On the docket for this month but not guaranteed:
(THE FOLLOWING POINTS ARE IN QA)
August 3rd:
Live Characters were copied to QA on August 3rd, 2023.
This patch finally brings you the long awaited hunting log. The implementation you last experienced on QA had you unlocking titles. We expanded this tech to now also offer you stat bonuses against the specific creature.
The hunting log can be accessed via a new tab in the Log window. The list will show you which creature's you currently have a log for, how many kills into your current tier you are, and the total amount of kills. If you have any perks available to select that will be highlighted in blue to draw your attention to it. When selecting an individual entry the right window will show the creature name, total kills, and stat tally in the upper portion. In the lower portion you can see your progress through your current tier, and below that which tier perks you have chosen and are available. When a perk is available to choose a button will show allowing you to select one of the available options (which can be previewed via a tooltip).
Choices come in two flavors: stats and titles. Title's typically have you selecting between one of two available and are different for each tier. Specific creatures on the other hand, always offer the same stat choices which will allow you to focus on one stat, or get a little of each.
Finally, in order to "respec" your hunting log you can right click on any entry and select "Reset Perk", at which point you will be greeted with a friendly confirmation window:
Resetting to a specific perk will actually reset your tier progress to the previous tier. As an example, if you reset to the 250 tier your tier progress will be reset to 100 and you must "re-earn" your way back to the tier in question. We feel that this method of respeccing aligns with other mechanics in our game and forces you to think twice before hitting the yes button. Think of your total kill count as something tracked for fun, while you can think of your tier progress as your "experience" with a specific creature.
However, we have build the hunting log with a great deal of flexibility in mind. If we decide to change the tier or reward structure then we can easily increment the version of a specific creature, or the entire hunting log, which in turn will automatically refund your selections without resetting your tier progress. In other words: if any changes are made to the choices offered rest assured you will get a free respec.
Armor Weight Adjustments
Armor Weight has been globally shifted down while maintaining existing armor weight ratios. For most players this should yield individual pieces of armor offering less protection but you can now wear more pieces. With these changes we have assured that a level 50 would be able to wear specific armor sets:
Gathering Material Update
Filled all gaps in gathering material progression. Previously, materials would skip 20 levels before being available again (i.e. a material introduced at level 10 would not be seen again until level 30). Now, all materials are available in a 10 level cadence (i.e. Tin is a level 10 material and can now be found for all tiers of player greater than 10). The goal is to allow players to have more freedom in material use and reward players who put in the effort of learning and identifying desired material combinations.
As a result of this change skinning now rewards a random carcass type of the appropriate level. An additional effect of this change will be a greater stress on inventory, gathering bag, and stash space - this is something we are keenly aware of.
Ability Execution Adjustments
With the aim of improving the feels of combat without drastically changing the formula we have enhanced our execution pipeline to better support instant executions. Now that this improved tech is in place we have adjusted a number of ability execution times. We are still heavily iterating on these changes so feel free to chime in with your thoughts.
Abilities changed to Instant execution:
August 8th:
- Hunting Log
- New Quests
- New EV
- Combat Refinement
- Alchemy Prep (back end work)
(THE FOLLOWING POINTS ARE IN QA)
August 3rd:
Live Characters were copied to QA on August 3rd, 2023.
- Imbued* Arrows crafted with Raven feathers are now Feathered Crafted Arrows/Bolts with their own unique stats.
- Added pursue abilities (ranged attacks while out of melee distance) for Slagjacks, Muckrippers, and Terradiles.
- Increased ore spawn density in Southern Highland Hills
- Increased maximum armor weight for Defenders by +5.
- Reduced respawn rate of mobs with the Highland Hills Arborholm Nursery
- Fixed armor weight of smugglers cap to be 0
- Resists reduced on King's Guard Shield
- Gathering yields when skinning 2^ and 3^ animals has been increased. This is also true for 2^/3^ mandrakes, mangroves, and stonecoats.
- Fixed an issue where most heals were not interruptable. Only a few abilities were interruptable but the rate at which it occurred was too frequent. Reduced the initial interruption chance and reduced it to zero once execution is half complete.
- Healing interruption has been re-enabled for the following skills:
- First Aid (Ranks greater than I)
- Triage
- Patch
- Overprovision
- Rejuvenating Hymn
- Reduced healing interruption chance on the following abilities:
- Death's Door
- Replenish
- Treatment
- First Aid (Rank I)
- Healing interruption has been re-enabled for the following skills:
This patch finally brings you the long awaited hunting log. The implementation you last experienced on QA had you unlocking titles. We expanded this tech to now also offer you stat bonuses against the specific creature.
The hunting log can be accessed via a new tab in the Log window. The list will show you which creature's you currently have a log for, how many kills into your current tier you are, and the total amount of kills. If you have any perks available to select that will be highlighted in blue to draw your attention to it. When selecting an individual entry the right window will show the creature name, total kills, and stat tally in the upper portion. In the lower portion you can see your progress through your current tier, and below that which tier perks you have chosen and are available. When a perk is available to choose a button will show allowing you to select one of the available options (which can be previewed via a tooltip).
