Development: Hotfix and Update Thread
Re: Development: Hotfix and Update Thread
Development Update List:
MagusFacioContegoResSpell
Reworked this spell to no longer add or alter the lock-level of the target rendering it unlockpickable but rather locks the target if it already has a lock.
Sheep Shearing
Can no longer sheer sheep from a screen away.
Poisoning: Regular Poisons
Regular poison durability damage is now based upon the current hit points of the weapon divided by the charges of poison applied to the weapon versus large and randomized pool as to assure that poison charges are consumed and utilized effectively before a weapon is rendered useless. As a reminder, alchemical poisons are designed to destroy/damage weapons and are to be used with throwaway weapons, as opposed to that of Toxins, which have a slower and more forgiving rate over time durability damage.
Whirlwind Attack
Now properly uses and consumes stamina.
Rage
Accounted for an instance where Rage was not properly triggering the end-of-rage buffs.
Added an additional GUI feedback (overhead message) to triggering buffs.
Frenzied Whirlwind
Frenized Whirlwind was an underwhelming "main" SWM which has been re-programmed to the following:
"Frenzied Whirlwind allows a single warrior to damage multiple adjacent targets in a single, frenzied attack. Initiation of the Frenzied Whirlwind will deliver a short (5 second), minor corporeal-based Bleed debuff equal to 25% of the damage of your normal combat swing to the primary, combat target in addition to your normal combat swing. If more than one enemy is within your immediate combat range, your character will then enter a frenized whirlwind state, inflicting a short hobble (2 seconds) to your character, and affecting enemies within two tiles of your character. Affected enemies will be caught up in a damage-over-time effect for a total of three seconds, dealing the remaining 75% of the combat damage the swing would of dealt, plus an additional 5 damage."
This revision of the combat ability includes the use of a new Bleed mechanic that we will be testing going forward that may be implemented in other moves as part of our ongoing evaluation of SWMs.
Carpentry
Added Dice as craftable.
MagusFacioContegoResSpell
Reworked this spell to no longer add or alter the lock-level of the target rendering it unlockpickable but rather locks the target if it already has a lock.
Sheep Shearing
Can no longer sheer sheep from a screen away.
Poisoning: Regular Poisons
Regular poison durability damage is now based upon the current hit points of the weapon divided by the charges of poison applied to the weapon versus large and randomized pool as to assure that poison charges are consumed and utilized effectively before a weapon is rendered useless. As a reminder, alchemical poisons are designed to destroy/damage weapons and are to be used with throwaway weapons, as opposed to that of Toxins, which have a slower and more forgiving rate over time durability damage.
Whirlwind Attack
Now properly uses and consumes stamina.
Rage
Accounted for an instance where Rage was not properly triggering the end-of-rage buffs.
Added an additional GUI feedback (overhead message) to triggering buffs.
Frenzied Whirlwind
Frenized Whirlwind was an underwhelming "main" SWM which has been re-programmed to the following:
"Frenzied Whirlwind allows a single warrior to damage multiple adjacent targets in a single, frenzied attack. Initiation of the Frenzied Whirlwind will deliver a short (5 second), minor corporeal-based Bleed debuff equal to 25% of the damage of your normal combat swing to the primary, combat target in addition to your normal combat swing. If more than one enemy is within your immediate combat range, your character will then enter a frenized whirlwind state, inflicting a short hobble (2 seconds) to your character, and affecting enemies within two tiles of your character. Affected enemies will be caught up in a damage-over-time effect for a total of three seconds, dealing the remaining 75% of the combat damage the swing would of dealt, plus an additional 5 damage."
This revision of the combat ability includes the use of a new Bleed mechanic that we will be testing going forward that may be implemented in other moves as part of our ongoing evaluation of SWMs.
Carpentry
Added Dice as craftable.
Re: Development: Hotfix and Update Thread
Spell System: Core
The core of the spell and magic system has undergone balance changes in an effort to make the system more in-line with the rest of the project's general balancing and design.
Cast Recovery has been adjusted slightly as to have a reduction in overall recovery per second.
Faster Casting Recovery magical property has had its' efficiency reduced by 50%, resulting in requiring higher rolls/more rolls of this value on equipment to effectively reach it's value cap.
