Combat Changes
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- 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, and decreased the logout timer from 100 to 75. Fixing this.
- Artful Evasion now reduces Openings by 20% * μ each, rather than 35%, has a cooldown of 50, rather than 30, and gives 1 IP to each opponent, rather than cost 3 IP.
- Dash now gives 2 IP to each opponent, rather than cost 2 IP, and has a cooldown of 100 / μ, rather than 70 / μ.
- Zig-Zag Ruse now gives 2 IP to each opponent, rather than cost 2 IP.
- Parry now gives Dizzy (blue) opening instead of Cornered (red):
- Watch Its Moves will now indicate attack weight. It has an attack weight as it gives IP against a specific opponent. Reported here.
- Fixed a bug with the announced cooldown for B12 axes not working properly.
- The effective quality of a ranged weapon, as used when determining aim speed, is now a geometric mean of the qualities of the bow and arrow, rather than the lower of the two. Fixing this.
- The base damage of a ranged weapon is now reduced less by a low perception to agility ratio. It is now reduced by the square root of the perception to agility ratio, rather than the straight ratio.
Key Fixes
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- Made it so that the first wall segment in an extension has a shorter drying time (~12hrs) if it is built adjacent to an already wholly dried wall segment. Do note that this applies to the first segment of the extension only, rather than to a whole extension.
- Whether or not to share your claim permissions with your party group is now an explicit toggle in the toggles submenu.
- 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. The idea being to give you better permission control.
Small Fixes
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- Fixed a bug by which you could build Realm buildings on Realms other than your own.
- Fixed a bug by which you could open compost bins at extreme distances if you had another container open.
- You can now set prices up to 9999 coins in barter stands, rather than 100.
- You now only get experience point rewards for completing random generated quest targets, i.e. not for Ancestral or Introductory quests.
- Fixed a bug by which winepresses could become unusable.
- Herbalist tables now display two content meshes if they contain two different types of items, or if they are entirely full of one and the same type.
- Fixed a bug by which Full Circle would sometimes cancel prematurely.
- Satiation scroll handle can now be moved using the mouse. Reported here.
- Quests to visit cave level five should now give rewards. Reported here.
- Battle standard should now save used hand(s) on logout. Reported here.
- Should no longer be possible to build on already started projects without leaving vandalism scents.
- Identical FEP bonuses in foodstuffs should now combine. Fixing this and this.
- Can no longer build mounts (Knarrs, rowboats, wagons) over the edges of the world.
- Bandit's mask now hides beards. Reported here.
- Fixed a small issue with listboxes. Reported here.
- Fixed a small issue with plates not updating correctly. Reported here
- Fixed the spawnpoint for mineholes. Reported here.
- Moved "Polish the Silver" from Metalworking to Metallurgy, and also made it so that "Polish the Silver" always reduces maximum wear on the polished item by one.
- Gold pebbles now sacrifice correctly to the ancestors, and spring water has an input type of its own. Reported here.
- Wax qualities in beehives should now save better. Hopefully adressing this.
- Convenience bonus now applied when chopping mirkwood. Reported here.
- Equipment usable for destruction should now be pulled from the toolbelt as possible. There is not, however, presently any logic to prioritize the better item, in the event that several could be used. (i.e. a shovel and axe). Anyways, fixing this and this.
- Fixed a small issue with the Realm UI.
In the Pipe
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- There may not be a patch next week, but we will, regardless, look to make more bugfixes and polish for at least one more patch.
Enjoy!