What's new

PATCH Patch Notes for January 25, 2025

Luthius

Developer
Staff Member
Monsters Rebalance
  • We have undertaken a massive rebalance of monsters across Outlands, including in nearly all dungeons, most wilderness spawns, as well as Ocean NPCs including PvM Ship Crews
  • Classically underpowered creatures, especially those in dungeon Levels 1 and 2, as well as wilderness spawns, have been drastically adjusted and players should now be able to find signicantly increased availability of "farmable" locations throughout the world
  • We have further adjusted the CreatureDifficulty algorithm that determines the Gold/XP value of creatures, to provide a better scaling curve for creatures, with further diminishing returns on "very high level" creatures (which were a bit overtuned for loot purposes previously)
  • We have also made a large number of behind the scenes adjustments to creature abilities and their damaging mechanics and how they prove "threatening" to players in order to provide a better scaling challenge to players at different progression levels

Players can see updated stats, skills, DifficultyValues, and Gold Values for creatures in the "Live" tab of the following spreadsheet below:

https://docs.google.com/spreadsheets/d/1VVJnOtP_P4LMlRJWyicpzaMOVhCFjtjk0XV0eYkwk4U/edit?gid=466360759#gid=466360759



Bosses
The amount of Hit Points that Boss-type creatures receive per Damaging Player via the "*Increases in Size*" mechanic is now as follows:

Lore Boss: 40,000 Per Player (previously was 30,000)
Mini Boss: 40,000 Per Player (previously was 30,000)
Boss: 80,000 Per Player (previously was 60,000)
Omni-Boss: 500,000 per Player (no change)



Loot
  • Each Damaging Player via the *Increases in Size* mechanic will now increase the Gold/Loot on a boss by 1% (Previously was 0.5%)


Arcane Essence
  • The rate Arcane Essence consumption for Aspect Gear is now 1 Arcane Essence for every (3000 - (30 * Tier Level)) Damage Dealt [Previously was 2000 - (30 * Tier)]


Pit Trials
  • Pit Trial Records (Weekly / Seasonal / Lifetime) have been reset due to Monster Rebalancing
  • The amount of increase in Min/Max CreatureDifficulty of spawns per wave has been increased moderately


Warning Ravens
  • If an Innocent (blue) player is attacked by another player inside of Level 1 or 2 of a Dungeon and subsequently murdered, there is a chance that Warning Ravens will be sent out to warn other players inside that dungeon of what transpired
  • If this occurs, all players (except Criminals/Murderers) inside of the dungeon will receive a System Message informing them of the murder and Warning Ravens will appear on their screen near their character
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Warning Raven Chances
The chance that a Warning Raven will trigger on a murder is based on where the initial attack occured within the dungeon:
  • Attack Initiated on Dungeon Level 1: 100% Chance
  • Attack Initiated on Dungeon Level 2: 25% Chance
  • Attack Initiated on Dungeon Level 3 or Beyond: 0% Chance


Alert Levels
  • If Warning Ravens are triggered within a dungeon, an Alert Level will now be in place for that same dungeon
  • There are three Alert Levels possible, based on how recently Warning Ravens were triggered there

Alert Levels are as follows:
  • High Alert if a Warning Raven has been triggered within 2 minutes
  • Medium Alert if a Warning Raven has been triggered within 10 minutes
  • Low Alert if a Warning Raven has been triggered within 20 minutes


High Alert
  • Warning Ravens will not trigger for a dungeon that is already on High Alert
  • Once the dungeon returns to Medium Alert then Warning Ravens can be triggered again as normal


Entering Dungeons
  • If an Innocent (blue) player enters a dungeon that has an Alert Level in effect, they will receive a system message telling them which is in place
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Enabling/Disabling
  • Players can optionally toggle whether they will see Warning Ravens appear, or Alert Level warnings upon entering the dungeon, by using the [WarningRaven or [WarningRavens commands
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Blackmarks
  • If an Innocent (blue) player is murdered, each player that initiated their attack against the victim while in Level 1 of a Dungeon will receive a Blackmark that lasts a cumulative 4 hours (no max limit)
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  • While a player has a Blackmark in effect, they can no longer Recall/Gate/Hike to any location that is INSIDE a dungeon
  • Effectively, a player with an active Blackmark in place must use the Entrance of a dungeon to enter it
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Murderer Ressurection Fees
  • The base Fee for Murder Counts is now 2000 (previously was 1000)
  • The Fee increase for each Accomplice involved a murder is now 500 (previously was 250)


