[b]Patch Notes Crafting XP[/b]
We’ve made a major pass on crafting XP across [b]Blacksmithing, Weaponsmithing, Armorsmithing, Tailoring, and Leatherworking[/b].
Crafting XP is now based on the [b]materials and effort[/b] required to make an item, resulting in more consistent XP gains across all recipes within a profession.
[b]Finished items[/b] now grant significantly more XP than before.
[b]Component crafting[/b] often grant less XP than before.
Additional XP changes:
[b]Failing [/b]a recipe now grants up to [b]4× more XP[/b] than before.
[b]Trivial [/b]recipes now grant [b]3× more XP[/b] than before. [i](Applies to all professions.)[/i]
[b]Recipes[/b]
[b]Armor recipe difficulty has been rebalanced[/b] within each Tier to provide meaningful crafting choices for multiple equipment slots throughout progression.
The difficulty gap between [b]Common[/b], [b]Uncommon[/b], and [b]Rare[/b] armor pieces now scales more smoothly at higher Tiers. Early Tiers retain larger difficulty differences, while higher Tiers offer closer difficulty between rarities.
Material costs for [b]two-handed weapons[/b] (including staves) have been slightly increased, and these items now grant higher XP rewards.
Reduced [b]Charcoal [/b]cost for smelting [b]Steel to 150[/b].
Increased material costs for [b]Tier 1 Uncommon (green)[/b] armor pieces.
Adjusted [b]stack sizes[/b] to fix most cases where crafted outputs took up more inventory space than their ingredients, reducing inventory issues during [i]craft-all[/i] actions.
[list]See detailed list of stack changes below.
The [b]Limestone building set[/b] is now significantly stronger than wooden counterparts and provides more integrity.
Limestone Pillars and other reinforcement pieces now grant more stability than Limestone Walls.
Fixed several tool and weapon recipes that were using incorrect components, particularly recipes that should require [b]Fine Sword Hilts[/b].
[/*][*]Removed the [b]Steel Anvil Head[/b] recipe, which is currently unused.
[/*][*][b]Linseed Oil[/b] requires less materials to craft.
[/*][*]Fixed an issue where [b]Wooden Shield[/b] did not grant XP from crafting.
[/*][*][b]Bronze Bar[/b] recipe produces ( 1 ) ⇒ [b]2 Bars[/b] now, same as other metal bar recipes
[/*][*]Most weapons and tools that required a shaft or a hilt (which already included Leather Bands or Coarse Leather bands) also [b]redundantly required additional Coarse Leather Bands[/b] in the final combination. The only ones that still do are staves.
[/*][*]Many recipes have been tweaked to improve [b]progression consistency[/b] and balance between weapon types.
[/*][*]A few Examples of recipe adjustments for [b]Weapons & Tools[/b]:
Iron Battleaxes just need ( 2 ) ⇒ 1 Axe Blade, same as Wrought Iron and Steel
Bronze Pickaxe needs ( 1 ) ⇒ 2 Bronze Bars and Long Wood Stock instead of Sapwood.
Iron Mace needs ( 1 ) ⇒ 2 Iron Ingots
Iron Greatmaul needs ( 6 ) ⇒ 3 Iron Ingots and ( 2 ) ⇒ 3 Iron Spikes
Steel Chopping Axe no longer requires Linseed Oil but now requires 10 Wrought Iron Nails.
Also, all of these example recipes already require a shaft which require leather bands so the recipe for the tool or weapon doesn’t also require additional leather bands.
XP Multipliers recalculated according to changes above (roughtly anywhere between a +/- 5% change a part from a couple of outliers).
[b]Component Recipe Size Increases[/b]
Updated default size of many component recipes
These changes were made with the goal of striking a balance where; a) They are meaningful time-savers for active crafters who need to mass produce components b) They do not create friction for newer players and their initial crafting c) They do not accidentally introduce new bottlenecks (for example, being unable to process materials because you cannot meet a new minimum batch size of materials).
We initially tested larger sizes of these on PTS but following your feedback we tuned them back down and hopefully found the right balance point that will satsify most players.
[b]Recipes following the same ratio as BEFORE[/b]
By "same ratio" we mean that the cost of the material produced is the same.
If a recipe says 1 ⇒ 2 it means that it now produces 2 components instead of only 1
[list]The material cost of the recipe has doubled and the recipe gives twice as much XP than otherwise.
