I would like some final feedback on the upcoming patch.
The Test Server is now available with the latest changes and this patch is almost ready for the public. Actions are set to run the skill gain 50 times so that skill balancing can be better seen in action.
Here is a list of what is ready:
Combat Per player position thread to reduce combat lag Creatures can attack in water (animations not implemented)
Skills Skill tracker working Resource skills revised for balanced use of all stats Terraforming moved to the resources group Wainwright moved to the construction skill group Schemes can be gained beyond skill 100 Unlearn based on current skill level (you can unlearn auto learn recipes if your skill has dropped) Schemes can be gained on level up Working skill soft cap Skill balancing reduction after gains beyond soft cap Action skills not soft capped Construction not soft capped Balanced decay on least used 4 skills Skill decay chooses skills set to minus first (as if they had 0 recent uses) Skill locking system -Normal: skill can increase or decrease -Minus: skill locked for decay only. Stats will not gain when using this -Locked: Can’t change. Stats will gain when using this skill -Plus: Can increase only. Stats will gain when using this skill -2 skills can be locked Skill recent use count displayed as a tooltip on skill locks
Stats Agility bonuses affect running Agility affects combat speed(including bonuses) Base movement increased Max movement increased Strength including bonuses affects encumbrance Encumbrance minimum increased Encumbrance maximum increased Stat gain on all skillactions regardless of setting Minor fixes to the statpanel display Balanced decay on least used 4 stats Stats above normal displayas green in stat panel
Health Health based on stats andskills Health (hit points) shows asa value on hover
Experience Gained per action not skillgain Stats can be gained through the level up panel for skills that are increased using experience points as if those skill were actually used
Quests Quest expiration Expired quest removes questfrom questor Quest time limit (in progress) Quest quality Craft and hunt quest require you to craft and hunt the delivered goal items View and drop quests fromTribe Quest Panel Improved quest panels Quests show tribe and creator Quests give experience based on -Type of quest -Difficulty of item -Amount of item -Quality of item -Distance between tribes Experience for both questorand creator
Scroll bar Fixed scroll bars for all panels Town member scroll bar Town rank scroll bar
Interface New interface panel art implemented (in progress) Walk mode default keybind set to G Chat reply default keybind set to R
Chat Pressing R allows automatic reply to last whisper Whispers show more clear who you are whispering to receiving a whisper from
Items Hunted items give bonus based on power of creature killed Material items display possible bonus in tooltip Merging stacks should properly balance bonus power (for hunted items). Quality and duration should also balance as usual Splitting and merging stacks should properly balance bonus power, quality and duration.
I would like specific feedback on:
- Are there any critical issues or problems? - Is stat gain and loss too quick / too slow / ok? - Is skill balancing too much / too little / ok? - Does skill balancing (soft cap) start too early / too late / ok?
Any other comments are welcome, but please keep comments brief and not as an argument or discussion. We would like to patch this all to the public server this week and are looking for any critical changes that need to be made before we do so.