Development: Hotfix and Update Thread

Announcements, updates and news concerning the Requiem project.
User avatar
Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » April 2nd, 2021, 4:17 am

Development Update List:

Housing

Co-owners can now place deeds as if they were owners.


Raging

Off-Hand Fist Generation Rage reduced significantly to fall in line below two-handed and off-handed efficiency.


Off-Hand

Off-Hand Accuracy I, II and III typos fixed ref. reduction of HCI debuffs.


Frenzied Whirlwind

Will allow for use/single-target pickup now.


Skinning

Using a weapon to skin a target will have a 50% chance to incure a point of durability loss and will follow normal breakage rules.


Combat

Further tweaks to hit-chance of NPCs in relation to skill vs. skill and hit chances in general.

User avatar
Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » April 3rd, 2021, 3:38 am

Development Update List:

Finery Forge

Allows for the use of Skill Gain clothing to use to make recipes now.

Advanced Parrying

Shield Check ability now required in order to proc the free Shield Check bestowed as part of Advanced Parrying.
AP II now has an additional feedback message in combatmessages.

Limbo Mode

Added [embracedeath command

Any and all players who experience a Providence-based save to a PVP perma-death situation roll will be placed into Limbo mode. Limbo mode will last for a period of 16 hours. During this time, the character cannot suffer from a final Permadeath situation at the hands of other players. Normal PvM death chances will remain in effect, that is, the player may die from PVM and normal Mortality rolls.

While Limbo mode is active, the player may elect to Permadeath at any time by using the command [embracedeath; this has been added to allow for the player to choose when a situation is a befitting end to their character. This command, after being confirmed, will fully kill the character and begin the PD process automatically.

The player will receive a reminder of being in Limbo mode and of how they may elect to end their character’s life if they so choose to.

Once Limbo mode has expired, the player will be able to be permanently killed by any other character and will no longer be able to use the [embracedeath command.

User avatar
Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » April 4th, 2021, 2:11 am

Development Update List:

Factions: General

Renaming of Faction Book Shelves now accounted for when attempting to spawn duty reports.

Duty reports slightly edited for better display of information.

Added Troop Map to Artisanry for use with Faction Abilities.

All Faction maps must be locked down/set to non movable to be used properly.


Factions: Supply Nodes

Faction Supply Nodes have been polished and expanded with QoL features for Season Zero in order to be user-friendly and less time consuming for players involved in the Conquest system.

All Faction Nodes have had a full, 2 Cycle Check-In bonus applied to them to facilitate the new changes to the system.

Check-Ins on nodes are now facilitated through a single-click context menu on the node supply banner and will no longer automatically attempt to Check-In via double-clicking alone.

Check-Ins and Faction Lunches will now last for two cycles worth of upkeep.

A use of the Check-In context menu cannot be done unless the Check-In bonus is at least half gone as to avoid accidental use of Faction Lunches when otherwise it would be useless to use it.

Nodes can be prematurely "topped up" if they are half-consumed (1 cycle of bonus remaining) in this manner as to avoid offset nodes bonus times.

Check-Ins will provide a node report log entry into the Faction Logs concerning how much of their buff is left and when they need to be refilled upon a normal cycle.

Nodes have a 25% bonus chance, if manned by at least one guard and currently under a Check-In buff, to supplement their Faction Lunches with local hunting, thus not consuming a portion of the Faction Lunch and giving a bonus cycle's worth of use out of it.

Added the Foothold Map to Artisanry. This map is a special logistics map that allows for the quick-reference of Supply Node ownership and check-in states of all nodes currently owned by your Faction which shows limited information about nodes you currently own. This information is restricted solely to how much Check-In bonus is left and a small overview of what the node provides resource-wise for easy reference. This map differs from the Logistical map, of which is accessed via a Faction ability, and which shows information concerning ownership of ALL nodes your Faction has found in the game world, regardless of who owns them presently. Use of the Foothold map requires no resources or activation of a Faction ability, but must be mounted in a house or claim (locked down and not movable). The foothold map will not show in real-time any information concerning how many guards or laborers a node has and is designed solely for observing which nodes the Faction currently owns and how much of Check-In bonus remains on them.

User avatar
Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » April 5th, 2021, 2:31 am

Development Update List:

Permanent Death System

Our final revisions for the Act VI Permanent Death System have been included into the live server and fully documented on the wiki. They can be found and referenced here:

https://www.13thrones.com/wiki/doku.php?id=permadeath

User avatar
Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » April 7th, 2021, 7:01 pm

Development Update List:

Rage:

5% increased chance to be critted (from 0%) when in Rage.
Two-Hand Rage Bonus reduced to 25% from 50%.

