Patch Notes 1.0.15.0 Discussion

What do you think of this patch?


  • Total voters
    28

finegamingconnoisseur

Well-known member
May 29, 2020
1,103
1,496
113
www.youtube.com
Source: https://store.steampowered.com/news/app/1170950/view/3651894293946575938

(1/2)
Added
  • Added a new school of magic, Elementalism.
  • Added new Alchemy effects to discover and experiment with.
  • You can now get knocked down while mounted. You will be stunned for three seconds when knocked off the mount. The mount will flee and ignore commands for the stun duration and then stop.
  • Added a 10 unit vial to the Vial Vendor.
  • Added a new Background Volume option to Audio settings. This allows you to set the volume for the application when it is minimized or out of focus.
  • Added crash recovery for scenarios that cannot be handled by Unreal Engine’s crash reporter. The player will be sent back to the main menu with an error message that is automatically sent to the developers instead of the game silently crashing to the desktop.
  • Added a new checkbox in settings for Use Character Async Loading that is enabled by default. Enabling this will greatly reduce loading stalls on the CPU as you move around. This will not help with world streaming stutter.

Quality of life
  • Improved the automatic unstuck feature. The game should no longer default to the upwards direction. Getting stuck in for example a house or boss trap door should now push you in a reasonable direction.
  • Fall damage removed from sliding. Only free fall should cause fall damage. A free fall will still happen when sliding down a slope that suddenly becomes too steep.
  • Removed some edge case scenarios that would cause large fall velocity values to happen when running out from ledges. This would cause some stairs to give large fall damage values.
  • When rightclicking items into the Refining & Extraction UI, they will now fill empty slots first if possible, before replacing a filled, but available slot.
  • You can now finish a Split stack operation by pressing enter.
  • Players can now stop and dismount while moving equal to or slower than the first speed (walking).
  • Players can now stop and dismount at any speed while swimming.
  • Players will now see a message that they can't dismount while falling.
  • You can now sip potions (consume 1 unit per rightclick/hotkey) or you can hold rightclick/hotkey for 0.5 seconds to quickly consume as much as possible.
  • Updated the character deletion message to be more clear on what is lost when deleting your character.
  • Client ping detection will now start once the loading screen closes and the player is ready to play instead of when the player logs in.
  • Adjusted ping kick to be less sensitive while we gather ping statistics from player connections.

Balance
  • Base stamina regeneration has been increased by 5%. This applies to all clades.
  • Rebalanced the lower weight classes attribute modifiers, there are now more benefits to weighing less.
  • Tower shield weights have been increased.
  • Increased the base swing speed of Poleswords by 15%. (This does not apply to existing Poleswords)
  • Slightly increased piercing damage on 2H Warhammer.
  • Increased the material cost for 2H Warhammer, this will also result in higher blunt damage.(This does not apply to existing 2H Warhammers)
  • The spell ‘Atrophy’ now lasts for 15 seconds, and reduces AI speed by 50%.
  • The spell ‘Mental healing’ now adds a buff to affected targets (never affects caster), granting increased mana regeneration for 15 seconds.
  • Rebalanced 'Blood Kua' stats.
  • Increased speeds of most horses to be closer to the desert horse.
  • Strong and slow horses now turn and accelerate slower than weak and fast horses.
  • Desert horse stamina drain lowered to ensure they still have something unique to them and are appealing in their own way.
  • Mount boost speeds were increased, boost stamina drain increased and boost duration set to 5 seconds.
  • Risen mounts rebalanced to have the same speed & stamina pool, lower stamina drain (and lower health) than their living and more sturdy counterparts.
  • Human clade gift 'Southerner' now reduces fire damage taken by 9%.
  • Human clade gift 'Northerner' now reduces cold damage taken by 9%.
  • Thursar clade gift 'Thermoregulation' now reduces fire & cold damage taken by 6%.

