Development: Hotfix and Update Thread

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

Development: Hotfix and Update Thread

Post by Sic » March 4th, 2021, 12:10 am

Development Update List:
  • Fixed display issue in Skill Gump
  • Added command explanation in Hiding Skill: [hiding
  • Added Fort Prae faction Contract of Employment back to vendor outside of Prae.
  • Fixed Description Edit Menu - errant character limit.

Development Notes:

None.

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

Re: Development: Hotfix and Update Thread

Post by Sic » March 5th, 2021, 4:50 am

Development Update List:

Critical Issues

Body values will now persist after knock-out. All characters will find a blessed Skin Change Deed in their backpacks to be used to reset appropriate bodyvalues and faces.

All characters created prior to 3:00 AM EST, 3/5/21, will now have recieved their 5 LP bonus for participating in launch. Use [codex and the Legacy page to use.

All characters created prior to 3:00 AM EST, 3/5/21, have recieved a 15 Bonus Animus gift to compensate for the skill difficulty changes instituted in this patch. Use [codex and use the Bonus Animus function to claim this Animus. Bonus Animus is stored safely on your character until you use it.

All characters created prior to 3:00 AM EST, 3/5/21, have recieved a 10 Silver gift to compensate for the issues experienced around launch. Please use this money wisely as it will be the last time such a gift is bestowed.

Faction NPCs and Guards have reeled back their excessive pre-workout use and will no longer murder-face literally anything moving around them in 12 tiles if by chance a buddy of theirs is attempting to do their job. #LaunchDayRiot

Guard AI has been re-initialized. Laws of Fort Praesidium can be found posted outside both entrances of the Fort.

Character Stats

Base carry weight has been raised from 100 to 125 stones (at zero strength).

STR-based carry weight bonuses have been raised from 3.5 * STR to 4 * STR (raised from 437 max bonus at 125 STR to 500).

Combat: General

Two Handed Tactics will now raise passively when using two-handed weapons in combat properly; an identified issue was discovered that would sometimes result in Tactics being risen instead.

When passive gains are checked, using a one-handed weapon gives a small chance (25% chance) of proccing a two-handed tactics gain as well (overlapping tactics).

When passive gains are checked, using a two-handed weapon gives a small chance (25% chance) of proccing a one-handed tactics gain as well (overlapping tactics).


Character Skills: General

Gain chance for skills through natural use increased on all skill tiers/levels (0-10, 10-20, etc.).

Natural Skill Gain Amount greatly increased in lower tiers (0-10, 10-30, 30-50).

Character Development

Base online kindling bonus to Animus Regeneration upgraded from 50 base infusion to 200. With average numbers of 40 people online, this equates to a 400 Infusion Bonus an hour being online (200 base bonus, 40x5 = 200, 400 total).

Sanctuary Bonus upped from 250 to 300 (bonus given if in a Sanctuary area during Regeneration).

Codex updated to reflect proper Kindling bonuses.

Knockout Infusion Loss Penalty reduced from 15% to 10%.

Online chance for Stat Point on Infusion Conversion (1000 Infusion to Animus) raised from 50% to 75%.

Offline chance for Stat Point on Infusion Conversion (1000 Infusion to Animus) raised from 25% to 75%.

Skills: Skinning

Skinning Tools added to Engineering. These tools will allow for the use of the Skinning skill as well as the collection of kindling without having to unequip the held items of a character. Skinning Tools are like any other tool and consume uses. Swords and knives can still be used to skin in a pinch and do not consume uses or durability when used to skin.


Skills: Engineering

Skinning Knife removed from Engineering as it is a Blacksmith item and classified as a practical weapon.

Faction System

Faction to Faction Diplomacy now fixed; Factions may ally each other properly now and will provide proper logs of diplo changes.

Fixed a bug with newly created Faction stones not initializing a dictionary properly, resulting in a crash if not serialized prior.

Misc. Stuff

The Foundry agent upstairs in the craft hall is easier to interact with now in order to rent space in the pulic vendor area.


Development Notes:

Phase one of our re-balance for Act VI.

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

Re: Development: Hotfix and Update Thread

Post by Sic » March 6th, 2021, 4:43 am

Development Update List:

Critical Issues

Characters should properly assume the proper flag to disallow stamina-less push-through of mobs and players; in post-death circumstances this value could be lost.

Critical fix to undesired behavior in rare skill gain circumstance.

