PATCH: March 1

Please click the title above to review the patch notes.

 

 

 

Aspect Overhaul
The Aspect Overhaul is now LIVE

Since this is a rather large change with a lot of working parts, I’ve placed the patch notes for the Aspect Overhaul at the bottom of the patch notes in its own section
If you currently use Aspect Gear we HIGHLY recommend you read the full writeup for it, as you will be required to do some actions in order to make use of your existing Aspect Gear in terms of the new system for it (including using the new Prevalia Exchange Officer)

Tomes

  • Added Aspect Item Tomes which can be used to store Aspect Cores, Aspect Extracts, Aspect Distillations, and Aspect Phylacteries
  • Added Arcane Rune Tomes which can be used to store Arcane Runes

 

 

Aspect Phylacteries

  • Aspect Phylacteries no longer need to be “charged” and will work for any player that has it’s respect aspect Unlocked (still uses the Phylactery cooldown timer as before)
  • Aspect Phylacteries are now stackable and weigh .1 stones

Prevalia Exchange Officer

 

  • A Prevalia Exchange Officer has been added just northeast of Prevalia Bank
  • Players can access the Exchange Office Menu by saying “Vendor”, “Convert”, “Exchange”, “Items” or “Buy” (as well as using the Buy context menu on the NPC)
  • Players can use the Exchange Office Menu to convert Legacy aspect gear (explained in the Aspect Overhaul below) into raw materials that are used in the new aspect system
  • Players can use the Exchange Office Menu to convert leftover Event items into Arcane Essence and potentially other items down the road
  • When Exchanging an item, the system will search both the players’s backpack and bank for an item to exchange
  • When Receiving an item, the system will always place the result item/items in the players bank box, and will queue up any items unable to fit (queued bank items will appear in the players bank box the next time they open their bank and their is available space)

Crafted Weapon Accuracy
Crafted Weapons now add an Accuracy bonus against creatures (in addition to their existing Tactics bonuses)
Crafted Weapon Accuracy bonuses are as follows:

Exceptional Weapon (stacks with material bonus): +3% Accuracy against creatures

Dull Copper / Dullwood: +1% Accuracy against creatures
Shadow Iron / Shadowood: +2% Accuracy against creatures
Copper / Copperwood: +3% Accuracy against creatures
Bronze / Bronzewood: +4% Accuracy against creatures
Gold / Goldenwood: +5% Accuracy against creatures
Agapite / Rosewood: +6% Accuracy against creatures
Verite / Verewood: +7% Accuracy against creatures
Valorite / Valewood: +8% Accuracy against creatures
Avarite / Avarwood: +9% Accuracy against creatures

Faction Struggles

  • Removed Faction Struggle locations for Outpost, Terran, Horseshoe Bay, and Corpse Creek
  • Added 5 New Prevalia Faction Struggle events that feature 3 Control Zones (somewhat smaller than before) and 3 Respawn Locations
  • Will be adding several additional 3 Control Zone locations for Cambria and Andaria shortly

Corpse Creek Contest (Currently on Test Center)

  • After each Faction Struggle has ended, a Corpse Creek Contest will begin
  • The Corpse Creek Contest is a guild-based battle for the town of Corpse Creek that lasts 30 minutes
  • Corpse Creek now has a Control Platform with braziers that light up while the Corpse Creek Contest (CCC) underway
  • Every 30 seconds guilds earn points based on the closest “Ring” that they have any guild members currently occupying
  • Any system message for the Corpse Creek Contest that is sent to players will be prefaced with a “[CCC]” in the text

Ring Occupation
Guilds earn points for the closest ring they have a valid guildmember occupying, as follows:

0-10 Tiles from the Control Platform (1st Ring): 30 Points earned for Guild
11-50 Tiles from the Control Platform (2nd Ring): 20 Points earned for Guild
51-150 Tiles from the Control Platform (3rd Ring): 10 Points earned for Guild

