Pre-Alpha Test Dev Branch Release Notes [Mar 17]
The following represents most changes in this build. Some minor changes may be unaccounted for.
Major Features
- Several major features have been introduced including:
- Pagan (3rd) Faction
- Multiple Win Conditions
- Temples
- Trade Economy (including new resources and materials)
- Mace
- Burning Oil
- Avatar System
- Grain Mill
- Read the latest Devblog for details on these major features
Features
- Players travelling to the Underworld now leave behind a reservation in the overworld for 30 minutes, allowing them to return without being queued
- Barrels of items can now be sold directly at the Marketplace
- When building a structure, a new dedicated widget is displayed that shows both required and submitted materials
- Additional players can now sit at the back of Carts
- New modular Homestead pieces have been added to account for ceiling areas that previously couldn't be covered
- Passenger seats have been added to carts
Game Balance
- Shields no longer require Rosin but requires Cured Leather instead
- Stone Brick production time reduced from 45 to 15 seconds
- Large Camp Hemp cost reduced from 30 to 25
- Caravan Animal Fat cost reduced from 10 to 3, but now requires 3 Nails
- Advanced Workbench Stone Fragment cost increased from 3 to 10
- Well now requires 4x Stone Fragments
- Well (Tier 2) now requires 1x Mortar
- Elite Boars are no longer in the game
- Deer drops Sinew (now that Elite boars are removed)
- Chickens are less rare in the wild
- Ravens can randomly drop up to 3 feathers
- Javelin now costs Wood Planks instead of Dead Wood Planks
- Javelin production output increased from 3 to 5
- Longbow indirect fire is now 33% more accurate
- Oil Flasks deal 25% less damage than before
- Catapult range increased by ~50% and accuracy increased by ~25%
- Workbenches and Town Workshop output slot stack limit decreased to 10 (so it doesn't obsolete stockpiles)
- Weapon Stockpiles and Armour Racks no longer accept partial durability items
- Vehicles (including Battering Rams) are no longer harmed by most melee weapons
- Combat Axes now deal Cleaving damage type:
- Damages vehicles like Battering Rams
- Deals very heavy damage to enemy worn Armour and Shields
- Silver drop distribution is now more random and is balanced to prevent inflation
Changes
- Homesteads are limited to a maximum of 12 connected foundation tiles to discourage players from making "meta" builds that are not in line with the game's visual theming
- New Corridor and Bridge have been added to allow players to instead connect multiple Homestead buildings together
- Homestead areas are now square and those built in Town areas snap to the building grid of the Town
- Structures that must be built in interiors will now decay if they are no longer enclosed (i.e. if covering roofs or walls are subsequently removed)
- General server performance improvements
- Torch brightness has been tweaked
- Updated several old structure icons
- Hand Cart have had their models updated to more polished standards
- Small boat model has had a minor update
Bug fixes
- Holding down the ALT key to interact with structures works unreliably
- Fire VFX are not rendered on some structures
- Players can turn instantly during combat (this unintentionally regressed in a prior build)
- It's not possible to fulfill raw meat and fish orders at the Marketplace
- Items can't be retrieved from a Marketplace order which exceeds 270 items
- Can't retrieve items from a Marketplace order by vehicle if they exceed vehicle's carry capacity
- Sign Posts can be used to block enemy players from building
- Homestead Keystone family colours at the side don't update (these have been removed)
- All Fish types have the same output counts when cooked at an Oven (they should vary instead)
- Cabbages stored in a Pantry visually move with the wind
- Ingredients don't stack on the Oven and Hearth
- Homestead Spawn Widget is clickable while on Spawn Timer
- Some items are rotated incorrectly in Resource Stockpiles
- Players can privately store public items through claiming a Family Hall
- Player Character's orientation not resetting when leaving a boat
- Foundation Gates play blood VFX when hit with Arrows
- Some Underworld environment models lack collisions
- Structures are floating or below the ground when building in some parts of the Underworld
- Some environment rock collisions are still present even after the rock has been removed
