World 10 Recap: Everything You Need to Know

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World 10 Recap: Everything You Need to Know

Postby jacksonblu » Sun Apr 29, 2018 5:22 am

*Moderator note: I'm unsure if jacksonblu is showing back up for the current world to update this thread, but there's been a few key addtions since it was last updated. I'm going to try to add those in for anyone that might be coming back and want to see what they missed. I probably won't be as well written.

For those that are new or relatively new, this post contains a lot of spoilers. Read at your own risk.

There are a few animals added,wolves being the most notable. Eagles will be the other thing to watch out for that may be dangerous. Several others have been added to caves, so miners and cave dwellers beware. I'm not going to list specific patches for those as they can be browsed relatively quickly.
-- MagicManICT

World 10 was released January 7, 2017, and a LOT of content has been added since then. There are probably many other people like me, who have begun to put less and less of a time investment into the game as the world progresses, for whom it can be easy to miss some new things when we get a new update almost every week. This list does not contain everything that was added, only things that I have deemed game changing it at least

Jorb's patchnotes can be very vague and may not mention some additions. I probably got something wrong, and my idea of what's important might be a little subjective. Let me know if you think something needs changing or adding. I do plan on keeping this up-to-date!

Enjoy!

Dungeons:
Added "Bat Caves", dungeon type. In the deep mines of the Hearth, a new dungeon type of screeching terrors and flapping delights can now be found; Bat Caves. Bat Caves are full of bats, and things Bat, and are quite the sight to behold, and complete with some new challenges added relative to the Beaver Dams. Bat Caves should be challenging. http://ringofbrodgar.com/wiki/Bat_Cave Apr 18, 2018
Completing a Bat Cave reduces the quests requirement per level of credo by 2. Citation Needed

Beaver Lodges: Beaver Lodges are where beavers lodge, and that is to say vast, sprawling, underwater complexes of rooms, corridors, and great halls, laden with beavers and things beaver. Beaver Lodges are also but the first instance of a new type of natural phenomenon which we more generally think of as "Dungeons." Dungeons are little levels that you can fight and figure your way through with hopefully rewarding encounters and loot along the way. http://ringofbrodgar.com/wiki/Beaver_Lodge Dec 07, 2017
Killing the Beaver King at the end of the Beaver Lodge drops a Heart Container, which increases maximum Hit Points by 10 permanently when used. http://ringofbrodgar.com/wiki/Heart_Container

Ant Hill dungeon: Raiding an ant hill will rarely allow you to enter a dungeon for extra danger and loot. viewtopic.php?f=39&t=62617#p794514


Credos:
Pearl Diver:
  1. Constitution +10
  2. Halved asphyxiation damage when drowning.
  3. Significant quality bonus when picking mussel.
  4. Increased speed when swimming.
  5. Significantly increased chances of finding pearls.
Pearl Diver depends on Fisherman and Gem Hunter. May 08, 2018

Gem Hunter:
  1. Masonry +15
  2. Higher chance of mining out gems.
  3. Higher chance of mining out larger gems.
  4. Can mine out pear cut gems.
  5. Small chance of doubling a gem mined out.
Gem Hunter depends on Quarryman. Jan 18, 2018

Potter:
  1. Masonry +15
  2. Small quality bonus when digging ball clay.
  3. Large quality bonus when digging acre clay.
  4. Chance to harvest more cave, gray, and pit clays.
  5. Ability to make "Potter's Clay." http://ringofbrodgar.com/wiki/Potter%27s_Clay

Potter depends on Farmer. Jan 11, 2018

Blacksmith:
  1. Strength +15 & Smithing +15
  2. Small quality bonus to all fuel added to Smelters and Finery Forges.
  3. Higher chance to increase quality when pounding Wrought Iron.
  4. Small quality bonus when smithing.
  5. Small chance to double output when smithing.
Blacksmith depends on Lumberjack and Miner. Oct 25, 2017

