Derelicte-Chief-Elf-Judge
Patch Notes for 0.27.0.0
Features
- Monk, Fighter and Cleric class revamps are in
- Fishing has been refactored
- Fishing now rolls multiple times per cast
- The rod type and bait type may affect what fish you can catch
- Rods that match the type of fish will reduce fishing duration, which will in turn make it more likely to catch the fish
- Implementation is limited
- Fishing is still single action then wait, but you will see more messages
- Added Do Not Disturb (/dnd) mode.
- Prevents both outgoing and incoming tells while in DND mode.
- Tavern Games
- Added chess and checkers boards to Night Harbor
- Free play: no turn order or move validation, pieces can be moved anywhere
- Drag pieces to the side stacks to set captured pieces aside
- Multiple players can view and move pieces on the same board
- /coinflip now mentions the result.
- Add sense heading ability.
- Added animations when using mud actions.
- Added character idle fidget animations.
- Dying on a lift or boat should leave your corpse on the floor or ocean surface, not mid air
- You can no longer place items on lifts or boats
- Smoothed entering & exiting water some more
Fixes
- Client performance improvements
- Invisible GMs can no longer be tracked
- Prevent NPCs that were rooted from teleporting to you as soon as root fades
- Fix for corpses that show very long rot timers. They will now show their true time to rotting
- Fix for house furniture ending up in a different subspace than players in the same room
- Prevent creating duplicate UNIQUE items when crafting
- NPCs will now immediately stop moving when you feign death successfully
- NPCs will now immediately stop moving if they start responding to a trigger while going somewhere
- Prevent buying items that you are not supposed to be able to because of your faction
- Various player inventory fixes that allowed items to end up in unexpected places OR on unexpected players after a trade
- Mount panel now properly updates its stats when stabling and unstabling mounts
- Prevent buffs from placeable objects from lasting past the lifetime of the object
- This will fix permanent campfire buff and permanent caltrops
- Fix to NPC disarming: It used to not reset their Delay values, and so disarming an NPC using a fast weapon could end up being a DPS increase
- Doors now properly sync their state in strage edge cases that may have them end up desynced for an individual player
- Fixed afk spam that followed after inviting someone to group that was tagged as AFK. This should now only notify you once.
- The Aura bar can once again be rearranged, according to the order of the innate skills in your book.
- Fixed an issue when dropping an item onto any npc, which should have resulted in targeting that npc and initiating a trade.
- There was a bug when importing UI from other characters from the HUD editor, where not all chat windows would not populate - this should behave correctly now.
- Fixed Player stealth detection of both players and mobs which are stealthed.
- Adjusted minimum detection range from 1 meter to 7 meters in all directions, to a max of 17 meters based on 1 meter bonus per level differential.
- Potentially fixed Grip of Shadows from causing people to fall through the world. Let us know if you see any of this!
- Fixed purchased items sometimes not showing up in the sell section of the merchant interface.
- Fixed the fishing animation not always playing properly.
- Fixed reclaim essence not working on pets after zoning.
- Fixed sneaking sometimes causing other players to not be able to see you permanently.
- Fixed a bug that could cause a part of an ability effect to fail because another unrelated part of the effect didn't meet its conditions.
- Fixed crafting sounds looping infinitely when you camp out while crafting.
- Fixed being able to swap mount rigging while you are mounted, causing visual glitching.
- Fixed mounts running back to their last sit/stay position after dismounting. Mounting now clears the previous sit/stay command.
- Fixed bard song animations looping indefinitely if you sat during the animation.
- Fixed furniture not showing up when you log into the game while in a house.
- Fixed furniture briefly spawning and despawning inside houses when they weren't supposed to.
- Fixed market stalls not always displaying furniture properly.
- Characters were falling through terrain or boats in various circumstances
- Characters could walk up walls by jumping at flat vertical surfaces
- Characters were reverting to most recent zone line upon loading
- Pets and mounts were disappearing (likely more scenarios remain to fix, though hopefully improved)
- Dhow boats could get in the way of the player boat
- Animal forms (rat, wolf, etc) had animation flickers near water
- Rat form couldn't get breath in deep water
- Shoreline glitches due to camera position in SS
- Underwater fog effects were missing
Balance
- New rules for outdoor buffs
- Outdoor buffs now cannot be cast indoors or in dungeons
- Bringing an outdoor buff into an indoor zone or in a dungeon will disable its effect while in that area
- Specific areas can now (very rarely) be defined by designers as indoor areas preventing outdoor only buffs from being cast or functioning while inside. None have been implemented so far
- Allow buffs to be disabled for X miliseconds after being damaged
- Eltindra's Blessing potion now disables for 10 seconds when you take damage, reflecting its use as a limited travel potion
- NPC damage formulas have been revamped
- NPCs used to deal a decent chunk of unmitigatable damage as part of their melee damage, which was devaluing AC
- NPCs entire swing can now be mitigated by various methods of mitigation (Avoidance, AC, Dodge, Parry, Block, etc). Some methods of mitigation only partially mitigate.
