Early Enrollment v8 Release Notes

Early Enrollment v8 introduces Feuds. A Feud is a 2-way conflict between Companies.

Only Company Leaders can declare Feuds. The initiating Company pays a variable amount of Influence based on a calculated "Power" rating of the initiating and target Company and the desired length of the Feud. This Influence is removed from the current Influence pool of the initiating Company. The target Company will become subject to the Feud one hour to seven hours after the Feud is declared at the option of the initiating Company.



Once begun the initiating Company can spend Influence to extend the duration of the Feud. Once the Feud ends, the initiating Company cannot start another Feud with the target Company for a period equal to the length of the lapsed Feud. The target Company could initiate a Feud against the previous initiator at will.



The Power rating of a Company is a function that includes variables such as the average amount of XP spent by the Company's membership on Feats, and the amount of total Influence accumulated by the Company. The higher a Company's Power rating, the less Influence is required to initiate a Feud. The greater the difference in Power ratings between the two Companies the greater the Influence cost. Feuding small Companies of barely trained characters is expensive, and Feuding large companies of highly trained characters is cheap. Companies with lots of Influence that Feud Companies with small amounts of Influence is expensive. Feuding a Company with a lot of Influence is cheap.



The Feud system is expressed in a new UI element that has been added to the Alliances tab of the Company Info panel. This new display will show you any Feuds that have been declared against your Company and any Feuds that your Company has declared against other Companies.



At this time there is no notification that your Company has been Feuded. You'll want to keep an eye on this display and watch for changes.



When "setting up" a Feud you'll be able to see the Influence cost that will be required and that estimate updates as you make changes to the length of the Feud.



During a Feud members of the opposing Companies can engage in PvP without incurring Reputation penalties. They will appear as "red" to members of the opposing Company everywhere on the map.



War of Towers is altered by this system. In order to take a Tower, the attacker must have previously declared a Feud on the Company that holds the Tower, and the Feud must be active. The Tower can still only be contested during the PvP window set by the Company that holds it.



Once a Feud ends the Influence spent to initiate it will be restored to the Company that started the Feud at daily server downtime, less 20% of the total amount used to initiate the Feud which is permanently lost (note - this means that you now have a reason to keep earning Influence even if your Company has hit its Influence cap!)



No character is affected by a Feud except the characters in the Feuding Companies. Healing or damaging characters that are in a Feud does not have any mechanical effect other than the baseline (if you attack someone in a Company that is Feuding with another Company in your Settlement and your character is not otherwise engaged in a Feud with your target, you will lose Reputation normally.)



This is the first iteration of this system and we expect that your Crowdforging input will be critical to evolving it rapidly in the next several releases. Our designers are particularly interested in your feedback about the costs, the timing, any edge cases or potential exploits you uncover, or anything else you'd like to bring to our attention.





Holding and Outpost Improvements

We continue to update the Holding & Outpost Blog to reflect the current evolution of this feature. That blog is your ongoing reference to how the feature works and it reflects the state of the game as of this release (and we'll keep making updates in the future as we continue to iterate on this feature.)

With Early Enrollment v8 you are now able to upgrade Holdings and Outposts. Upgraded Holdings currently increase the Support Level for Trainers, and will in the future increase the capability of Refining facilities and unlock other special abilities. Upgraded Outposts increase the amount of Bulk Resources they produce.



When a Holding or Outpost Kit is crafted it has a "+" value just like other types of Gear. A Holding or Outpost can now be upgraded once for each "+" level - a "+4 Holding" can be upgraded 4 times. Upgrading increases the Bulk Resource upkeep costs for Holdings.



To Upgrade a Holding or Outpost the Leader of the Company that owns the Holding will access a new UI element. Find the table and toolbox at the Holding or Outpost and double click it to open the UI. You will also use this new UI element to tear down a Holding or Outpost when desired.



You may only apply one upgrade or downgrade to a structure per day.



Holding upgrades cost 100 Influence per "+", Outpost upgrades cost 50 Influence per "+". This influence is banked against the Company's Influence total until the structures are torn down.

Holding Upkeep

Holdings now require Upkeep which is paid in the form of Bulk Resources. Each Holding type has a set of Bulk Resource requirements that relate to its function. Holdings must be supplied with Bulk Resources daily, placed in the Company Secure Vault at the Holding, and the upkeep is debited during server downtime. A Holding that does not meet it's upkeep needs enters a Disabled state and ceases to provide support for Trainers or refining facilities and vaults become Deposit only. A Disabled Holding has a note stuck to its door with a dagger that indicates the decrepit state of the structure. Providing a Holding with the correct Bulk Resources will restore it to normal operation at the end of normal server downtime the following day.

