The Ri-Shin Celebration is over for another year, and the residents of Alharth have put away their red fur-trimmed hats. But don't worry - we have a lot of exciting additions in store this year!
This particular update, however, we had to start 2023 off slow: we've done a bunch of internal database code updates. It's very unsexy server work, but it's very important! It's possible there are new bugs related to database features -- things like storage vaults, player shops, player mail, etc. If you find a bug, PLEASE report it in-game via the '!' button at the top of your right-hand toolbar. (Reporting this way also includes your exact location in case that's relevant to the bug you found.)
But even while we were focused on that boring stuff, we managed to get some nice fixes and tweaks into this update!
New Party Frames
One quality of life improvement in this update is new party frames! (That's the UI that lets you monitor and select your party members when you are in a group.) We've revamped party frames to be more compact and easier to read, and the right-click menu for party frames is now more organized and has several new options including "Leave Party". All party-frame settings can also be found grouped together under Settings->GUI->Features->Party Frames. The non-compact (default) version of party frames now also has working face cam.
But the big change: You can now hover-cast on a party member. If you hover over their party frame and use an ability, it will cast on the targeted player (assuming they are a valid target for the ability). This is a setting which is off by default, but can be enabled in the new party frame right-click menu under "Settings".
Experimental Selection UI
We continue to build out and improve the Experimental Selection UI. Changes in this update:
Entities can now be targeted & interacted with via their nameplates. This is a setting that defaults to Enabled, located in GUI->Experimental Selection UI->Nameplate Configuration->Select Via Nameplate.
Humanoid nameplates now follow the creature's movements more readily.
Humanoid selection colliders are now shaped to the humanoid rather than being a big box that surrounds them.
Humanoid Skeleton (Archer, Mage, etc.) improvements: they are now easier to select in the experimental UI, their shoulders jut out a bit more, and their neck bones attach to their spine.
Mouse selection is now more lenient.
Crafted chairs can now be selected.
Other UI Changes
Combat Info polish: The window is now available for all combatant targets (NPCs and players) all the time, and more clearly indicates what the next info unlock is.
Anatomy skills now list more specifics instead of "More Combat Info Shown". For example, "See Abilities in Combat Info".
Increased hitbox of nameplates.
The Keys Settings menu is now grouped into categories.
The "Quest UI sounds" setting now saves properly.
Changed confirmation popup animation.
Graphics & Animations
Improved VFX for Phoenix Strike.
Slightly sped up Many Cuts animation.
Added some new animations for Sword attacks, Shield attacks, and Multishot.
Added unique animations to humanoids when being knocked back or forward.
Added knockdown animation to humanoids.
Humanoid hands are now placed more realistically when sitting.
Equipped weapons should be visible in hands more reliably now.
Fixed meditation hover-hands (hands will be in the meditator's lap now).
Camera zoom level now persists between play sessions.
Other Tweaks & Fixes
Playable animal colliders are now the same size as humanoids, so they can fit in all the same areas. This should let them escape pit traps in the Gauntlet.
Jumping is now more responsive. For regular jumping, you can now turn mid-air (but your momentum continues in the direction you jumped in). For steerable jumping, you can now control it via the movement keys.
Flying while jumping will no longer shoot you into the air.
Energy Bow Blitz Shot should now receive all the same mod bonuses as regular Blitz Shot.
Fixed icon for Blitz Shot (was using the Aimed Shot icon).
Red Wing Casino: Added an attendant mantis in the high-stakes table room. She announces the winners of each arena battle as a convenience to the high-rollers. (The announcer Kuzavek's voice doesn't travel that far.)
Fixed a bug that prevented some monsters from using their special abilities (such as healing or buffing themselves)
Fixed a bug with player shops when using the for-guild-members feature
Dramatically reduced the chance of spontaneous Olugax sightings
We'll be back soon with more!
Update Notes: December 7, 2022
Ri-Shin Celebration
The human holiday celebration of Ri-Shin is in full force, and townsfolk in every town and settlement need your help setting up their Ri-Shin trees! Look for townsfolk wearing a red festive Ri-Shin hat. There are trees to set up in Serbule, Serbule Hills, Eltibule, Kur Mountains, Gazluk, Ilmari, Rahu, the Fae Realm, Sun Vale, Povus, and Red Wing Casino.
While you're helping out with the trees, make sure to speak to the locals! All the townsfolk that you've befriended (meaning you have Friends favor-level or higher) will have gifts for you when you speak to them. Make sure to have your favorite combat skills active, because if they give you equipment, it will likely be tailored to those skills.
A Holiday Gift
As a small thanks for joining us this holiday season, there are new redemptions available - one for everyone (except demo players), and an extra one for our VIP members. You can access these through the button on the bottom right of the Persona window, or if you're old-school by typing /redeem in chat. Remember, these rewards are one per account, so make sure you choose which character gets it wisely!
