These are the changes you might of seen in patches if the creative dev was competent and was building the game towards success so that it may survive and prosper and provide a game one could enjoy for all time. Not just a few a years. A game like chess that will be cherished for generations.
Multiple regional servers - server cap 1k - can transition your character between servers seamlessly while out of combat. Bank/char transitions seamlessly.
Property wipe/Castles added/Keeps increased in numbers.
All TC objectives/Sovereignty/Taxes revolve around castles and keeps now.
Most Tc structures removed. Most housing types removed. Players can still build houses, but they can no longer be sieged. They no longer have health bars(performance massively increased over current game) 1 house per account. The house now comes with a priest built into it. The house travels seamlessly across servers.
Blues now get two home priest teleports.
*In case you didn't know, each house and each structure has health, an individual status effect, that the server has to keep track of. Ever wonder why the performance only gets worse over time. It's a combination of the property system in mortal, a cancer to the game and UE5 being a heavier load. However, removing the status'd structures would increased performance dramatically for the server and for end user PCs.*
Massive amounts of small outposts added around the map. These small outposts come with guards, priests, banks, markets, crafting. The guards are weaker at these towns compared to typical guards but still strong and have both melee and ranged attacks at their disposal. Outposts in wilderness have extremely weak guards. they are practically bandits. Unfortunately only fools were brave enough to accept the job for these outposts.
Combat abilities added- Revolves around clade level. Must take certain clade paths to unlock certain abilities. Total clade level reduced to 10/ Exp readjusted to obtain level 10.. Mastery now starts at level 10. - Max abilities 2.
Thievery added - Unlocks ability stealth for 200 points Action points. Replaces one combat ability.
Stealth for 180 seconds/cannot be used in combat 25seconds/15second delay upon unstealth to restealth. Reduces speed by 25%. All damage breaks stealth/ If pickpocket used while stealthing, breaks stealth.
Meteors no longer scheduled, meteors no longer show on map. Meteors no longer have audio for entire server. Meteors only have a 5minute cooldown before opening now. A player must stand in the meteor zone for an additional 120seconds to activate the meteor. Meteor zone displayed in clear visual. Meteors fall at a rate of 3 per hour. All Meteors spawn combat . Meteor difficulty scales the longer you stay in its zone. If no players are in the zone, the event ends. The meteor cannot be looted until event ends. How you do in the event determines the quality of your reward. The event starts easy enough for one player but eventually scales into difficulty requiring 5 players. The meteor always provide loot, even if you fail the first wave. but the quality and quantity will be low.
All meteors can be mined afterwords, the rarity of the mineable is RNG and has no result of your performance in the event. Meteors despawn after 1 hour of inactivity if no one starts the event.
Multiple regional servers - server cap 1k - can transition your character between servers seamlessly while out of combat. Bank/char transitions seamlessly.
Property wipe/Castles added/Keeps increased in numbers.
All TC objectives/Sovereignty/Taxes revolve around castles and keeps now.
Most Tc structures removed. Most housing types removed. Players can still build houses, but they can no longer be sieged. They no longer have health bars(performance massively increased over current game) 1 house per account. The house now comes with a priest built into it. The house travels seamlessly across servers.
Blues now get two home priest teleports.
*In case you didn't know, each house and each structure has health, an individual status effect, that the server has to keep track of. Ever wonder why the performance only gets worse over time. It's a combination of the property system in mortal, a cancer to the game and UE5 being a heavier load. However, removing the status'd structures would increased performance dramatically for the server and for end user PCs.*
Massive amounts of small outposts added around the map. These small outposts come with guards, priests, banks, markets, crafting. The guards are weaker at these towns compared to typical guards but still strong and have both melee and ranged attacks at their disposal. Outposts in wilderness have extremely weak guards. they are practically bandits. Unfortunately only fools were brave enough to accept the job for these outposts.
Combat abilities added- Revolves around clade level. Must take certain clade paths to unlock certain abilities. Total clade level reduced to 10/ Exp readjusted to obtain level 10.. Mastery now starts at level 10. - Max abilities 2.
Thievery added - Unlocks ability stealth for 200 points Action points. Replaces one combat ability.
Stealth for 180 seconds/cannot be used in combat 25seconds/15second delay upon unstealth to restealth. Reduces speed by 25%. All damage breaks stealth/ If pickpocket used while stealthing, breaks stealth.
Meteors no longer scheduled, meteors no longer show on map. Meteors no longer have audio for entire server. Meteors only have a 5minute cooldown before opening now. A player must stand in the meteor zone for an additional 120seconds to activate the meteor. Meteor zone displayed in clear visual. Meteors fall at a rate of 3 per hour. All Meteors spawn combat . Meteor difficulty scales the longer you stay in its zone. If no players are in the zone, the event ends. The meteor cannot be looted until event ends. How you do in the event determines the quality of your reward. The event starts easy enough for one player but eventually scales into difficulty requiring 5 players. The meteor always provide loot, even if you fail the first wave. but the quality and quantity will be low.
All meteors can be mined afterwords, the rarity of the mineable is RNG and has no result of your performance in the event. Meteors despawn after 1 hour of inactivity if no one starts the event.
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