The default cast delay minimum time refractory of all spell-casting globally has been increased from a value of .25 seconds to a value of .75 seconds.
Spell System: Whispering and Yelling
The advantages of 'whispering' and 'yelling' spells have been reduced significantly in preparation for a full review of spells on a case by case basis. The effects of whispering and yelling spells resulting in reductions in mana and increases in damage/utility bonuses that resembled too high/significant of values to effectively and honestly balance spells in a more in-depth basis in the days to come. The changes to these abilities now represent a more circumstantial use that allows future endeavors to bring more balance and QoL changes to spells more easily.
The Tier III Abilities of Focused Whispering are now as follows (prior 20/40):
Effectively lowering a spell's damage or healing by 20% and costs to your mana by a total of 16%. This can also effect spells with duration effects.
The Tier III Abilities of Enraged Yelling are now as follows (prior 20/40):
Effectively raises a spell's damage or healing by a total of 10% and costs to your mana by 40%. This can also effect spells with duration effects.
Spell System: Static Discharge
Static Discharge potential damage has been reduced by 50% at it's highest levels; this ability had bestowed large amounts of additional damage to numerous spells of which, in line with imminent plans of spell balance/review, make proper and honest reviews of spells difficult.
Spell: Teleport
Increase in mana from 11 to 30.
Spell: Mass Teleport
Increase in mana from 40 to 60.
Spell: Corpse Skin
Increase in mana from 15 to 25.
Increase in skill from 5 to 25.
Modifiers now reduced by 50% with a maximum cap of -10 pre additional buffs/modifiers.
Spell: Holy Lightning
Procs of Static Discharge reduced by 50%.
Faction System
Faction member management now allows for the remote removal of members from the system via. a new menu option.
Help Menu
The revised version of the Requiem Help Menu is now live. Changes to this menu have been done to better facilitate bug tracking and the request of a GM.
Allopathy
Greatly increased skill gain chance at all levels of Allopathy practice.
Regeneration Rates
Base Regeneration rates (non buffed) on a whole have been altered approximately 5% - 10% for Stamina, Health and Mana regeneration.
[regenrates
The command [regenrates will now show your current regeneration rates while also taking into consideration buffs and magical props.
Finesse
The innate bonus of Finesse as it relates to stamina regeneration buffing has been reduced approximately 40% as to put pre-buff regeneration rates in a more fair spot in relation to enchants and buffs - this is also in preparation for additions to the skill in the near future.
Weapon Abilities: Fatigue
Fatigue status properly reflects and bestows a value of 2.5x in the gump menu popup.
BattleNets
Battlenets now have a unique cooldown for use.
Battlenets now properly apply and check for root immunities.
Legacy Store 2.0
Legacy Points will now have a daily cap of 2 that players may earn by being in-game.
The new version of the Legacy Reward Store is now live; hundreds of new items have been added to the store.
New item classes of "dyeable" items are now available for purchase; these items are dyeable using any means of dye in-game (dye tubes, faction colors, LP dyes, etc.).
Misc.
Created new custom handler for HTML displaying.
The core of the spell and magic system has undergone balance changes in an effort to make the system more in-line with the rest of the project's general balancing and design.
Cast Recovery has been adjusted slightly as to have a reduction in overall recovery per second.
Faster Casting Recovery magical property has had its' efficiency reduced by 50%, resulting in requiring higher rolls/more rolls of this value on equipment to effectively reach it's value cap.
The default cast delay minimum time refractory of all spell-casting globally has been increased from a value of .25 seconds to a value of .75 seconds.
Spell System: Whispering and Yelling
The advantages of 'whispering' and 'yelling' spells have been reduced significantly in preparation for a full review of spells on a case by case basis. The effects of whispering and yelling spells resulting in reductions in mana and increases in damage/utility bonuses that resembled too high/significant of values to effectively and honestly balance spells in a more in-depth basis in the days to come. The changes to these abilities now represent a more circumstantial use that allows future endeavors to bring more balance and QoL changes to spells more easily.
The Tier III Abilities of Focused Whispering are now as follows (prior 20/40):
Effectively lowering a spell's damage or healing by 20% and costs to your mana by a total of 16%. This can also effect spells with duration effects.
