Patch Notes (TEST SERVER) 6/7/2018

SanyaSanya Inside your computer Administrator
We decided we were too chicken to put this on the live server without a day to hammer at it. Read on to see why that is, and if you COULD choose the test server tonight (we have a purple button near the minimap you can press to get free skills and whatnot in order to help you test), and report all the scary bits, we would really appreciate it.

Combat (For detailed explanations, please see Jeffrey’s blog post, Combat Overhaul):
- Mage spell Heal now heals for between 59 and 67.
- Stamina is now determined by Agility, ranging from 20-100.
- Stamina replaces Agility in determining swing speed.
- Stamina replaces Agility in determining run speed.
- Stamina regeneration rate has been significantly reduced.
- Balance pass on weapon damage.
- Special abilities have been more evenly distributed across weapon disciplines.
- Critical hits have been removed.
- Weapon accuracies have been standardized.
- Miss rate versus targets outside of your skill range has been increased.
- Queued weapon abilities can miss; their hit rate is determined by the skill used, max skill is 100% hit rate.
- Swing timer counts down while disabled, meaning if you would have swung while disabled you will swing when disable ends.
- Swing timers are delayed by 1 second on a successful spell cast.
- Bow attack timer counts down while moving with a minimum delay of 1 second between movement stop and arrow release.
- Bleed Particle effect no longer applies on normal combat hits. Instead, it is used only as an indicator of bleed debuff.
- Added Mortal Strike weapon ability, prevents the target from being healed for 8 seconds.
- When Mortal Strike ends, the victim becomes immune to Mortal Strike for 12 seconds.
- When Bleed ends, the victim becomes immune to Bleed effects for 12 seconds.
- When Stun ends, the victim becomes immune to Stun effects for 12 seconds.
- Stats Attack, Power, and Force are no longer scaled for NPCs.
- Players can no longer apply debuffs to immune (stasis) players.
- When a player becomes immune (stasis), all player debuffs are removed.
- Primary and secondary effects have had their animations/effects tweaked.
- Added Scout combat ability to replace Snipe; Hunters Mark, prevent target stealth and increases ranged damage against them for 2 minutes.
- Added Rogue Combat Ability to replace Backstab: Vanish. Instantly hide and remove all player debuffs. Cooldown of 12, 8, and 5 minutes for level 1, 2, and 3 respectively.
- Hamstring, Bleed, Mortal Strike, Hunters Mark can now be resisted by willpower.
- Mobile traits implemented. Specific damage types can do more damage to NPCs with vulnerabilities and less to NPCs with resistances. (The traits in question are Bashing/Slashing/Piercing/Bow/Magic.)
- Ranged NPCs can fire while moving.
- Heavy/Light Armor skills now scale defense of relevant items worn.
-Reduced global potion cooldown to 1 minute from 4 minutes.
-Reduced Defence granted from shields to 70 from 90.
-Reduced the attack bonus of Stab from 125 to 100%.
-Increased the damage of Bleed (min,max) from (20,40) to (40,60).
- Equipping a 2H weapon now unequips your shield.
- Fixed casted combat abilities (Stun Shot for example) that would sometimes allow a normal combat swing as well.
- Prevented Hamstring from being used with a ranged weapon.


Loot/Crafting/World Changes:
-Added Mana & Stamina potion recipes and items.
-Set value of blank runes to 200 copper.
-Added Vanish & Hunters Mark prestige books.

Fast Travel:
-Recall spell has been disabled, scrolls and existing copies in spellbooks will no longer function (and will disappear entirely after the game wipe - still planned for this summer).
-Added fast travel. Marking blank runes allows players to summon portals. Portals are two-way unless restricted by area casted in.
-Burying runes acts as a one time use portal, and doesn’t require a skill check.
-Runes cannot be marked in housing plots, dungeons, the Barren Lands, or in the Black Forest.
-Portals from the Barren Lands and the Black Forest are one way portals. You can leave those areas, but can't go back.
-Portals cannot be created in dungeons.
-Reds can not travel via portals.

