Update 42: May & June 2024
Hi all!
First off, we’d like to welcome two new team members:
Jimmy - A veteran animator who is still working at a very well-known company, whose name we won’t disclose here. He’s working with Urkenstaff on animating our characters.
Callum - A software engineer building large-scale distributed databases for observability data and open source metrics + monitoring tools. He’s working with Ali and crew on tooling, data related topics, and performance.
We’ll update the Team section of the site shortly. With all of the new additions in recent months, we’re a bit behind.
~~~
Next, we’d like to offer our thanks for the fantastic participation in the Stress Tests leading up to the June Playtest, and for your patience and engagement during the playtest itself.
The response was so much better than we expected!
We greatly enjoyed seeing everyone running around, and despite knowing we had a few unresolved tech issues going into the test, it seemed like folks had a good time overall.
~~~
As a reminder or for people that missed our comments leading into the test, I’ll give a brief description regarding the tech situation leading into the June Playtest:
We discussed some issues during the Stress Test that appeared to be linked to changes and additions we’ve made since December. This was a good lesson in what can happen if we go too long without having real players on the server, since headless clients/bots can only simulate so much.
The tech team made some adjustments during the Stress Tests and shortly after, but there were bigger changes/fixes that we held off on prior to the Playtest. The logic was that we’d rather dance with the devil we know, than potentially introduce a show stopping bug that might significantly impact the Playtest.
We like to lock our builds down well in advance of a playtest, so that even if it’s not perfect we can guarantee that people that have planned ahead to play aren’t disappointed at the last minute by some random new bug.
Hopefully, that clarifies why things weren’t “perfect” going into the June Playtest. We’re working through various fixes now. So, don’t be shocked if we kick off another Stress Test sometime soon.
We’ll post more details (here or in Discord) soon, but here’s a quick overview of the June Playtest:
Concept Art & UI
New Item Icon Art
Support for Item Icon tinting
Book/Journal Art and Implementation
Environment Concepts for Vale of Zintar and other areas
Weapons Concepts
Player Armor Set Concepts
Treant Concepts Updated
Cyclops/ Eye Minion Concept
Dragon Types Concepted
Drake Concepts
Wraith, Specter, Shade, Phantom, etc Concepts
Ratmen (and Mousemen) Concepted
Character Art
Additional Cloth Armor sets
Additional Leather Armor
New Plate Armor set
New Halfling Male Hair Style
Gnome Hair Updated
Merchant Clothing
Cloth and Leather Texture Palettes for use in creating new textures
Undead Rat Texture
Animations
Wolf Rigged
Wolf Animated
Jackal updated with new rig and animations
Giant Rigged
Giant animations started
Fixed ducking/sitting glitch when multiple animations fire simultaneously
Environment Art
Ruins blockout in Vale of Zintar
Worked with Goblin on the Citadel(s) and related effects
Façade work in Glass Flats, Sungreet Strand, Night Harbor, and Vale of Zintar
Export of terrain elements in Glass Flats and Sungreet Strand
Mesh cleanup of Glass Flats and Sungreet Strand
Vertex painting of exported terrain elements
Adjusted surrounding statics and nodes in Sungreet Strand after import of final terrain elements
Minor vertex painting in Editor
Texture Iteration
Added some new environmental VFX to Deep Dunes lakes
Lighting and Prop Passes in Tel Ekir, Ancient Crypt, and Ruined Crypt
Light & Props (Before and After)
Audio & Music
Design
Commands
/gohome and /unstuck removed
/rewind is now on a 30 minute timer and has a confirmation box
PvP
Level 2 now required for PvP on PvP Servers
Cannot attack or AOE group/guildmates
States
Warmth of the Hearth (Inn "Commons Area" Buff) duration and acquisition rate now matches Warmth of the Campfire (Campfire Buff)
Note: Inn Rooms, Housing Rooms, and Guild Rooms, and possibly other options will provide greater durations (but at slower acquisition rates)
Content
More Bone Construct encounter tweaks
Front Gate, Newbie Desert, and Newbie Desert Transition areas mob spawn chances modified
Sungreet Strand’s Quarry populated and quests added
Ashira Faction quest series added
Fallen Pass Population started
Additional Population work in Glass Flats
Tradeskills
Added 98 Weapon Smithing recipes, 14 for each tier (Currently used in Blacksmithing)
Added new Weapons, Patterns, and Crafting Components for Weapon Smithing
Added higher level Bandages on different materials
