What's new

PATCH Patch Notes for January 13, 2022

Luthius

Developer
Staff Member
Outlands Discord
  • There will now be an announcement in our Outlands #livefeed-pvm Discord channel when Weekly Region Bonuses are reset (occurs each week at 7pm CST)


Special Ability Effects
  • Players will now receive a system message notifying them when their Song of Discordance, Song of Peacemaking, or Song of Provocation effects on them have expired


Buff Bar Icons
  • We are now beginning to add (finally!) new Buff Bar Icons for a variety of effects on players
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New Buff Bar Icons have been added for the following effects:

Song of Discordance
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Song of Peacemaking
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Song of Provocation
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Tracking (Hunting Mode Active)
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Hamstring
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Ships

Ship Abilities

  • Ship Abilities activated by player ships that previously would target the nearest ship within 25 tiles will now target the nearest ship within 12 tiles (such as Sargasso, Eye of the Storm, Bad Rations, etc)
  • Ship Abilities activated by NPC ships that previously would target the nearest ship within 25 tiles will now target the nearest player ship within 18 tiles
  • The Sargasso Ability will now slow ships by 75% for 5 seconds when passing through Sargasso tiles
  • The Chainshot ability now reduces Movement Speed by 33% (previously was 20%) for 10 seconds (previously was 15 seconds)
  • The Tanglevine ability now reduces Movement Speed by 50% (previously was 30%) for 10 seconds (previously was 15 seconds)
  • The Sea Change ability will now also allow the ship to ignore Movement Reducting effects for 30 seconds

Ocean Bosses
  • In order for players to be considered towards looting rights for Pending Salvage for the Ocean Boss and Ocean Mini-Boss, their ship must have damaged the boss within the last 5 minutes


Spyglasses
  • Players using Spyglasses to search for Ships or Fishing Spots will no longer provide Tracking Skill gain
  • Each search type for Spyglasses (Ships / Fishing Spots) now has an independent cooldown of 10 seconds and is not restricted by normal skill cooldowns (i.e. a player could Meditate, Track for Ships, and Track for Fishing Spots all within the same 10 second period)


Misc
  • Fixed an outlier issue where players could walk off ships and briefly be considered still on the ship (in terms of Damage handling)


Fishing Maps
  • The Minimum Fishing Skill needed to Decode as well as Harvest from Fishing Maps should now correctly match the values and handling for those of Ore Maps, Lumbermaps, and Skinning Maps
  • Fixed an issue where players using colored material Fishing Poles (such as Avarwood Fishing Pole) wasn't increasing the "search" distance for attempting to locate Fishing Map locations and setting up their Fishing Camps
  • Players should now be able to gain Fishing skill when using harvesting Fishing Maps


Necromancy

Pain Spike

  • The amount of damage that the Necromancy Pain Spike ability will inflict on a creature is capped by how much total damage the player (including from their followers/provocation) have previously inflicted on the target so far
  • Pain Strike will always do a minimum of 100 Damage to a creature

Examples
  • A player activates Pain Spike and hits a creature they have not yet damaged before, therefore Pain Spike will be capped at dealing 100 Damage to that creature
  • A player activates Pain Spike and hits a creature they have already dealt 300 damage to so far, therefore Pain Spike will deal a maximum of 300 damage to that creature


Poison Strike
  • The number of Poison Ticks that the Necromancy Poison Strike ability will trigger on a creature is now capped by (Poison Ticks Already Resolved + 1)

Examples
  • A player casts Poison on a creature and immediately triggers Poison Strike, which immediately resolves 1 Poison Tick
  • A player casts Poison and after 2 Poison Ticks have resolved, triggers Poison Strike, which immediately resolves 3 Poison Ticks
  • A player casts Poison and after 3 Poison Ticks have resolved, triggers Poison Strike, which immediately 4 Poison Ticks (the max amount)


Command Aspect
  • The Command Aspect Weapon/Spell "Inspiration" effect now provides only half of the normal Damage Bonus amount to Undead followers created by the Necromancy Vengeful Spirit ability