The Tier III Abilities of Enraged Yelling are now as follows (prior 20/40):
Effectively raises a spell's damage or healing by a total of 10% and costs to your mana by 40%. This can also effect spells with duration effects.
Spell System: Static Discharge
Static Discharge potential damage has been reduced by 50% at it's highest levels; this ability had bestowed large amounts of additional damage to numerous spells of which, in line with imminent plans of spell balance/review, make proper and honest reviews of spells difficult.
Spell: Teleport
Increase in mana from 11 to 30.
Spell: Mass Teleport
Increase in mana from 40 to 60.
Spell: Corpse Skin
Increase in mana from 15 to 25.
Increase in skill from 5 to 25.
Modifiers now reduced by 50% with a maximum cap of -10 pre additional buffs/modifiers.
Spell: Holy Lightning
Procs of Static Discharge reduced by 50%.
Faction System
Faction member management now allows for the remote removal of members from the system via. a new menu option.
Help Menu
The revised version of the Requiem Help Menu is now live. Changes to this menu have been done to better facilitate bug tracking and the request of a GM.
Allopathy
Greatly increased skill gain chance at all levels of Allopathy practice.
Regeneration Rates
Base Regeneration rates (non buffed) on a whole have been altered approximately 5% - 10% for Stamina, Health and Mana regeneration.
[regenrates
The command [regenrates will now show your current regeneration rates while also taking into consideration buffs and magical props.
Finesse
The innate bonus of Finesse as it relates to stamina regeneration buffing has been reduced approximately 40% as to put pre-buff regeneration rates in a more fair spot in relation to enchants and buffs - this is also in preparation for additions to the skill in the near future.
Weapon Abilities: Fatigue
Fatigue status properly reflects and bestows a value of 2.5x in the gump menu popup.
BattleNets
Battlenets now have a unique cooldown for use.
Battlenets now properly apply and check for root immunities.
Legacy Store 2.0
Legacy Points will now have a daily cap of 2 that players may earn by being in-game.
The new version of the Legacy Reward Store is now live; hundreds of new items have been added to the store.
New item classes of "dyeable" items are now available for purchase; these items are dyeable using any means of dye in-game (dye tubes, faction colors, LP dyes, etc.).
Misc.
Created new custom handler for HTML displaying.
Re: Development: Hotfix and Update Thread
Web Back-end Interface: Core
Implemented and now testing a new asynchronous method of our web back-end interface; this is a test of the system and will be evaluated over the next 24 hours for performance. Implementation of this system is to circumvent random lag-spikes with the interface when it is relying on communication with outside servers as well as increase normal latency/ping performance for normal play (lower ping ms). There may be stability issues during this test as it can only be conducted during a live server environment, so please have patience.
Dyeable Legacy Items
Standard dye tubs now work properly to dye Legacy Items.
Lootpacks: Tools
Tools via lootpacks (spawns) drop with severely decreased overall uses.
GM Tools
Changed location of Legacy Feed for hues and deco
Changed location of Application Feed
Rawname for BL vs Name for concealed logouts for proper use of command when player is offline.
Implemented and now testing a new asynchronous method of our web back-end interface; this is a test of the system and will be evaluated over the next 24 hours for performance. Implementation of this system is to circumvent random lag-spikes with the interface when it is relying on communication with outside servers as well as increase normal latency/ping performance for normal play (lower ping ms). There may be stability issues during this test as it can only be conducted during a live server environment, so please have patience.
Dyeable Legacy Items
Standard dye tubs now work properly to dye Legacy Items.
Lootpacks: Tools
Tools via lootpacks (spawns) drop with severely decreased overall uses.
GM Tools
Changed location of Legacy Feed for hues and deco
Changed location of Application Feed
Rawname for BL vs Name for concealed logouts for proper use of command when player is offline.
Re: Development: Hotfix and Update Thread
Development Update List:
Concealment
You can no longer use the [conceal command within 60 seconds of a knock-out "wake-up".
Nightstalker II
Function re-written to check for night-levels more accurately.
Item ID
Bombs, hema and toxins provide proper feedback now.
Poison Precautions Perk
Toxin resist bonuse changed to 5/10/15 from 5/15/25.