Players must be within the actualy Region of Corpse Creek to be considered occupying a ring (i.e technically there may be several locations that are less than 150 tiles away from the platform but are not considered part of Corpse Creek)

Occupation Restrictions

  • Players who are not in a Guild do not qualify for occupying Corpse Creek
  • Players who are Dead or Hidden do not qualify for occupying Corpse Creek
  • Players who have been on a ship in the last 5 minutes do not qualify for occupying Corpse Creek
  • Players who have been inside a house in the Corpse Creek Region within the last 5 minutes do not qualify for occupying Corpse Creek

Killing Other Players

  • Players who kill another player in of a guild that currently has a higher score than their guild will steal 10% of that guilds total score (both players must be in Corpse Creek)
  • Players who kill another player of a guild that currently has a lower score than their guild will steal 5% of that guild’s total score (both players must be in Corpse Creek)

Resolution
Every 5 minutes in the Corpse Creek Contest a bell will toll which will notify players how much time remains in the contest, which guild has the highest score total, and their own guild’s score total

At the end of the contest, the guild with the highest score total will receive the following:

  • 3 Guild Prestige Points
  • A randomized Guild Favor that is immediately activated for the guild that lasts for for the next 4 hours
  • 10 Minutes of exclusive access to a Corpse Creek Victory Chest that appears on the Control Platform

Corpse Creek Victory Chest

  • The Corpse Creek Victory Chest contains the the equivalent of a randomized level 4-6 Treasure Map Chest worth of items
  • After 10 minutes have passed, players of any guild may then access any remaining items in the Corpse Creek Victory Chest

Corpse Creek Houses

  • Players will no longer receive a “You are entering/leaving a lawless region” when entering/exiting houses inside of Corpse Creek

Tinker Traps

 

Trap Placement Gump
The Trap Placement gump window has been overhauled and now shows specific details about the trap that would be placed based on:

  • Trap Effect
  • Type of Trap Wire Used
  • Player’s Tinkering and Detect Hidden skill
  • Fortune Aspect Armor (if worn)

Trap Placement Cooldown
Players now can place Traps as often as follows based on their Tinkering and Detect Hidden skill:

80+ Tinkering and 80+ Detect Hidden: 3 Traps placeable every 3 minutes
90+ Tinkering and 90+ Detect Hidden: 4 Traps placeable every 3 minutes
100+ Tinkering and 100+ Detect Hidden: 5 Traps placeable every 3 minutes
110+ Tinkering and 110+ Detect Hidden: 6 Traps placeable every 3 minutes
120+ Tinkering and 120+ Detect Hidden: 7 Traps placeable every 3 minutes

New Trap Types
There are now 8 different Placeable Traps types, one for each potion/reagent type (the existing Web trap has been removed)
Players must use the specific potion listed for each trap type in order to place them

Explosion Trap
Uses Greater Explosion Potion
Radius of 2 + 1 Per Trap Wire Level
Inflicts 200 Damage + 25 Per Trap Wire Level to each creature in radius

Poison Trap
Uses Lethal Poison Potion
Radius of 1 + 1 Per Trap Wire Level
Inflicts Lethal Poison to each creature in radius

Bleed Trap
Uses Total Refresh Potion
Radius of 2 + 1 Per Trap Wire Level
Inflicts 150 Bleed Damage + 25 Per Trap Wire Level to each creature in radius

Weaken Trap
Uses Greater Strength Potion
Radius of 2 + 1 Per Trap Wire Level
Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius
Applies a Weaken Effect (Melee Damage reduction of 10% + 2% per Trap Wire Level) for 60 seconds

Chill Trap
Uses Greater Agility Potion
Radius of 2 + 1 Per Trap Wire Level
Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius
Applies a Chill Effect (Melee and Casting Speed reduction of 10% + 2% per Trap Wire Level) for 60 seconds

Enervate Trap
Uses Greater Magic Resist Potion
Radius of 2 + 1 Per Trap Wire Level
Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius
Applies an Enervate Effect (Spell Damage reduction of 10% + 2% per Trap Wire Level) for 60 seconds