Slaying Murderers
  • Slaying a Murderer will now reward the player a random amount between 33% to 66% of the Murderer's Ressurection Fees when paid (previously was 25% to 50%)


Focus Skill
Bonuses against creatures from the Focus skill have been updated as follows:
  • Player's Accuracy is increased by (15% * (Focus Skill / 100)) [No Change]
  • Player's Defense is increased by (15% * (Focus Skill / 100))
  • Player's Swing Speed is increased by (15% * (Focus Skill / 100)) [No Change]
  • Player's Mana Refund Chance is increased by (15% * (Focus Skill / 100)) [No Change]
  • Player's Charged Spell Chance is increased by (15% * (Focus Skill / 100)) [No Change]
  • Player's Meditation rate is increased by (15% * (Focus Skill / 100))


Traps
  • Traps now have a cumulative 15% Damage penalty for each additional target hit beyond the first (previously was 10%)


Traps Codex
  • The Blasting Powder upgrade now has the following description: "Reduces the cumulative Damage Penalty applied when hitting additional targets by (4% / 7% / 10%)"


Stealth Backstab Engagement Penalty
Players making a Stealth Backstab (including Mugging/Pilfering) against a creature that is currently aggroed onto another player or player follower will receive a 50% Damage penalty unless any of the following is true:
  • The creature is a Boss-type creature
  • The Aggroed Player/Follower flags as Green to the backstabbing player
  • The Aggroed Player/Follower is in the same Party as the backstabbing player
  • The player has already landed a Stealth Backstab against the same creature
  • The backstabber player has dealt the most total damage to creature of any player (and their followers)
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  • Players will receive a system message informing them if their Stealth Backstab had an engagement penalty applied to it



Reveal Immunity
Players can now gain temporary Reveal Immunity to player-based effects that Reveal other players, such as the Reveal Spell or Detect Hidden skill, if any of the following have occured:
  • The player has made successful Lockpicking/Remove Trap progress against a Treasure/Dungeon Chest in the last 60 seconds


Immunity Indications
  • If a player does perform a Revealing action in range of one or more Reveal-Immune players, the acting player will see a brief visual indication at the location of each of those targets, however the targets themselves will not be revealed
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Exemptions
Players can never gain Reveal Immunity if any of the following are true:
  • The player is a Murderer
  • The player is currently Criminal
  • The player is a Red Hand thief


Murderers
  • Players who are Murderers will always ignore the Reveal Immunity of other players


Houses
  • Reveal Immunity will not apply in Houses


Dungeon Entrances / Level Transitions
  • Spells that are precast before crossing a dungeon entrance/level transition will have their damage against creatures reduced to 1
  • This mechanic is intended to prevent players from abusing level transitions to cast on one side safely and target creatures on the other side instantly and avoiding retaliation (often jumping back to the previous area before the creature can even aggro the player again)
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Stationary Damage Penalties
  • If a player Recalls/Gates/Hikes, or has been stationary for 5 minutes or more, they will have a Stationary Damage Penalty applied to them
  • While a player has a Stationary Penalty, all of the Damage Dealt towards creatures by both the Player and their Followers is reduced to 1
  • A player's Stationary Penalty will be removed once they walk or run 5 steps
  • Players will receive a system message informing them if they have a Stationary Penalty in place
  • Stationary Penalties will not apply on Ships and will not apply against Battletrainers
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Stationary Harvest Penalties
  • If a player Recalls/Gates/Hikes, or has been stationary for 5 minutes or more, they will have a Stationary Harvest Penalty applied to them
  • While a player has a Stationary Penalty, all Mining and Lumberjacking attempts will result in failure
  • A player's Stationary Penalty will be removed once they walk or run 5 steps
  • Players will receive a system message informing them if they have a Stationary Penalty in place
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Note: This mechanic is in addition to the 60 second delay on Harvesting after Recall/Gate/Hiking that currently exists