Combat
  • You can now walk while casting magic from any magic school. (You may also sprint while casting Necromancy spells as usual).
  • Increased 2H Warhammer hitbox in order to reduce handle hits.
  • Lances now have a chance to knock down if you hit the opponent with the tip.
  • Lances can no longer be used on foot. Mounted only.
  • Lances can no longer "swing" on mount. Only couching (thrust) can be used.
  • You can no longer enter combat mode with a weapon that is not allowed. For example lance on foot or certain bows on mount.
  • Earthquake will now dismount players. Players are protected for the first few seconds after mounting a pet.
  • Fixed issue where arrows would not slow down in some water volumes.

Animations
  • Disabled other animation sequences from playing while in mercy mode (emotes, skills, buffs, etc).
  • Made players have less floatylooking walking and running animations when releasing attacks.
  • Made creatures less rigid in slopes by realigning their body a bit.
  • Fixed issue where AI would move in slow motion for the first update after spawning.
  • Fixed a bug where the bow string would get stuck in a pulled state when unequipped.
  • Fixed a bug where players would slide around with no running animation after dismounting.
  • Fixed a bug where the player was considered as not mounted while still in the dismount animation sequence. Player is now on foot after the dismount sequence is done.
  • Fixed issue where player capes would stretch across the screen when not being rendered for a while.

AI
  • Added support for volumes to the navmesh system. AI will now be able to navigate around the main structure in player buildables.
  • Nonpet AI will leash when following a player going into a house and otherwise ignore players in houses.
  • Pets will no longer teleport in or out of houses. Closing the door will stop a pet from entering or leaving the building.
  • The inhouse navigation is not ready which means that pets will ignore decorations and teleport between floors instead of using the stairs.
  • House contractors (NPCs) are now spawned on the correct floor.
  • Creatures will now stop and turn towards the tamer while being tamed.
  • Razorbacks now have directional attacks. (Left, right, and center)
  • Optimized AI movement to reduce the number of sent network packets.
  • Improved responsiveness of pet follow behavior. Pets would previously have a bit of a delay when reacting to the new owner position.
  • Pets now have a "chill distance" where they don't move around if the player hasn't moved too far (~2m). Players can issue an extra follow me command to get them to move closer.
  • Pets will now try to follow the player above or below when it can't reach the spot where the player is. For example if a player is standing on a tall pillar the pet will still try to follow below.
  • Adjusted enemy AI and pet follow distance (how close they will move to a target).
  • Improved the vertical attack reach for AI to be more reasonable. AI could previously get extreme reach in some attacks which could cause them to reach players way above them in for example dungeons.
  • Decreased leash range on all Risar in Risar Dungeon.
  • Creatures being tamed will no longer slide around during the taming sequence.
  • Fixed an issue with creatures moving and turning erratically when following someone. This was most noticeable when having multiple pets follow you, for example horses would rapidly turn their head back and forth for no reason.
  • Fixed a bug where AI sometimes got stuck in a moving pose at the end of a path.
  • Fixed a bug where AI was sometimes detected as moving at the end of paths.
  • Fixed a bug where AI would ignore turnto commands, for example when being tamed.
  • Fixed a bug where AI would reset rotation after being teleported. Pets for example will now look at the owner after teleporting.
  • Fixed an issue where AI would sometimes switch level/floor when following a target above or below it.
  • Fixed an issue where AI could get line of sight into player houses and attack players through walls when close enough to the building. Large creatures like the Campodon were used to abuse this.
  • Fixed an issue where the pet would sometimes run past the owner instead of getting close.
  • Fixed an issue where The Vessel could be attacked while invisible during the poison phase.
 
Last edited:

finegamingconnoisseur

Well-known member
May 29, 2020
1,103
1,496
113
www.youtube.com
(2/2)
Misc Changes
  • Bad weather may now occur more often.
  • Percentages removed from health bars to make it look cleaner.
  • Consume effects have been reworked into buffs, you will now see what consume effects are affecting yourself and your target (some will remain hidden on targets).
  • Removed the onscreen film grain effect that was visible when at low stamina.
  • Updated buff UI.
  • Updated Spellbook UI.
  • New arrow icons for every type of arrow.