Taming Changes:
-Increased pet slot count on Wyvern and Dread to 4.
-Animal Lore fully implemented, and is required to control your creatures.
-Players cannot tame on horseback anymore.
-Tamers can no longer command pets to attack targets they can’t see.
-Pet corpse decay time has been increased.
-Pet AI optimized and simplified.

Guild Changes:
-Guild tag is now removed from a player’s name upon leaving a guild.
-Guild invite prompt title fixed to be show the correct text.
-Guildmasters can no longer promote another guild member up to guildmaster, and thus creating multiple members with the rank of guildmaster. (At current there is no way to transfer ownership of a guild. This will be fixed soon.)
-Guild names are now recorded when creating a guild, previously the guild name was being set to the guild tag.

Bugs/Misc:
-Campfire regen rates have been decreased slightly.
-Players can no longer dismiss a starting player’s spirit wisp, or interact with it.
-Players can no longer unpack items that are locked down on another person's property.
-If a lockbox or container is out of sight, players can no longer store and remove items from the box using split stack.
-Players can no longer take items from bank using split stack while being far away from the bank source.
-Players can no longer use/consume items inside a locked container if its open.
-Locked containers now have unique key/lock combinations, and cannot be opened or locked by any locked container key.
-Players can no longer re-summon a mount they are on via /use commands. This bug was used to dismiss the mount yet retain mounted movement speed while on foot.
-Creatures corpses no longer have open pack or loot options, unless they have packs to loot. Harvesting them is now the default interaction.
-Auto looting a corpse while hidden now reveals the hidden player.
-Empty right click context menus no longer show on creatures.
-Dialog windows now automatically close when teleporting.
-Bank and containers inside banks now automatically close when teleporting.
-Awakening spawn now does not reset stage of spawn, upon server restarts.
-Players no longer lose coin when attempting to purchase an item from an NPC and being too far away to do so.
-Mobs in camps will no longer spawn stuck in objects, and be unattackable.
-The max weight of a players backpack on the drop down inventory list now updates when strength changes.
-Bandits will no longer attack other bandits.
-Ranged NPCs can fire while moving.
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Comments

  • ElvenisElvenis Italy
    What if I try to stun a player who have been stunned by another character in last 12 seconds? would i waste it? if yes, it may be hard to not waste a lot of abilities without a visual effect or something like that
  • FenrisFenris - www.legendsofaria.eu [Poland]
    edited June 7
    Great update :)
    Greetings from Poland !
  • SanyaSanya Inside your computer Administrator
    Elvenis, there should be a visual effect to let you know someone is stunned.
  • DominusDominus I always start my day with a Special K, for breakfast.
    Vanish looks like it could be OP on some templates, even on a 5/8 min cooldown.
  • edited June 8
    Dread pet slots didn't really need to be 4 along with Wyvern, it blows on it's own.

    Wyvern 4, and Dread at like 2 would have been a little better - so players could play around with double Dreads (and still not be able to use both together).
  • Can large pets fit down hallways yet? Do they still die 1v1 a non-corruption dungeon npc with a tamer continuously healing them with manifestation and bandages?
  • ChojinChojin www.aria-france.fr
    edited June 8
    Nice patch !
    Btw there is still an AI bug with some NPC (they stay idle when you attack them like Cultist Warrior when they are solo)
  • JubbinJubbin Washington State
    Dominus said:

    Vanish looks like it could be OP on some templates, even on a 5/8 min cooldown.

    Vanish requires both stealth and hiding so those templates are rather limited. OP? nah it feels great even in PvP other than the in-game mechanic: it breaks your ability to stealth for now. :O kinda crazy but not OP atm. right now nothing seems OP while I was testing. Mobs do appropriate damage. Light armor isn't a waste after next patch(no crit) I have a feeling once books have stats, then mages will start hitting even harder. Seems like you guys are going the right direction. I love that alchemy is going to be a MUST for events and PvP. so awesome to have usefulness now.

    Hunter's Mark probably lasts too long on targets and it stays on that player after dying and being resurrected. Hunter's Mark lasts 2 minutes. :S that's kinda gnarly, but I love it still :P lol

    Mortal Strike is awesome and works wonders for pure melee builds.