Gardener:
  1. Can plant Blood Sterns, Farming +5
  2. Can plant Cavebulbs, Farming +5
  3. Halved soil and water required for gardening pots.
  4. Can plant Chiming Bluebells, Farming +10
  5. Doubled yield from gardening pots.
Gardener depends on Farmer. Oct 12, 2017

Strider:
  1. +50% Swimming.
  2. Traverse ridges faster.
  3. Quality bonus on wild animals killed.
  4. Reduced stamina drain from running in forests.
  5. +15% damage with ranged weapons.
Strider depends on Fisherman and Lumberjack. Sep 28, 2017

Cave Hermit:
  1. Significantly increased risk of mining out trolls.
  2. Ability to eat Stalagooms & Cave Slime.
  3. +3% study speed per cave level you descend.
  4. Deal 5% extra damage per cave level you descend.
  5. Trolls no longer attack you.
Cave Hermit depends on Miner and Mystic. Sep 28, 2017

Miner:
  1. Strength +15 & Masonry +15
  2. Significant chance to localize caveins.
  3. Ore mined smelts faster.
  4. Chance to pulverize tiles when mining.
  5. Increased baseline quality of rocks he
Miner depends on Quarryman. Sep 14, 2017

Nomad:
  1. Exploration +15
  2. Survival +25
  3. One extra column of inventory space.
  4. Pony Power of Horses lasts longer.
  5. One extra row of inventory space.
Nomad depends on Fisherman, Forager, and Hunter. Aug 30, 2017

Tailor:
  1. Sewing +15
  2. Chance to fail gildings reduced by 5%.
  3. Double the chance to reslot gildings when recycling artifacts.
  4. Sewing +25
  5. The first gilding of a new artifact is always successful.
Tailor depends on Farmer. Aug 24, 2017

Quarryman:
  1. Lore +15
  2. Masonry +20
  3. Increased stone chipping speed and mining strength.
  4. Strength +20
  5. Increased baseline quality of rocks hewn.
Quarryman depends on Forager. Aug 17, 2017

Farmer:
  1. Farming +15
  2. Quality bonus when milking.
  3. Faster crop growth.
  4. Increased crop yield.
  5. Farming +50
Farmer depends on Forager. Aug 09, 2017

Lumberjack:
  1. Lore +15
  2. Increased cutting speed of trees and logs.
  3. Carpentry +20.
  4. Increased board and block yield from logs.
  5. Strength +25
Lumberjack depends on Forager and Hunter. Aug 09, 2017

Mystic:
  1. Will +15
  2. Lore +20
  3. +5% study speed.
  4. +10% experience gain.
  5. Hearth Magic cost reduced by 10%
Mystic depends on Forager and Fisherman. Aug 09, 2017

Forager:
  1. Exploration +10
  2. Perception +10
  3. Speed bonus when chasing small animals
  4. Increased basline quality of herbs picked.
  5. A chance to double herbs picked.
Aug 01, 2017

Fisherman:
  1. Reduced risk for loss of fishing equipment.
  2. Better trash recovery when fishing.
  3. Increased chance of a rare catch.
  4. Increased speed when swimming.
  5. Increased baseline quality of fish caught.
Aug 01, 2017

Hunter:
  1. Marksmanship +20
    Fleeing animals take more damage.
    Increased speed when pursuing animals.
    Gain more meat from butchering.
    Projectiles hurt animal qualities less.
Aug 01, 2017

Herder added December 14, 2018. See details here: viewtopic.php?f=39&t=62617#p794514

Cook added July 23, 2018. See details here: viewtopic.php?f=39&t=61763#p783975

Scholar added October 26, 2018. See details here: viewtopic.php?f=39&t=62352#p791250


Implemented Credos. Credos are a new, qualified skill type, resting on the icon of a particular profession -- hunter, farmer, forager, &c -- which you can only acquire through somewhat particular quests relevant for the profession in question. Each Credo has five levels, and each level of the Credo you unlock gives you a new special, qualitative, bonus, ability, or perk, which cannot be otherwise obtained. You pursue Credos one at a time.

