VOIP
- Our voice over ip (VOIP) has been rebuilt so that it plays audio using Unreal Engine 5’s audio mix instead of a separate audio system.
- VOIP is now affected by sound zones, like reverb in caves.
- VOIP from other players is now muffled if the player is behind a wall etc.
- VOIP from other players is now changed when the player is swimming.
- VOIP from other players is now slightly different when the player is wearing a helmet.
- You can now hear other VOIP users at a further distance.
- The sound falloff for VOIP is now more natural.
- The position of the VOIP sound is now correctly coming from the face of the speaker instead of a general area around him/her.
- VOIP playback volume settings now follow the same system as other volume settings.
- Listening to VOIP is now cheaper CPU wise since the engine handles ducking of sounds if there are too many.
- Increased the max number of players you can hear speaking at the same time.
- Optimized the VOIP servers removing un-used and old code to increase performance.
- The network cost of having VOIP on is now much lower.
- The test VOIP is now a button you hold down to hear your own VOIP.
- Added volume controls for voip and gameplay to audio settings.
- VOIP chat is no longer disabled when the application loses focus.
- Added new setting "Mute mic when unfocused" for disabling voice input when the application loses focus.
- The mic preview widget in game settings now displays the perceived audio level in dBFS [-60 dB, 0 dB] instead of raw input values.
- Reduced VOIP sound artifacts by improving audio buffers.
Trinket Balance
- Red Coral, Amethyst, Cuprum and Silver trinkets may now roll with more power to spend on stats. For existing trinkets, this will require a reroll / identify for these trinket tiers to benefit from the changes.
- Rebalanced the trinket physical damage stat rolls to be more likely to roll higher values, this won't require a reroll/identify to benefit, so if you have a trinket that rolled one of the adjusted stats, and that trinket initially rolled with enough power on one of the affected stats, it will now be better. If your trinket with a damage stat does not get increased, this is because your initial roll was unfortunately an unlucky one.
- Rebalanced the maximum range of Stamina to be able to roll higher due to Stamina almost always being less appealing than rolling Health instead. This change will affect existing trinkets as well.
- Fixed some Amulets giving not-yet implemented skills. The following amulet skills have been converted:
- Snooping > Scribing
- Pilfering > Anatomy
- Lockpicking > Mounted Magery
- Animism > Elementalism Spells
- Brawling > Poleaxes
- Unarmed Techniques > Poleswords
New Events
- Added a new system for dynamically spawning new events in the world. These events are new groups of people or creatures that can appear almost anywhere in the world, with a focus on various POIs and dungeons.
Murder Reporting
- You can now only report people who attacked you within 2 minutes of your death, the limit of 4 potential murder count reports still holds.
- Dying to non-player controlled AI will forfeit all your potential murder reports.
- Dying to an AI that was a pet, but also abandoned doesn't forfeit your potential murder reports.
- Killing pets now causes standing loss if innocent, pet owner has positive standing in zone, not allied, guilded, didn't assault the killer & the killer is not in a contested outpost area.
Clade Gift Experience Curve Rebalance
- Adjusted the amount of experience required for each Clade Gift level to smooth out the journey to level 20, removing the sudden "wall" which previously occured at level 15+. The amount of experience required to reach level 20 has been lowered, which means players who have already reached level 18 will now be level 20.
Combat
- Counter damage reduction is now 80% instead of 60%.
- Certain buffs now refresh when used again before they expire (Steady Hands, Rejuvenate, Quicken, Sapped, Ward, Invigorate, Energise, Empower, Brace, Amplify).
- Buffs cast by the opponent are now removed at the end of a duel.
- Adjusted the Dagger combat ability "Precise Strikes" animation length from 2.3s to 2.4s.
- Adjusted the Polesword combat ability "Sweeping Strikes" animation length from 3.9s to 4.0s.
- Adjusted the 1H Club combat ability "Forceful Strike" animation length from 2.3s to 2.4s.
Magic
- Increased Boulder base spell damage from 28-30 to 38-40.
- Fixed issue with the melee combat system resetting the charge circle even when casting magic in combat mode.
- Rebuilt the code for Akh Bond to fix several issues.
- Death hand base damage decreased from 32-34 to 28-29.
