Update 43: July & August 2024

Hi all!

Thanks again for participating in the June Stress and Playtests. We’ve had additional Stress Tests since then (with another underway as I type), and the patience and engagement is greatly appreciated!

And thanks for sharing word about them. It’s great to see so many families and groups of friends playing together already.

We’ve gained significant insight from each test. So, expect more. And hey, they don’t cost you a thing!

We mentioned last month that we’d update the Team page. That’s been completed. Take a look!

And it’s looking like we’ll need to update it again with a few new additions soon.

Okay, here’s the good stuff!

 

Concept Art & UI

  • Item Icon Art

  • Merchant Clothing Sets

  • Calafrey Areas

  • Ideas for Treant, Toadman, and Deep Dwarven “Flesh Collector”

  • Started on the Gods

Haradrel the God of War

 

Character Art

  • Upgraded human skeleton model to visually show chest piece and cape in addition to helm and shoulders

  • Chain Mail Armor Set

  • Did another helm fitting pass on most races

  • Drake Model in Progress

  • Merchant Clothing Set

  • Additional Wood Elf Faces

  • Reworked human and male dwarf capes (not pictured)

  • Lots of boring file organization work (no pictures of that, but just imagine Zukan sad)

 

Animations

  • Dragon Rig

  • Dragon Animations

  • Giant Animations

  • Started on race specific crouch related animations

  • Skeletons revised to allow for functional skeletons of various races

 

Environment Art

  • Giant Ruins blockout in Vale of Zintar

  • Refactored Fang Guard Keep to add more playspace

  • Tweaks to one of Night Harbor’s secret mini-dungeons

  • A few new mini-dungeons created by applicants/new team members

  • Evergrove (first Calafrey zone) blocking started

  • Continued work on Fallen Pass

  • Propping of Fallen Pass points of interest

    • Smuggler’s Bay & Tunnels

    • Mur’Hua (ratman) Escapee Hideout

    • Western Watch & Scavenging Areas

    • Tunnels to Lower Saman

    • Boneyard refactor

    • Skri’Var (ratman) Village

  • Texture pipeline explorations continued (Substance -> Handpainted Touch-ups)

  • Signage for Night Harbor continued

Evergrove blocking started

 

Audio & Music

 

Design

Content

  • Sungreet Strand Quarry POI Population & Quests Added

  • Addition Quarry related Quests added to Night Harbor

  • Fallen Pass Population Continued

  • Additional related Quests in Night Harbor

  • Adjusted level ranges of spawns in Night Harbor Catacombs (day/night)

  • Initial pass for population in [undisclosed Night Harbor Mini-Dungeon]

  • High Marshal Fionna adjustments

  • Skyseer Illya adjustments

  • Skyseer Illya respawn time greatly increased

  • Dust Devil adjustments

  • Ruined Crypt renamed Infested Crypt

  • Infested Crypt no longer has a mob spawn at the entrance in aggro range

  • Fixed some Infested Crypt issues

  • Wyrmsbane Armor now requires different gems dependent on armor type

  • Fixed several spawn volumes not having their Day/Night spawn flag properly activated

  • Wandering Ghoul can now spawn during Night Time as well

  • The spawn rate of Wandering Ghoul has been slightly increased

  • Skyseer Illya respawn time greatly increased

  • Created several new NPC ability lists for multiple NPC classes

  • Glass Flats Mob Ability Pass

  • Sungreet Strand Mob Ability Pass

  • Mendicants now wear clothes

  • Added Tailoring Trainer

  • Added extra Enchanting Supplies merchant

Itemization

  • Patched Rawhide Tunic no longer incorrectly gives stats

  • Various rare drop balance adjustments and new drops

  • Added new tiers of gems for Jewelcrafting

  • Added new components for Jewelcrafting

  • Replaced old components with new for Blacksmithing all armor sets higher tier than Copper

  • Cloth and Chain Leather tiers now drop from the same level of mobs as the current Chain and Plate tiers

  • Wyrmsbane Armor drop rate slightly reduced

  • Basic Weapon Two Handers have increased damage

  • The drop rate of Corrupted Heart has been increased

  • Adjusted basic armor and gem prices

  • More merchants will now buy gems

  • Various itemization changes and additions

  • Ancient Crypt itemization pass (more to come)

  • First itemization pass for Tel Ekir Monster City rares

  • First itemization pass for Night Harbor Catacombs rares

Tradeskills

  • Higher tiers of Bandages are now learnable and craftable

  • Jewelcrafting

    • Added Rings, Earrings and Necklaces for each gem type for all of the basic tiers and their respective recipes

    • Jewelcrafting recipes updated to no longer have only a gem and 2 Enchanted Metal Bars as components

      • Rings are created with: Wire and Setting (i.e. Bronze Setting/Bronze Wire), tier appropriate gem