- It's difficult to interact with a Smashing Plate which is beneath a Stamp Mill
- Leather and Bowstring could not be sold at the marketplace
- Push action should impacts mounted players
- Bears can flicker between posturing and idle animations abruptly
- Players can sprint while pushing on a Catapult
- Caves are spawning inside Homestead/Town areas
Pre-Alpha Test Dev Branch Release Notes [Mar 17] - Phase 2
Below are the changes made since the first dev branch rollout
- Fixed a bug that causes some player state to not save when border travelling or logging out and back in
- Fixed several Avatar related bugs
- Fixed Burning Oil requirements so Rosin is required
- Fixed Homestead building so Homesteads built outside of the Town Area can't overlap with the town area
- Fixed Camp area ground visuals so it matches actual size of Camp area
- Soldier Avatar veterancy levels now have reduced stamina drain when sprinting, allowing players to sprint further
- When submitting an non-Apprentice avatar, it will automatically swap to and consume an existing Apprentice avatar if it exists in the inventory
- When returning home as reinforcements, if the player is an Apprentice, it's avatar will no longer be refunded back into the Keep/Camp's inventory (as it does for Soldiers)
- Apprentice Avatars will decay very quickly, to further mitigate exploits like spawning in the wild/suicide cycles
- Homesteads are pre-stocked with 20x Apprentice Avatars
- Apprentice Avatars can no longer be transferred out of inventories
- In deployment dialog, change wild spawn option icon and description have been changed
- Avatars are removed from a Keep when it is captured by the enemy
- Carts, Hand Carts, and Caravan health significantly reduced now that only a few weapons can damage them
Pre-Alpha Test Dev Branch Release Notes [Mar 17] - Phase 3
Below are the changes made since the last dev branch rollout
- Fixed bug that allows players to progress their Avatar even on melee attacks where damage is completely mitigated
- Fixed tutorial to mention Avatars for the deployment step rather than Food
- Fixed bug that causes Victory Screen music to bug out when opening and closing the map
- Fixed desync between Burning Oil throwing animation and the actual projectile being thrown
- Fixed rotation of Corner-Out Roof Homestead module
- Fixed server crash
- Fixed visual issue on Lead and Mace models
- Fixed Avatar item durability so it doesn't reset when swapping to an Avatar in an inventory and back
- Fixed bug with building Ladders
- Fixed visuals with Tier 2 Corridor model so its not floating
- Tier 1 Homestead Keystones no longer leave a collapsed structure and decay very quickly
- Players can no longer access inventories of vehicles that has an enemy driver
- Build and Repair action restrictions are now based on number of enemies nearby as opposed to only the distance from enemies
- Players can no longer survive a Battering Ram hit
- Added unique SFX for Maces
- Balanced Grain Mill so it's more efficient with the Hand Crank
- Added Pillars to Homestead Bridge modules
- Family chat colour is changed to be distinct from Pagan chat channel
- Burning Oil patch deals Burning damage now and deals much less damage over time
- Upgrading structures now uses the new UI for displaying remaining/total materials
- Add tooltip to Submit Avatar button to further help new players understand the system
- Game Balance
- Balance stability
- Swords (all types) and Iron BroadAx no longer deal stability damage (outside of hits to Shields)
- Mace primary attack deals 50% more stability damage than it used to
- Worn armour no longer mitigates Stability damage
- Broadaxe armour durablity damage reduced by ~33%
- Primary attack takes ~7 hits to destroy Iron Armour
- Secondary attack takes ~3 hits to destroy Iron Armour
- Temple material requirements increased by 50%
- Make weapon stockpiles merge durability again
- Small Boat inventory increased to 12 slots
- Caravans, Carts, Handcarts, and Horses no longer die so easily to fall damage
Pre-Alpha Test Dev Branch Release Notes [Mar 17] - Phase 4
- Fixed bug that causes all players to disconnect after Victory Condition is reached
- Show "Too Steep" if a scalable structure (like Rope Connectors) is too steep when built instead of "Invalid foundation"
- Homestead Keystone Tier 1 decay time increased from 2h to 8h (up from last build but down from previous 24h time)
- Parapet damage mitigation buff can only stack at most 4 times
- Aqueducts can be built across into Homestead areas