Spoiler
New Features and Tweaks:
- Repair ability is now allowed during JH. We also plan to implement that repairs will not be available if there is a “burning” Level 3 outpost present in a neighboring fief
- Some combat tweaks:
---Melee--- - Parry against a normal hit no longer provides stun to the attacker
- Successful parry decreases the attacker's soft stamina by 30 points
- Successful parry removes possibilities of a wound, fracture or stun for the one who has parried
- Parry drops the attacker's combo only on the second hit(so if the first hit was parried attacker still can continue combo)
- No wound, bleeding or fracture can be received from a hit with less than 5 damage
Nordic Sword(556) - Thrust damage multiplier decreased from 3.75 to 3.65
- Fire speed multiplier increased from 1.0 to 1.05
- Recoil speed multiplier increased from 1.0 to 1.05
Gross Messer(565) - Swing damage multiplier increased from 1.3 to 1.35
- Fracture multiplier increased from 0.3 to 0.6
- Prefire speed multiplier increased from 1.0 to 1.05
- Fire speed multiplier decreased from 1.1 to 1.05
War Axe(567) - Swing damage multiplier increased from 1.41 to 1.43
- Recoil speed multiplier decreased from 1.1 to 1.0
Maul(583) - Prefire speed multiplier decreased from 1.3 to 1.2
- Recoil speed multiplier decreased from 1.6 to 1.45
Spear(591) - Prefire speed multiplier increased from 0.7 to 0.8
- Recoil speed multiplier increased from 0.7 to 0.9
Boar Spear(592) - Recoil speed multiplier increased from 0.8 to 1.0
Awl Pike(593) - Prefire speed multiplier increased from 0.8 to 0.9
- Recoil speed multiplier increased from 0.7 to 0.9
---Ranged---
Heavy Crossbow(606) - Reload speed multiplier decreased from 1.6 to 1.5
- Beehives can now be built with any hammer
- Any thick or thin leather should be available in simple recipes
- Fixed pregnant animals age. Now they will not change the type to the old animal until the gave birth
- No more 60 skill level limitation for getting XP while hitting the training dummy and archery target
- Updated the mill outpost crops production list
- Newly harvested crops can be used as food in stables
- Outposts should now have correct production rate depending on their level. Level 3 outposts now have full production rate, level 2 outposts roughly half of the production rate, and level 1 outposts 1/4th of the normal production rate.
- Outposts that are being upgraded should now be properly accessible for interaction, their support, and general management.
- Warhorses can now be trained from Q30 Horses/Stallions. Hardy Warhorses can be trained from Q40 Warhorses and Heavy Warhorses can be trained from Q40 Hardy Warhorses.
- Special protective lands (around starting villages, native camps and GMs island etc) have another color now
- Slight visual updates for the Newbie island environment
- Hunger bar will always be visible now. It was causing some confusion among new players.
- Added Mamon Sokol NPC in the south-eastern Godenland’s Starting village in order to honor the real-life death of one of our strongest game fans and supporters
- Implemented proper visuals for level 2 and 3 outposts that are being upgraded
Bug Fixes and Optimizations:
- Fixed a skill leveling bug where some users could not level up their skill after it was dropped to zero upon death
- Fixed a bug where the visual XP pool was not full, but the game would not allow any more XP
- Fief related access rights should work properly now after a client reconnect
- Fixed a problem we had with the PT time zone in JH
- Fixed the breeding tick duration. Now it should be equal to the game day.
- Boosters should keep on working after crossing server borders
- Animals should no longer randomly die or lose quality from incorrect breeding tick durations
- Gems should no longer be dropped while gathering crops
- Fixed Gathering Crops quest
- Fixed window automatic closure while moving and splitting items in a stack
- "Cancel" button in the character customization screen should work properly now
- Fixed a client crash related to a landslide effect when disconnecting