now type [MasteryChain to double-click their current Mastery Chain (an entry has also been added to the Mechanics section of the Paperdoll -> Help -> Commands tab for this)
Achievements
- The Artisan Achievement now uses Aspect Distillations (instead of Aspect Extracts) and the amount per achievement rank has been increased moderately
- Players must now click twice in order to confirm purchasing Reward Items from the Achievements menu
Arenas
- Players should now be able to manually double-click weapons and armor in the Arena in order to equip/dequip them during combat (following the normal item restrictions for the duel)
Heat of Battle
- Fixed a few issues where players with a Heat of Battle longer than 2 minutes (due to PKing with 2+ players) could sometimes reduce it back down to 2 minutes (this is no longer possible)
Creature Abilities
- Fixed an issue where Antlions and Ankhegs using the Dig ability wouldn't display their damage dealt as coming from the tamer (they should now correctly count as tamed damage)
Lumberjacking
- The Skill Gain Rate for Lumberjacking has been drastically increased
Housing Gump
- Fixed several display issues with Black Boxes in the housing display gump
Lore Note Pages
- Players may now double-click and view Lore Note Pages that are locked down in a house
Boss Creature Carving
- Mini-Bosses, Shrine Bosses, Omni-Bosses, and Event Bosses now have a uniform "Difficulty" level, when player carve their corpses, that is used to determine amount of Meat, Leather, and other resources that appear on the corpse
- Mini-Boss Difficulty value for carving is 1000
- Shrine Boss Difficulty value for carving is 1500
- Boss Difficulty value for carving is 2000
- Omni Boss Difficulty value for carving is 5000
- Event Boss Difficult value for carving is 10000
House Experience and Creature Loot
- Players who are inside a house when a creature is killed will no longer be considered to have dealt damage to that creature, preventing them from earning Aspect XP, Mastery Chain XP, Society or Achievement Progress, or Tamed Creature XP from the creature
Patch Notes
Achievements Fix
- Conducted a large audit of Achievements to update player's progress amounts and completions for achievements (will take roughly 30 minutes to perform after patch goes live)
- Fixed a number of issues where player's total achievements were above the maximum number for each category
- Aspect Mastery achievements should now track properly
Mastery Chains
- Added a fix for Mastery Chains sometimes "disappearing" from player's paperdolls (they are still there, just not visible to the player)
- Whenever a player travels (Recall/Gate/Moongate/Hiking) Mastery Chains should reappear on the player's paperdoll if they were not visible
Guild Boss Summoning
- Players must now be at least Officer or Guildmaster rank in a guild to use the Boss Summoning mechanic on the Dungeons Guild page
Player Vendors
- Fixed an issue where Player Vendors sometimes would not refresh their contracts (would stay at "1m remaining"
Neutral Ships
- Cleared out a large number of neutral (non-aggressive) NPC ships that had their hulls lockpicked (which is now no longer possible as of last patch)
Murder Penalty Gump Resurrection
- Players will no longer be able to resurrect inside a house they are not friended to when accepting a Murderer Resurrection Penalty window
Custodians
- Fixed an issue where Custodians were not disappearing when bosses spawned
- Fixed an issue where players could sometimes still Track custodians (players should not be able to)
Corpse Creek Contest
- Fixed an issue where scoring update messages always listed each player's guild as the current leader (instead of the correct leading guild)
Targeting
- Moving through a Moongate should now cancel any cursors players have up (such as spells / stealing / etc)
Boss Results
- Added a new Boss Results system that displays how individual players and guilds performed against bosses
- Players can view Boss Results by typing [BossResults in game
- Any time a Boss is killed (which includes Mini-Bosses, Bosses, Shrine Bosses, Omni Bosses, and Event Bosses) the results of the boss fight are added to a list of fights that have occured over the last 30 days
- Players can go back and forth and view previous boss kill details by clicking the "Previous/Next" arrows at the top left of the window
- For a boss that has just been killed, players who were involved in the fight (either did damage or in the same guild as a player who did damage to the boss) must wait 5 minutes before the boss fight data is added to the list and is viewable
- Once 60 minutes have passed since a boss has been killed, all players (regardless of involvement in the fight) will see results of the boss fight in their [BossResults menu
- The delay in Boss Results being added is to prevent players from simply watching the results window and "raiding" groups have just finished bosses
Omni System
- Changed the Summoning and Server-Wide announcement sound file for the Omni System
- Fixed an issue where Omni Bosses were tethered to a 50 tiles radius of their spawn location (they now can roam freely through the Omni Lair)
- Omni Bosses now summon Rift Cultists at various intervals for support
Omni Boss Mastery Chain Link Rewards
- Completion of a Tome of Heroism now rewards the player with 3 Mastery Chain Links (previously was 2)
- Omni Bosses now have 5,000,000 hit points
- Omni Bosses no longer distributes 2 Mastery Chain Links on death
- Omni Bosses now distribute 1 Mastery Chain Link each time 1,000,000 hit points of damage have been dealt to it, making for a total of 5 Mastery Chain Links to be distributed
- For each 1,000,000 damage dealt to the Omni Boss, the system looks at which players inflicted that damage and randomly grants a player a Mastery Chain Link in their backpack, with chances matching their damage percentage amounts
- For example, a player who dealt 100,000 damage (which is 10% of the 1,000,000 total) would have a 10% chance to get the Link
- If the player who would get the link is either dead or no longer in the Omni Lair, their link will appear on the Omni Bosses' corpse and only that player or their guildmates will be able to lift it for 10 minutes (after 10 minutes any player can lift it off the corpse)
- For Boss Results for the Omni Boss, damage amounts are broken down by Mastery Chain Links distributed (which is every 1,000,000 hit points dealt)
- Players can click the Arrows in the upper right corner for the Boss Results window to see how each player and guild performed for each Mastery Chain Link awarded for the Omni Boss
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