In order to complete a Credo you need to complete 10 quests per Credo you already have. The five special abilities of each Credo are linearly unlocked for every fifth of the total questline you complete. The number of quests you need to complete is reduced by ten every time you die, to the initial minimum of ten. Completed Credos are inherited in their entirety when you die. If you abandon a Credo quest, you lose an additional quest completed in that questline. If you abandon the first quest of the Credo, you abandon the Credo entirely, with no LP refunded. http://ringofbrodgar.com/wiki/Credos Aug 01, 2017


Combat:
You will now, upon being knocked out, get the opportunity to teleport to your Hearth Fire, rather than lay prone for incoming murder. Upon knockout, all combat relations are terminated, and you cannot receive new ones while knocked out. After 30s pass, you may teleport to your Hearth Fire, or log out. After another 30s pass you will wake up again as normal, and can be engaged again.

For purposes of calculating grievous damage from an attack, no attack counts as dealing more damage than your maximum HP.

(Combat portion reverted for now, armor portion kept)
The red, green, blue and yellow color dimensions of attacks and defenses have been removed, and all attacks now, as the general rule, target, and increase, a single opening "Guard Down", in the opponent.
Some combat moves have individual cooldowns, meaning that they, apart from adding the normal cooldown before you can execute your next move, also have a personal cooldown of their own before you can use that combat move again.
Some attacks, generally those without local cooldowns or other specific prerequisites, are considered base attacks, and will automatically be set to repeat if you do not issue other commands, and will also revert to repetition again after another command has taken effect.


The armor model has been changed. Previously hard armor soak removed damage with no damage to the armor, while soft armor soak removed damage with damage to the armor. Under the new model, both hard and soft armor soak eat damage at a cost of damage to the armor, but the soft soak is only gradually applied to incoming damage, with the full soft soak value of damage only being deducted from the damage if the damage exceeds 2x the soft soak value. All armors have had their wear significantly increased to account for the increased amount of damage they should be taking.

You may now, at the price of a 15s combat cooldown, switch combat decks while in combat.

Added "Combat Instructions". Combat Instructions can be used to teach attacks and moves to others. You may craft a Combat Instruction by holding a Parchment, and right-clicking an attack or move you wish to describe in the "Martial Arts & Combat Schools" subsection of your character sheet. If you have a Combat Instruction in your Study Report, you always learn the first level of the attack in question from any animal which gives it. Studying a combat instruction can level up attack past the first level.

You now heal SHP while sleeping in a bed. This still costs energy, but ignores the Healing level, so you will heal regardless of how much energy you have.

Made it so that sleeping in Beds heals wounds faster, and more so the more quality the bed has. This works by effectively burning through the wounds and their effects faster, so infected sores may, for example, grow faster from this.

Made it so that you fall off your horse if you take combat damage while stunned due to the "Raw Hide" effect.

Made it so that you can no longer logout if you have open fighting relations. Also made it so that initiating a fighting relation now requires line of sight, i.e. a clear path between you and the target not blocked by immobile objects. Also decreased the aggro distance from 250 map pixels to 12.5 tiles.

Nidbanes can no longer be summoned using character specific scents -- assault, battery, and murder -- committed against characters lacking the "Rage" skill.

Added "Cutblade"
Added "Lynx Claw Gloves", weapon.

Added "Plate Boots", armored boots.
Added "Armored Striders", armored boots
Added "Mammoth Guard", armor
“Bone greaves” boots
Added "Grand Troll Helm"
Added "Boreworm Mask", mask/armor
Added "Hussar's Wings", armor, can be equipped either in the cape or backpack slot.
Added "Raider's Cap", helmet.
Added "Thane's Helm", helm.


Animals:
Added "Wildgoat", territorial kritter roaming mostly in the mountains.
Domestic Goats. Wildgoats can now be seduced with clover, roped, and domesticated, much like sheep, pigs, and cows. Goats come as Billies, Nannies and Kids, have wool and cloth types of their own, along with unique milk, and a whole set of 12 cheeses to go with that.

Added "Wood Grouse", forest bird with distinct dimorphism between cocks and hens. Can't never have enough birds. The cocks fight.