Berserk:

20% bonus to Crit Chance has been lowered (from 25%)
10% increased chance to be critted (from 5%) when Berzerking.

Berserk was staying for 30 seconds instead of the advertised ten seconds; met half-way and set both description and the fixed timer to 20s.

Fury Fervor I:

Correctly accounts for being a 25% chance now.

Raw Hit Bonus reduced to 15% from 20%
Raw Stam Bonus reduced from 20% to 10%

Fury Fervor II:

Correctly accounts for being a 25% chance now.

Raw Hit Bonus reduced to 30% from 40%
Raw Stam Bonus reduced from 40% to 20%

Fury Fervor III:

Raw Hit Bonus reduced to 30% from 40%
Raw Stam Bonus reduced from 40% to 20%

Fury Fervor IV:

Raw Hit Bonus reduced to 30% from 40%
Raw Stam Bonus reduced from 40% to 20%

Parrying:

Shileds can now be crafted with full Augment slots and inhereit all Augment bonuses from quality, perks and the like

Armor Augments can now be applied to Shields.

Advanced Parry I:

Global Bonus reduced to 1% above 100;

One Handed Weapons (Stratagems: Parry / 800) = chance to parry, Two Handed Weapons (Stratagems: Parry / 700) = chance to parry.

Advanced Parry II:

Global Bonus reduced to 1% above 100;

One Handed Weapons (Stratagems: Parry / 650) = chance to parry, Two Handed Weapons (Stratagems: Parry / 600) = chance to parry.

Evasion:

Changed the following:

Evasion increases your chance to parry, also grants the ability to parry direct damage attacks from other sources, such as spells. Evasion can only be used once every 30 seconds. The increase to chance to parry an incoming attack is equal to that of every point of Stratagems: Parry you have above 50%, for a maximum of a 50% bonus to parry chance. The duration of Evasion is equal to that of every ten points of Stratagems: Parry you have above 50%, plus 2 (down from 3), for a maximum of a 8 second Evasion duration; (new) this duration is furthermore reduced by 50% if not using a shield.;

Hiding and Stealth:

Being revealed by players using the Perception Reveal skill, exposed by Subterfuge Flash Ordinance via mines or bombs, or detected by NPC guards when hidden or stealthed will now initiate a cool-down timer for re-entering stealth.

Sprint:

Cooldown between sprint uses upped to 80 seconds from 60.
No longer allowed to sprint while stealthed (lol).

User avatar
Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » April 9th, 2021, 2:28 am

Development Update List:

Pyrotechnical Items

All blackpowder recipes rebalanced and now give 5 end-crafts.

Tier I Pyro Crafts rebalanced for less-intensive requirements and increased end-results.

Tier III Pyro Crafts rebalanced for less-intensive requirements and increased end-results.

Tier IV Pyro Crafts rebalanced for less-intensive requirements and increased end-results.

Pyro and Blood-based ingrediants post-patch will now last between 14 and 28 days by default.

Conservation Connoisseur

Updated to include the following features:

"Upon a successful harvesting attempt of a specimen-class harvestable, gives a 75% chance to double the viability hours of the specimen and to double the harvestable resource harvested."

Raging

As part of the final review of Statagems: Raging, the skill has been reworked to include drawbacks to account for the impressive damage increases that it bestows while giving very few drawbacks. This skill has been a work-in-progress for Act VI and has been tracked and monitored in various circumstances and is the first of the three Stratagems to be reviewed in earnest. Raging has had it's overhead damage reduced significantly while now also including and accounting for introducing more risk for the reward earned from the skill in the form of an escalating DCI debuff.