- NPC base damage has been increased to compensate for the increased mitigation
- This will not have much impact until later levels, if you are below 45 you should see minimal change
- However, as many have realized already, AC at the highest levels was losing its effectiveness. This is no longer the case
- You can now give a torch to your humanoid pet and it will use it in its offhand slot until it is fully consumed
- NPCs now can use torches if they spawn with one
- They will properly be lit while using it
- When you kill them, you can loot the torch, but it will not be fully charged
- Looting the torch will now make their corpse lose its light
- Npc kicks no longer lock you out of the school of magic.
- Block skill damage reduction is now based on the relative quality of the shield to the Attacker's level, not the Defender's
- Fixed inconsistent scaling with agility before level 40
- Fixed inconsistency in setting Beastmaster pet damage and health
- Fixed diminishing returns damage calculation for very high strength values
- Added threat on resist to several spell effects that were adding 0
- Damage shields no longer activate against ranged attacks
- Throwing Daggers are now equippable in the Ammo slot instead of Ranged. Throwing abilities (Throw, Pinning Throw, and Deadly Throw will require the item to be in that slot to work correctly)
Content
- New simplified quest and mud prompt buff detection that allows us to detect if a buff is NOT on you as well
- Allow generic responses from NPCs for bad quest prompts
- Add new ways to control who can forage what in a zone
- Deity choice now impacts where you can start
- New quest response that animates the NPC
- Quest Journal will now be much more selective in what messages it logs
- Weather data has been refactored, it should be the same as previously but now affords designers much more flexibility in changing weather conditions, intensities, and frequency
- Allow merchants to change their pricing of specific items based on world conditions
- Spoiler alert: this is initially going to be used for an interaction where killing Ga'Duuz will give a discount to certain items in Night Harbor due to easing of trade with Calafrey
- Earthquakes now spawn an additional boss and do not impact the boss's regular respawn as long as the boss is killed before they would normally respawn
- Altitude audio filters can now be properly calibrated by the audio guys for the zone with new tooling
Encounters
- Bone construct room, encounter, and rewards revamped. It is not yet accessible while we finish its trigger mechanism
- New AI options relating to NPC abilities
- Localized camera shake can now be triggered by quests, mud actions, etc
- New volume type that moves all corpses within it to a target area
- More control for setting when an NPC may despawn
- Raid NPCs are no longer locked to FTE. They will now depend on a shout or emote that states who got FTE, but will follow regular corpse loot rules (whomever deals the most damage). This does not exclude them from the Play Nice Policy and GM enforcement is still in effect
Character Art
- Updated Dwarf hair/beards
- Updated Wood Elf hair/beards
- Updated Ogre hair/beards
- Updates to Generic weapon set geometry & textures
- Added Floating Skull models
- Added Scorpion model
- Fixed ogre moustache from clipping through some helms
- Adjusted numerous item icons to match models
- Fixed Bulwark of the Fallen's missing model
- Reduced Male Ogre weapon size by 20%
- Imported updated Gelatinous Cube rig
- Adjusted Halfling Halfling sclera to be more white
- Added Ooze prototype model
- Updated Deep Elf Hair and Eyes
- Updated Deep Gnome Hair
Archer
- You will now receive a message when you have received an Ambush bonus from Sniper's Blind.
Beastmaster
- Sharks and Basilisks are no longer tameable, and will be reenabled in a future patch after completion of a quest
- Call Companion now has a 30s cooldown to prevent exploits from dismissing and recalling pets.
- Lick Wounds cooldown reduced to 1m
- Mangle now applies the debuff to the target, not your pet
- Chop and Mangle now require a Two Handed weapon
- Maul now requires Dual Wielded weapons
- Command: Kill will no longer activate when the pet is out of range, leaving the ability on cooldown
- Guardian Spirit now causes the pet to generate 25% more Threat instead of reducing the Provoke cooldown.
Druid
- Added Mantle of Autumn and Mantle of Spring for druids that prefer to start in these seasons. These mantles share a cooldown with the existing mantles. They are available at level 12, with scrolls for purchase from the spell vendor.
Monk
- Fixed a bug causing Feign Death to reliably mem blur targets 100% of the time. Reaggro chance has been greatly reduced from the original settings.