    The weapons now take on a huge roll in PvP/PvE being able to switch to spear and hally for Mortal strike and heavier hits. Vogue for Cleave in PvE. All weapons have a purpose.

    Best of all with the new weapon attack scaled higher, it makes the bonus from STR a lot more noticeable.
    Great fix to STR :))))))))))))))))))))))) Finally baby!!!!

    Now the big issue for me is being red and needing a port
    and
    Loot system for PvE to make people want to PvE.

    But knowing it's being worked on!!!!!!! I'm in high hopes. Great work on this patch guys. clap*

    PS. Mages are still just decent. a good PvP mage can still put in work but with those books getting stats soon, I'm not worried about it just yet.
  • Fantastic work, Citadel! :)
  • SugrinSugrin Paris, France
    I sent those to Grim via Discord, but he's been busy on the server I guess (been offline). So putting those here:
    1. I cannot open any pouch that I have in my house's locked chests. I can open the chest with my key but then when trying to open the pouch, it's telling me "That is in a locked container". I need to move the pouch outside of the chest to be able to access its content.
    2. (not critical): In the TestServer Menu (top right): Creating a "Refined Metalsmith resources" returns a container with pre-0.6.3 resources haha (Cobalt, etc). Fortunately the "Raw metalsmith resources" returns the right metals (but it's actually refined and not raw). "Raw fabrication resources" doesn't give any of the leathers types. "Refined fabrication resources" returns also some resources I've never seen before (probably old ones as well), but missing Vile leather (so can't test it). The First "Refined Carpentry Resources" item is actually "Raw Carpentry Resources" (2 "Refined" are showing)
    3. The east city gate of Pyros is locked. The script to open the gate doesn't seem to work. North gate is fine _EDIT__: works now, weird, it didn't an hour ago (coming from either way)
    4. Coal/Charcoal/Anthracite blacksmith crafting are in the anvil station (thought they were removed)
    5. Crafted armors (fabrication/blacksmith) do not show (tooltip) the defense value, just the bonus in defense
    6. "- Critical hits have been removed." from the release notes .. however Light and Heavy armor proficiency still mention crits.
    7. While updating the char's skills throught the "Edit Character" TestServer Menu, the skill is correctly updated on its (blue) skill book page, but the total isn't updated on the book, while updated on the editing window. (need to change page on the blue book for it to update)
    8. The tooltip hover for vital starts (top left of the screen) and skills levels (the optional display, on the right under the minimap) is not working well when we pass the mouse over them (this is an old problem). Since there is no display of value (life/mana/stamina) anywhere else, it's impossible to know the actual level when modifying stats (eg how Agility reflects on Stamina)
    9. Attack speed (I suppose that what is called "swing speed" in the patch notes) in the Char windows left pane doesn't seem to update correctly (in synch) when Stamina varies
    10. Pitchfork is a 1 hand weapon?! strange, could keep my shield with it. Actually, the one I crafted has no indication of Attack level nor bonus in its tooltip, strange
    11. Bleed (on daggers) is supposed to be now 40-60 but it's still displayed as 20-40 on the tooltip
    12. I have that same weird bug since last patch (and valid on that server too obviously), and I've seen it happening to several people I know. But I think I got it: When pressing several key combination at a time, i.e. moving (WASD) and pressing "hide" by mistake the horse dismounts and "runs away". Need to relog for the horse to come back next to the char.
    13. I can't go in Deception or Sacred ISland. Normal?
    14. Seems the "Toggle all names" isn't working correctly anymore, only the player's char name and NPCs are displayed, not other players'
    15. My Backstab level 2 skill on my rogue wasn't replaced with Vanish. Thus I can't really test. And not sure I have enough time to fight my way to get a drop of Vanish plus enough ability points to retrain :frowning: (would be nice if the TestMenu could spawn books to try)
    16. Spider Silk is still not recognized as Silk resources to craft "silk cloth" (VERY old bug). And the "Raw fabrication resources" of the TestMenu doesn't contain any raw silk. However the "Refined Fabrication resources" contains "bolds of silk cloth" which I can FINALLY use to craft +3 Mage robes (I had tried creating +3 from quilted cloth and never been able, even having spend 1000s of it).
    17. Blightwood is still useless. Still can't craft bows out of them, thus can't achieve the same Bonus rates on bows as we can by using Obsidian for weapons
    18. Fabrication furnishings are still missing since 0.6.3
    19. I can't unpack anything (chest, Torch, etc) in my house. System is returning me "You don't have the right key for this". However, I can still open the door and any existing locked chest on the facility.
    20. Same bug as before. Anytime you're leaving any crafting station, your hands still contain the table's crafting animation items
    21. Double clicking a blank rune at the Alchemist store to buy it returns a message "That must be in your backpack to use it"
    22. A bit strange to have the Mark scroll at Difficulty 7: A. At the inscription table it shows last in the list at inscription level 75, same as Difficulty 9 scrolls (Portal, Earthquake). B. At that difficulty level, only fairly good level casters can use that (while Recall was low level enough for anyone, even a crafter, to be used). So not sure if that's fair.
  • JubbinJubbin Washington State
    to spawn books /Prestige and look through what you need ^^
  • JubbinJubbin Washington State
    I love this "Test" server!!!!!!!!!
  • SanyaSanya Inside your computer Administrator
    Well, I hope you all like the test server, because this build needs to stay on test all weekend :)