Experimental Selection UI
We've made more improvements to the experimental selection UI, and it's about to stop being "experimental". We'd love to get your feedback on it! You can switch to using the new selection UI by going to Settings->Special and adding the line "ExperimentalSelectionUI" (without quotes) to the special settings box. After you have done that, a new header will appear in Settings->GUI called "Experimental Selection UI" with all the new options.
Changes in this update:
Wolves can now be targeted. Yay!
Serbule Crypt can now be entered when using Experimental UI.
You can no longer select things through walls.
Nameplates will no longer get in the way of clicking things.
Fixed a bug that caused cursor graphic to get stuck.
Fixed a bug that would sometimes cause some corpse hotkeys to not work.
UI, Graphics & Animation:
Dye recipes now have a preview, so you can play around with colors more easily without having to apply them.
Item tooltips now list which dyes have been applied to a piece of equipment, if any.
Equipment can now be previewed in the "Item Info" window (accessed by right-clicking and selecting "More Info").
Armor types are now consistently shown & named in item tooltips; E.G. "Metal Armor", "Leather Armor", "Cloth Armor", and "Organic Armor". Previously "Cloth Armor" was listed as "Clothing", and "Organic Armor" was not listed at all.
New Combat Refresh icon animation makes it more obvious when it triggers and better hints at how it works.
Combat Refresh usage particles now include the blue-wings icon, so it's more obvious when it's been used.
Reconstruct & Restorative Arrow will now properly list their Restores in the ability tooltips.
Claw Barrage DoT will no longer display in tooltip unless it does > 0 damage.
Improved VFX for most mentalism attacks.
Stacking animal forms will now properly remove the underlying forms' buffs/debuffs from the UI. This should only affect druid bird forms and butterflies.
Tigers & Panthers now align to the ground more realistically.
Reduced "glow" highlights from flowers and humanoid eyes.
Fixed a bug which sometimes showed multiple "requires beast form" messages on a single item.
Fixed some wonky-looking animations that would make humanoids enter and then immediately exit combat stances.
Reworded the skill level disparity effect to make it clearer how the number is calculated: lowest-level-skill + 25.
Other Fixes & Tweaks:
Fixed a bug that could cause spawned monsters to disappear sooner than intended.
Changed the way durability works in crafting: if a recipe consumes durability, an item with less than that durability can now be used. If a recipe consumes the full item (with no durability consumption), then an item with ANY durability loss cannot be used. For example, "Cottage Cheese" consumes 15% of a firkin's durability, so you can now use a firkin with only 10% durability in this recipe. "Sour Cream" however requires an entire firkin, so you cannot use a firkin with 85% durability.
The following Major Heal abilities are now affected by Yagreet's Staff:
Restorative Arrow
Ilth Hale's Kiss
First Aid Bomb
Rally
Carrot Power
Added a hotkey for giving an item to an NPC which defaults to X. You can change this setting under Settings/Keys/Contextual Actions/NPC: Give Item
If you are disconnected, the game will now attempt to reconnect to the server.
The /isearch command now has a shorthand version: /i
On any event-related reward chest, (including the key chests in Serbule) if you are mounted or are in a beast-form travel mode, you will be locked out of the chest until you dismount.
Increase hitboxes of some projectiles, so they'll hit short targets such as bear traps and chickens.
Corpse hotkeys bound to Spacebar should no longer cause you to jump when the window closes.
Dyes will no longer dye the UI slot they are removed from.
Cranberry-Turkey Sandwich recipe now actually creates 2 servings.
Fixed iocaine powder recipe to read "field mushrooms" instead of blusher.
The recipe "Crude Cow Shoes (Enchanted)" now only requires 1 Basic Metal Slab instead of 2.
Fixed typo in fairy potions ("cannot not").
Many item short descriptions (E.G. "Potion", "Quest Item" etc) are now determined and stored during the data pre-parse step instead of at runtime. This should have a minor positive impact on performance.
Repeat completions of the Gauntlet will no longer trigger global broadcasts.
Boss Gauntlet '22: There are some new hidden rooms with a few new challenges. There's another room or two left to come in another update, but we wanted to get feedback on this part. It's a bit whimsical (which means cruel), but you'll be fine. When you get to that encounter -- you'll know the one -- we'd love your feedback. We're planning to use that encounter in a future dungeon. You're playing a prototype. Good luck!
Fix for linux graphics bug
There's a new version for Linux that addresses the "super brightness bug". (Other OSes won't have a patch to download at all.)
MacOS Hotfix
MacOS users have a new version of the game which fixes problems that prevented the game from running. (Users on other operating systems won't see a new download.)
Update Notes: November 15, 2022
Welcome to another beautiful fall season! Zhia Lian's tricks and treats are behind us, and we're ready for the tofurkey. In addition to Thanksgiving, this update also contains a lot of bug fixes large and small - plus a special new dungeon for the most powerful players to test their might. So let's get to it!
Turkey Time!
