We don’t plan too far ahead or announce plans for global mechanics that are still a long way off.
We only announce the realistic amount of work we can handle at the current stage of the studio’s development.
The roadmap covers about 60-70% of the upcoming work for this time period because:
We try to stay flexible and listen to the community, so some tasks will inevitably change;
It doesn’t include any backend or service-related tasks;
The "Changes and Fixes" cards are still being filled out:
They will include fixes for long-standing issues, significant balance/UI rough edges, etc.
Once a chapter is completed, they will include links to patch notes;
These cards will be useful for seeing our response to your reports and suggestions;
The "County" cards will migrate from chapter to chapter. Their subtasks reflect this breakdown.
How to Read It?
Inside each card (or almost each), you’ll find a description or subtasks;
To see the description, click on the card and select the "Description" tab; for subtasks, select "Subtasks." Your tab selection will be saved for the session.
Timelines?
This is an important question in roadmaps. However, in this case, we won’t set specific deadlines for each chapter. But as the last 6 months have shown, each chapter takes about 1 to 2 months.
Update Frequency
After each patch.
Additionally, we’ll gradually improve readability and fill in what we haven’t had time to yet.
Best regards,
Atlant Games Team
Hotfix 0.95.132
Dear friends!
The initially planned hotfix also included a number of changes.
The roadmap is ready for publication and will be covered in a separate news post.
We also remind you that our main task for February, currently in progress, is a complete refactor and redesign of the tutorial locations (Tavern + Island).
Experience
Regular experience buffs (“Learning” powders) now last for 60 minutes of real time without increasing their crafting cost;
The experience buff received offline is now separated into a separate group:
Does not dispel upon death;
Stacks with any type of experience buffs (both regular and ghostly);
Experience redirection buffs:
Increased cost, also doubled DVB and cooldown speed for NPC powder vendors;
Experience transfer powders have been added to the in-game store: transfer experience point per point, do not drop upon death;
UI | UX | Chat
Fixed tooltip display priority;
Added information about dispeling upon death to the tooltips of powders and buffs;
Added a forced UI reset once upon launch to fix issues with misaligned windows on non-standard resolutions;
All languages are now enabled by default in chat filters
The chat channel's language is now determined by the keyboard language when sending a message (previously, it used the client language);
Added item types in item tooltips;
Added types of equipment in tooltip that skins can be applied to;
Fixed
Invisible walls along rivers separating continents;
Items that the "Royal Scout" set can be applied to;
Changed
Changed the recipe for the "First Aid" powder: reduced requirements, increased yield per craft by 6.6 times;
Increased the number of rune altars to: Castle level 30 = 3, 45 = 2, 60 = 4;
Prohibited working with castle runes during the Red Phase;
Expanded the boundaries of the Safe Zone in T2 county cemeteries. Now they cover the nearest portal;
Increased the range of the T3 Vocational ability (Cleanse);
Previously Unmentioned
Added the "First Aid" powder. It removes negative effects, including technical debuffs (primarily received from AI);
T0 dispel powder (Purification), which can only be used on self, has the maximum dispel level, meaning it removes any buffs/debuffs;
Best regards,
Atlant Games Team
Update 0.95.123
This update is primarily focused on experience (XP) and a number of important fixes.
Experience
Experience Redirection Powders have been completely reworked with new logic:
Now they convert all received XP into the specified attribute;
Only one powder can be used at a time (they will override each other);
Merchants selling these powders have been added to all cities, not just Isgollyne;
New Experience Boost Powders have been added in 2 types:
Regular and Phantom Learning powders;
Both types have 3 levels: +15%, +30%, and +50%;
Different types can stack (e.g., you can use both a regular and a Phantom powder at the same time);
Levels within the same type cannot stack (they overwrite each other).
+30% XP for Everyone:
For every 1 hour of offline time, the character receives a +30% XP buff (Learning) for 5 minutes, up to a maximum of 1 hour in total;
If the character had a +30% buff with less than 1 hour remaining when logging out, it will be extended to 1 hour;
If the character had a +15% or +50% buff when logging out, the offline bonus will not be applied;
Where to Get Powders:
(temporarily) Regular powders can be exchanged for Seals at NPCs;
With the introduction of the new location (Blazing Forest), they will be crafted with Rune Shards;
Phantom powders have been added to the in-game store;
Fixed the main issue with incorrect XP distribution in parties when members have redirection effects;
What’s Next:
XP events (weekends, holidays, etc.);
Event locations with bonus XP;
Castle runes for XP;
Fixed
Display of effects in buff tooltips;
Display of HP/MP/Energy regeneration modifiers in tooltips and correct values in the combat log;
Combat log saving;
Order of letters indicating item quality in the exchange window and powder crafting window;
Display of stats when linking enchanted items in chat;
Incorrect disappearance of nameplates on character death;
Fixed the display of map markers on opposite continents;
Changed
The NPC (quest giver) who exchanged Frost Leaf in Fazira has been replaced with an NPC (processor) for easier handling of large quantities;
Herb Spawns
(Temporarily) Disabled the ecosystem on herb spawners, which could lead to a "bad harvest" until the end of the in-game month.