    We'll be making fixes today.
  • SanyaSanya Inside your computer Administrator
    Additions to the patch notes, visible when the test server returns in a moment:

    Combat:
    -Fixed instances where swapping combat targets reset the weapon swing timer.
    -Heavy Armor pieces now lowers your agility by when equipped (-3 per piece).
    -Bleed tooltip has been updated.
    -Heavy & Light armor skills descriptions updated.
    -A 1 second swing delay when switching weapons has been removed.
    -Evasion rebalance:
    Evasion 1 - 75% chance to be hit.
    Evasion 2 - 50% chance to be hit.
    Evasion 3 - 10% chance to be hit.
    -Fixed the “Follow Through” weapon ability to actually subtract stamina from the target hit.

    Misc:
    -Players can now transfer guildmaster to Officer rank member.
    -Players can split stack an item on ground.
    -Packed items now can only be unpacked if they are in users backpack.
    -Tame/Command no longer uses stamina.
    -Mine/Fish/Lumber now drain 1 stamina.
    -Anvil rewards from crafting orders are now packed objects.
    -Warfork is now usable.



  • JubbinJubbin Washington State
    Sanya said:

    Additions to the patch notes, visible when the test server returns in a moment:

    Combat:
    -Fixed instances where swapping combat targets reset the weapon swing timer.
    -Heavy Armor pieces now lowers your agility by when equipped (-3 per piece).
    -Bleed tooltip has been updated.
    -Heavy & Light armor skills descriptions updated.
    -A 1 second swing delay when switching weapons has been removed.
    -Evasion rebalance:
    Evasion 1 - 75% chance to be hit.
    Evasion 2 - 50% chance to be hit.
    Evasion 3 - 10% chance to be hit.
    -Fixed the “Follow Through” weapon ability to actually subtract stamina from the target hit.

    Misc:
    -Players can now transfer guildmaster to Officer rank member.
    -Players can split stack an item on ground.
    -Packed items now can only be unpacked if they are in users backpack.
    -Tame/Command no longer uses stamina.
    -Mine/Fish/Lumber now drain 1 stamina.
    -Anvil rewards from crafting orders are now packed objects.
    -Warfork is now usable.



    Amazing work ^^ Things are looking UP!!!!UP!!!UP!!!!!!
  • LafilLafil Germany

    -Pet AI optimized and simplified.

    So u Halved the Damage of the Pets?
    I think Tamer is not worth playing anymore. ^^ 3 Skilltree up to 100 and u even cant ride youre Dread if u have an Wyvern out. Nice Patch :D

    PS: You cant train ure Pets at Trainingdoll anymore.