[b]Carpentry[/b]
Long Wood Stock 5 ⇒ 10
Long Fine Wood Stock 5 ⇒ 10
Wooden Beams 5 ⇒ 10
Fine Wooden Beams 5 ⇒ 10
Sand (from Gneiss or Limestone) 10 ⇒ 20
[b]Blacksmithing[/b]
Arrowheads 5 ⇒ 10
\[Metal] Nails 50 ⇒ 100
\[Metal] Sheets 1 ⇒ 2
\[Metal] Spikes 1 ⇒ 2
\[Metal] Wire 4 ⇒ 10
Iron Hinges 5 ⇒ 10
\[Type] Buttons 10 ⇒ 20
[b]Leathercrafting[/b]
Rawhide (workbench) 1 ⇒ 2
Nubuck Leather 1 ⇒ 2
Suede Leather 1 ⇒ 2
Heavy Top Grain Leather 1 ⇒ 2
Medium Top Grain Leather 1 ⇒ 2
Fur Leather 1 ⇒ 2
Fine Fur 1 ⇒ 2
Glue 5 ⇒ 10
Leather Handles 1 ⇒ 2
Leather Pads 2 ⇒ 4
Leather Straps 1 ⇒ 5
Rough Leather Straps 1 ⇒ 5
Weapons Belt 1 ⇒ 5
Fine Weapons Belt 1 ⇒ 2
Reinforced Leather Plate 1 ⇒ 2
Rough Leather Plate 1 ⇒ 2
[b]Tailoring[/b]
All Waddings / Paddings / Cores / Felts 1 ⇒ 2
Cuirbound Linen 1 ⇒ 2
Coarse Linen Cloth (workbench) 1 ⇒ 2
Linen / Wool / Cotton Strings 10 ⇒ 25
Sewing Needles 10 ⇒ 50
Pins & Needles 5 ⇒ 10
[b]Recipes with adjusted ratios[/b]
Steel Lames 1 ⇒ 2 (Requires 15 Steel Sheets, down from 16)
Coarse Leather Bands 20 ⇒ 50 (Requires 5 Nubuck Leather, up from 2.5)
Leather Bands 20 ⇒ 50 (Requires 5 Medium Top Grain Leather, up from 2.5)
Coarse Leather String 50 ⇒ 100 (Requires 5 Nubuck Leather, up from 2)
Leather String 50 ⇒ 100 (Requires 5 Medium Top Grain Leather and 5 Boar Sinew, up from 2 and 2)
[b]New Stack Sizes[/b]
To reduce inventory friction and improve workshop flow, we’re also increasing stack sizes for:
[list]All building props → 25
Animal Hides → 50
Rough Animal Hides → 50
Leather String → 500
Cuirbound Linen → 50
Fur Leather → 50
Fine Fur → 50
Leather Bands → 200
Coarse Leather Bands → 200
Linseed Oil → 50
Tallow → 200
Lard → 200
Glue → 200
Fine Glue → 200
Sanctified Oils (i-iv) → 20
Coarse Leather Bands → 200
Coarse Leather String → 500
\[Metal] Nails → 1000
\[Metal] Studs → 1000
\[Metal] Hinges → 50
\[Metal] Arrowheads → 200
\[Metal] Buckles → 200
Long Wood Stock → 50
Long Fine Wood Stock → 50
Wood Beams → 50
Fine Wood Beams → 50
Clay Bricks → 50
Wool Fiber → 100
Cotton Fiber → 100
Flax Fiber → 100
Flax Seeds → 100
Horn Needles → 500
Sewing Needles → 500
All Buttons → 200
[b]Master Crafting[/b]
Introduced Master Crafted items, which feature a distinct icon, display the Item Power bonus, and show the crafter’s name in the item details.
Items that have ‘Item Power’ can now be Master Crafted when a craft rolls 95% success or higher, granting a +50 Item Power bonus on eligible items.
Master Crafting chances scale with your skill level relative to recipe difficulty, with the highest chances on mastered recipes.
[b]New Players[/b]
New characters now start with a placeable [b]Storage Chest [/b]in their inventory along with [b]basic tools and weapons[/b] to get going.
Simple Chest Updates
[list]Renamed to [b]Storage Chest[/b].
Recipe [b]difficulty [/b]reduced from 12 to [b]9 [/b]and now unlocked by default.
New characters now receive a [b]free Storage Chest[/b] in their inventory.