Now is the time for delicious fall meals! Wild cranberries are in season, and turkeys can be found hiding everywhere! Vegetarians will want to speak with Ricatu in Povus.
And there are whispers... of something angry. Something powerful. Vindictive. Watching.
It's probably nothing though! Remember, turkey recipes can only be found during this event, so collect 'em all!
Introducing the Boss Gauntlet!
For high level players, the game's in an awkward spot of development: we're not ready to introduce higher-level content yet. And when we do raise the level cap, we'll take that opportunity to do a bunch of gear rebalancing at the same time, like we've done in the past -- in other words, nerfs. So what are high-level players supposed to do right now? What's the point of getting better gear?
The Boss Gauntlet is the answer. Once you're able to complete the group dungeon in Povus, you're ready to attempt the gauntlet. The Boss Gauntlet is underneath the Povus dungeon and consists of 20 named bosses of increasing difficulty, culminating in some INSANELY tough battles. If your group can defeat all 20 bosses in one session (specifically, within 3 hours), you'll complete the Boss Gauntlet and prove your group's unparalleled prowess!
This Boss Gauntlet won't last forever: it will be retired when the level cap increases, probably around February. (If it's popular, though, it'll no doubt return in some new form eventually...)
Rewards The monsters in the Boss Gauntlet are all level 85, and drop high-quality level 85 gear. They also drop a lot of money! For those who love collecting stuff, each boss also has a chance to drop a unique novelty title. Collect all 20!
If you complete the Gauntlet, you'll also receive a one-time reward of 25 Live Event Credits, and your character's name will be included on a permanent in-game list of Boss Gauntlet '22 Winners.
PS - As with all new content, this will probably need some refinement. It's intended to be super hard, but not impossible! We'll make changes based on your feedback as usual.
New Version of Unity
We've upgraded the underlying graphical engine, Unity, to a new major version. Whenever this happens there's a chance for weird graphical problems or other incompatibilities to show up. If you see weird stuff, please report it!
We are optimistic that this update will fix the problem that some users on new-silicon Macs experience, the issue that requires typing in "MacHack" in the special settings to work around it. ("MacHack" also turns off most of the sky graphics, so that was always intended to be a temporary fix.) If you previously needed the MacHack hack, can you please remove "MacHack" from your special settings, restart the game, and see if it's fixed? Please let us know either way.
Experimental UI Changes
Fixed bugs with highlights being out of sync with their models, such as rotating around them.
Actually removed broken highlights from fairy wings. (They were still showing up sometimes.)
Added outline to selected-entity description.
Selecting an entity for the first time using tab instead of click will no longer cause their highlight to display in the face cam.
Favor floaties now round the number.
Using hotkeys to select & interact with something will now work 100% of the time.
Experimental UI now shows current Power, in a UI similar to Rage but different enough to easily be able to differentiate it.
Experimental UI now handles player title changes.
Implemented stat bars for party members.
New Settings: "Show vitals over players' heads?" & "Show combat numbers for other players?". These are each dropdowns with multiple options.
All entities should now be selectable; some entities were still missing colliders.
Speech bubbles and floaty combat numbers now both display even when their entity isn't in line of sight.
Experimental UI now respects the "PortraitFloaties" special setting.
New settings for outlines, located under GUI/Experimental Selection UI: "Outline Opacity", "Outline Width", and "Outline Quality".
New overhead label color for dead enemies. Only applies to the experimental UI. Located under GUI/Overhead Labels/Overhead Label Colors.
Add extra image (a little diamond inside the power diamond) to self nameplate to more easily differentiate it from others' nameplates.
Speech bubbles no longer overlap the speaker's name if they are selected.
Experimental UI now changes the cursor when you hover over something, which are higher res versions of the existing cursors.
Vital bars now only animate when hp/armor/power/rage changes, not when the creature's appearance changes.
If your current target changes its appearance (E.G. changes gear, polymorphs, etc.) it will now be re-selected after the appearance change is complete.
Other Changes
The ladder on Anagoge can now be climbed. (New ladder tech! Expect to see it more often in the future.)
The mod "Bun-Fu Strike deals Cold damage..." now correctly states that it replaces Slashing instead of Crushing.
The mod "Love Tap deals X Trauma damage after an 8-second delay" now correctly says Trauma instead of Ice.
Recall Stones now take a few seconds to swallow (rather than allowing instantaneous teleport).
Fixed an error that caused some Alchemy potions to not have a Metabolism Cost when they were supposed to. Affected potions are:
Poison Resistance Potion (10)
Thin Fae Energy Potion (20)
Thick Fae Energy Potion (30)
Gooey Fae Energy Potion (80)
Rez and Shine (10)
Move Those Legs! now works while mounted.
Deer will no longer neigh like a horse while in travel form.
Ducks, foxes, & ravens can now fit into all areas that humanoid forms can.
Fan of Blades 5 & 6 now list the proper consumables.
