Prelude Crafting Update

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Archin
Aeolian Staff
Posts: 38
Character: Archin

Prelude Crafting Update

Post by Archin » May 18th, 2022, 9:10 pm

Prelude Crafting Patch

As previously announced, we’ve now begun fully implementing our major prelude crafting patch. Below you will find a detailed overview of each system and its changes.

Our intention with this patch is to continue to move away from arduous task and more towards a system that provides roleplay identity within each profession. This includes adding specialization to reward a dedicated crafter with more perks and less recipe gates in their chosen craft, simplifying crafting systems, adding more craftable items.

We know there’s always room for improvement - and will be monitoring these changes and adjusting things as we feel are needed to further make a more interesting and engaging system.

Also during this time, we’ll be looking at reviewing enchanting - there may be some magic spell tweaks in relation to these changes, and a few PvE changes on our side of things with AI behaviors

Our next major patch is going to be focused on making the world feel more persistent and reactive. This will include NPC faction reputations, world events, and quest systems. And yes TRANSMOG.

All the while, we will continue to be running stories throughout the summer, we have events mapped out up to and including season one open. Some of these events may even introduce themes or lore relevant to main story, so keep an eye on our discord events channel and we hope you hang out with us this summer!

(Patch notes reflect changes both new and recent updates)


CHANGE LOG


GENERAL CHANGES
  • Item Timers: Stacking items with timers will now average out the time
  • Added New Fruit Tree Nodes for Horticulture/Agriculture Harvesting: Apple Tree, Peach Tree, Pear Tree, Grapevine
  • Hematology injections can no longer be used for offense: When attempting to inject another player, the receiving
  • player will have the ability to accept/decline the injection
  • Industrial grinder no longer has stat requirements to use
  • Pagan Follower Slots auto-reset upon death/dismissal of summon
  • CoolDown added to all Boss Nova's and On Hit combat spawns: By default there is an internal Cooldown of 10 seconds between Nova's or for example Firria spawning the shadow wolves
  • Purchasing skills Red system message feedback: Attempting to purchase an ability will now show you which pieces of gear or which buffs are blocking you.
  • Injecting syringe check/gump: Injecting another player brings up a confirmation OKAY gump for the player getting
  • jabbed.
  • New Commands: [FreeForRP and [LookForRP activated: Off by default, each time you log in you can turn on [FreeForRP for yourself. This will add you to the list of players that other players can find with [LookForRP. A simple arrow will lead you to the player.
  • Re-enabled [drop, was temporarily disabled due to an exploit
  • Farm plots can now be safely removed via the claim pioneering menu
  • [lore now shows set bonuses for wearing 4 pieces of an armor set
  • [lore gump Set Bonus and Spellbook update: More info is now shown when using [lore on spellbooks
  • [drop command exploit fixed and re-enabled


CRAFTING SPECIALIZATION

  • “Quality Manufacturing” Feat in World Lore is now replaced with “Crafting Specialization”
    • Using the command [Specialization will prompt a menu of available crafts to choose your specialization. Once you select your specialization, you cannot change it again for 30 days.
    • Once 30 days elapse, you can re-specialize in a different craft by going to the Foundry General Store to purchase the "Vocational Studies" book from an NPC Vendor on the 2nd Floor
  • Masterworks / Mythic Chance: The perk to raise this chance has always been gated behind Quality Manufacturing and thus it will remain the same within Crafting Specialization, but only applied towards your selected specialization.
  • Recipes: As a specialist, once you make a recipe-gated item once, you will gain access to crafting that item without a recipe.*
    • *This does not apply to Alchemy, Agriculture, and Augment Recipes - their perks are different, see below overview of individual crafts
    • This only applies to the recipes in your specialization. You will still need recipe copies for any craft you are not specialized in.
    • Master recipes will be removed from loot packs and everyone’s inventory
      • Once specialized in a craft, you will lose the master recipes in other crafts - if you previously had a master recipe from (old loot packs, starting backgrounds), it will be turned into 50 uses
      • Should you change specializations, your recipes will revert back to what you had before specializing. So if you knew 30 uses of Recipe A, but mastered it with one use, then re-specialized to a different craft, you will revert back 29 uses
    • NOTE: Recipe rarities above epic level will not be mastered upon crafting within this system
      • Regional Mastered Recipes from your chosen character background will always remain mastered regardless of your specialization