- Npcs that have been damaged will loiter longer after a feign/death than undamaged ones, whose loiter time has been greatly reduced.
Spellblade
- Static Field per tick damage increased to 10/20/30/50
- Static Field now reduces the target's resistance to Electricity
Rogue
- Pick Pocket now steals from a separate loot pool
- You will now receive a message when you have received an Ambush bonus from Stealth.
- Poison vial weight has been reduced
- Poisonmaking skillup rate has been increased for both toxin extraction and vials of poison
- Backstab may no longer be performed with a 2H spear. You can still choose to stab from the front, if you wish.
Wizard
- The Glyph system can no longer be used to cast spells that you don't have memorized or scribed to an equipped spellbook.
Tradeskills
- Food made with cooking now applies stat buffs when consumed
- All fish can now be cooked
- Low level cooking recipes now use vendor purchased Sea Salt
- Crystalized Salt gather rate increased
- Tanning has had additional components added and now provides canvases
- As a result of the increase in recipe cost, tanning now yields more resources
- Updated mining nodes to only drop gems now used in professions, increasing those drop rates as a result of the reduction
- Fish have been incorporated into cooking and alchemy
- New cooking and alchemy recipes created
- Common jewelcrafting has undergone a meaningful set of changes for balance purposes
- Common jewelry has been reworked and is now limited to a single primary stat type per item, scaling with tier
- We intend for the most powerful jewelry in the game to come from named drops or rare magic recipes, and have reworked common jewelry to reach this goal
- The list of harvested & dropped gems has been reduced to 7 to improve access to any gem needed for a specific stat
- The likelihood of collecting a gem from harvesting nodes or enemies remains the same
- Phased out gems will likely be reintroduced in the near future as higher quality magic recipes ingredients, spell reagents, or high value vendor fodder
- Common jewelry items crafted using phased out gems remains in the game on Beta, but has been modified to utilize a single primary stat
- Jewelcrafting recipes now require respective molds
- Money values are placeholder
UI
- Added Mini Inventory pop-out from the Character Sheet. Players can now open a compact, movable inventory window that displays all bags and slots. This pop-out mirrors the primary inventory’s functionality, supporting full item management and interactions without needing to open the main inventory panel.
- A new keybind has been added to toggle mini inventory
- During character creation, your chosen Race / Class should now have a default location selected when you move to the starting city selection.
- Added the alias /auc to be used in place of typing out the full channel /auction
- Mount level now displays correctly in the Pet/Mount UI when purchasing a mount and after zoning
PVP
- PvP combat (except duels) is prevented while on a boat.
- Adjusted how PvP hit rating bonus works (for low levels attacking higher ones).
- Max bonus provided is equal to about 15% chance to hit when capped at a 25 level differential, down from 22%.
- This grows slowly the closer together in levels players are (for reference, a 10 level difference is roughly a 2% bonus, down from 3.5% prior to this change), and faster at higher differentials up to the 15% chance to hit bonus.
- Adjusted PvP resist bonus/penalty values
- Min chance to resist is now 1%, up from 0%.
- Max chance to resist remains the same at 85%.
- Max level bonus/penalty is lowered from 60% to 50%, but growth is quicker capping at 25 level differential.
- This now gives a bonus to high levels landing on low levels (to help in overcoming resist gear bonuses), in addition to the penalty for low levels landing on high levels.
- Higher levels attacking lower get half the bonus that a low level attacking higher gets in penalty for the same level differential.
- For comparison prior to this adjustment, a level 40 vs 60 had a 22% penalty to land. Now this is a 33% penalty, while the 60 has a 16% bonus to land spells.
- PvP only: Abilities that can be resisted but have no resist element associated with it (such as Purge, Intimidation, Terror in the Shadows, etc.), the element now defaults to Magic based.
- Note: this does not make it Magic dispellable, it simply uses Magic resist values for the resist calculation.
- Dispels and Purges in PvP are now always randomized.
- Also updated general cure/dispel/purge combat text showing what gets cured/dispelled/purged, and adjusted error messaging to clarify things.
Derelicte-Chief-Elf-Judge
Patch Notes for 0.27.0.1
Fixes
- Empty bank bags fix
- NPC kicks will no longer lock your spells for 100 seconds
Derelicte-Chief-Elf-Judge
Patch Notes for 0.27.0.2
Fixes
- Dismounting should no longer send you through the floor
- You should not be able to push through walls via various physics bugs
- Throw should no longer deal 0 damage
UI
- /auc should now work
- If you select a class/race/deity combination that does not currently have a valid starting area, it should now give you an error message|
Balance
- Throwing weapons are now AMMO items not RANGED items. This should allow you to equip a RANGED item with stats without impacting your ability to throw
Monk
- Iron Fists is no longer erroneously marked as an Outdoor ability
Fighter
- Cross Cut now performs the intended offhand damage at ranks 2-5
Cleric
- Added Snare the Dead at level 8.