Leather Quiver
Can be dyed via. leather dye tub, faction leather dye and LP.
Skill Commands
Numerous skill commands disabled for 60 seconds following a knock-out status.
Carpentry Tables
Counters set to non-stackable and NS/EW versions work now.
Psyche Drugs
Level III drugs should add to Medical Bags now properly.
Toxicology
Alchemy: Tier III oil mat requirements lowered slightly.
Alchemy: Oils now produce 5 total items per craft.
Gump: New bottle options for aesthetics.
Poison Kit: New feedback to better indicate length of toxin viability and durability damage.
Lore Gump: Reminder that lore gump shows if a weapon has a toxin on it.
Toxin expiration will now alert the mobile parent.
Durability loss chance reduced from 5% to 3%.
Toxicology / Hema Effects
Effects govern Hematology buffs as well as Toxin debuffs.
Paralysis effect is now raised by 50% (6 second freeze at 100 intensity level).
Hit Point Regen: Restores 3 a second (up from 1) for 45 seconds at 100 intensity (up from 30s).
Stam Point Regen: Restores 3 a second (up from 1) for 45 seconds at 100 intensity (up from 30s).
Mana Point Regen: Restores 3 a second (up from 1) for 45 seconds at 100 intensity (up from 30s).
HP Restoration: up to 35 at 100 from 20.
Stam Restoration: up to 35 at 100 from 20.
ManaRestoration: up to 35 at 100 from 20.
Dex: Up 100% (from 20 at 100 to 40 at 100)
Stam: Up 100% (from 20 at 100 to 40 at 100)
Int: Up 100% (from 20 at 100 to 40 at 100)
Mana: Up 100% (from 20 at 100 to 40 at 100)
HP: Up 100% (from 20 at 100 to 40 at 100)
Strength: Up 100% (from 20 at 100 to 40 at 100)
Concealment
You can no longer use the [conceal command within 60 seconds of a knock-out "wake-up".
Nightstalker II
Function re-written to check for night-levels more accurately.
Item ID
Bombs, hema and toxins provide proper feedback now.
Poison Precautions Perk
Toxin resist bonuse changed to 5/10/15 from 5/15/25.
Leather Quiver
Can be dyed via. leather dye tub, faction leather dye and LP.
Skill Commands
Numerous skill commands disabled for 60 seconds following a knock-out status.
Carpentry Tables
Counters set to non-stackable and NS/EW versions work now.
Psyche Drugs
Level III drugs should add to Medical Bags now properly.
Toxicology
Alchemy: Tier III oil mat requirements lowered slightly.
Alchemy: Oils now produce 5 total items per craft.
Gump: New bottle options for aesthetics.
Poison Kit: New feedback to better indicate length of toxin viability and durability damage.
Lore Gump: Reminder that lore gump shows if a weapon has a toxin on it.
Toxin expiration will now alert the mobile parent.
Durability loss chance reduced from 5% to 3%.
Toxicology / Hema Effects
Effects govern Hematology buffs as well as Toxin debuffs.
Paralysis effect is now raised by 50% (6 second freeze at 100 intensity level).
Hit Point Regen: Restores 3 a second (up from 1) for 45 seconds at 100 intensity (up from 30s).
Stam Point Regen: Restores 3 a second (up from 1) for 45 seconds at 100 intensity (up from 30s).
Mana Point Regen: Restores 3 a second (up from 1) for 45 seconds at 100 intensity (up from 30s).
HP Restoration: up to 35 at 100 from 20.
Stam Restoration: up to 35 at 100 from 20.
ManaRestoration: up to 35 at 100 from 20.
Dex: Up 100% (from 20 at 100 to 40 at 100)
Stam: Up 100% (from 20 at 100 to 40 at 100)
Int: Up 100% (from 20 at 100 to 40 at 100)
Mana: Up 100% (from 20 at 100 to 40 at 100)
HP: Up 100% (from 20 at 100 to 40 at 100)
Strength: Up 100% (from 20 at 100 to 40 at 100)
Re: Development: Hotfix and Update Thread
Development Update List:
Contracts of Employment
Faction-purchased Contracts of Employment will now properly work within Faction claims (within houses in claims only) when placed by members of the Faction.
