Characters migrated from Live --> QA as of August 20th, 2024.
We are introducing Set Bonuses! While initially planned for GP2 we decided to backfill some sets for fun flavor. These currently exist on Outer Armor, Inner Armor, and Jewelry. Some sets require 3 pieces, some have bonuses at 2/4, some 3/5, and some 3/5/8.
Stat Consolidation
Consolidation of Resist Types
We currently have 4 damage/debuff types in the game: Chemical, Mental, Ember and Physical. Of these Ember and Physical are the most commonly used and had the most clear indications of their presence. Ashen utilizing Ember and most other attacks/debuffs being Physical. This caused a lot of resist types to be undervalued by players and largely ignored. Looking at the world's use of these types and how to best reconcile the gameplay with this we have decided to move all resist types into only two groups: Physical and Ember.
Debuff Resists
For debuff resists we have rolled Mental Debuff Resist into the existing Ember Debuff Resist and Chemical Debuff Resist into the existing Physical Debuff Resist.
With this adjustment the stat weights of Physical Debuff Resist and Ember Debuff Resists have increased slightly. So you may notice if you had a piece of gear that previously had only one resist type the value may have decreased slightly, although is now applicable to more debuff types.
Damage Resists
Damage resists have been consolidated in a different way. Physical Damage Resist has been unchanged and still remains a very strong stat.
Chemical Damage Resist and Mental Damage Resist have been rolled into the existing Ember Damage Resist stat giving it substantial weight in dealing with incoming ability damage and Ashen mobs.
Incoming Debuff and Damage Types
To provide more clear indications we've limited incoming damage and debuff types from all non-Ashen mobs to be physical and all Ashen specific attacks and debuffs to be Ember based. Bosses and other special mobs may have both Physical and Ember based attacks in their arsenal.
Changes to Ability Scaling
With the above change we are able to scale certain effects with the user's weapons instead of having flat damage of type Chemical/Mental. These abilities include Provoke, Roar, Despiar, Dread Bellow, and Venom Shock.
Changelist Summary:
- Fixed issue where Cor'duun were incorrectly calling for Exiles to help them
- Fixed an issue preventing the Bulletin Board UI from saving its position.
- Fixed an issue where chat windows were not properly being saved/loaded between sessions.
- Fixed Alchemy toggle buttons from being activated via keybind if they are not visible.
- Fixed some rocks were showing a bit darker than they should have been.
- Fixed tooltip issue when inspecting consumables.
- Fixed an issue where Event mobs were awarding more Bloops than intended
- Drag/Drop audio is now played when right clicking to move an item (to equip, or move to bank, etc).
- Increased Event mob damage slightly
- Increased the max amount of damage that NPCs can absorb. For most mobs this does not change anything; rather it adds more flavor to mobs that should feel more "armored". Their relative health amounts have been reduced to compensate. Note that this does not impact any boss mobs at this time.
- Reduced Scorpion's call for help range
- Adjusted some prop LODs
- Adjusted some log spawns in Dryfoot to better match the level of mobs in the area.
- If an NPC has any health left it will show as 1% (0% now means dead).
- Dead NPC nameplates will sink slightly to differentiate them from live ones.
- Dead NPC portraits will be dimmed.
- Highland Hills
- Updated Vagabond camps in to be 1^ content.
- Added a new Bulletin Board Taskfor killing Vagabonds.
- Added new Raccoon Dens. These are solo-able dynamic content similar to Ant Hills
- Gimstone Canyon
- Updated boar task to now require any animals as a secondary kill objective.
- Added a Bulletin Board Task for killing Drolscs.
- Reduced the number of Stonecoats required for the southern Bulletin Board Task.
- Stag and Doe Task combined into one.
- Dryfoot Stronghold rear entrance is now 1^ content.
- Minor performance tweaks to some networking code.
- Replaced stagnant water audio with something more appropriate.
- Added water audio to Dryfoot Fortress and Grimstone Canyon water.
- Adjust Ley Finder lines in Meadowlands and Northreach to reduce the finder from clipping through the terrain.
- Smarter chat focusing
- Slightly reduced the XP required per level at 20+
- Slightly increased the Task XP awarded for level 20-30 Bulletin Boards
- Added a "Toggle All" keybind that is unbound by default. In the interface options you can set which windows toggle with this keybind.
- Added a new dropdown in the audio options that allows you to select a different audio clip played upon receiving a tell.
- Added a footstep audio slider
- Adjusted volume slider logic which required all volume sliders be reset for your local client.
- Music can now be pumped up a bit louder than previously
We are introducing Set Bonuses! While initially planned for GP2 we decided to backfill some sets for fun flavor. These currently exist on Outer Armor, Inner Armor, and Jewelry. Some sets require 3 pieces, some have bonuses at 2/4, some 3/5, and some 3/5/8.
Stat Consolidation
Consolidation of Resist Types
We currently have 4 damage/debuff types in the game: Chemical, Mental, Ember and Physical. Of these Ember and Physical are the most commonly used and had the most clear indications of their presence. Ashen utilizing Ember and most other attacks/debuffs being Physical. This caused a lot of resist types to be undervalued by players and largely ignored. Looking at the world's use of these types and how to best reconcile the gameplay with this we have decided to move all resist types into only two groups: Physical and Ember.
Debuff Resists
For debuff resists we have rolled Mental Debuff Resist into the existing Ember Debuff Resist and Chemical Debuff Resist into the existing Physical Debuff Resist.
With this adjustment the stat weights of Physical Debuff Resist and Ember Debuff Resists have increased slightly. So you may notice if you had a piece of gear that previously had only one resist type the value may have decreased slightly, although is now applicable to more debuff types.
Damage Resists
Damage resists have been consolidated in a different way. Physical Damage Resist has been unchanged and still remains a very strong stat.
Chemical Damage Resist and Mental Damage Resist have been rolled into the existing Ember Damage Resist stat giving it substantial weight in dealing with incoming ability damage and Ashen mobs.
Incoming Debuff and Damage Types
To provide more clear indications we've limited incoming damage and debuff types from all non-Ashen mobs to be physical and all Ashen specific attacks and debuffs to be Ember based. Bosses and other special mobs may have both Physical and Ember based attacks in their arsenal.
Changes to Ability Scaling
With the above change we are able to scale certain effects with the user's weapons instead of having flat damage of type Chemical/Mental. These abilities include Provoke, Roar, Despiar, Dread Bellow, and Venom Shock.
Changelist Summary:
- Warlord ability Dread Bellow now deals Physical Damage and scales with the user's weapon damage.
- Warlord ability Despair now deals Physical Damage and scales with the user's weapon damage.
- Defender ability Provoke now deals "Physical" Threat and scales with the user's weapon damage.
- Juggernaut ability Roar now deals "Physical" Threat and scales with the user's weapon damage.
- Warden ability Venom Shock now deals Physical Damage and scales with the user's weapon damage.
- Spider's innate Chemical Damage Resist replaced with Physical Debuff Resist
- Bat's innate Mental Damage Resist removed
- All Ashen specific abilities will check Ember Damage Resist or Ember Debuff Resist
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