Sounds
  • Removed the scraping sound effect that played when starting a swing while your weapon was inside someone.
  • Fixed pig taming sound not adjusting to the game audio settings.
  • Fixed missing sounds on Tupilak attacks.
  • Fixed broken sound on Horses that did not fade out.
  • Lowered the volume on some of the storm weather SFX.

Optimizations
  • Several world streaming changes to reduce loading stutter.
  • Adjusted implementation of Character Distance CPU Optimization (option in settings) to improve performance with less artifacts.
  • Optimized handling of player attachment to pets to improve CPU performance.
  • Optimized character findlookat method to use less CPU.
  • Optimized loading of groups of pickables to improve CPU performance.
  • Various tick function optimizations to improve CPU performance.
  • House decorations now have a max render distance, the render distance is scaled by the View Distance game setting. Default is 50m from house walls at 200% View Distance.
  • Cast shadows for pickables are now turned off by distance based on shadow quality setting.
  • Restructured some animation logic to improve CPU performance.
  • Removed player login and logout visual effects at far distances as it is a bit expensive on performance. Players will also only play the logout effect when standing still.
  • Characters no longer spawn blood drip decals when running around with less than 70% health. This will be revisited in the future.
  • Made several improvements to the network side of the server. This should increase performance when many players are in the same area.

Fixes
  • Fixed an issue that would allow lower ranked guild members to kick the guild leader while they are offline.
  • Fixed Crawling Hands not working as expected.
  • Fixed bug where players would sometimes load in naked instead of having gear.
  • Fixed bug where the check for criminal actions was inverted when checking if a pet skill was allowed.
  • Fixed a bug where a character would be put in ragdoll at the last moment of mercy mode without being killed, leaving the character in a permanent living ragdoll state.
  • Fixed bug where you could use a nonempty keg/vial for alchemy, causing you to lose all the existing potion within.
  • Fixed issue where the low detail version of buildings would be missing the door so that players could enter houses when they were not loaded in.
  • Fixed a bug with items in the mail where you could not see the quantity of items sent by, or to you.
  • Fixed several safe spots in the Risar Dungeon.
  • Fixed several UI bugs when certain fanfare events play.
  • Fixed a bug where loading screen would restart its fade when logging out, showing the HUD momentarily, before returning to the main menu
  • Fixed a bug causing item slots to sometimes get stuck upside down.
  • Fixed some problematic stairs in many dungeons that were often difficult to walk on due to collision problems.
  • Fixed a bug where a character would not play the mercy mode state if it was put in mercy mode a second time within a few seconds.
  • Fixed a crash that would occur when the game was about to shut down.
  • Resting should now cancel a spell cast. And Spell casting should stop resting.
  • Fixed a crash that would occur if you got disconnected during the loading screen.
  • Fixed an issue where the loading screen would get stuck at "Loading player data..." when losing connection to the server.
  • The face customization screen no longer gets stuck in the UI if the player is disconnected from the server during character creation.
  • Fixed trinkets generating their gem an additional time when looted from a world loot structure (chest etc), resulting in not looting a trinket with the intended gem.
  • Fixed a bug which caused newly equipped trinket effects to not recalculate armor values on current equipped armor.
  • Fixed a bug where a player could end up on the roof when being pushed by other characters into a corner.
  • Fixed an issue with Rotten Walkers not reacting to weapon impacts on kill.
  • Fixed an issue where log out would not be canceled after taking damage.
  • Fixed an issue where the Ecumenical spell icons had an unintended white border around them.
  • Updated buff UI and fixed target frame UI misalignment.
  • Fixed issue where buttons would remain "focused" after clicking them making it possible to press the button with spacebar afterwards.
  • Fixed bug with age potions where you were able to have a height below or above whatever your age allowed.
  • Several miscellaneous environment art fixes.
  • Fixed issue causing journal discoveries for MK sewers and some bosses to not save properly.
  • Fixed the water lizard’s eye textures.
  • Removed an inaccurate paragraph in the tutorial.
  • Fixed a bug where 'defensive stance' would heal you if damage was reduced to less than 0.
  • Fixed a bug where rightclicking items in inventory did not register all clicks.
  • Fixed a bug where Greater Natorus, and Blast furnace were not giving the 3% bonus yield as intended, when the ‘Metallurgist’ clade gift was active.
  • Fixed a typo where both Natorus and Greater Natorus skills had the same skill descriptions.
  • Possibly fixed the issue with players getting launched into the air by some meshes like rocks by disabling a feature in the movement component. Please report to us if it still happens as the issue is hard to reproduce.
  • Fixed issue where moving a building would cause the building and its contents to be desynced across clients until the next server reboot. This only happened when GMs had to move a building.
  • Zoology skills no longer say they affect taming and domination chance because it is not the case.
  • Fixed issue with certain Influence subskills, they were not auto learning so players could never get the mastery for some creatures.
  • Fixed issue where Epic Online Services and EasyAntiCheat would reinitialize when returning to main menu when it shouldn’t have, which caused some players to have to restart the game.
 