Carry Restrictions
  • Fixed an issue where players were able to walk while "Holding" an item of massive weight (that was ignoring Capacity Buffer limits for players)
  • Players can still Lift -> Drop massive weight items along the ground, like stacks of Ore, as normal (they just can't hold them and continously walk)
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Teleport and Adventure's Rope
  • When a player casts the Teleport spell or uses Adventurer's Rope, their followers will only move to the player's new destination if they are currently under the "Follow" command
  • Energy Vortexes and Blade Spirits (and their Necromancy versions) will no longer follow players when the player Teleports or use Adventurer's Rope


[PullFollowers
  • Energy Vortexes and Blade Spirits (and their Necromancy versions) will no longer react to the [PullFollowers command used by players


Summoned Followers
  • Summoned Followers that are more than 18 tiles from their controlling player will now lose 1% of their Max Hit Points per second
  • Summoned Followers that are more than 18 tiles from their controlling player will no longer use any passive or cooldown abilities


Pack Ox
  • Players can now purchase a Pack Ox from any Stablemaster or Miner NPCs
  • A Pack Ox functions as a standard Pack Animal (such as Pack Horse / Pack Llama)
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  • Pack Ox cost 2000 Gold and have an increased Weight Capacity of 4000 Stones (compared to 2000 for Horses/Llamas)
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Converting Addons to Deeds
  • When players Chop or use the Convert to Deed option on an Addon, the resulting Deed will now appear in the player's backpack (rather than the ground at their feet)
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Overall, several steps in the right direction of making Outlands dungeons dangerous again. I don't like additional PK barriers, but I think targeting level 1s of dungeons is an acceptable compromise. Good work!
 
So if a backstabber is hidden waiting 10 seconds to attack someone and a player runs by a mob with no intent on fighting it pulls aggro and drops the backstabbers damage by 50%???? Doesn't make any sense. Drop the stealth to move timer to 5 seconds to balance this out.
 
So if a backstabber is hidden waiting 10 seconds to attack someone and a player runs by a mob with no intent on fighting it pulls aggro and drops the backstabbers damage by 50%???? Doesn't make any sense. Drop the stealth to move timer to 5 seconds to balance this out.
Good luck backstabbing in a somewhat busy dungeon. Players needed to reveal you to make it unfarmable, now they just need to attack the mob. Since you aren't target of aggression, maybe hiding next to the mob should allow for 6s delay, insta hit (assumed 50% dmg the redux)
 
You must hate backstabbers.... As a backstabber myself, I get kills stolen from me ALL the time, and this patch did nothing to fix that. It takes us 18 seconds to hit a mob, people complain we kill steal but lack the common sense to understand we've been prepping to hit that mob for up to 18 seconds.

Reveal immunity would be awesome for a backstabber as well, I played a picker and a backstabber and I am revealed 100 times more likely by people as a backstabber than as a lock picker...
 
You must hate backstabbers.... As a backstabber myself, I get kills stolen from me ALL the time, and this patch did nothing to fix that. It takes us 18 seconds to hit a mob, people complain we kill steal but lack the common sense to understand we've been prepping to hit that mob for up to 18 seconds.

Reveal immunity would be awesome for a backstabber as well, I played a picker and a backstabber and I am revealed 100 times more likely by people as a backstabber than as a lock picker...

100% agree. It's these slow archers who are attacking a demon for 3 minutes who don't like the backstabber build. We just want shit to respawn in a timely manner after waiting our turn. If people are struggling to kill stuff, they need to try easier levels. I also believe there should be a longer cooldown on reveal.
 
There's something wrong with backstab damage resist now. I'm taking way more damage than I should be. Mobs that can hit me for 60-70 without the damage res buff are still hitting me for 50-60 when I backstab them, and my damage resist is 65%. It's noticeably broken, any chance of a hotfix?
 
100% agree. It's these slow archers who are attacking a demon for 3 minutes who don't like the backstabber build. We just want shit to respawn in a timely manner after waiting our turn. If people are struggling to kill stuff, they need to try easier levels. I also believe there should be a longer cooldown on reveal.
Are you saying you just take the mob from them because you don't want to wait for your's? That's likely the reason behind the changes. I don't like the changes because I also play a stabber but I'm respectful of other people's mobs. Jumping and taking someone else's is the dick move that likely caused the change.
 
