Monsters and Memories (Project_N) - Old School Indie MMO

Kriptini

Vyemm Raider
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Please Shawn and Nick, please open the playtest early so we can talk about something less autistic than the height of ceilings in EQ.
 
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Burns

Avatar of War Slayer
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Please Shawn and Nick, please open the playtest early so we can talk about something less autistic than the height of ceilings in EQ.
You mean, so we can measure the ceiling height of all their inside zones!
 
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Sylas

<Gold Donor>
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in this thread we've learned that a lot of you guys either didn't play EQ or were really bad at it, half of you didn't know that 3rd person camera existed, or if you did, you didn't know how to flip through it or knew that it had like 3-4 modes. As such you were stuck using a UI where 60% of your screen was taken up by grey borders, 10% taken up by buffs and you needed "look outs" to keep you from dying.

In other words, just like your mothers, you lacked situational awareness and you got trains ran on you all the time.
 
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Quaid

Trump's Staff
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Watched another stream the other day and what I mentioned a few weeks back is accurate - bank inventories are specific to that particular city. If you put stuff in the Night Harbour bank(s), you can't access it in the Wood Elf city. However, and this might be the first real QOL system I've heard of, your other characters on your account will also be able to access your banked items in each particular city. I think this is great, but I suspect they're begrudgingly adopting this to save themselves CS headaches over item transfers gone awry, rather than actually removing barriers to fun.
 
Last edited:

forehead

Trakanon Raider
262
553
Watched another stream the other day and what I mentioned a few weeks back is accurate - bank inventories are specific to that particular city. If you put stuff in the Night Harbour bank(s), you can't access it in the Wood Elf city. However, and this might be the first real QOL system I've heard of, your other characters on your account will also be able to access your banked items in each particular city. I think this is great, but I suspect they're begrudgingly adopting this to save themselves CS headaches over item transfers gone awry, rather than actually removing barriers to fun.
I'm fine with the bank thing as long as I can see what I have stored in other banks. I don't really want to keep a spreadsheet of where my gear is located.
 
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Kriptini

Vyemm Raider
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I'm fine with the bank thing as long as I can see what I have stored in other banks. I don't really want to keep a spreadsheet of where my gear is located.

I think the likelihood of this feature being implemented is high considering that a significant volume of their GM tickets in the last playtest were "I can't find my item" and it was almost always in a bag in the player's bank.
 

Locnar

<Bronze Donator>
2,890
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Watched another stream the other day and what I mentioned a few weeks back is accurate - bank inventories are specific to that particular city. If you put stuff in the Night Harbour bank(s), you can't access it in the Wood Elf city. However, and this might be the first real QOL system I've heard of, your other characters on your account will also be able to access your banked items in each particular city. I think this is great, but I suspect they're begrudgingly adopting this to save themselves CS headaches over item transfers gone awry, rather than actually removing barriers to fun.

As the Immersion Expert, I say that is fine.

Your main char just listed your other toons as beneficiaries or co-owners of their safe deposit boxes. No issue. Better than magic vacuum tubes between banks across continents.
 

Nirgon

Log Wizard
17,891
28,635
As the Immersion Expert, I say that is fine.

Your main char just listed your other toons as beneficiaries or co-owners of their safe deposit boxes. No issue. Better than magic vacuum tubes between banks across continents.

You think you can help these people, eh?
 
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Burns

Avatar of War Slayer
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Less than 48 hours until we can start measuring ceiling heights!

Screenshot 2025-08-30 203104.png
 
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TomServo

<Bronze Donator>
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In case any of you missed the patch for the Playtest tomorrow, they have lowered the weight of armor and coin to help with player experience
 

Kriptini

Vyemm Raider
3,758
3,660
Here's the complete patch notes since I know visiting a Discord server would break immersion for some of you:

## Tech

**Additions**
- The ledger has been rebuilt and will function locally only. Only character ledger is active at this time.
- QoL - harvesting with the appropriate harvesting bag in your inventory, will now result in items automatically sorting into that bag first.
- Character list reorder - You can now reorder your characters during selection. The order will not save until you enter the world.
- New chat command /trade off, /trade on - if you find you don't want to accept trades, on accident or purpose, you can choose to disable your trades with this command. Additionally you can type /trade with no arguments to initiate a trade.
- The ability bar now has the option to lock abilities, this prevents you from accidentally right clicking and removing the memorization of an ability.
- You can now scribe scrolls automatically by right clicking them from your inventory
- Targeting logic improvements with /target and /assist
- Show the level of the hardcore character that died as part of the message.
- Notify players about the ability to set a surname upon reaching level 20.
- Added description to note if a scroll's ability is already scribed in one of your equipped books.
- Add /whot alias to /whotarget.
- Add "Who" option to the unit frame right click context menu.
- Send a fail message when attempting to use an unequipped clicky item that requires it to be equipped.
- Added support for buffs to have a chance to break upon movement.
- Implement pet passive mode; pet will continue to follow the previous position command (stay/follow) but will no longer retaliate against mobs that attack it or the pets owner
- includes a pet controls UI button to swap the pet back and forth between defensive (existing) and passive (new) combat modes

