Armour items can now drop unidentified and have magic properties. Tool-tips for items now show the base properties for an item separate to those granted by affixes. A variety of new elixirs have been added. An additional food recipe has been added to the T2 campsite. The magic shop in the Fire Iron Halls now also stocks normal potions. Increased the speed of the white horse. Quads can now carry a passenger. Added a new Skill Gem for Manifestation, Druidism, Heavy Armour, Light Armour and Medium Armour. Added some new low level quests to Genmire. Pristine hides can now be used to improve the quality of crafted chest pieces in Genmire. You can now cancel the effect of Elixirs and Buff Foods by clicking their icon. You can now toggle your hotkey layout between Cross and Horizontal modes. Ice Orcs now also use bows. There are now armour level 600 Target Dummies in the Fire Iron Halls.
[Fixes]
Local respawns should always return you to the closest one. The back-end of the chat system has been rewritten in an attempt to solve some of the missing messages The sickle slot is once again visible on the character sheet. Added the ability for us to manually position where particles effects from enchantments appear on weapons. Applied this to Bows and Spell books (please highlight worst offenders too us) Fixed an issue with some characters holding Halberds. Crossbows bonus agility damage has been corrected. Fixed some issues with Culling at Genmire Docks. Fixed some issues with Culling at the World Tree in the Great Sea. You can no longer use an Elixir whilst one is active. You can no longer use buff Food whilst one is active. Moon Darters can now be fished. Updated some incorrect helmet models.
[TADO Token Store]
Token items have moved to being no drop but can store (rather than just no drop) - we're happy the system seems to be working fine and will remove the no drop very soon. Prospectors Tools are now available for purchase.
Fast Travel across the Adventurer's Domain
The roots of the World Tree reach across to the most distant parts of the Adventurer’s Domain. Once an adventurer finds an entrance to the World Tree, they may travel along its roots to cover vast distances in very short periods of time.
You can now more swiftly move between Genmire, The Great Sea and the Ice Kingdom without having to sail the whole journey. You'll find entrances to the World Tree in each large zone and once inside you can navigate the Endless Forest and arrive at any previously visited exit.
We love the sailing element of TADO, and we plan to improve and expand upon it over time, but we completely recognise there's very little value or fun to be had doing long journeys between key areas many times over and with the introduction and intended expansion of our events system we want you all to be able to get around more easily.
The Great Sea itself will continue to be focused around ships and sailing to move between islands and engage in the events planned there. The World Tree does not except cargo to travel through its roots, so if you're transporting cargo or booty, you'll need a ship to do it.
Minor Patch Notes 3rd June
Patch Notes June 3rd
Lacerate's bleed now ticks correctly Lacerate now hits earlier, has slightly longer range has a visual for the attack not just the debuff Knife Storm's bleed now scales - its pretty weak though The buff provided by combination strikes now scales rather than just the attack damage.
Blade Storm now splits it damage correctly between the three hits. Throttled the rate of orc spawns during the orc fort event slightly
Skills Skills and Skills
Patch Notes June 1st
Added an attack command to pets (default bind: Y) Adjusted the position of buffs/Debuffs on your target UI
[Skills and Skill Gems]
Updated/Added
All the following now gain benefits from primaries, their debuffs scale and VFX have been adjusted
[Occult] Inflict Pain now reduces the targets resistance to death damage, stacks three times Entropy, scales better and has a shorter duration (so does its damage quicker) Chaos Nova Scales better Corrupted Ground Scales Better
[Fencing] Reworked and drastically increased the effectiveness of bleed attacks
[Events] Removed some of the Orc Hunter's Fort's wooden Defences to enable better pathfinding.
[Misc] Reduced the value of low quality gems Auras now correctly follow the caster (Axe Whirlwind / Flame Aura) Increased the range you can see monsters health bars at by 20% Increased the distance summons can be before teleporting to their master You can no longer fast travel with cargo (rather than dropping the cargo when fast travelling) Cargo (and items) dropped or unable to be picked up in the Ocean should no longer sink to the seabed Dismantling an item with an affix also returns magic dust
Minor Patch Notes 27th May
May 27th Patch Notes
Tweaked summoned monsters idle AI.