Are you saying you just take the mob from them because you don't want to wait for your's? That's likely the reason behind the changes. I don't like the changes because I also play a stabber but I'm respectful of other people's mobs. Jumping and taking someone else's is the dick move that likely caused the change.
The real reason is because of stupid people. I've had people get really butthurt at me when they run up to a mob i've been waiting 3 or more minutes to spawn and I backstab it, and they act like I took it from them because it doesn't occur to them i've been waiting in that spot for a spawn. With this change it's easy for someone to steal time from me now.
 
The real reason is because of stupid people. I've had people get really butthurt at me when they run up to a mob i've been waiting 3 or more minutes to spawn and I backstab it, and they act like I took it from them because it doesn't occur to them i've been waiting in that spot for a spawn. With this change it's easy for someone to steal time from me now.
Yeah, that happens constantly with mine. I thought he was saying he didn't like how long it took the person to kill their's so he just takes it.
 
So I can just kill someone on level 1 every 2 minutes to scare all the blues out of level 3 and keep the dungeon at high alert while my guild farms? I'm sure nobody will abuse this.
Tell us you don't have a red without telling us.... Most of us are not scared of reds, and we wish you to give us an early warning system that you're coming... lol
 
Would it be possible to make it so pets teleport when guarding as well as following? You almost never keep pets on just follow since it's broken in so far as how mobs attack you first instead of the pets.
 
Tell us you don't have a red without telling us.... Most of us are not scared of reds, and we wish you to give us an early warning system that you're coming... lol
If "most of us" were not scared of reds, then surely we don't need an early warning system? That's what I thought too!
 
ok, wow, don't really know where to start with this one... the stealth and reveal changes seem like a bit knee jerk attempt to fix the symptoms without addressing the root cause... the root cause being tracking and detect hidden (the skill) is so powerful and detrimental to any playstyle that relies on stealth and can be used by a true blue to get someone (innocent) killed with no recourse, the answer to this would be to rework the detect hidden skill, and make it better to use, maybe even add functionality to it, wile at the same time make it harder to 'grief' with.

suggestion for a detect hidden rework: ditch the current implementation, and have the skill, when used, make the stealth players visible to the detector (and only the detector) for 10 seconds, during this time the detector would see the players (in monochrome as hidden players see themselves) as they moved, there names and there notoriety, and would be able to interact (click on/heal/steal/or.. lens) same as any other player/mob .. now detect hidden also allows you to use the detective lens, to gather information about the target, but instead of just a system msg, when you used on a player it would show a gump giving information on the target and the option to reveal. now if revealing an innocent blue player (non red hand) this way was a crime, this would allow people using the detect hidden skill to be selective in who they reveal and hopefully go some way toward stopping true blue players from getting other true blue (including grey hands) players killed without risking taking a count. it would probably be a good idea that when using the detect hidden skill, it should trigger that 'spotlight' effect we see the sentrys in pulma using, and also stop the user from using any kind of hiding (the spell) themselves for the 10 seconds its in effect.
the reveal spell could also work this way, if we are worried about accidentally revealing a grey hand and going criminal, we could even bring back the spell 'night sight' as the detector, and reveal spell as the, erm, revealer (same functionalities although without the detailed information and much smaller ranges, same as we have now) ... anyway its just a suggestion (that last bit with the spell would have to be thought out a bit more to make it less clunky, just spit balling)

