AI

Fixed some client sync when AI is moving around but decides to stop on the server. This should sort all kinds of issues with AI moving back and forth etc.

The massive Thorax should now roam nave once more.

A new Springbok spawner have been added shortly outside of Tindrem.

The Springboks in the tutorial have been transformed into pigs.

AI that touch each other while roaming will now just briefly look at the other AI rather then keep doing for a very long time.

Cleaned up an issue where spawners could spawn in places that made it impossible to keep track of the AI, hence "leaking" AI.

AI that gets added to a node but was spawned before will now re-connect with it's spawner. This should fix the issue with some AI doubling when a node goes down.

Spawners will now have better control of AI that leaves the node.

Added better tools for artist for finding out where to place the feet of ai then fixed all of the current AI feet placement.

Fixed up dynamic scaling of AI collision boxes. Scaled AI should now float a lot less when dynamically scaled.

Fixed a couple of issues where the leg-param on dynamic mounts would cause the AI to float a bit above the ground if it had short legs.

All spawned creatures now spawn with random rotation, making untouched spawners look more natural when first found.

NPC

Fixed an issue where the equerry wouldn't correctly update the UI opened.

Fixed an issue where some vendors would take you money even thou your backpack was full and you couldn't get the item.

Removed a lot of food from the Grocer.

Fixed a bug where NPCs wouldn't respawn with the correct flag.

Guilds

Guild acronym kicked up in importance and should now be sent along with the initial player info.

Fixed an issue where it would be possible to glitch out and be able to give MC to players in your guild or that your guild is at war with.

UI

Added a fix that should sort the issues people had with UI now correctly loading.

Several instances of UI settings, macros and more not saving between sessions have been fixed.

The compass will now remember when it's not wanted.

The UI will now automatically attempt to reload your action bars between session. You should no longer need to use /resetui.

Labels are now shown on action bar buttons, indicating the key-binding to activate the button.

Added a couple of cool downs to the UI to avoid spamming.

Chat

Fixed odd space in "is not a criminal" messages.

/emote list will now show the emote list, just like writing /emote will do

/mc and /murdercounts will now also show your murdercounts.

Invalid chat now tries to tell you what char you can't use.

/endhelpchat if you want the leave the helpchat.

/endtutorial no longer takes you out of the help-channel use

Helpers,devs and gms will now have a special color in the help-channel.

Skills

Fixed a couple of lakes that didn't have any fish.

Skills that level up by moving will now take in account if you have moved rather then if you tried to move.

When you start taming a creature you will now instantly be told if you won't get any XP for taming/dominating that pet.

Added support for Mouse Blocking the same way you can toggle where to swing using the mouse you can no decide to use the same system for blocking.

You can no longer plant illegal items on players while using thievery.

Fixed cooking issue where Black Creft would be wrongly named after cooked.

Fixed an issue where two tames taming the same thing would end up causing issues.

You can now block on mounts.

Made it easier to get points in skills that force you to move around.

Made it easier to get points in skills that force you to move around.

Skills that level up by moving will now take in account if you have moved rather then if you tried to move.

The manegment skill now increase your stable limit from 5 to 10.

Combat

Re-balanced the speed curve a little bit to have a little more variety for builds that have a lot more dex.

Reduced the impact of const on movement speed.

Fixed so that you don't get counters from blocks, but ONLY from parry.

Blocking sparks will now ONLY appear when it's a valid parry.

Rebuilt how aim when aiming with a bow is affected by the player. The aim of the player is now affected by mouse-movement and the speed the player is currently moving at.

Rebuilt system for aiming with melee from a mount. The new system should now much better identify where you are aiming based on where you are looking. This will influence the animation and therefore the arch of the swing.

Fixed a rare issue in tracing that could cause problems when fighting several foes at once.

Fixed an issue with stun-timers that made shorter timers cancel longer timers.

Fixed a issue where tracing would get confused when fighting players around towers/siege weapons.

Fixed dueling messages using the wrong name.

Items

Pouring liquids into a empty vial will now rename the vial to the name of the vial that the liquid was in.

Fixed tracing issues caused by the fact that poleaxe weapons are held in the left hand while equipped in the right hand. This messed up tracing on some weapons such as spears.

Fixed a bug where you could have issues with using certing objects because their collision radius was to large.

The first batch of donation-capes have been added.

Fixed an issue where fried meals would get the incorrect name.

Player books/drawings will now always send their full name when requested from a broker window.

You will no longer see ALL the items you are selling at brokers in the broker window. Instead you will only see the items you sell at that broker.