Fixed an issue with chat bubbles and emotes which could stop them being visible to some players and disrupt emotes.
[Magic Item Properties] Fixed Steadfast's property name incorrectly showing as Swordsmen's Increased the bonus granted by 'Natures'
[Manor Basement] Adjusted the spawn rates. Fixed a bug with the.... bugs which would make them unhittable in certain circumstances. Added a reward to the collection quest in the basement.
[Genmire] Removed a very deep hole near the fishmen event Some adjustments to the fishmen event
[Ice Kingdom] Adjustments to the Orc Hunter's Fort event, Significant performance improvements with large numbers of mobs and also... more Orcs.
[Skill Gems] Mass Mending - Now scales with protection
[Occult] Updated the T2 Skeleton model Increased skeletons default summon duration.
[Druidism] Updated the basic wolf model
Skill Gems and Fixes
Fixed an issue making it difficult to access ship controls. Fixed an issue that could make ship recovery require multiple attempts. Improved server performance when spawning large numbers of enemies, particularly like what is required for the Defending Orc Hunter's fort event Increased Mindsage dust drop rates.
Adjusted the following Skill Gems - will be going through quite a few this week.
[Skill Gems]
New / Made Available
Momentum - requires great weapons, on use buffs the user so their swings increase attack and move speed, stacks and refreshes duration. Power shot added visuals, adjusted all properties. Exploding shot added visuals, adjusted all properties. Mass Mending - Protection Skill, wide area version of mending. Chains of Darkness - massive area, repeatedly root mobs. Resurrection - Well, it resurrects people. Arcane Explosion is now available in Gem form. Ice Rain is now available in Gem form. Fire Nova is now available in Gem form.
[Updated] Multishot, adjusted scaling to benefit from primaries, reduced some of the benefit from stats, slightly increased cool-down Concussion Shot - adjusted scaling to benefit from primaries, reduced some of the benefit from stats
Events, Dismantling and Item Rerolling
[Systems]
There are a few important core systems going live in this build.
Firstly we have Dismantling, this lets you break down crafted or found items into components which can then be used to craft other items.
We have the Mindsage dust system now in place, which lets you reroll non-static properties on items, maybe you have that +8 sword but really want it to have a higher strength roll, this could be a good option for you.
We also have the cornerstone of some of our future repeatable content roll-out in the events system.
This system lets us spawn dynamic events around the world. You’ll first see an event in Genmire Isle come and go but will be enabling more of these and populating areas with them to provide rewarding repeatable content to break up some of the grind. Not all of these will be combat focused, but more on that coming later.
If an event is ready or active, it will appear on your compass and mini-map with a Green chalice icon or an amber one if the event has already started. Events, along with any experience and loot earnt during them, also reward everyone in the event area when they finish. (edited)
[Misc Changes and Fixes]
Scrap Machines can be found in Genmire, Rogue Island and the Iron Fire Halls. You can now use your horse in the Ice Kingdom.
The following abilities now benefit from primary stats and related masteries
Arcane Explosion Chaos Nova Fire Nova Frost Nova
Fixed an issue where if something has zero of a stat that can provide a bonus to a skills damage, the skill would do zero damage - mainly noticeable on monsters.
Following completion of the Roaming Trader’s Magic Dust Quest, you can now spend Mindsage Dust at the Genmire Roaming Trader to reroll the random stats of an item. This won't remove its levels or change any affixes, but will reroll all other base random properties – Mindsage dust can be acquired through dismantling and has been added into some drop tables (including events).
Weapon drops can now be found in the Ice Kingdom and can also roll affixes.
Reduced the item requirements of most heavy armour crafts Fixed and issue preventing low level wolves from being skinned. Various load time improvements Wolves should once again be skinnable
Minor Patch Notes 7th May
The Darkened Crypt has been completely rebuilt.
Reduced the Alchemy requirements of Ice Kingdom Alchemy Recipes.
Increased the Alchemy Cap.
Adjusted the chat window to better handle longer character names.
Adjusted some material requirements for Crafting in the Ice Kingdom.
Added Elixirs, these are two-day buff items that expire on death.