EQUIPMENT DURABILITY CHANGES

  • Equipment durability has been greatly increased, but each time you repair the maximum durability can go down between 2-25 depending on the quality of the deed or the skill level of the crafter. The intention is to require repair less often, while still eventually needing to replace gear after extended use
  • Removed self-repair enchants
  • Removed self-repair augments
  • Durability has been expanded to include more gear types
    • Spellbooks now have durability and can be repaired by Artisans with the Spellcraft Kit
    • Durability will have a chance of drop when casting spells
    • Can also be repaired via Artisanry Repair Deeds
  • Jewelry now has durability and can be repaired by Artisans with the Artisan Hammer
    • The jewelry will occasionally check to see if you’ve been in combat within a certain window of time, and if you have, have a small chance of losing durability. Otherwise if you are just wearing it in town, or in non combat scenarios, there is no chance of decay.
    • Can also be repaired via Artisanry Repair Deeds
  • Skill Patches, IE gear with skill bonuses, have skill-durability that wear out with use of the skill associated
    • Once the bonus skill wear out to zero bonus, you can add a new patch in its place on the clothing
    • Clothing durability is not affected with the use of skill patches


CRAFTING MATERIAL REBALANCE
  • Material type now gives bonuses to crafted weapons and shields scaling by rarity
  • The following materials will now apply unique bonuses when applied to crafted equipment
    • Metal
      • Armor
      • Weapons
      • Shields
      • Jewelry
    • Leather
      • Armor
      • Spellbooks
    • Wood
      • Storage Containers
      • Shields
      • Bows
      • Wooden Weapons
    • Gemstones
      • Jewelry


ALCHEMY


Alchemy - Specialization
  • Recipes will still be required regardless of being specialized in Alchemy
  • Specialized Crafting I - + 1 Use
  • Specialized Crafting II + 2.5 Minutes
  • Specialized Crafting III + 1 Use and +2.5 Minutes
  • These features compound, so by feat III the crafted potion will have +2 Uses and 5 Minutes total
Alchemy - General Changes:
  • Potion effects have been changed to apply direct effects rather than blanket stats
    • Healing Potions
      • Lesser Heal: 5% bonus healing from all sources. CAP 5 flat
      • Standard Heal: 10% bonus healing form all sources. CAP 10 flat
      • Greater Heal: 15% bonus healing form all sources. CAP 15 flat
    • Agility Potions
      • Standard Agility: +.25 Swing Speed Increase
      • Greater Agility: +.5 Swing Speed Increase
    • Strength Potions
      • Standard Strength: Increase Carry Capacity 150
      • Greater Strength: Increased Carrying Capacity 300



AGRICULTURE & COOKING


Agriculture & Cooking - Specialization
  • Recipes will still be required regardless of being specialized in Agriculture
  • Specialized Crafting I - + 1 Use (Brewing: -2% Fermentation Duration, +1 Use)
  • Specialized Crafting II + 2.5 Minutes (Brewing: -6% Fermentation Duration)
  • Specialized Crafting III + 1 Use and +2.5 Minus (Brewing: -4% Fermentation Duration, +1 Use)
  • These features compound, so by feat III the crafted food will have +2 Uses and 5 Minutes total (For Brewing -10% Fermentation Duration and +2 uses to beverages)
Agriculture & Cooking - General Changes:
  • Crops planted by other players should now be free to pick by anyone after 48 hours of being fully grown
  • Preserved Ribs should register when producing a masterwork
  • Added a system message explanation when trying to remove unwanted crops
  • Removed “Turkey Hock” from the game as a skinnable meat (we don’t use it anywhere in crafting), turkey’s now drop raw bird to interact with existing cooking recipes
    • FUN FACT: You can use a butcher knife on a raw bird to get two chicken legs. I didn’t know this so I’m including it here in case you need to know this, too.
  • Added a tooltip on gardening scythe to explain additional range use
Agriculture & Cooking - Brewing
  • Players will now be able to ferment ingredients into alcohol using a new system within Agriculture. The provided beverages will satiate thirst and provide small grit bonuses on consumption as well as other hidden bonuses!
  • Brewing Guide will be made available on the Requiem Wiki Soon
  • NEW TOOL: **Alembic Still (tool crafted via Engineering)**
    • Use this tool to combine ingredients in fermentation kegs for the creation of the following alcohols: Moonshine, Cider, Mead, Ale, Vodka, Whiskey, Wine, Brandy, Vermouth
  • NEW TOOL: Fermentation Kegs (item crafted via Carpentry)
    • Using the keg alongside the Alembic still, you can craft kegs of alcohol
    • Fermentation times range between 24 hours - 120 hours depending on type of alcohol
  • NEW TOOL: Label Maker **(tool crafted via Engineering)**
    • Use this tool to generate labels when bottling your brews from the fermentation kegs. You will be able to choose the bottle style, name, and description regardless of quality


