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PATCH TEST Patch Notes for April 14, 2026

tranq_

Client Developer
Staff member
Staff Member
A test patch has been deployed to the Test Shard containing the following changes.

We would appreciate it if you could test the various systems, as well as loot/corpses and report any issues you find to @tranq_

Items

Various improvements have been made to items:

Tooltips

You can activate tooltips for items via Options => Tooltip:

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This will let you view item names and various item descriptions:

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Movement blocking

Items that can be picked up by players will no longer block movement. Items that are locked down or secured will still block movement as they cannot be picked up.

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Quest Items

Quest items will now be exempt from the "double click to loot" option (this may take some time to be implemented for all quests)

Loot Containers

The following items will now behave like loot containers:
  • Treasure Map Chests
  • Dungeon Chests
  • NPC Ship Holds (Player ship holds are not affected)
This has two consequences:
  1. Those containers will now function like corpses and show the grid loot gump if you have it configured
  2. It will not be possible to loot items in these containers using Razor anymore
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Mobiles

Tooltips

You can activate tooltips for items via Options => Tooltip:

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Vendors

Tooltips

Vendors have received additional tooltips info for the NPCs showing the number of items and the last restock date:

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Additionally, items inside vendors also show their prices:

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Razor interactions

Items in vendors will not be interactable via Razor Scripts anymore unless you are the owner of the vendor. This means you can still restock your vendor using your scripts like before.

Notoriety Hues

Added two new notoriety hues:
  • Guild/Allied Murderer Color
  • Guild/Allied Criminal Color
These two types of notoriety would previously override the Guild/Alliance/Friend color but will now be distinguishable.

NOTE: Due to technical limitations, this setting does not work with other mechanics that turn other players green to you, such as the Party system.

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Picking up chests while watching a video and having a cup of tea is my relaxing time after dinner and before sleeping. Having to manually loot every chest is a big F for me :(

Don't really understand the necessity of this change, probably I'm missing something.
 
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interesting idea on making the lock-picked chests act like corpses in that razor cannot grab items from them.

may i suggest any not locked/secured box/pouch/bag/backpack also behave in this manner? for instance after a sweet juicy player kill, dropping a too-heavy-bag to the ground causes a free-for-all for anybody nearby; razor-scripting that to open+grab select items quickly is the same level as lock picked chests
 
Picking up chests while watching a video and having a cup of tea is my relaxing time after dinner and before sleeping. Having to manually loot every chest is a big F for me :(

Don't really understand the necessity of this change, probably I'm missing something.
I'd imagine it's probably to prevent people picking up chests while watching a video and having a cup of tea during a relaxing time after dinner and before sleeping.

Something as lucrative as tmaps should probably be manual loot like everything else in game.
 
Picking up chests while watching a video and having a cup of tea is my relaxing time after dinner and before sleeping. Having to manually loot every chest is a big F for me :(

Don't really understand the necessity of this change, probably I'm missing something.
Users with an automated script listing all valuable items had an unfair advantage when competing to loot for those items with another player, that's why.
 
Unfair advantage? That may be technically true but in reality there is no or very very very little competition for dungeon / tmap chests once picked or dug up. People in general just move on and some go grey while trying to get something good that almost never happens.

Though the seemingly unpredicted outcome will simply be to leave t-map chests open and full of crap now. Take the few things that are valuable, leave the junk and the chest to lay around just like corpses and this will block spots for the next guy. Yea great change.

Picking chests and running t-maps is hardly a relaxing time. Reds pop in and crash the party not to mention theres alot more blues out there that want to ruin your day.

Tmaps arent even that lucrative anymore with all the cooldowns and nerfs introduced this year.

I think we will find more tmap locations blocked now. Why waste time picking up every item manually that you dont want anyways just to destroy the chest. I have enough arrows and bandages to last a lifetime already.
 
Unfair advantage? That may be technically true but in reality there is no or very very very little competition for dungeon / tmap chests once picked or dug up. People in general just move on and some go grey while trying to get something good that almost never happens.

Though the seemingly unpredicted outcome will simply be to leave t-map chests open and full of crap now. Take the few things that are valuable, leave the junk and the chest to lay around just like corpses and this will block spots for the next guy. Yea great change.