Death Aspect
  • The Death Aspect Weapon/Spell "Decay" effect now inflicts (1000 + (100 * Tier Level)) damage to its target over 20 seconds [previously was (1100 + (110 * Tier Level))
  • The Death Aspect Weapon/Spell "Decay" effect now also prevents any of the player's Undead Followers from experiencing the Undead Decay mechanic (where they would periodly lose both Hit Points/Maximum Hit Points) for the next 30 seconds


Mastery Chains
  • Players can now shift-click themselves and select "Mastery Chain" to launch their Mastery Chain Menu for their character (if available)
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House Decay / IDOCs
  • Fixed an issue where Murderers within 100 tiles of an IDOC instance (during a 3 hour window from the point of initial announcement) were not being granted Dishonored exemption correctly in some cases


Housing
  • Fixed an issue where players were unable to Lock Down items inside of containers in houses via using the Interior Decorator tool
  • Whenever players Purchase a house from another player through the Housing menu, any Rental Vendors inside the house that are set to "Rent to Myself" (i.e do NOT have a contract with another player) will be deleted and their contents sent to the bank box of the now previous owner of the house
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Trade Caravans
  • Players in Warmode can now double-click a Caravan Horsemen of a Trade Caravan to initiate an attack on the caravan
  • Players attacking a Trade Caravan will now reveal the player
  • Somewhat increased the chance for players to Steal items from Trade Caravans when attacking them


Battle Trainers
  • Battle Trainer NPCs should no longer suffer Barding Breaks


Harvesting
  • Only Young players may now harvest while on Shelter Island or New Player Dungeon


Bard Codex
  • The cost of the Revolution Song upgrade has been reduced to (1 / 2 / 3) per Tier Level (previously was 2 / 3 / 4)
  • The cost of Throat Singing upgrade has been reduced to (1 / 2 / 3) per Tier Level (previously was 2 / 3 / 4)
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PvP
  • Players will no longer be able to gain Magic Resist skill if they are flagged as being in PvP (players were using Magic Resist skillgain checks to determine premptively if their characters were being targeted with Explosion spells by other groups of players)
  • Note: Casting spells on a Green/Friendly player does *not* alone flag the player in PvP, so players can continue to macro Magic Resist in their homes with partied/guild players casting onto them as normal


Tamed PvP
  • During Dungeon Flashpoints and Corpse Creek Contests, Tamed and Summoned Creatures now deal 50% less damage to event participants and their Maximum PvP Damage Per Control Slot Cap (tracked over 3 seconds) is also reduced to 50% of normal against event participants as well


Tamed Creatures
  • The "Thrifty" Upgrade for Taming Bestiary (Affinity system) will now work on Heal, Greater Heal, and Cure Scrolls cast on Tamed Creatures (similar to reagent usage)


Tracking
  • Fixed an issue where the east section of Nusero 3 dungeon would sometimes not result in successful Tracking attempts for players


Paragon Chests
  • Paragon Chests when initially looted will now be marked as (sealed) and will not contain any loot (and will weigh 1 stone)
  • Once a Paragon Chest has been Lockpicked, it will fill with its intended loot (which will change the weight of the chest) and will no longer display as (sealed)
  • Handling for Gold Progress earned from unlocking Paragon Chests etc will remain the same as before
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A sealed paragon chest that does not contain any items yet


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A player lockpicks a Paragon Chest and it immediately fills with items


Stablemaster
  • Tamed Followers retrieved from a Stablemaster will be ressurected (if neccessary) and automatically put into Follow mode


Treasure Maps
  • Added an internal auditing system that should clean up a large number of Treasure Maps that have locations in invalid spots or in housing locations


Prevalian Exchange Officer
  • Players can now exchange empty Aspect Item Tomes at the Prevalian Exchange Officer for any of our other Tome Items normally available via the Prevalia Market
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Jousting Shields
  • Jousting Shields will now display their Hue name when single-clicked if dyed with a Rare Dye