Pierce Trap
Uses Greater Heal Potion
Radius of 2 + 1 Per Trap Wire Level
Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius
Applies a Pierce Effect (Armor reduction of 20 + 10 per Trap Wire Level) for 60 seconds

Cripple Trap
Uses Greater Cure Potion
Radius of 2 + 1 Per Trap Wire Level
Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius
Applies a Cripple Effect (Melee Defense reduction of 10% + 2% per Trap Wire Level) for 60 seconds

Trap Wire Levels
Trap Wire Levels are as follows (used to improve damage / effect / radius increases)

Iron Trap Wire (Craftable): Trap Wire Level 0

Bronze Trap Wire: Trap Wire Level 1
Silver Trap Wire: Trap Wire Level 2
Gold Trap Wire: Trap Wire Level 3
Platinum Trap Wire: Trap Wire Level 4

Damage and Effects Skill Scalars
The damage and effects on Traps are scaled based on a player’s Tinkering and Detect Hidden skills as follows:

Trap Damage Scalar: ((Tinkering Skill / 100 ) * 0.5)+ ((Detect Hidden Skill / 100) * 0.5)
Trap Effect Scalar: ((Tinkering Skill / 100 ) * 0.5)+ ((Detect Hidden Skill / 100) * 0.5)

So a player will need 100 Tinkering and 100 Detect Hidden to receive 100% of the values listed for each trap type (players may go over 100 skill to increase their damage / effect values beyond 100% of normal)

 

Criminal Action Notifications

  • Players will now receive a specific notification when commiting a Criminal Action as to what type of action it was, such as “You have committed a criminal act! (corpse looting)”

Prevalia Hiking and Help Stuck Locations

  • Updated the destination locations for using Hiking and Help Stuck and teleporting to Prevalia (after our recent map update to Prevalia)

Mount Tokens

  • Mount Token creatures that are not currently riden will automatically be deleted (can be resummoned as normal however)
  • Fixed an issue where Mount Token creatures were tamable

Outlands Collectable Cards

  • Fixed the background color of Outlands Collectable Cards (should be black again, and not red)

Breath Creatures

  • Untamed Flame Purgers and Corpse Purgers should now be doing their Giant Breath attack against players again
  • Flame Purger and Corpse Purger’s PvP Damage scalar has been increased to 40% (from 30%)
  • Tamed Phoenix creature’s Giant Breath attack now deals 2 hits to players (instead of 3)

Stealth Backstab

  • Backstab damage taken by tamed creatures (from players and other tamed creatures) has been reduced by 50% of normal

Queued Bank Items Mechanic

  • Updated the Queued Bank Items Mechanic (used for event handouts, Prevalia Exchange Officer, Vendor Decay) to try to stack items into existing piles when a player’s bank is at its item limit (previously wouldnt attempt to stack items into existing piles if at max items count already)

Books

  • Players can now copy the contents of a book now using it’s Context Menu entry option

Commands and Settings

  • Fixed several typos in commands in the settings menu

Housing Placement

  • Players will no longer be able to attempt to place another house inside an existing house
  • Fixed an issue with Z-Level placements of houses being placed being slightly off
  • Added auditing tools to check for currently invalid house placements on the server (staff function)

Prevalia Inn

  • Fixed the logout region for the Prevalia North Inn (to account for new Prevalia Map changes)

Backend Code (Staff)

  • Multi component lists will now compute their lowest (bottom) and highest (top) z levels as well as the volumetric depth of the structure.
  • Multi component lists will now use the TileFlag enum as opposed to an Int32 to store flags for each tile.
  • Multi component lists tile flags were previously defined as an Int32, but the flags should be at least UInt32 due to the StairRight flag value overflowing Int32.
  • All TileFlags should be serialized as UInt64 for consistency.

