PATCH: June 23 – Expanded Ocean, Mid-Sea Goods, New Weekly Region Bonuses and more!

Mid-Sea Event
Players will be able to participate in a unique Mid-Sea Event starting on Saturday June 24th at 11AM ET that runs through Sunday July 2nd at 11:59PM ET

Details for the event can be found in the Forum Post link below:

https://forums.uooutlands.com/index.php?threads/mid-sea-june-24th-to-july-2nd-2023.4784/

Ocean Expansion

  • We have expanded the world map, adding a massive amount of Ocean space to the south
  • New NPC Ship Spawner and Ocean Content locations have been added to the ocean expansion region
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Prevalia Market Update

  • New Mid-Sea themed items are available for purchase at the Prevalia Merchant for a limited time

Shimmer Tidal Items (Hue 1083)

  • Shimmer Tidal is a limited-edition hue that players can purchase a variety of items in
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Shimmer Tidal Ship Paint Upgrade

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Shimmer Tidal Mount Gear Dye

New Wearables

Seascale Robe
Occupies the Outer Torso Layer

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Seascale Dress (Female Only)
Occupies the Outer Torso Layer

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Seascale Bandolier
Occupies the Middle Torso Layer

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Seascale Belt
Occupies the Waist Layer

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Seascale Boots
Occupies the Shoes Layer

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Seascale Fancy Shirt
Occupies the Shirt Layer

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Seascale Tunic
Occupies the Middle Torso Layer

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Seascale Mantle
Occupies the Shoulder Layer

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Decorative Items

  • A large number of limited edition Decorative Items have been added to the Prevalia Market
  • Players are allowed to use Doubloons to purchase Decorative Items from the Mid-Sea collection (can still use Gold and Prevalia Coins as well)
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Limited Edition Craftables

  • For a limited time players will be able to craft Mariner’s Rope using the Tailoring skill under the “Event” category
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Spawn Rates

  • Respawns for All Dungeon Creatures are now 25% Faster
  • Respawns for NPC Ships are now 25% Faster

Faster Respawn Weekly Server Bonus

  • The “+15% Special Loot Chance” Weekly Server-Wide Bonus for a Dungeon/Wilderness has been replaced by a new “Faster Respawn” bonus
  • Faster Respawn Bonus for a Dungeon (or Wilderness) increases the Respawn Rate of creatures in the region by 25%
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Sanctuary Dungeon

Concept
During Friday Night Reset each week, one of our core dungeons will be randomly selected as the Sanctuary Dungeon for the duration of the next week

The Sanctuary Dungeon becomes a “protected” dungeon where players cannot commit Criminal Actions inside

As a trade off, Loot Drops and Experience earned in the Sanctuary Dungeon will be reduced

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Viewing the Sanctuary Dungeon

  • The current Sanctuary Dungeon will always be listed at the top of the Region Bonuses menu that players can access by double-clicking any “Region Bonus Board” near each Bank in town
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  • Players can also view the current Sanctuary Dungeon from any Donation Map in a house (purchasable in the Prevalia Market)
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Criminal Actions

  • Players cannot commit any Criminal Actions while inside of the Sanctuary dungeon
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Loot and Harvest Adjustments

  • Gold values of Creatures and Dungeon Chests (and resulting Loot and Experience) inside of the Sanctuary dungeon will be reduced to 50% of normal
  • Leather Skinning amounts inside of the Sanctuary dungeon will be reduced to 50% of normal
  • Mining will not be allowed inside of the Sanctuary Dungeon

Murderers and Sanctuary Dungeons

  • Murderers will not be allowed into the Sanctuary Dungeon
  • Any Murderers already inside of a dungeon that becomes a Sanctuary Dungeon (on Friday night) will be ejected to Corpse Creek
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Society Jobs and Guild Favors

  • There will not be any Society Jobs generated for the Sanctuary Dungeon
  • Guilds will not be able to activate Guild Favors for a Sanctuary Dungeon
  • If a guild already has a Guild Favor activated for a dungeon that becomes the Sanctuary Dungeon, and the Guild Favor has 50% or more of its duration remaining, it will be refunded to the Guild

Murderers and Penalties
We are removing the existing Murder Penalties system that scales Resurrection Fees and Dungeon Restrictions based on the Dungeon Level in which victims are killed

Updated handling for Murderers are now as follows:

Murder Fees

  • When a player commits a murder and is reported for it, that player’s Murder Fee will default to 1000 Gold
  • However, if the victim is able to report more than 1 player for their Murder, the Murder Fee amount will be increased by 250 Gold per additional player beyond the first: each of these additional players will be referred to as “Accomplices”