ARTISANRY


Artisanry - Specialization
  • Jewelry crafting is limited to Artisan specialization
  • Normal specialization perks apply to the other branches of artisanry
Artisanry - Jeweler
  • Jewelry items now provide additional bonuses based on metal, gemstone, and quality of the crafted item
  • Artisan Hammer now has a repair option for jewerly
  • NEW ITEM: Artisan Repair Deeds: craftable by Artisans in the Jewelrycrafting gump
  • New wearables and itemArt have been added for jewelry, which can be cycled through with content-click:
    • 6 Styles for gemstone necklaces (4 styles for necklace with no gemstone)
    • 4 Styles for gemstone earrings (3 for no earrings with no gemstone)
    • 4 Styles for gemstone bracelets (3 for bracelet with no gemstone)
    • Rings can cycle between a style with or without a gem
  • Jewelry now will keep the integrity of the gemstone color and only hue the metal
Artisanry - Bookbinding
  • Spellbooks now have durability
  • Spellcrafting Kit now has a repair option for spellbooks
  • NEW ITEM: Artisan Repair Deeds: craftable by Artisans in the Jewelrycrafting gump
Artisanry - Painting
  • Simplified crafting process to enhance the roleplay aspect of this branch of crafting:
    • Recipes for painting has been removed and are no longer required
    • REMOVED PLANT MORTAR TOOL
      • Processing flowers into pigments is now an option under the normal mortar & pestle under “Plants”
    • REMOVED PAINT KETTLE TOOL
      • Hair Dye, Dye, and Drafting ink are now craftable under Alchemy Tier III - Mixing Vials
      • Paint is now made with the paint pallet using paste from the Alchemy Mortar & Pestle
    • NEW ITEM: Canvas
      • Crafted via the Painting Pallete
      • Upon crafting a canvas, you use that to craft either a small, medium, or large painting
      • After crafting the preferred size painting, double-click the painting to open the menu to customize the paintings art, as well as the name and description
  • Paintings can now be named/described regardless of quality
  • Paintings will now take the wood color of the boards used when selected painting has a frame- legacy wood stains can also be used to dye the frames to your preferred hue
Artisanry - Masonry
  • Sculptures can now be named/described regardless of quality
  • defMasonry crafting menu has been cleaned up of redundancy - the following crafted sculptures have been consolidated under one crafted item, with the variations in style/direction being accessed via the “Turn” command in the decorator tool:
    • Medium Gravestone 1, 2, 3 are all now consolidated under crafted item “Obelisk Gravestone”
    • Small Gravestone 1 & 2 are now consolidated under a single crafted item “Simple Gravestone”
    • Small Gravestone 3 & 4 are now consolidated under a single crafted item “Small Gravestone”
    • Large Gravestone 1 & 2 are now consolidated under a single crafted item “Large Gravestone”
    • Large Gravestone 3 & 4 are now consolidated under a single crafted item “Ornate Gravestone”
    • Bhaskarian Sculpture 1 & 2 are now consolidated under a single crafted item “Bhaskarian Sculpture”
    • Peculiar Sculpture 1 & 2 are now consolidated under a single crafted item “Peculiar Sculpture”
    • Seahorse Sculpture 1 & 2 are now consolidated under a single crafted item “Seahorse Sculpture”
    • Mermaid Sculpture 1 & 2 are now consolidated under a single crafted item “Mermaid Sculpture”
    • Gryphon Sculpture 1 & 2 are now consolidated under a single crafted item “Gryphon Sculpture”
    • Statue South and Statue East 2 are now consolidated under a single crafted item “Small Statue 1”
    • Statue South 2 and Statue East 1 are now consolidated under a single crafted item “Small Statue 2”
    • Statue North and Statue West are now consolidated under a single crafted item “Small Statue 3”
    • Statue South East has been renamed to “Small Statue 4”
    • Bust South and Bust East are now consolidated under a single crafted item “Bust”
    • Pegasus Statue 1 & 2 are now consolidated under a single crafted item “Pegasus Statue”


