Pre-Alpha Test - MS 61 Release Notes
Known issues
- Cargo Ship is disabled for this test
- There is no way to specifically assign an item to a hotkey slot (a solution is being worked on for future updates)
- Homesteads can't be built close to Towns, even though they are not inside the Town area (fix is being worked on before the test)
Features
- Relic Sites - Religious Win Condition
- Relic Sites are pre-placed structures that can be claimed by any faction and generate Religious Influence. After capture, they provide an initial accelerated gain, which has a cooldown before it can occur again, then transitions to a slower ongoing rate. Relic Treasures may also spawn nearby, offering Silver. A faction that reaches 10,000 Religious Influence will achieve victory.
- Public Lodgings
- A new town structure that lets individual players store personal items for silver. Provides 35 inventory slots and functions like a Town Storehouse, but designed for individuals instead of families
- Inventory Updates
- Expanded to 16 slots
- Player Crafting
- Basic flint items can now be crafted directly from the player screen, while most other items still require a Workbench or Advanced Workbench
- Advanced items and items of higher quality Tiers will still require a Homestead
- Tree Stumps can be chopped down
- Can now be chopped down with Axes to yield Branches once fully removed
- Strategic Structures can be seen on Beacon networks
- While inside a Beacon Network, certain strategic structures, such as Beacons and Homesteads, will now display their own icons
- Building & Interaction
- Players will now see a prompt when interacting with collapsed Fort structures, indicating that the structure has collapsed and requires repairs
- Auxiliary Avatars Changes
- Only one type is available, equipped with a Flint Knife, and priced at 1 silver
- New Town Crafting Structures
- Four new Town Structures have been added: the Leatherworker to refine Pelts into Thin Leather, the Lumber Mill to cut Logs into Wood Planks, the Cookshop to turn basic ingredients into simple food items, and the Metalworking structure to craft Ingots and basic tools. These structures are designed to help newer players get started without a Homestead, though all processing still requires Silver
- Small Boat now has rowing and oar animations
- Flax, Leather, and Sinew now display unique visuals when placed in a Drying Rack
- The Build Menu now remains open when dismantling structures
- Bow damage now scales based on the accuracy bar
Game Balance
- Siege Tower health increased by 25%
- Players can now jump over parapets
- Minimum distance between Camps has been significantly increased
- Removed access restrictions when in Reinforcement mode
- Town Homesteads have been removed
- Towns are now much smaller and only contain a few core structures
- Fortresses now claim substantially more territory when upgraded to Tier 2, though their building radius has been reduced by 10%
- The Silver cost for pledging to a Fortress or Town Center has been reduced from 75 to 25
- Fortress upkeep costs have been reduced by 50%
- Storehouse rental cost reduced from 50 Silver to 30 Silver
- Storehouse extension cost reduced from 25 Silver to 15 Silver
- Public Lodging rental cost reduced from 50 Silver to 20 Silver
- Public Lodging extension cost reduced from 50 Silver to 10 Silver
- Slowdown effect for carrying large resources or items reduced from 50% to 33%
- Build Materials can no longer be stored in Town Centers
- Iron Shield recipe now requires Thin Leather instead of Thin Pelt
Bug Fixes
- Trees would sometimes appear invincible.
- Servers could occasionally crash when walking over a dirt path while holding a hammer
- Heavy Battering Ram: players operating from the rear-left position were sometimes able to store the icon item inside storage structures
- The stability bar would not always display correctly on the HUD
- The “damage reduced due to low stamina” prompt could appear while gathering resources at low stamina
- Inventory inconsistencies sometimes occurred when using an Auxiliary Avatar
- Character models could occasionally rotate eastward when entering water
- Traps did not always trigger correctly on horses
- The Battering Ram did not consistently deal damage when ramming players at full speed
- Cavalry would not always knock players down when ramming at full speed
- Snowstorms did not always occur as intended
- Beds sometimes could not be built within the same structure across multiple floors
- Rocks occasionally had improper collision
- Animals could sometimes become stuck in the landscape (hills and mountains)
- The Small Boat would occasionally appear submerged while sailing on rivers
- There could sometimes be movement de-sync when vaulting over structures
- Water saturation during sunset, night, and sunrise sometimes appeared abnormally high
- Players hit with a Hammer would sometimes not take damage as intended
- Items in the Drying Rack did not always display visual progress
- The horse sprint animation would not always play while running off-road
- Relic Sites could occasionally be dismantled using the Build Menu
- Meat sometimes could not be submitted to the Cookshop
Playtest Objectives:
- Determine if new players have an easier time integrating into the core gameplay and PvP
- Test how well combat and siege gameplay is working, including the new Heavy Battering Ram
- Find bugs and instability issues
- Test how Relic Sites are working as a PvP objective
- It is NOT an objective in this test to evaluate how the Avatar system, Homestead gameplay, or economy is working (these parts of the game will be iterated on in future updates but not this one)