Vidaria
This update introduces a new outdoor area, Vidaria. Conceptually, the Vidaria region abuts the capital city of Statehelm (which is not implemented yet). Vidaria has long been the breadbasket for Statehelm, a verdant land with lots of farms. However, recent demonic invasions have caused numerous issues. Vidaria is a work in progress. We've already added a ton of stuff, but there's even more to come!
Vidaria is full of level 90-95 content. It can be reached from portals in the north of Gazluk or western Povus.
Vampirism
Vampirism is a new combat skill for high-level players. This is considered a "preview" version of Vampirism: we need feedback on the skill before we can lock it down more. So please provide feedback!
In terms of its group-combat role, Vampirism can be used as a straight damage-dealer or it can serve in a crowd-control role. We've never tried to do a crowd-control skill because it would be inherently overpowered when soloing. In this case, we just accepted that Vampirism is overpowered when soloing, and added a tricky down side that needs to be navigated. We aren't sure if the pros and cons balance out at the moment -- we'll use your feedback to help gauge that.
It's possible for Vampirism to be "cured" via a method that can be discovered by vampires. This cure will probably be removed from the game eventually, but in the short term we wanted an "emergency exit" option in case this first version of the skill is too punitive or too problematic. Even so, neophyte vampires can't easily access this cure, so you shouldn't think of this as an easily reversible act.
Vampirism can be discovered and unlocked by exploring Vidaria.
Other New Content To Know About
- Tryaka in Povus has something new for players with a combat skill of 70+
- There's now a way to access the closed off section of the Ranalon Den. (Might want to bring a friend.)
- New flowers have started appearing in Gazluk and Povus
- Note: Lavender seeds require Gardening 100, which is currently unobtainable (and will be until Statehelm launches). Thus, the seeds can be collected but not used yet. Lavender the flower has been added to some loot tables temporarily to provide a source of lavender
- Riston in the Red Wing Casino has something new to explore for qualified players
Animal-Form Travel Boosts
Animal mount forms now gain bonuses based on your level in the animal skill, since they do not benefit from horse genetics. At max level, each animal is now better than the best horses at a particular trait, but worse than the best horse at most other traits. Pigs are the exception - they are well-rounded instead. Because animal stats vary by level, some lower-level animal players may see a slight debuff to certain stats until they get higher level, at which point they'll be better than they ever were before. Overall, it should be a noticeable buff across the board.
Combat and Treasure Changes/Fixes
- Necromancy Treasure Changes:[list]
- "Necromancy Base Damage +50%" -> "Necromancy Base Damage +50%; Summoned Skeletons deal +10% direct damage"
- "Summoned Skeletal Archers and Mages deal +70 direct damage" => now affects all types of summoned skeleton
- "Summoned Skeletal Swordsmen have +149 armor and -20% Crushing/Slashing/Piercing Vulnerability" => now affects all types of summoned skeletons
High-Level Monster Adjustments
- Boosted high-level solo monster Max Health a bit. The change starts to affect monsters at level 70+. Some example comparisons may be the best way to describe the change. For all of these examples, imagine an "average" solo creature.[list]
- Previous level 80 monster Max Health: 3902, now 4118
- Previous level 90 monster Max Health: 4882, now 5523
- Previous level 95 monster Max Health: 5372, now 6318
- So the change is noticeable, but is intended to be conservative given the way that player damage multiplies at high level
- Max Armor was also slightly changed, but in this case was to correct some weird old calculations. Impact is negligible at all levels
Everything Else
- Fix bug causing text to disappear on Linux (we hope)
- Fix misaligned lake water in Serbule
- Multiple stacks of a temporary effect on a monster now only shows the effect with the longest remaining duration
- Added 20% Boost potions for Spirit Fox and Weather Witching, both of which are taught by Ragabir
- Orc Rangers in Povus orc camps now count towards Mope's favor
- Gain synergy-bonus levels in Flower Arrangement when reaching: Nature Appreciation 70, Nature Appreciation 90, Artistry 25, Artistry 50, Gardening 75, Plant Anatomy 39, Jewelry Crafting 60, Psychology 55
- Add an extra check for a player being stuck in an animation loop. Previously the check only applied to combat-related animation loops, now it applies to all
- Eating fish now count towards the Vegetarian and Vegan behavior badges, and towards player cows' milking effects
- Fixed collision on some brick floors and pillars in Nightmare Caves.
- Moved a drakeworm spawn to no longer be stuck behind an invisible wall in Nightmare Caves.
- Potential fix for Forthragarian Overseer getting stuck in a certain wall.
- Removed a leftover wall in Elven Judgment
- Fixed more monsters stuck inside of rocks in Ilmari.
- Fixed collision and "ghost pillars" at Zeratak's building in Serbule.
- Removed a lone pillar that was on a wall just outside of Serbule Keep.
- Mobs in Boss Gauntlet should no longer get stuck in acid pits.
- Fixed a specific corner in Fungal Fortress so that Fun Guys should no longer get stuck
- Mythander no longer sells Prototype Horses, he sells genetically-generated horses that are similar to wild ones found in Eltibule
- Horse Glamourizer NPC can now turn Proto mounts into horse glamours
- Increased the maximum number of installable items in the casino guild hall from 50 to 100