Patch Notes for Patch v0.7.1

Patch v0.7.1 introduces some very core, vital changes to the way the game is played and presented, including removing Merchant WASD Movement and Merchant camera view, which changes many functions of the gameplay experience. This patch also comes with some balance changes and a large number of UX changes in preparation for our upcoming major UI overhaul. Experienced players will require a small adaptation period to rediscover their footing! [b]User Interface[/b] [*]The Docks interface has been added to the Professions panel which consists of a single sheet where you can salvage your gear, purchase Crystalline Converter recipes and convert your Nacreous Crystals into materials without requiring the Merchant to be present at the Crystalline Converter. The docks also includes all the functionality of the Fish-o-Matic 3000, making it a one-stop for all functions which previously required the Merchant running to the docks. [*]Changed the color of the Energy Bar for Officers to be yellow instead of red. [*]The Merchant Command panel has been added along the bottom of the screen to control where the Merchant is going and what he is doing. [*]Combined the Storefront and all of the Inventory options available to you. This includes Merchant Inventory, Cache and Guild Bank on a single Sheet where you can also manage your sales, sales goals, suggested sales, some quick crafting options, etc., [i][b]Developer Note:[/b] Please be aware that while we have updated many of the Logbook (tutorial) functions, some things are still pending as we are waiting for the UI asset completion before spending dev time on these things to prevent having to do them twice. We apologize for this, as it does create a somewhat larger learning curve having to discover some things on your own, but we will ensure the final version of the Logbook is clear and very easy to understand both visually and functionally.[/i] [b]Functionality[/b] [*]Quest Book has been removed and now individual Quests are changed within their Active Quest slot on the Active Quests panel. This also removes the requirement to write quests in order to post them, as you now create them on the fly using the Active Quest slots right on your Active Quests panel. [*]Removed Merchant WASD Control and instead added Merchant Commands. [*]Removed the ability to swap to the Merchant View entirely and the game is now played exclusively in World View. [i][b]Developer Note:[/b] We have every intention of bringing Merchant WASD Movement back to the game as we introduce polished and fun features to use it, however, the game changed in many ways since initially implementing it, so it felt unintuitive and unnecessary for now.[/i] [*]Reduced the officer count from 10 to 5. -We did not want to require everyone to start a new game yet, that will come with full launch, so existing games with more than 5 Officers will still have access to the extra Officers, but any more than 5 officers will not show up in the main UI any more. You are able to control their gear and many commands using the Guild Heroes panel or in-world locations (using their portraits when you assign from in-world elements like a gathering node or dungeon), but we recommend starting a new game to fully experience these changes. [i][b]Developer Note:[/b] We understand many of these changes may come off as negative initially for some of the more seasoned players, and will require adaptation to get used to this. We always intended for The Merchant’s Guide to the Kingdom to be a game that is just as much about managing your Realm as it is about managing your Guild and your Guild Officers, and having 10 Officers ended up shifting the focus more on them than anything else in the Realm. With 5 Officers being the maximum amount, this allows players to still heavily invest in an efficient and powerful kill squad for anything up to 5 players, but will require you also managing the Realm and helping the World Heroes and your Guild Members to keep up with your kill squad to successfully clear the greater challenges in Raids. Please, do provide any and all feedback you may have as this game continues to evolve and we continue to inch closer to v1.0 launch.[/i] [b]Balance Changes[/b] [*]Adjusted damage type calculations so now monsters which have magic or physical specifically listed in their modifiers will only do that type of damage. The possibility still exists for monsters to do both types of damage that don’t meet this criteria. [*]Increased the lowest value of Crit Chance on low tier gear by 2. This means that the lowest an item can now roll for Crit Chance is around 2.075%. The highest values of rolls remain unchanged. This will reroll all gear in your existing games, but should overall result in Crit Chance buffs across the board. [*]Reduced the damage of two handed weapons and the Healing Power stat on two handed weapons by roughly 25%.[/*]