Patch Notes 1.88.00.00 - Haven - Discussion

Thread starter #1
Added:

  • Added a new starting Island called Haven, here you can start out your and progress your new characters in a more safe environment.
    Haven is the only starting point if it’s your first character.

  • Added a new recruit system for guilds.
    Guilds can now opt in to the haven recruit system from their guild stone.
    Here the guild can add a short description of their guild and decide to be shown on the Haven guild recruitment UI.

    Guilds that toggle auto join to ON will be listed in the recruit UI with a Join button. Players on Haven may click this button to instantly join the guild no questions asked.

    If auto join is off the Haven players will instead be able to contact members of the guild with the contact button. This will send a whisper to the highest ranking online member from the player who requested the contact. Both players may then whisper each other for 5 min.

  • Added a Guild Recruit NPC in Haven that new players can interact with to get in contact with guilds.
  • Added a Mentor NPC in Haven that new players can interact with to get directions and tips about the game.
  • Added a free re-roll token that will be given to players when they leave Haven. (Character bound that can not be traded.)
  • Added support for minion spawning traps on chests.
  • Added training dummies to all Sarducaa cities.
  • Added training dummies to Kranesh and Gaul Kor.
  • Added a no build zone at the Demon Portal.
  • Added a no build zone at Cave Camp.
  • Added a no build zone at the Kimuru Cave.
  • Added a new type of way point to guide new players.

Changes:

  • Tindrem has gotten a graphical update!
  • The Great Library in Tindrem is now open, and the Tindrem Librarians have moved inside.
  • All Gates into Tindrem are now open, three more ways that you can now use to leave and enter Tindrem through.
  • Removed the Fledgling timer, you can now stay Yellow for as long as you want while on Haven.
    But once leaving the Island the Yellow flag will be removed.
  • Help chat timer does not tick on Haven, once you leave it will tick as normal giving you 20H of help chat after leaving Haven.
  • Fledglings leaving guilds will now leave in 60 sec instead of 60 min.
  • Graves and Treasure spots that requires a shovel will now tell you so when trying to pick them up.
  • Fledglings can now be pushed.
  • Lifted the item handling restrictions for fledglings.
  • Turning on shadows now turn on foliage shadows too.
  • Fledgling loot can now only be looted by the owner. (Yellow flagged)
  • Gate Keepers are now static, and can no longer be lured away.
  • Lowered the Thunder egg damage bonus effect when used in Ritual summoned pets, this will affect both old and new pets.
  • Increased the re-spawn timers in risar dungeon to avoid getting risars spawned on players as much.
  • Increased the stamina cost on spear heads to better match dagger heads.
  • Lowered the Pet Point cost on Springboks, Pigs and Bush Pigs to give more low skill tameable creatures.
  • Aggressive Pets that gets abandoned will no longer be aggressive and attack players.
  • Gathering, Woodcutting and Mining is now faster to skill up.
  • Mental Offense is now a learn by doing skill.
  • Fireball skill level lowered to 10-25 to make it more usable for new mages.
  • Nitre and Sulfur are now available on the reagent vendor to make it easier for new mages to get going.
  • Some of the Kimuru attacks have been re-balanced.
  • Lowered the maximum weight of weapons that mounted fighters can use without receiving
    Stamina and damage penalties. (Player Strength / 30)
  • All NPC tutors will now increase the skills they teach to 25.

  • Skills and lores will now affect crafted items durability 0-80%
    (This means for example that an item that can be crafted with a max durability of (100/100) with full skills and lores, will have its max durability at 20% of that (20/20) at 0 skills and lores.).

  • Weapon damage values are now only 0-20% affected by skills and lores when crafting.
    (This means that a weapon crafted with 0 skill does 80% the damage compared to a 100 skill and lore crafted weapon that does 100%.)
    Crafting skills and lores still affects material cost and weak spot chance as before.

  • Armor mitigation values are now only 0-20% affected by skills and lores when crafting.
    (This means that an armor crafted with 0 skill have 80% max mitigation compared to a 100 skill and lore crafted armor that will have 100% of the max mitigation.)

  • Armor weight is no longer affected by skills and lores when crafted.
    (This means that an armor piece crafted with 0 skills weight the same as the same piece crafted with 100 skills and lores.)