Itemization
Bronze Weapons and Armor now only drops Level 20+
Minicrypt Itemization Adjustment
Wyrmsbane Itemization Adjustment
Added many new item icons to items
Quest Armor Rewards Pass
Tradeskill item and misc. cost updates
Various rewards balancing
Quiver cost and size adjusted
Added Quiver Backpacks
Traits
Minor Non-Combat Traits now grant 25 Skill, down from 50
Skills
Skillup Rate Increased
General Abilities
Tier 2 of the Healer Unique Lines mana cost decreased from 40 to 35
Tier 3 of the Healer Unique Lines mana cost increased from 60 to 75
Tier 4 of the Healer Unique Lines mana cost increased from 100 to 130
Tier 5 of the Healer Unique Lines mana cost increased from 150 to 200
Tier 6 of the Healer Unique Lines mana cost increased from 200 to 275
Weak Heal mana cost reduced from 7 to 6
Minor Heal amount healed increased from 10 to 12
Heal mana cost reduced from 40 to 35
Exceptional Heal mana cost increased from 190 to 200
Provoke has been removed from the game and replaced with Taunt, a more traditional Taunt style ability
Taunt is now resistable
Added Abilities to Mesmerize line for Enchanter and Inquisitor: Captivate, Hypnotize; and Trance for Enchanter only
Added Abilities to Torment line for Enchanter and Inquisitor: Torture, Traumatize, Anxiety, Dread; and Anguish for Enchanter only
Torment line debuff duration increased from 30 seconds to 60 seconds
Added Ability: Greater Purge for Inquisitor and Wizard
The Haste ability has had it's Melee Attack Speed Increase changed from 10% (L1) to 25% (L16) to 10% (L4) to 25% (L16)
Mesmerize abilities have had their threat reduced
Resist Debuffs have had their threat reduced
Archer
The Deadeye and Pinning Shot ability scrolls are now properly available on the Archer Spell Merchant
Added Ability: Illuminating Shot (missing some functionality)
Bard
Movement Speed decrease doubled for each tier of the Aria Attack Speed/Movement Speed slowing line
Fixed an issue where the Aria slowing line was not a PBAE
Aria line no longer erroneously requires a target
Added Ability: Unifying Anthem (Currently Bugged)
Expanded the Dissonant Riffs ability line with: Disruptive Riffs, Discordant Riffs, Despondent Riffs, and Dismal Riffs
Screaming Vocalization damage now has a damage variance of 150% (L1) to 350% (L60)
The Riffs DoT song line now begins scaling at each acquisition level instead of all from Level 1
Beastmaster
Beastmaster pets now have Taunt
All Beastmaster Pets and Tiers of Pets have had their Max Hitpoints (mostly increased, some higher level versions decreased)
Beastmaster pets now all have a damaging Melee ability
Cleric
Added Ability: Inhibit Pain
Blessed Barrier line duration reduced to 15 seconds down from 2 minutes
Druid
Grip of Nature now properly applies it's Root effect
Encircling Roots moved from Level 16 to Level 12
Elementalist
Air Elemental Pet Rush of Air aura effect proc rate increased, then slightly reduced
Added Ability: Heal the Elements
Elemental Pet Nukes reduced from 1 (L1) to 100 (L60) to 1 (L1) to 90 (L60)
Heal the Elements heal amount reduced from 50 to 40
Enchanter
Tranquility moved from Level 12 to Level 8
Fascinate moved from Level 16 to Level 12
Fighter
Added Abilities: Offensive Stance, Defensive Stance, Final Stand
Removed Ability: Weapon Shield
Necromancer
Added Ability: Mend the Dead
Paladin
Paladins now receive Blind at Level 9
Paladins now receive Stun at Level 24
Unleash the Light moved from Level 9 to Level 15
Ward the Dead moved from Level 16 to Level 12
Mark of the Crusader moved from Level 12 to Level 16
Mark of the Crusader healing proc reduced from 1 (L1) to 6 (L60) to 1 (L16) to 5 (L60)
Aura of the Pious armor reduced from 1 (L1) to 60 (L60) to 1 (L1) to 20 (L60)
Added Ability: Ancient Guardian
Shadow Knight
Lull the Dead moved from Level 12 to Level 11
Shadow Knight pets are now close in level to the Shadow Knight but have larger damage penalties to compensate
Shaman
The Spores Shaman unique heal line now does it's full effective heal in 24 seconds, down from 30 (healing per tick increased to compensate)
Healing Spores line cast time reduced from 2.5 seconds to 1.5 seconds
Healing Spores line tooltip corrected
Wolf Spirit pet now has Bite and Taunt
No longer can use the Strength, Stamina, Dexterity, or Agility Buff Lines
Added Abilities: Berserker Spirit, Berserker Rage, Berserker Fury, Berserker Frenzy, Berserker Wrath (Combined Strength, Stamina, Dexterity, Agility Buff Line)
Added Ability: Spore Discharge
Spellblade
Fire DD Infusion proc rate increased
Infuse Weapon: Fireburst moved from Level 4 to Level 8
Added Ability: Unstable Barrier
Wizard
Added Targeted AOE Abilities: Arcane Bonds and Arcane Shackles