Example
A player is attacked by 5 different players in a dungeon and is killed (i.e. a murder with 4 Accomplices)

All 5 murderers will have a Murder Fee of (1000 + (4* 250)) = 2000 Gold assigned to them

Murderer Region Restrictions

  • If a Murderer dies in a punishable location (i.e. not Grey Zone or PvP event) they will have an Region Restriction placed upon them for every region they committed a murder within during the last 60 Minutes
  • Region Restrictions prevent a player from committing Aggressive Actions towards any Blue players in that area
  • Region Restrictions also prevent a player from committing Beneficial Actions towards any Murderer or Criminals in the area as well (they may heal Blue and Green players as normal, however)
  • The duration of all of these Region Restrictions will be (30 Minutes + (15 Minutes Per Highest Accomplice Count)) based on the highest Accomplice count of any of their murders occuring over the last 60 minutes regardless of location

Wilderness

  • The Wilderness is now treated like a standard “Dungeon” for the purpose of assigning Region Restrictions
  • However, Region Restrictions for the Wilderness will always have their duration reduced to 50% of the normal length that would be applied to Dungeons

Example
The following actions all occur within 60 minutes:

The player commits a murder by themself in Pulma
The player then commits a murder with 2 players in the Wilderness
The player then commits a murder with 5 other players in Ossuary
The player is then killed after running into Darkmire Temple

The player’s Highest Accomplice Count for any murder during the last 60 minutes is 4 Players, for their murder committed in Ossuary with 5 people

The player will now have an Aggression Restrictions of (30 + (15 * 4)) = 90 minutes applied to Pulma and Ossuary
The player will also have an Aggression Retstriction of (90 * 0.5) = 45 minutes applied to the Wilderness

Slaying Murderers

  • When a slain Murderer resurrects and pays their Murder Fees, the player that killed the murderer will receive anywhere from 25% to 50% (randomized amount) of the paid Murder Fees as Gold added directly to their Bank Box (previously was a flat 33% amount)

Rebalances

Damage Resistance

  • Players and Tamed/Summoned Creatures are now capped at a maximum of 75% Damage Resistance on any individual damage received, unless an effect specifically reduces the damage amount to 1, such as the Last Stand Parry Finisher (previously was max of 80% Damage Resistance)

Discordance

  • The effectiveness of the Discordance effects on creatures will now scale to be (Bard’s Printed Discordance Skill / 120) % of normal
  • If a creature has multiple Discordance effects in place on it from multiple bards, players will receive the Discordance effect of the player with the highest printed Discordance skill
  • Success chances and effect durations for Discordance will continue to utilize a player’s Effective Barding Skill (i.e. bonuses from Aspects / Instruments / Mastery Chain Links / Supplemental Skills such as Tracking or Forensic Eval)

Example
A player has an Effective Barding Skill of 130 but a printed Discordance skill of 90

If this player is the sole bard putting a Discordance effect onto a creature, barding effects on the creature will be (90 / 120) = 75% of normal

So the normal 25% Discordance Damage Dealt effect on the creature will be treated as (25% * 75%) = 18.75% instead

Lyric Aspect Armor

  • Damage Bonus to Barded Targets increased to (6.0% + (2.0% Per Tier Level))
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Parry Codex

  • Parry Finishers will now only potentially trigger when a player is at 33% Health or lower (previously was 50%)

Summoned Creatures

Water Elemental / Rag Witch

  • Special Resist (Bleed/Disease) increased to 33%
  • Spell Siren Summoner’s Tome upgrade now has a maximum of +15% Damage Resistance and now applies to all damage types

Earth Elemental / Ancient Mummy

  • Special Resist (Bleed/Disease) reduced to 33%
  • Stonewall Summoner’s Tome upgrade now increases Damage Resistance by +2.5% each tick up to a maximum of +20% Damage Resistance and now applies to all damage types
  • Earthpull Summoner’s Tome upgrade now has a maximum of +15% Damage Resistance and now applies to all damage types

Hit Points
Base Hit Points for the following Summon types have been adjusted as follows:

  • Air Elemental / Skeletal Fiend: Reduced to 400 (previously was 500)
  • Fire Elemental / Lich: Reduced to 300 (previously was 400)
  • Water Elemental / Rag Witch: Reduced to 500 (previously was 600)
  • Earth Elemental / Ancient Mummy: Reduced to 500 (previously was 600)
  • Energy Vortex / Jackal Spirit: Reduced to 500 (previously was 600)
  • Daemon / Vampire Thrall: Reduced to 500 (previosuly was 600)