If a Holding is disabled due to lack of upkeep for 7 consecutive days, on the 8th day it will be automatically removed from the game. Anything in the Holding's Vaults will be inaccessable until a new Holding, controlled by the same Company, is built in that Hex.

Simulating Bulk Resource Transport

We have a feature planned for a future update to Early Enrollment that will introduce a mechanism to transport heavier loads than a character can carry. In part the Bulk Resource system and the Upkeep system was designed with the existence of that transport system taken for granted. However, since we have Upkeep in for Holdings before we have the transport system in the game some players are concerned that moving Bulk Resources from Holding to Holding will be an excessively onerous task.



In response we are going to reduce the weight of the Bulk Resources from their design weight of 1 encumbrance unit to approximately .25 encumbrance units. This will allow a character with a moderate degree of Encumbrance Feat training to "simulate" the Bulk Resource load that the future transportation system will be able to move.



The weight of the Bulk Resources will return to its original design when that transport system is implemented.



If a Holding does not have the necessary bulk resources to meet its upkeep it will consume any other Bulk Resources in the Company Secure Vault at a ratio of 4 other resources to 1 needed resource.



Info on Holding Bulk Resource Consumption

Barracks Holding

+0 Bulk Wood 10

+1 Bulk Wood 10, Bulk Ore 10

+2 Bulk Wood 10, Bulk Ore 10, Bulk Food 10

+3 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10

+4 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

+5 Bulk Wood 20, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

Farm Holding

+0 Trade Goods 10

+1 Bulk Wood 10, Trade Goods 10

+2 Bulk Wood 10, Bulk Ore 10, Trade Goods 10

+3 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10

+4 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

+5 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 20, 10 Bulk Stone

Fishery Holding

+0 Trade Goods 10

+1 Trade Goods 10, Bulk Food 10

+2 Bulk Wood 10, Bulk Food 10, Trade Goods 10

+3 Bulk Wood 10, Trade Goods 10, Bulk Food 10, Bulk Stone 10

+4 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

+5 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 20 Bulk Stone

Hunting Lodge Holding

+0 Bulk Wood 10

+1 Bulk Wood 10, Bulk Ore 10

+2 Bulk Wood 10, Bulk Ore 10, Bulk Stone 10

+3 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Bulk Stone 10

+4 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

+5 Bulk Wood 10, Bulk Ore 20, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

Inn Holding

+0 Bulk Food 10

+1 Bulk Food 10, Trade Goods 10

+2 Bulk Food 10, Trade Goods 10, Bulk Wood 10

+3 Bulk Food 10, Trade Goods 10, Bulk Wood 10, Bulk Stone 10

+4 Bulk Food 10, Trade Goods 10, Bulk Wood 10, Bulk Stone 10, Bulk Ore 10

+5 Bulk Food 20, Trade Goods 10, Bulk Wood 10, Bulk Stone 10, Bulk Ore 10

Library Holding

+0 Bulk Wood 10

+1 Bulk Wood 10, Trade Goods 10

+2 Trade Goods 10, Bulk Wood 10, Bulk Stone 10

+3 Bulk Wood 10, Trade Goods 10, Bulk Food 10, Bulk Stone 10

+4 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

+5 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 20 Bulk Stone

Lumbermill Holding

+0 Bulk Food 10

+1 Bulk Wood 10, Bulk Food 10

+2 Bulk Wood 10, Bulk Ore 10, Bulk Food 10

+3 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10

+4 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

+5 Bulk Wood 10, Bulk Ore 20, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

Mine Holding

+0 Bulk Stone 10

+1 Bulk Stone 10, Bulk Food 10

+2 Bulk Wood 10, Bulk Food 10, Bulk Stone 10

+3 Bulk Wood 10, Trade Goods 10, Bulk Food 10, Bulk Stone 10

+4 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

+5 Bulk Wood 20, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

Quarry Holding

+0 Trade Goods 10

+1 Trade Goods 10, Bulk Food 10

+2 Bulk Wood 10, Bulk Food 10, Trade Goods 10

+3 Bulk Wood 10, Trade Goods 10, Bulk Food 10, Bulk Stone 10

+4 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

+5 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 20 Bulk Stone

Ranch Holding

+0 Bulk Ore 10

+1 Bulk Wood 10, Bulk Ore 10

+2 Bulk Wood 10, Bulk Ore 10, Bulk Stone 10

+3 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Bulk Stone 10

+4 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

+5 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 20 Bulk Stone

Sanctum Holding

+0 Trade Goods 10

+1 Trade Goods 10, Bulk Food 10

+2 Bulk Food 10, Trade Goods 10, Bulk Stone 10

+3 Bulk Wood 10, Bulk Food 10, Bulk Food 10, Bulk Stone 10

+4 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

+5 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 20 Bulk Stone

Shrine Holding

+0 Bulk Stone 10

+1 Bulk Stone 10, Bulk Food 10

+2 Trade Goods 10, Bulk Food 10, Bulk Stone 10

+3 Bulk Wood 10, Trade Goods 10, Bulk Food 10, Bulk Stone 10

+4 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

+5 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 20 Bulk Stone

Trading Post Holding

+0 Bulk Ore 10

+1 Bulk Ore 10, Bulk Food 10

+2 Bulk Ore 10, Bulk Food 10, Bulk Stone 10

+3 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Bulk Stone 10

+4 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

+5 Bulk Wood 10, Bulk Ore 20, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