Choices come in two flavors: stats and titles. Title's typically have you selecting between one of two available and are different for each tier. Specific creatures on the other hand, always offer the same stat choices which will allow you to focus on one stat, or get a little of each.
Finally, in order to "respec" your hunting log you can right click on any entry and select "Reset Perk", at which point you will be greeted with a friendly confirmation window:
Resetting to a specific perk will actually reset your tier progress to the previous tier. As an example, if you reset to the 250 tier your tier progress will be reset to 100 and you must "re-earn" your way back to the tier in question. We feel that this method of respeccing aligns with other mechanics in our game and forces you to think twice before hitting the yes button. Think of your total kill count as something tracked for fun, while you can think of your tier progress as your "experience" with a specific creature.
However, we have build the hunting log with a great deal of flexibility in mind. If we decide to change the tier or reward structure then we can easily increment the version of a specific creature, or the entire hunting log, which in turn will automatically refund your selections without resetting your tier progress. In other words: if any changes are made to the choices offered rest assured you will get a free respec.
Armor Weight Adjustments
Armor Weight has been globally shifted down while maintaining existing armor weight ratios. For most players this should yield individual pieces of armor offering less protection but you can now wear more pieces. With these changes we have assured that a level 50 would be able to wear specific armor sets:
- Warden/Brigand/Duelist/Warlord: Full Leather
- Berserker/Sentinel: Full Scale
- Juggernaut/Marshal: Full Half-Plate
- Knight: Full Full-Plate/Chitin
Gathering Material Update
Filled all gaps in gathering material progression. Previously, materials would skip 20 levels before being available again (i.e. a material introduced at level 10 would not be seen again until level 30). Now, all materials are available in a 10 level cadence (i.e. Tin is a level 10 material and can now be found for all tiers of player greater than 10). The goal is to allow players to have more freedom in material use and reward players who put in the effort of learning and identifying desired material combinations.
As a result of this change skinning now rewards a random carcass type of the appropriate level. An additional effect of this change will be a greater stress on inventory, gathering bag, and stash space - this is something we are keenly aware of.
Ability Execution Adjustments
With the aim of improving the feels of combat without drastically changing the formula we have enhanced our execution pipeline to better support instant executions. Now that this improved tech is in place we have adjusted a number of ability execution times. We are still heavily iterating on these changes so feel free to chime in with your thoughts.
Abilities changed to Instant execution:
- Strike
- Fading Strike
- Provoke
- Roar
- Perforate
- Precision Strike
- Duel
- Pressure
- Pursuit
- Quick Strike
- Draw Fire
- Assault
- Chaotic Strike
- Hidden Strike
- Mark
- Stagger
- Venom Strike
- Sedation Dart
- Viperid Toxins
- Combined Strike
- Disengage
- Weaken
- Diversion
- Frightful Visage
- Bash
- Bleeding Strike
- Threatening Strike
- Advantage Strike
- Assailing Strike
- Collateral Damage
- Rip
- Smash
- Enraging Strike
- Sweep
- End-Around
- Balanced Strike
- Arc
- Pummel
- Assist
- Acid Strike
- Weak Point
- Hemo Strike
- Amputate
- Distract
- Open Wound
- Stifle
- Flinching Strike
- Execute
- Overpower
- Salvo
- Venom Shock
- Breach
- First Strike
- Crushing Blow
August 8th:
- Fixed an issue where NPCs would back into you after being stunned.
- Removed a number of ladders
- Fixed some stuck spots in Dryfoot Stronghold
- Fixed an issue where the LOS check was failing for unconscious players in some locations. This should be far more reliable.
- Added tech to allow animation transitions to be bypassed for instant executions. This should clean up some anim issues when going from Idle directly into combat with an instant execution. We are still working on adjusting animations to fit these instant executions better.
- Execution Time Updates:
- Updated execution times for self-buffs to be instant. This includes:
- No Time To Die
- Unstoppable
- Brace
- Revenge
- Counter
- Bulwark
- Parry
- Ready
- Draw Fire
- Fury
- Followthrough
- Guts
- Windup
- Eye of the Storm
- Abet
- From the Shadows
- Ruse
- Eagle Eye
- Rockhide
- Bolster Armor
- Weaken
- Rallying Call
- Execution times on attacks have been adjusted to be a flat 1s reduction from the current live values. No abilities have jumped from 2s->0s as the previous QA patch (Perforate, Bash, Precision Strike, Pressure, Chaotic Strike, Hidden Strike, Combined Strike have all returned to 1s execution time)
- Updated execution times for self-buffs to be instant. This includes:
- Difficult adjustments made to NPCs to compensate for execution time changes and general balance. Health, armor, and damage values of mobs have been increased. This is still being iterated on for balance and will likely result in some XP adjustments in the near future.
- Rat debuff "Festering Strike" no longer debuffs health regen.
- Grub Bat Ears are now stackable.