Increased the number of herbs in Dwarrhan by 3 to 14 times.
Increased mushroom spawns in craters and swamps by 2 to 5 times, adjusted respawn cooldowns and variety.
We are monitoring the situation with herb-selling NPCs, but we remind you that these vendors were introduced as an expensive alternative to gathering herbs in the open world. Our changes aim to encourage player-to-player trading rather than trading with NPCs by increasing plant availability in Dwarrhan.
Castles
Fort burning:
When expensive runes are placed in castles, the burning time for forts has been increased to 5 minutes for regular castles (levels 15 and 45) and 10 minutes for royal castles (levels 30 and 60);
Elixirs:
Duration of regular elixirs increased to 24 hours;
Duration of royal elixirs increased to 72 hours;
Sincerely,
The Atlant Games Team
Update 0.95.108
Fixes for long-standing issues and optimizations..
Fixed
Cooldown reset on some vocationsl skills;
(NA location) Certain buffs disappeared when moving between servers;
Added a safety measure against losing resources when processing large volumes of resources (in case of failure, items are returned to inventory);
(Client) Cause of rare crashes (in-game time);
Levitating objects in several locations;
Localization;
Optimized
(Client) Micro-freezes related to nameplate handling;
(Client) Performance loss when equipping certain powders, equipping certain items, and reloading crossbows;
(Client) Performance loss due to combat log spam;
(Client) Performance loss when characters die on the server;
Dispel
Added a restriction on using all dispels in Green Zones, except those that can only be cast on oneself (Apprentice Purification);
(Temporary) Until the introduction of R2 buff powders, R1 dispels no longer remove R1 buffs;
With the introduction of R2 buffs, the dispel system will undergo several changes;
All T1 powder vendors in Dwarrhan have been supplied with T0 dispel powders;
Added
Mini-maps for settlements;
A separate hare spawner with map markers;
Combat log saving when transitioning between servers;
Changed
Removed time deviation on quest rerolls;
Added seasonal discounts to the in-game store;
DVB*
* Dynamic Vendor Balance: a mechanic that changes the prices of goods and services for each specific NPC based on supply and demand from players.
Here we publish our response to the lively discussions (data relevant as of the patch note writing):
There are 7 herb vendors in Dwarrhan: the one in Harbur is overloaded by 8.5 times, while the one in Camlasse — by 2.3 times;
Herb vendors are an alternative to gathering herbs in the world. It was initially intended that they sell herbs at inflated prices to those who do not want to gather/trade with players;
In Dwarrhan, there are 4 metal refining NPCs: in Harbur, they are overloaded by 6.6 times, while in Buddre, their balance remains unchanged.
Near-term plans for DVB:
Information about NPC workload, "quality" of quests will be added to trade/processing and quest windows, allowing for quicker assessment of the situation;
The recovery speed for each DVB NPC will be dynamic, making NPCs more unpredictable;
Traders and some processors will be added to Black Zones (whether they will be random is still undecided);
Changes to the roadmap will be published in the coming week.
Best regards, Atlant Games Team
Fixes 0.95.97
This list will include not only new fixes and changes but also hotfixes from weekends.