**UI**
- You know how some levels take really long? Well there might be an indication of that now. 😉
- Surnames are now limited to 15 characters (This is the same length as first names)
- You can now toggle between LFM (Looking for More) and LFG (Looking for Group) in the group finder tab of the social window.
- Updates to Ability Bar - There is now a rotation icon to change the ability bar to 2 additional looks, including a horizontal look. Additionally there is a new context menu option to hide the ability bar name and the spell book on the ability bar.
- The ability/spell book, ability bar, and command block is now scalable.
- Login campfire button moved next to settings
- Login character list look update
- There is now an attack button located in the command block at the top
- New resize function - resizing now works by hovering your mouse over the edge of a bar which has resizing enabled, like you would normally in windows.
- Guild Registrar look update
- Trade no longer closes or opens with your character sheet / inventory window
- The main chat is now defaulted to 'always chat here' when a new chat config is created.
- The context menu option to 'Lock' has been renamed to 'Lock Move'
- You can now right click on a target frame for another player or an NPC to initiate a trade
- Crafting bags and stations UI will now expand to ensure the full visibility of any recipe you can craft, is visible.
- Added horizontal cooldown time display to the default ability bar, and radial cooldown displays when collapsed

**Fixes**
- Various small UI updates to fitting text
- Group listings will now automatically delist, if you join another group.
- Group listings will now automatically refresh when the group finder tab is selected
- Server announcement pop up updated with a new look
- You will now get a pop up message when you scribe a spell that is too high to cast or not your class.
- Feign Death synchronization fix
- Mouse Input: Major improvement, you should no longer accidentally target yourself when clicking between LMB and RMB
- The mouse graphic will no longer "jump" to the middle of the screen.
- Message fading fix
- Another attempt to fix chat scrolling issues.
- Chat caret overlap issue fix
- Split stack panel will no longer appear outside of the viewable area of the screen.
- Character specific data loading, bug fix
- Pet window /reload fix
- Double click door fix (possibly needs additional improvements)
- Stall signs are now limited to 55 characters.
- Fix NPC pets do not engage if player pets are sent in at master.
- Fix the client's target getting de-sync'd with the server when using hymn of the dead.
- Fix Bard song already in progress not being interrupted by mez or stun.
- Fix cast bars of a targeted client animating too fast.
- Fix cast bars from animating at faster speeds when started multiple times.
- Fix sending multiple BeginCasting packets for client casts.
- Fix begin casting animations not playing.
- Fix not showing the correct required level for some clicky items.
- Fix ability book tabs not updating when transferring a spellbook to and from the bank using right-click to auto transfer.
- Fix handing your pet no drop items; Return unwanted items to the client.
- Fix sending more position update packets than needed.
- Fix quick yo-yoing of client position (from perspective of other clients) when a client teleports.
- Fix emotes like /wave to a player name when that is not visible to you.
- Fix some clicky items ignoring the required level.
- Fix some enemies tagged to be immune to snare and root not respecting those immunities.
- Fixed a client memory leak related to model loading
- Slightly lowered the minimum and maximum swim speed
- Fixed mobs "skating" when they attempt to attack and move at the same time
- Better blending between walk and run animations
- Prevent mobs T-posing when viewed at distance
- Prevent swimming mobs from clipping through terrain
- Bind Vision should now apply properly to non-pet NPCs
- Updated air pet and goblin name generation
- Fixed several server-side memory leaks
- Reverted some changes to inputs that could have caused input loss at high fps
- Fixed animation "leaking" when near another player of the same race
- Stealthed entities will now correctly vanish when See Invis buffs fade
- You will no longer consider hostile pets to be a comrade
- The visible bounds of lightning strikes has been increased, preventing them from disappearing when you turn
- DOTs and pet attacks will no longer reaggro you while you are feigned
- Pets will once again gain a benefit from using weapons better their their intrinsic damage / delay
- Infravision and Ultravision now coexist peacefully with the Gamma slider, and have had a tuning pass
- Do not give pvp corpse looting rights if the killing blow was from an NPC (players, players pets, and npc pets will still result in pvp looting rights being assigned)
- Fix exploit related to attacking another players a pet and causing that player/they're pet to get aggro from nearby guards

**Animation**
- Reworked the way strafing is animated to be snappier and keep the character more forward-focused
- Combat animations can now be seen from farther away

## Design

**Content**
- Scarwood zone is now open
- Evershade Weald and city of Faelnidral more fleshed out
- Shaded Bloom Inn Cellar respawn timer reduced
- Glass Flats spawner adjustments
- Various faction adjustments
- a Plagueborn defiler is now assigned the proper Ability List
- High Lord Farwynn Nyxx encounter balance adjustments
- Bone Construct encounter balance adjustments
- Skyseer Illya level locked to 25 max
- Guardian of the Life Font balance adjustments
- Guardian of the Life Font level locked to 40 max
- Added new items, quests, and encounters in Shallow Shoals
- Additions to Glass Flats population
- You can now Fish in Shallow Shoals
- Night Harbor's West Gate, North Gate, and Necropolis yards should be improved in regards to NPCs spawning or being stuck in geography
- The ledge near the Fallen Pass & Vale of Zintar border is now accessible
- Boat pathing was updated to account for ocean boundary & facade changes
- The boat no longer collides with the dock in Keeper's Bight and will now properly dock in Shallow Shoals on the return trip
- The Crypt Broodmother in Infested Crypt should now be less confusing (you now cannot interact with her when she is up in her lair)
- Shallow Shoals population updates
- Fix to prevent repeating steps of the BST quest
- Multiple quests added to Shallow Shoals