- Updated Fear the Dead to unlock at level 8.
Derelicte-Chief-Elf-Judge
Patch Notes for 0.27.0.3
Fixes
- Fixed Spellbooks loosing their spells when moved
- Fixed Glinting Hollow entrance
- Fixed NPC Stealth
- Fixed Grudgehaft
- Minor illusion wasn't removing cleanly, model would return on relog
- Prevent falling through the world when changing equipment while on a donkey
Monk
- Taunt is again sold on the monk spell vendors
Cleric
- Fixed a bug with Prayer of the Faithful providing blessings when cast repeatedly
- Fixed a bug where receiving a blessing while sitting or meditating would cause the Cleric to stand up
- Lowered the mana costs for Circle of Healing spell line
Derelicte-Chief-Elf-Judge
Patch Notes for 0.28.0.0
Major Notes
- Class Revamp: Shaman
- Class Revamp: Inquisitor
- A new NPC named Master Gedric has been provided at Shaman and Inquisitor guild halls that will replace your spells in your FIRST active spellbook only. They will do this once. Please make sure you have the correct spellbook equipped!
- Encounters redone and reactivated:
- Bone Construct
- Pustulax
- Lord Ga'Duuz
- New Dungeons:
Features
- NPCs can now be wired up to say something or do an action when using an ability
- Additional leashing types relevant for encounters
- More options to wire an NPC to remove itself from the world after a delay
- More options for fine-grain weather control such as "always sandstorm" and "always standstorm while Ga'Duuz is in combat"
- Weather can now be manipulated by quests
- We can now spawn an NPC and immediately make it aggro a specific target
- New AoE type for hitting in a cone behind the NPC (Hippopotimus NPC when?)
- New type of trap that does true AoE damage (for use in encounters)
- New type of trap that does an alternative ability if it has no targets in range
- New damage effect that spreads damage across all valid AoE targets
- Quests now support flagging the character, allowing advanced interactions such as:
- Quest can only be completed once
- Quest requires another quest to be completed
- Custom interactions based on if you have completed a quest
- New type of NPC that only exists as decoration: they cannot be interacted with
- Allow an ability to outright kill its target without attributing the damage to its caster:
- For use in very specific situations, such as NPC oozes that blow up when low in health
- Minor illusion (and tree form, etc) now hides name plate and will you will not be a tab target
- Camera controller, own pets are dithered, hair dithered, camera offsets for sit/stand/mounted @[deleted], Chief Elf Judge (Derek) for more
- Added support to constrain quests to certain deities and races.
- Attempting to right click memorize a spell you already have memorized should give an error message
- Right clicking to memorize a spell should work again more consistently
- Confirmation added when learning a recipe
- Updates to profanity list
- Spells may force you into a specific posture (like sit, stand, kneel, crouch)
- Tavern games will now emit a sound when your opponent moves a piece
- Cone abilities may now be forwards or backwards and may have a minimum distance
- Combat
- Global Intelligence scaling on damage no longer applies to mana burn/drain effects. It continues to affect the damage portion of Mana Burn
-
Fixes
- Fix auras giving incorrect (lower) stats after zoning or logging in with them active
- Prevent errors when logging in or zoning with an invisible pet that you cannot see
- Zoning no longer resets your incoming and outgoing healing modifier buffs
- Fixed ambiguous point blank AoE abilities hitting self. This is now specifically defined by the ability
- NPC traps now remember who their owner is when deciding if they can harm a target
- Fractional drop chances for items coming from sources other than NPC corpses are no longer rounded down
- Fix for charmed NPCs sometimes causing threat from invalid targets (such as a guard that is helping you)
- Better handling for zoning to avoid placing a player below the world
- Drops from NPCs that are defined by faction are now properly working
- Dropping items in a subspace should show them correctly
- Placing furniture in a subspace room should show them correctly
- Group buffs from NPCs and other non-player sources now work correctly
- Casts that are invalid due to movement won't start casting (previously would interrupt)
- Some memory leaks plugged
- Paper doll colors were washed out
- Only one mount can be active in a zone
- Hang when zoning with a mount
- Equipping items would dismount you
- Preventing very long falls when sliding in some locations
- Snagging on terrain after teleporting, zoning
- May not cast while mounting
- Fixed the cast bar appearing even though a cast failed due to failed line-of-sight.