Watchtower Holding

+0 Bulk Ore 10

+1 Bulk Wood 10, Bulk Ore 10

+2 Bulk Wood 10, Bulk Ore 10, Bulk Food 10

+3 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10

+4 Bulk Wood 10, Bulk Ore 10, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

+5 Bulk Wood 10, Bulk Ore 20, Bulk Food 10, Trade Goods 10, 10 Bulk Stone

Introducing: Elementals

A new monster type has been added to the game! Elementals have begun to appear in the world summoned by unknown forces to wreak havoc on the peoples of the Crusader Road. Multiple sizes of Earth, Magma, Sand and Ice Elementals are being summoned into the world. Elementals have attacks designed to "pull" targets close to them where they can be bashed with powerful physical attacks.

New Player Experience

Characters are now created at a small campsite near Thornkeep. The tutorial is now provided by NPCs at the campsite, and the tutorial NPCs at Marchmont have been removed. We expect that new characters will migrate from the campsite to Thornkeep as their initial base of operations and then seek out Player Settlements as they familiarize themselves with the game.



The old NPC Settlements except for Rotter's Hole will eventually removed, leaving only the Bank but in Early Enrollment v8 they remain functional.



Thornkeep has become safer with Thornguard now patrolling the nearby roads. The hexes near Thornkeep are mostly populated with goblins to make it easy to complete the tutorial but they are "real goblins" not tutorial goblins and will produce loot when killed.



We have added two new Monster Hexes near Thornkeep and they will run "mini-Escalations" as good content for new characters to engage with.

Additional Release Notes:

Auction Houses

Temporary removed listing fee from auction houses to help grease the wheels of commerce.

Combat

Temporarily increased melee range to 5 meters (with additional increase for greatsword and greatclub attacks to 5.75m, spear attacks to 6.5m, and proportionate increases to Charge attack ranges). This is to test whether significantly increasing the range fixes some of the difficulty of successfully completing an attack in melee, and may be decreased somewhat after establishing a level of success (as it's likely to look weird in game at this range). We welcome your feedback on the forums as to the feel of melee attacks after this change.

Companies

If the Company leader exits the Company leaving it leaderless a new Leader will be promoted at the next downtime.

Influence is now shown rounded off to a whole number.

Crafting

Fixed recipe for Cold Iron Blanks +0 to grant an Uncommon instead of Common achievement (like the +1 to +3 versions of the recipe).

Environment

Adjusted color for hexes that were showing excessive bloom from underlying terrain. Walking on farmland is no longer like walking on the sun.

All Bandit Mages now count as Elite Bandits

Corrected spelling at Fane of Sarenrae

Added Thornguards to all the roads near Thornkeep.

Adjusted resource ratings to reduce the amount of cotton, wool, and other resources used in camps after correcting some of our demand projections for camp use.

Increased the variety of enemies found in uninfected hexes. It is now possible to run into representatives of nearly any enemy type (including goblin ghouls, elementals, duergar, etc.) anywhere in the world, though in small numbers.

Removed some errant NPC hexes from around former new player settlements.

Escalations

Added the Elemental Rift escalation. Someone has been summoning an army of elementals. It's not clear what their goals are, but killing everyone in sight appears to be a central part of their plan.

Adjusted strength changes for all Escalations to make monster kills more important and to give strength credit for event monsters that are killed (provided the event is completed). Also increased the fallow times for these escalations, though that won't be noticeable until there's a code fix to prevent escalations from ignoring the fallow setting right after downtime.

Changed Win Boss Loot to range from 1 Victory Marker to 3 Victory Markers.

Added additional encounter sizes to both Ustalav Invaders events so they'll run better on hexes that have a limited number of 15m encounter sites.

Fixed typos for event Encroaching Forces and win boss Ustalav Champion.

Improved success message for Undying Ogg Fail Boss.

Reduced the number of Bandit Raid, Goblin Raid and Mercenary Raid mini-escalations that can spawn at one time so there will be more room for tougher escalations.

Reduced the number of Skull-Basher Soldiers in their event to 100 and increased the timer to 4 hours.