**Balance**
- Several armor & weapon drops have been upgraded to reflect their rarity
- Several items have had their class list updated
- A bug that allowed players to buy free skillups from trainers at the endgame has been fixed
- A bug that allowed players to spam abilities and obtain skillups from invalid targets has been fixed

**Itemization**
- Reduced the weight of Metal Scraps
- Reduced the weight of Pelts
- Spider drops are now tiered
- Wood is now tiered
- Resin is now tiered
- Fixed an issue where Corrupted Ashira were no longer itemized
- Various itemization balance adjustments
- Volatile Rift Potion now properly applies the Gate effect
- Humanoids will now occasionally drop gems
- Several flavors of large bat will now drop more bat parts
- Leather, Chain, and Plate armor weights have been reduced
- Coin weights have been reduced
- Favor of the Queen has had an update & is now functional
- Itemization pass for Pirate Island in Shallow Shoals

**Tradeskills**

**Mining**
- Stone is now tiered
- Copper Nodes have Brittle Stone
- Tin and Silver Nodes have Jagged Stone
- Iron and Gold Nodes have Weighty Stone
- Coal and Platinum Nodes have Rigid Stone
- Mithril, Cobalt, and Adamantium Nodes have Thick Stone

**Blacksmithing**
- **Sharpening Stones**
- Are now tiered based on the above Stones
- Now can be manually applied to your Weapon instead of a Buff
- Sharpening Stones will be converted to Brittle Sharpening Stones

**Weightstones**
- Added

**Tarnished Weapons**
- No longer uses the old, generic Sharpening Stones as a component
- Now uses a Sharpening Stone of the Tier which corresponds with the Tier of Rusty/Corroded Weapons you are trying to upgrade as a component

**Carpentry**
- Added New Recipes

**Enchanting/Disenchanting**
- Added

**Herbalism**
- Added new Herbs

**Woodworking**
- Added New Recipes

**Masonry**
- Grinding Wheel added
- Added recipes for Dressing Stones for each tier of Stone for Furniture and other stone craftables/placeables**

**Pottery**
- Pottery Wheel added

**Alchemy/Cooking**
- Placeholder recipes for Paint creation
- New Carpentry adjacent recipes for Alchemy
- Tenacity Potion removed
- Added new Alchemy recipes

**Traits**
- Medicine now grants Bind Wound skill and skillup rate
- Added Minor Non-Combat Trait: Bookworm
- Added Minor Non-Combat Trait: Stonecutter
- Added Minor Non-Combat Trait: Stonemason
- Added Minor Non-Combat Trait: Disenchanter
- Added Goblin specific Major Combat Trait: Bribe
- Added Human specific Major Combat Trait: Tenacity
- Added Ogre specific Major Combat Trait: Ogre Smash
- Added Wood Elf specific Major Combat Trait: Hide
- Slippery is now Gnome specific
- Hardiness is now Deep Dwarf specific

**General Abilities**
- A vast majority of Detrimental Buffs now show a "Your Ability has worn off" message when fading
- **Bind Wound**
- Cast time reduced from 10 seconds to 4 seconds
- Required Level for various Bandage tiers adjusted
- Bind Wound may now be used while sitting
- **Regeneration Line**
- Cast time set to 5 seconds
- Fixed an issue where some Interrupt silences would last indefinitely
- Several Abilities that Summon Items (such as Summon Food, Drink, Bandages, etc) now scale quantity with level
- Fixed an issue where Resurrection spells could be casted while moving
- **Placate Ability Line**
- Placate now has a higher chance to fail and cause aggro
- Expanded line with Abilities: Appease, Conciliate, and Propitiate
- The Cast Particles of various instant cast abilities no longer persist indefinitely
- Unholy Bulwark now applies Soul Exhaustion
- Movespeed buffs no longer affect your speed while walking, crouching, or climbing
- **Standard Healing line Rebalanced**
- **Minor Heal**
- Healing amount reduced from 12 to 10
- Minor Heal mana cost reduced from 10 to 8
- **Lesser Heal**
- Mana Cost reduced from 25 to 20
- **Heal**
- Healing amount increased from 65 to 70
- Mana Cost increased from 35 to 40
- **Greater Heal**
- Healing amount increased from 300 to 325
- Mana cost increased from 120 to 150
- **Exceptional Heal**
- Healing amount decreased from 700 to 600
- Mana cost increased from 200 to 230

**Archer**
- Updated Ability Icons
- Exposing Shot is now a Martial ability
- Fixed an issue where some Might abilities were set to Archery
- Added Ability: Flurry of Arrows

**Bard**
- Fixed an issue where Somniferous Serenade did not have a set PvP duration
- Fixed an issue where Cacophonic Vocalization had a 14 second cooldown instead of a 12 second cooldown