BaseAI Fixes:

BaseAI can perform additional functions in the world now.

Self-Harm functions should no longer trigger Guard assault charges and they are now 78% less likely to issue severe beatings in order to keep you from harming yourself with dirty water.

Eye Rake SWM Tweaks:

CHANGE:

"Delivery of a successful Eye Rake will inflict a single attack for 60% of it's normal damage and institute a blinding effect on the target if used against another player. If used against an NPC, the NPC will be paralyzed for a period of three seconds. In addition, the use of an Eye Rake will lower the target's Defense Chance Increase value by (Wrestling Skill / 15) percent for four seconds."

From:

"Delivery of a successful Eye Rake will inflict a single attack for 75% of it's normal damage and institute a blinding effect on the target if used against another player. If used against an NPC, the NPC will be paralyzed for a period of six seconds. In addition, the use of an Eye Rake will lower the target's Defense Chance Increase value by (Wrestling Skill / 12) percent for six seconds."


Adrenal Surge Tweaks:

CHANGE:

"Upon landing a successful Adrenaline Surge, opponent will be dealt normal combat damage and your character will incur a 15% to 30% increase in swing-speed (based upon Wrestling skill) for a total of ten seconds."

From:

Upon landing a successful Adrenaline Surge, opponent will be dealt normal combat damage and your character will incur a 20% - 50% increase in swing-speed (based upon Wrestling skill) for a total of ten seconds.

Grit:

Failure messages for aiding others includes reference to Grit II now.

Grit II now displays info concerning it being used to heal others.

Grit will now regain at a substantially lower rate if in active combat when inside a Sanctuary area.

Supply Node Menu:

Update to Check In status gump menu.

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

Re: Development: Hotfix and Update Thread

Post by Sic » March 6th, 2021, 3:58 pm

Development Update List:

Critical Issues

Fixed an issue where in some circumstances a character with a value of harvesting skills exceeding a a value would not have it calculated to the character skill cap value for gain purposes.

Lowered Stamina Cost associated with cooking and preparing Faction supplies and lunches to 30 from 50.

Creation of milk now fully consumes the waterskin or bottle it was made from.

Bottle of Milk can no longer be used directly, it is only used for Cooking ingredients.

Animals can only be milked with a waterskin.


Other

Combat Messages are now disabled by default upon login as to not confuse or overwhelm newer players.

Mortality Roll Feedback - Staff

QoL: Using a Hatchet on a Resource Node directly will give you a proper popup telling you to d-click the node instead.

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

Re: Development: Hotfix and Update Thread

Post by Sic » March 7th, 2021, 2:28 am

Development Update List:

Tinkering:

Numerous items have been defaulted to Copper Ingots and are now overridable to take different ingots as an alternative.

A few component-based items now give multiple finished products for a single creation.

Weapons and Firearms now combined into the Weapons & Firearms category.

Faction Bulk Supply: Tools added to craft menu. This takes 10 Axles and Gears to create, and is used in the outfitting of Faction Laborers. This is the last component of the Faction System that will be introduced into common-play and it's purpose is to facilitate entry into the conquest system from zero resources, if desired.


Faction System:

Errant Quest-Related messages fixed; kill objectives for kill quests now properly provide feedback to all faction members within 20 tiles of where a good kill is made.

Multiple-turn in bug fixed.

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

Re: Development: Hotfix and Update Thread

Post by Sic » March 8th, 2021, 3:47 am

Development Update List:

Guard AI:

Guards wont acquire concealed or brandishing mobs if not in direct proper LOS (missing some checks).

Housing:


Fixed the secure container bug. Secure containers now will respect weight and item limits but wont throw the erroneous error of trying to add another secure container above the limit.

Faction System:

Fixed non-responsive Behavior menu.

Fixed a display issue with Resource Node menus.

Fixed an issue with turning in Faction Quests of similar names.

Cooking mats needed for Faction Food Supplies greatly reduced (more than 50% in some cases).

Cooking mats needed for Faction Lunches reduced slightly.

Tools Bulk Store is now 15 Axle with Gears.

Purchasable Tools Bulk Store sale price is over for Week 1, and now costs 45 springs.

Springs raised from 5 min skill to 15.


Tools:


Skinning tools will now properly delete themselves when uses fall to zero (or below).

Shovels now display proper uses left.

Shovels & Pickaxes now delete themselves after negative uses.