Fixed audio for Bear Traps, Pigeons, Tentakillers, and Blur Smoke.
Item tooltip names should no longer overlap their short description.
Completely redesigned Ability tooltips to be easier to read.
Combat Refresh stats on items are now easier to read, and visually similar to new Combat Refresh UI in Ability tooltips.
Overlayed a unique icon on abilities that cannot be used due to level disparity.
Fix for new Ability Tooltips: Labels no longer linebreak
The area you click to select a monster now updates when a monster dies even if the monster is currently selected.
Monster-click areas for humanoids now match their dead bodies better.
Better handling of appearances disappearing while they're being loaded. This should fix the current round of stuck-on-loading-screen issues.
Fixed broken deereye particle effect.
Gathering crystals now looks like you're actually gathering instead of sitting.
Improved animation for "Become Wolf" ability.
New animation for Necromancy Dust recipe.
New visual effect for Ice Magic Research recipes.
Speed up Sonic Burst animation so it stops interfering with other attacks.
New 3d model for health, armor, and power potions.
Update Notes: October 19, 2022
Welcome to the yearly Zhia Lian event - aka Halloween! You'll receive two quests from Zhia Lian when you log in after the update. Completing these quests will unlock more and more -- there's about a hundred quests in all, including three brand new group quests for high-level players. This update also contains some small bug fixes and tweaks.
Experimental Selection UI:
If your selected creature dies, it now updates properly (loot button will appear & name color will change)
Fixed bug that caused speech bubbles to stick around forever
Fixed bug that caused floaty numbers to queue up while off-screen and then display all at once
Fixed bug that would crash client if you logged out and then back in while something is selected
Floating numbers now respect the size settings (Size of Combat Numbers)
Darkened outlines around Experimental UI names
Mounted players can now be selected, and their nameplates are positioned better
Other:
Legs in Sun Vale now trains a Riding ability for spiders when in their travel mode.
Fixed all tier 1 Bat ability cooldowns.
Fixed bug that causes vendors with low gold amounts to sometimes have large gaps in their Sell tab.
Added POI markers near the portals in Kur Mountain so they are easier to find.
We now show a subtle cooldown overlay on all abilities when the global cooldown is in effect.
Non-humanoids display better on the character selection screen and in the Persona window.
Improved nameplate placement, highlighting, and selection colliders for all monsters.
Fixed bug that prevented camera panning if you clicked on certain GUI elements, such as floaties or speech bubbles.
Sped up Hare "ear-scratching" animation, which is used mostly for support abilities.
All animals will now stick-to-ground more smoothly.
Fixed issues with cow appearance under certain lighting.
Fixed error resulting from rapidly changing appearances.
Fixed bug that causes "Loading 1 additional assets" to stay on the screen forever.
Update Notes: October 12, 2022
This is a small bug-fix update that covers some important initial bugs (as well as some pretty minor stuff that got fixed in passing). We're planning another update next week to address more complicated bugs. Your feedback is *essential* to this process, so a big thank you to everyone who has reported problems or shared their experiences so far!
Fixes & Tweaks:
ExperimentalSelectionUI setting now saves properly.
The Experimental Selection UI now respects font sizes and updates settings in real time instead of requiring a relog.
New settings for the Experimental Selection UI, located under GUI/Experimental Selection UI:
Flash Selected Nameplates: Should nameplates flash when something is selected? Defaults to enabled.
Speech Bubble Font Size
Name Font: Allows selection between serif and sans-serif fonts for entity names. Defaults to serif.
Fixed Werewolf Hunting Speed.
Fixed Winter & Dark Werewolf armors.
Mounts will no longer show up in the character select screen.
Adjusted fox mount animation so it sits in the saddle instead of hanging on.
Snow Raven form and Deer now stick to the ground appropriately. In addition, animals that stick to the ground now take most decorations into account.
Deer will once again fall over when dead.
Lowered volume of spider skates by half.
Fixed some wonky looking selections for doors and a fire in Eltibule.
Slightly decreased egg drop rate for Ice Hen.
All bugs which caused client out-of-sync issues (E.G. entities being too-far-away to attack, not moving, not animating etc.) should now be fixed.
Fixed the color-picker window.
Fixed some NPCs in Kur that were inaccessible.
Update Notes: October 10, 2022
Welcome to our latest update! There's a lot of important changes, so we'll dive right in. It was hard to prioritize all the different changes, so please at least skim over the topics to make sure you know what you need to know!
If you find issues, please report them ASAP! Given the number of changes, we may need a quick hotfix to address any big problems. (And regardless, we'll do another update next week to start the Halloween event!)
Revised Zones: Eltibule & Kur Mountains
We've made large changes to Eltibule and Kur Mountains.
The changes to Eltibule are largely cosmetic in this update, replacing the ground map, trees, foliage, and many props. The map is roughly the same, although there are changes. The most important change is that the exit to Kur Mountains is now beyond Hogan's Keep -- you need to go through the Keep to reach it.
