- Gender specific sorcery spells can now be cast by both genders.
- Surface mining success chance has been increased based on mining skill.
- PvP: Remove max drain amount after x consecutive drains.
- The item mailing limit of 10 times has been removed.
- You can no longer send mail with enemies nearby.
- Large magic chests can now be used when loaded.
- Decorations on deed will not decay if the deed has 30+ days upkeep.
- Damage reduction modifiers have been swapped for Chain and studded armours.
- Favour sacrifice changes:
- Chopped food is a universal favor item for sacrificing at ql/20 favour.
- Favor given from alchemy items scale with the potency level of the item (ql / 33 * potency)
- Gods with a bonus for food (Fo, Tosiek, Paawheeler) will now receive higher favour from meals, based on quality and complexity.
- Nahjo priests will be able to change deities without losing faith by typing /transfer.
- Battle Rank gain has been removed from missions, tower capping and HotA pillars.
- Added additional checks for BL player gods to address alignment issues when changing gods.
- Deed export view will now include perimeter tiles.
- Shield skill now is faster and more dependent on damage blocked. Will also take quality into skill check rolls.
- Snowballs! Collect snow during winter to throw at other players or to stock your larder to greatly reduce decay.
- The message board can be used to leave notices for your village or individual members
- Any citizen can post a message to another citizen.
- Only citizens with “manage items” permission may post notices for all villagers
- Non villager functions will come in a later update
- Epic: Mining and digging will now give body stamina skill gains.
- Epic: improved Scenario point reward for slaying missions
- Epic: Improved scenario end reward system.
- Epic: Restrictions on dragon armour imping have been removed. Dragon armours are now improved with leather like Freedom servers.
Valrei Mission Changes:
- Mission Bugfix: Rift reward items have been removed from ritual missions.
- Mission Bugfix: Possible fix for traitors losing the ‘traitor’ from their name.
- Mission Bugfix: Domestic creatures should be removed from sacrifice missions.
- Mission Bugfix: Sacrifice missions removed from enemy home servers.
- Mission Bugfix: Some items removed from sacrifice item missions list.
- all gems
- white dotted flowers
- turtle shells
- turtle shields
- Mission Bugfix: Various generic create missions have been more clearly defined.
- Mission Bugfix: Some items removed from the create item missions list, including boats which never completed missions.
- Mission Bugfix: Recalculated the number of items needed for sacrifice missions. Required amount of items should now be fewer.
- Mission Bugfix: Valrei mission items will now float if they are spawned in water.
- Mission Bugfix: Scenario karma rewards from kill missions will be given to a random attacker instead of the first in the list.
- Bugfix: Fixed nutrition percentages gained from eating, no nutrition lost on first bite when eating at low food.
- Bugfix: Fixed timing of error message when trying to improve a wooden shingle roof with an underweight plank.
- Bugfix: There is now a small chance that a bred horse will have a single name.
- Bugfix: Fixed so that combined thatch and grass will only use up one unit when planted.
- Bugfix: Fixed an error when trying to drag liquid from a fountain into a smaller container in inventory.
- Bugfix: Only show “someone” on examined planted items when original planter no longer exists.
- Bugfix: Shaker Orb now properly checks cave layer.
- Bugfix: Incorrect steal option will no longer appear on planted banners on Freedom.
Thanks to the special efforts of Pandalet we have an awesome handy guide for those who wish to read up on what to do or how things work, check it out here.
- Standard meals can still be made, however junk items such as nails are not used as an ingredient and if present in a container, they will stop the food item being made.
- Meats now have a material, e.g. Meat, Dragon and Meat, Game. As you can see it does not use the animal type, but a category as we have so many animal types. Some of the categories are: (there are 16 total)
- Meat and fillets can now be put in FSB and Crates.
- Fish and fillets can now be put in FSB and Crates.
- Existing Zombified milk will lose its zombie status. New zombie milk should be fine.