**Beastmaster**
- Added Ability: Rat Pack

**Druid**
- **Touch of Healing line**
- No longer stackable with multiple Druids
- Touch of Life, Harmony, and Creation healing reduced
- Touch of Life 300 -> 230
- Touch of Harmony 600 -> 320
- Touch of Creation 900 -> 450
- Touch of Life, Harmony, and Creation HoT reduced
- Touch of Life 150 -> 115
- Touch of Harmony 300 -> 160
- Touch of Creation 450 -> 225
- Mana Cost reduced to maintain old HPM Ratios
- Touch of Life 195 -> 150
- Touch of Harmony 330 -> 175
- Touch of Creation 500 -> 225
- Added Ability: Wolf Pack
- Fixed an issue where the Grip of Nature self buff was considered a detrimental debuff and could also be resisted

**Elementalist**
- Spell Haste moved from Air Pet Aura to Fire Pet Aura
- Summon Cloth Bandage now has an Ability icon
- Fixed an issue where Master of Elements: Air was proccing the wrong effect
- Fixed an issue where Earthen Skin was castable on others

**Enchanter**
- Added Ability: Enlightenment
- Enchant Ally will now break it's connection when the caster Charms a target

**Inquisitor**
- Silence duration increased from 4 to 5 seconds
- Aura of Resistance
- Renamed Aura of Resistance from Aura of Magic Resistance
- Now additionally grants 2 (L1) to 30 (L60) Cold, Fire, Corruption, and Holy Resistances to your group in addition to Magic Resistance
- Tooltip updated to indicate that Aura of Resistance also grants 5% Magic Damage Reduction to your group
- Added Ability: Psychic Choke

**Ranger**
- Added Ability: Truestrike

**Rogue**
- Added Ability: Fury of the Assassin

**Shadow Knight**
- Fixed an issue where Grip of Agony was still partially resistable

**Druid**
- **Touch of Healing line**
- No longer stackable with multiple Druids
- Touch of Life, Harmony, and Creation healing reduced
- Touch of Life 300 -> 230
- Touch of Harmony 600 -> 320
- Touch of Creation 900 -> 450
- Touch of Life, Harmony, and Creation HoT reduced
- Touch of Life 150 -> 115
- Touch of Harmony 300 -> 160
- Touch of Creation 450 -> 225
- Mana Cost reduced to maintain old HPM Ratios
- Touch of Life 195 -> 150
- Touch of Harmony 330 -> 175
- Touch of Creation 500 -> 225
- Added Ability: Wolf Pack
- Fixed an issue where the Grip of Nature self buff was considered a detrimental debuff and could also be resisted

**Elementalist**
- Spell Haste moved from Air Pet Aura to Fire Pet Aura
- Summon Cloth Bandage now has an Ability icon
- Fixed an issue where Master of Elements: Air was proccing the wrong effect
- Fixed an issue where Earthen Skin was castable on others

**Enchanter**
- Added Ability: Enlightenment
- Enchant Ally will now break it's connection when the caster Charms a target

**Inquisitor**
- Silence duration increased from 4 to 5 seconds
- Aura of Resistance
- Renamed Aura of Resistance from Aura of Magic Resistance
- Now additionally grants 2 (L1) to 30 (L60) Cold, Fire, Corruption, and Holy Resistances to your group in addition to Magic Resistance
- Tooltip updated to indicate that Aura of Resistance also grants 5% Magic Damage Reduction to your group
- Added Ability: Psychic Choke

**Ranger**
- Added Ability: Truestrike

**Rogue**
- Added Ability: Fury of the Assassin

**Shadow Knight**
- Fixed an issue where Grip of Agony was still partially resistable

**Shaman**
- **Healing Spores line**
- No longer stackable with multiple Shamans
- Restorative Spores, Regenerative Spores, and Chloroplastic Spores HoT reduced
- Restorative Spores 150 -> 115
- Regenerative Spores 300 -> 160
- Chloroplastic Spores 450 -> 225
- Mana Cost reduced to maintain old HPM Ratios
- Restorative Spores 195 -> 150
- Regenerative Spores 330 -> 175
- Chloroplastic Spores 500 -> 225
- Spore Discharge HoT reduced from 10 (L1) to 600 (L52) to 10 (L1) to 225 (L52)

**Wizard**
- Added Port Abilities for Vale of Zintar: Vale of Zintar Gate, Vale of Zintar Portal, and Evacuation: Vale of Zintar
- Lure lines negative Resist Modifiers doubled
- **Ice Bolt Line**
- Fixed an issue where Freezing Bolt had a longer duration than expected
- Cast time progression per Ability changed from 1.5s -> 2s -> 2.5s -> 3s
- Ice Bolt Damage increased to 40
- Freezing Bolt Damage increased to 120
- Chilling Bolt damage increased to 285
- New SFX and VFX added
**Electric Shock line**
- Fixed an issue where the cast times were not set to their expected values

## Character Art

- Wood Elf player models reworked
- Major pass on player model UVs
- Polished up player character face textures
- Added some new player character face textures
- Fixed Ashira backpack mounting point
- Adjusted Red Ghost shader
- Added colliders on human male to try and prevent cape from clipping
- Adjusted Gnome & Dwarf nameplate height

