Comment: Hector was just uploaded to the testserver!
The upload to the live version is scheduled for June 7th. Go test it and give feedback and report bugs via #bug. I already reported about 5, you?
It is super massive and the patchnotes reveal many more details than we could touch on in our previous post. If you want a shorter overview about Hector read our other post first. If you care about the juciy numbers, read on below!
Corrections, comments and things I didnt touch upon: firstname.lastname@example.org ; Discord or on the forums.
(this post is currently a WIP and I will likely add more comments during the week once I get to play with it more and talked to some people)
Hector Update / Version 1.0.321 / REV 86230 / 24 May 2017
New Features and Major Changes
The Black Market
The Black Market is now open in Caerleon!
- Your new rotund friend is waiting for you west of the main square
- Buys gear, sells it on to shady characters
- The merchant will put up buy orders for equipment he wants
- You can also make sell orders and wait for his prices to match
- Items bought by the merchant mysteriously find their way into the hands of mobs in the world, which will then occasionally drop them as loot
- Quality and enchantment level will remain intact throughout the process
- Pricing auto-balances itself
- Every time a mob wants to drop an item, it checks the black market storage for that item, and if there aren’t any in storage, it increments the buy order for that item by an amount based on item value, so prices for items will rise until they’re high enough to be worth selling to. Also, a certain percentage of items are mysteriously lost along the way, so there’s an inbuilt destructive element in the cycle to keep the economy flowing nicely
Comment: The BM feature was announced and discussed in great length on the fourms. Now we can see it in action. The interface to sell items to him looks like the AH interface. The prices for items were way to low to be worth selling anything to him, but those price values will be off anyways because the test-server has no regular dieing mobs. We have to wait until the BM hits the live server to be able to judge its prices and efficieny. I love the look of the massive guards next to the fat guy that has nicely designed animations as well imo.
- Harbors and Black Cities are gone
- Harbor clusters are now normal clusters
- The three cities in the black zone – Fort Thursair, Farewich, and Sheerbrough – have been removed
- Islands in the three cities, and all market orders in both cities and harbors, will be moved to Caerleon. Any items left in banks in these cities or in harbors will be lost, as will any buildings left standing.
- The Caerleon Realmgate has now opened!
- This glowing gateway in Caerleon (in the middle of the Royal Continent) will allow you to travel to one of numerous realmgates in the Outlands
- Outlands gates all connect exclusively to the Caerleon gate
- You can’t use a realmgate on a different continent (Anglia, Cumbria and Mercia) for 60 minutes after travelling
- You can’t travel to a different realmgate on the same continent for ten minutes after travelling
- Outlands regions in Anglia and Cumbria now spawn the same number of resources as the equivalent region in Mercia
- The better outlands regions now have increased chances of having enchanted resources (Cumbria having twice the normal chance of enchantment, and Mercia having four times)
- Tier 7 resources now have more spawn locations, but spawn with 23 units
- Tier 8 resources now spawn differently (see Territory changes below), and spawn with 27 units
- Red zones now have substantially better loot chances than safe zones, and outlands now have substantially better loot chances than red zones
Comment: Not a lot of further information compared to the patch announcement tuesday. But now we know how to call the portal in Caerleon: its a ‘Realmgate’ … not a ‘Dark Portal’ .. heh. Maybe the only thing to highlight here is the 1 hour lockout instead of the 2 hour lockout mentioned in the dev recap video last week.
- Improved watchtowers
- Watchtower territories are now the sole source of T8 resources
- All resources in watchtower territories now respawn at the beginning of their prime time
- The resources are guarded by NPC guards, but can be raided by other players
- Declaring fights
- All GvG fights now need to be declared 22h in advance
Comment: As announced.
Declaring GvG fights 22h in advance is important for guilds to take note of!
World PvE Improvements
- Mob camps and dungeons
- Many new medium-sized mob camps have been added, which replace around half of existing solo dungeon entrances
- New large mob camps have been added, and their regions reworked to make them more visually significant
- All the old large camps have been retired
- New, huge dungeons can be found beneath large camps, some of which have multiple layers; these replace (and substantially improve upon) all existing non-raid group dungeons
See here for more information!