as for the backstabbers kill stealing, you have to understand that a lot of this hate comes from a fundamental misunderstanding of how stabbers operate, and what you feel or see (or in this case don't see) isn't actually the case, when you run full speed up to a mob or say ''all kill'' from a screen over start hitting it and 2 or 3 seconds later suddenly its dead cuz a backstabber killed it, you think to yourself ''hey that guy stole my kill!, what an as$hole!'' what if i told you, that what happened there was the complete opposite, now hear me out, he was already there, you just didn't see it, so it ''feels'' bad, i get it, it ''feels'' like some guy just teleported in and took that kill from you, he didn't, he walked (slowly) to stand next to that mob wile he was prepping to strike, and you ran in and started hitting that mob (or most annoying, pulled it out of position halfway across the screen forcing him to wait another 10 sec for another cooldown) you see, a backstabber can only backstab at most once every 20 seconds (excluding smoke bombs, more on that later), they have two 10sec cooldowns to wait out before they can strike. the first 10 seconds is spent out of line of site stationary, the second 10 seconds is the time in stealth, where they can move (slowly) and this is the window they can strike, and even if they walk 2 steps and strike they still have to wait the rest of the 10 second cooldown before they can hide again... ok so now you know how they operate, now understand that the same time it takes you to beat a mob to death with a stick/sword/spells or pets is the same time it takes a stabber to prepare to hit something, the only difference is stab damage is 'all in one go' and you don't 'see' the setup up to that dmg, so it 'feels' bad when something you were expecting to kill gets hit 2 seconds into your flurry of blows, but like i said earlier, he was already there. now there IS a way a backstabber can as$hole steal your kill, i mentioned it before, smoke bombs, now with a smoke bomb a stabber can (once every 60 seconds with points in his or her codex and providing they have no other cooldowns running) instantly enter stealth to backstab, so they get to skip one of the two cooldowns they have to wait out or order to strike, so once every 60 seconds they can run full speed up to a mob your fighting and 'poof' 'strike' 'its dead'... THIS, AND ONLY THIS is how a backstabber kill steals, under this circumstance you have every right to call him or her an as$hole, under ANY other circumstance, they were probably there well before you, you just didn't see it... any build or template can kill steal, follow someone around and 'contest' your kills (ever bin balls deep in fisticuffs with a blood demon only for some as$hat arcane mage to come along and blow it up before you got it to 65%, or some c0ckwomble with 2 dragons on a lead pull your mob from half way across the screen and kill it as you run after it) its not just one build or template, I'm not saying there aren't some as$hole stabbers out there, there are, hell if i see a paragon il 'contest' that kill like anyone else, but most of the time, wile you out n about grinding, most stabbers ide say, would leave you to it..... you just don't see it... ;)

my apologies for the wall of text, and lack of adherence to any grammatical rules, please understand that i am severely dyslexic, and type how i talk, this post was a monumental undertaking for me and thank god this forum has a spellchecker, otherwise you would all have to deal with my phonetic spelling on top of all that, like everyone on the #Thieves-PvM and #Thieves-PvP discord hehe :D

Edit: this is a re-post from the test feedback, since it was obviously not read before this went live ;)
 
ok, wow, don't really know where to start with this one... the stealth and reveal changes seem like a bit knee jerk attempt to fix the symptoms without addressing the root cause... the root cause being tracking and detect hidden (the skill) is so powerful and detrimental to any playstyle that relies on stealth and can be used by a true blue to get someone (innocent) killed with no recourse, the answer to this would be to rework the detect hidden skill, and make it better to use, maybe even add functionality to it, wile at the same time make it harder to 'grief' with.

suggestion for a detect hidden rework: ditch the current implementation, and have the skill, when used, make the stealth players visible to the detector (and only the detector) for 10 seconds, during this time the detector would see the players (in monochrome as hidden players see themselves) as they moved, there names and there notoriety, and would be able to interact (click on/heal/steal/or.. lens) same as any other player/mob .. now detect hidden also allows you to use the detective lens, to gather information about the target, but instead of just a system msg, when you used on a player it would show a gump giving information on the target and the option to reveal. now if revealing an innocent blue player (non red hand) this way was a crime, this would allow people using the detect hidden skill to be selective in who they reveal and hopefully go some way toward stopping true blue players from getting other true blue (including grey hands) players killed without risking taking a count. it would probably be a good idea that when using the detect hidden skill, it should trigger that 'spotlight' effect we see the sentrys in pulma using, and also stop the user from using any kind of hiding (the spell) themselves for the 10 seconds its in effect.
the reveal spell could also work this way, if we are worried about accidentally revealing a grey hand and going criminal, we could even bring back the spell 'night sight' as the detector, and reveal spell as the, erm, revealer (same functionalities although without the detailed information and much smaller ranges, same as we have now) ... anyway its just a suggestion (that last bit with the spell would have to be thought out a bit more to make it less clunky, just spit balling)