Added "Reindeer", creature. Will make these possible to domesticate at some point

Added "Golden Eagle", fairly fierce fighting flyer.

Added "Grey Seal", creature. These cutsie-critters swim faster than most, and yield delicious meat. Also some related produce.

Added, by popular request, Otters! Derpy little water dweller that swims around. Mostly harmless.

Added "Boreworms", creature. These tunnelling nematodes now inhabit the lower reaches of the cavernous underworlds. They can pop up, and down, and quite generally cause more than a bit of a nuisance. Their hides take a fair bit of time to dry, but can be used as leather when dry, without further processing required

Added Cave slimes: Amorphous blobs of cave jelly which, mildly aggressive, move around in caves. They get more common and dangerous the lower you go, but should be very rare on the first cave level. They sometimes appear when mining.

Added "Wolverine", feisty kritter. In between boar and badger in stats, but significantly faster than boar. Aggressive.

Added Walrii. These feisty badboys chillax on beaches. They are agressive, swim, and should quite generally be approached with a fair bit of prejudice.

Added Adders. Nasty creepy crawlies with a fairly vicious venom. Causes adder bite wound on damage.

Added the ability to spitroast large animals. You may now carry an intact dead animal -- should be all except Trolls & Mammoths -- and put them on a roasting spit. The quality of the spit influences the end product.

Made it so that you may keep the UIs for domestic animals open while you still have the animal within view. While the UI of an animal is open, the name of it will be displayed above it as well.

Animal fright factor should now be reduced whenever animals lose their fighting relations, which means that you should have some chance of them not running away when tracking and re-engaging hurt animal.


UI/Controls:
You can now use right and left keyboard arrows while holding Shift or Ctrl+Shift to rotate objects during placement.

Added the ability to "Bandy" with other players. If you bandy with someone you open a shared inventory with that character, to which both of you can dump, and from which both of you can take, items. If either of you walk away the window will close. If the window closes for any reason, all items in it will scatter.

Added support for a player driven screenshot feed. With Alt + S you can now take an ingame screenshot. You can choose to include or exclude the UI, and whether to make the screenshot public. In either event you will get a link to the screenshot, and if you chose to make it public it will also be displayed under the newly added Player Feed on the Media page. Only verified accounts may contribute to the screenshot feed, and if you abuse it or post trash you will be suspended from it.

Added a new meter to indicate Pony Power, and repurposed the old carrot-meter to instead indicate how much food the horse you're riding has left

Implemented a building material preview. If you hold an item with a variable material over an input slot in a building project, you can see that material as applied to the preview of the building. If the slot is used to set several subparts of the building, you can drag the item along the input slot, from left to right, to see the material as applied to the various subparts.

Made it so that you can now use store sketches to set the variable materials of already built buildings.

Added a new preview system when building things with variable materials. Hovering over a build window for an object using variable materials will now display a greyed out version of the finished object as a preview. Hovering further over an actual input slot in the build window will, if the input slot is used to determine the materials for some part of the object, highlight those part(s) with a monochrome (red, teal, purple...). If the build slot is used to determine several parts, each of them will be colored in a color of its own.

Added a time tooltip to all curiosities, indicating how long they take to complete. The time given is specified in ingame time (Unless using custom client).

Added toggle to "Display Quality on Items", displays quality on all inventory items.

Added server generated and authoritative tooltips to gilding, armor, food, and curiosities, available also on the action menu icons.

Added zoom functionality to the ingame map. You can now zoom with the mousewheel, and hide/show all markers with the 'M' button.

Changed the draw order when the character looks for items to prioritize open containers, equipment, and inventory, in that order. This to make it so that you don't always use up your drinking water first when crafting from an open water barrel, or the like.

You may now craft directly from barrels.

You may now use Shift + Ctrl + Left-Click to transfer all items of a particular type from one inventory to another.

All items should be possible to buy and sell at barter stands.

You may now combine substances (e.g. flour) without interrupting other actions.

While carrying an item on-hand, you may Ctrl + Right-Click to open containers and gates.