Updated description: "Place on a plot to store items. Storage: 32".
[b]Gameplay[/b]
Did some experimental fixes on how NPCs are spawned in the game - we are looking forward to your feedback on the matter.
Fixed an issue where an extensive amount of map markers would affect game stability
Fixed an issue with the Sylvan Staff - Overgrowth; the spell now applies direct healing.
Cultist presence has been bolstered and rearranged in all Rivulet dungeons.
Fixed issues with problematic named spawns.
Fixed an issue where Tombstones got duplicated if Corpse hitboxes collided with mob projectiles.
Fixed an issue with a duplicate “ghost corpse” being summoned instead of the proper party member corpse.
Fixed an issue where the Water Well model had an untextured plane present in the middle of it.
Fixed an issue where Wooden Shield did not grant XP from crafting.
[b]Sand, Clay, Gneiss,[/b] and [b]Cotton[/b] can now be found in the Global Market when using filters.
[b]Slash commands[/b]
Slash commands are back, now with autocompletion.
Type [b]/[/b] in chat to display the full list of available commands.
Continue typing to filter the list, or click a command to use it.
Besides being a QoL feature the slash commands also allow you to perform social actions remotely, like forming a party.
Here are the categories:
[b]Chat [/b]commands to change the feed (/zone, /nearby, /party, /clan, /general)
[b]Clan [/b]commands (/clanpromote, /clandemote, /clanleave…)
[b]Party [/b]commands (/invite, /leave, /disband…)
[b]Emotes [/b](/sit, /greeting, /yes...)
[b]User Interface[/b]
[b]Character Menu update[/b]
We’ve updated the Character Menu to improve clarity, consistency, and ease of use.
The Character Menu has been moved to a right-hand side panel, making it consistent with other in-game menus.
Inspecting items and elements now displays their details in a floating tooltip, shown on hover or click.
The Equipment tab no longer takes control of the camera. Your character is now displayed directly in the menu, giving you more freedom to move and adjust your view.
The Equipment tab displays your character’s name and average item power below your character.
Selecting an equipment slot now displays only items that can be equipped in that slot, making gear management faster and clearer.
The Stats view has been moved from a small pop-up to its own dedicated tab.
Several new stats have been added to the Stats overview, along with unique icons for each stat.
The Skills tab has been moved from the Journal into the Character Menu, grouping all character-related information in one place.
[b]Clan Menu update[/b]
We’ve updated the Clan Menu to improve readability and bring it in line with the rest of the interface.
The Clan Menu has been moved to a right-hand side panel, making it consistent with other in-game menus.
Inspecting clan-related elements now shows their details in a floating tooltip, displayed on hover or click.
Players who are not part of a clan will see two tabs: Join Clan and Create Clan.
Players who are already in a clan will see three tabs: News (Clan Announcements), Members, and Applicants.
Clan settings, including heraldry customization and options to leave or disband a clan, are now accessible from the top-right corner of the Clan Menu.
[b]Item Details update[/b]
All attributes/Stats shown in the details panel of any item have received unique icons to improve recognition.
[b]Other UI Improvements[/b]
Fixed an issue where, when a high number of experience points is gained from the premium status, the text sometimes overlapped with the experience gained from crafting.
Fixed a missing space in Enchantment field when selling enchanted items on the market
Fixed a minor UI spacing issue in mining and chopping interaction menus
Fixed an issue where the "Delete Plot" field would show the wrong input message when opened for the first time
Fixed an issue where the Gold split in party showed notifications with no amount
Fixed an issue where crafter and tool’s names for some languages would not fit in the UI Frame.
Stability Improvements for the Discord connection.
Crafting stations will now auto-scroll past easier recipes when accessed.
When sending a party invite to a player, the "Party invite has been sent" notification now appears only once.
Character Creator colour selections should be more persistent going forward (hair colour, eyebrows, and makeup).
Enchanted items and their enchantment level attributes are now displayed in the market listing.
Extending plot time with grace now is projected correctly and is greyed out when there is more than 1 month of expiration time on the plot.
The Plot extension button is now greyed out when the player has no more tokens or the plot has more than 30 days left, and the player is notified why they cannot extend the plot.
Fixed an issue where the sort setting of the Market Stall list was reset when buying or editing an item.
Fixed an issue where the plot name was reset to “No Plot Name” when Edit was confirmed without any modifications.
Fixed an issue where, when a filter was applied, the “Filters active, showing x of y orders” text always displayed the number of orders on the current page for both values in Heartland Markets.