Market
Added sorting by price and quality;
Fixed color display of item quality;
Fixed the issue with searching for certain items by name;
Changed the UX for category filtering and interaction with them;
Changed the names and positions of buttons/information;
Added parameters for castle runes for trading;
Added parameters for light shoulder pads for trading;
The market window can now be moved, and tooltips can be pinned;
Fixed font scaling for item names in completed orders;
Fixed localization;
Fazira
Spider:
Fixed the scaling issue of spiders (medium and small); they were stronger by an extra +10% (on Fazira_5) to +53% (on Fazira_1);
Additionally, the characteristics of medium and small spiders were reduced by 15-60% compared to the large spider;
Now, the smaller the spider, the lower the chance of an active debuff;
The dispel of the medium spider is now D0 (i.e., it does not remove R1 buffs);
To compensate for lower survivability of spiders, the experience for medium and small spiders has been increased (so that all spiders give approximately the same amount of experience);
These changes will remain until the final rework of Fazira after the addition of the new PvE location and fixes for experience gain on group redirects;
Golem:
Adjusted characteristics to be closer to the Crater Golem;
Fixed
(Server) Critical error (castle runes);
Item duplication when interacting with resources;
Removal of positive cooldown modifications by negative ones instead of summing them up;
Incorrect quest roll interval;
Karma loss when killing tax evaders;
Highlighting of an enchanted item slot did not always disappear after moving the item from the slot;
Incorrect craft point bonuses for some tools;
Notification of zero success chance when enchanting;
Immersive nameplate showing through objects;
Added missing taler requirements for some quests in Fazira;
Returned the lost boss spawner (Scorpion);
Enchantment recipe ("Steam");
Crafting recipe for T9 heavy pants;
Some castle rune recipes;
Localization of NPC types;
Activation of the "New" icon in the in-game store during seamless transitions between servers;
Purchasing items with ROG Points was sometimes unavailable;
Changed
Teleportation points on T2 castles have been moved outside the Red Zone;
Bosses (Golems, Scorpions, Trolls) are less likely to get rotated around;
Increased and unified the drop chance for powder recipes on average;
The castle information on the map now always displays the full timer until the end of the blue phase;
The quality system has been enabled for amulets;
Increased range for T2 and T3 Vocation skill: Purity;
Added
Ability to move the container in real estate below the screen;
(Map) Visual highlighting for castle markers in the color of their current phase;
(Map) Markers for leper camps, redwood lumber camps (Northeners), missing markers in Dyrivoy Village;
(Map) Alchemist markers have been added to all villages;
Optimized
(Client) Reduced freezes when characters appear within replication range (especially noticeable on castles during teleportation);
(Client) Reduced freezes during mob spawning;
Best regards,
Atlant Games Team
Castles: Runes
What are they?
The runes are ancient artifacts that can be used in a castle to gain bonuses for the members of the owner guild.
Where are they found?
Long ago, they were shattered into large and small shards.
They cannot be found whole and have to be restored at special NPCs:
100 small shards can be merged into a big one. One rune requires 3 to 25 lerge shards to restore.
At this point:
Small shards are dropped by regular mobs with a tiny probability and can be found in the open world. Bosses drop more of them and with greater chances;
Large rune shards are also dropped by bosses with little probability.
their efficiency depending on castle level where they were activated;
The rune will be less effective the more widely its level differs from that of the castle;
at the same time, a Т4 rune at its lowest will still be more effective than lower-tier runes;
Rune Bonus Powers
At this stage (with the MAX castle level capped at 60), the bonus from runes ranges from +11.4% to +16.2%, depending on the rune level and its usage efficiency.
Rune Slots
All characters have 4 rune slots, but 1 character can only take a bonus from 1 rune of a certain type.
Castles have 1 to 3 rune slots depending on the level of the castle:
15 lvl = 1 slot, 30 = 2, 45 = 1, 60 = 3;
castle can hold runes of the same types but not identical runes;
the process is irreversible. After putting it in the castle slot, the rune cannot be taken back;
Each rune has a durability value that is randomly determined within a specific range at the moment the rune is activated;
As a rule, the higher the rune level, the more durability it has;
Durability is depleted when characters interact with the rune ( -1 per 1 use);
Activation is the process of placing a rune in a castle, which is currently available to any role within the guild that owns the castle.;
Deactivation is the process of a rune wearing out, which occurs as guild members interact ("Touch") with the rune.;
when a rune is deactivated, interaction with it by other guild members becomes impossible (the rune turns a dull color but still occupies a slot in the castle);
it remains active for those who’ve already activated it;
a deactivated rune can then be destroyed;
Destruction of the rune occurs by the will of the guild members (Seneschal and above):
it dispels the effect and clears the rune slot of the castle;
Rights, Restrictions, and the Rest
In order for the bonus from the rune (in the form of a technical buff) to stay on the character, the following conditions must be met:
Be a member of the current guild that owns the castle where the rune was activated;
The rune must not be destroyed;
To interact with the rune, the character must hold the position of vassal or higher;
The rune can be activated in the castle during any of its phases;
When the guild that owns the castle changes, the runes remain in the castle;
The new owner can interact with the runes or destroy them if the rune has already been deactivated;
At this stage, the attack bonuses (PA, MA) will not take into account the weapon in the character's hands;
This is intentional, as after the introduction of T4-6 Vocations without T10-12 items, the damage dealt significantly increased, leading to faster-paced duels;
Upcoming Plans
Additional increase/decrease in the effectiveness of the rune depending on whether the character is located within the territory of the castle where it was activated, within its domain, or outside of it;
A unique event boss for castle runes;
Update 0.95.70
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;
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
Update 0.95.24
Dear friends!
