Dear friends!

Two months of hard work with a sprinkle of short vacations moved us very close to PT#5. This patch is going to be the major one before the playtest.

During that time, we concentrated on accomplishing the following objectives:

  • Refactoring the mechanics that received most of the criticism or caused too many technical issues during PT#4;
  • Adding new mechanics and content;
  • Considerable changes of game balance and economy;
  • Server and client optimization (especially in Dwarrhan);
  • Preparing to host the game world in two separate data-centres to divide Dwarrhan into East and West, as was originally planned.

In this patchnote, we’ll try to explain in broad strokes the majority of fixes, but some of them were fixed simply by refactoring the problematic mechanics.

MECHANICS:

  • Refactored:
    • (WIP) Combat prediction system:
      • it helps the client give feedback on player actions without waiting for a response from the server;
      • the server still stays authoritative;
    • Resource refiners and processers:
      • deals with them now also have taxes and DVB;
      • fixed errors and added some server checks;
      • vendors have new stocks and sets of parameters universal for vendors of the same type;
    • Crafting:
      • changed the approach to code checks and their quantity;
    • Real Estate:
      • decreased server load with the new mirroring system;
    • Tooltips:
      • new approach to ability and spell descriptions;
      • new tooltip appearance made to fit the cosmetic item feature;
    • Unified notification system (battle log, messages, chat, sound notifications, etc.):
      • all notifications are aggregated by this system;
      • added more types of notifications;
  • Quests:
    • the mechanic was completely refactored and optimized;
    • added new types of quests:
      • random quests;
      • regular quests;
    • Added random rewards that can be rerolled and change in real time (not the same as Dynamic Quest Balance);
    • Quests can now require that collected items have a certain percentage of current durability;
    • Added new UI/UX features to quest window;
  • Inventory | Equipment | Containers:
    • Changed:
      • item wear system: exception for items that have a certain number of uses before breaking;
  • Combat System | Magic:
    • Added:
      • a mechanic that allows buffs to use certain other magic logics;
      • new magic system triggers;
  • Character:
    • Added:
      • Female character;
    • Changed:
      • “Suicide” command now has a cooldown: unpunished suicide can be used only once every 30 minutes; using the function during CD will make your character die a regular death, losing items and XP according to the rules of the karma zone;
  • AI | NPC:
    • Added:
      • 3 new types of mobs with their own mechanics and magic (menada, spider, and troll warlord);
      • new skins for existing mobs with changed stats;
      • inclusion of height difference in the damage calculation when using magic;
      • “accuracy” mechanic for AI;
      • mobs can no longer cross the boundaries of their spawners;
      • probability of certain reactions occurring when triggered;
      • certain mobs can now call for help from other mobs of the same type;
      • new animations of IDLE behaviors;
    • Changed:
      • increased the height and angle of mob mobility;
      • killing mobs can give or subtract players’ karma;
      • certain mobs can roam around the world, even beyond the boundaries of their spawners;
    • Fixed:
      • spells now also affect the counters of successful or unsuccessful attacks for triggers;
      • damage offset also affects magic attacks;
      • mob spawn errors;
    • Optimized:
      • (server) transitions, navigation and logic calculations;
  • UI | UX | Visuals| Localization:
    • Added:
      • 3 voices for the female character;
      • new sound categories for character voiceovers;
      • SFX/VFX of mob animations;
      • tooltip of satiety bonuses when hovering over the satiety gauge;
      • new icons for abilities, magic, and items;
    • Changed:
      • SFX for magic attacks, buffs, mobs, and environment;
      • the approach to sound attenuations;
      • VFX of magic and buffa;
      • character window;
      • refining and processing windows;
      • real estate window;
      • tooltips;
    • Fixed:
      • a number of visual effects now change brightness and saturation depending on time of day;
      • cancelling text entry when changing keyboard layout;
      • jittering during camera shakes while standing in one place that occurred at high ping;
      • SFX played twice when interacting with world containers;
      • after teleportation, the nameplate of the NPC that was on the screen stayed there;