Vendor Rental Deeds
Vendor Rental Deeds will now properly function within Faction claim houses as well as private residences within Fort Prae.
Rental Deeds are now available on the vendor that sells normal contracts outside of Prae.
Contracts of Employment
Faction-purchased Contracts of Employment will now properly work within Faction claims (within houses in claims only) when placed by members of the Faction.
Vendor Rental Deeds
Vendor Rental Deeds will now properly function within Faction claim houses as well as private residences within Fort Prae.
Rental Deeds are now available on the vendor that sells normal contracts outside of Prae.
Re: Development: Hotfix and Update Thread
Development Update List:
Agriculture
Feces decay after 120 minutes up from 60.
Weak Fertilizer added - less uses, no recipe requirement.
Fertilizer recipes lowered from Medium to Low.
Sample Recombiners
Sample Recombiners now exist for Blood, Pyro and Toxins - these specialty tools will combine bags containing same samples of differing viability times into an averaged single stack. These are reciped items in DefEngineering and can be soon bought in-game.
Clockwork Assembly
Changed ItemID and costs of this item.
New Content Patch
Numerous new additions added in new content drop to be released this weekend - stay tuned.
Haymaker Special Move
Implemented balance changes to Haymaker to keep it from completely locking down a target.
"Upon landing a successful Haymaker, opponent will be dealt a strike dealing 25% increased damage, and will lose 40 - 80% of their reserves of mana for a total of seven seconds. After the seven seconds has expired, the opponent will regain the lost mana along with a +10% bonus. Chance to land a Haymaker is reduced by 25% if the opponent is wearing a helmet. A haymaker is only effective once every 30 seconds."
Agriculture
Feces decay after 120 minutes up from 60.
Weak Fertilizer added - less uses, no recipe requirement.
Fertilizer recipes lowered from Medium to Low.
Sample Recombiners
Sample Recombiners now exist for Blood, Pyro and Toxins - these specialty tools will combine bags containing same samples of differing viability times into an averaged single stack. These are reciped items in DefEngineering and can be soon bought in-game.
Clockwork Assembly
Changed ItemID and costs of this item.
New Content Patch
Numerous new additions added in new content drop to be released this weekend - stay tuned.
Haymaker Special Move
Implemented balance changes to Haymaker to keep it from completely locking down a target.
"Upon landing a successful Haymaker, opponent will be dealt a strike dealing 25% increased damage, and will lose 40 - 80% of their reserves of mana for a total of seven seconds. After the seven seconds has expired, the opponent will regain the lost mana along with a +10% bonus. Chance to land a Haymaker is reduced by 25% if the opponent is wearing a helmet. A haymaker is only effective once every 30 seconds."
Re: Development: Hotfix and Update Thread
Development Update List:
Engineering
Engineers may now smelt items they craft, including firearms and throwing weapons.
Faction System
Fixed bug w/ removing members remotely.
Throwing: General
Throwing has gotten a balance pass to make it more viable for daily use.
Close Quarters debuff to chance to hit has been reduced from 25 to 50% to 5 to 15%.
Overthrown debuffs have been reduced from 15-40% reduced damage to 5-10% reduced damage.
Underthrown debuffs have been reduced from 25-50% reduced damage to 10-20% reduced damage.
Axes: General
Whirlwind Attack has been fixed to be usable and not proc double stamina uses.
Raging
A time delay in raging has been instituted to allow for Predjudicial Slaughter to properly proc before Enraged status is consumed via. the healing bonuses of defeating a foe.
Engineering
Engineers may now smelt items they craft, including firearms and throwing weapons.
Faction System
Fixed bug w/ removing members remotely.
Throwing: General
Throwing has gotten a balance pass to make it more viable for daily use.
Close Quarters debuff to chance to hit has been reduced from 25 to 50% to 5 to 15%.
Overthrown debuffs have been reduced from 15-40% reduced damage to 5-10% reduced damage.
Underthrown debuffs have been reduced from 25-50% reduced damage to 10-20% reduced damage.
Axes: General
Whirlwind Attack has been fixed to be usable and not proc double stamina uses.