  • CryodacryCryodacry cryodacry@hotmail.com
    edited June 9
    1) Un-able to go into dungeons to test.
    2) Mark Feedback : Mark needs to be castable via scroll to 0 mani skill. If you do not have that then melees are 100% dependant on anouther for creating the ruins or forced to have manifestation. In addition the Mana cost for Mark needs to go WAY down.... seriously ... Is it your intent for only Mani mages to make Marked Ruins ? if so this is really annoying and not fun.... I see no reason for mark to not take the place of Recall in difficulty.
    3) Summon Portal Really needs to come down in skill requirements. This spell needs to be in the rank 7 area .... seriously ... rank 9 is just uncalled for as this is the only means of fast travel now .... economically speaking at least.
    4) Overpower .... 25 % ?!? that is hardly worth loosing the stamina over .... in fact from the looks of it all abilities are not worth using for lowering your stamnia .... Even Bleed is terribly lacking.
    5) You broke taming .... Seriously 300 skill points invested to have my wyvern hit for 67 ?!? yea nope...
    6) You really need to Nerf escorting NPC's now.... Since you can mark directly to the towns there is no longer an escorting of them. This profession already was able to make 10ish gold an hour ... now it can far surpass that.
    7) You Broke the old Teleportation Ruins sold by the mages at the towers.
  • 1. If you sit on a chair, you sit next to it in the air. You can not just get up, you have to use the command "sit" again
    2. A house could be built, but is still partly on a rock. Now it depends on this side in the air
  • Here are a few things that felt missing or that seemed weird or non-intuitive to me (not necessarily associated with this patch):

    - In the in-game Mouse Settings tab, I could not find an option to change the "camera rotation sensitivity". It was quite hard for me to rotate the camera without making it go completely crazy.

    - I started testing a Rogue build in the test center, but could not find out how to actually use my Hiding skill. Only later when I started playing with the my keyboard shortcuts in the Settings window I realized that the Hiding skill had the letter "N" set as its default shortcut. (Maybe it would be good to make the skill icon draggable from the Skill Book, just like it works with the Prestige Book.)

    - During character creation, the map which allows you to choose in which city you will start can sometimes be too big for some system's resolutions, and it ends up covering the button that needs to be pressed for the user to actually get into the game.

    - Overlapping windows move together when you try to drag them. I had my backpack in front of my character window, and whenever I tried to drag the backpack the character window went along for the ride.

    - Extreme Low Priority thought: Celador seems to be a world covered mostly by pine trees, with few locations (such as Helm) being exceptions. Even the Black Forest is mostly made up of pine trees. The different regions would have a lot more character if the vegetation was more diverse. Right now the terrain color/texture seems to convey that change, but I think diversifying the vegetation could be a nice additional touch. For instance, I saw dry trees in the desert, but no cactuses (e.g. like this).
  • ElvenisElvenis Italy
    edited June 11
    Edit
  • MummrikMummrik Sweden
    Zxcv said:

    Here are a few things that felt missing or that seemed weird or non-intuitive to me (not necessarily associated with this patch):

    - In the in-game Mouse Settings tab, I could not find an option to change the "camera rotation sensitivity". It was quite hard for me to rotate the camera without making it go completely crazy.

    - I started testing a Rogue build in the test center, but could not find out how to actually use my Hiding skill. Only later when I started playing with the my keyboard shortcuts in the Settings window I realized that the Hiding skill had the letter "N" set as its default shortcut. (Maybe it would be good to make the skill icon draggable from the Skill Book, just like it works with the Prestige Book.)

    - During character creation, the map which allows you to choose in which city you will start can sometimes be too big for some system's resolutions, and it ends up covering the button that needs to be pressed for the user to actually get into the game.

    - Overlapping windows move together when you try to drag them. I had my backpack in front of my character window, and whenever I tried to drag the backpack the character window went along for the ride.

