Version 1.22.38.54 – Release
2010-08-16
Notice: We can't stress this enough. When the launcher is running the patch installer, let it run its course. It will take some time to apply the patch and it might seem like the installer is doing nothing, but it is working. If you reboot or kill the patcher process you run the risk of corrupting you installation, forcing you to do a full reinstall.
------ FEATURES ------
Territory system:
A basic territory control system is now in place.
Typing /territory in the chat will tell you where you are and what guild that owns that territory.
How it works:
Only guilds with a keep in the zone may gain ownership of that zone.
Guilds can only control one zone at a time for now.
Each zone will have two or more keeps in its area.
House owners can vote for what guild they want controlling the zone that their House is located in.
All players can vote for what guild they want controlling any zone, this is done via Voting Officers. Voting Officers can usually be found close to libraries.
Votes are counted once every week (early Sunday morning).
A player has one vote per account, but can acquire an additional vote by owning a house. House votes are worth twice as much as a player vote. Player votes count as: 1 and House votes count as: 2. This means that one account can have a total of 3 votes.
Voting on one of your characters will set the same vote to the rest of your characters. They will however all only count as one.
In the event of a vote tie between the current owner guild and a new guild, the current owner guild will win. If no guild owned the territory previously, no owner will be set.
In the event of a vote tie where the current owner is not in the split first position, the territory will become owned by no one.
Once a guild controls a zone, that zone will default to dictatorship rule. Meaning that voting the owning guild off the throne is impossible. A guild can choose whether their zone shall be a dictatorship or a democracy. Via the keep options UI.
Gaining ownership of a dictatorship zone requires a Guild War win vs the owning guild, a keep in the zone in question and that your guild does not already own another zone.
Winning a Guild War vs the dictatorship owner can be done either via making them surrender to you, or by destroying their keep.
Losing your territory can be done via votes if democracy is enabled, via the above war loss example or by having your keep destroyed.
By pressing Use('R') on the flag structure that marks the territory center you will be able to see who owns the territory in question. You can also use: /territory – This shows who currently owns the zone as well as what zone you are in.
Owning a zone will grants your guild one extra Guild War Challenge that can not be declined.
Boss Encounter:
The rare and powerful 'Greater Kimuru' will occasionally venture into the caves of Myrland. Only the most coordinated players will succeed in bringing him down.. Even then, its no simple task.
This is our first Boss Encounter in Nave. We will be monitoring and reading your feedback of this encounter. We will be adjusting this Encounter when/if the need arises.
Build Plans:
Build plans can be right clicked to create a build-site. By pressing Use("R") while targeting the build-site you can build an object out of it. Build sites have skill-restrictions so you might need a certain skill to build the object. Build sites have a set amount of resources you need to build it, each Use("R") will build the site a little bit and take the resources out of your backpack.
Siege Weapons:
Siege weapons are built using a build-plan that can be bought from a house or a keep. Keeps have more advanced siege weapons then houses.
To use a siege-weapon you need to go through a set amount of steps in the right order for example:
A Manganon needs to first be winded down by pressing Use("R") on the lever on its side, then loaded by pressing Use("R") while looking at the bucket and then fired by pressing Use("R") and looking at the roller under the bucket. Projectiles from siege-weapons deal a set amount of AoE damage to players/characters/structures alike so stay out of it's way.
Each siege weapon uses it's own type of ammo. A siege weapon can be rotated by looking at one of the handles on the side of the machine and pressing Use("R").
When a Siege Weapon is being built, it will be flagged Grey. When they are completed, they will be flagged Blue. However, Guards will attack Siege Weapons placed inside a guard zone.
Please note:
This is the first stage of the Siege Weapons system. Siege Weapons are currently immobile. They can only be rotated at the position they are placed. They can not be moved forwards, backwards etc nor can they be dismantled. Siege Weapons will get destroyed each server reboot. Support for this will get added in coming patches.
------ ADDITIONS & CHANGES ------
General:
- All flags will now be visible and taken into account from a much further range.
- All portable objects are now flagged as gray by default.
- You can no longer stack portable items.
- Optimized login code on the server.
- Siege weapon ammo can be bought at your local utility vendor.
- Banners can be bought at your local guild merchant vendor. Banners are equipped in the Back slot.
AI & Mounts:
- A cool down of 2.0s between each speed level is now in place when accelerating with your mount.
- Donkeys now have a 510 kg cap on how much they can carry.
- The rare mongrel horse now has a new look.
- Made minor optimizations in Vadda.
