Patch Notes - December 20th, 2016

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Hi everyone,

Today we are implementing our first patch of Early Access which includes a major update to our user interface, enhancements made to the game's textures and many other changes. Read below to find out the details of what is included in today's patch!

  • Complete GUI Makeover:
    • New Main Menu toolbar
    • New enhanced Paperdoll
    • Resizeable Backpack and Bank
    • New outline for all UI menus
    • New icons for recalling and anti-grief mechanism under mini-map
  • Texture Updates:
    • The art team has sharpened each texture and added texture normals and ambient occlusion to allow more details to be visible
  • Implemented initial anti-grief mechanism for blue players:
    • Players may now toggle the ability to be able to hit blue players inside the new player zone
    • Blocks damage such as arrows/melee/bolts - AoEs still go through characters so be careful where you aim!
  • New enchanting material for Q1 Bone - you can no longer enchant with store-bought spell-casting bone.
  • Dynamic loot (pile of ash, clam, etc) has all received a boost in spawn rate and output.
  • The default field of view has been set to 100.
  • Initial Single Alignment changes:
    • All players are now either red or blue to each other
    • Players can only bind to their previous racial alliance capital and greater bindstones, anyone can bind to lesser bindstones
    • Capital cities are labelled as Capital Bindstones and require 200+ alignment to bind there
    • Start cities are labelled as Greater Bindstones and require 100+ alignment to bind there
    • Outskirt cities (such as Copperdale or Chilbourne) are labelled as Lesser Bindstones and anyone above -200 alignment can bind there and towers will react accordingly
    • Tower damage has been increased in Capital and Starter cities
  • Staff Revamp:
    • Moved all staves out of Alchemy
    • Removed staff transmutes from Enchanting
    • Refactored all staves
      • Ranks
      • Damage
      • Speed
    • In addition to what will now be known as “Vanilla staves”, we have added four new “types” of staves which buffs the output to their specified schools while reducing the output of the other schools:
      • Life - Intensifies Lesser and Greater spells
      • Dark - Intensifies Witchcraft and Necro spells
      • Light - Intensifies Spell Chanting and Arcane
      • Elemental - Intensifies elemental schools
  • Staffcrafting and Staffcrafting Mastery introduced
  • Alchemy revamp and Alchemy Mastery introduced
    • Herbalism removed from the game
    • Small potions moved to Alchemy
    • All potions were refactored:
      • Requirement
      • Cost
      • Recipe
      • Effects in a few cases
    • Some potions require mastery now
    • Panacea is now craftable
    • Enchant Combining introduced:
      • Combine Q1 into Q2, Q2 into Q3 and so on
      • New enchanting mats for Q4 to Q5 (i.e. Combined Bile) combines have been introduced so they will only be good for enchanting, not existing crafting recipes
    • And more
  • Mixing introduced (new Craft requiring 50 Alchemy Mastery)
    • Gives the ability to mix potions:
      • Minors into Moderates
      • Moderates into Majors
      • Tier 1  (Clean Slate, Clear Mind, etc) potions to Tier 2 (Rejuv, First Aid, etc)
    • And more
  • One-handed axe, sword, and club revamps completed
  • Knives revamp completed
  • Borderless window mode added
  • Can now dismount while weapon is sheathed or unsheathed
  • Can now dismount while moving
  • Increased delay before mount stamina begins to regenerate slightly
  • New characters should now appropriately receive their 500k mediation points on creation
  • Various NPC vendors cleaned-up
  • Camera panning speed increased during character creation
  • Christmas is now in Agon, hunt for santa hats and candy canes!

Thank you for reading today's patch notes and join us in the discussion!

Sincerely,

- The Team at Big Picture Games