  • Shield mitigation values are now only 0-20% affected by skills and lores when crafting.
    (This means that a shield crafted with 0 skill have 80% max mitigation compared to a 100 skill and lore crafted shield that will have 100% of the max mitigation.)

  • Shield weight is no longer affected by skills and lores when crafted.
    (This means that a shield crafted with 0 skills weight the same as the same shield crafted with 100 skills and lores.)

  • Bow damage values are now only 0-20% affected by skills and lores when crafted.
    (This means that a bow crafted with 0 skill does 80% the damage compared to a 100 skill and lore crafted Bow that does 100%.)


Fixes:

  • Fixed some typos.
  • Fixed some missing collision on rocks above the Tindrem maze.
  • Fixed some floating objects around the world.
  • Fixed an aggro issue on the initial Sarducaa Fighting Pit Boss.
 
Thread starter #2
I like it, seems like a fabulous step in the right direction. After a few days of monitoring and touching up I hope you can do a second steam release.

Also @Herius steam is not updating??
EDIT: now it is
 
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Hmm, only a couple of these are my fault. Thought there would be more.
Cant wait to see the island.
 

Casso

New Member
honestly happy with these changes, they've added lots of good things to the new player experience
 
It's a great patch for new players. I especially like the crafting changes.

However, I hoped also for some changes for VETs. However, there were only the following 2:
- Spear nerf
- MC nerf.
- Ritual pet nerf (edited: missed that one)

I was hoping for some TC changes so I'm kind of dissapointed.

"Gate Keepers are now static, and can no longer be lured away. "
That kind of sucks. We frequently used earthquakes to lure bugged, inaccessible gatekeepers out of walls, trees, and other stuff.
 
Thread starter #6
It's a great patch for new players. I especially like the crafting changes.

However, I hoped also for some changes for VETs. However, there were only the following 2:
- Spear nerf
- MC nerf.
- Ritual pet nerf (edited: missed that one)

I was hoping for some TC changes so I'm kind of dissapointed.

"Gate Keepers are now static, and can no longer be lured away. "
That kind of sucks. We frequently used earthquakes to lure bugged, inaccessible gatekeepers out of walls, trees, and other stuff.
IMO, MC should have no bonuses to damage. They should just have no damage reduction. So, you do full foot damage from mount back if you are leveled, and less when you are not. Mounted charge could influence KD effciency.


Mounted would still be the safe, fast, strong builds that they are bc they have the mount and extra HP pool to keep them safe, without the continuous loop of broken damages.
 
IMO, MC should have no bonuses to damage. They should just have no damage reduction. So, you do full foot damage from mount back if you are leveled, and less when you are not. Mounted charge could influence KD effciency.


Mounted would still be the safe, fast, strong builds that they are bc they have the mount and extra HP pool to keep them safe, without the continuous loop of broken damages.
I think you missed the point. The main issue is that MCs use weapons that require so much stamina, that no foot fighter would use them ever, because MCs don't need stamina to move. Therefore their damage output is higher, even when they would do 100% the same damage as a foot fighter.
 

Speznat

Senior Member
Good update for new players now the game is more new player friendly thats good.
 
Nice update. If pop goes up I'll prob play. Super happy to see spear, mc, and animal mag nerfs.

The crafting changes are also amazing. Helps nubs and f2p alt's that couldn't craft at all before that can now make relatively ok stuff.

Maybe make some other skills less extreme at 0? Ya it could reduce subs but more pop will also = more subs. Many of us wont sub because pop is too low.
 
Hmmm is Haven supposed to be a starting choice when creating a new character ? Can’t seem to select it , just the same starting towns are in the list .
 

Xunila

Cronite Supporter

a.out

Senior Member
Weapon damage values are now only 0-20% affected by skills and lores when crafting.
(This means that a weapon crafted with 0 skill does 80% the damage compared to a 100 skill and lore crafted weapon that does 100%.)
Crafting skills and lores still affects material cost and weak spot chance as before.
Should this not have diminishing returns instead of being linear ? Hmm... (edit) probably not...

Overall I like where this is heading, though.
 

Strilan

Exalted Member
Honestly the lores when crafted thing should've been a thing a very... very... very long time ago...
 
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