The changes to Kur Mountains are broader: this will be the future home of the orc playable race, and the old map didn't work for that. This is a new terrain, and pretty much everything in the map has changed location. We tried to keep things in rough relative position, but please be careful when you first venture out!
Many areas of spawned monsters and foraged items have shifted or become larger. For example, you will likely run into more winterhue and rabbits during their respective times of day. You might also run into a lot more orcs. So please let us know if you run into trouble with areas that seem too sparse or too dense. The cold weather mechanics in Kur Mountains are unchanged.
If you were logged out in either Eltibule or Kur Mountains, you will be transported to the new entry point of that zone on login.
Treasure Cap for Uneven Active Skills
Note: there was a problem with this new system and it was disabled at the last minute, except for the level cap on AH pets. To repeat, this cap is NOT active right now. This is how the system will work in the future, though. We've tweaked the way that treasure effects on items behave when your active skills are more than 25 levels apart. Here's the rundown: If your two active skills are more than 25 levels apart, we automatically downgrade your equipped gear by temporarily lowering the treasure level until the mods are below the cap. So if you have Archery at 25 and Sword at 75, the Sword treasure mods will be capped at 50: the lower-level skill plus 25.
The base effects of the gear ("white label effects") don't have any scaling info so they just stay the same all the time.
If no lower-tier effects are usable, that effect is just disabled.
A new icon in the effect bar explains that they are downgraded, and lists which slots are affected.
Equipped item tooltips display the correct downgraded information (or an indication that the enchantment is disabled) if the item is affected by skill level disparity.
Looking at the abilities themselves will also show that the capped effects are being used.
If one of your active skills is Animal Handling, we also cap your pet's level. If your Animal Handling skill is more than 25 levels higher than your other active skill, we automatically reduce the level of your pet to the lower-level skill plus 25. If a pet is already summoned and your skills are changed in a way that would result in its level lowering, it is automatically unsummoned.
Necromancy Summon Change
Another important change we wanted to call out: Necromancers no longer need to be in a graveyard to raise standard skeletons. Instead, you need Necromancy Powder, which is created by powdering bone in a graveyard late at night.
Necromancers automatically learn the recipe to do this at level 2.
If you are already level 2 or higher in Necromancy, the recipe has been automatically added to your recipe book.
The recipe requires a femur or other large bone, and can only be performed in a graveyard during the in-game hours of 10pm and 4am.
All tiers of the ability "Free-Summon Skeletal Archer" have been removed.
All tiers of the ability "Raise Skeletal Ratkin Mage" are unchanged: these abilities still require you to be indoors and have a ratkin medallion.
New AoE Buff Logic
We had to cancel our recent Boss Invasion event due to server lag. We've made some internal optimizations to fix this, but one of the most important fixes has gameplay ramifications. (And it's something we should have fixed long ago... it just wasn't a priority until now.)
The biggest performance problem was area-of-effect (AoE) buffs! When several hundred players (and their pets) were grouped into a tiny clump, these buffs would apply to hundreds of entities -- so many that it actually takes a noticeable amount of time on the server. When a bunch of players in this clump are all applying buffs at the same time, it generated lag.
AoE buffs are balanced around the idea that they might apply to an entire hunting group of six players (and their pets). Definitely not hundreds! That's a performance problem as well as a game-balance problem. So we've tried to fix it. But we also want buffs to continue to work intuitively in 95% of day-to-day situations.
Here's the new rule: AoE buffs and heals affect at most seven players (and their pets). If there are more than 7 players in range, the caster and their group-mates are prioritized first. If the caster is targeting another player that isn't in their group, that player is also always included. (This is so you can continue to offer "drive by assistance" in dungeons.) After that, players are picked randomly until seven are chosen.
For simplicity, we count seven players, and automatically include those players' pets. e.g. If a player and their pet are both within range, the pet will get buffed if the player does. If a pet is in range but the player isn't, that pet still counts as one player (for purposes of picking seven).
We hope that this system will be invisible most of the time, only being a problem when there are more than six players fighting the same monster. (In those cases, the nerf is intentional.) If this rule causes unforeseen gameplay problems, we'll revisit it.
Monster Hatred Calculation Change
We wanted to call out a small but important change: Indirect damage effects (such as Damage-over-Time effects, Damage-Reflect effects, and Delayed-Damage effects) previously did not generate monster hatred, but now do. Each point of indirect damage generates as much hate as a point of direct damage.
This is an experimental change. We'll be watching closely, and we'd love to hear your feedback after you have a chance to play with this some.
Changes to Mentalism Treasure
We've made some relatively small changes to Mentalism.