## Environment

- Zones with oceans in them now have boundaries and many have had facade additions or improvements
- Patches to the ocean floor has been added where missing in Shaded Dunes, Fallen Pass, and Keeper's Bight
- Water volumes have been added where missing in Fallen Pass, Shallow Shoals, and Keeper's Bight
- A malfunctioning lift has been fixed and all lifts in Faelindral can now only be summoned if they are finished moving & unloading
- Occlusion related issues with secret areas was fixed in Night Harbor
- Targeting & agro issues fixed related to post-processing volumes in Glass Flats, Night Harbor, and Vale of Zintar
 

Sylas

<Gold Donor>
4,826
6,776
In case any of you missed the patch for the Playtest tomorrow, they have lowered the weight of armor and coin to help with player experience
what kind of pussy ass carebear shit is this? You should have to do a 5 hour run back to the bank to store anything more than about 20 coins.
 

Quaid

Trump's Staff
12,035
8,419
Here's the complete patch notes since I know visiting a Discord server would break immersion for some of you:

## Tech

**Additions**
- The ledger has been rebuilt and will function locally only. Only character ledger is active at this time.
- QoL - harvesting with the appropriate harvesting bag in your inventory, will now result in items automatically sorting into that bag first.
- Character list reorder - You can now reorder your characters during selection. The order will not save until you enter the world.
- New chat command /trade off, /trade on - if you find you don't want to accept trades, on accident or purpose, you can choose to disable your trades with this command. Additionally you can type /trade with no arguments to initiate a trade.
- The ability bar now has the option to lock abilities, this prevents you from accidentally right clicking and removing the memorization of an ability.
- You can now scribe scrolls automatically by right clicking them from your inventory
- Targeting logic improvements with /target and /assist
- Show the level of the hardcore character that died as part of the message.
- Notify players about the ability to set a surname upon reaching level 20.
- Added description to note if a scroll's ability is already scribed in one of your equipped books.
- Add /whot alias to /whotarget.
- Add "Who" option to the unit frame right click context menu.
- Send a fail message when attempting to use an unequipped clicky item that requires it to be equipped.
- Added support for buffs to have a chance to break upon movement.
- Implement pet passive mode; pet will continue to follow the previous position command (stay/follow) but will no longer retaliate against mobs that attack it or the pets owner
- includes a pet controls UI button to swap the pet back and forth between defensive (existing) and passive (new) combat modes

**UI**
- You know how some levels take really long? Well there might be an indication of that now. 😉
- Surnames are now limited to 15 characters (This is the same length as first names)
- You can now toggle between LFM (Looking for More) and LFG (Looking for Group) in the group finder tab of the social window.
- Updates to Ability Bar - There is now a rotation icon to change the ability bar to 2 additional looks, including a horizontal look. Additionally there is a new context menu option to hide the ability bar name and the spell book on the ability bar.
- The ability/spell book, ability bar, and command block is now scalable.
- Login campfire button moved next to settings
- Login character list look update
- There is now an attack button located in the command block at the top
- New resize function - resizing now works by hovering your mouse over the edge of a bar which has resizing enabled, like you would normally in windows.
- Guild Registrar look update
- Trade no longer closes or opens with your character sheet / inventory window
- The main chat is now defaulted to 'always chat here' when a new chat config is created.
- The context menu option to 'Lock' has been renamed to 'Lock Move'
- You can now right click on a target frame for another player or an NPC to initiate a trade
- Crafting bags and stations UI will now expand to ensure the full visibility of any recipe you can craft, is visible.
- Added horizontal cooldown time display to the default ability bar, and radial cooldown displays when collapsed

**Fixes**
- Various small UI updates to fitting text
- Group listings will now automatically delist, if you join another group.
- Group listings will now automatically refresh when the group finder tab is selected
- Server announcement pop up updated with a new look
- You will now get a pop up message when you scribe a spell that is too high to cast or not your class.
- Feign Death synchronization fix
- Mouse Input: Major improvement, you should no longer accidentally target yourself when clicking between LMB and RMB
- The mouse graphic will no longer "jump" to the middle of the screen.
- Message fading fix
- Another attempt to fix chat scrolling issues.
- Chat caret overlap issue fix
- Split stack panel will no longer appear outside of the viewable area of the screen.
- Character specific data loading, bug fix
- Pet window /reload fix
- Double click door fix (possibly needs additional improvements)
- Stall signs are now limited to 55 characters.
- Fix NPC pets do not engage if player pets are sent in at master.
- Fix the client's target getting de-sync'd with the server when using hymn of the dead.
- Fix Bard song already in progress not being interrupted by mez or stun.
- Fix cast bars of a targeted client animating too fast.
- Fix cast bars from animating at faster speeds when started multiple times.
- Fix sending multiple BeginCasting packets for client casts.
- Fix begin casting animations not playing.
- Fix not showing the correct required level for some clicky items.
- Fix ability book tabs not updating when transferring a spellbook to and from the bank using right-click to auto transfer.
- Fix handing your pet no drop items; Return unwanted items to the client.
- Fix sending more position update packets than needed.
- Fix quick yo-yoing of client position (from perspective of other clients) when a client teleports.
- Fix emotes like /wave to a player name when that is not visible to you.
- Fix some clicky items ignoring the required level.
- Fix some enemies tagged to be immune to snare and root not respecting those immunities.
- Fixed a client memory leak related to model loading
- Slightly lowered the minimum and maximum swim speed
- Fixed mobs "skating" when they attempt to attack and move at the same time
- Better blending between walk and run animations
- Prevent mobs T-posing when viewed at distance
- Prevent swimming mobs from clipping through terrain
- Bind Vision should now apply properly to non-pet NPCs
- Updated air pet and goblin name generation
- Fixed several server-side memory leaks
- Reverted some changes to inputs that could have caused input loss at high fps
- Fixed animation "leaking" when near another player of the same race
- Stealthed entities will now correctly vanish when See Invis buffs fade
- You will no longer consider hostile pets to be a comrade
- The visible bounds of lightning strikes has been increased, preventing them from disappearing when you turn
- DOTs and pet attacks will no longer reaggro you while you are feigned
- Pets will once again gain a benefit from using weapons better their their intrinsic damage / delay
- Infravision and Ultravision now coexist peacefully with the Gamma slider, and have had a tuning pass
- Do not give pvp corpse looting rights if the killing blow was from an NPC (players, players pets, and npc pets will still result in pvp looting rights being assigned)
- Fix exploit related to attacking another players a pet and causing that player/they're pet to get aggro from nearby guards