GAME DESIGN:

  • Economy:
    • better monetary rewards for brewing powders compared to just selling the ingredients;
    • better monetary rewards for gathering, refining, and selling resources;
    • increased quest rewards, added chance for quests to randomly roll better rewards;
    • added very rare plants and mob loot that has increasingly high price;
    • higher prices for selling herbs and powders;
  • Vendors:
    • in every hub settlement, there are more vendors with different item quality ranges;
    • vendors that sell weapons of bad quality give additional discounts (apart from the discount provided by the quality system);
  • Resources, materials, and crafting materials:
    • new type of gathering plants (mushrooms);
    • a considerable change of alloys and their recipes, prices of some increased by 15 times;
    • added more types of fabrics, changed their prices and ranges;
    • small ingot is now the basic crafting material for items that require metals;
  • Powder brewing:
    • simpler recipes - instead of mob loot, they require mushrooms;
    • the amount of powder each brewing yields depends on the type of powder;
    • added private cauldrons of different levels and stats (they have varied powder yields, durability, weight, and prices);
  • Crafting and enchantments:
    • nearly all the recipes were revamped due to the addition of a number of new ingredients;
    • ingredients requirements are a bit more realistic;
  • Items:
    • (general) added the items of levels 4-9 and their recipes;
    • (pouches) changed the approach to the quantity of slots, weight, and carrying capacity depending on the level;
    • (food) complete revamp of food stats (satiety, fullness, and fullness cooldown) and food prices;
    • (armor) changed stats;
    • (armor) increased the average requirements;
    • (weapons) increased the average requirements;
    • (powders) increased the average requirements;
    • (offensive powders) increased damage, changed the speed and distance of projectiles, and mana usage;
    • (defensive powders) a considerable change of required stats and a minor change of bonuses;
  • Quality system:
    • new approach to rolling stats of items appearing in the world;


CONCLUSION:

This patchnote doesn’t include the details of the work done in terms of:

  • adding new locations;
  • adding new content;
  • dividing the territories of West and East continents into separate Seamless Zones;
  • filling the 3 new counties with AI, resource, and herb spawners;

However, we should draw special attention to our efforts put into adding the underground locations since, in a short time, they will be added to the locations of Rivulet Island and Dwarrhan and will have a lot of purpose in terms of game design.


P.S.

Changes since 09/15/23 for ROG Club tests:

  • AI:
    • (ALL) chase time was decreased by 30-70% (they leave you alone if they don’t manage to land a hit);
    • (Menada) decreased speed (-10%) and acceleration (-15%);
    • (Wolf) decreased the radius of the call fore reinforcements (-30%), decreased the attack animation speed (- 15-20%), decreased the damage of the regular attack (-10%), jump attack less accurate;
    • (Bear) won’t roar as often, decreased PD & MD, increased the HP pool;
    • (Island - Cave Troll): no longer gets stuck in the landscape, added loot drops;
  • Quests:
    • quests unavailable due to random rolls or other reasons are now kept at the bottom of the quest lists and have a different button color;
  • Resources:
    • (Island) fixed with the issue of herb and mushroom spawns, increased the spawn density (average of +35%);
    • Increased the price of all loot and mushrooms;
  • Vendors:
    • (All) changed quality ranges and price modifiers for vendors that sell equipment;
    • (Island) Innkeepers charge less for food compared to the continent;
  • Satiery, food, energy:
    • Issue with the decrease of max energy and absent energy regeneration;
    • Issue with incorrect satiety maluses (0);
    • Changed the bonuses and maluses of different levels of satiety;
  • Other:
    • fixed the bug related to using Tabula Rasa that broke character stats;
    • issues with item stacks;
    • issue related to equipping items after transferring through seamless;
    • item icons and models;
    • Crossbow UX;
    • chat tags;
    • karma colos;
    • enchantment window;
    • dropping equipped items;
    • tower shields;
    • a huge but not final fix of powders (powders, magic, buffs);
    • forced turning on or off of FSR in certain locations and override of other settings;