- New layout
- Hellgate areas have been rebuilt from scratch
- The map now forms a pentagram, allowing groups to rotate around them as they see fit – this should be much better from a PvP perspective
- You can enter at any one of five points
- Mob revisions
- Mobs are now set up to be much easier to disengage from
- Consistent DPS reduced to make it less crippling to be ambushed while fighting them
- There are now five minibosses
- You need to kill all five to trigger the main boss
- Helping to kill a miniboss gives a short 5% buff to damage and resistances
- Exit timer
- You can’t leave any hell until you’ve been there for at least four minutes (or until you die)
- Infernal Hellgate
- This is the new name for the Hellgate found in red and black zones, which still exists, but with all the changes outlined above
- Ignited Hellgate
- Ignited Hellgate is a new Hellgate, found in yellow zones
- When you lose all your health inside this gate, you’re knocked down and ejected from hell
- The hostile counter is enabled
- Item power is soft-capped to keep them competitive
- Fame and loot are scaled appropriately for its reduced danger level
- Ashen Hellgate
- Ashen Hellgate is a new Hellgate, found in green zones
- Similar to the Ignited Hell, with the following changes:
- It’s limited to two players only
- The boss is replaced with a lootable chest
- Mobs are appropriately balanced for the player numbers
- Fame and loot again scaled for danger level
Comment: The 5% buff value was unkown prior to now and the 5 min lock to the HG is important to register. Ashen HG’s have no final boss. Why not? Because once new players actually do a 5-player version they expect a chest and get a ‘oh shit’ moment once there is a boss instead of a chest? Probably not and its just to shorten the duration of the thing, but oh well – a thought.
Undead, Keepers and Morganas now all have two faction mounts: a regular one, and an epic one which has activated ability. Note that the Undead Bonehorse already exists and is therefore not listed here.
- New Tier 8 Undead epic mount: Spectral Bonehorse
- One of the new epic faction mounts, the Spectral Bonehorse is a prestige mount with an active ability, allowing you to briefly turn invisible
- To craft, needs a regular Bonehorse and a special item that drops from the weekly Undead raid boss
- New Tier 5 Keeper mount: Swiftclaw
- The Swiftclaw occupies a similar role to the Direwolf, but losing a bit of speed in exchange for more protection
- Swiftclaw Cubs will drop from Keeper bosses
- New Tier 8 Keeper epic mount: Rageclaw
- Another of the new epic faction mounts, the Rageclaw is a prestige mount with an active ability, allowing you to sprint even faster for a short period
- To craft, needs a Swiftclaw and a special item that drops from the weekly Keeper raid boss
- New Tier 5 Morgana mount: Warhorse
- The Warhorse is an improved version of the Armored Horse
- To craft, needs an Armored Horse and a special saddle that drops from Morgana bosses
- New Tier 8 Morgana epic mount: Nightmare
- The third of the new epic faction mounts, the Nightmare is a prestige mount with an active ability, allowing you to leave a trail of burning fire behind you for a short time, damaging any enemies who touch it
- To craft, needs a Warhorse and a special item that drops from the weekly Morgana raid boss
- New Tier 8 mount: Transport Mammoth
- Transport Mammoths are the ultimate Guild-level transport: it carries huge amounts of cargo, and while it’s slow enough that it probably needs a sizeable escort through dangerous territory, it’s also tough enough to withstand some punishment while you fight the enemy off
- Mammoth calves are a rare drop from mammoths
- New Tier 4 mount: Giant Stag
- The Giant Stag is a fun alternative to the regular Horse, with some small stats differentiation
- Fawns drop rarely from Giant Stags
- Similar to a Direwolf
- New Tier 2 mount: Mule
- Given as a reward for completing the tutorial
- The perfect starter mount!
Comment: Skills announced! Invis, Sprint & Flametrail. Standard MMO skills, but cool nonetheless I guess. I’m loooking forward to seeing how rare they turn out to be, especially since they seem to require the T5 version of the faction mount to make the T8 faction mount (T8 morgana horse paragraph is unclear in that regard, but since the other 2 T8 faction mounts require the lower tier faction mount its safe to assume anyhow).
- Once you get into the first town, you will find friendly Royal agents around to help you find your feet
- Finish all their tasks, and they’ll reward you with the new Mule mount and a Novice’s Cape
Comment: I played through the tutorial just now and it continues the initial questline (of picking up 3 rough logs and so on) after you make your T1 sword and equip it. Then it sends you to the starter town where you are asked to get more T1 tools, harvest T2 materials, refine them to make your T2 weapon and a set of T2 armor. It ends with sending you to kill heretics to gather 150 silver and using that silver to buy a mount token from the AH. I played the tutorial shortly after the patch went up on the testserver and the mount tokens weren’t seeded on the testserver yet, so I couldnt continue after this, but I assume this concludes the tutorial. I really liked the longer and improved tutorial as it puts you in a much better spot gear wise than the old one did. Props.