New Andaria Castle Tournament Grounds
  • A new Jousting Arena, Archery Range and Melee Arena have been added to Andaria Castle (within guardzone)
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New Clothing Animations
  • Leather Harness and Brown Leather Harness now have accurate animations displaying on your ingame avatar
  • Leather Satchel now has an accurate animation displaying on your ingame avatar


Arenas
  • Fixed an issue that was preventing players from using Explosion Potions during Arena Matches where the match settings allowed for them
  • Fixed an issue where players attempting to throw Explosion Potions during Arena Matches would reduce their "Uses Remaining" allowed even if the player still had a cooldown remaining before they could legally throw the potion
  • Removed the option for players to purchase Arena Credits (for dueling/tournaments) with Prevalia Coins


Creature Deaths
  • Fixed an extremely rare occurrence where a boss being killed would result in multiple corpses and multiple Boss Results being resolved


Test Shard
  • Summer Apron has been added to the "Create Clothing Item" collection on the Purple Player Editor Statue on the Test Shard
 
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RIP necro.
Well Poisoning looks to be the way to go now. Command Might have been pretty strong with the pet damage but not being able to carry a Foci with that setup seemed like a decent trade off... stronger procs for less of them.
 
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RIP necro.
Well Poisoning looks to be the way to go now. Command Might have been pretty strong with the pet damage but not being able to carry a Foci with that setup seemed like a decent trade off... stronger procs for less of them.
Na, goood patch. Necro is still powerful, just the damage isn't front loaded any longer. Now it won't be as easy for a necro to bully their way into winning looting rights off of someone already engaged with a mob.

Tbh, I think Outlands is approaching a very good balance between the different playstyles. The pace at which admin puts out quality patches/updates/fixes is quite astounding. Hats off.
 
So we're back to dexxers being the only class able to do kill-stealing burst damage. Because that makes sense.
 
So we're back to dexxers being the only class able to do kill-stealing burst damage. Because that makes sense.
Well that statement is highly debatable.

Let's just go with it though... Let's assume your right (again, debatable). If any class should be outdamaging anyone it should be the class all up in the mix in melee range with their HP on the line. That is a much easier pill to swallow vs. the class fighting from a safer distance.
 
the class all up in the mix in melee range with their HP on the line
Lol, right. With all the damage mitigation from air or earth plus defensive skills like wrestle/parry plus tanky armor you've got what, maybe 2 HP on the line? :p A necro swooping into range for a pain spike would be at more risk.
 
With all the damage mitigation from air or earth plus defensive skills like wrestle/parry plus tanky armor
Correct.
Lol, right. With all the damage mitigation from air or earth plus defensive skills like wrestle/parry plus tanky armor you've got what, maybe 2 HP on the line? :p A necro swooping into range for a pain spike would be at more risk.
Well if they are at range they shouldn't face a whole lot of risk, I'm sure there are some YouTube tutorials out there if they are dieing often at range on a summon class.
 
So we're back to dexxers being the only class able to do kill-stealing burst damage. Because that makes sense.
are you talking about a lucky first hit proc? b/c anyone can do that.
t12 air here and I had so many necro steal mobs right from me. lich dps plus FS spam.
I've watch pwnstar farm on his necro summoner, it was nasty and fast.
 
Honestly its not bad... I have T12 death and instead of me being able to do 2k burst dmg up front it takes me an extra 10 seconds to do it lol.. Honestly if using two liches after one volley your pain spike still does the same amount it used to. What does suck is if you're tanking multiple mobs now the others dont take dick for dmg but its what it is.
 
RIP necro.
Well Poisoning looks to be the way to go now. Command Might have been pretty strong with the pet damage but not being able to carry a Foci with that setup seemed like a decent trade off... stronger procs for less of them.
Necro is still a strong class, Just not as OP
 
So what's the max damage pain spike can do? Or did that max remain the same?
The Max amount based on Effective Necromancy Skill didnt get changed at all. We just added an additional cap based on the damage you've already done to the target
 
The Max amount based on Effective Necromancy Skill didnt get changed at all. We just added an additional cap based on the damage you've already done to the target
Awesome patch man, so much stuff that all makes so much sense; or major quality of life stuff, sweet!

