[img src="https://clan.akamai.steamstatic.com/images/36220547/446825036981102a9ecb23c3d19665c4467a4cbb.png"][/img]
In this update, we added the Guild Hall with new features and currency to the game, as well as revised dungeon difficulties to make them more engaging.
A "New" section has appeared in the in-game store, where you can already see all the spring novelties and pick up a free cloak (only until March 23)!
Get Wild Terra 2 and packs:[b] [/b][url="https://wildterra2.com/"]https://wildterra2.com/[/url]
[b]Update 2.6.417 Changelog[/b]
New Items in the In-Game Store:
- 3 new cloaks, one of which is available for free and only until March 23!
- Guild Charter Scroll for 30 days (more details below).
- Set of 6 types of flower beds.
- Picnic on the Grass pet bed skin.
- Neat well with a tiled roof.
Guild Hall and Other Guild Changes:
- The Guild Coordinator is now located behind the city Arena, where the entrance to the guild hall is also found. You can now purchase a guild hall, guild items, and create a new guild from the coordinator.
- Added "Guild Charter" effect - increases guild experience by 10% and grants access to the guild hall. A 7-day scroll can be purchased from the coordinator, and a 30-day scroll from the in-game store.
- In the Guild Hall: 30 new quests, Guild Storage, access to the town hall's personal storage and auction, workstations (forge, workbench, engineer's table, cook's spot, healer's spot, and alchemist's spot).
- The Guild Hall also offers services purchasable with guild coins: sharpening stone (boosts damage), dining table (restores satiety), endurance trainer (stamina buff), training table (restores inspiration).
- Guild quests can now only be turned in after 24 hours of joining the guild.
- Added saving and display of the guild join date.
- Guild master can now save notes about guild members.
- Implemented automatic guild leader change if the current leader is absent for more than 14 days.
- Removed the mayor's ability to create a guild.
Dungeon Difficulty Updates:
[i]We want to make difficulties more engaging, not just by disabling effects and making some weapons and abilities useless, but by introducing new challenges. We plan to make "Hard" a bit harder and "Nightmare" significantly harder, then increase rewards accordingly![/i]
- Enemies on Hard and Nightmare no longer fully ignore effects: on Hard, 1/2 chance for effects to apply and 75% base duration; on Nightmare, 1/3 chance and 50% duration.
- Enemies in all configurable-difficulty dungeons now have new additional effects and buffs on Hard and Nightmare.
- Slightly adjusted stat modifiers on Hard and Nightmare.
- Ore deposit spawn chance in "Abandoned Iron Mine" and "Echoing Cave" now depends on difficulty.
Other Changes and Fixes:
- Added a new bonus to Light Armor items: "Dodge Skill Chance", allowing dodge from skills that ignore regular dodge; bonus depends on item quality and works even with heavy shields.
- Added a level 40 passive to Heavy Armor: "Tempering". When character's health is 20% or lower, regeneration +2, and all incoming healing from any sources is boosted by 25%.
- Reduced attack speed penalty on Heavy Armor items.
- Reduced base spear throw cost: 5 → 4.
- Undead Crossbow: critical shot power 150% → 140%, upper base attack threshold reduced by 3.
- Crossbow passive "Damage Shock": trigger chance 100% → 95%, on players 30% → 25%.
- Regular mobs in dungeons no longer instantly regenerate health when leaving player visibility; this mechanic remains only for bosses.
- Fixed a bug where 6x2 grapes yielded the same harvest as 2x2.
- Added "Farming" for harvesting grapes and fruit trees; this should enable proper x2 bonus on relevant servers.
- Fixed order of "Hold" and "Return" actions, added warning before returning from expedition.
- Updated Hartfurt city minimap.
- Increased candle burn timer on memorial statues.
