News Liste Pax Dei

Patch Notes - Verse 4 Patch 4 - Nov. 13
Pax Dei
Heute 09:02 Community Announcements

Verse 4 Patch 4 - Build 42.16.4036

Changes

Grace for Plots

  • [p]All players can now claim and maintain one plot using the in-game currency, Grace:[/p][list]
  • [p]Earn Grace through daily login rewards and Gold Offerings. We remind you that Grace is region-locked.[/p][/*]
  • [p]Spend 400 Grace to claim one Grace Plot, valid for one month.[/p][/*]
  • [p]You can have only one Grace Plot.[/p][/*]
  • [p]Auto-renewal is disabled for the ‘Grace Plot’.[/p][/*]
  • [p]However, you can spend 400 additional Grace to extend your Grace Plot if its remaining duration is less than one month.[/p][/*]
  • [p]You can also use a Token to extend its duration. In that case, once the first month of your plot (acquired with Grace) is over, it will become a standard plot.[/p][/*]
  • [p]If you don’t own a Grace plot, you can also extend the duration of an existing plot (claimed with a regular Plot Token) using Grace. This plot will then function as a Grace plot (no auto-renew, and you cannot claim another fresh Grace plot).[/p][/*]
  • [p]To make it easy for everybody to try it out, all existing players will receive 300 Grace after the maintenance. You will get grace in all the regions where you have entered the game with a character at least once before the maintenance.[/p][/*]
  • [p]Moving forward, all new players starting Pax Dei after the maintenance will receive 100 Grace with their first login.[/p][/*]
  • [p]More information: https://playpaxdei.com/news/game-updates/plot-management-changes[/p][/*]
[/*][/list]

Party Loot Rules

  • [p]We wanted to make it easier for players to share in gold rewards from PvE. We've added a Round-Robin rule, which is now the rule for gold distribution in parties. In the future, we'll also want to allow players to choose their preferred loot rules for parties.[/p][/*]

Party Members & Compass

  • [p]The compass now shows you the heading of your party members as long as they're in the same Province or Dungeon.[/p][/*]
  • [p]If your party members are far away from you, their position updates much more slowly, or at the same rate as it updates on the map.[/p][/*]

Resources

  • [p]Many plants were tough to see due to their size and would sometimes entirely disappear into the surrounding foliage. We've made adjustments to several plants to make them easier to spot, such as Blueberries, Strawberries, Cotton, and many others.[/p][/*]

Gold Loot

  • [p]Gold loot has been adjusted so non-animal NPCs that previously would sometimes drop zero gold now always drop at least a minimum amount of gold; none of them are completely broke. The average gold loot from normal enemies remains the same as before.[/p][/*]
  • [p]Hard enemies used to drop the same amount of gold as their "normal" counterparts. Many of you have given us feedback that they're not worth fighting because of this. Hard enemies (marked with a skull) now drop 50% more gold than before.[/p][/*]
  • [p]Named enemy gold loot has also increased.[/p][/*]

NPC Loot

  • [p]Many enemies of higher Tiers used to pull gold from the wrong pocket (Tier 1 or 2) when they died. They now all drop the intended amount.[/p][/*]
  • [p]Enemies of all different types used to drop a LOT of different items, which reportedly have caused a high level of frustration for inventory managers of the world. In addition to Relics (lockets, sigils, etc.) and Gold, each NPC of a given type now only has a chance to drop a few different types of items commonly. All of these items are very useful to one or more crafting professions.[/p][/*]

Animal Loot

  • [p]Animal droppings (pun intended) have been too similar, and the different amounts of raw materials that each animal dropped were too many, causing player frustration with inventory space. All animals have new loot tables defined, and a handful of recipes that rely on their materials have been adjusted.[/p][/*]
  • [p]All animals that dropped Carcasses previously still do, with one exception. Wolf meat is off the menu; Chamois is now considered a delicacy instead. All Wolf Carcasses and Wolf Cuts have been replaced with Chamois Carcasses or Chamois Cuts.[/p][/*]
  • [p]Sinew has been renamed Boar Sinew and only drops from Boars (duh!). Boar Sinew has been added to a couple of Leatherworking recipes.[/p][/*]
  • [p]Intestines have been renamed Deer Intestines, and they drop from... Deer and Stags.[/p][/*]
  • [p]Hooves only drop from Deer, Stags, and Chamois.[/p][/*]
  • [p]Wool only drops from Chamois.[/p][/*]
  • [p]Animal Fat and Suet no longer drop from animals; instead, they come from Butchering (see Crafting Recipes).[/p][/*]
  • [p]Bears have a much greater chance of dropping animal Relics (Collarbones) and can drop multiple ones.[/p][/*]
  • [p]T1 Boars, Foxes, Rabbits, Badgers, Wolves, and Bears additionally drop Bone Fragments.[/p][/*]

Animal Skinning

  • [p]When your skinning skill reaches +10 higher than the tier at which you could start skinning that hardness level, you get ~50% more hides.[/p][/*]
  • [p]Smoothed out the progressively better hide drops across all animals. Worth noting that while the T3 Boars drop fewer hides than before, Wolves drop better hides, and Bears drop a "ton" of hides now.[/p][/*]
  • [p]Rebalanced all skinning yields from Animals. Some of the hide "size" assignments changed, so here is a complete overview:[/p][list]
  • [p]Badgers, Foxes, and Rabbits drop Small Animal Hides.[/p][/*]
  • [p]Boars, Chamois, T1 Wolves and T2 Wolves drop Animal Hides.[/p][/*]
  • [p]Deer, Stags, and T3 Wolves drop Large Animal Hides.[/p][/*]
  • [p]Bears drop a LOT of Large Animal Hides.[/p][/*]
  • [p]No animal was harmed in the making of these changes.[/p][/*]
[/*][/list]