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Aspect System Overhaul

Existing Aspect Items

Legacy Aspect Gear
All existing Aspect Weapons, Aspect Armor, and Aspect Spellbooks have been converted to Legacy versions, with the word “Legacy” added in the single-click item description of the item

Legacy Aspect items are permanently blessed but can no longer be equipped or used by a player
Any Legacy Aspect items worn by a player when the patch goes live will be placed in that player’s backpack

Players will have the option to receive the raw materials (Aspect Cores, Aspect Distillation, Arcane Essence, Moulds) that were used in crafting what are now considered Legacy Aspect Items by converting them at the Prevalia Exchange Officer

Prevalia Exchange Officer
Players can go to a Prevalia Exchange Officer in the town of Prevalia to convert their Legacy Aspect items into the base materials that were used to craft the Aspect Gear initially

When clicking the button for an entry in the Exchange window, the Prevalia Exchange officer will attempt to find a valid item in the player’s backpack or bank and convert it to the items listed on the right side of the Exchange Window

All resulting items received will be placed in the player’s bank box (not blessed and can be stolen.)

When players convert Aspect Weapons and Aspect Armor, in additional the Cores/Distillation/Arcane Essence/Moulds used they will receive the original Weapon or Armor used, which will revert to its original colored material and stats (if applicable)

Players can convert Aspect Masks / Aspect Neckwear using the Exchange Officer as well (since they are treated as being Leather Gorgets)

Aspect Kits and Aspect Mould Fragments
The new Aspect system will no longer utilize the previous 4 different Aspect Moulds types from different craft skills and will instead simply use a singular Aspect Kititem

Since the old Aspect Mould system required 1 charge on an aspect mould to create an Aspect Armor piece or 6 charges to create Aspect Weapons, we’ve created a temporary stackable item called Aspect Mould Fragments that players will receive when converting Aspect Gear

Players receive 1 Aspect Mould Fragment when converting Aspect Armor
Players receive 6 Aspect Mould Fragments when converting Aspect Weapons
Players can exchange 6 Aspect Mould Fragments on the Prevalia Exchange Officer to receive 1 Aspect Kit

Players can also convert any remaining old-version Aspect Moulds they have (such as Smithing Moulds / Carpentry Moulds / etc) to receive Mould Fragments at a rate of 1 Aspect Mould Fragment for each charge remaining on item

Aspect Kits
The next aspect system will now utilize Aspect Kits instead of Aspect Moulds for players to gain access to using Aspect Gear
Players can craft Aspect Kits using the same materials and skill requirements that were previously used to create Aspect Moulds
All four previous crafting skills involved to make Moulds (Blacksmithing, Carpentry, Inscription, Tailoring) will now simply create one item type: Aspect Kits

The New Aspect System

Aspect Mastery
Each individual character will still have their own individual Aspect Tier Levels and Experience amounts for each of the 12 different Aspects (such as Air, Fire, etc) as before
Characters will earn ASpectexperience and level up their individual Aspects by killing creatures while equipped with Aspect Gear of that particular Aspect, same as before

The main change of this new system is how players gain access to using Aspect Gear

  • Players will no longer have permanent Aspect Weapon / Aspect Armor / Aspect Spellbook items
  • Players must now first Unlock an aspect for their character (characters may unlock multiple aspects)
  • Players will be able to Activate an aspect that they have Unlocked several times per day
  • When characters Activate an aspect, they will be able to temporarily apply that Aspect to their currently worn Weapon, Armor, or Spellbook

Aspect Items
The bonuses from a player’s worn equipment (such Exceptional Quality, Material Bonuses, Magical Spellbook Bonuses, Slayer Bonuses) will now stack with Aspect Bonuses provided to equipment

Items Losing Their Aspects

  • When a player dies, all Aspect Gear (non-Legacy ones) they have equipped or in their backpack lose their Aspect and revert to its original material/bonuses and hue
  • When a player unequips an Aspect Gear item and places it anywhere other than their backpack, it will lose it’s Aspect as well and revert to its original material/bonuses and hue
  • If a player runs out of Arcane Charges (explained later), all of their Aspect Gear they have equipped or in their backpack will lose their Aspect and revert to original material/bonuses and hue

