Patch Notes 08/MAR/18

Changes and additions

  • New: Added the option to use the Place feature for larger items which you cannot take into inventory.
  • New: White Cloth, leather and studded leather armour can now be dyed.
  • New: Dragging an item from a container or inventory window to a world object will cause it to be moved to the object’s inventory, without the need to open it in a window manually.
  • Change: You should do more damage when destroying off deed items if they are owned/created by you.
  • Change:You will now get the option to spawn at your deed token even if the terrain is too steep.  The spawn location will have a Steep warning in the dropdown menu.
  • Epic Mission Tweaks:
    • Avenger of light missions will no longer spawn.
    • Increased amount of mission creatures spawned (up to 50% extra of the required amount).
    • Spawned mission creatures will age faster and die after a few weeks.
    • Mission difficulty will not always go up on a successful mission completion.
    • Mission requirements will be a bit less across most missions.
    • Changed sacrifice creature missions so the action is only 12s long instead of 30s. Changed the chance of interruption during the action to be a lot less.
  • Epic Change:  Characteristic skillgain has been increased by 30%.

Metal items update

  • New: Many metal items and tools can now be crafted with any metal.
  • New: Metal items will now take on a hue depending on the metal used in creation
  • Change: Ore is no longer capped at 50 Quality on Epic Home Servers.
  • New: Metal lumps can now be combined to up to 64 of the item or 64kg, whichever is the higher.
    • Note: This allows lumps such as gold, silver and brass to be combined past the 64x count, allowing it to be used to create larger items.
  • Metal items will now have special bonuses and penalties depending on metal type used:
  • Note: All values are compared to iron.
    • Adamantine:
      • Armour
        • 5% DR
        • 5% Movement Speed
      • Weapons
        • 10% Damage Dealt
      • General
        • -60% Damage Taken
        • 8x Trader Price
        • 15% shatter resistance
        • -60% decay reduction
        • 5% lockpicking bonus
        • 15% Pendulum Area of Effect bonus
        • 7.5% bash damage bonus
        • 10% ql bonus to items created
    • Brass
      • Armour
        • 1% DR bonus
      • Weapon
        • -1% damage dealt
        • 5% bonus to damage dealt to armour
      • General
        • -5% damage taken
        • 2.5% ql gain per improvement action
        • 6x trader price
        • -5% decay damage
        • 10% bonus to quality upon creation
        • 2.5% bonus to repairing
        • 2.5% bonus to pendulum area of effect
        • 5% bonus to bash damage
    • Bronze
      • Armour
        • 1% DR bonus
      • Weapons
        • -1.5% damage dealt
        • 7.5% bonus damage dealt to armour
      • General
        • -10% damage taken
        • 5x trader price
        • -15% decay damage
        • 5% bonus to quality upon creation
        • 5% bonus to pendulum area of effect
        • 2.5% bonus to bash damage
    • Copper’
      • Armour
        • -1% DR
        • 1% movement speed bonus
        • -2% glance rate
      • Weapon
        • Deals 35% less damage
        • Deals extra poison wound at 30% of damage after 35% reduction
      • General
        • 5x trader price
        • 15% extra damage taken
        • -5% decay damage taken
        • 5% bonus to quality gain per improvement action
        • 2.5% bonus to repairing
        • -5% lockpicking penalty
        • -5% to pendulum area of effect
        • -10% to bash damage
    • Glimmersteel
      • Armour
        • 5% DR Bonus
        • 10% movement speed bonus
      • Weapons
        • 10% attack speed
      • General
        • -40% damage taken
        • 25% shatter resistance
        • 10x Trader prices
        • -40% decay taken
        • 5% bonus to repairing
        • 5% lockpicking bonus
        • 20% bonus to pendulum area of effect
        • 10% ql bonus to items created
    • Gold
      • Armour
        • -1% DR
        • -5% movement speed
        • 2.5% bonus to glance rate
      • Weapons
        • -5% attack speed
        • -2.5% damage dealt
        • 5% bonus to armour damage
      • General
        • 10x trader prices
        • 20% extra damage taken
        • -60% decay damage taken
        • 20% resistance to shatter
        • -5% penalty to repairing
        • -2.5 penalty to lockpicking
        • Can be used to make holy items (altars, statuettes)
        • 10% bonus to pendulum area of effect
        • 15% bonus to bash damage
        • Can be used to make unicorn shoes
    • Lead
      • Armour
        • -2.5% DR
        • -2.5% movement speed
      • Weapons
        • -50% damage dealt
        • Deals extra poison wound at 75%% of damage after 50% reduction
      • General
        • .75x trader prices
        • 30% extra damage taken
        • -20% decay damage taken
        • 10% bonus to quality gain per improvement action
        • 5% bonus to quality upon creation
        • -10% repair speed
        • -5% penalty to lockpicking
        • -10% penalty to pendulum area of effect
        • 20% bonus to bash damage
    • Seryll
      • Armour
        • 5% DR
        • 10% bonus to movement speed
      • Weapons
        • 5% attack speed
        • 5% damage dealt
      • General
        • 12x trader prices
        • -50% damage taken
        • -50% decay damage taken
        • 100% shatter resistance
        • 5% bonus to repair speed
        • 5% bonus to lockpicking
        • Can be used to make holy items
        • 25% bonus to pendulum area of effect
        • 7.5% bonus to bash damage
    • Silver
      • Armour
        • -.75% DR
        • -2% movement speed
        • 1% glance rate bonus
      • weapons
        • 10% damage to hunter mobs (most aggressive)
        • -2.5% parry rate
      • General
        • 8x Trader prices
        • 2.5% extra damage taken
        • -30% decay damage taken
        • 10% resistance to shatter
        • 2.5% bonus to lockpicking
        • Can be used to make holy items
        • Can be used to make unicorn shoes
        • 5% bonus to pendulum area of effect
        • 10% bonus to bash damage
    • Steel
      • Armour
        • 2.5% DR
      • Weapons
        • 2.5% extra damage to armour
      • General
        • 2.5x trader prices
        • -20% damage taken
        • -30% decay damage taken
        • 2.5% bonus to repair speed
        • 5% lockpicking bonus
        • 2.5% bonus to pendulum area of effect
        • 5% bonus to bash damage
    • Tin
      • Armour
        • -1.75% DR
        • 2% bonus to movement speed
      • Weapons
        • 4% bonus to attack speed
        • -7.5% damage dealt
        • -5% parry rate
      • General
        • 20% bonus damage taken
        • -7.5% decay penalty
        • 2.5% bonus to quality gain per improvement action
        • 5% bonus to quality upon creation
        • -2.5% penalty to repair speed
        • -2.5% lockpicking penalty
        • -5% penalty to pendulum area of effect
        • -10% bash damage
    • Zinc
      • Armour
        • -2% DR
        • 2.5% bonus to movement speed
      • Weapons
        • 5% attack speed
        • -10% damage dealt
      • General
        • .9x trader prices
        • 25% extra damage taken
        • 20% extra decay damage taken
        • 7.5% bonus to quality gain per improvement action
        • -5% repair speed
        • -2.5% lockpicking bonus
        • -5% penalty to pendulum area of effect
        • -15% bash damage

