Dear Friends!

January is coming to an end—the New Year trees in ROG, unlike in your homes, have been taken down :) This update brings not only the complex and large-scale mechanics of castle runes but also our efforts in balancing existing content and adding new types of powders.

And of course, we took some time between working on runes to fix long-standing issues.

Castle Runes & Castles

  • Castle Runes (a detailed description of the mechanics will be published in a separate document), in brief:
    • At this stage, shards are obtained from regular mobs and bosses;
    • Small shards can be combined into larger ones, and larger shards into runes—NPCs for this process are marked on the map;
    • Runes are inserted into Castles, granting bonuses to characters who touch them;
    • Runes have durability and can be destroyed;
  • The map now displays the current castle phase and a timer for the end of the blue phase;
  • Tax adjustments:
    • Fixed an issue preventing tax changes on the last day of the in-game month;
    • Added countdown timers (for both the start and end of the tax adjustment period);
  • Fixed a bug causing karma loss when killing tax evaders;

Balance (Survivability)

Enchantments:

  • Large Gear:
    • Bonus to PD/MD significantly increased (by 30% to 100%), opposing stat penalty reduced by 35%
    • Forced enchantments now have reduced PD/MD penalties.
  • Small Gear:
    • Bonuses to PD/MD increased by approximately 30%;
  • Jewelry:
    • PD/MD bonuses increased by an average of 52%;
    • HP/MP bonuses increased by an average of 40%;

Buffs:

  • Defensive powder buffs increased in effectiveness by an average of 36%;

Druid:

  • Group healing powders increased in effectiveness by an average of 23%;
  • Maximum healing values saw the most significant improvement;
  • Medium heal range increased by 1.5x;
  • Added a powerful single-target healing powder (cannot be used on self);
  • Added a powerful mana restoration powder.

Powder Concentration Adjustments and Their Efficacy:

  • Group Healing - Druid:
    • Increased effectiveness (higher minimum values);
    • Increased range;
    • Reduced mana consumption;
    • Increased Attribute requirements;
  • HP/MP Restoration Powders:
    • Increased effectiveness (higher minimum values);
    • Increased Attribute requirements;
  • HP/MP Regeneration Powders:
    • Increased effectiveness (higher minimum values);
    • Restoration frequency reverted to original values;
  • Concentrated powder yield per brewing increased by 45%;

Dispels:

  • Base range reduced for dispel powders that remove multiple buffs:
    • By 17% for powders dispeling 2 buffs, by 34% for powders dispeling 3 buffs;
  • Concentrating dispel powders up to D1 significantly increases requirements;

Crafting

  • Item Crafting (Refactor):
    • With the same Crafting Points, crafting higher-quality recipe items is always more efficient for obtaining better-quality items;
    • Crafting "M" and "O" quality items now requires more Crafting Points (+50% and +20%, respectively);
  • Ehcnantment (Fix):
    • If the recipe quality does not match the item quality, the chance of enchantment failure (receiving a random enchant instead of the intended one) is significantly increased;
    • Items now always have a chance to break if the recipe quality does not match (50% of the failure chance);
    • Each excess Crafting Point reduces failure chance by 0.5%.
  • Crafting Points:
    • Tools now provide 50% more Crafting Points;
    • Professional skills now provide 32% fewer crafting points on average;
    • Skill cooldowns reduced (especially at higher levels);
  • Fixed:
    • Fixed a bug allowing items to be repaired without consuming ingredients;

Fazira

  • Rewards:
    • Added 3 types of cloaks (HP +30%, MP +45%, Energy +30% regeneration, including active regen), obtained via Fazira Coins and with low drop chance from the Ice Golem;
    • Significantly buffed chest armor (now comparable to Solidity/Dragon enchants, no penalties, lower requirements, but lower durability);
  • AI:
    • Fixed an issue with incorrect spider scaling on spawn, causing smaller spiders to miss attacks;
    • Now spawns 1 of 3 spider types (large, medium, small);
    • Each type has unique stats, dynamics, and attack effects (slow/dispel/freeze);
    • "Poison" debuff replaced with "Freezing" (increases cooldowns);
  • Economy:
    • Activated DQB for all Fazira quests and added a taler requirement;
    • Increased trade quest volume for herb exchanges;

Economy | DQB | DVB | Quests

DVB with all NPCs (NPC vendor price adjustments according to supply and demand):

  • Fixed a bug causing DBV cooldowns to reset faster than intended ( 3-5 times faster depending on the settlements);
  • Increased balance currency (for 25% of NPCs);
  • Slowed down DBV cooldown frequency;

Complete Mob Kill Quest Overhaul:

  • Average mob kill reward increased 4x;
  • Quest availability reroll timing adjusted:
    • 2x per in-game day in villages;
    • 1x per in-game day in cities;
    • 1x per 2 in-game days for bosses in cities;
    • 20% variance on reroll timing;
  • Cooldown adjustments to reuse quests:
    • 4 in-game hours for villages (20 minutes real time);
    • 6 in-game hours for cities (1 hour, 20 minutes);
    • 144 in-game hours for bosses (12 hours);
  • Quest acceptance rules:
    • The current DQB (Dynamic Quest Balance) is locked for the entire quest duration;
    • Reward variance is not locked, meaning you can take a quest when the reward is low and complete it after a reroll when the reward increases;
  • Quest activation frequency doubled, but each settlement now has unique quest mechanics (details at the end of the patch notes);

Economy:

  • Increased costs for processing raw materials, crafting jewelry, and producing certain other items.
  • Fixed an issue where NPCs evaluated mediocre quality items as more valuable than they should be, while high-quality items were undervalued.
  • Increased quest requirements for profession tiers 4-6 to 150k/300k/500k Thalers; DQB activated.
  • DVB and DQB have been fully reset (returned to default values);

Dodging & Energy

  • Fixed a bug that allowed dodging without cooldown and with reduced energy consumption;
  • Fixed a bug that “froze” dodge resistance buffs until death/server change;
  • Dodge changes:
    • Cooldown is now 1.5 sec;
    • Increased energy cost for repeated dodges within 10 seconds (previously 6 sec);
    • Increased energy cost for overloaded characters;
  • Energy regeneration: -50% while running, +75% while walking, +100% while standing still;

UI/UX

  • Added an outline around icons of enchanted items;
  • Added/replaced real-time timers in some windows (previously only in-game dates were shown);
  • (Market) Adjusted commission fee descriptions for better readability;

Cosmetics (Skins)

  • Gloves added to all armor sets without increasing set costs;
  • Improved chest armor of the Black Heavy Set;
  • Fixed item descriptions and inconsistencies regarding which items skins can be applied to;
  • Fixed first-person skin rendering issues;
  • Fixed various cases of equipment models clipping through each other;
  • Added a visual effect for the shop button when new items/discounts appear;

Added

  • Map markers for swamps and craters;
  • Rewards for pioneers for level 60 on NA servers;

Changed

  • Nameplate visibility range increased:
    • 90m in immersive mode;
    • 60m in classic mode;
  • Controls:
    • Item stack splitting is now back to “Shift” by default;
    • Item link to chat – “Ctrl”;
    • Custom keybinding options added for these functions;
  • (Currency Market) New restrictions on order volumes introduced;

Fixed

  • Chat tab selection now persists when switching servers;
  • Loot bags rarely falling through the ground;
  • (Market) Case sensitivity in search across different localizations;
  • Bug that allowed near-infinite order placement on the exchange;
  • AOE zone in the crater (Oer);
  • Disconnects when processing large amounts of resources;
  • Overlapping tax zones (T2 counties);

Optimized

  • (Client/Server) Nameplate rendering.
  • (Client) Object loading in settlements.
  • (Server) Buff saving and initialization.

Known Issues:

  • (refactor) NPC names and subnames (roles and types) are not localized;
  • (rare) A floating problem for some users of a number of providers due to the inability to connect to the server without a VPN (our IP addresses periodically get blocked);
  • (medium) A cell disappears from the hotbar (an item in your hands) when switching between servers;
  • (very rare) Incorrect saving of the set of assets “character and containers in real estate” during quick logins/logouts;
  • (rare) Sometimes auto-payment of taxes does not occur;

(Reference) Quest Mechanics by Settlement

  • General Quest Mechanics:
    • Settlements generally favor 2 monster types – quests for these monsters activate 2x and 1.5x more frequently, with 20% and 10% higher rewards, respectively.
    • City kill quest requirements are 3x higher than in villages, but bulk completion rewards 15% less per monster;
  • Harbue and Isgollyne:
    • High reward & high reward variance on reroll.
    • Moderate quest activationrate and moderate DQB stability (frequent completions increase requirements);
  • Reniche and Oergrad:
    • High DQB stability;
    • Moderate activation rate, reward, and reward variance;
  • Camlasse:
    • Highest reward & highest reward variance.
    • High boss quest spawn rate.
    • Lowest DQB stability and lowest standard monster quest spawn rate (excluding favored monsters);
  • Buddre:
    • Highest DQB stability
    • Moderate quest activation rate, but higher frequency of quests for favored monsters.
    • Lowest reward & lowest reward variance;
  • Dyrivoy:
    • Fewer monsters required per quest than other villages.
    • Highest quest activation rate.
    • High reward.
    • Low reward variance & low DQB stability.
  • Anthernolle:
    • 3x more regular monsters per quest than other cities, 10x more bosses;
    • Unlike other cities, bulk completion grants extra rewards compared to standard monster rewards;
    • High reward variance;
    • Moderate DQB stability;
    • Low spawn rate for regular monster quests & very low spawn rate for boss quests;

Best regards,

Atlant Games Team