Here is what the mount might look like:
- All base weapon types now exist at Journeyman (T3) level
- Added in this release: hammer, crossbow, quarterstaff, dagger, cursed staff, frost staff
- This also eliminates the remaining weirdness with the Adept nodes for those weapons
- All potion have been revisited and reworked.
- Potion Cooldown has been reduced to two minutes, and in some cases even lower.
- Healing Potions:
- Heals a portion of the max heals over the course of 15s (Duration is the same on every tier)
- Energy Potions:
- Instantly restores a percentage of the max energy
- Resistance Potions:
- Increases Resistances and Crowd Control Resistance for 6s.
- Revive Flasks are now Gigantify Potions:
- Increases Max Health and Max Load for 15s
- Chilling Flasks are now Sticky Potions:
- Can be thrown at a ground target, to create an area which slows and reduces damage of enemies.
- Recovery Potions are now Poison Potions:
- Can be thrown at enemies to poison them, dealing true damage over time and reducing armor.
- Cleansing Potions are now Invisibility Potions:
- The caster turns invisible after consumption.
Comment: Potion details! They hadnt been detailed in the initial announcement, but they really have re-done a lot of them. No more revive flasks! (Since you can get up anyway?) Healing potion description is unclear sadly. Will have to try out in-game and report back.
- Health bars have been given a visual makeover.
- An energy bar is also now shown beneath health bars.
Comment: Omg. Finally!
- Load screens are now approx. 700% more sumptuous.
Comment: If you checked out their facebook site they posted some of the artwork for the new loading screens there a while ago.
- The Destiny Board UI has been brought up to date, and is now much easier to read.
- The Destiny Board tracker widget is substantially improved:
- You can change its size!
- You can show percentages!
- You can untrack individual nodes!
- You can switch to an “icons only” view!
- Destiny Board completion notifications have been updated to be sleeker and more modest (and therefore use up less of the screen).
- World map has been smoothed and polished.
- The territory UI has been overhauled, as has the UI for scheduling attacks.
- The GvG UI has been overhauled too (and you can now kick players from GvG again).
- Multiplayer expeditions will now tell you what role other players signed up for (so you can kick your “healer” who’s using dual daggers).
- You can now adjust the quality of footsteps in the options menu.
- Hovering over resources in the world now displays a tooltip telling you what type of resource it is (can be disabled).
- The cluster map now has a compass border again!
- The Keeper leadership – including the Earthmother – once again walks the world, and can be found in Inis Mon.
Comment: “Earthmother. In a yellow zone? Ruined!” (I’m quoting a friend here.)
–edit: appareantly Inis Mon it is supposed to be a unrestricted PvP yellow zone (knowckdowns.. meh), but they forgot to include that on the testserver. —
But at least we get massive boobs?
- Inis Mon replaces the old Caerfyddin area.
- Added a proper “buildings” button to the HUD.
- The travel planner UI has been improved.
- The portrait selection UI has been improved (as you can tell, the UI team has been busy).
- Silver drops should now consistently appear 0.5s after a mob dies (previously they were being blocked by death animations).
- Armors have had a visual rework, improving quality and making them more readable.
- Using a ground-target spell no longer interferes with auto-attacking.
- When force-moving (default RMB in Classic controls), instant spells will now generally not interrupt the movement.
- You can now use arrow keys to scroll between regions when searching in the world map.
- Login screen now gives you feedback that it’s doing something when you log in.
- Added missing armor and weapon sounds.
- Added missing sounds for various buffs and debuffs.
- Added missing sounds for various mobs.
- Added reward jingles for Destiny Board notifications.
- Added sounds for certain player actions (eg buy, sell, repair).
- Added sounds when selecting major buildings.
Comment: Ohhh so much good stuff in here. I love the new loading screens, they really are 700% more awesome and it makes the game feel a lot more complete in a way. Weird how these things can make a difference. Most of the other stuff is nice details on the UI improvements and francly downright expected improvements to a 2017 MMO UI.
I won’t comment on the combat balance today as we have to take a much closer look. But we see a few new spells and an across the board increase in CC removal cooldowns. This change specifically may have been influenced by direct community feedback!
Here is a screenshot of T2 armor. Mostly plate got some improvements as far as I could see.
Combat Balance Changes
- The balance changes on this server are not final and may change before the update hits the live game!
- New ability: Energy Bolt on Q Slot
- New ability: Energy Beam on W Slot
- Magic Sphere:
- Ability reworked: It can now be cast on allies or self, increasing magic resist for allies in the area. Enemies in the area will lose energy and are also revealed from invisibility.