Raging
A time delay in raging has been instituted to allow for Predjudicial Slaughter to properly proc before Enraged status is consumed via. the healing bonuses of defeating a foe.
Re: Development: Hotfix and Update Thread
Development Update List:
Factions
Guards set to KOS functions will now properly respect LOS/other issues.
Guards whom engage a target as KOS within a claim area will now file a report.
Lockpicking functions within range of guards should properly flag in circumstances above and beyond single-roll checks at the beginning of the lockpick function.
Guards should respect Beloved status when determining KOS rules.
Agriculture
5x5 Farm has been upgraded to account for Z levels with a new custom z-buffer solution included in the new tiledata update - this should assist more easily in avoiding any terrain clipping in the vast majority of all cases now and represents the new way in which we'll be creating claim-based addons.
Seeds can only be placed within the interior 5x5 area of the farm and not outskirts to promote more uniform aesthetics - the farm has been turned in to a 6x6 (with a plantable 5x5 area) to accommodate this.
Planting seeds on a farm auto-adjusts Z levels above the 5x5 Farm z-level to ensure no planting beneath.
New planting seed gump added along with new semi-future feature to be released later.
Factions
Guards set to KOS functions will now properly respect LOS/other issues.
Guards whom engage a target as KOS within a claim area will now file a report.
Lockpicking functions within range of guards should properly flag in circumstances above and beyond single-roll checks at the beginning of the lockpick function.
Guards should respect Beloved status when determining KOS rules.
Agriculture
5x5 Farm has been upgraded to account for Z levels with a new custom z-buffer solution included in the new tiledata update - this should assist more easily in avoiding any terrain clipping in the vast majority of all cases now and represents the new way in which we'll be creating claim-based addons.
Seeds can only be placed within the interior 5x5 area of the farm and not outskirts to promote more uniform aesthetics - the farm has been turned in to a 6x6 (with a plantable 5x5 area) to accommodate this.
Planting seeds on a farm auto-adjusts Z levels above the 5x5 Farm z-level to ensure no planting beneath.
New planting seed gump added along with new semi-future feature to be released later.
Re: Development: Hotfix and Update Thread
Development Update List:
Gauntlet System V 1.0
Introduced numerous supporting mechanics for Gauntlet System to include: new NPC props, new attachments, changes to movecorpse function in regioncontrol.
Introduced beta version of Gauntlet System, to be test-ran later this evening and week. This system incorporates numerous aspects of the custom features of the shard to create new, more immersive and rewarding gauntlet/champion style multi-tiered fights spanning across numerous stages and events. Implementation of this system will allow for more of this style of content to be added in a more efficient and easy-to-use manor for staff members.
Spells
Fixed crash issue related to auras no longer damaging party members.
New Player Experience
Newbie-dungeon teleporters now check for Magic related skill values to block entrance equivalent to how combat skills do.
Anti-Macro Code disabled for skills under 30.0 points of skill.
Cooking: Flour
Future prep of flour and processing of wheat implemented for final review/release for Cooking overhaul next week; feedback messages added to mills, wheat and old sacks of flour advising that the system and the use/acquisition of Flour is temporarily disabled until roll-out of the new Cooking changes en masse.
Pack Animals
Pack animals will now take an extremely minimal amount of damage (<10%) from all magical and melee attacks (NPC and PC) when within the confines of a Faction controlled area (NPC and PC areas).
Pack animals cannot be the victim of harmful actions within areas guarded by Fort Praesidium or the Forlorn Hope.
Pack animals cannot be the victim of harmful actions BY YOU within a faction area YOUR faction controls.
Attacking pack animals in Faction controlled areas constitutes as an Assault crime and will follow assigned behavior and reporting.
Reporting of non-guard attacks (to include pack animals) will display and report as "townsperson or work animals" now.
CORE/GMs
RequiemStaffOverheadMessage: new function to handle GM-only visible overhead messages
BroadcastMusic and FindItemsAtLocation_Range 100 functions added.
Gauntlet System V 1.0
Introduced numerous supporting mechanics for Gauntlet System to include: new NPC props, new attachments, changes to movecorpse function in regioncontrol.
