Dear friends!

We prepared ambitious plans for this week. But unfortunately, not all of them came to fruition by the time we release this patch. Some of the uncompleted tasks we planned for this week will move to the next, where we’ll finish them.

We’d also like to remind you that we are collecting questions for developers until December 14th. You may ask your question in a Discord thread in our game’s server.

We’ll publish answers to the most popular questions in a separate post on December 17th.

Temporary | Problematic

  • Castle Level sum limit for guilds was increased 3 times until the implementation of “Capturing for Destruction”;
  • We’ve decreased the damage modifiers for hits to the head to gather your feedback;

UX

  • Fixed an issue that prevented receiving mail attachments after a seamless transition. A timeout has been added for actions (taking items/deleting mail);
  • Loading screens have been added: a startup screen (without progress) and one for entering the game world;
  • Action hints were returned, including those for interacting with objects using the "E" key;
  • Portal and Token Standardization:
    • All portals requiring a token now have a similar appearance and open a token interface when entering the teleport area;
    • Fixed token box opening for portals that require tokens to use;
    • Fazira Tokens now have a different icon than Dwarrhan Tokens;
  • Reduced the timeout for reconnection in case of logout/connection loss;

AI

  • (All Bosses) Fixed issues with target resetting and pathing back to their spawn point, which often occurred when only a single character was attacking.
  • Golems:
    • Reworked behavior logic (more transparent and stable), including stricter conditions for triggering different types of attacks;
    • Adjusted aiming accuracy throughout attack animations;
    • Stats: Increased Magic Resistance for regular and volcanic Golems;
    • Resistances: Unified physical weapon resistances (both positive and negative) for all golems. Unified and adjusted magical attack resistances (+/-) according to the golem's element;
    • Visual improvements;
  • Scorpion:
    • Added resistances (+) for physical weapons;
    • Insignificant fixes of behavior logic;
    • Fixed 2D sounds effects;
  • Hag: Added equal positive resistances to all magical attack elements and crossbow bolts;
  • Leshy: Removed incorrect resistances (-);
  • Skeletons: significantly decreased the resistance (-) to crossbow bolts;
  • Increased mob levels in the cave of T3 county (Gwaelot);
  • Added greater rewards for killing Rooter and Roaming Boss Rooter;
  • Increased HP and Attack of all Roaming Bosses;
  • Increased the size of the hare spawner in Oer;
  • Added new spawners and increased the average numbers of mobs in T2 and T3 counties;

Fazira and Mountain Pass

  • Characters with “Psycho” level of Karma will now teleport to their designated graveyards in Dwarrhan;
  • Added a portal on the Mountain Pass;
  • Fixed incorrect herb spawns on the Mountain Pass;

NPC | Trading | Quests

  • Fixed disappearing “Training” quests;
  • Hunter’s and Butcher’s quests:
    • Rewards have been significantly increased, and the value hierarchy for animal types has been revised;
    • Rerolls now occur every 12 in-game hours (1 real-time hour);
    • Added reward randomization, dependent on the settlement type (village/city) and its tier;
    • Price variance is higher in cities than in villages. The higher the settlement tier, the greater the variance;
    • Added progression for requirements and an increase in the average reward per unit, dependent on settlement type (village/city) and tier.;
    • Towns pay more per unit. Higher-tier settlements also pay more;
    • Bulk quests always offer significantly more stable prices than single-unit ("per piece") quests;
    • The higher the settlement tier, the stricter the Dynamic Quest Balance (DQB) becomes. (The more often a quest is completed, the higher its requirements become for the same reward. It gradually recovers, similar to Dynamic Vendor Balance - DVB);
  • Various NPCs have been added to T2/T3 settlements (merchants, quest givers, etc.);
  • The Dynamic Quest Balance (DQB) rollback has been slowed down by x10 (it is still 6 times faster than at launch);
  • Mob spawners on the map are now highlighted after accepting a kill quest if they contain >50% of the spawner's total;
  • Dynamic Vendor Balance (DVB) has been enabled on Corry for bulk purchases and to a minor extent for sales;
  • Added Bill creation NPCs in T2 and T3 counties;

Texts and Localization

  • Normalized (simplified) and localized again the names of:
    • weapons;
    • armor;
    • powders/buffs;
    • a number of quests;
  • Added item level in items’ names (Roman numerals);
  • Added descriptions to some markers on the map;
  • Fixes of quest localization;

Visuals:

  • Fixed some map markers;
  • Fixed the issue when player character voice reset to default in some cases;
  • New jump and fly animations in the stance without weapons;

Other:

  • Necromancer ability “Plague” is now tagged as a negative buff;
  • Collisions of a number of objects (including the cunning murderous rocks);

Best regards,

Atlant Games Team