- Added a desert horse equipment vendor.
- Added a mongrel horse equipment vendor.
- Added a jotun horse equipment vendor.
- Bull Horse equipment can only be bought in Gaul'Kor and Kranesh.
- Desert horse equipment can only be bought in Khurite villages.
- Mongrel horse equipment can only be bought in Khurite villages.
- Steppe horse equipment can only be bought in Khurite villages, Morin Khur and Toxai.
- Jotun horse equipment can only be bought in Kranesh and Fabernum.
- Price is set for 50 silver for mount saddles and 100 silver for mount armor.
- Price is set for 25 silver for donkey saddle and 50 silver for transportation bags.
Art & Sound:
- A sound will now be played when entering a guild war.
- Added sounds to the Spear Stance.
- Added more arrow hit ground sounds.
- Added new icons for the hail caster blueprint and hail caster spears.
- Added new icons for the manganon blueprint and manganon rock.
- The moon is now back.*
- More ambient light during nights when you see stars or moon, still pitch black only when clouded or no moon.*
Combat:
- Your arrows will now be visible to other players once they've hit the ground.
- Your arrows will now play a sound to other players when hitting the ground near them.
- Changed the archery tracing trajectory into an actual arrow affected by physics.
- Changed the arrow shot from bows from a particle effect into a modeled arrow.
- Arrows shot will now be affected by wind direction and strength.
- Arrows shot will now drop slightly faster if it's raining. Drop rates will change with rain levels.
- The animation for releasing your arrow will now play much faster.
- The arrow spawned at bow release will now appear much faster.
- Decreased the chance to resist a knockdown a little bit.
- Spear Stance now sends a damage messages.
Guilds:
- Increased the max amount of guild members per guild from 100 to 300.
Housing:
- More keep spots have been added in Myrland.
New house options:
- You can now vote for the guild that you want as controllers of the Territory that your house is in.
- You can now buy the Siege weapon Hail Caster in your house for 100 gold.
New Keep Options :
- You can now allow or disallow voting for territory control in your keep.
- You can now buy the Siege weapon Manganon in your keep for 350 gold.
- You can now buy the Siege weapon Hail Caster in your keep for 100 gold.
- House signs now show if a house has a guild and the name of that guild.
- House signs now shows if the house owner is supporting another guild in territorial control and the name of that guild.
Magic:
- No spells will print [magic] anymore as type of damage.
------ BUG FIXES ------
General:
- Fixed the crash that occurred when targeting a mount when a player mounted it.
- Fixed a crash when targeting a guard.*
- Fixed a bug that made characters ignore their movement-speed reduction due to weight.
- Fixed yet another typo in books.
- Fixed an issue with weapons/armor/shields that didn't get correctly destroyed when they had less than 0 durability left.
- Fixed a guard-flag bug.
- Fixed a glitch with books. (Might have caused invisible skills).
- Fixed an issue that caused players off-hand to become non-functional for equipment when a shield broke.
AI & Mounts:
- Changed the priest outside Fabernum to a priest that resurrect gray and red players.
- Fixed an issue that sometimes caused players to be able to dismount through walls.
Combat:
- Fixed a bug where an arrow could be made to strike twice.
- Arrows should no longer get stuck in foliage, leaves etc.
- Arrows can now hit targets under water.
- Fixed a bug where charging an arrow and getting knocked down would "fizzle" your next arrow.
- Fixed a bug where drawing your bow while not having any arrows equipped would still give you a targeting reticule.
Guilds:
- Fixed an issue where guild wars would not update properly until a few minutes after log in.
Magic:
- Earthquake is now operational once again.
- Corrupt should now properly print the casters name in the victims chat.
- Corrupt should now properly present the caster with damage done.
- Mind blast should now properly print the casters name in the victims chat.
- Magic Reflection should now remain on the target for its intended 30min (or until canceled by an incoming spell).
- Fixed a bug where a mind blast sometimes got stuck and didn't trigger its damage until another mind blast was cast at the target.
- Thunderlash should now properly print the casters name in the victims chat.
- Fulmination should now properly print the casters name in the victims chat.
- Fulmination will now properly print damage done in the casters chat.
Skills & Attributes:
- Players that have creature control skill and don't have the taming skill, should now properly be able to
command a pet only based on their creature control skill.
- Pet transfer command should now output correct info when transfer fails.
UI:
- Fixed the broken UI for donkeys with bags, this was the issue that caused nothing to happen when you pressed "R".
*Added