Mounts now appear on your 'Q' radial.
Patch Notes 6th May 2023
[Area and Monster related]
The Expedition train is now operating to the Fire Iron Mines. Fire resistance helps quite a lot here. Train doors open a little quicker upon arrival at a stop. Fixed an issue with 'skull island' mobs being unable to provide experience (the skull is also gone for now - and will return with its world events). Generally reduced damage caused by enemies in the Ice Kingdom. Increased the spawns on Snake Isle. Increased the experience awarded by Wisps.
[Crafting and Gathering]
Ore spawns around the Ice Kingdom should be more plentiful and less likely to spawn in unreachable places. When crafting items, you can now also select a variety of optional components which will result in the item inheriting bonuses depending on what was used. (we've set up quite a few of these but expect them to keep coming for a while). There's now a jewel crafting table in the Fire Iron Halls, this uses your alchemy levels. 'Jeff' in Rogue Town now accepts any booty items you may find. Shipwrecks now spawn in the sea and can be gathered from. Gathering now awards experience. Ice Kingdom humanoids now drop a type of cloth. Ice Kingdom recipes which require cloth have been changed to the new level appropriate item.
[Skills and Stats]
Added two new protection skill gems. Penance now benefits from intellect. Inflict Pain now benefits from intellect. Entropy now benefits from intellect.
[Other]
Increased the threshold before you're considered Afk. It should be easier/quicker to remove afk status. Increased the bonus parties receive when generating tome drops. Improved ranged enemies targeting. Fixed an issue with female characters attacking slower than intended with single handed weapons and shields. Added a default controller map - this should make most core actions accessible without needing to bind, though there's a still quite a bit more to do here, particularly regarding interface interaction. Steam Deck users should find their resolution and target framerate automatically adjusted on launch. Updated the T0 wolf hitbox. Some improvements to Monster AI.
[Damage Scaling from your stats and primaries]
With the changes to some manifestation skills in the previous build week, and similar changes to some Occult and Protection skills this week, we just want to leave a note on where we are with this and damage scaling from skills in general.
The intent is to move more of your damage towards the quality of your gear and less from your raw level, with the basic paradigm intended as, stats give you access to better gear which gives you stronger results. That said, the current situation effectively means its overly easy now to grab low level manifestation gems, put on a high level intellect set, and see some much higher than desirable damage numbers with minimum stat investment and low mana costs.
As we move more skill gems onto this system, we're likely to move to maximum damage values on skill gems. This would mean to cast a stronger firebolt, even with high intellect you'd still need a stronger firebolt gem, which would require more Manifestation to use and so on. We're not 100% this is the path we will go down, but it will likely be along those lines. If we go down this path, we'd probably add skill gem improvements into either Alchemy or Enhancement. We don't envisage people bumping into the damage ceilings through normal play.
Minor Patch Notes 23rd April
General Changes
Expanded the range of available low-level magic items drops. Increased the armour crafting cap. Fixed a visual issue with characters which would cause inactive weapons to disappear. Monsters in the Manor Basement should be less likely to desync their position. Reactivated the afk timer. All Magic user’s staffs now regularly roll the various magic masteries. Renamed the Ice Wolf Gem and increased the requirements to use it* - We decided higher level graphical options for summons are probably a nice bonus progression mechanic and will be continuing along these lines going forward.* If you were missing more than 50 maldranite between all your characters after lasts week's patch, you should receive a rounded up set of stacks in the mail.
Manifestation Changes
The damage scaling from manifestation is in a pretty bad state, we decided for this build to start implementing the system we will eventually use to control the damage of all abilities across all stats. To this end manifestation spells now interact with three main things to get their base damage. Your Intellect, your mastery of the element of magic (found on items but mainly staves) and your manifestation stat.
We've applied this to the three main direct damage spells (arcane missile, fire and Ice bolt). This won't be the final state of the damage, but if you stack up some int you should be able to get some more impressive hits than was previously possible.
You're going to want to stack as much int as you can, then looks for preferred masteries (though this will matter more when you have more spells).
Other magic skills from Occult, Druidism and Protection stats will get similar treatment, likely in next week’s build.