Texts for different languages in different UI elements are no longer overlapping
Added missing notification after leaving a clan at an unclaimed Feudal Shrine.
Fixed an issue where triggering certain UI elements would interrupt emote animations.
[b]Localization & Icons[/b]
Fixed typo in [b]Majestic[/b] Saint Veridiana’s Breath.
Corrected prefixes for [b]Uncommon and Rare Wrought Iron Greatswords[/b]; now properly named Attuned and Warded.
[b]Glue[/b] and [b]Fine Glue[/b] now have unique icons and models.
[b]Upcycling recipes[/b] now have unique names (e.g. Steel Ingots made from Wrought Iron).
[b]Gathering miracles[/b] now correctly display the skill bonuses they grant.
[b]Art & Visuals[/b]
We did a broad pass to improve resource readability within the biomes and make the scale more consistent. This included changes like:
Converting small, low-resource clusters to larger clusters. E.g., strawberries, many flowers, and most mushrooms
Made some plants taller or just bigger. E.g., blueberry is now replaced by a blueberry bush
Tweaked colors to make some resources stand out more from the grass
Made a few plants more iconic. E.g Daisy is now the more common white variety
Make the non-interactive grass and small plants more homogeneous and slightly lower
While at it, we also recreated a few plants from scratch to improve the visual quality. E.g. Cotton plant
Fixed Brickmaker texture stretching.
Tweaked Granite stairs so that the steps don’t clip through a granite wall when snapped together.
Adjusted visual effects on regrowth spell.
Bloodfed Grove VFX no longer lingers after casting a spell.
Fixed an issue where some foliage was appearing in places it was not supposed to.
Removed floating border stones in Avalon, Lyonesse.
Fixed UV on wood fuel on the Pottery Kiln model.
[b]New Emotes and Moods[/b]
Some new emotes have been added: Insult, Show Respect, Let’s Go!, and Call Out
Moods: The Emotes menu now includes an additional tab that lets you pick a facial expression that reflects your current mood. Pressing C twice is a quick way to access it.
The mood you select persists until you pick another. The top entry is the current neutral expression.
Emotes now have some basic facial animation, but they don’t override your current mood. Emotes can be changed quite a bit by mixing them with various moods.
Known Issues
Chat and Slash commands
The Clan invite notifications (N) only appear for a second.
Messages written on Zone chat will not show above the character's head.
/clanpromote command system message does not specify that changing the clan's Alderman is blocked only through slash commands
User Interface
The character panel is still named "Equipment" in the Controls setting.
The item details panel can jitter in various crafters.
The open chat settings shortcut (Z key by default) is unresponsive.
The "Help" keybind is still present in the Controls menu, even though the action has been removed.
Invited Clan candidates have an extraneous “Application Message” module in the Applicants section of the Clan menu.
Emotes should not be interrupted when opening menus.
The Shields' block power is not shown in the Equipment menu.
Some stats are not displayed correctly in the Stats menu (e.g., no offensive power when a weapon is equipped).
There is a slight inconsistency between Emotes icon and Blessing icon wheel menu
Clan announcements cannot be edited or deleted
Player gets no feedback when trying to type messages longer than the character limit
The door opening indicator is not displayed in the building UI
Changing mood in the middle of an ongoing emote (such as celebrate) quickly reverts to the original mood selected when the emote began
\[F7] "See Role" key won't navigate Player to the role view in the Clan menu
Characters and Combat
Characters are unable to strafe when using a one-handed weapon or a staff.
Goats initiate aggression against Players based on proximity.
Inquisition Acolytes may cast the fireball spell with their backs turned to the player.
There are several issues with NPCs' pathfinding (stairs) and aggro loss.
Items placed in the redeeming queue for expired plots don't show the Province where they can be redeemed.
Clan avatar portraits can sometimes not appear for the player's own avatar.
Audio cues can lag behind gameplay in Dungeons.
Gear fragments should not be equipped after a player is revived in Lyonesse
Crafting
Appointment crafters' SFX interrupts when other crafting sounds are triggered.
Crafting gets aborted when HP regenerates after consuming any Max HP consumables.
There is an inconsistency in the output from Chamois carcass processing based on the levels
Other
Fog drastically materializes when entering the Corrupted Plains biome and spreads to other biomes until the player leaves the area.
Performance sometimes drops extensively in densely built areas