Stratagems: Raging is a combat - related support skill that focuses primarily upon offensive strategies involving increased damage and rage - induced tactics.Passively, the Stratagems: Raging skill allows you to focus your 'Rage' upon an opponent, using the command[rage.Once a target has been selected as the focus of your Rage, every successful blow upon that target will increase your Rage Level, while a miss will lower it by 25 – 40 points(depending on if the weapon is one - handed or two - handed), deduct between 1 and 5 stamina, and remove you from Enraged status if your Rage Level drops below 50, if currently Enraged. Dropping out of an Engraged status wind your character, resulting in a temporary blocking of health, stamina and mana regeneration. As your Rage Level increases, you will gain a Damage Increase bonus equivalent to your Rage Level (Rage Level / 2, to a maximum of a 50 % bonus at the highest level). Inversely, you will incur a decrease in your Defense Chance equal to half of the damage bonus you attain +5 % (maximum 30 % DCI reduction). Once your Rage Level reaches 100 points, you will enter the Enraged state, which is used in conjunction with Raging skill abilities to augment and enhance their effects.The Enraged state will last for thirty seconds, and inflict an additional 5 % defense chance increase debuff.If you defeat your Rage target while Enraged and while possessing a Rage Level of 100, your character will also regain 10 % to 25 % of their Hit Points, Stamina and Mana.The amount of Rage built per successful hit upon an opponent is calculated by referencing the detailed formula using [combatmessages in-game.Finally, stratagems: Raging is also used to purchase and subsequently use a number of combat - based skill abilities available only through the Stratagems: Raging skill.

TLDR: Reduction of Damage Bonus, addition of DCI debuffs, addition of Regen Debuffs if dropping out of Rage.

Perception and Hiding

Revised algorithm for how NPCs check for hidden and stealthed players to be in-line with that of player capabilities.

User avatar
Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » April 10th, 2021, 2:21 am

Development Update List:

Off Hand Weapons

- Removed unintentional stamina drain.
- Stamina use on Ignite fixed.

Raging/Finesse/Parry

- Non-target moves such as Evasion or Confidence should be immune to interrupts and follow proper behavior of moves.

Hiding

- Added check to disallow hiding during the extent of a sprint.
- Added check to disallow hiding during wake up timer.

Detect

- Detection will now respect Z levels.

Tailoring/Crafting

- Artifact level recipes no longer bestow Infusion bonuses, as these are for special "no-drop" recipes that exist outside of the normal crafting/loot/research system.
- Heavy Cloth requirements properly labeled.

Minor naming issues

User avatar
Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » April 11th, 2021, 1:34 am

Development Update List:

Look

- No longer can use Look commands to look at a character outside of your LOS.
- No longer can use Look commands when "res sick".

Knock-Out Status

- Invulnerability status lasts for 45 seconds, up from 30 seconds.
- Hobble status applied for fifteen seconds upon getting to feet.
- Sprint post-knock out is blocked for a normal cool-down cycle.
- Hiding block post knock-out lasts slightly longer.

Gas Mask/ Plague Doctor Mask

- Removed resists that existed on the item that shouldn't have due to it processing resistances to Torment in a seperate process.

Rope

- Rope gives better feedback now as to when to properly use it.

Handcannon

- Was supposed to be a 1hander.

User avatar
Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » April 11th, 2021, 2:39 am

Development Update List:

Pesticide

Newly created: Uses upped to 20 per bottle

Fungicide

Newly created: Uses upped to 20 per bottle

Growing Crops

Crops have been re-balanced to require less upkeep in the form of Fungicide, Pesticides and Torment checking.

Artisanry

Jewelry now requires 1 bronze ingots & 1 copper ingot vs. 1 copper ingot.
Jewelry now bestows a Tier II infusion bonus vs. a Tier III.

Look

Direct context-menu use of Look now follows same rules as prior patch.

User avatar
Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Development: Hotfix and Update Thread

Post by Sic » April 14th, 2021, 1:47 am

Development Update List:

Toxincrafting

Correctly accounts for Alchemy skill now.

Pyrotechnical Bombs

Added early check for open-hand as to avoid getting the cooldown when your hand isn't free.

Frenzied Whirlwind

Double damage to single target removed.

Infused Throw

Damage dealt occurs before paralysis as to account for paralysis being applied properly.

Eye Rake

Paralysis against NPCs fixed akin to that of Infused Throw.

Raging

Accounted for a better formula for the hits/stamina regeneration from dispatching foes from raging.
Adjusted skill description.

Opportunism Perks

Skill descriptions clarified to explain critical hit bonuses better.

Evasion

Fixed issue with calculation of Evasion bonus that was giving 100% chance to Parry vs. proper calculation timing.
Reduced penalty for non-shield use to 25% vs. 50% (duration time).

Plague Mask Filters

Added to Engineering as to be able to change plague masks; no recipe, 2 medium cloth padding.

GM Tools

Added StatMod list command and manual removal tools for high-level bug diagnosis.

Post Reply