PATCH: January 13 – Invasion of HSB, Taming Changes and more

Horseshoe Bay Invasion Event
Evil has spilled forth from Aegis Keep Dungeon and has launched a full scale invasion of nearby Horseshoe Bay!

Players will be able to participate in an Invasion Event from Saturday, January 13th at 11AM ET until January 20th 11AM

 

Horseshoe Bay

  • Horseshoe Bay has now become an Unguarded Region (i.e. players can now be attacked by other players and monsters here!)
  • Creatures from Aegis Keep Dungeon will now spawn throughout the city and surrounding farmland
  • Existing Vendors and NPCs have left the city
  • Players will be unable to Recall / Gate / Hike into the City
  • Players logging into the Horseshoe Bay Region will be teleported to Prevalia (or Corpse Creek if Murderer)
  • Players who have Rental Rooms in Horseshoe Bay will temporarily be switched over to Prevalia
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Further details for the event can be found here:

https://forums.uooutlands.com/index.php?threads/horseshoe-bay-invasion-january-13th-through-20th.5286/#post-28673

Herding

  • The [FocusAggression command has been removed
  • A player’s Followers will now always receive bonuses provided by the Herding skill while the player has an “Activated” Shepherd’s Crook either equipped or in their backpack

Shepherds Cook

  • Players can double-click a Shepherd’s Crook to set it as their Activated Shepherd’s Crook (as long as it is equipped or in their backpack)
  • All Followers controlled by a player will receive the Herding Skill bonuses to Damage and Damage Resistance based on which Shepherd’s Crook is currently Activated by their controller
  • Players can single-click a Shepherd’s Crook to see if it is currently Activated for them
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Herding Skill Gain

  • Double-clicking a Shepherd’s Crook will also make a Herding Skill Check for the player for potential Skill Gain
  • Players can continue to gain Herding skill passively while fighting using Followers (same as before)

Taming Bestiary

Loadouts

  • Players can now create Loadouts for the Taming Bestiary
  • Each Loadout stores their Upgrade selections for all three Class Types (Attack, Utility, and Tank)
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Restrictions

  • Players can only Create NewDelete Existing, or Switch between different Loadouts while they currently have no followers controlled
  • Players can have up to a maximum of 25 Loadouts per character

Note: At the time of the patch players will need to reapply their Upgrade Points to their first Loadout available

Upgrades
Upgrades for the Taming Bestiary have been adjusted as follows:

Swoop

  • The next Melee Attack or Spellcast within 10 seconds after using a Cooldown Ability will have its Damage increased by (33% / 66% / 100%). Damage Dealt increased by (4% / 8% / 12%) if creature does not have a Cooldown Ability

Underdog Bonuses

  • Underdog Damage Bonuses will now scale upwards to a maximum of 40%
  • Underdog Damage Resistance Bonuses will now scale upwards to a maximum of 20%
  • Underdog will no longer grant a bonus to Healing
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Zoology Bonuses

  • Zoology Damage Bonuses will now scale upwards to a maximum of 20%
  • Zoology Damage Resistance Bonuses will now scale upwards to a maximum of 10%
  • Zoology will no longer grant a bonus to Healing
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PvP Follower Damage Caps

  • Individual Followers will now be capped at inflicting a maximum of (5 Damage * Control Slots) against specific players over a 3 second window
  • Once a creature inflicts their capped maximum against a player during a 3 second window, any subsequent damage during that same window will be reduced to 0

Disarm

  • Disarm Damage bonuses to creatures will now only apply on Melee Attacks
  • Disarm Damage Bonuses will now only apply towards the player who applied the effect and to their Followers (but not other players)
  • Players receive a 25% Melee Damage bonus to a creature they disarmed
  • Followers receive a 10% Melee Damage bonus to a creature their controller disarmed

Chill Effect

  • Chill Effects will now stack up to a maximum of 20%

The following are updated descriptions that reflect the change to maximum Chill Effect stacking (no other changes have been made):

Aspects

Water Aspect Special
Inflicts (600 + (60 * Tier Level)) damage divided among creatures within a 6 tile radius and applies a chill effect of (4% + (0.4% * Tier Level)) for 60 seconds (stacks up to 20%)

Follower Abilities

Chill Touch
Has a 15% chance on melee attack to inflict (DamageMax * 0.9) damage and apply a chill effect of (Control Slots * 2%) for the next 60 seconds (stacks up to 20%)

Chilled Charge
Teleports to a location up to 12 tiles away, hitting up to 3 targets within 1 tile. Inflicts (DamageMax * 0.7) damage, with the first target hit taking +50% damage. Applies a chill effect of (Control Slots * 2%) for the next 60 seconds (stacks up to 20%)

Flurry
Fires a projectile at a target up to 6 tiles away, inflicting (DamageMax * 1.3) damage and applying a chill effect of (Control Slots * 2%) for 60 seconds (stacks up to 20%)

Frigid Blast
Fires a projectile at a location up to 6 tiles away, hitting up to 3 targets within 1 tile. Inflicts (DamageMax * 0.75) damage, with the first target hit taking +50% damage. Applies a chill effect of (Control Slots * 2%) for 60 seconds (stacks up to 20%)

Massive Ice Breath
Fires projectiles in a cone, hitting up to 3 targets. Inflicts (DamageMax * 0.8) damage which ignores armor, and the first target hit taking +50% damage. Applies a chill effect of (Control Slots * 2%) for 60 seconds (stacks up to 20%)

Spell Chill
Has a 15% chance on spellcast to inflict an additional (DamageMax * 0.75) damage that ignores armor and applies a chill effect of (Control Slots * 2%) for 60 seconds (stacks up to 20%)