Rage Skill:


Fixed a major issue and critical bug that kept all Rage-related moves from firing properly.

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

Re: Development: Hotfix and Update Thread

Post by Sic » March 9th, 2021, 3:59 am

Development Update List:

Combat, General:

Tactics requirements removed from all special weapon move Abilities; you may now purchase these abilities properly.

BaseAI:

Special Weapon Moves performed by humanoid NPCs now operate off of a longer default buffer (time before use) than before, based upon their dexterity, however can now benefit from shorter buffers if possessing obscene amounts of dexterity.

Special events performed by non-human NPCs (events such as explosions, special bleeds, novas, etc.) now have a default buffer of 1-5 seconds regardless of their actual chance to deliver the special event. This is to catch potential "spamming" of special events that may be executed in a quick succession if a creature becomes buffed or fights/operates faster than it's intended default behavior.

Fixed a bug where fist-based weapon abilities would not clear from an NPC after being executed and thus would not queue their delay buffer.

Faction System:

Supply Nodes will properly Log the discovery of new Nodes to the correct Faction if the node is owned by a different faction (NO MORE FREE INTEL!)

Logistical Nodes (Claim Nodes) will now cycle accordingly and provide their resources/run their checks for death and thievery.

Supply Nodes now display the amount of hours and minutes until their next cycle in the main menu.

Languages:

Fixed a bug with one of the languages that was not allowing for proper translation when used.

Misc:

Acacia Gum, Scales, and Fur now storable in Bulk Storage Boxes.

Specially inscribed concealing items will no longer bestow their inscription name as their provided name-mod. This was an oversight that it was kept in for launch, and it's use (and misuse) has proven to be confusing for new players unfamiliar with the system.

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

Re: Development: Hotfix and Update Thread

Post by Sic » March 9th, 2021, 9:43 pm

Development Update List:

Faction System:
Cleaned up gump information on Supply Nodes and feedback messages in some situations that would provide wrong feedback.

Off-Hand Weapons:

Off-Hand Weapons will now properly use the offhand weapon moves, using [off1 etc., if Offensive Tactics is purchased and Active.

https://www.13thrones.com/abilities/off ... actics.htm

Containers:

Containers properly show max weight limit when secured now (no longer xx/0).

Clothing:

Fixed a bug that was counting non-skill clothing as skill-clothing and not allowing more than six articles to be equipped at one time.

Cloth gloves now function properly post-logout.

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

Re: Development: Hotfix and Update Thread

Post by Sic » March 10th, 2021, 2:42 am

Development Update List:

Skill Gain:

Anti-macroing code has been enabled due to various situations observed in-game by our staff members with unattended macroing and the unreported exploitation of certain mobs. This code will currently affect every skill aside from crafting skills at this time. For the majority of players, this will not greatly affect progression.

Grit:

Grit will now display in the Codex properly as to how much you actually have at max; this was operating off of an old formula that did not take into account the tiers of the skill abilities.

Agriculture Balancing Phase II:

Agriculture plants have gone through their second phase of updates and now make more sense compared to their native, harvest-able versions in the wild. A preliminary wiki page has been set up displaying the new skill values these plants require to plant versus what skill you need to harvest them in the wild.

https://www.13thrones.com/wiki/doku.php ... o_vitaveus


Hair and Baldness:

Last situations where someone may lose their beard color should now be all fixed up.

Misc:

Crash issue w/ [SWM.

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

Re: Development: Hotfix and Update Thread

Post by Sic » March 12th, 2021, 3:49 am

Development Update List:

Carpentry:

Wood skill levels have been adjusted to make actual sense:

- Oak, 20 skill
- Ash, 40 skill
- Yew, 60 skill
- Heartwood, 80
- Bloodwood, 90
- Frostwood, 100

BaseAI:

Accounted for a bug where a guard may not consider a torch or lantern a non weapon.

Grit:


Grit has been given a base value of +10 for purposes of raising it above/from zero.

Factions:

Added the ability to remove yourself from a Faction by targeting yourself with the Remove Member function.
Fixed a crash issue with population of diplomacy standings.

Animal AI:

Animals should now properly fight and flee correctly instead of succumbing to existential dread and simply submitting to their eventual and unavoidable death by standing in one spot when damaged. Use caution.

Misc:

Hand sickle shouldn't stack w/ pickaxes now.
Internal fixes for lootpacks and other stuff.

Post Reply