Dear friends!

This is our final major update before releasing the game from early access. 80% of this time we spent on the new realty system because of how important this mechanic is for the gameplay.

All the following patches will include mostly fixes and changes.

From the technical viewpoints, this patch also coincides with the final relocation of servers and their major reconfiguration.

New Realty System

All real estate functions, which were previously scattered across different objects, are now gathered under one roof in the new real estate system:

  • The new real estate is available right from the start of the game. Access to it is located in the mansion in Harbur village;
  • In other settlements, access to the real estate must be purchased separately. The higher the level of the settlement, the higher the price for unlocking access;
  • Your house contains different rooms. These hold functional objects you can buy and upgrade:
    • Hallway. Unlocked from the start. Comes with a basic starter chest and three extra chest slots you can buy;
    • Workshop. Unlocking this room gives you a level 4 Cauldron. Here, you can also buy and upgrade specialized crafting stations for all professions.
    • Storage Room. Its chest resources are used directly for crafting in the Workshop. You can massively expand its capacity through upgrades.
    • Recipe Library. This is where you store all your recipes. It has two recipe cabinets: a standard one and a premium one you can purchase. Both can be upgraded for more space.
  • You can change your house's exterior using skins. Right now, three styles are up for grabs:
    • Old Mansion — the basic one;
    • Lord’s Manor;
    • Ancient Villa.
  • For a limited time, you can access your old rooms through mailboxes set up near the new mansion buildings.

Boss and Dungeon Loot Drops

  • Improved Drop Rates: The number of items in loot tables has been increased (for example, the Volcanic Golem now has an average of 15 items in its drop pool);
  • All bosses now have guaranteed loot slots that ensure at least 1 Armorer’s recipe and 1 Weaponsmith’s recipe will drop from each one.
  • The quality of drops in T3 County zones has been significantly increased;
  • The range of possible recipe qualities found in dungeons has been widened;
  • The range of possible qualities for all ring recipe drop pools has been limited;

Tax System

In this update, we're taking the first step toward a major overhaul of the castle ownership reward system:

  • Castle (land) tolls and residency taxes have been completely removed.

Here's how this system will evolve further:

  • The next step will be to distribute the collected "Royal Tax" (the tax levied on characters who leave the tutorial on the River Island) among the castles, along with a similar distribution of the permanent 5% tax on all NPC transactions;
  • Following that, the Count system will be introduced. A Count will be able to levy indirect taxes on all transactions made with merchants and craftsmen within their controlled territories, and will have the authority to manage the tax rates;

Crafting System

  • We've adjusted the specific weights within the total Crafting Points pool and increased its maximum potential:
    • Max on a standard tool = 435 = 60 (Vocation) + 120 (“Concentrated” ability) + 120 (Т12 Station) + 135 (Т12 Tools);
    • Crafting station now have 12 levels and give up to 120 crafting points;
    • Vocational T3 abilities give as much points as T6 abilities (before we introduced them into the game);
  • Crafting point requirements were also increased:
    • Up to 324 points for [OOO] quality on a Tier 12 item;
    • Up to 378 for [HHH] quality on a Tier 12 item;
  • Distribution of crafting stations in the world:
    • Realty: up to level 10;
    • Castles: level 12 stations = Castle level 90, 11 = 60, 10 = 30, 9 = 75, 8 = 45;
  • The bonuses for exceeding the required Crafting Points have been reduced. This is a moderate reduction for crafting and a significant reduction for enchanting.
  • Added a new special tool line obtainable exclusively through crafting quests:
    • T1 — 53 Crafting Points;
    • T2 — 85 Crafting Points;
    • T3 — 125 Crafting Points;
    • T4 — 153 Crafting Points;
  • The durability of Phantom Tools has been increased.
    • To address anticipated questions: Yes, we are planning to add a feature that will allow the crafting station levels from guild-owned castles to be transferred to your personal housing.

Crafting Quests

  • An NPC has been placed in Harbur who offers new crafting quests for weapons and armor:
    • Standard Quests: Require crafting items of any quality from Tier 1 to Tier 9. The reward is Talers;
    • Master Quests: Require Highest Quality (HHH) quality items of Tier 3, Tier 6, and Tier 9. The rewards are Talers and Mastery Tokens;
    • Mastery Tokens can be spent to purchase a special crafting tool. Its durability is limited to 5, but it provides a significant bonus to Crafting Points. The exchange NPC is located near the crafting stations in Harbur
    • Quests reset every 24 hours and have a 24-hour cooldown after a character completes one;
    • All quests have level restriction;

Druid

Partial Reversion of Druid Nerfs:

  • "Rite" Powder: Effectiveness increased by 30%, Mana cost reduced by 15%;
  • "Totem" Powder: Radius increased by 30%, Cooldown reduced by 10%, Mana cost reduced by 20%;
  • "Panacea" Powder: Range increased by 20%, Mana cost reduced by 10%;

Character Movement

  • Base movement speed has been reduced to 300, and character acceleration has been decreased.
  • Diagonal forward movement is now slower than moving directly forward, and diagonal sprinting now pulls the character towards the center.
  • Fixed issues that caused incorrect movement animations to play or prevented them from playing altogether.
  • Adjusted all stances to match movement speeds and replaced a number of animations to better align with their intended speed and visual meaning.
  • The VFX for powders in the character's hands (from a 3rd-person view) are now slightly larger and repositioned to the center between the hands.
  • Optimized the client-side playback of movement animations.

Combat System

  • Melee Weapon Attack Rework:
    • A new approach to synchronizing server-side physics and client-side visuals has been implemented.
    • The physical speed of 1H (One-Handed) weapon attacks has been increased by an average of 9%, and 2H (Two-Handed) weapon attacks by an average of 21%. Some specific attacks have been sped up by up to 50%.
    • Visually, attacks now appear faster.
    • Various changes have been made to the properties of the attacks themselves (bonuses/maluses, ability to penetrate different shield blocks, etc.).
  • Dodges:
    • Backward Dodge: Significantly increased acceleration and distance.
    • Side Dodges: Significantly increased acceleration, with a moderate increase to distance.

Added

  • Rune Bonus Scaling: Bonuses from runes now scale based on your character's location:
    • Inside a Castle Territory: 100% effectiveness.
    • Within Castle Domains: 75% effectiveness.
    • Anywhere else on the map: 50% effectiveness.
  • Players can no longer drop containers from their inventory.
  • The reworked "Take All" button has been reintroduced to the game. In the Black Zone, using this button triggers a 5-second delay
  • Maps have been added for mines and caves.
  • Missing spawners for Northerners and Lepers have been added in Unsund (T2) and Gvalot (T3) counties. All their loot tables have been updated to match the county's level.

Changed

  • Increased Experience Requirements:
    • Levels 31-40: +17%;
    • Levels 41-51: +41%;
    • Levels 51-59: +94%;
    • Level 60: +192%;
  • The anti-PvE abuse mechanic has been updated to more correctly block experience gain.
  • Rune slots in castles:
    • 8 Slots = Castle Level 90;
    • 7 Slots = Castle Level 60;
    • 6 Slots = Castle Level 30;
    • 5 Slots = Castle Level 75;
    • 4 Slots = Castle Level 45;
    • 3 Slots = Castle Level 15;
    • Developer's Note: This is the first pre-release change leading up to the reduction of total castles (by closing the Western Continent) and the introduction of limits on guild castle ownership.
  • T3 Swamp Update:
    • Swamp Hag and Leshy: Updated behavior logic, speed, and physics.
    • Added a new sub-type: Sleeper Leshy.
    • New visual and sound effects for these creatures are in development.
  • Character Deletion Timer Changes:
    • Level 1: 1 minute;
    • Below Level 15: 5 minutes;
    • Below Level 30: 30 minutes;
    • Below Level 50: 6 hours;
    • Above Level 50: 24 hours;
  • Rivulet Island (Tutorial Island) Rework:
    • Farevy Village is now separated from the rest of the island by a river and an invisible barrier to prevent new players from straying too far.
    • All mob spawners and resource nodes located outside the village have been removed to avoid tempting newcomers.
    • Tutorial quests on the island now give 20% more experience.
    • Upon completing the tutorial, players now receive 5 Harbur Tokens instead of 1.
  • Increased shield requirements:
    • Medium Shields — +30%;
    • Tower Shields — +25%;
  • Armor skin sets are now compatible with all armor types.
  • The visual effect for the "Panacea" powder has been changed from yellow to green.
  • The hidden experience multiplier has been removed from the character stats window. Quest reward experience values now accurately reflect what you receive.
  • Ore respawn time in all mines has been decreased.
  • Arcane Brushwood cost for brewing combat powders has been halved.
  • The amount of Living Fungush dropped from Shroom nodes has been significantly increased.
  • Hare spawns in open areas have been tripled.
  • Boar behavior has been simplified (making it more predictable) and its hitbox has been adjusted.
  • The quest for the second stage of the Blacksmith progression now requires Troll's Blood instead of Troll's Armor.
  • All map markers on the Eastern Continent have been updated.
  • Server-side AI logic has been optimized for better performance.

Fixed

  • Decreased the brightness and colour of the VFX of the “Bulwark” powder;
  • Fixed and localized the names of pits in teh Arena of Daerkunn;
  • Bosses no longer leave their rooms in dungeons;
  • Character body rendering issues in 1st person;

Best regards,

Atlant Games Team