- New "Degrade" recipes have been added for gathering professions. These can be found at the respective gather profession recipe merchants. These allow you to take a higher tier material and convert it into a lower tier material. Hopefully this alleviates some stash issues as to not encourage holding on to lower level materials. If no lower tier material exists for a given material it instead returns material specific junk (ore scraps, torn fibers, etc)
- Fixed Lingering Strikes to have a 0s execution time
- Fixed Follow Through and Wild Strikes execution times for different tiers.
- Added notification when a hunting log perk is unlocked.
- Hunting log entries now show all potential stat contributions in the upper right (even if they are +0)
- Fixed an animation issue that would sometimes result in your character dropping into the ground or performing a flying kick for a moment.
- After feedback various gathering/crafting changes have been reverted. Here is the current state of things:
- Skinning drops from hunting follow original sources and are no longer random.
- Materials skip tiers again reducing the total count of unique resource types per level range.
- Removed Raw Component Degrade recipes. Without a natural source of downgraded materials these recipes side-step normal progression and needed to be removed for now; they may return at a later date.
- Characters have been copied over from Live as of 8.11.23 to avoid any confusion with the removed materials.
- Fixed mobs that have attacks that heal themselves should now only heal themselves if the original attack landed.
- Added missing blue color from some tiers of turquoise
- Ashen Mangrove damage shield reduced in damage.
- Mole bears are skinnable (rejoice)
- 2^ Mobs have had their HP increased from previous QA values
- 4^ Mobs have had their HP increased from previous QA values
- Added a new Ember Vein to the northern part of Highland Hills - not yet accessible by players but it will be ready by the end of the month.
- Reconfigured all weapon based ability animations to better align with the recent execution time changes. This should yield a greater variety of combat animations along with more consistent results. There are still a few lingering issues with non-weapon based animations that will be addressed next week.
- To compensate for the recent time-to-kill (TTK) increase for high level mobs we have reduced the amount of experience required per level at those higher levels. The reductions range from about 10% at level 25 to about 35% at level 49. The early part of the game remains largely unchanged.
- Humanoid NPC ability animation improvements.
- Further player ability animation improvements.
- Fixed an issue where guards were not helping against previously passive creatures.
- Fixed an issue where respeccing your hunting log did not remove a previously chosen title.
- Ashen creatures will now sound a bit different from their non-ashen counterparts
- Improved spawn location reliability in the Meadowlands oasis area. Through the wolf cave and up until you enter the spider cave you will respawn at the river north of the wolf cave. Anyone in the spider cave will respawn in the south east of the zone just north of the spider plateau entrance.
- Weapon abilities will no longer execute if your weapon is broken. It will instead notifiy you that it is broken.
- Upper right Log window icon will now momentarily highlight when a hunting log perk is unlocked.
- Fixed an issue with Target Dummy nameplates
- Leveling potions on QA will now down level you if your current level is above the potion level
- Coal and Graphite are no longer dropped as they are not used.
- Fixed typo in in Abandoned farms in Meadowlands interactable door.
- Fixed imbued outer armor weight to match recently adjusted values
- Added /poi commands for all dungeons and EVs. Type "/poi" for a listing.
- Allow /poi command to move you between spots in the same zone.
- Renamed most Ember Veins to be more thematically appropriate when you enter.
- Added an "armory" behind the target dummy in the QA zone with itemization for levels 5-50. Each chest is marked with the appropriate level.
- Minor fixes to animation events.
- Fixed environmental issues in Redshore, Forgotten Depths, Northreach, Grimstone Canyon, and Highland Hills.
- Reduced the maximum size of a rock in Redshore that was allowing npcs to spawn inside of it.
- Fixed missing navigation from a different rock type in Redshore.
- Fixed NPC haste not always working correctly. This will mainly impact named mobs with elevated haste.
- More environmental fixes in Grimstone Canyon and Northreach
- Fixed an issue where executing /poi to the same zone would fail on subsequent attempts. It will now spit out a "unauthorized to zone" notification but it can be ignored.
- Enabling a well travelled road heading south in Meadowlands
- Coal and graphite now drop again. Chance and count have been adjusted.
- The rope in Undercroft should be much easier to click.
- Performance improvements to Redshore Freehold and Redshore Ridge. These two areas share the same "zone" and hence were not culling props from the one the player was not in. Added some tech that essentially disables Ridge props when you are in Freehold, and disables Freehold props when you are in Ridge.
- Enabled new decal tech which allows the prevention of targeting reticles from rendering on players, weapons, and NPCs. If you find any spots of ground that do not show targeting reticles that you believe should please send in a /report!
- Utilizing the above mentioned decal tech we have added new visual effects to overland Ruptures and Ember Veins. There is a rendering bug preventing EV effects from covering the entire EV, so this will be improved in the future whenever unity gets around to fixing things.
- Removed /poi command for the new EV for now.
- Fixing issues with new overworld rupture VFX not animating
- Added audio to rupture/EV VFX
- Randomized how frequently the rupture/EV pulses
- Fixed a stuck spot in Newhaven City
- Updated hunting log title choices. This also tests our versioning system - all perks should be automatically refunded when you log in.
- Adjust NPC navigation preferences. Animals will now be more likely to avoid paths.
- Death's Door can now be used on unconscious players.
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