Unfortunately, far not everything we planned will make it in the final update of this year, due to the urgent need to address unforeseen technical issues from the previous patch.
This update is dedicated to a complete refactor of skins, as well as various fixes.
And, of course, we can’t end this year without gifts under the tree on New Year’s Eve, as well as holiday discounts on DLCs and in the in-game store.
Happy New Year!
Added ability to link items in chat with various colors denoting the quality of the item (drag and drop item icon unto the chat window);
3 new cloaks that can be found under New Year trees scattered around the world:
+10% to all HP restoration (including active healing);
+20% to all MP restoration (including active healing);
+30% to Energy recovery speed;
It is a pen trial to later add similar items in the game;
New Year trees with gifts in settlements;
Cosmetics (Skins)
Complete refactoring of skin system with UX changes:
“Wardrobe” (a storage for skins in the account) can now be opened through the in-game shop window when opening the "Skins" category (instead of through the NPC);
Skin application can be done for free through the inventory (instead of through the NPC);
To do this, just drag and drop the skin icon onto the item;
A 3D character preview in skin application window and in the in-game shop;
Shop additions:
3 skin sets for Heavy armor (bronze, silver, and black);
Skin sets consist of 5 items (head, chest, legs, feet, and shoulders);
2 sets for light/medium armor (black and camouflaged);
3 robe skins;
26 weapon skins;
Skins sold for ROG points;
Optimization and Improvement of Visuals:
all weapons and shields (including skins);
Level 60 Rewards
Level 60 characters from both waves will be given a reward of choice (black/white skins);
60.60 - cuirass;
60.15 -chailmail;
15.60 - robe;
Karma
Killing AI gives 30-70% less karma per kill;
Increased the price of indulgences and the price growth for purchasing them repeatedly;
Castle Taxes
Changed karma penalties for tax evasion (item and XP drops, number of safe inventory slots is the same as for “Neutral” karma);
All tax intervals were increased two times (to 1 hour);
Increased tax limitations in T1 castle by 25-50%;
Increased tax limitations in T2 castle by 150-200%;
This way, T1 counties will become cheaper and T2 more expensive;
Changes
Initial speed of crossbow bolts was increased by 25% (up to 65 m/s), maximum speed was increased by 53% (up to 80 m/s);
(Druid) Decreased mana requirements for healing spells: -35% for Rite, -25% for Totem;
Decreased the rewards for T2 Parcels;
Decreased the volume of the sound of mammoth scream;
T2 graveyards were turned into safe zones;
Fixed
Real estate descriptions;
Fixed info description for currency market;
Localization;
A number of quest fixes (“Purification”, Bounties for Boars, “Grapes of Anger”);
“Barracks” capturing point in Hannerziff castle;
Best regards,
Atlant Games Team
Update 0.95.5
Dear friends!
This is update 2.5. We can no longer postpone it until the completion of the planned work on the third scheduled patch due to the need to address emerging technical issues.
Technical changes
An alternative method of connecting to servers in Europe has been added for EU region users in case the basic option is unavailable.;
Attention! This method is activated automatically when the client is launched and a connection cannot be established within 10 seconds;
Restarting the client will always revert to the basic connection method;
The check for "logging out" characters from game servers has been updated for a quicker resolution of the issue "Character is still in the game;"
Currency Market
Added a market for exchanging Talers for Zlatys between players;
It can be opened from the in-game shop window;
It is a basic currency market that includes:
creating sell/buy orders for a desired amount of currency at a desired price;
function to buy/sell at the best price;
deal history;
Market
Increased the duration of orders (up to 1/2/4/7 days);
Decreased the fee for placing orders (down by 50% per hour) and for selling items itself;
For quicker searches, a feature has been added that allows entering the item name when purchasing goods by dragging the item from the inventory;
Fixed an error related to losing an item in case your pouch is encumbered at full weight capacity;
fixed UI/UX;
Parcels
Increased XP gains from T1 parcels by 50%
Added T2 parcels that give 4 to 7 times more XP than similar T1 parcels;
Changed
10 times decreased the requirement for vanadium in a quest leading from Rivulet Island;
increased the requirements for crafting Purification powders;
decreased the sell prices for animal trophies for several vendor types (Armorers, Weaponsmiths, Travelers);
Fixed
Incorrect destination in a portal in Fazira 51-60 after defeating the boss;
Stationary cauldron didn’t work;
Duplicating items when completing quests;
Increased the duration of the Star powder (MP buff) to 30 minutes;
T3 items recipes (2h Axe and Mace, 1H Mace, Medium Shield);
The quest to gain the “Double Arrow” ability;
Hunter quests on Rivulet Island;
Fixed the error related to stunning players in safe areas;
Localization;
Optimized
Character equipment (armor/accessories);
Castle interiors in the Unsund county;
Mobs: all forest dwellers, regular trolls;
Hotbar and inventory slots;
Best regards,
The Atlant Games Team
Update 0.94.1332
Dear friends!