    - Extreme Low Priority thought: Celador seems to be a world covered mostly by pine trees, with few locations (such as Helm) being exceptions. Even the Black Forest is mostly made up of pine trees. The different regions would have a lot more character if the vegetation was more diverse. Right now the terrain color/texture seems to convey that change, but I think diversifying the vegetation could be a nice additional touch. For instance, I saw dry trees in the desert, but no cactuses (e.g. like this).

    You can use the arrow keys on the keyboard to rotate the camera if your mouse sensetive is to high, But i agree there should be an option for mouse sensetive.

    About the Hide skill, i totaly agree it should be possible to assigned as a skill.
  • SugrinSugrin Paris, France
    A few additional items from my previous list (also sent to Grimm via Discord)
    23. I thing I realized with stealth, and it's been true since the beginning: If you, when hidden, walk while pressing the same WASD key, the stealth bar slowly goes down, as expected I guess. but changing "direction", i.e. changing WASD key pressed (e.g. up to left to down, etc) reduces the stealth bar faster, even if you don't actually move much. If you presss up/left/down/right/... very fast, the bar goes down very fast even though you haven't moved much. Not sure if that's an expected behavior or a bug
    24. My Pet horse died in Black Forest, but when I gate portal somewhere else (e.g. Eldeir; crossroads) its dead body follows me (unless there is now a Pet haunting feature getting ready for halloween :P )
    25. The gatekeeper's atunement spell graphics animation isn't attached to the char, so when the char moves, the spell animation stays at the location the char was before

    After second server update:
    26. When wearing a heavy armor, the total of stats points displayed is 141 instead of 150 (at the bottom)
  • KadeKade Citadel Team Administrator
    Hotfix addressing lag has been applied and Test Server has been restarted.
  • ZenrothZenroth Citadel Team Administrator
    edited June 13
    Additions to the patch notes, visible when the test server returns in a moment:

    Combat:
    -Vanish cooldowns reduced from 12/8/5 to 6/4/2
    -Updated Vanish icon.
    -Combat swing timers improved, swapping weapons should no longer break combat cycle.
    -Fixed Hunters Mark getting stuck on players.
    -Hunters Mark balance.
    1. Reduced damage modifier from 15/25/35 to 0/5/10.
    2. Reduced duration from 2 minutes to 30 seconds.
    3. Cooldown increased to 30 seconds.
    -Swing timer no longer reset when leaving stun state.
    -Stun can no longer stack (used to refresh duration if new stun was longer than current stun)
    -Releasing a primed spell while stunned will result in cast failure.

    Fast Travel:
    -Fixed prices on runes, all should now be 200 copper.
    -Set both origin and destination portal color to be red for one way portals.
    -Fixed destination portals not spawning in different subregions.

    Misc:
    -Dungeons and other teleporters in the world should allow entry again.
    -Mobs no longer spawn inside player houses when treasure hunting.
    -If a house if built on a player, mobile objects will be moved to the boundary of the house.
    -Removed complete heal potion from loot tables.

    Loot Patch:
    -Initial monster spawn location, difficulty and loot overhaul. Adjustments to continue.
  • when is this going live?
  • PapaNoobsPapaNoobs Brasil
    edited June 13

    I would like to know when it will be deployed, the economic system of the game, it is very annoying, build things and have to throw away, or tame animals and can not sell to the NPC, selling the items can be sold for a lower value, but fair, for example, a horse costs 5 silver, selling 250 copper for npc and to tame horses with a minimum of 50 or 60 skill
  • ChojinChojin www.aria-france.fr
    It will be when it is done and well tested :smiley:
  • ElvenisElvenis Italy
    edited June 14
    -Hunters Mark balance.
    1. Reduced damage modifier from 15/25/35 to 0/5/10.

    So, Hunter's mark I adds 0% to ranged damage? why someone should get it, to prevent hostile npc's hiding? ops, monsters can't hide ...values are just too low, its become useless as a tier III prestige skill..
  • SachaSacha [Reino de Aldor]
    some mobs should hide and stealth, a nice addition to their IA
  • SugrinSugrin Paris, France
    Can we expect an aggregated release notes when the test server modifications will be ingested into mainstream?
    I'm just worried to have to do such work of aggregation for the wiki and miss some.
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