Player books and player drawings added to the broker filters, they are found under items.

Player books will now have their display name changed to whatever title they have.

You can no longer eat pig-iron.

Incisium defensive values reduced to a level of the platescales def values.

Made it easier to get points in skills that force you to move around.

New bow tracing system also supports a lot more exact hit detection vs mounted players.

Improved the tracing system for bows vs players. The system is now a lot more exact and you can once again get equipment hits with bows.

Built a system for better filtering of items when you change node. This should severely improve node-lag.

Lifted most of the hard item-restrictions from items.

Limited items can no longer be placed in bags.

Weapon weight have been removed from the equipment weight calculation.

Fixed physics on decorations such as capes that where lagging behind one frame

Pets

Optimized the tick of all mounts.

Mount's boost timer is now more heavily affected by the mounts psyche.

Mounts can now jump again, simply press space to have a mount jump. The rules for when a mount can jump depends on the mount. The strength of the jump is determined by the mounts dex.

Mount animations should now work as intended.

Dragged in the pitch traces for mounts, this should fix issues with mounts not always correctly pitching to follow terrain.

The max allowed pitch for mounts have been increased.

Cleaned up the jump off a mount system to make it look less glitchy.

Optimized generation of mounted mounts.

Fixed an issue where players that where created mounted would in third-person have the incorrect mount sizes.

Fixed mount up animations so that it should now more properly play when you see someone first mounting.

You can now see where other players are looking when they are mounted.

Removed the smoke from mount footsteps.

Fixed an issue where several instances of the same mount could be created when jumping off a mount.

Fixed an issue where you would pose strangely when shield bashing of a mount.

Fixed issue with mounts in firstperson hovering slightly.

Fixed an issue where pets would start running to 0,0,0 and therefore get lost upon node-transition.

Fixed an potential dupe of a pet-instance upon node transitions. This could cause issues like logging in and having all you pets beside you even thou they were stabled, pets dying in stables etc.

Fixed issues with prediction working...not so well for mounted players making mounted players fly around a lot more then they should.

Fixed up position sync when you leave a mount.

Fixed mount phys not correctly being turned on and off. (Physical animation)

Fixed a mount issue where mounts wouldn't correctly get created unless they got their phys-animation turned on.

Fixed issue where newly mounted mounts would be in the ground until they first move.

Fixed an issue where dual wielding from a mount would sometimes use the incorrect stats from the left weapon.

Fixed tracing issues when dual wielding from a mount.

Fixed tracing issues when having a spear and on a mount.

Fixed a couple of issues with left-swing from a mount.

Fixed up the animation-speed sync when mounted and swinging.

Fixed issues with pets getting stuck walking back and forth on node lines for a long time.

Mounted players mounts will now have their blood material updated just as if it was not mounted.

Improved phat-tracing for mounted players, you can now hit equipment,torso,lowerbody and the head of a mounted player.

Hitting a mounted players horse will now have the horse respond to the damage.

Mounted mounts now correctly calculate their speed based on how much they carry.

The size of all mounts is now better reflected when you ride it in first person.

Mounted mounts that get killed now correctly drop what they are holding.

Unmounting will now place the mount on your right side rather then placing it at a random pot.

Added a defensive state for pets. /pet <index> defensive will now put the pet in a defensive state where it will ONLY defend itself and not actively look for targets.

Dynamic pets now have their defense values calculated using their stats.

Dynamic pets now have their max carry calculated using their stats.

Cleaned up the phat for mounts to make them look a lot better when they die.

You can now block on mounts.

Added special case for pets that follow their tamer, these pets will now have the ability to ALWAYS know where the pet owner is. Even when the two are on different nodes. This should severely improve node-transitions with nodes.

Rebuilt system for aiming with melee from a mount. The new system should now much better identify where you are aiming based on where you are looking. This will influence the animation and therefore the arch of the swing.

The knockdown force that is used to calculate if a character gets knocked down by a mount or not (used in the skill calcs) is now based of the mounts size stat and its strength stat

Passive stat for pets will now force the pet to not attack anything even if attacked.

Pressing ctrl to cancel a charge will no longer be possible after the charge has been released.

The boost timer is now more heavily affected by the mounts psyche.

Fixed abbreviation to name in the declare war on the Guild window.

Fixed an issue where abandoned pets turned blue after the old owner changed their flag.

Fixed UI issues with the creature control command menu

Fixed some animation issues with mounts.

Added support for mount breeding. To breed mounts simply bring 2 mounts to the equerry.