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.

Thanks!