Pushed the push-out mechanic! Your player character no longer clips hard, and stops, on corners and edges when walking into things, but rather is gently pushed out and around them, making for a significantly more pleasant and less click-spammy experience when walking around, as objects only stop your player if you click to walk directly behind them.
Implemented the push-out mechanic for vehicles. Horses, carts, boats, &c.

Environment boosts: Scattered across the environment there are now speed boosts that you can pick up by walking over them for temporary faster run speed.

You now move faster while moving downhill, and slower while moving uphill.

Drinking no longer interrupts running. It does, however, reduce your speed somewhat.


Mining:
Implemented Gemstones, acquired from mining. There are six sizes: tiny, small, fair, large, grand and jotun; and six types of cut: rough, smooth, cabochon, pear, heart and brilliant.

Gemstones get better the larger they are, and the better their cut. A Tiny Brilliant Gemstone is generally as good as a Jotun Rough Gemstone.

Gemstones can be cut on a Gemcutter's Wheel to improve the cut, but has a chance of instead drop down a tier in both size and cut, with a chance of getting additional smaller gems as shards

Your chance to succeed when cutting increases with all the values presented by the gemcutting recipe, i.e. dexterity, perception, psyche, masonry, and lore. The Gemcutter's wheel softcaps the quality of the gems. The Gemcutter's Wheel can only cut gems that are smaller or equivalent to the size of gem you used to create the workstation

Only rings can be gilded using Gemstones

Mine supports won’t cause cave ins if tiles are still supported

Added "Mine Beam", metal mine support

Tower caps now work as mine supports.

Added toggle to "Display Mining Radii", displays mining radius of all mine supports

Added area mining to the default client. You may now click and drag an area to mine out.

Caverns should no longer be mirrored on all lower levels, and should generally be significantly less prevalent the farther down you get.

The various minerals all have their own quality fields, and quality is also slightly randomized for each individual stone dug.

Ore boulders in the surface world have been removed.

Mining now softcaps quality of stone/ore by tool quality, and hardcaps by "Masonry" value.


Farming/Food:
Added "Sap Tap", the Sap Tap can be attached to Birches and Maples and then draws Birch & Maple sap from the tree over time. The Birch & Maple saps belong, along with Honey, to a broader category "Sweetener", which some recipes now use where previously they used only honey. Honey is generally better than sap, but all are also different.

Added Leeks, new crop. A type of onion.

Added "Turnip", crop, tuber.

Added Opium. Poppies now have a new growth stage, beyond the last flower stage, which has no graphical distinction, and which is fairly random in terms of when it is actually reached (A few days to a week later). Poppy pods are dropped by this stage, dryable on a herbalist table. Dried poppy pods can be ground to poppy grist, which can be boiled in a cauldron into opium. Opium can be smoked to good effect. Gives buff "Chasing the Dragon," which as it ticks down, heals Infected sore, Wretched Gore, Concussion, Blunt Trauma, and Punch Sore. Applies "Dragon Bite" when there are no more wounds, which itself heals over time. Smoking opium can kill your character. Proceed carefully.

Cavebulbs now count as tubers, and are accepted, with a unique food buff, by recipes asking for tubers

Differentiated cheese as it appears in trays, so that each cheese level has its own unique look. Generic Gouda uses level one, but should perhaps have a look of its own.

Removed generational quality randomization per plant, and thus seed sorting, from farming. Crops now have quality randomization based on the area and point in time of being planted. Remade crop quality fields to crop speed fields, so that crops now grow with somewhat varying speeds in varying locales, rather than have their qualities affected by the crop fields.

Added "Granary". A large, fixed vessel for seeds and other dry goods such as flour and grist.

Took some time to redesign the granary UI. Granaries now hold up to ten types of seeds and other relevant substances, in a specific UI with as many different slots. You may divide the total volume of the granary any way you see fit over the ten slots.


Tools:
Added "Wanderer's Bindle", lower tech replacement for traveler's sacks. Carrying one in the right hand gives an extra row of inventory space, and carrying one in the left hand gives an extra column.