- Arcane Orb:
- Motivating Cleanse:
- Passive: Magic Force:
- Abilities needed to activate: 6 -> 5
- Demon Arrow:
- Hit Delay: 0s -> 0.2s
- Reduced projectile speed
- Passive: Slow Poison:
- Slow Strength vs Mobs: 25% -> 40%
- Additionally breaks shields buffs of targeted enemies
- New ability: Power Geyser on W Slot
- Slowing Charge:
- Can now be cast on enemies and allies
- Now also slows all enemies during the dash animation
- Cast Range: 9m -> 12m
- Slow Strength: 42% -> 50%
- Energy Cost reduced by 41%
- Slow Radius: 5m -> 4m
- Ground Breaker:
- Energy Cost reduced by 16%
- Earth Shatter:
- Energy Cost reduced by 17%
- Energy Cost reduced by 14%
- Bash Knee:
- Energy Cost reduced by 40%
- Life Touch Staff:
- Is now a one-handed weapon
- Holy Touch:
- Can now be applied to the caster
- Passive: Magic Force:
- Abilities needed to activate: 6 -> 5
- Battle Howl:
- Silence Duration reduced by 17%
- New ability: Seperator on E Slot of the Quarterstaff
- Forceful Swing is now available on W slot of all Quarterstaff-line items
- Concussive Blow:
- Energy Cost reduced by 40%
- Energy Cost reduced by 29%
- Charged Blade is now called Inner Focus:
- Reworked the ability: It is now a 2s self channel where each tick increases damage, cc duration and move speed.
- If the enemy had a move speed buff active on hit, the caster will now get an additional move speed increase
- Lunging Strike:
- Energy Cost reduced by 33%
- Spirit Spear:
- Energy Cost reduced by 25%
- Spinning Blades:
- This ability is now a ground target jump attack, which deals AoE damage on landing
- Mighty Swing:
- Speed Caster:
- Energy Cost Reduction Buff: 20% -> 40%
- Duration: 10s -> 8s
- Heal increased by 33%
- Energy Drain:
- Now also restores energy of each ally in effect range
- Perpetual Energy:
- Increases the resistances of the caster now, instead of reducing it.
- Reflected Damage: 105% -> 100%
- Damage Type: Physical -> Magical
- Shield Charge:
- Radius: 5m -> 4m
- Duration: 4s -> 3s
- Move Speed Increase per second: 10% -> 20%
- Max Move Speed Stacks: 10 -> 5
- Now also increases Crowd Control Duration
- All Shields:
- Resistances reduced by 20%
- Now also increases Cooldown Reduction (50% of the reduction strength of the horn)
- Attack Speed Bonus reduced by 25%
- Base Move Speed increase: 10% -> 20%
Comment: Faster Ox speed! Tackling one of the turn-offs of the game? Walking.
- Essences are no longer needed for refining!
- Essences are now only dropped by special mobs at altar locations.
Comment: Okay, uh. But what are they for now?
— (edit: you can still transmute them in town to make runes at 20:1 , but that’s it I believe?) —
- You can no longer harvest resources while participating in GvG fights.
- Focus numbers are now all 10x larger: you get 10x more per day, and as a baseline everything costs 10x more than it used to. (Focus stockpiles should also be multiplied by 10x.)
Comment: Anyone have some insight why they did this? Bigger numbers look cooler in games? Or to accomodate for the new focus balance below?
- On top of the above change, focus costs now vary by item, depending on their tier and how many resources they use.
- The chat font is now bigger.
- Options to auto-deny duel requests and Guild invites are now found in the Social setting rather than the HUD settings.
- Beginner’s items have been buffed to be somewhat stronger.
- T2, T3 and T4 hide mobs are now slightly faster to skin (reduced by 50%/25%/10%) to somewhat balance out the time penalty involved in killing the mob.
- Corrected build requirements for Legendary player houses.
Comment: No more wood needed like in Alpha for all buildings.
- Reduced the item power soft cap in the Yellow zone from 900 to 800 item power, and in the Green zone from 900 to 700. The scaling factor is also somewhat stronger than it used to be.
- Laborer balance overhaul:
- “Fame to progress” recalculated – it should now take ~50 journals to get a laborer to T8. (Note that, to get the laborer to a useful level of happiness, you need the appropriate tier of house and furniture too, which will take somewhat longer to afford for most players. Also note that there is never a disadvantage to levelling up your laborer!)