This is the second of three planned large updates for the month of November and December, which includes a truly necessary and long-awaited mechanic for both the economic and social components of the game.
Also due to prolonged testing, we included a number of significant changes in this update, but first things first.
At the end of the patch note, we’ll talk about our plans.
Market
A fairly traditional market model that permits trading offline.
Access to the Market is provided through NPCs located in all settlements;
Island and Dwarrhan markets are separated. At this moment, however, there is no division between markets in Dwarrhan;
Every character has 15 slots to place sell orders;
Some items are not allowed to be sold on the Market;
2 types of commission:
Offer fee (1,8 - 4,8%);
Sale fee (10%);
Sell orders may last for: 6/12/24/48 hours of real time:
The hourly commission increases with the length of the interval;
At this moment, items can only be sold and bought with talers;
Real Estate
Added 5 types of real estate for all villages:
personal storage (216 slots);
personal library (432 slots exclusively for recipes);
personal armorer’s workshop (162 slots + Т2 station);
personal weaponsmith’s workshop (162 slots + Т2 station);
personal enchanter’s workshop (162 slots + Т2 station);
Added 3 types of real estate for towns:
personal storage (288 slots);
personal library (576 slots exclusively for recipes);
personal universal workshop (288 slots + Т2 stations);
Real estate craft stations search for materials both in character inventories and in local chests;
Real estate is marked both on the map and on compass;
NPCs selling access to new estates are located in their vicinities;
Vocations
Changed bonuses/maluses to the basic stats of the majority of Vocations;
Added NPCs in cities that give T4-T6 Vocation stages for a symbolic fee;
T2 Vocation quests can now be completed both at T2 guides and at T3 Vocation teachers.
Changed the Crossbow CD ability;
Castles
Error related to filling castles with low-level elixirs that caused the next red phase to last just for several minutes of real time;
Issues with re-saving several tokens to T2 castles;
Issues with capturing/filling castles Brabat and Annudar;
Increased the slider area for setting up castle taxes;
Magic
decreased mana requirements for all damage powders;
increased mana requirements for Druid’s healing powders;
increased cooldowns of dispels for levels 5-9;
Shop
Added discounts:
All newly added items will have discounts lasting for 1-2 weeks;
Added:
character slots (the more slots you buy, the more expensive they become; DLCs are not taken into account);
new real estate;
castle elixirs;
carry capacity buff powders (1 hour long technical buff that gives +150/300/500 kg of additional carry capacity);
Changes
Boundaries and effects of exceeding the required number of craft actual points;
Fixes
3rd person crosshair;
Graveyards in Gwaelot;
Refining mammoth pelts;
Errors in powder recipes;
Errors in the quest line of one of the aggro abilities;
Invisible weapons after the Invisibility effect has worn off;
Error in Hunter quest in Dyrivoy;
Gwasgar swamp: fixed mob spawn points and conflicting vegetation;
Skins can now be applied to items up to level 9;
Errors in the localizations of Vocation names in several widgets;
Technical
Black screen error — increased the number of connection attempts by 5 times;
Connection errors now returns you to the main menu;
Errors in getting acces to DLCs for connected platforms;
Optimization
Initial loading (stage 1);
Performance loss with working with the inventory (quick tooltip invocation for various items);
Nearest plan
Mechanics:
castle runes and information about castles on the map;
currency market;
Changes:
new damage formula;
New items:
powders R2;
new healing powders;
New abilities:
we’ll stop stalling and add new abilities and fix a number of old abilities;
Locations:
new location with new mobs within Dwarrhan;
Fazira — adding tax zones and changing the spawn rates of frozen AIs to randomize and increase the difficulty of farming;
Refactoring:
skins: fixing errors and simplifying UX, including issuing the rewards for first 60 level characters;
party XP and transferring experience between attributes;