"Electrify, System Shock, and Panic Charge restore 30 Health after a 15 second delay" => 53 Health after a 7 second delay
"Mindreave taunt -500" => "Mindreave taunt -665"
"Reconstruct restores +30 Health and causes the target to take 24 less damage from attacks for 10 seconds" -> "Reconstruct causes the target to take 18 less damage from attacks for 30 seconds"
"Revitalize restores +30 Health and causes the target to take 30 less damage from Psychic and Nature attacks for 10 seconds" => "restores +30 Health and causes the target to take 26 less damage from Psychic and Nature attacks for 12 seconds"
"Psi Health Wave heals all targets for 90 health after a 25 second delay" => "Psi Health Wave heals all targets for 109 health after a 15 second delay"
"Psi Armor Wave and Psi Adrenaline Wave restore 202 armor to all targets after a 25 second delay" => restore 139 armor to all targets after a 15 second delay
"Psi Power Wave and Psi Adrenaline Wave restore 70 power to all targets after a 25 second delay" => restore 56 power to all targets after a 15 second delay
"Panic Charge boosts the damage of all your attacks +23 for 20 seconds" => +57 for 20 seconds
Fixed several other treasure effects that didn't get more powerful after level 80.
Other Treasure Changes
There are various other treasure changes, including a nerf of Warden's Privacy Field ability.
Archery: New (Head, Main Hand): "Heavy Multishot boosts the damage of your Nice Attacks and Epic Attacks +167 for 10 seconds"
Shield: Display Fix: "When you are hit, all Shield abilities taunt +10 for 20 seconds (stacks up to 10 times)" now correctly states the stack count, "10 times", instead of "15 times". (It already stacked the correct number of times; this was a simple typo fix.)
Spirit Fox: Display Fix: "While Blur Step is active, Soul Bite has a 33% chance to deal +7 damage and hit all targets within 7 meters" => +124 damage. (It already dealt this much damage, it was just incorrectly listed as +7.)
Staff: "For 30 seconds after using Phoenix Strike, your Survival Utility and Major Heal abilities restore N Health to you" => Fixed bug that caused this to restore Power instead of Health as intended.
Staff: "After using Headcracker, you take -N% damage from Psychic attacks for 15 seconds" will now stick around for the entire 15 seconds. In addition, we fixed a bug that caused the level 85 version to be weaker than the level 80 version.
Warden: Privacy Field ability: reduced base damage at all tiers. (The highest tier changed from 275 => 196.)
Warden: "Privacy Field deals +65% damage to melee attackers" => +48%
Warden: "When Privacy Field deals damage, it also ignites the suspect, dealing 180 damage over 12 seconds" => 156 damage over 12 seconds
Warden: Small tweaks to several other warden treasure. (These were formula revisions.)
Minigolem abilities Healing Mist, Invigorating Mist, Haste Concoction, and Rage Mist have increased area-effect range.
In addition, all treasure effects should now persist through zoning and logout. The following effects previously were not doing that and have been fixed:
"While Unarmed skill is active: any time you Evade an attack, your next attack deals +X damage"
"While Unarmed skill is active: you gain +4% Melee Evasion and any time you Evade a Melee attack you recover X Armor"
"When you are hit, Finish It damage is +X for 20 seconds (stacks up to 10 times)"
"When you are hit, all Shield abilities taunt +X for 20 seconds (stacks up to 10 times)"
"When you are hit by a monster's Rage Attack, the current reuse timer of Stunning Bash is hastened by 1 second and your next Stunning Bash deals +X damage"
"When you are hit by a monster's Rage Attack, Reinforce restores +X Armor for 60 seconds (stacks up to 10 times)"
"Privacy Field causes you to recover X Power when a melee attack deals damage to you"
Mounts
All animals forms should now be able to ride horses or use a unique travel mode.
Spider form has a new travel mode: Spider-Form Travel Mode can be learned from Legs at Animal Town in Sun Vale. You must be Comfortable with Legs.
Many animal forms can now ride horses, including: Hares, Foxes, Giant Bats, and Butterflies. Riding a horse in these forms behaves just as if you were riding in a bipedal form.
Mount Fixes & Tweaks:
Mounts now come to a stop more slowly, except when stopping to interact with something. Note that you can stop more quickly by holding the "move backward" key.
Safe Fall no longer persists while mounted.
Fixed a bug that allowed prevention of fall damage by mounting.
Dying from a projectile while mounted should no longer let you walk around while dead.
Butterfly Changes
Player butterflies no longer have +25% Mentalism Base Damage; instead they have +10% Psychic Damage and +10% Nature Damage.
There is a new butterfly-only recipe which allows you to drink nectar from flowers (or flower arrangements). This consumes the flower and buffs your Health Wave, Armor Wave, and Power Wave abilities for 30 minutes. The potency of the buff depends on the quality of the flower(s). For now, this recipe can be learned from Yavazek in Sun Vale.
Butterfly dances are a bit more unique now with different particle effects for each move. And butterflies now float subtly while moving or dancing. Very pretty!
Other Animal Forms Tweaks & Fixes
Stuns should now properly affect all forms.