- Journal rewards recalculated to match current balance: they should now give ~20% of the value of what they need to fill. Generally this means Fame targets go up and rewards go down, compared to the previous balance.
- Mercenary journals have had their Fame targets reduced, and their silver rewards rebalanced.
- Work time is now 22h.
- Trophy journals now take ~3x as long as an equivalent non-trophy journal.
Comment: Yet another laborer nerf. I suppose ‘free’ additional 20% resources if you remember to take a journal out into the world is alright anyway? And if you wear gathering gear the additional procs give fame and fill the book faster too.
- Fame rewards for Brittle Skeletons, Frail Skeletons and Ghouls have been reduced by 30-70%.
- Destiny Board specializations for combat, crafting and farming have had their Fame targets doubled.
- Destiny Board specializations for gathering and refining have their Fame requirements per mastery level increased by between 1.01x and 2x (scaling linearly from ML0 to ML100).
- All Destiny Board crafting nodes in the farm tree have their Fame requirements per mastery level doubled (multiplies with the above, where applicable).
- Destiny Board adventurer nodes have had their Fame requirements rebalanced.
Comment: More fame required to specialize into things. Are they finally confident with how long they want things to take to be unlocked in a live setting of the game?
- Destiny Board trainee fighter node now unlocks automatically when you reach the center node.
- Destiny Board journeyman weapon nodes no longer have two stages, and the spell they formerly unlocked is now unlocked from the start.
- Spell unlocks on the Destiny Board have been repositioned so they unlock earlier.
Comment: Simplifications for noobs is good. :F
- Region names have been reviewed and, where necessary, streamlined to aid readability and pronounceability. (For example, many Hs were removed from mountain region names, because Celtic is not most players’ first language.)
Comment: Wat. Lol!
- Material costs of armored horses and oxen increased by 50%.
Comment: Not happy with their AH prices? If anyone wants to venture a guess to why they did that PM me.
- Mobs will only aggress players by proximity if they’re not in combat: once they start fighting, they will only aggress players who do something aggressive until they die or reset.
- “Aggressive things” (for the purposes of mob aggression) now includes all aggressive spells on mobs and all beneficial spells on mobs’ targets.
Comment: A fix to pulling single mobs out of packs by leashing the rest? Or am I missing something here? If so, this is pretty big for PvE!
- Giving a shield to a mob’s target will now cause aggression proportional to the shield’s strength, bringing it in line with healing.
Comment: Another big potential big change to PvE ! No more non-aggro shielding (or pre-engange shielding :O ).
- Critter/hide mob skeletons will now stick around for twice the mob’s average respawn time, decreasing “skeleton piles” and making it easier to see where higher-tier mobs spawn.
- Veteran and Elite Morgana Knights have had their mechanics adjusted to be more interesting.
- Added some additional Guild logos.
Comment: Say My Name and Tridra right? Or am I missing someone?
- Lowered territory yield buff to 50%, to compensate for the increased amount of resources now found in watchtower territories.
- Fixed an issue where disconnecting and reconnecting while queued for an expedition did not re-enable the queueing UI.
- Fixed an issue where keybindings for developer macros were showing up in the options menu.
- Fixed an issue where Elder’s Legendary House could not be constructed.
- Fixed an issue where some artifacts were not getting crafting bonuses from the Destiny Board.
- Fixed the expedition minimap marker being far too big.
- Fixed an issue with faction capes being incorrectly listed in crafting nodes on the Destiny Board (because you can’t craft them).
- Fixed an issue where you could get “free repairs” by enchanting a damaged item: enchanting an item now requires it to be undamaged.
- Fixed an issue where you couldn’t cancel alliance invitations.
- Fixed an issue with quantity sliders getting stuck after using the “-” button.
- Fixed an issue with people falling off bridges.
- Fixed an issue where market warnings were confusing “above average” and “below average”.
- Fixed an issue where territory guards were respawning too fast: they now take around twenty minutes to return
- Fixed an issue with game clock and chat timestamps being out of sync.
- Fixed some issues with the quantity slider in the crafting UI.
- Fixed an edge case where blue players could manipulate unrestricted PvP zones to attack other blue players when they shouldn’t be able to.
- Fixed player footsteps sounds for all weapons types.
- Fixed a number of issues with mob spell audio.
- Fixed some issues with audio effects on projectiles.
- Fixed mount footstep sounds and mount interaction sounds.
- Fixed sound volumes in many places.
— END —
Alright guys! That’s it for todays patchnotes comment blog post.
Please let me know if you have any further comments or corrections and I will add them to the post!
have a nice day :)