New Feature: Docks
[p][img src="https://clan.akamai.steamstatic.com/images/37046359/3b025d650166f5e4d6f9449e09413fb91e855723.jpg"][/img][/p][p]The docks feature allows you to build floors outside of houses and plan floors from an adjacent floor border into open air or sloped tiles. Each planned floor over a sloped tile or open air (outside of a house) will have either a stone or wooden support extend to the ground below, or a wooden brace that will allow the floor to be supported by an adjacent wall or grounded support. Once a support has been built, a floor can be built on top of the support - which then allows you to plan another floor adjacent to that.[/p][p align="start"]Fences and houses can be built on top of a floor built this way (including on top of supports), and once built the supported floor(s) will become a part of the structure. When the structure is destroyed, floors with supports will not be destroyed with the rest of the house, and will have to be destroyed separately. Highways and bridges also work with floors (including supported) outside of houses.[/p]- [p]New: Floors can now be built on flat tiles outside of houses.[/p][/*]
- [p]New: From the tile border of a floor, you can now plan a new supported floor on an adjacent tile, which will be planned at the same height as the existing floor.[/p][list]
- [p]Supports for these floors can be made from wood, stone, rounded stone, sandstone, slate, marble or pottery.[/p][/*]
- [p]Any floor type can then be built on top of a completed support.[/p][/*]
- [p]Important Note: As a result of this change, creature pathfinding and movement has been optimized and made more reliable. Creatures should no longer have as many delays between changing pathfinding locations (e.g. the run-stop-run cycle they would do when chasing a target), and may become harder to shake when running away from them. A balancing pass has been made across all creature movement speeds (mount speeds remain unchanged) generally lowering their overall speeds depending on the difficulty of the creature. Some creatures may still be very hard to shake, especially on foot, so be aware. We'll be monitoring this change and making future tweaks to creature speeds as needed.[/p][/*]
- [p]Creatures should now be able to more reliably enter/exit bridges and caves without getting stuck at the edges.[/p][/*]
New Feature: Goblin Camps
[p][img src="https://clan.akamai.steamstatic.com/images/37046359/2c5b23e6cc17f8d139605766cf857912e5d57cc0.jpg"][/img][/p][p align="start"]Goblin Camps are enemy-filled zones that spawn randomly, like holy sites or rifts. They present a more dynamic and challenging combat opportunity, featuring several types of goblin enemies, each with their own role and set of combat abilities.[/p]- [p]Camps consist of a perimeter of damaging wooden spikes, goblins on the ground and in watchtowers, chests full of loot and various decorative items players can take.[/p][/*]
- [p]Items can be taken from the camp once all of the camp's goblins have been defeated.[/p][/*]
- [p]Players can attempt to walk into the camp at night, looting items and picking locks while the goblins are asleep, but this has a chance of waking up the goblins and initiating combat.[/p][/*]
- [p]Goblins will not leave the camps, and will only fight players who have entered the camp or recently acted with hostility toward the goblins inside.[/p][/*]
- [p]Camps spawn away from villages, highways and other special zones, such as rifts, and will not spawn on areas that are too steep to effectively walk on. They spawn randomly over time, in greater numbers than features like Rifts or Holy Sites. If not defeated for a long time, the camp will disappear, including all loot and other items.[/p][/*]
- [p]Seven new creature types have been added, all using their own creature AI and special abilities.[/p][/*]
- [p]When defeating camp goblins, the penalty for Fighting skill gain over 70 skill is greatly reduced, resulting in much higher PvE skill gain at high levels compared to fighting other creatures.[/p][/*]
- [p]New item types have been added as Goblin Camp loot:[/p][list]
- [p]Spell gems, each enchanted with a specific spell, allowing the player to cast that spell one time, even if they are not a priest. The list of possible spells has been curated to avoid anything that might negatively affect the in-game economy.[/p][/*]
- [p]Quicksilver tonics, which highlight different types of objects in your field of vision even if they are far away or behind other objects. Each tonic has a specific type, and depending on its type, can highlight animals, monsters or resource nodes. The highlight effect only shows that something is there, but does not give away what type of creature or resource node it is.[/p][/*]
- [p]New item skins will be applied to equipment found in loot chests, modelled after the goblins' own equipment.[/p][/*]
- [p]Several new decorative items found around the camp may be taken and used by the player, including a new type of tent, barrel, chest, and torch lamp.[/p][/*]
Server Changelog
[p][img src="https://clan.akamai.steamstatic.com/images/37046359/16cf80bebd640422c34cf810b1a405dca2d448a8.jpg"][/img][/p]- [p]New: Log Walls have been added.[/p][list]
- [p]Four types of log walls are available: Log, Hardwood Log, Bark Log, and Rustic Log.[/p][/*]
- [p]They are built with logs and wooden pegs, with arched log walls also requiring a wooden beam.[/p][/*]
- [p]Any log material can be used to make any of the four log wall types.[/p][/*]
- [p]Each log wall can optionally be sealed with clay for a different look.[/p][/*]
- [p]Fragments will complete into an unfinished cart/wagon which must then be nailed together.[/p][/*]
- [p]Runes will be applied when the unfinished cart/wagon is completed.[/p][/*]
- [p]On rare occasions wagons from other kingdoms can be found.[/p][/*]
- [p]Under rare circumstances, the formulae for Forest Giant Strength and Hell Strength were not being used in calculations. [/p][/*]
- [p]Under rare circumstances, some of these spell effects were either not applying to the skills they should, or were applied to skills they should not have.[/p][/*]
- [p]To clarify, Hell Strength and Weakness affect both Body Strength and Soul Strength, while Forest Giant Strength only affects Body Strength to a greater degree than Hell Strength. Forest Giant Strength is not applied if a player also has Hell Strength active.[/p][/*]
- [p]Before: One participation point per creature in range, regardless of healing done, up to a max of 10 points.[/p][/*]
- [p]After: Chance of gaining one participation point per creature healed, up to a max of 7 points. The chance depends on the total amount healed on the creature compared to the max amount the spell could've healed (so the more healing done, the higher the chance will be to gain a participation point for healing that creature).[/p][/*]
Client Changelog
- [p]New: The Steam client now shows your full character list.[/p][/*]
- [p]Change: Skill Tracker and Skill windows now show green for very small skill ticks.[/p][/*]
- [p]Change: The toolbelt related console commands (loadtoolbelt, prevtoolbelt, nexttoolbelt) will now also work for the quickbar. New dedicated commands (loadquickbar, prevquickbar and nextquickbar) have also been added.[/p][/*]
- [p]Change: The silver shop will now show a loading screen instead of not showing until it has finished loading in the background.[/p][/*]
- [p]Change: The silver shop will pre-load after login, which should make it load much faster.[/p][/*]
- [p]Bugfix: Fixed the "Save" button hitbox in the village permissions management window when using a high UI scale.[/p][/*]
- [p]Bugfix: The client will no longer crash due to network connection issues. You will now be returned to the login screen instead, allowing you to reconnect.[/p][/*]
- [p]Bugfix: Fixed terrain textures sometimes not updating or showing dirt.[/p][/*]
- [p]Bugfix: Fixed distant terrain showing flickering textures.[/p][/*]