as for the backstabbers kill stealing, you have to understand that a lot of this hate comes from a fundamental misunderstanding of how stabbers operate, and what you feel or see (or in this case don't see) isn't actually the case, when you run full speed up to a mob or say ''all kill'' from a screen over start hitting it and 2 or 3 seconds later suddenly its dead cuz a backstabber killed it, you think to yourself ''hey that guy stole my kill!, what an as$hole!'' what if i told you, that what happened there was the complete opposite, now hear me out, he was already there, you just didn't see it, so it ''feels'' bad, i get it, it ''feels'' like some guy just teleported in and took that kill from you, he didn't, he walked (slowly) to stand next to that mob wile he was prepping to strike, and you ran in and started hitting that mob (or most annoying, pulled it out of position halfway across the screen forcing him to wait another 10 sec for another cooldown) you see, a backstabber can only backstab at most once every 20 seconds (excluding smoke bombs, more on that later), they have two 10sec cooldowns to wait out before they can strike. the first 10 seconds is spent out of line of site stationary, the second 10 seconds is the time in stealth, where they can move (slowly) and this is the window they can strike, and even if they walk 2 steps and strike they still have to wait the rest of the 10 second cooldown before they can hide again... ok so now you know how they operate, now understand that the same time it takes you to beat a mob to death with a stick/sword/spells or pets is the same time it takes a stabber to prepare to hit something, the only difference is stab damage is 'all in one go' and you don't 'see' the setup up to that dmg, so it 'feels' bad when something you were expecting to kill gets hit 2 seconds into your flurry of blows, but like i said earlier, he was already there. now there IS a way a backstabber can as$hole steal your kill, i mentioned it before, smoke bombs, now with a smoke bomb a stabber can (once every 60 seconds with points in his or her codex and providing they have no other cooldowns running) instantly enter stealth to backstab, so they get to skip one of the two cooldowns they have to wait out or order to strike, so once every 60 seconds they can run full speed up to a mob your fighting and 'poof' 'strike' 'its dead'... THIS, AND ONLY THIS is how a backstabber kill steals, under this circumstance you have every right to call him or her an as$hole, under ANY other circumstance, they were probably there well before you, you just didn't see it... any build or template can kill steal, follow someone around and 'contest' your kills (ever bin balls deep in fisticuffs with a blood demon only for some as$hat arcane mage to come along and blow it up before you got it to 65%, or some c0ckwomble with 2 dragons on a lead pull your mob from half way across the screen and kill it as you run after it) its not just one build or template, I'm not saying there aren't some as$hole stabbers out there, there are, hell if i see a paragon il 'contest' that kill like anyone else, but most of the time, wile you out n about grinding, most stabbers ide say, would leave you to it..... you just don't see it... ;)

my apologies for the wall of text, and lack of adherence to any grammatical rules, please understand that i am severely dyslexic, and type how i talk, this post was a monumental undertaking for me and thank god this forum has a spellchecker, otherwise you would all have to deal with my phonetic spelling on top of all that, like everyone on the #Thieves-PvM and #Thieves-PvP discord hehe :D

Edit: this is a re-post from the test feedback, since it was obviously not read before this went live ;)
Completely agree with this, the "fix" sounds like it was quickly put in place to shut up people complaining without actually addressing the issue, which is entitlement and a lack of understanding of game mechanics.

I'm so sad this well thought out post on test was ignored.
 
I feel like this change was supposed to be a bandaid to complaining about backstabbers killstealing (which was not really the case, at least not as bad as tamers or mages killstealing backstabbers mobs). In fact it is a bandaid fix, but not a fancy one with some nice Paw Patrol graphic on it, just a cheap one you can buy in shady corner store, you know - the one that will fall off after 1h and all it will do is leave glue stains on you skin that are hard to remove...

There are many ways that this could've been handled:
- tagging a mob by attacking it from being hidden
- tagging a mob by using a custom skill or item while being hidden or not
- giving a mob certain aura when stabber is next to them
But naaah, slap a -50% dmg to backstabbers even when other players are not interested in killing that mob or even attacking it but they are just running next to it and aggro it by accident...
And that besides being revealed constantly.

I can atleast understand mob hp change - make game more difficult while giving more rewards for it. Absolutely fine with it. But dmg reduction because someone run past a mob that you were preparing to kill? Ehh...