Picking chests and running t-maps is hardly a relaxing time. Reds pop in and crash the party not to mention theres alot more blues out there that want to ruin your day.

Tmaps arent even that lucrative anymore with all the cooldowns and nerfs introduced this year.

I think we will find more tmap locations blocked now. Why waste time picking up every item manually that you dont want anyways just to destroy the chest. I have enough arrows and bandages to last a lifetime already.

Yeah, unfair advantage. If you have a grey invis with the script next to the chest you're opening, he will loot the chromatic even if it's blocked by another item. The fact that this is uncommon doesnt mean it is fair.

I pick up all items manually, the issue with people leaving items has been there forever. You could, instead, suggest a reward for fully looting the chest. But keeping this script goes against the direction this server has taken.
 
Though the seemingly unpredicted outcome will simply be to leave t-map chests open and full of crap now. Take the few things that are valuable, leave the junk and the chest to lay around just like corpses and this will block spots for the next guy. Yea great change.
Such a disingenuous argument. With a script you can precisely fine tune which items to loot and which to leave behind, too. If anything, people will just quickly click through the grid loot gump to queue everything up instead of looking at each item individually.

Also the main purpose is consistency: all loot containers should behave the same way across the game.
 
I dont disagree with what you all are saying but you are missing my point none the less. If someone leaves items on a corpse, that does not interfere with anyone's gameplay. It simply stays there until is despawns. A tmap chest does not behave that way so trying to make something "consistent" is besides the point. If you say people leaving tmap chests full of junk can already to that today without destroying them is irrelevant; Im simply saying that the proliferation of that activity will simply increase which blocks that location and it does interfere with gameplay for others. We arent creating content here, we are simply solving one "problem" and creating another without fully appreciating how people will adjust to this change in reality. Tmaps already take longer with previous changes, noone is going to manually click every item to empty the chest thus for the sake of time, they take anything valuable at first glance and simply leave. Again, I know this behavior is already possible and happening, I simply point out that it will get much worse now.
 
I dont disagree with what you all are saying but you are missing my point none the less. If someone leaves items on a corpse, that does not interfere with anyone's gameplay. It simply stays there until is despawns. A tmap chest does not behave that way so trying to make something "consistent" is besides the point. If you say people leaving tmap chests full of junk can already to that today without destroying them is irrelevant; Im simply saying that the proliferation of that activity will simply increase which blocks that location and it does interfere with gameplay for others. We arent creating content here, we are simply solving one "problem" and creating another without fully appreciating how people will adjust to this change in reality. Tmaps already take longer with previous changes, noone is going to manually click every item to empty the chest thus for the sake of time, they take anything valuable at first glance and simply leave. Again, I know this behavior is already possible and happening, I simply point out that it will get much worse now.
And I disagree with your assessment. It will take exactly the same amount of time to loot as before - whether you place the items into the drag drop queue by script or by clicking doesn't make a difference.

Apart from that, the general problem of leaving items in the chest can be addressed by other means, especially since it existed before this patch. So thanks for reporting that, we'll look into improving this aspect.
 
And I disagree with your assessment. It will take exactly the same amount of time to loot as before - whether you place the items into the drag drop queue by script or by clicking doesn't make a difference.

Apart from that, the general problem of leaving items in the chest can be addressed by other means, especially since it existed before this patch. So thanks for reporting that, we'll look into improving this aspect.
I agree, looting may take the same amount of time. Since I wont be looting the whole chest, I plan to shave off a few seconds here and leave the chest as someone else's problem Again, I dont have a concern regarding time to loot so this is irrelevant anyways.

How can the "general problem of leaving items in the chest" be addressed currently? I simply leave and use another map. This would be good to make sure I wasnt missing something.
 
By us making changes to address the issue 🙂
Ah ok, understood. When you said it could be addressed by other means, I thought that meant there was an existing game mechanic available for the player base.

Thanks for clarifying and taking the time to understand my concern.

I look forward to any future improvements that address this.
 
Also the main purpose is consistency: all loot containers should behave the same way across the game.

appreciate the clarification!

i'm still rooting for all containers (that are not locked/secured in a room/house for instance) get the same behavior