EasyAntiCheat

With this patch we are implementing the first iteration of EasyAntiCheat - this will be enhanced and optimized throughout development



A new lobby is required with this patch - you can download it here (we recommend backing up your data folder)

Dynamic spawning

Ground work has been implemented that will allow us to dynamically spawn items based on area and elevation



Mushrooms, a new dynamic spawning item, only spawn on the mainland and on Yssam

Crafting



Cooking





Mastery created







Many recipes revamped / changed







25+ new recipes







10+ new ingredients







Various foods now provide an array of different strengths







5 - 30 Health Gain









5 - 30 Stamina Gain









5 - 30 Mana Gain







All Gain formulas have been adjusted / revamped







Food effect readouts now show actual bonus gains per second







Some high level foods supply other buffs (final implementation a WIP)







Lesser & Greater Attributes









Lesser & Greater Physical and Elemental Protections







Food cooldown is now equal to ½ of the previous consumed food (up for debate)

Shipbuilding now available for purchase at 50 Woodcutting





Woodcutting





Shovel now craftable at 25







Campfire craftable at 25 - removed iron and increased wood requirements







Door craftable at 50 - increased iron requirement





Armorsmithing recipe changes





Reduced the iron ingot cost of:







Chain by 33%









Banded by 30%









Scale by 25%









Plate by 45%



Ghost casting / swings



We have identified the issue and applied a fix that should eliminate most ghost casts, but we will await feedback to see if we need to further tweak the numbers to completely eliminate them



Auto-Swing



Holding down left click will now allow the player to continuously swing (melee only)



Equipping Gear



Delay lowered to 0.75 seconds for all slots





Added button to paperdoll to remove all currently worn items with a time equal to robe - 20 seconds





Created queuing system for attaching gear - drag or click as fast as you want and they will attach in succession

Digging



Removed fail messages when you do not actually fail





Cleaned up ambiguity with system messages





When you get random items







When you are close to a map location





Added new resource - Dirt



Holdings



Module costs of all structures have been halved except for walls and cannon towers





Hit points of all structures have been halved (except clan banks)





Increase Clanstone health for hamlets 100%



Added ownership to mounts, ships and warhulks



When a player spawns a mount they are tagged as the owner of that mount for 30 seconds + the despawn time





Anyone outside of party, clan or alliance that attaches to the mount will be rogue for 10 seconds





Anyone outside of party, clan or alliance attempting to despawn the mount will be rogue for 10 seconds





Whenever anyone attaches to the mount before the timer expires, the timer will be reset upon dismounting



Skinning



Cleaned up ambiguity of failing vs. no resources generated



New Player Tutorial



There is a new tutorial added to the GUI when the player first starts - this takes the place of the original tutorial





This tutorial will guide the player through various commands and advance to the next step when the player completes each command





There has been a button added to the main menu for anyone who wishes to run through the tutorial again



Spawning



Named Spawns





Have placed a small amount of named spawns to start, will be adding more in the near future from the competition winners.





Champion Spawns





3 “test” champions have been added to 3 spawns around center map (image included)







These spawns are not what to expect for live, but rather a test bed for the mechanic and to get an idea for the stat and skill usage for our champions in their first iteration.







We will be able to change multiple settings from now until launch for these champions that only require a server restart, so your feedback is invaluable







Please note that these spawns will require multiple people to complete - they are not easy spawns

Spawn Scaling





Spawn scaling works by judging your performance rather than the number of players within the spawn - for the moment we have added spawn scaling to only select spawns (low level goblins, trolls, skeletons, hivekin, ceil fey, zombies, and sarnakhs)







Note: We implemented spawn scaling on a mid-tier Greater Mummy spawn that is situated next to a mega spawn for comparison - we would really like to see your feedback on how this works for higher end mobs compared to the current mega spawn mechanic

Player Holding Tile control

Tile control is now per city for both the lawful/lawless status and the cooldown timer



Settings/Timer should now save at server down

Spell / School Changes

Spell requirement changes



Begone changed to level 50 Greater Magic





Heal Other changed to level 10 Greater Magic





Missile Fury changed to level 15 Greater Magic



Removed spells for now to alleviate new player confusion



Magic Shield





Magic Ward





Blast





Frailty





Blessing





Spell Curse





Evil Eye





Mental Weakness





Mystic Shield





Mystic Ward



Modified spells



Needles - Reduced the cooldown by 25%, reduced the cast time by 50%, reduced damage by 15%





Healing Chant - Increased healing radius by 100%, increased magnitude by 10%





Thunderstorm - Increased damage by 100%





Tornado - Cooldown reduced by 17%, cast time reduced by 66%





Acid Rain - Increased damage by 100%





Meteor Strike - Reduced cooldown by 66%, reduced cast time by 33%





Wall of Fire - Increased damage by 50%





Blizzard - Increased damage by 30%





Ice Storm - Changed to 0.5 damage a tick





Death Fog - Changed to 0.5 damage a tick (will be looking into visual size increase)





Slashing/Piercing/Bludgeoning Weakness - Increased cooldown by 500%, increased stat costs by 400%, reduced magnitude by 50%





Flames of Vengeance - Increased damage by 100%

Parry Modifier Adjustments (PVE only)

The effectiveness of parry is now in direct correlation to the rank of the weapon and the effective “rank” of the shield (shields do not currently have a rank, rather it is depicted by the crafting skill required to make it)



The maximum effectiveness for parry is still the same for max rank and scales down from there



Shields: Rank 0: 0.6 - Rank 80: 0.8





2-Handers Rank 0: 0.4 - Rank 80: 0.6





1-Handers Rank 0: 0.3 - Rank 80: 0.5





Knives Rank 0: 0.1 - Rank 80: 0.3





Siege Weapons Rank 0: 0.2 - Rank 80: 0.4

Monster Damage Cap

Monster damage cap has been effectively removed allowing us to create much more challenging scenarios

Misc Fixes / Changes

Tooltips during loading screens now change every 10 seconds



Fixed some outer NPC cities zapping you if you were about -200 alignment



Fixed Engineering Mastery showing up on the advanced smithy



Cannons now show their maker



Players can now Right Click or hold down Left Click on a bag to rename it



Miscellaneous fixes on the engineering window and siege hammer not showing up



Fixed Shadowstealers damage range



Increased Deepblade’s durability to bring it in line with the other R60 Greatswords



Fixed damage bug causing a 7% increase in top end damage that should not have been there



Villages in Lawless areas now remain lawless after being captured



Updated house tax text and fixed the delayed timer bug when house is going vulnerable - the timer on the house going vulnerable should now be accurate



Miscellaneous vendor menu fixes



Dismounting should now be a lot smoother



Falling under the world will now kick you from the game and send you back to your bindstone



The cooldown of eating now resets on death



New staff model for Sarracenia



Miscellaneous texture fixes

Known Issues

Players are unable to use two clients at this time



All player pings are being shown as 0

Thank you for reading and join us in the discussion!

Sincerely,

- The Team at Big Picture Games