Crafting Recipes

  • [p]Grain Mills have been causing the bakers and brewers of the world a lot of grief. The Baking Guild has passed legislation to reduce the unlock skill level of Baking Tools to 6 and their difficulty to 13.[/p][/*]
  • [p]The recipes for crafting Baking Tools and the Grain Mill have been simplified and no longer require Wrought Iron or Granite, respectively.[/p][/*]
  • [p]Reduced the cost of Iron Wire and Steel Wire by half. Now they are produced in batches of (4) at a cost of (2) ingots of the respective material, instead of batches of (5) at a cost of (5) ingots.[/p][/*]
  • [p]Added an alternate new recipe for Glue, from Bone Fragments (50).[/p][/*]
  • [p]Added an alternate new recipe for Fine Glue, from Bone Fragments (100).[/p][/*]
  • [p]Horn Buttons are now produced from Antlers, not Hooves.[/p][/*]
  • [p]Leather String now requires Boar Sinew (1).[/p][/*]
  • [p]Leather Handles now require Boar Sinew (1).[/p][/*]
  • [p]Lime Mortar now requires (5) Water instead of (20).[/p][/*]
  • [p]Linseed Oil now also requires Tallow (10).[/p][/*]
  • [p]Linseed Oil now unlocks at skill 7 and has difficulty 16.[/p][/*]
  • [p]Horn Pins and Needles now unlock at skill 7 and have difficulty 16.[/p][/*]
  • [p]Charcuterie has been renamed Butchering. So the former Charcutiers are now Butchers.[/p][/*]
  • [p]Butchers have spent as much time in Carpentry as in the butchery shop in order to craft enough chests to store the overflow of various animal parts that spill out of butchered Carcasses. Most butchering recipes for parting Carcasses have been drastically simplified, producing a primary Cut (such as Shanks, Neck, or Flank) without the progressively increasing amount of byproducts on top.[/p][/*]
  • [p]Meat Chunks are still produced as a byproduct of carcass-parting recipes up to skill 16.[/p][/*]
  • [p]Butchering any Carcass produces Bone Fragments as a byproduct.[/p][/*]
  • [p]Butchering Deer and Chamois Carcasses produces Suet as a byproduct.[/p][/*]
  • [p]Butchering Boar and Bear Carcasses produces Animal Fat as a byproduct.[/p][/*]

Crafting Speed and Mastery

  • [p]Standard crafted components now initially take a little less time to craft. As you gain mastery in the skill and the recipe becomes trivial, crafting time decreases further down to 1/5th when fully mastered.[/p][/*]

Stack Sizes

  • [p]All \[Animal] Shank Meat now stacks up to 20.[/p][/*]
  • [p]All \[Animal] Neck Meat now stacks up to 20.[/p][/*]
  • [p]All \[Animal] Flank Meat now stacks up to 20.[/p][/*]
  • [p]All \[Animal] Rump Meat now stacks up to 20.[/p][/*]
  • [p]All \[Animal] Round Meat now stacks up to 20.[/p][/*]
  • [p]All \[Animal] Shoulder Meat now stacks up to 20.[/p][/*]
  • [p]Meat Strips now stack up to 20.[/p][/*]
  • [p]Meat Chunks now stack up to 100.[/p][/*]
  • [p]Antlers now stack up to 20.[/p][/*]
  • [p]Canonite now stacks up to 100.[/p][/*]
  • [p]Ambergrasp now stacks up to 100.[/p][/*]

Miracles

  • [p]St. Lupus' Minor Favor rewards from skinning have been updated to complement the new Animal Skinning and yield better.[/p][/*]
  • [p]St. Lupus' Minor Favor also affects raw material loot from animals, so Stags offer more Antlers and Chamois offer more Wool, for example.[/p][/*]

Item Repair

  • [p]We want to make it less painful for players who wear equipment of various sorts to repair it. You can now repair any items at any crafting bench.[/p][/*]

Names

  • [p]As mentioned above, the Charcuterie skill has been renamed to Butchering. Similarly, renamed tools and workbenches accordingly.[/p][/*]
  • [p]Chamois, Boars and Wolves of different Tiers have earned unique names that fit their appearance and/or biomes.[/p][/*]

Fixes

  • [p]Several improvements to occasional server hitches.[/p][/*]
  • [p]Fixed an issue where players could end up in fly mode after maneuvering and mining at the same time.[/p][/*]
  • [p]When you use Alt+LMB to Move All Stacks from one inventory to another, but the destination inventory doesn't have room for all of them, the action now prioritizes items from the BOTTOM of the previous inventory instead of taking from the top first. Hoarders rejoice![/p][/*]
  • [p]Dungeon Loot Piles of all sorts now have a personal lockout timer of 16 hours instead of 30 minutes, as originally intended. The idea here is that they can be searched up to once per day by anyone.[/p][/*]
  • [p]Fixed an issue where a party member icon lingered on the map after a party member went offline.[/p][/*]
  • [p]Clarified "Death in Home Valleys" tutorial.[/p][/*]
  • [p]Show a more understandable error message to players when payment fails with a Steam error code.[/p][/*]
  • [p]Fixed the genetic makeup of Bears. Black Bears are Tier 3, Brown Bears are Tier 4 and slightly larger, and Gray Bears are Tier 5, the largest of the three. Yes, you read that right: Tier 5.[/p][/*]
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