Server Changelog
- New: Resource Nodes (Foraging/Botanizing Overhaul)[list]
- The existing foraging, botanizing, and snow-collecting systems have been replaced by a new system where visible resource nodes spawn on tiles from which you can gather resources.[/*]
- Each type of resource node has its own appearance, set of possible items, and skill associated with it, and can be spotted visually while exploring the wilderness.[/*]
- All items previously available through foraging and botanizing are still available in the new system, along with many others, such as clay, ore/mineral shards, and a wider variety of plant products.[/*]
- Unlike the previous foraging and botanizing system, resource nodes are available on virtually every type of tile, including some exclusive to shallow water. Several tile types also have their own exclusive types of resource nodes that cannot appear anywhere else.[/*]
- Resource nodes spawn and disappear randomly over time, and also disappear when items are collected from them. Only one can exist on a tile at any given time. A resource node will also be removed if the type of the tile changes, such as grass being packed with a shovel.[/*]
- A new settlement management setting has been introduced to prevent resource nodes from appearing within your village. [strike]This requires at least one spirit templar to be hired as part of the village plan.[/strike][/*]
- The possibility, and probability, of a type of resource node spawning on a tile depends on factors including, but not limited to, tile type, altitude, season, and proximity to water.[/*]
- Similarly, the possibility and probability of getting specific items from a resource node can also depend on a variety of conditions. Some plants are more common in certain seasons, for example, and some very uncommon items might only be possible at high skill.[/*]
- Using “Lore” on a resource node will tell you what kinds of items you could collect from it, in order of how likely they are, as well as how difficult the action will be compared to your skill level, and the number of items you will receive. Using “Lore” on a tile will tell you what resource nodes might spawn there, also in order of likelihood.[/*]
- The number of items you can collect from a Foraging or Botanizing resource node depends on the type of resource node, some other factors (such as tile type or grass length), and your skill level. Unlike in the previous system, higher skill level simply adds a flat value to the number of items you will receive:[list]
- * 20-50 skill: +1[/*]
- * 50-70 skill: +2[/*]
- * 70-90 skill: +3[/*]
- * 90+ skill: +4[/*]
- Only magical effects such as runes and spell enchantments function for this purpose. For example, Wind of Ages will improve action speed and Circle of Cunning will improve skill gain.[/*]
- The glove is not being used as an actual tool, so it will not receive damage, and its quality, rarity, and material will have no impact on effectiveness. However, like a tool, enchantments will still decay from use.[/*]
- Enchantment/Rune effectiveness is averaged between both gloves. For example, having 100 Wind of Ages on one glove and 50 on the other will be equivalent to having 75 Wind of Ages on a tool, and having a rune on one glove but not the other will result in that rune being half as effective as usual.[/*]
- The material change will also be applied to already existing items.[/*]
Client Changelog
- New: The client now uses a new method for outlining objects, intended to look cleaner on complex objects with a lot of transparent parts. This feature is only available using the modern renderer.[list]
- The default neutral outline color has been changed. The outline color can still be manually changed in the settings[/*]
- Launcher settings allow you to set the outline color by RGB values. Values for the old default outline color: (128, 128, 255)[/*]
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