Note: These values are the “base” values for Hit Points that are changing and not the “Final” Hit Points for summons

Players will still multiply and increase these numbers by their Effective Spirit Speak skill and with Summoners Upgrades: most players will still have Earth Elementals in the 900+ Hit Points range after these changes

PvP Mechanics

Contested Hamstring

  • The duration of the Hamstring mechanic is increased to 5 seconds when applied between players who flag Orange to each other

Secondary Weapon Skills
If players have multiple valid Weapon Skills on their character, they can qualify for Damage Bonuses and potentially unlock the Hamstring ability

PvM Bonuses

  • Valid Weapon skills include Archery, Fencing, Fishing, Macing, Swords, and Wrestling
  • If a player has 2 or more Valid Weapon skills of 80 value or higher, they can make Hamstring attempts against creatures
  • Players receive a (25% * (Second Highest Valid Weapon Skill / 100)) Melee Damage bonus against creatures

PvP Bonuses

  • Valid Weapon skills include Archery, Fencing, Macing, and Swords
  • If a player has 2 or more Valid Weapon skills of 80 value or higher, they can make Hamstring attempts against other players
  • Players receive a (10% * (Second Highest Valid Weapon Skill / 100)) Supplemental Melee Damage bonus against other players
  • Note: Wrestling does not count as a Valid Secondary Weapon for the purposes of PvP, as it would significantly buff all Tank Mage-build characters, which is against the intent of the mechanic

Arena

Tournaments

  • ELO will still be tracked for Tournaments, however matches will no longer be seeded by Player/Team ELO, and organization of matches will now be fully randomized
  • If during a Tournament round a Bye Round is needed, it will be given to the player/team with the highest Lifetime Tournament ELO who has not had a Bye Round yet that tournament

ELO Tracking

  • At the start of each week, for each type of Arena Event (Solo Duel, Team Duel, Solo Tournament, Team Tournament), if a player has not participated in that type of event within the last 14 days, their Lifetime ELO for it will drift 5% towards the Starting ELO Rating of 800

Wrestling

  • Unarmed Wrestling swings will now count towards Hits and Misses for the purpose of stats tracking as well as for determining Streaks in the Arena

Streak Balancer Setting

  • Arena Duels will now have a “Streak Balancer” setting that attempts to reduce long streaks of consecutive Hits and Misses from players
  • If a player Misses with 3 consecutive Melee Swings (weapon/unarmed), each subsequent swing will receive a cumulative +10% Accuracy bonus that stacks until a hit is landed (which then resets the Accuracy bonus to 0%)
  • If a player Hits with 3 consecutive Melee Swings (weapon/unarmed), each subsequent swing will receive a cumulative -10% Accuracy penalty that stacks until a miss occurs (which then reset the Accuracy penalty to 0%)
  • Duels and Tournaments by default will have Streak Balancer enabled and we will add support for players to disable it for individual duels

Factions

Handicaps

  • Players will no longer receive any Handicap Bonuses (i.e. x2 Control Ticks) for making progress towards Wayposts, Flag Stealing, Purification, or Flag Securing

Wayposts

  • Players can now earn up to 150 Faction Score from control over Wayposts (previously was 100)
  • Players will now earn 1 War Aspect Experience for every 3 Faction Score they earn from Waypost Control (players must first have War Aspect unlocked for their character to earn experience)
  • Anytime a Waypost is returned to 100% Control, even if it did not change Factions, the Waypost will become Locked for 2 minutes

Flag Stealing

  • Players can now earn up to 150 Faction Score from Progress from Flag Securing (previously was 100)

Flag Purification

  • Players can now earn up to 75 Faction Score from Progress from Flag Purification (previously was 50)

Flag Securing

  • Players can now earn up to 150 Faction Score from Escorting a Flag Secure attempt (previously was 75)

Player Kills

  • Players who have died within the last 60 seconds are no longer worth any Faction Score when killed (previously was 5 minutes)
  • Player Kills will no longer receive a Faction Score bonus based on the number of Flags Held by a Faction
  • Players Kills are now worth a baseline of 100 Faction Score (previously was 50)
  • Upgraded Player Kills occuring near a Waypost / Faction Castle / Inside a Faction Dungeon are now worth 200 Faction Score (previously was 100)
  • Killing a Flag Carrier is now worth 300 Faction Score (previously was 250)

Kills to Give

  • Players will now restore 1 Kill to Give for every 1 hour
  • Players restore 1 Kill to Give for every 50 Faction Score they earn from Wayposts, Flag Securing, or Faction Spawns (same as before)
  • Players can now see how many Kills to Give they currently have at the bottom of Page 1 of the Faction Menu and at the bottom of the Faction Hotbar
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Faction Kills