CARPENTRY

Carpentry - Specialization
  • The crafting of boards will no longer consume unselected wood types
  • New Storage Meta: Crafted containers from specialist allow for better storage containers:
    • QUALITY of container from crafting should add more weight capacity
    • WOOD TYPE of container adds more weight capacity
    • RARITY of recipe adds a base increase to weight capacity
    • General **change to containers:** Securing a container adds a base increase to weight capacity
Carpentry - General Changes
  • Furniture: Stool/Chairs
    • Wooden bench no longer requires a recipe
    • NEW ITEM: Simple fabric-lined chair**
    • NEW ITEM: Fabric-lined chair
    • Cushioned Throne: new itemart to face all 4 directions and take wood dyes/hue
    • NEW ITEM: Armchair, takes cloth dyes
  • Furniture: Tables
    • Nightstand has been renamed to “Simple Nightstand”
    • Counter North South Grain and Counter East West Grain have been consolidated into one item and renamed to “Counter”
    • NEW ITEM: Small Square Table
    • NEW ITEM: Small Glasstop Table
    • NEW ITEM: Small Round Table
    • NEW ITEM: Fancy Tea Table
  • Furniture: Boxes and Chest
    • ]NEW ITEM: Jewelry Vanity (Lockable, Jewelry only)
    • NEW ITEM: Fancy Chest (Lockable)
  • Furniture: Cabinets/Armoires
    • Empty Bookcase: Updated Item art to reflect wood color
    • NEW ITEM: Open Shelf
    • NEW ITEM: Floating Shelf
    • Drawer: Updated Item art to reflect wood color
    • NEW ITEM: End Table
    • Fancy Drawer: Updated Item art to reflect wood color
    • Armoire: Updated Item art to reflect wood color
    • Fancy Armoire: Updated Item art to reflect wood color
    • Cabinet: Updated name to “Wooden Counter”
  • Deed Items: Furniture**
    • Dart Boards should now be interactable with all bladed items
  • Deed Items: Tools
    • Allopathy Table EW and Allopathy Table NS have been consolidated into “Allopathy Table”, direction is chosen on placement
    • Allopathy Tables should now allow owners and co-owners to place the deed in their claims or rentals
    • Blanketed Allopathy Table EW and Allopathy Table NS have been consolidated into “Blanketed Allopathy Table”, direction is chosen on placement
  • Usable Items
    • All Cloth Dye tubs are now consolidated into “Dye Tub”
    • All Leather Dye tubs are now consolidated into “Leather Dye Tub”
  • NEW CATEGORY: SPECIALTY STORAGE - These shelves have an expanded item count and default base storage weight, but are limited to items related to the profession:
    • NEW ITEM: Alchemy Supply Shelf
    • NEW ITEM: Blacksmithing Supply Shelf
    • NEW ITEM: Carpentry Supply Shelf
    • NEW ITEM: Cooking Supply Shelf
    • NEW ITEM: Engineering Supply Shelf
    • NEW ITEM: Food Pantry
    • NEW ITEM: Tailoring Supply Shelf
    • NEW ITEM: Toxicology Supply Shelf
    • NEW ITEM: Hematology Supply Shelf
    • NEW ITEM: Subterfuge Supply Shelf
    • NEW ITEM: Bulk Textile Storage
    • NEW ITEM: Bulk Ore Storage
    • NEW ITEM: Bulk Lumber Storage