Aspect Mastery Page
Similar to before, players can view the Aspect Mastery page for their character by doing any of the following:

  • Typing [Aspect in game
  • Clicking their Paperdoll -> Clicking Help -> Clicking Aspect Mastery
  • Double-clicking any Aspect Core, Aspect Distillation, or Aspect Kit item

 

The Aspect Mastery Page is broken into Weapon, Spellbook, and Armor sections

Players can use the Arrow buttons to rotate through different aspects and select which aspect they would like to view or use for that particular item type
Players can see the base bonuses that aspect would provide to the item as well as the bonuses that would be provided based on the character’s Aspect Tier Level for that selected aspect

It should be noted that a character’s Aspect Tier level and experience is the same and shared across all equipment types (i.e. players do not have an individual Fire Weapon Tier Level that differs from their Fire Spellbook Tier Level nor Fire Armor Tier level; they simply have a Fire Tier Level that applies to all equipment)

Unlocking Aspects
In order for a player to be able to convert their equipment to a particular aspect, they must first Unlock that Aspect for their character
To do this, they must set that particular aspect as the selected one for Weapon/Armor/Spellbook (doesn’t matter which), have the items listed in the section window in their backpack, and then click the Unlock Aspect button twice

If the player has the required materials listed (of the matching aspect) in their backpack, they will be consumed and the Aspect will be permanently unlocked for the character

Arcane Essence and Arcane Charges
One of the other major changes to the Aspect System is how Arcane Essence is stored
Previously players had to aply Arcane Essence to individual Aspect Gear items and monitor them
Now, players simply have Arcane Charges stored on their character in a large pool that get consumed when a player uses Aspect Gear

Players can consume Arcane Essence and add Arcane Charges to their players by either:

  • Clicking the Add button in the Aspect Mastery Gump and targeting Arcane Essence in their backpack
  • Double-Clicking Arcane Essence in their backpack and then targeting themselves

As mentioned earlier, if a player runs out of Arcane Charges, all Aspect Gear they have equipped or in their backpack will lose their Aspect and revert to original materials/bonuses

Activating Aspect Gear
Once a character has Unlocked an aspect, they are allowed to Activate it to temporarily convert either their Weapon, Spellbook, or Armor currently worn to be of that Aspect type

Characters by default are allowed 2 Activations per day of every unlocked Aspect (players have ways to increase that amount, however)
Each equipment type counts as an Activation for that Aspect type (i.e. activating Fire Weapon and then Fire Armor would be 2 Activations)

Every 24 hours characters have all Activations for all Aspects restored to their maximum amounts

Increasing Max Activations
As mentioned previously, when characters Unlock an Aspect, they start out with 2 Activations of that Aspect allowed every 24 hours

Players can increase this maximum number by clicking the Increase Max Activations button at the top of the Aspect Mastery Gump and then targeting an Aspect Core matching the type of aspect they wish to increase max activations for

If they have the required materials in their backpack, they will be consumed and the Maximum Activations for that Aspect on the character will be increased by 1

Aspect Gear Bonuses
As mentioned earlier, the new Aspect System now stacks Aspect bonuses on top of the material/magical properties of the item worn (previously all Aspect Gear was treated as GM level)
In order to balance this mechanic, we’ve had to adjust some of the bonuses provided by Aspect Gear given the range of magical and crafted gear possible

Aspect Weapons
Aspect Bonuses for Melee Accuracy, Tactics Bonus, and Aspect Special Chance are the same for all Aspect types on weapons (only difference for Aspects is Aspect Special Effect)

Aspect Spellbook Bonuses
Aspect Bonuses for Mana Refund Chance, Damage Bonus, and Aspect Special Chance are the same for all Aspect types on spellbooks (only difference for Aspects is Aspect Special Effect)

Aspect Armor Bonuses
A number of Aspect Bonuses for Armor have been redesigned to make some of the lesser used Aspects more attractive and functional (see images below)

 

 

 

 

 

 

 

 

 

 

 



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