**Animation**
- Reworked the way strafing is animated to be snappier and keep the character more forward-focused
- Combat animations can now be seen from farther away

## Design

**Content**
- Scarwood zone is now open
- Evershade Weald and city of Faelnidral more fleshed out
- Shaded Bloom Inn Cellar respawn timer reduced
- Glass Flats spawner adjustments
- Various faction adjustments
- a Plagueborn defiler is now assigned the proper Ability List
- High Lord Farwynn Nyxx encounter balance adjustments
- Bone Construct encounter balance adjustments
- Skyseer Illya level locked to 25 max
- Guardian of the Life Font balance adjustments
- Guardian of the Life Font level locked to 40 max
- Added new items, quests, and encounters in Shallow Shoals
- Additions to Glass Flats population
- You can now Fish in Shallow Shoals
- Night Harbor's West Gate, North Gate, and Necropolis yards should be improved in regards to NPCs spawning or being stuck in geography
- The ledge near the Fallen Pass & Vale of Zintar border is now accessible
- Boat pathing was updated to account for ocean boundary & facade changes
- The boat no longer collides with the dock in Keeper's Bight and will now properly dock in Shallow Shoals on the return trip
- The Crypt Broodmother in Infested Crypt should now be less confusing (you now cannot interact with her when she is up in her lair)
- Shallow Shoals population updates
- Fix to prevent repeating steps of the BST quest
- Multiple quests added to Shallow Shoals

**Balance**
- Several armor & weapon drops have been upgraded to reflect their rarity
- Several items have had their class list updated
- A bug that allowed players to buy free skillups from trainers at the endgame has been fixed
- A bug that allowed players to spam abilities and obtain skillups from invalid targets has been fixed

**Itemization**
- Reduced the weight of Metal Scraps
- Reduced the weight of Pelts
- Spider drops are now tiered
- Wood is now tiered
- Resin is now tiered
- Fixed an issue where Corrupted Ashira were no longer itemized
- Various itemization balance adjustments
- Volatile Rift Potion now properly applies the Gate effect
- Humanoids will now occasionally drop gems
- Several flavors of large bat will now drop more bat parts
- Leather, Chain, and Plate armor weights have been reduced
- Coin weights have been reduced
- Favor of the Queen has had an update & is now functional
- Itemization pass for Pirate Island in Shallow Shoals

**Tradeskills**

**Mining**
- Stone is now tiered
- Copper Nodes have Brittle Stone
- Tin and Silver Nodes have Jagged Stone
- Iron and Gold Nodes have Weighty Stone
- Coal and Platinum Nodes have Rigid Stone
- Mithril, Cobalt, and Adamantium Nodes have Thick Stone

**Blacksmithing**
- **Sharpening Stones**
- Are now tiered based on the above Stones
- Now can be manually applied to your Weapon instead of a Buff
- Sharpening Stones will be converted to Brittle Sharpening Stones

**Weightstones**
- Added

**Tarnished Weapons**
- No longer uses the old, generic Sharpening Stones as a component
- Now uses a Sharpening Stone of the Tier which corresponds with the Tier of Rusty/Corroded Weapons you are trying to upgrade as a component

**Carpentry**
- Added New Recipes

**Enchanting/Disenchanting**
- Added

**Herbalism**
- Added new Herbs

**Woodworking**
- Added New Recipes

**Masonry**
- Grinding Wheel added
- Added recipes for Dressing Stones for each tier of Stone for Furniture and other stone craftables/placeables**

**Pottery**
- Pottery Wheel added

**Alchemy/Cooking**
- Placeholder recipes for Paint creation
- New Carpentry adjacent recipes for Alchemy
- Tenacity Potion removed
- Added new Alchemy recipes

