Before we get on to the notes, I wanted to just take a moment to both welcome all the new faces we have been seeing around here and thank everyone for the dedicated voting that has kept us at #3 on TMS. I never believed that just a scant 8 or so months after opening up to the public in beta that we would have this kind of turnout, so our thanks go out to each of you. We might be the new kids on the block and still have lots to do, but I believe we can continue to grow and succeed as a community.
Alright, all that emotional kumbaya stuff aside, let’s get down to some notes. Much of what was done in this patch was laying the groundwork for a lot of new things to come. While some things might not seem evident on the surface while playing the game, you will begin to notice more and more things built upon them. I’ll try to give some examples for each one.
Factions
– The barebones faction system has been introduced. Currently there is 1 implemented faction, the City of Urda, though this will begin to (hopefully) rather rapidly. Much like the random loot system, this is a trial run to make sure the basics work out first before we really dig into it. For now, here are some of the highlights.
NPCs in a faction will react to your ranking with them. People with extremely high rankings might have the guards turn a blind eye (or deliberately treat them differently), or naturally aggressive NPCs might not be aggressive. People with very low rankings might experience the opposite, where normally non aggressive NPCs become hostile without provocation. NPCs will also respect members of their own faction, so no more guards killing citizens.
The current iteration is just to make sure some basics are still working. Provided this is the case, this weekend I’ll be patching in some more to expand upon it.
“Plugin” System
– I’ll spare every the “bored to tears” in depth technical explanation of this and mention some of the highlights.
Essentially what this is going to allow us to do is write very specific actions into the game. For example, giving Justicars a unique “exile” command that interacts with with the faction system, or giving players with ranks ability to send out messengers, stuff like that. It will also allow us to begin to write in unique NPC AI, so expect to see some NPCs pick up some new tricks in the future.
This is unfortunately one of those “tons and tons and tons of code and planning involved, very little to show for it” types of things, so just bear with us and see what it brings in the future.
Random Loot System
– Random loot system has been expanded to work with Weapons, Armor, and Clothing. This is still somewhat a trial system, so please let us know if you find something that appears completely messed up so we can fix it.
Drug System
– Fixed issue with retaking a specific drug not correctly putting you back under its effect when it had previously worn off.
– Increased the rate at which addictive withdrawal clears.
– Changed duration on Galatean Sand to 10 minutes.
– Changed slow effect on Galatean Sand to 1 second
– Changed effect on Galatean Sand to have it where you can hear fragments of conversations from nearby rooms. Withdrawal will cause you to miss bits of conversation from the room you are in.
– Purified Essence will now grant Nightvision to Duskwen.
Races
– Duskwen demonblood ability duration extended to 5 minutes from 2 minutes.
– Duskwen demonblood ability now grants Nightvision as well.
Turn Undead
– Cost has been more normalized and generally lowered for Turn Undead.
– System has been changed from random effects to called effects. Now instead of “turn ghost” you will have to “turn ghost [effect]“.
– Clerics / Templars can also now turn non-undead with a specific “realign” effect, allowing them to target creatures under the effect with their undead-only spells. This is designed to hopefully make clerics less of a heal / buff bot in a group setting and better capable of solo hunting.
Classes
– Clerics and Templars can now gain WIL from training their magic lines. This change has been retro-rolled.
– Monks can now gain STR from training MA. This change has been retro-rolled.
– EDIT: Psionic armor piercing damage now scales based on your distance to the target. Standing 10 tacts away will result in significantly reduced damage, whereas standing next to them will have the same effect that it did prior. And everywhere in between.
Misc
– Throwing dice will now show you the result.
– Fixed bug where some debuff spells would not take effect on NPCs.
– Reduced maximum penalty for non-mastered spells getting increased cast time. After talking with some players, it was too punitive. The effect and duration penalties remain the same.