Dear friends!
This is the second of three planned large updates for the month of November and December, which includes a truly necessary and long-awaited mechanic for both the economic and social components of the game.
Also due to prolonged testing, we included a number of significant changes in this update, but first things first.
At the end of the patch note, we’ll talk about our plans.
[h3]Market[/h3]
A fairly traditional market model that permits trading offline.
[list] [*]Access to the Market is provided through NPCs located in all settlements;[/*] [*]Island and Dwarrhan markets are separated. At this moment, however, there is no division between markets in Dwarrhan;[/*] [*]Every character has 15 slots to place sell orders;[/*] [*]Some items are not allowed to be sold on the Market;[/*] [*]2 types of commission:[/*][list] [*]Offer fee (1,8 - 4,8%);[/*] [*]Sale fee (10%);[/*] [/list] [*]Sell orders may last for: 6/12/24/48 hours of real time:[/*][list] [*]The hourly commission increases with the length of the interval;[/*] [/list] [*]At this moment, items can only be sold and bought with talers;[/*] [/list][h3]Real Estate[/h3][list] [*]Added 5 types of real estate for all villages:[/*][list] [*]personal storage (216 slots);[/*] [*]personal library (432 slots exclusively for recipes);[/*] [*]personal armorer’s workshop (162 slots + Т2 station);[/*] [*]personal weaponsmith’s workshop (162 slots + Т2 station);[/*] [*]personal enchanter’s workshop (162 slots + Т2 station);[/*] [/list] [*]Added 3 types of real estate for towns:[/*][list] [*]personal storage (288 slots);[/*] [*]personal library (576 slots exclusively for recipes);[/*] [*]personal universal workshop (288 slots + Т2 stations);[/*] [/list] [*]Real estate craft stations search for materials both in character inventories and in local chests;[/*] [*]Real estate is marked both on the map and on compass;[/*] [*]NPCs selling access to new estates are located in their vicinities;[/*] [/list][h3]Vocations[/h3][list] [*]Changed bonuses/maluses to the basic stats of the majority of Vocations;[/*] [*]Added NPCs in cities that give T4-T6 Vocation stages for a symbolic fee;[/*] [*]T2 Vocation quests can now be completed both at T2 guides and at T3 Vocation teachers.[/*] [*]Changed the Crossbow CD ability;[/*] [/list][h3]Castles[/h3][list] [*]Error related to filling castles with low-level elixirs that caused the next red phase to last just for several minutes of real time;[/*] [*]Issues with re-saving several tokens to T2 castles;[/*] [*]Issues with capturing/filling castles Brabat and Annudar;[/*] [*]Increased the slider area for setting up castle taxes;[/*] [/list][h3]Magic[/h3][list] [*]decreased mana requirements for all damage powders;[/*] [*]increased mana requirements for Druid’s healing powders;[/*] [*]increased cooldowns of dispels for levels 5-9;[/*] [/list][h3]Shop[/h3][list] [*]Added discounts:[/*][list] [*]All newly added items will have discounts lasting for 1-2 weeks;[/*] [/list] [*]Added:[/*][list] [*]character slots (the more slots you buy, the more expensive they become; DLCs are not taken into account);[/*] [*]new real estate;[/*] [*]castle elixirs;[/*] [*]carry capacity buff powders (1 hour long technical buff that gives +150/300/500 kg of additional carry capacity);[/*] [/list] [/list][h3]Changes[/h3][list] [*]Boundaries and effects of exceeding the required number of craft actual points;[/*] [/list][h3]Fixes[/h3][list] [*]3rd person crosshair;[/*] [*]Graveyards in Gwaelot;[/*] [*]Refining mammoth pelts;[/*] [*]Errors in powder recipes;[/*] [*]Errors in the quest line of one of the aggro abilities;[/*] [*]Invisible weapons after the Invisibility effect has worn off;[/*] [*]Error in Hunter quest in Dyrivoy;[/*] [*]Gwasgar swamp: fixed mob spawn points and conflicting vegetation;[/*] [*]Skins can now be applied to items up to level 9;[/*] [*]Errors in the localizations of Vocation names in several widgets;[/*] [/list][h3]Technical[/h3][list] [*]Black screen error — increased the number of connection attempts by 5 times;[/*] [*]Connection errors now returns you to the main menu;[/*] [*]Errors in getting acces to DLCs for connected platforms;[/*] [/list][h3]Optimization[/h3][list] [*]Initial loading (stage 1);[/*] [*]Performance loss with working with the inventory (quick tooltip invocation for various items);[/*] [/list][h3]Nearest plan[/h3][list] [*]Mechanics:[/*][list] [*]castle runes and information about castles on the map;[/*] [*]currency market;[/*] [/list] [*]Changes:[/*][list] [*]new damage formula;[/*] [/list] [*]New items:[/*][list] [*]powders R2;[/*] [*]new healing powders;[/*] [/list] [*]New abilities:[/*][list] [*]we’ll stop stalling and add new abilities and fix a number of old abilities;[/*] [/list] [*]Locations:[/*][list] [*]new location with new mobs within Dwarrhan;[/*] [*]Fazira — adding tax zones and changing the spawn rates of frozen AIs to randomize and increase the difficulty of farming;[/*] [/list] [*]Refactoring:[/*][list] [*]skins: fixing errors and simplifying UX, including issuing the rewards for first 60 level characters;[/*] [*]party XP and transferring experience between attributes;[/*] [/list] [/list]
Best regards,
Atlant Games Team