**Traits**
- Medicine now grants Bind Wound skill and skillup rate
- Added Minor Non-Combat Trait: Bookworm
- Added Minor Non-Combat Trait: Stonecutter
- Added Minor Non-Combat Trait: Stonemason
- Added Minor Non-Combat Trait: Disenchanter
- Added Goblin specific Major Combat Trait: Bribe
- Added Human specific Major Combat Trait: Tenacity
- Added Ogre specific Major Combat Trait: Ogre Smash
- Added Wood Elf specific Major Combat Trait: Hide
- Slippery is now Gnome specific
- Hardiness is now Deep Dwarf specific

**General Abilities**
- A vast majority of Detrimental Buffs now show a "Your Ability has worn off" message when fading
- **Bind Wound**
- Cast time reduced from 10 seconds to 4 seconds
- Required Level for various Bandage tiers adjusted
- Bind Wound may now be used while sitting
- **Regeneration Line**
- Cast time set to 5 seconds
- Fixed an issue where some Interrupt silences would last indefinitely
- Several Abilities that Summon Items (such as Summon Food, Drink, Bandages, etc) now scale quantity with level
- Fixed an issue where Resurrection spells could be casted while moving
- **Placate Ability Line**
- Placate now has a higher chance to fail and cause aggro
- Expanded line with Abilities: Appease, Conciliate, and Propitiate
- The Cast Particles of various instant cast abilities no longer persist indefinitely
- Unholy Bulwark now applies Soul Exhaustion
- Movespeed buffs no longer affect your speed while walking, crouching, or climbing
- **Standard Healing line Rebalanced**
- **Minor Heal**
- Healing amount reduced from 12 to 10
- Minor Heal mana cost reduced from 10 to 8
- **Lesser Heal**
- Mana Cost reduced from 25 to 20
- **Heal**
- Healing amount increased from 65 to 70
- Mana Cost increased from 35 to 40
- **Greater Heal**
- Healing amount increased from 300 to 325
- Mana cost increased from 120 to 150
- **Exceptional Heal**
- Healing amount decreased from 700 to 600
- Mana cost increased from 200 to 230

**Archer**
- Updated Ability Icons
- Exposing Shot is now a Martial ability
- Fixed an issue where some Might abilities were set to Archery
- Added Ability: Flurry of Arrows

**Bard**
- Fixed an issue where Somniferous Serenade did not have a set PvP duration
- Fixed an issue where Cacophonic Vocalization had a 14 second cooldown instead of a 12 second cooldown

**Beastmaster**
- Added Ability: Rat Pack

**Druid**
- **Touch of Healing line**
- No longer stackable with multiple Druids
- Touch of Life, Harmony, and Creation healing reduced
- Touch of Life 300 -> 230
- Touch of Harmony 600 -> 320
- Touch of Creation 900 -> 450
- Touch of Life, Harmony, and Creation HoT reduced
- Touch of Life 150 -> 115
- Touch of Harmony 300 -> 160
- Touch of Creation 450 -> 225
- Mana Cost reduced to maintain old HPM Ratios
- Touch of Life 195 -> 150
- Touch of Harmony 330 -> 175
- Touch of Creation 500 -> 225
- Added Ability: Wolf Pack
- Fixed an issue where the Grip of Nature self buff was considered a detrimental debuff and could also be resisted

**Elementalist**
- Spell Haste moved from Air Pet Aura to Fire Pet Aura
- Summon Cloth Bandage now has an Ability icon
- Fixed an issue where Master of Elements: Air was proccing the wrong effect
- Fixed an issue where Earthen Skin was castable on others

**Enchanter**
- Added Ability: Enlightenment
- Enchant Ally will now break it's connection when the caster Charms a target

**Inquisitor**
- Silence duration increased from 4 to 5 seconds
- Aura of Resistance
- Renamed Aura of Resistance from Aura of Magic Resistance
- Now additionally grants 2 (L1) to 30 (L60) Cold, Fire, Corruption, and Holy Resistances to your group in addition to Magic Resistance
- Tooltip updated to indicate that Aura of Resistance also grants 5% Magic Damage Reduction to your group
- Added Ability: Psychic Choke

**Ranger**
- Added Ability: Truestrike

**Rogue**
- Added Ability: Fury of the Assassin

**Shadow Knight**
- Fixed an issue where Grip of Agony was still partially resistable

**Druid**
- **Touch of Healing line**
- No longer stackable with multiple Druids
- Touch of Life, Harmony, and Creation healing reduced
- Touch of Life 300 -> 230
- Touch of Harmony 600 -> 320
- Touch of Creation 900 -> 450
- Touch of Life, Harmony, and Creation HoT reduced
- Touch of Life 150 -> 115
- Touch of Harmony 300 -> 160
- Touch of Creation 450 -> 225
- Mana Cost reduced to maintain old HPM Ratios
- Touch of Life 195 -> 150
- Touch of Harmony 330 -> 175
- Touch of Creation 500 -> 225
- Added Ability: Wolf Pack
- Fixed an issue where the Grip of Nature self buff was considered a detrimental debuff and could also be resisted

**Elementalist**
- Spell Haste moved from Air Pet Aura to Fire Pet Aura
- Summon Cloth Bandage now has an Ability icon
- Fixed an issue where Master of Elements: Air was proccing the wrong effect
- Fixed an issue where Earthen Skin was castable on others

