New Implementations
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- All things dropped in the water are now saved. Sometimes these goods wash up on beaches, and sometimes you can catch them while fishing.
Key Fixes
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- Battering rams can not be destroyed until 18 hours after build completion, i.e. 6 hours before they can be used.
- Battering rams now have a repair time of 8 hours, as in Legacy, rather than 24 hours as we had accidentally made it.
- Battering rams can be destroyed 2 hours after repair, i.e. 6 hours before they can be used again.
- Thus: Battering rams can always be destroyed 6 hours before they can be used, and never before.
- All livestock animals now have three lives each. If you "kill" a domestic animal in combat, it will instead become knocked out and lose one life. Knocked out livestock get back up again after 12 hours, with one life less. Livestock animals die permanently once the third life is lost. Update your clients for small fix pertaining to knocked out effect being applied to animals.
- Leashing and shooing livestock now follow the same rules as slaughtering, i.e. they can only be performed with vandalism permissions.
- Nidbanes now use the highest value of their target's Unarmed, Melee or Ranged values.
- A maximum of five Nidbanes can be dispatched against any given player. If you attempt to craft a new Nidbane Fetter against a player who already has five Nidbanes after him, a new Nidbane will only be added if the new Nidbane has better average stats than one of the five already aimed at the target, that same lower quality fetter being replaced and shattering.
- Fixed Nidbane armor penetration.
- Fixed the disappearing currency bug.
- Fixed a Charter stone visitor bug.
Small Fixes
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- Livestock conceived after this patch now present the names of their parents.
- Smithy's Hammer, and Frying Pan are now a wall items, partly as suggested here.
- Fixed a small update bug with poultice debuffs not clearing until character is recalculated.
- Fixed the scent pickup bug.
In the Pipe
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- We want to add more time-gated destruction to critical or otherwise expensive production facilities such as houses, ovens, coops, &c, but we'd also like to avoid making those things into efficient wall objects, for which reason we haven't acted upon that desire yet.
- We would like to further incentivize sending a few high quality Nidbanes, rather than constantly spamming them, but haven't thought of a good mechanic yet.
- We are considering the Nidbanes' attack and visibility logics. Not entirely sure on what to do about it yet.
This update will bring many sweet and delicious tears I'm sure, so make sure you...
Enjoy!
Note: We reverted some changes from this patch (overlined above), and also added a few small things.