Added "Irrlantern", made from Irrlights. Can't be put out, but burns for about 2RL weeks.

Added "Shears", tool for cutting wool faster.

The Butcher's Cleaver now significantly speeds up slaughtering of animals.

Added "Glass Key", a slave key which can be used once before shattering.

Added "Butcher's Cleaver", axe which butchers fast.

Added "Woodsman's Axe", chops trees faster.

Added "Wicker Picker", handheld basket which holds mushrooms, true herbs, fruits, berries, nuts, leaves, and flowers. The basket works pretty much like the buckets, in terms of needing to be equipped when full, and such.

Added "Bull Pipe", better pipe, which burns through your drugs faster, bringing you that much wanted high faster as well.

Added "Irrlight". Occasionally when dealing with fire, an igneous sprite may appear. Also commonly appears when dropping a "Pyrite Spark". Two pieces of pyrite can be used to strike a spark. The spark lasts while held, but is extinguished when it lights something.

Soil stockpiling is now automatic when digging from surveys. If there are stockpiles on the area of the survey, any excess dirt excavated will be placed in them, and soil will equally automatically be drawn from them if the terrain needs raising.

Made it so that the character will auto-drink from any hotkeyed vessel, i.e. vessel on hotbelt, containing water, whenever he would otherwise stop due to low stamina. After he finishes drinking he should, for most tasks, resume his labors again.

You can now put water flasks on your toolbelt.

Added "Exquisite Belt", belt, contains 2x2 tools. Also made it so that this belt, and the old "Grand Belt", can both be unequipped even when they contain tools
Added "Troll Belt", belt.
Added "Snakeskin Belt"


Fishing:
Chances to catch fish with casting rods and lures are now more exhaustively presented, with chance to bite, chance to land, and effective final chance, instead of only chance to bite as it used to be. A bit spreadsheet-ish, but more accurate.

Added "Fishing Net", you can drop the net, or right click it to place it exactly. The net catches fish over time, but also loses efficiency in doing so over time. Fish caught have a chance to disappear per unit of time, so there's a judgment call to be made on when to recover the nets, as leaving them for too long will cause them to empty.

You can now catch trash while lure fishing

you are now instead presented with a list of options on fish to catch, determined by your fishing gear, the moon phase, and the local conditions otherwise, along with a chance to catch that particular fish. The more "Will" and "Survival" you have, the longer and more exhaustive list you will be presented with, and the longer time you will also have to make your choice. If you chose nothing within the timeframe, you will automatically pick the fish with the highest catching chance.


Vehicles:
You may now travel with carts, and pull them across shallows

Added "Knarr Dock", structure. While sailing a Knarr, you can set a Knarr Dock as the home dock of the Knarr in question. While piloting the Knarr you may then Sail -- i.e. teleport -- home to your home dock.

Added "Coracle". The Coracle is a small watercraft which can be carried equipped in your backpack slot, or in your inventory.


Kingdoms/Villages/Claims/Crimes:
Added Last carried status to carried objects. Whenever you lift an object up with full theft permissions (as you would have off-claim, for example) you are recorded as the last carrier of that object, and if you then put the object down again on a claim where you lack theft permissions, you will still be able to recover your property.

You can no longer bash Hearth fires on a claim while under a visitor debuff against that claim, as bashing a Hearth Fire now counts as a crime both against the claim and the owner of the Hearth.

Eviction from plots now works on a timer. Whenever you are evicted from a plot, you get a 30s countdown, indicated by a debuff. When the debuff runs out, you are either sent home or knocked out, as now.

There is now a toggle to prevent your character from passing through visitor debuffing gates. You can use this, for example, when you wish to smash such gates.

The claim permissions for private claims have been reworked for congruency with village and realm claims, in that the White permissions group now applies to All players, rather than only to those who are marked as white in your buddy list.


Natural Wonders in Villages now drain Village authority to the tune of 10k auth per day.