      • Earrings and Necklaces are created with: Wire and Mounting (i.e. Iron Mounting/Iron Wire), tier appropriate gem

      • Wire is created with 1 Metal Bar of any type

      • Settings and Mountings are created with 2/1 Enchanted Metal Bars of any type respectively

    • All Rings, Earrings, and Necklaces are itemized/balanced and have unique icons

  • Blacksmithing

    • Non-Copper Chain and Plate armor components adjusted to require Metal Chain Links and Metal Plates just as the Copper tier currently requires you to make Copper Chain Links and Copper Plates to craft that armor

  • Mining

    • Mining Node basic ore loot tables updated to include Gem tiering for all tiers of nodes

Traits

  • Slippery now properly dispels active Movement Impairing Effects (but not Snare yet)

  • Hardiness now properly dispels active Stun Effects

  • Added Smelter minor non-combat trait

  • Added Stone Form major combat trait for Dwarves and Deep Dwarves

  • Fixed Stone Form trait not granting you the ability

  • Stone Form now also grants you immunity to Disease, Electricity, and Poison abilities during it's effect

  • Sneak trait now properly enabled for Halflings

  • Bards can now use Knife Thrower trait

General Abilities

  • Various tooltip corrections

  • Various icon fixes

  • See Invisibility acquisition level halved for all classes that receive it

  • Fear facing requirement removed

  • Skeleton Illusion and Ghost Skeleton Illusion texture fixed and eye brightness increased

  • Non-Pet Auras will now have a Purple background indicating a Group Buff

  • Pack Speed can now target other Groups as well

  • Resistant Traits abilities can be used while Feared, Mezzed, and Stunned

  • Self Full Immunities can be used while Feared, Mezzed, and Stunned

  • Hardiness can be used while Stunned

  • Added Ability: Greater Invisibility for Enchanter and Wizard

  • Added Abilities to fill out the Ward the Dead line with: Beset the Dead, Rebuff the Dead, Beleaguer the Dead, Assail the Dead, and Devastate the Dead

  • Updated some ability sounds

  • Pet Melee Damage Penalty reduced by 10% across the board for all pets (Damage Increase)

Archer

  • Quick Shot and Dispelling Shot are now considered Might abilities and share a cooldown

  • Disengagement threat reduction reduced and tooltip fixed

Bard

  • Repel threat reduction reduced to that of Evade

  • Frightful Howl removed

  • Added Ability: Hymn of the Dead

  • Bards can now use Throwing Daggers

  • Repel threat reduction increased

  • Many offensive songs now require Line of Sight to start and complete casting

Elementalist

  • Elemental pets now use new Crushed Malachite reagent

  • Other forms of Malachite can also be used as a reagent for Elemental pets

  • Added Abilities to fill out the Ward the Elements line with: Beset the Elements, Rebuff the Elements, Beleaguer the Elements, Assail the Elements, and Devastate the Elements

Enchanter

  • Charm mana cost reduced from 30 to 25

Fighter

  • Intimidation duration reduced from 10 seconds to 8 seconds

Inquisitor

  • Added Ability: Dominate the Mind

Paladin

  • Lay on Hands moved to Level 8

Shadow Knight

  • Lull the Dead moved to Level 5

  • Grip of Agony moved to Level 8

Wizard

  • Added Ability: Mark of Magic

  • Added Abilities: Teleport: Glass Flats and Portal: Glass Flats

  • Added Ability Line: Fire Lures with Lesser Lure of Flame, Lesser Lure of Fire, Lesser Lure of Magma, Lesser Lure of Lava, Greater Lure of Flame, Greater Lure of Fire, Greater Lure of Magma, Greater Lure of Lava

  • Added Ability Line: Cold Lures with Lesser Lure of Frost, Lesser Lure of Ice, Lesser Lure of Freezing, Lesser Lure of Chilling, Greater Lure of Frost, Greater Lure of Ice, Greater Lure of Freezing, Greater Lure of Chilling

 

Tech

Fixes/Adjustments:

  • Refactored positional netcode and network culling

  • We have completely changed the strategy of positional sync

    • This has allowed us to sync more often, at a lower delay, and with more accuracy, all without creating net congestion and cpu load

  • Refactored buff system

    • It is now a lot cleaner and will allow for more complex interactions between buffs

  • Refactor Sphere of Influence system for performance

  • Several miscellaneous server performance issues fixed

  • Enchant Ally now breaks when buff dismissed or leaving party

  • Fix blink and knockback abilities pushing through walls

  • Fixed inventory avatar not rendering correctly

  • Fixed /follow not respecting the max follow range, and not correctly breaking when your target dies

  • Auras and Bard songs that are active will now persist though camping and zoning

  • Fix skill caps being sent to and displayed as 0 in client

  • Buff window is now resizable via a drag handle in the bottom right.  Grid options removed.  Buff anchor settings fixed to immediately apply