- Fixed some NPC shapeshifting not working.
- Fixed effects that reduced movement speed such as Stealth from being treated as a root, preventing you from casting some abilities.
- Fixed sense heading breaking invisibility effects when used.
- Fixed pets sometimes equipping a 2h weapon in one hand.
- Fixed double client entry in party bug, allowing double xp.
- Fixed belt slots not respecting unique equip constraints.
- Fixed the wording of coin flip emote when targeting others.
- Various fixes to falling through the world
- Various fixes for your client failing to fully leave the world if you disconnect without camping
- Widgets can now properly AoE
- NPCs can properly now buff a player group
- Fixes to entities ending up in the wrong subspace
- Pets that teleport with you while on stay will no longer try to beeline to their old stay position
- Fix for spellbook losing its spells
- NPCs that don't allow teleports should no longer block your attempts to blink to them
- Fix for crafting recipe getting unselected after skilling up
- Fixed some formatting for item description panels
- Fix for lights flickering sometimes when their culler bugs out (no more disco, sorry)
Housing
- New furniture: Dragon's head trophy
- New housing implemented in Night Harbor
- Fixes to housing bugs. Please report any remaining bugs
- Houses to furniture ending up in the wrong subspace
- Character Art
- Many Claw and Fist weapons should fit hands better now
- Updated halfling skeleton
- Polished up several attachment bone placements on player models
PvP Bug Fixes
- Fixed a bug where a player logging into a PvP volume (such as the arenas) would not be properly flagged — or see themselves as flagged — for PvP.
PvP Gameplay
- You no longer accrue PvPAggro status when attacking a target who is currently in PvPAggro status.
- Taunt in PvP has gained the following effects:
- Fighters:
- Forces direction change toward yourself
- Applies a short duration snare
- Fighters/Inquisitors/Paladins/Shadow Knights
- Forces target swap to yourself
- Inquisitors/Paladins/Shadow Knights/Rangers/Monks
- Applies a debuff to both your target and yourself
- Debuff on self: increases damage taken by 10% for the duration
- Debuff on target: decreases damage output by 15% for the duration
Tradeskills
- Bank Crates can now be crafted via Carpentry
- Recipe vendors added for Blacksmithing, Leatherworking, and Tailoring
- Most recipes now require the use of a purchased recipe item before they appear in the menu and are craftable
Animations
- Human Female Animations
- Updated Shuffle.
- New Flavor/Long Idle.
- Player Camera - New camera placements for far, near, and first person for the following races, genders, illusions, and forms:
- Ashira: M&F
- Bear
- Dwarf: M, F, Skeleton
- Elf_Wood: M, F, Skeleton
- Elf_Deep: M&F
- Gnome: M, F, Skeleton
- Gnome_Deep: M&F
- Goblin: M, F, Skeleton
- Halfling: M, F, Skeleton
- Human: M, F, Skeleton
- Ogre: M, F, Skeleton
- Wolf
- Elemental
- Capsule (For our boy Trent)
- The Camera will now sit and stand with the player, and dither yourself or your pets when obscuring the camera for better visibility in tight spaces.
- Note: Additional player control will be added in future patches:
- A toggle and adjust offset while over the shoulder with an adjustable clamp, or stay centered (Which will be the default).
- A Camera Pitch option to frame your character higher or lower in frame from the fulcrum point of the camera location.
Druids
- Added Group Cure Poison. This cures one stack of poison per group member at rank one, and two stacks of poison at rank two.
- We'd mentioned this when the Druid update rolled out in patch notes for 0.25.1.0:
- "When the Shaman and Cleric class update rolls out, the shared Minor Heal line will go away, but with the healing spells listed above + regeneration, Druids should have plenty of options for keeping their party healthy."
- With the healer updates complete, we have removed this shared line now that each class has their own versions of healing spells.
- As a reminder, the Druid healing line up is:
- Summer's Warmth line - Your big heal
- Touch of Nature line - a mana-efficient heal that does half of its heal immediately, and the other half as a 12-second heal over time
- Spark of Nature - Your quick heal when someone needs healing fast, or the other two healing lines are more than you need.
Cleric
- Added Group Cure. This cures one stack of poison and disease per group member at rank one, and cures one stack of poison, disease, and magic at rank two.
- Increased the duration of Blessing of Devotion line to 60 minutes.
Rogue
- Trivial skill levels for poisons and toxin extraction have been adjusted to lower the gaps between recipes. Skillup bonuses have been increased for all poisonmaking recipes.
VFX
- New disease spell particle effects
- Fix to the graphical artifacts that were occuring on the charm particles