Made it so that, for villages only, whenever you add trespassing permissions to a permissions group, anyone who logged out on the claim before that permission was set will be unable to log back in again, and forced to Hearth. This to create the ability to evict persons logged out on a village claim

Added a permission to allow or disallow permission sharing for villages. A village can now set, per group, whether members of that group are allowed to share village permissions with their party or not.


You may now conquer Menhirs and Grotesque Idols from one Realm to another. While Menhirs and Grotesque Idols must still be built as Realm objects, they now otherwise function more akin to normal objects, in that you do not need to challenge them to destroy them, and in that they are protected by claims.

Added public realm chats to all realms. Each realm will now have a public chat, distinguished from the previously existing members' chat by a (P) appended to the realm name. Any person within the Realm may chat in the public realm chat, using their presentation name as their alias.

In the event of overlapping Realm Claims, neither Realm's Realm buff will apply, consistent with previously established behaviors for some buffs

Reworked the Realm bonuses from Menhirs and Grotesque idols, from simple stat buffs, to a system of "Realm Blessings.” Each Menhir and Grotesque Idol you construct now can now be allocated towards, Realm Blessings, which provide specific and differentiated bonuses to your Realm. Each Blessing has five levels.


Differentiated a new crime: Rummaging. Rummaging becomes possible with the Trespassing skill, and covers minor offensive acts somewhere in between vandalism and trespassing, such as moving objects, opening gates, or lighting fires. Rummaging is not considered a griveous crime, and does not prevent logout.

"Red-handed" now instantly becomes "Outlaw" if you are knocked out, allowing you to hearth home, and the like.


Ancestors/Inheritance:
Remade inheritance of dead characters so that you now inherit Attributes & Abilities based on total FEPs and LP spent to acquire current values, rather than on the basis of percentages of current values
You now, baseline, inherit 15% of your total FEPs and LPs spent, another 10% if your skull is buried, and another 20% if your skeleton is buried. You can, thus, receive a grand total of 45% of your total FEPs and LPs spent in inheritance from a deceased ancestor. You will only inherit directly from your immediately preceding ancestor.

Implemented Ancestral Worship which can be used to acquire boons from your deceased ancestors. Ancestral Worship Rites all carry a cost in Numen points, which are acquired by performing quests for your ancestors. Through an Ancestral Shrine, you can sacrifice either one of three random items. Sacrificing the primary item will net you one point of Numen, provided that the item sacrificed is of equal or higher quality to the number of Numen points you already have.

"State Funeral": A Kingdom ability that functions as a substitute for proper burials of deceased ancestors. When used on a character and a grave, or a partially buried grave, immediately awards full inheritance of 45% to the descendant.

"Lament the Departed": Using numen points, Lamenting the Departed inherits 6% FEPs and LPs back from your ancestor up to the max of 45%. The Numen cost of lamenting increases every time you use this ability.

"A Prayer for Strength"/"Einherjer Aspect": Using numen points, your character will, for one full ingame day (~8RL hours) receive a percentage of his Ancestral value in Strength, Agility, Perception, Marksmanship, Melee Combat and Unarmed Combat, as a personal buff to those same values. The Ancestral value is calculated as 100% of the nearest ancestor's value, plus 50% of the second nearest ancestor's value, plus 25% of the third nearest ancestor's value.

Unspent XP pools are now inherited, at the usual penalties, when inheriting dead characters


Quests:
Your level of Charisma now increases your rewards when questing.

Items delivered to quest givers in quests are now saved in a global pool, and sometimes awarded as an additional bonus when Reporting back to quest givers to complete quests.

Added a quest target to deliver certain goods to quest-givers.


Everything Else:
Burrows are now destroyable

Logs and stumps should now, if off-claim, decay to mirkwood equivalents. This means you can produce quality mirkwood.

Cupboards now take a small amount of damage whenever they are put down anywhere where they could not be built, i.e. anywhere that isn't inside a house.

Implemented a mechanic by which map regions which have been unloaded for some time will experience increased decay until they have "caught up" to whatever amount of decay they should have received in the time they weren't loaded. The effect should be that decay, at least over time, is a function of time, and not of the map's stays as being loaded or not.