  • Like
Reactions: Amadman

Amadman

Well-known member
May 28, 2020
925
1,326
93
A padded room.
Voted good.

Not much in it for me personally but still seems to be a lot to it.


Don't really like the sound of a 3 second stun when knocked off horse.

Sure the horse fleeing and not responding to commands sounds fine.

But I do not like the idea of being frozen and unable to do anything for 3 seconds.
 

Emdash

Well-known member
Sep 22, 2021
2,855
926
113
SV you are fucking nuts and you have no imagination.

Initial impression.

Edit: not gonna vote cuz this is gonna enter crazy world. You dun realize what u did w/ various thingz. It will be interesting to see this shitshow.

Edit2.2: I see extraction was changed, and lean seems cool, but I still am fried at how they added moving casting and nobody is batting an eye. Haha @Ichorous I saw that potion sip request, but that's hilarious you can look at these patch notes and be like WELP GG. haha. But that is cool ya got it. Now get ready for bedlam.

Jotuns that move like desis? :eek:
 
Last edited:
  • Like
Reactions: Calcal and Gnidex

finegamingconnoisseur

Well-known member
May 29, 2020
1,103
1,496
113
www.youtube.com
SV you are fucking nuts and you have no imagination.

Initial impression.

Edit: not gonna vote cuz this is gonna enter crazy world. You dun realize what u did w/ various thingz. It will be interesting to see this shitshow.

Edit2: nvm VOTING BAD BECAUSE YOU STILL HAVEN'T ADDRESSED EXTRACTION TIMERS, PICKABLE SPAWNS, ETC. MADE ALL HORSES LIKE DESERT HORSE. SMART.
The extraction timers have been reduced significantly. A 10k granum stack took only 8 seconds at the crusher.
 

Emdash

Well-known member
Sep 22, 2021
2,855
926
113
The extraction timers have been reduced significantly. A 10k granum stack took only 8 seconds at the crusher.

indeed just heard, lemme eat that.

Edit: logged in and forced some guy who was standing around to watch me do moving casts. LOL. I was like HEY WATCH and he did. He was like woah (guess he didn't know?) Then I felt bad about being mad. But I'm not mad at moving casting, even tho it absolutely changes the game... gonna make shit way harder for archers. WE WOULD LOVE A LITTLE ARCHERY HITBOX UPDATE AHEM.

It just upsets me when SV throws out this wild shit, like I said, that they have kept the same for years, stubbornly. Why now?
 

finegamingconnoisseur

Well-known member
May 29, 2020
1,103
1,496
113
www.youtube.com
elementalism lore and how to collect reagent its a joke time consuming and waste of time and boring for all players. good dismount-cast on movement-potions sip, buff light weight
Wait a while. There's a lot of players out there who have the time and patience to find the books and reagents, and put them up on the trader broker. Just grind up the gold and buy it from them, it's what I did when I wanted bears as pets but wouldn't stand a chance trying to tame one myself.
 

finegamingconnoisseur

Well-known member
May 29, 2020
1,103
1,496
113
www.youtube.com
indeed just heard, lemme eat that.