 

Bug Fixes:

  • Bugfix:  Fixed the issue where all names on the UI friend list went blank instead of just the specified removed friend.
  • Bugfix:  Fixed an issue which allowed you to plan a structure greater than your skill with no option to finalize or destroy the plan.
  • Bugfix:  Bridge pavement is now removed when a bridge section is destroyed and reverted to a plan.
  • Bugfix:  Recipe Cherries Jubilee should now be in everyone’s recipe book and can actually be made now.
  • Bugfix: Building door history is properly recorded whether or not you have an item activated during the lock/unlock process.
  • Bugfix:  You should now be able to tar a floor board underwater to the same depth you can lay them.
  • Bugfix:  Prying catseyes and waystones on deed should do more damage than off deed.
  • Bugfix:  Fixed the double pray in the context menu for Nahjo on a water tile inside a cave.
  • Bugfix:  Fixed a bug which caused damage to water instead of a reduction of weight to the water during a failed tailoring advanced creation attempt. (Ex. Using water on a cloth shirt to make a black vested shirt).
  • Bugfix:  Fixed a bug which caused items with glow runes attached to never cool down.
  • Bugfix:  Fennel seed should no longer show as being made with a mortar and pestle on any spice in recipes.
  • Bugfix: Freedom Isle missions should properly reset after 3.5 days if the mission is less than 33% complete.  Note that this only applies to missions that gradually tick up (not tree, traitor, build etc missions).
  • Bugfix:  Followup fix to the January 2018 change to further address the lag on Elevation.
  • Bugfix: Items should properly decay and cool off while inside saddle bags and saddle sacks equipped on horses.
  • Bugfix: Additional fix to check that the 5% tax is not taken from crates stored in racks as soon as they are moved off deed.
  • Note: This fix does require a tax check to occur on deed prior to taking off deed to correctly update the period between taxings.
  • Please allow a few weeks for everything to get a tick before reporting issues.
  • In the meantime, continue to move items from crates in racks to new crates in order to prevent the immediate tax deduction off deed.
  •  Bugfix:  Special wounds of same type and position will now stack, similar to normal wounds.
  • Example of this is a FA weapon causing multiple burn wounds to the same position on the body if hit there multiple times. The normal weapon wounds would mostly stack (with some randomly causing a new wound), but fire wouldn’t stack. That fire wound will now stack with any existing fire wound at that position.
  • Bugfix:  Creatures should once again lose aggression if you walk a distance away and choose No Target.