  • Fixed pets healing to full upon loading into a zone or using /reload

  • Fixed hotbars retaining entries from other characters when switching characters without exiting the game completely

  • Fixed party member class not always showing when you and your party member zone at nearly the same time

  • Fixed another case of class/level not showing for party members when outside SOI during group joining

  • Fixed error when clicking skills

  • Fixed hover name appearing behind loot container UI

  • Fixed zoning into a zone with see invis on crashing the zone

  • Fixed issue where commanding a pet to attack an enemy would sometimes result in the enemy’s corpse disappearing if the master did no damage

  • Fixed sound triggers in NH blocking line of sight

  • Fixed ability LOS being blocked near shoreline in shaded dunes

  • Fixed volume model spheres being treated as boxes

  • Fixed hot buttons for primary, secondary, and ranged slots not saving/loading

  • Fixed hover text not working for macros

  • Fixed macro pages and made icon overlay text in the macro window more readable

  • Cleaned up code in numerous places

  • Interrupt casting when feared

  • Do not apply threat for beneficial dispel effects

  • Healing a unit that an NPC is aggressing now counts towards faction hits if that NPC is slain

  • Auto stand up if sitting when you turn on auto-attack

  • Landing a non-damaging threatening ability now prevents a mob from disappearing if your pet does 100% of the damage

  • Damage from DoTs now counts towards aggressor damage, fixing a case where 100% pet damage could cause the enemy to disappear

  • Set health to 100% and mana to 0% when respawning (previously 80%/20%)

  • Initialize endurance to 100

  • Mana bar is now a faded color for out-of-zone group members

  • Increased name tag view distance by 5m (from 30 to 35m)

  • Increased drag intention distance slightly to make looting a corpse easier when jiggling the mouse while right-clicking.

  • Loot UI is no longer beneath the inventory UI

  • Default party health/mana bars to full to prevent half bars when party members join out-of-zone

  • Appropriate items now show "Fuel" instead of "Charges"

  • Fixed division by zero error

  • Fixed not properly checking equipped weapon constraints before allowing ability use

  • Disabled hold-click creation of hot buttons from the ability book

  • Extended buff range of campfire

Additions:

  • Added /servername command

  • Added some GM commands

  • Added LOS requirement to ability descriptions

  • Added additional ability descriptions: cannot be interrupted, skill required, and groundwork for reagent description

  • Added distinct party member name color

  • Added global macros tab that is shared between characters

  • Added /autosplit command with no arguments to toggle between all and none.

  • Added support for some abilities to be castable while under crowd control

  • Support Bind Sight as an ability / buff effect

  • Created a tool for art to set texture on prefabs in bulk

  • Passive immunity traits now give resist instead of immune messages

  • Spellbook icons now show the target type background color

  • Pet Abilities and controls can now be dragged to hotbar

  • Enchant Ally host abilities can now be dragged to hotbar

  • Enchant Ally host abilities can now be bound to keys

  • Added minimum skill requirement to harvesting node

  • Added database structures for the religion system

  • Bag items that go in the bag slot now indicate so in their item description.

  • Random name generator has been added for character creation

    • Next step: clean up Goblin names

  • A new UI for crafting containers has been added, allowing you to craft via known recipes, experiment to discover new ones, or just keep using it to store all your rat teeth

A Blurb from Chip/Xilith regarding the new Crafting UI & UX:

The new crafting system and UI allows for both manually combining components to experiment or conveniently crafting known recipes with a click.

When the container is empty, you can select recipes from the list to preview their components. Components currently on your character are highlighted green, while components you are missing are shown in red.  The recipe list shows known recipes color coded coarsely by their difficulty, with an indicator of how many combines you currently have the materials for.  This list can be filtered by name, and possibly other criteria in the future.  The window has an auto-inventory button you can use to drop off your crafting successes easily.

The inventory slots on the left of the window can be used in the same way you've always crafted.  Drag items into the slots, and click the combine button.  This can be used to craft hidden recipes and experiment to find new ones.  When crafting at a station, closing the window will automatically return all the items you may have left behind, so you won't be wondering where your hammer went later.

Some recipes will be innately known by virtue of your tradecrafting skill level.  Others can be learned from a trainer, book, scroll, or quest.  More rare recipes may be learned through experimentation.  Some recipes may never appear on the list as they are expected to be manually combined (mostly item deconstruction). Finally, some recipes must be learned before you can craft them, and you'll have to track down that knowledge first.

 

In Closing

It’s crazy to think that Summer is almost over. But, it should be a packed Fall and end to 2024 for us here. We look forward to seeing you in more stress and playtests between now and the end of the year.

As always, if you want to assist us it won’t cost you a dime. We only ask that you direct people to the links below:

Last update, our Discord was sitting at 8600 people and we just crossed 9600 last night. Thanks for that!

See you in the next update!

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Update 42: May & June 2024