Edit: logged in and forced some guy who was standing around to watch me do moving casts. LOL. I was like HEY WATCH and he did. He was like woah (guess he didn't know?) Then I felt bad about being mad. But I'm not mad at moving casting, even tho it absolutely changes the game... gonna make shit way harder for archers. WE WOULD LOVE A LITTLE ARCHERY HITBOX UPDATE AHEM.

It just upsets me when SV throws out this wild shit, like I said, that they have kept the same for years, stubbornly. Why now?
Seems like quite a number of new players joined when this patch landed, so it's understandable if they are impressed by all the new additions and changes SV made which they probably won't ever see in other mmorpgs. 🙂
 

Xunila

Well-known member
May 28, 2020
734
848
93
Germany
Good for alchemists. But many bugs already found in the first hours. And we will see how Elementalism works and how it will be used in the next weeks. Not possible to say anything about the new magic school yet.
 

finegamingconnoisseur

Well-known member
May 29, 2020
1,103
1,496
113
www.youtube.com
I'm not happy with this change. Wrong direction imo. I want danger in towns, not just workbench/broker stuff.
Whats next, instant mining?
My guess is that those with many stacks of ore to process will be standing there long enough for an ambush to occur. Since they will be carrying more valuable materials, presumably.
 
  • Like
Reactions: grendel

Yeonan

Member
Nov 28, 2020
73
56
18
It's more likely they changed it because they realized people are either processing next to guards or inside their houses.

Essentially no reason to have a timer when it's always done in safety anyways.
 

Emdash

Well-known member
Sep 22, 2021
2,855
926
113
I'm not happy with this change. Wrong direction imo. I want danger in towns, not just workbench/broker stuff.
Whats next, instant mining?

They probably cut them way too much, but it's def a big thing. Mining, getting rock and moving it will now be the big deal. So people who know nice places to mine and get mega stax, people who can find a good price to BO on broker, etc. I was getting stax at 4g in Hyl. Doubt that's gonna happen anymore, but if people let it lapse on higher BOs, going back in haha.

But yea, being able to get a Jotun or w/e full of ore is now the key, being able to find every node, find a secluded spot, so I mean... I mess with it. Mining is a serious task haha. Would be kinda nice if rock nodes stayed depleted longer. I still would like to be able to see sparkles and mine something special, too, tho, like GOLD or something, something that would make you stop your horse.
 
  • Like
Reactions: grendel

Emdash

Well-known member
Sep 22, 2021
2,855
926
113
Still laughing over ICH doing the Kermit the Frog Tea thing with potions while we all go up in flames. I know it's not like that...

I'm not trying to advertise my vid ahem! BUT

here's a mage who I think is pretty damn good, honestly. He was even farming effectively in the GY. Haha not that it matters, but I mean he was skillin' up like me. His spell combo game was on point.

But it goes to show that what I said is true, at least IMO, the shuffling instead of being rooted does turn out to be massively OP. That dude was almost never in danger, maybe never in danger at all. NUTS. Obviously, with faster characters, it would be different, still. It matters. It IS more skill based, and I still think it's the wrong direction (unless they make melee a lot better,) but I can't deny it opens a lot more skill based opportunities. Dude absolutely body bagged the FF at the end, dolo.
 
  • Haha
Reactions: Ichorous

Ichorous

Active member
May 28, 2020
112
222
43
Still laughing over ICH doing the Kermit the Frog Tea thing with potions while we all go up in flames. I know it's not like that...

I'm not trying to advertise my vid ahem! BUT

here's a mage who I think is pretty damn good, honestly. He was even farming effectively in the GY. Haha not that it matters, but I mean he was skillin' up like me. His spell combo game was on point.

But it goes to show that what I said is true, at least IMO, the shuffling instead of being rooted does turn out to be massively OP. That dude was almost never in danger, maybe never in danger at all. NUTS. Obviously, with faster characters, it would be different, still. It matters. It IS more skill based, and I still think it's the wrong direction (unless they make melee a lot better,) but I can't deny it opens a lot more skill based opportunities. Dude absolutely body bagged the FF at the end, dolo.

willy-wonka-gene-wilder.gif