ALPHA TWO UPDATE NOTES 0.8.0 – THURSDAY, APRIL 10, 2025
CHARACTER, ARCHETYPES & COMBAT
- Reworked all equipment and items to follow new stat distribution curves, with a portion always allocated to certain attributes based on slot, thereby raising the stat floor. Also adjusted the distribution and availability of various waterfall stats. This will continue to receive additional rebalancing
- NPCs, consumables, set bonuses, and Caravans have also received new updated stat curves
- Addressed enchanting and gear quality scaling issues by inflating values by 10 times to give these systems more granularity
- Reduced the power of equipment by better accounting for other sources of player power such as skill trees, enchanting, consumables, guilds, and other various systems related bonuses
- Reworked base attribute waterfall stat distributions and added additional stats such as critical mitigation, disable resistance, and other defensive stats
- Adjusted how most rating stats convert to their non-rating counterparts
- Offensive and defensive stat pairs have had their baseline values adjusted, to even out the benefit provided by each
- Made diminishing returns properly apply to generic versions of certain stats when combined with their physical or magical counterparts
- Rebalanced Archetype specific stat gain curves
- Overall health scaling has been increased, and the health increase on melee archetypes was changed so it will stay more relevant at higher levels
- Diminishing returns have been added to how power rating scales
- NPC damage has been adjusted to compensate for increases to character health
- Fixed a variety of stat errors and scaling issues
Rogue
- Stealth activation is now more reliable
- Stealth activation observation distance has been reduced from from 20 meters to 15 meters
- Stealth will now break when a rogue takes 5% of their health in damage, opposed to 10% of maximum health
- Using Dodge and Sprint while in Stealth applies the “Noisy” debuff. Noisy reduces the rogue’s Stealth level temporarily, making them easier to detect
- Removed instant Stealth from Umbral Cloak with Advantage
- Smoke Bomb has been changed to allow instant Stealth with no activation distance limits and a shorter cooldown while within, instead of periodically granting Advantage
- Smokebomb and Shadowstep abilities will no longer cancel auto attack
- Feint will now be more reliable to move rogues to their targets
- Grappling Hook timing has been changed to be a bit slower and line up with animation better
- Poison stack status between multiple rogues on a target has been changed. Each set of Poison stacks can be seen separately per rogue
- Sap has been changed to require the target to have some Poison
- Sap has been changed to consume 10 stacks of Poisoned on the target, and it will always consume the oldest stacks
- Explosive Throw’s passive can now be triggered by other characters
- Soothing Shadows passive has been changed to be percentage based, and will scale better at lower health values
- Shadow Step has been improved, so it doesn’t teleport characters to unintended places
Fighter
- Blood Fusion mana return has been increased from 35% to 50%
ENEMIES & NPCs
- Fixed a bug that could cause some NPCs to be unable to attack or leash to reset
- Fixed a bug that could prevent some NPCs from resetting to their correct leash location
- Added cast bars for some NPC abilities that were previously missing
- Fixed an issue with enemy NPC behavior, that would occur after enemies crossed invisible boundaries in the world
- Tumok the Wretched’s summoned spirit wolves should orbit as expected
- Tumok the Wretched’s totem tree thorns should appear correctly
- NPC enemies have been moved, to be where they were intended to be in the Turquoise Sea
- Rock Elementals should no longer stop doing their activation animation when they detect an enemy
- Birdmen Necromancers should now be able to target Foragers and Stalkers with their Raise Dead ability
- Spider enemies should no longer be able to float over the terrain in certain areas
- Highwayman Assassins headgear should no longer go through their foreheads
NODES & WARS
- Squall’s End Node can now level up to a Village (Stage 3)
- Djinna Node can now level up to a Village (Stage 3) and uses a new coastal layout
- Murder Defectors, a new war type, has been added for Guild Wars
- A Harbor Master has been added to the outpost in the Turquoise Sea
- Sandquall Desert Node Wars have been updated to use locations in the zone for territory wars
- Buy Orders in the Sandsquall Desert have been updated to ask for materials found in the desert
- Sandsquall Desert Commodities have updated icons
NODE SIEGE
- Characters will no longer revive in place during periods of server lag
- Channeling objectives should successfully complete during periods of server lag
- Node Siege teleports are now more reliable
- Characters must be closer to the capture banner to be able to interact with it
- When characters are removed from a Node Siege team, they are now teleported out of the area instead of killed
- When characters log in during a Node Siege event, if they are not part of the event they will be teleported to the nearest respawn shrine, instead of being killed
- Added additional crowd control protection to the characters channeling the capture banner
- Increased the wave respawn timer, so the maximum time is 45 seconds
- Once a siege event begins, a different soundtrack will play in and around the Node being sieged
VEHICLES
- Caravel Storage – Storage has been added to Caravel ships. This functions similar to Caravans
- Carvel ships should no longer be able to be spawned on land
- Fixed a bug that allowed people to use the Caravan Request Beacon to summon a Caravel ship on land inside Nodes
- Fixed bugs that prevented Caravan Request Beacons from being able to be deployed on some terrain
- Caravel ship wave pattern visual effects have been improved
GENERAL
- Further increased guards Stealth perception
- Fixed a bug with the Guild Skill Update Menu where the “confirm” button wouldn’t display
- Improved lighting in Turquoise Sea Pocket Dungeons
- Additional polish and bug fixes in the Turquoise Sea
- Fixed some issues where parts of the landscape would not render at far distances in the Turquoise Sea
- Oceans should display better at further distances
- General updates to terrain around the world