The Damage to Necro nerf i agree with too, but I think the cap should be skill based.
So the higher effective Necro (and or poison) skill the player has, the higher the cap should be.
Still so that no matter how high the skills are, they can't just instant gip like they could, but more than 100 damage / 1 tick, based on skill.

A way to do it, for the poison ticks, could be to get an extra tick based on a succesful check, using same check as for if a poison is lethal or not.
The 100 damage cap is a little more tricky, but perhaps a chance to increase the damage by skill amount, based on skill.
skill% - 100% chance to do skill extra damage.
So at 100 skill, you would have 0% chance to increase cap.
At 120 skill you would have 20% chance to increase cap by 120 points of damage.
At 200+ skill you would have 100% chance to increase cap damage by 200+ damage...
 
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Another good patch ! Thanks all who made this and keep shard actively develop.

I just want to say something about necro/mage/summon/tamers vs dexxers. I think ppl not think enough (empathy). Yes there are so many ppl around playing necro/poison/tamer right now bcs of this on dungeons ppl keep use abilities (not same person) thats why dexxers loose mobs (bcs so many ppl around playing necro/tamer/game) BUT dexxers can also melting and tanking everything (basicly no CD for it). Necro/mage builds maybe have a burst damage but its only for every 30secs. Same person cant out dpsed you again and again.

When we come up the griefer part (which is very often) necros/tamer/mage very vulnerable (dispel summons, getting attacked summons etc) Dexxers have nothing to loose, they can keep goin.

And about those youtube necro build videos: people show videos cut clipped on every abilities up & ready to use part + use 30millions worth links. Its not happening in game play its nothing like that. You cant keep melting things around.

Im not saying you shouldnt nerf necro bla bla.. im ok with patch i ve 5 echos i like playing different builds but if you say something against 1 class you should also think every down and up side, just my thoughts..
 
I am told by necro poisoners, that the whole poison cap thing, has a huge problem, the count gets reset a lot.

Why not do the same cap as on Pain Spike? As in, it still always fires all 4 ticks like it used to, but it can not do more damage, than what has already been inflicted.
 
I am told by necro poisoners, that the whole poison cap thing, has a huge problem, the count gets reset a lot.

Why not do the same cap as on Pain Spike? As in, it still always fires all 4 ticks like it used to, but it can not do more damage, than what has already been inflicted.

The count is only reset when you upgrade your poison, I personally would rather it remain the way it is, because I want to get upgraded to lethal, then get the ticks in at the max damage, not have shit damage done, upgrade to lethal finally, and then get to resolve 4 ticks with a lower damage cap. Maybe I'm understanding that wrong though.

Overall I think the changes were great, removed damage from being frontloaded, pushed it back down the road, if you stagger your poison strike & pain spike as a necro poisoner, you are going to hit the same DPS levels, and notice very little change here. If you are a death necro, your pain spike is going to be higher damage - so your DPS should again remain the same, just have to finish mobs with it, not steal mobs from in front of people with it. If you are a command herder - I can see being disgruntled by not having full heals, but that just went against the design intent of necro summons being quick up and down, and having to be resummoned.

For everyone saying dexxers can still kill steal - please tell me with what ability? If we proc (you can proc!), we can kill steal up front, if we work a mob down below 50% we can hit a finisher, and do some back end damage, are we getting some loot rights? sure. But anyone out there farming on a dexxer in high end areas, is likely 12+ links, because we don't hold a candle if we are not - so I hope you aren't comparing our 12 link builds to your 3-4 link necro builds that are hanging.
 
May I make a suggestion to the recent patch. I completely agree with with the pain spike and poison strike changes, however during boss fights the poison strike damage will only do max damage after 3+ ticks and this is reset every time you reapply poison. If it were changed to track total ticks done to a mob instead of current remaining poison ticks then it would still accomplish removing the front loading of the damage on mobs and not completely nerf boss damage as a poisoner. Just a suggestion.
 
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