Bugfixflash

  • Fix so chopping a tree down leaves the grass (or mycelium) at same length (except lawn goes to short grass/mycelium).
  • Fix for fsb and bsb becoming unplanted over server resets.
  • Fix so can’t dig at the end of bridges.
  • Fix so the max ql of floors and bridge parts is not restricted to 80.
  • In order to prevent various annoying situations, siege shields (and unfinished ones) are now notake and must be created where they are supposed to be used.
  • Turrets should now properly revert to unenchanted ones if dispelled.
  • Removed false disease status which occurred in certain situations.
  • Fix for fatigue going into the negative and blocking certain actions while mounted.
  • Bulk container double turn menus removed.
  • Scissors now take proper damage when shearing.
  • Fix for floor/roof damage using certain tools.
  • Blocked removing bulk items into tents due to certain exploitability.
  • Harvesting now properly using 100 item inventory limitation.
  • Exiting through a door with enemies players in local should now unlock it as well as when entering.
  • Removed possibility to change creator by dealing damage to items.
  • You can no longer tame creatures led by another player or hitched to a vehicle.
  • Hens and chickens no longer autofollow due to disease issues.
  • Summoned skeletons and wraiths should no longer attack same kingdom but other kingdom players.
  • Made it so newbie tents can’t be put into containers due to exploitability.

Marble Planters! Removed Weapon Enchant Decay

  • Removed enchant decay on weapons due to extreme rarity but overwhelming impopularity.
  • Humid drizzle should now properly save the disease state when used so that it doesn’t reset on server restarts.
  • Added marble planters as craftables. Should function in the same way as flowerpots.
  • Possible fix for minedoors not opening for enemies trying to enter shortly after passing.
  • Skillgain for battle camp guards were brought in line with kingdom guards.
  • Fixed so water doesn’t get the rarity when tempering and improving.
  • Fixed so you now can select a player when hovering over their face mask or ring.
  • Fixed bug in skill tracker where the “show progress to next skill” button is always unchecked by default.
  • Fixed for client crashing with out of bounds.

Mycelium spread and containers

  • Attempted fix for mycelium spreading to lawns
  • Changed display of received mail items, so can look in containers
  • Fix so cannot charm animals when you are not allowed to tame them
  • Merchants no longer may be threatened from another floor level
  • Relaxed the checks for structures blocking tunnelling
  • Allow fungus spell to work on lawn
  • Fix for deity loss due to alignment changes
  • A bug with faithful setting on spells was fixed

Mail outside containers

  • You may now mail all mailable items outside containers in order to prevent C.O.D scams. Only liquids should be possible to mail inside containers.
  • Enabled DIG (and DREDGE) under bridges.
  • Enabled planting flowers/grass/moss under bridges.
  • Enable planting of thatch in buildings (so makes grass).
  • Made it so lawn off deed is less likely to revert back to grass.
  • Made it so centred trees auto-planting themselves will stay in centre on deed, and have a 75% chance to stay in centre if off deed.
  • Ignore structure permissions for bridges. E.g. treat it like the items were outside.
  • Removed the Scenario Point reward for moving deities on Valrei using Karma since it was considered an exploit by other players.
  • Modified the height requirement for ability items such as the White Tome of Magic.
  • Removed ability to Absorb on mycelium lawns.
  • Added in a way to get height above water when surveying (helper has to be in water).

Collision Clarification

Yesterday, we included the following in our patch notes:

  • The new collision system may have made some old inaccessible areas accessible depending on how your deed is set up when it comes to walls and structures. You may consider restructuring your deed in order to prevent such access. Proper roofs still collide endlessly upwards which means these can be used to prevent access from above.

Since  then, a number of players have raised concerns about what this means in practice and how they can ensure their settlements are protected. Some also wonder whether this is the implementation of jumping (or flying) in all but name.

Firstly I will say that the collision system does not allow players to jump. Neither flying nor jumping have been implemented by this update. The issue is the new collision system allows players to fall over things they never could before from height.

Read more (click here)…