You receive discoveries, and LP, for pretty much everything the first time you craft or otherwise acquire it.

Added, by popular request, "The Dab", emote

Added "Beast Ring", ring, jewelry available very early on.

Added "Mannequin". The mannequin is a wooden doll with an equipment screen, which can be dressed up and positioned so as display and show off your equipment.

Implemented the wardrobe, which is a container that holds up to three full equipment screens, and to which one can easily dump the entire equipment of a character, for easy storage and switching around. You may lock particular equipment slots, to prevent them from taking equipment when undressing, by clicking on them.

A Verified account now implies 20% Character Development Bonus, 50% Convenience Bonus, and one extra column of inventory space. Subscribed account now implies 30% Character Development Bonus, 100% Convenience Bonus, and one extra row of inventory space. The bonuses are now cumulative.

There is one new base Attribute -- "Will" -- and two new Abilities -- "Masonry", and "Lore". All values play roles in various crafting recipes.

Masonry" -- rather than "Survival" -- now also hardcaps digging for clay, digging stone from stone grounds, and quality of foraged clay.

Tarkiln should now take ~3.5 RL days to finish burning coal.
Last edited by MagicManICT on Sat Feb 02, 2019 12:51 pm, edited 9 times in total.
Reason: added a few of the major changes and a moderator note
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Re: World 10 Recap: Everything You Need to Know

Postby jordancoles » Sun Apr 29, 2018 5:24 am

Good job on this
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Re: World 10 Recap: Everything You Need to Know

Postby MagicManICT » Sun Apr 29, 2018 4:07 pm

Good organization. Good job, and definitely a useful "quick start" for returning players, or even new players just looking for some quick reference.
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Re: World 10 Recap: Everything You Need to Know

Postby jacksonblu » Sun Apr 29, 2018 6:04 pm

MagicManICT wrote:Good organization. Good job, and definitely a useful "quick start" for returning players, or even new players just looking for some quick reference.

Thanks for your feedback with the last thread, and thanks for stickying this one. :)
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Re: World 10 Recap: Everything You Need to Know

Postby Enjoyment » Wed May 09, 2018 6:51 am

jacksonblu wrote:
MagicManICT wrote:Good organization. Good job, and definitely a useful "quick start" for returning players, or even new players just looking for some quick reference.

Thanks for your feedback with the last thread, and thanks for stickying this one. :)

Agreed, good job.
But, may as I see, you organized the list in time passed dependings, so maybe adding exact date in front of the line would be even more useful for ppl, who did't played for x days. Also kinda wierd, that Magic didn't suggest to add some wiki links to your post)
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Re: World 10 Recap: Everything You Need to Know

Postby BlueKGB » Thu May 10, 2018 12:18 am

Thank you, been gone a year. Nice to give me something to point me in the right direction.
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Re: World 10 Recap: Everything You Need to Know

Postby jacksonblu » Thu May 10, 2018 5:39 pm

Thanks for the feedback, I will try to add wikilinks where applicable, and I'll try to add date of patch. The problem is that some changes that are similar are grouped together, when they might have been added months apart.
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Re: World 10 Recap: Everything You Need to Know

Postby MagicManICT » Sat Feb 02, 2019 12:54 pm

Updated a couple of major points such as credos and made note that there are added dangerous animals (ones that will attack), both above ground and below.
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Re: World 10 Recap: Everything You Need to Know

Postby avros008 » Sat Feb 23, 2019 11:15 am

w11 recap when?
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Re: World 10 Recap: Everything You Need to Know

Postby MagicManICT » Sat Feb 23, 2019 5:58 pm

avros008 wrote:w11 recap when?

When we get six months of patch notes with more than a couple major changes? I'm not going to do much maintenance on this thread, and won't be doing the w11 recap. The patch notes are there for all to read. I told jacksonblu that if he wanted to keep it up, we could sticky it for returning players to see as a means for tracking keep additions and changes, but the patch notes have always been there for those that want to read them, and I prefer to contribute in other ways.

We'll probably leave this up for another month or two and then let it go by the wayside.
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