Introduced beta version of Gauntlet System, to be test-ran later this evening and week. This system incorporates numerous aspects of the custom features of the shard to create new, more immersive and rewarding gauntlet/champion style multi-tiered fights spanning across numerous stages and events. Implementation of this system will allow for more of this style of content to be added in a more efficient and easy-to-use manor for staff members.
Spells
Fixed crash issue related to auras no longer damaging party members.
New Player Experience
Newbie-dungeon teleporters now check for Magic related skill values to block entrance equivalent to how combat skills do.
Anti-Macro Code disabled for skills under 30.0 points of skill.
Cooking: Flour
Future prep of flour and processing of wheat implemented for final review/release for Cooking overhaul next week; feedback messages added to mills, wheat and old sacks of flour advising that the system and the use/acquisition of Flour is temporarily disabled until roll-out of the new Cooking changes en masse.
Pack Animals
Pack animals will now take an extremely minimal amount of damage (<10%) from all magical and melee attacks (NPC and PC) when within the confines of a Faction controlled area (NPC and PC areas).
Pack animals cannot be the victim of harmful actions within areas guarded by Fort Praesidium or the Forlorn Hope.
Pack animals cannot be the victim of harmful actions BY YOU within a faction area YOUR faction controls.
Attacking pack animals in Faction controlled areas constitutes as an Assault crime and will follow assigned behavior and reporting.
Reporting of non-guard attacks (to include pack animals) will display and report as "townsperson or work animals" now.
CORE/GMs
RequiemStaffOverheadMessage: new function to handle GM-only visible overhead messages
BroadcastMusic and FindItemsAtLocation_Range 100 functions added.
Re: Development: Hotfix and Update Thread
Development Update List:
Archmagic
Ice damaging spells now apply "chilled" stacks.
1 stack = +10% damage,
2 stacks = +20% damage, and slowed(walking speed)
3 stacks = +30% damage, frozen
Spell: Whither changed to Shatter, frozen targets take +100% or "double" damage.
Divine
Divine spells that do fire damage now do 70% of their normal damage and once, then 3 ticks of damage over time for the remainder 10%, 10%, 10%. These also trigger flame tufts
Diabolism
Most direct Poison spells and others have been changed to use a Desease mechanic.
"Disease" low rarity, single target spell, 1-2 stacks.
"Blight" medium rarity, single target spell, 2-3 stacks.
"Plague" high rarity, aoe, 3-4 stacks.
"Cursed Soil" medium rarity, Curses a small patch of soil that will deal damage to those who move over it. 1-3 stacks.
"Poison cloud" medium rarity, Similar to cursed soil. 1-3 stacks.
"Poison Strike" Creates a blast of poisonous energy centered on the target, harnessing the deseased target for more damage. Consumes the stacks to instantly do a percentage of their remaining damage.
"Spread Sickness" Spreads the current desease stacks from one target to others in a wide area.
General Arcana
All "lightning" type spells now have a chain lightning component - half damage per hop dissipating under 5 damage
Archmagic
Ice damaging spells now apply "chilled" stacks.
1 stack = +10% damage,
2 stacks = +20% damage, and slowed(walking speed)
3 stacks = +30% damage, frozen
Spell: Whither changed to Shatter, frozen targets take +100% or "double" damage.
Divine
Divine spells that do fire damage now do 70% of their normal damage and once, then 3 ticks of damage over time for the remainder 10%, 10%, 10%. These also trigger flame tufts
Diabolism
Most direct Poison spells and others have been changed to use a Desease mechanic.
"Disease" low rarity, single target spell, 1-2 stacks.
"Blight" medium rarity, single target spell, 2-3 stacks.
"Plague" high rarity, aoe, 3-4 stacks.
"Cursed Soil" medium rarity, Curses a small patch of soil that will deal damage to those who move over it. 1-3 stacks.
"Poison cloud" medium rarity, Similar to cursed soil. 1-3 stacks.
"Poison Strike" Creates a blast of poisonous energy centered on the target, harnessing the deseased target for more damage. Consumes the stacks to instantly do a percentage of their remaining damage.
"Spread Sickness" Spreads the current desease stacks from one target to others in a wide area.
General Arcana
All "lightning" type spells now have a chain lightning component - half damage per hop dissipating under 5 damage