**Enchanter**
- Added Ability: Enlightenment
- Enchant Ally will now break it's connection when the caster Charms a target

**Inquisitor**
- Silence duration increased from 4 to 5 seconds
- Aura of Resistance
- Renamed Aura of Resistance from Aura of Magic Resistance
- Now additionally grants 2 (L1) to 30 (L60) Cold, Fire, Corruption, and Holy Resistances to your group in addition to Magic Resistance
- Tooltip updated to indicate that Aura of Resistance also grants 5% Magic Damage Reduction to your group
- Added Ability: Psychic Choke

**Ranger**
- Added Ability: Truestrike

**Rogue**
- Added Ability: Fury of the Assassin

**Shadow Knight**
- Fixed an issue where Grip of Agony was still partially resistable

**Shaman**
- **Healing Spores line**
- No longer stackable with multiple Shamans
- Restorative Spores, Regenerative Spores, and Chloroplastic Spores HoT reduced
- Restorative Spores 150 -> 115
- Regenerative Spores 300 -> 160
- Chloroplastic Spores 450 -> 225
- Mana Cost reduced to maintain old HPM Ratios
- Restorative Spores 195 -> 150
- Regenerative Spores 330 -> 175
- Chloroplastic Spores 500 -> 225
- Spore Discharge HoT reduced from 10 (L1) to 600 (L52) to 10 (L1) to 225 (L52)

**Wizard**
- Added Port Abilities for Vale of Zintar: Vale of Zintar Gate, Vale of Zintar Portal, and Evacuation: Vale of Zintar
- Lure lines negative Resist Modifiers doubled
- **Ice Bolt Line**
- Fixed an issue where Freezing Bolt had a longer duration than expected
- Cast time progression per Ability changed from 1.5s -> 2s -> 2.5s -> 3s
- Ice Bolt Damage increased to 40
- Freezing Bolt Damage increased to 120
- Chilling Bolt damage increased to 285
- New SFX and VFX added
**Electric Shock line**
- Fixed an issue where the cast times were not set to their expected values

## Character Art

- Wood Elf player models reworked
- Major pass on player model UVs
- Polished up player character face textures
- Added some new player character face textures
- Fixed Ashira backpack mounting point
- Adjusted Red Ghost shader
- Added colliders on human male to try and prevent cape from clipping
- Adjusted Gnome & Dwarf nameplate height

## Environment

- Zones with oceans in them now have boundaries and many have had facade additions or improvements
- Patches to the ocean floor has been added where missing in Shaded Dunes, Fallen Pass, and Keeper's Bight
- Water volumes have been added where missing in Fallen Pass, Shallow Shoals, and Keeper's Bight
- A malfunctioning lift has been fixed and all lifts in Faelindral can now only be summoned if they are finished moving & unloading
- Occlusion related issues with secret areas was fixed in Night Harbor
- Targeting & agro issues fixed related to post-processing volumes in Glass Flats, Night Harbor, and Vale of Zintar

Druid nerfs and a bunch of shit i don’t care about.

Patch notes are classic as fuck.
 
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GuardianX

Perpetually Pessimistic
<Bronze Donator>
7,685
19,859
Sucks to have healing classes not stack "No we already have a X" will become a thing for healers now.

Been in so many groups of double shaman in the last few tests..
 

Gravel

Mr. Poopybutthole
43,874
154,811
The problem is movement is such a fucking slog in the game, because they go by old school MMO nostalgia or whatever, that everyone wants a class that goes fast.

So you get shamans, druids, and bards being the top played classes. Not because anyone wants to play them, but because begging a stranger to move faster for 30 minutes sucks dick.
 
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...

Goonsquad Officer
7,240
16,716
The problem is movement is such a fucking slog in the game, because they go by old school MMO nostalgia or whatever, that everyone wants a class that goes fast.

So you get shamans, druids, and bards being the top played classes. Not because anyone wants to play them, but because begging a stranger to move faster for 30 minutes sucks dick.
its just like CLASSIC EQ! so immersive!

i memba back in EQ fully 2/3 of the people i played with were a move speed class, or their girlfriend was a druid who was, or they were spergy enough to camp for the jboots.
 

Quaid

Trump's Staff
12,035
8,419
The problem is movement is such a fucking slog in the game, because they go by old school MMO nostalgia or whatever, that everyone wants a class that goes fast.

So you get shamans, druids, and bards being the top played classes. Not because anyone wants to play them, but because begging a stranger to move faster for 30 minutes sucks dick.

My favourite thing about this was that Druids were the most commonly played class for the reasons you described, but then they couldn't get a group after level 45 until they gave them a ghetto Complete Heal in Luclin lol.

But ya, as you touch on, the lack of self awareness of the MnM community is astounding. "We want meaningful travel!". "We want group focused gameplay!". "We want difficulty!". Then the community proceeds to play the five most solo friendly classes the most, with the 3 early runspeed classes among them. They are literally making class choices that makes the game as easy as possible for them, so they can circumvent the difficulty they've begged for. It's like some kind of dork version of Stockholm Syndrome.

s2.jpg


Wait until the world is complete and it's 5x its current size.
 
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