  • Players cannot earn any Faction Score for involvement in Faction Kills if they themselves are at 0 Kills to Give

Stealing Attempts and Picking Up Dropped Flags

  • Players must have at least 1 Kills to Give in order to begin a Flag Steal attempt at a Castle
  • Players must have at least 1 Kills to Give in order to pick up a Dropped Flag

Flag Dropping

  • Any faction can now pick up any Dropped Flag and attempt to Secure it, regardless of Waypost control towards the flag’s owner
  • Factions must still always Purify any Flag that is dropped before they may Secure it
  • Factions are still restricted in carrying at most 1 Faction Flag at a time (i.e. factions cannot carry multiple flags)

Flag Control Bonuses
For each Faction Flag that a faction has Secured in their Castle, that faction will now receive the following bonuses while inside of the Faction Dungeon:

  • +5% Damage to Creatures
  • +5% Gold and Loot Chances on Creatures
  • +5% Faction Score earned from Faction Spawns

Faction Spawns

  • Moderately increased the chance of Faction Spawns occuring in Faction Dungeons
  • The Faction Score value for killing Faction Spawns has been reduced to 20% of their Gold Value (previously was 33%)

Faction Dungeon Score

  • Any Faction Score earned from killing Faction Spawns in faction dungeons will no longer immediately be added to a player’s Faction Score total, and will now instead will be held and tracked seperately during the week for a player as their “Faction Dungeon Score”
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  • During Tabula Rasa a player’s Faction Dungeon Score will become capped to a maximum of 2x of their Current Faction Score total
  • The capped Faction Dungeon Score will then be combined with their Current Faction Score to create a Total Faction Score that will be used to determine rewards for the week (and will show up as Last Week Score)
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Example
Throughout the week a player earns 4,000 Faction Score from Wayposts / Flags / Kills

The player also earns 10,000 Faction Dungeon Score from killing Faction Spawns

During Tabula Rasa the player’s Faction Dungeon Score will become capped at (4000 * 2) = 8000

The player’s capped 8000 Dungeon Faction Score is then combined with their normal 4000 Current Faction Score for a final Total Faction Score of (8000 + 4000) = 12,000

Faction Silver

  • Players will no longer earn Faction Silver based on their Rank % in their own Faction
  • Players will now earn Faction Silver based upon their Total Faction Score for the week, with the amounts of Faction Score needed to earn Faction Silver increasing progressively at different threshold ranges
  • Additionally, players may receive a bonus to their Faction Silver earned based on their how their entire faction performs during the week, known as its Faction Control Rank (previously called “Last Week Tally” and explained later)

Players earn Faction Silver within the following thresholds ranges as follows:

0 to 5,000 Faction Faction Score
1 Faction Silver
 earned for every 1 Faction Score in this range

5,000 to 10,000 Faction Faction Score
0.75 Faction Silver
 earned for every 1 Faction Score in this range

10,000 to 15,000 Faction Faction Score
0.50 Faction Silver
 earned for every 1 Faction Score in this range

15,000+ Faction Faction Score
0.25 Faction Silver
 earned for every 1 Faction Score in this range

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Example
A player has a Faction Score total of 16,000 during Tabula Rasa

They will receive a baseline of (5000 * 1) + (5000 * 0.75) + (5000 * 0.50) + (1000 * 0.25) = 11,500 Faction Silver

Faction Silver amounts will then potentially be adjusted further by Faction Control Rank bonuses

Faction Control Rank and Faction Silver Bonuses

  • At the end of the week when Faction Silver amounts are being calculated, each Faction will have a Control Rank determined for them based on their cumulative control over Wayposts and Faction Flags throughout that week
  • The amount of Faction Silver each player receives will then be adjusted based on their Faction’s Control Rank

Bonuses to Silver Earned are as follows:

1st Place Control Rank for Faction: +15% Faction Silver received
2nd Place Control Rank for Faction: +10% Faction Silver received
3rd Place Control Rank for Faction: +5% Faction Silver received
4th Place Control Rank for Faction: No Bonus

  • Players can view the Last Week Control Rank and Last Week Silver Bonus of each Faction from the previous week on Page 3 of the Faction Menu
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Example
A player is set to receive 12,000 Faction Silver during Tabula Rasa

The player’s faction was determined to be 2nd Place for Last Week Tally

The player will now instead receive (12,000 * 1.10) = 13,200 Faction Silver

Faction Silver Maximum

  • Players are capped at earning a maximum of 20,000 Faction Silver during any week (cannot exceed this amount even with bonuses)