Ducks can now fit into areas that all other forms can.
Shrunk the pigeon hitbox.
Your Persona window will now correctly update when you switch between forms.
Most animal forms now adjust the camera so that the new form remains in the center of the screen.
Foxes and spiders now "stick" to the ground, similar to hares.
Polished deer animations, including new dance moves.
Added new dance moves and color variations to fox dances.
Spider dance variants B & C are now slower & faster versions of the base dances.
Added new dance moves to giant bat dances.
Spiders, foxes, and bunnies now all kinda-sorta look like they are swimming & flying.
Added falling animations to giant bat, spider, & fox.
Improved animations & visual effects of giant bat attacks.
Spider abilities should now be quieter.
Polished some spider attack particles.
Sped up some Hare attacks.
Fixed the specularity on player cow texture.
VIP Challenge Limited Edition Vanity Pet - The Ice Hen
The reward from the VIP Challenge is here! If you logged in during the Challenge, then you can collect your limited edition vanity pet from now until November 30th. The Ice Hen is our first interactive vanity pet, released in remembrance of The Great Egg Famine of 2018. Your personalized Ice Hen has a chance to lay eggs at a higher rate than wild chickens. Now you have the power (and the chicken) to help ensure we never run short of eggs ever again!
You can collect your pet in game by opening the Persona panel (it's the face icon towards the bottom of your right-hand bar) and then clicking the gift box icon at the bottom, or you can type /redeem in chat. Once you have redeemed your Ice Hen, you can summon it by clicking the "Manage Cosmetic Pets" button on your Persona panel.
Do not procrastinate collecting this gift, because after November 30th this pet will never be offered again!
More Backer Package Benefits
Many of the backer packages (from Kickstarter, IndieGoGo, or the Gorgon Shop) comes with small in-game benefits. In this update, we've hooked up a couple more of those features. Players who purchased a package that included free Lycanthropy/Teleportation skills, or the ability to create a stack of Duke's Cakes, can now access those rewards through the redemption panel.
Again, you can collect your rewards by opening the Persona panel (it's the face icon towards the bottom of your right-hand bar) and then clicking the gift box icon at the bottom, or you can type /redeem in chat.
Please note that the Teleportation rewards can be redeemed on *all* of your characters, while the Lycanthropy benefit can only be redeemed on a single character, so choose wisely! Redeeming the stack of Duke’s Cakes works very similarly to redeeming player title scrolls -- any character on the account can redeem the cakes, but only once a week.
In addition, players who purchased a Grand Duke or Archduke backer package can now send out their proclamations and decrees all across the land -- that is, make short world broadcasts. Each proclamation can be up to 255 characters long, you may make up to three proclamations, and each proclamation has a 7 day timeout period. A Council Proclamation Form can be found in Hulon's house in Serbule Keep.
Player-broadcast proclamations are not considered official and do not have any effect on gameplay. They also include a short disclaimer so that they can easily be told apart from admin or game system broadcasts.
New Selection UI
We're working on a new selection UI, and in this update you can start helping us test it (if you want to)! The new UI changes the way that selected objects are highlighted and the way their information is displayed when they are selected.
You can switch to using the new selection UI by going to Settings->Special and adding the line "ExperimentalSelectionUI" (without quotes) to the special settings box. After you have done that, a new header will appear in Settings->GUI called "Experimental Selection UI". All new-UI settings will go under here, although there's currently only 1 setting. This is an experimental change, so please give it a try and then give us your feedback!
Other UI Changes
Chat tabs now turn green instead of italic when there are unread messages.
Unread notifications can be turned off for chat tabs, in the "Edit Tab" menu (by right-clicking the tab itself).
Tracked skills now persist through sessions.
The "Hide Known Recipes" filter on vendors is now just "Hide Known", and applies to both recipes and abilities.
The enter key can now be used to confirm item summons and splits.
When summoning an item, the amount to summon is now automatically selected so you can quickly change it.
Player-bestowed title messages will no longer show color tags in chat.
Recipe tooltips now accurately state when an ingredient is not consumed, instead of "(% chance to consume)".
Hovering over an effect when it wears off will now properly update the tooltip.
Equipment gained from a barter will now show the proper level when hovered over in the barter window.
The tooltip icon cooldown overlay should no longer appear on items.
Fixed stretching icons in Player Work Order sign and crafting UI.
Fixed rounding error in client display. Certain buffs could make it seem like you had 1 more Max Health than you did.
Quests that cannot be abandoned now have a greyed-out "Abandon Quest" button with some informative text. This should make it clearer that this inability to abandon some quests is intended, and not a bug.
More clearly delineated item attributes from the info below them when there's no enchantments.
Optimized NPC vendor UI to remove freeze-up when first opening the UI or switching tabs when there are a lot of items present.
Better handling of on-screen messages that display as soon as you enter a new area.