Removed the hourly strength drops from all mini-escalations so the source hex no longer loses strength naturally.

Two new monster hexes closest to Thornkeep have been set to only run mini-escalations.

Feats

Added Personality to ability score requirements for Light Armor Proficiency feat.

Added Personality to ability score requirements for Outfitter Armor feat.

Added Strength Surge orison to the Seminary trainer.

Added Trophy Charm Maneuver: Tevis's Tenacity, a Kickstarter Magic Master contribution. This maneuver now has a chance to drop as a T3 expendable. Tevis is a steadfast adventurer of The Seventh Veil played by Jim Rudnick, an early supporter of Pathfidner Online.

Combat Expertise is now correctly applying its affects

Fixed cantrips that should have been using the Intelligent T3 keyword to use it instead of Extraplanar.

Fixed Freeholder and Expert expendable feats so that their ability score requirements allow any of the three ability scores associated with that role.

Fixed Holdout Weapon Implement Proficiency so it does not require both gathering and refining skills.

Fixed Holy Symbol Spell: Righteousness to have the Beneficial effect.

Fixed Issue with Puncture that was causing it to revert to 0 level.

Fixed trainers to train role feats at appropriate levels.

Holdout Weapon and Toolkit Implement Proficiencies now show up on the Feats Window.

If you use an action with a timer and you cross a Hex boundary before the timer expires we have reduced the desynch problem that caused some actions to become unavailable. We have not fixed the early termination of the timer yet.

Moved Fire Swirl from Seminary to Temple trainer.

Removed duplicate Exhausting Critical from Dreadnaught trainer.

Removed Bluff from Rogue Trainer because it's not yet implemented. Added Bluff to Feats Window for those who already trained it so they know the XP was not lost.

Changed Lesser Cure and Channel Positive Energy to use the new Cure effect, which heals a percentage of the target's Max HP, rather than the Heal effect, which heals a flat value of HP. This should allow the actions to scale better at the higher end (but make them slightly less effective than previously for lower-level targets). For the time being, left the healing expendables using the Heal effect until we can get feedback on the balance of the Cure effect. Encumbrance bonuses now go away properly when a feat is no longer in use.

FX

Fixed fire particles for torches and some campfires so the sequence is less repetitive and doesn't skip frames. Still some remaining campfires to fix.

Gear

Added parenthetical summary of basic armor traits to all armor descriptions (this includes the basic bonuses for that weight of armor, and is the same for all armors of that weight).

Fixed missing gloves (and hands) for Strapped Leather human male suits

Fixed some equipment pieces that were displaying as white.

Added Peasant's Dress and Merchant's Dress. These are cosmetic variant versions of the Peasant's Clothes and Merchant's Clothes armors, and have exactly the same stats and crafting requirements. Learning either Clothes recipe automatically adds the Dress recipe as well (and this is retroactive for all Tailors that have either or both recipes).

Macintosh

Improvements in management of graphics memory reduce the number of crashes and improve frame rates. Mactinosh support is still a work in progress and will not provide the same level of quality as the Windows client.

PvP

The Open PvP system is being removed. Hexes no longer have Open PvP windows. Instead, Towers can be taken if the PvP window is open for that Hex, and the attackers have Feueded the owners of that Tower. Since the Open PvP system is gone the only characters who will be "Red" are those in the Fueded Company. This change should address the issue of not being able to heal friendlies during Tower battles. This also means that reputation-free PvP is only possible against Feud targets.

Settlements

Added lumbercamps in the hexes around Thornkeep that now house the starter quests.

Map for Rotter's Hole is available again and does not include the non-existent Auction House.

Removed starter quests from Marchmont, Kindleburn, Rathglen, and Ossian's Crossing.

Tera Firma has disbanded and been replaced by Helinard Motte

Structures

Fixed a bug on Ranch holdings so they now spawn the trainer and providing correct support.

Fixed some collision issues with holdings, including area in Shrine holding that was commonly trapping players

Made layouts and lighting of holdings more consistent, including pulling in boundary objects for some that were ending up outside the flattened areas.

Several updates to taverns, including optimizations to reduce memory and improve performance, added a Founder Tavern sign for the Kickstarter Backer taverns, closed off small space off to side in interior, and added doors for future use to Backer Taverns.

Fixed missing triggers on teardown states of holdings (Hunting Lodge, Mine).

Thornkeep

Converted the second ring of NPC hexes around Thornkeep to a mixture of wilderness, monster, and badlands hexes. The monster hexes will only spawn low level escalations and have their resource scaled for low level content.

The three Thornkeep hexes are now populated primarily with goblins. Their population density has also been increased so that they'll be easier to find for the tutorials.

UI