Dear friends, [This introduction comes from the team as a whole, and a little from me personally. ROGLEAD]
ROG’oms up before we start reading because:
- This is most likely an even more significant milestone for our studio than the Early Access release;
- The last year and a half has been an incredibly difficult journey for us. Despite the setbacks, we never lost heart or gave up;
- So many of you stayed with us even during times when you completely disagreed with or were frustrated by our decisions, actions, or limitations. You also supported us in every way you could when things were especially tough;
This might sound overly sentimental, but let me say again: our studio consists of just five people. And believe me, every single person who stayed on the team gave not just their time, but a part of themselves—because that's the only way this project could have moved forward. For that, I am genuinely grateful to each of them.
Today is going to be a challenging day.Over the past month, we've accumulated a significant number of changes. Some of these won't make it into the release version and will be rolled out in the upcoming patches. That said, the release itself still contains a substantial amount of new content.
We sincerely apologize in advance for any issues or rough edges you may encounter. Please be assured that we will do everything in our power to address them promptly.Now, let's talk about the changes. We'll do our best not to simply repeat what was in the previous patch notes regarding the main updates.
Combat System
- Prediction (client-side high ping compensation) has been completely disabled in PvP/PvE;
- In PvE, server-side physics calculations for AI have been reverted to the more resource-intensive mode (all animations are played, and hitboxes fully replicate the 3D model's actions and geometry);
- All melee weapons are now faster within their cooldown frames and have slightly increased range. The accuracy of hit calculations on the physics scene has been improved;
- The energy cost for performing a heavy melee attack (RMB) and a sprint attack now scales with the weapon's level. The cost has been reduced compared to the previous patch, and the penalties for blunt and slashing weapons have also been decreased;
- The damage bonus for heavy attacks with 1H weapons has been reduced. For heavy attacks with 2H weapons, damage has been increased to match that of a standard attack;
Tutorial and Quests
- Re-rolling quests rewards after completion has been removed. Rewards are now fixed at the time the quest is accepted;
- The rewards for completing the tutorial (both stages) have been significantly reduced;
- Rewards for "Bounty" quests in all settlements have been significantly increased. Additionally, the concepts for a number of settlements have been changed, and the chance for these quests to appear has been raised.
- The "Bounty" quests now only counts kills of mobs that are the same tier as the settlement where the quest was obtained.
Experience and “AFK” Buffs
New Mechanics:
- Grants a +50% bonus to experience for landing the final (lethal) blow on an AI;
- 1 AI killed = -1 stack.
- Stacks accumulate faster online than offline (every 10 minutes vs. 20 minutes, respectively).
- Stack limit = 30;
- The stack limit and accumulation rate can be increased with the help of Titles.
Other changes:
- Increased requirements for reaching level 60;
- Experience loss from death now only affects the progress towards your next attribute point and can never reduce your already acquired attributes;
AI
- In T2 and T3 counties, creatures now spawn that match the tier of the county. Currently, this only affects the completion conditions for bounty quests;
- New farm animals have been added, and existing ones have been improved—this includes the addition of a Black Zone to the pigsty in Harbur;
- A bug that partially understated the stats of miners, skeletons, and spiders has been fixed;
- The "unable to attack" timer has been removed for most creatures;
- AI behavior bugs that disrupted action sequences and caused combat reactions while in the idle state have been fixed;
- An issue has been fixed where certain large creatures could be body-blocked by a character who was not their primary target;
Additions
- Daily Login Rewards: You will now receive rewards via in-game mail each day. Please note that each day's reward must be claimed within its 24-hour period;
- Swimming: We've added the ability to swim. (Our internal moral standards wouldn't let us launch without it!);
- New Tier 4 experience boosting powders are now available, including both standard and Phantom variants;
Changes
- The transparency of the UI has been reduced, and new icons have been added for items (such as bags, books, cauldrons, etc.).;
- Dungeon Keys can no longer be traded or dropped;
- The "Disable Collision" button has been removed. Collision with other characters is now automatically disabled in Green Zones;
- The navigation mesh in Fazira has been improved to prevent AI from getting stuck on hills;
- Tier 1 Craters have received a new visual design;
- Upgraded level 90 castle Donjon;
- Camera shake effects from the footsteps of large creatures have been toned down and are now more accurate and less intense;
Fixes
- Fixed a bug causing an incorrect amount of experience loss upon death;;
- Fixed the incorrect visual display of an item's stat requirements;
- Various fixes related to housing;
- Fixed a number of camera-related issues;
Texts and Localization
- Numerous redundant names and descriptions with no meaningful content have been removed or replaced;
- Standardized a vast number of descriptions (tooltips, quests, etc.);
- Reintroduced localization for the following languages (AI-powered):
- German;
- French;
- Spanish;
- Portuguese (Brazilian variant).
Titles
New titles that provide in-game bonuses have been added to the in-game store:
- Both titles can be active simultaneously, and their effects will stack;
- Each title is available in durations of 7, 30, 90, 180, or 360 days;
- Both titles are also included as part of DLC packs: Knight: 7-day title, Black Knight: 14-day title, Banneret: 21-day title, Raubritter: 30-day title;
Merchant
- 10% discount in ROG Store.
- Buying and selling transactions with vendors are 15% more profitable;
- Bonus experience limit and accumulation rate increased by 100%;
- Distant Access to Market in all Safe Zones;
- 50% lower Market fees;
- +20 additional Market slots for selling items;
- +1 Additional Daily Reward;
- +1 additional Dungeon Key (Daily and Weekly);
- +75 kg additional Carrying Capacity;
- Access to additional storage in your house;
Chevalier
- 10% discount in ROG Store;
- Buying and selling transactions with vendors are 15% more profitable;
- +100% to bonus experience limit and accumulation rate;
- Distant Access to Market in all Safe Zones;
- 25% lower Market fees;
- +10 additional Market slots for selling items;
- +1 additional Daily Reward;
- +1 additional Dungeon Key (Daily and Weekly);
- +75 kg additional Carrying Capacity;
- Access to additional storage in your house;
- Lose 50% less XP on death;
- No Satiety consumption in Black and Red Zones and -75% in all other areas;
- Estate crafting stations are able to mirror CP bonuses from your guild’s castle.
In-Game Store
- UI changes;
- Prices have been reduced on most items;
- Nearly all restrictions on applying skins to equipment have been removed;
- Phantom Cauldrons are still less durable, but now have the same effectiveness as regular ones;
- Phantom Tools are still less effective, but now have the same durability as regular ones;
- Fazira Warming Brew has been added, which provides protection from the blizzard effect and a 30-minute experience boost;
On behalf of the entire team, we want to thank you once again for the support you've given the project throughout Early Access. Thanks to your feedback, bug reports, suggestions, and all-around help, we've been able to improve the project and finally reach this key milestone.Good luck on the vast plains of Dwarrhan.
Best regards,Atlant Games Team