World Draw Distance Changes
Previously, several graphics settings were only supported in older areas (such as Serbule) and not newer areas (such as Povus). The following settings now work in both old and new areas: tree-draw distance, tree billboard distance, grass distance, and grass density.
Maximum tree-draw distance increased from 2000 meters to 3000 meters.
Minimum tree-draw distance increased from 0 meters to 100 meters.
Minimum grass density increased from 0% to 35%.
All graphics presets have new default values for tree-draw distance, tree billboard distance, grass distance, and grass density. This may slightly impact FPS. Note that any overrides for tree-draw distance, tree billboard distance, grass distance, or grass density that you may have set have been reset to their default values, and will need to be re-adjusted.
Other Animation & Graphics Changes
Added a new Graphics setting, "Realistic Non-Bipedal Placement", which is like "Realistic Foot Placement" but for non-humanoids. This will make non-bipedals "stick" to the ground realistically, rather than just float above it. Currently only implemented for bunnies, foxes, spiders, and horses.
Added animations when humanoids evade attacks.
Added particle effects to recipes for Shamanic Infusion and Fire Magic.
Added a new visual effect to Take The Lead.
Revamped Priest attacks (animations, visual effects, and some sounds). This has the effect of speeding up some attacks.
Revised armor appearance to be less washed-out. This is most noticeable on metal armors.
Numerous appearance loading improvements and fixes, which could cause the loading screen to hang or fail.
Other Bug Fixes & Tweaks
Rewrote water wells. Now instead of being a single-use interactible that fills one jug of water, it works in a delay loop, filling water repeatedly until you move away from the well (or run out of empty bottles). It starts slowly and then accelerates.
Ursula's Curse: when Ursula appears, she immediately targets the cursed player.
Equipped gear can no longer be transmuted.
Show error messages when attempting to transmute equipped or low-rarity gear.
Dropping items no longer stacks them on top of each other, they are spread out in a grid around the dropper.
Increased chance of dropping Ilmari gems on all four types of Rahu mineral nodes.
Added actual fire to static campfires (like those in Kur Mountains) when they are fed with wood.
Projectiles will no longer stick around indefinitely when shot at ghosts.
Dead humanoids should no longer skate around dead some of the time.
Fixed recipe Secret Calligraphy: Hemorrhage to give the intended effect.
"Astounding Cloth Shirt (Max-Enchanted)" and "Camouflaged Astounding Shirt (Max-Enchanted)" now have the proper pre-requisites.
Changed effect name of Agonizing Speed Potions from Bleeding Speed to Agonizing Speed.
Changed instances of "Amazingly" inks to "Amazing".
Emptying bottles of water no longer counts for quest "Holistic Wellness: Drink Water".
Serbule Hills outhouses are now easier to interact with, and have a more appropriate search animation.
Added Pet owner's name to the name of some of the vanity pets - Death on a Leash, Fae Dragon, Radish, Winter Beet (and the new Ice Hen).
"Level 10-20 Event Loot Key"s are now properly called "Level 15-20 Event Loot Key"s.
Fixed typo in Jumper's quest "The Bridge Bully" that indicated the wrong direction (southeast instead of northeast).
Fixed typo in Fist of the Green Man (wayword -> wayward).
Fixed typo in quest "A great new calligraphy bench".
Changed "Kill Toxic Frogs in Gazluk While Nude" to "Kill Toxic Frogs in Povus While Nude".
In quest "Kill Barghests in Gazluk", fixed "klil" typo.
Changed mushroom name from "Groxmak" to "Groxmax".
Converted all quest titles containing 'Halloween Event:' to 'Zhia Lian Event:'.
Assorted improvements to server and client performance.
Update Notes: July 3, 2022
This is a minor update to make adjustments to the Summertime Experience event which starts tomorrow. There are a few other changes and bug-fixes:
Add better handling of rapid changes in a humanoid's equipment. This should fix the bug where some players' textures display as bright pink
Remove duplicate Blitz Shot 6 training option from Alravesa
The "Heed The Stick" mod that grants mitigation from direct attacks will now always last 10 seconds
More debug info to track down remaining "stuck on loading screen" bugs
The local player mesh is now optimized again, this functionality broke as part of recent loading optimizations
Deselecting an object that has just changed (such as a flower as part of gardening) will no longer re-select the object, or previously-selected objects
The Healing-Suit Tester (a high-level boss) now recovers less health when there's only a few healing crystals
Update Notes: June 26, 2022
This is a minor update. It addresses the following bugs:
Fix bug that could cause the loading screen to get "stuck" with a few remaining downloads
Fix bug that caused queued ability icons' green highlight to stick around longer than it should
Remove framerate stutter when opening the quest window (when it had hundreds of quests in it)
Better error handling when reapplying particle effects
Fix bug that prevented ghosts from loading correctly
Fix bug that causes hotkeys to break when an appearance failed to download (for any reason)
Fix bug that caused the Skill Tracker to disappear if positioned on the left side of the screen