Added Quad Targeted AOE Line: Blanket of Flame, Blanket of Fire, Blanket of Magma, Blanket of Lava
Tech
Fixes
Code refactoring and cleanup
Fixed lower level stackable buffs replacing higher level ones
No longer sending two messages per tick to the client if they dot themselves
Fixed duplicate buffs showing up when applying multiple stacks of a buff
Updated ocean light layer in a number of zones so it doesn't reflect the paperdoll light
Scribing an ability will now fail if you no longer have the ability scroll
Don't show range in tooltip of abilities with a target HID of 'slf'
Abilities granted by traits no longer say "you cannot cast this"
Fixed /scribeallspells scribing all traits
Fixed being able to booty-scoot while camping
Fixed buff breaks not stopping associated active abilities on NPCs
Widget creating abilities (such as campfire), will no longer consume reagents if the placement fails
Fixed pets attempting to spawn at 0,0,0 initially when entering a zone
Fixed Crest underwater renderer error spam / crash when switching quality settings
Fixed lag when gaining a skill or opening skill interface
Fixed IconData memory leak
Fixed exploit with spam-fizzing skill-ups
Players can no longer use abilities while feared
Cone abilities now properly use a 90 cone to determine targets
LOS is now properly calculated for AOE abilities
Fixed multiple cases of aggro not calculating correctly
Tweaked melee range calculation resulting in an overall decrease
Autofollow will now work better for multiple clients from the same device
Adjusted rain effect to not penetrate indoors in a few locations
Fixed some flicker of lights/shadows caused by performance optimizations
Several paperdoll bug fixes
When inviting someone to a party fails because they are zoning, it now shows a failure message and no longer leaves the invitee in a state where they cannot be re-invited for a period of time
Fixed an issue in NPC behavior where in some cases they would change their facing direction for a moment when they should be standing still
Fixed some issues with player to player item and currency trading
Fixed an issue where closing your inventory would prevent you from re-opening the bank.
Fixed an issue with invisibility that was needed after some performance tweaks we did following one of the stress tests.
On PvP servers, hostile actions are no longer possible with party and guild members. (So for example you can use AoE abilities without hitting your party members now.) Note: You can still duel party/guild members if desired.
On PvP servers, tab targeting will now select hostile players.
Fixed an issue where hostile AoE abilities did not hit players in PvP.
Dueling using
/duel
is no longer to the death, and the duel will end leaving the combatant at 1hp. New command added/dueltodeath
.
Changes:
Added /playercount command that tells you how many players are on the server.
GMs can use /corpse without consent
Added ip and ping to /stats tooling
Added /makeguildleader GM command to make your target the leader of their guild
Added /listinventory gm command to list all items carried by your target
Chat window scrolls faster when moving the mouse wheel faster
Inform client of buff duration and add duration to buff description when right-clicking
Buff icons blink when they have 30 seconds or less remaining
Enabled footstep sounds based on the target surface, first pass on tagging environment for the correct sounds
Implemented Target of Target window
Buffs now have a colored border to show harmful / beneficial status
Aurabar abilities can now be inspected
Screenshots taken with F12 will now be properly saved in the Screenshots directory
Added support for abilities to spawn custom projectiles, and put in initial projectiles for Archer abilities
Added support for the Enchanter "Enchant Ally" ability
Your guild tag will no longer be shown above your character when you are anonymous
You can now use /surname without a name to clear your surname. This can only be used once per 30 days.
GMs now have more control over /surname name letter casing for granting titles and otherwise disallowed names
You will now see a chat log message for when a buff or debuff is applied to a target that already has that buff/debuff
In Closing
Again, thanks for all the fun memories during the playtest! The response definitely made all of the work leading up to it worthwhile.
We had a number of people tells us about them bringing along their families, old guildmates, and others. It was heartwarming to see.
As always, if you want to assist us, we only ask that you direct people to the links below:
Our Discord is now sitting at 8600+ people, so your efforts on this front are paying off.
That’s it for now.
See you all in the next update!