    ENGINEERING

    Engineering - Specialization
    • Only engineers specialized will have the ability to make augments
    • Augments will not be given master recipes upon crafting a use copy. All other recipes in the engineering craft will have the option to become a master upon crafting a use copy
    • Specialized Engineers will have a 25% chance to recover 50% of the materials lost in a failed augment attempt
    Engineering - General Changes
    • - Engineering Crafting Typo: “Pyrotechnical Acid” has been renamed in the crafting gump to “Acidic Substance” to properly reflect the materials
    • Firearm Mechanism reduce weight to 3 Stones
    • The Tinkering tools were a mess, we’ve reorganized the crafting menu to be more intuitive:
      • Simple Items category has been renamed to Engineering Supplies
      • Engineering Items; Standard category has been removed, its items have been moved to more accurate sections
    • Removed arbitrary steps in the crafting process
      • Removed Axle - items previously needing Axles will take logs instead (Gear & Axel now just takes 1 log and 1 ingot. This was to reduce the amount of tier I steps in the engineers workflow for quality of life (gears are still able to be crafted as a separate crafted item))
      • Removed Sextant Parts - Items previously needed sextant parts will take a clock part or ingot instead
      • Removed Melted Wax - Items previously needing Melted Wax will take beeswax instead
      • Removed Clock Frame - clocks now require just boards
      • Removed Pyro Recombiner - items will now average their decay times upon stacking
      • Removed Toxin Recombiner - items will now average their decay times upon stacking
      • Removed Blood Recombiner - items will now average their decay times upon stacking
    • Because of how many parts are used to craft certain items, we’ve adjusted some weights to be more manageable
    • Firearm weights have been reduced greatly and their weights standardized
    • New Items
      • NEW ITEM: Silverware
      • NEW ITEM: Candlestick
      • NEW ITEM: hort Brazier
      • NEW ITEM: Brazier
      • NEW ITEM: Tall Brazier
      • NEW ITEM: Simple Grandfather Clock
      • NEW ITEM: Fancy Grandfather Clock
      • NEW ITEM: Ornate Grandfather Clock
      • NEW ITEM: Stone Fireplace Deed (Takes metal hue)
      • NEW ITEM: Brick Fireplace Deed (Takes metal hue)
      • NEW ITEM: Shaped Stone Fireplace (Takes metal hue)
      • NEW ITEM: Water Flask - same functionality as a waterskin, you can store any liquid in this container
      • NEW ITEM: Alembic Still is craftable under Tools: Cooking and Agriculture for Brewing
      • NEW ITEM: Brewery Label Maker is craftable under Tools: Cooking and Agriculture for Brewing
    • Changed Items:
      • Clock Left and Clock Right have been consolidated into “Wall Clock”
      • Kettles have been reduced to 10 ingots and can use any ingot type, also are now a limited use item and can be crafted
      • Hair brushes are now a limited use item and can be crafted
      • Scissors are now a limited use item and can be crafted
      • Fork Left and Fork Right are now consolidated under a single crafted item “Fork”
      • Spoon Left and Fork Right are now consolidated under a single crafted item “Spoon”
      • Knife Left and Knife Right are now consolidated under a single crafted item “Spoon”
      • Cleaver now functions as a bladed item



    TAILORING

    Tailoring - Specialization
    • Skill Clothing is now replaced with skill patches, and limited to specialization**
    • Only specialist can make skill patches
    Tailoring - Skill Patches
    • Skill patches are a consumable item that have a chance to be created upon crafting clothing
    • Patches can be applied to clothing in available clothing slots - number of slots will be tied to quality. Thus making better quality stuff more valued
      • Exceptional max 1 bonus skill slots
      • EO max 2 skill slots
      • MW max bonus 3 skill slots
    • Upon using a skill associated with the patch, there will be a 10% chance of lessening the patch efficiency by .1. This check only would apply to one worn patch on one piece of clothing with that matching skill.
    • You can apply patches up to a maximum of 8.5 per slot.
    • You can “top off” durability on existing patches by using another patch to “repair” it. The patch will max at 8.5 (There is no rollover from the expended patch)
      • Example, if you apply a 2.5 patch to repair a patch at 8.1, it will cap at 8.5
    • You can combine skill patches of the same skill to be more efficient, up to a maximum of 8.5%
    • Only specialist can make patches, but anyone can apply them to their clothing
    • Skill Clothing Patches have been added to loot packs

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