- Death hand casting time decreased from 2.0s to 1.7s
- Decreased Death Hand mana cost from 30 to 26.
- Fixed mana reduction orb effect not working for initial checks, causing spellcasts to not be allowed if you didn't have the original mana cost.
- Fixed magic combat action queue getting stuck on death or in mercy mode. Interactions would get stuck while trying to cast last spell, which would stop the user from interacting with things like resurrecting at priests.
- Fixed issue where hitting a mount someone was riding with earthquake did not always dismount or damage the riders.
- Updated the visual appearance of Risen Walker variants.
UI
- Territory filters on the map can now be combined so that you can show keeps + guild territory to only show your guild's keeps for example.
- Updated the text on the Territory Filters to more clearly indicate what they do.
- Updated the look for the filters in the map UI.
- The Guild member list is now sorted so that online members are always on the top.
- Fixed spellings of some POIs on the map filters.
- Fixed issue where being in combat mode with fists out and manipulating/destroying items from your inventory would cause your combat ability bar to be cleared until re-equipping a weapon.
- Fixed Bandit daily task tooltip incorrectly mentioning specifically bandit bowmen despite all types of bandits being valid for earning task contribution.
- Fixed an issue where your Combat Abilities would not show up on your hot bar when you entered combat mode with your fists.
AI
- You can now push pets, ritual pets and controlled undead AI that is not attacking a target. They return to the original position after a few seconds.
- Added support for AI using shields.
Looting Priority
- Players will now gain loot priority for 10s after killing AI, this means that only the player who did the most work(and gained most glory) and their guild members will be able to loot for this duration.
- When you are not able to loot someone else's loot yet, you will see a faint glow on the loot bag.
- Player pets when killed don't give loot priority.
- Your own and your pets loot bags will now glow red.
- Locked loot bags where someone else has loot prio will glow purple.
Plate Armor Stat Normalization
- Adjusted the armor defence balance on the four plate armor styles, Tindremic Knight, Mercenary Plate, Draconigena Armatus and Risar Soldier to be closer to each other, allowing for a greater number of viable armor choices and visual variety.
Tindrem Arena Hub Improvements
We have taken the opportunity in this patch to update the Tindrem Arena with a few easy and fast changes that will hopefully make it more of a useful hub for both officially hosted and player hosted events, as we currently do not have a single area in the game in which we can host "safe" events for all players regardless of nation standing status.- Added new Tindrem Arena Bankers to both of the “fighter’s quarters” areas on either side of the Arena.
- Added red priests to either side of the Arena.
- Added Tindrem Arena Sentries throughout the Arena which will only attack criminal players.
Prominence Upkeep Balance
The hourly Prominence drain for many Territory Control structures has been increased:- Bank T1: 2>10
- Bank T2: 3>12
- Bank T3: 4>14
- Barracks T1: 2>10
- Barracks T2: 3>12
- Barracks T3: 3>14
- Stable T1: 1>8
- Stable T2: 2>10
- Stable T3: 2>13
- General Store T1: 1>6
- General Store T2: 2>8
- General Store T3: 2>10
- Library T1: 1>5
- Library T2: 2>8
- Library T3: 3>10
- Smithy T1: 1>4
- Smithy T2: 2>5
- Smithy T3: 2>6
- Alchemist’s Apotheca T1: 1>5
- Alchemist’s Apotheca T2: 2>6
- Alchemist’s Apotheca T3: 3>7
- Butchery T1: 1>4
- Butchery T2: 1>4
- Butchery T3: 1>4
- Stone Refinery T1: 1>5
- Stone Refinery T2: 2>6
- Stone Refinery T3: 3>7
- Foundry T1: 1>4
- Foundry T2: 2>6
- Foundry T3: 3>10
- Culinarium T1: 1>3
- Culinarium T2: 1>3
- Culinarium T3: 1>3
- Magic Emporium T1: 1>3
- Magic Emporium T2: 2>5
- Magic Emporium T3: 2>8
- Blue Priest Shrine T1: 2>4
- Blue Priest Shrine T2: 2>4
- Blue Priest Shrine T3: 3>6
- Red Priest Shrine: 6>15
- Alert Tower T1: 1>4
- Alert Tower T2: 2>6
- Alert Tower T3: 3>8
- Guard Tower T2: 15>16
- Reliquary: 20>30