- You will be able to seal some containers so long as they only have one liquid in them, this will stop the liquids decay.
- Small and Large Amphora
- Pottery Jar
- Pottery Flask
- Water Skin
- Small Barrel
- Wine Barrel (sealed with a peg)
- Cooking will now be from recipes, this does not mean that you cannot continue cooking like you used to though, although some recipes will have changed.
- A personal cookbook is now available which has the recipes that you know about in.
- Hens eggs can now be found when foraging on grass tiles. And you will be able to put them in FSB, but that makes them infertile. The egg count on a server will be only the fertile ones.
Old containers and tools – now with more use.
- Sauce pan – had to change size of this, but that means some recipes need a new one which is larger.
- Pottery bowl – can now be used to hold liquids as well, a lot of recipes use this.
- Hand – used to make some mixes, and other things. Note if a recipe says a hand must be used, actually any active item will work.
- Fork – how else were you going to mix some stuff!
- Knife – used a lot in food preparation.
- Spoon – An alternative way to mix things (so same ingredients can be used in multiple recipes. Also can be used to scoop.
- Press – can be used to squash something.
- Branch – branching out, could be used as a spit …
New containers and tools
- Stoneware. – used to make things like breads, biscuits etc
- Cake tin – used to make cakes
- Pie dish – used to make pies and tarts
- Roasting dish – used to roast food.
- Plate – used to make salads and sandwiches on.
- Mortar+Pestle – used to grind small things (e.g. spices)
- Measuring Jug – used to get a specific amount of liquid, its volume can be adjusted (volume is same as weight for this).
- Still – used for distilling.
- Larder – used to reduce decay of food items in it, so long as it has ice.
- Sugar Beet
- Hazelnut bush – now you know where the hazelnuts come from.
- Orange Tree – because it seemed like a good idea.
- All can be planted in a planter, except Nutmeg.
all Herbs can be planted in a planter.
New items that are only found by forage / botanize.
Note all above spices and herbs and the new vegs can be found this way as well)
- Cocoa bean
- Nutmeg (note this is a spice but cannot be planted in a planter)
- Hazelnut sprout.
- Orange sprout.
- Rock tiles that would of produced salt when mining will now be shown as Rocksalt veins (this may take a day or two to show), but have a limited life (e.g. you get 45-50 rocksalt from one).
- The Rocksalt can then be ground into salt using a grindstone. You can get more than one salt from each Rocksalt depending on your milling skill.
- Veins that had salt in, will be unaffected, e.g.you will still be able to get the random salt when mining them..
- A new trellis has been added for hops.
- Trellis can now be harvested when their produce is in season (except ivy ones which don’t have a season).
- To help plant your trellis in nice straight lines, you can plant them using a wall, fence or tile border. And have three options, on left, center and on right.
- There is a limit of 4 planted trellis per tile. Any extras that are currently planted on same tile will become unplanted.
- A trellis must be planted to be able to be harvested.
- Flowers can now be used in some recipes and rose petals, oleander, lavender and camellia.
- Milking is now a multi-step process, e.g. the more skill you have the more milk you can get, but does also depend on the creature’s age.
- Harvesting fruit from trees and bushes are now also a multi-step process, again depends on your skill and the tree / bush age as to the maximum harvested. Also the result QL is now closer to your skill level (at higher levels).
- Harvesting trellis is very similar, but uses your skill and the QL of the trellis.
- Harvesting fields will also use this way to calculate the QL of the yield.
The goodness of food
- Each meal made will have a bonus attached to it, so the same type of ingredients making the same meal (in same type of cooker and same type of container) will end up with this same bonus.
- This bonus will give a timed affinity to a skill, the skill can be different per player, e.g. fish and chips may give a temp weaponsmithing affinity to Joe, but to Tom it gives carpentry, (also may not give it to any skill).
- Nutrition has not been changed.
- Wild bee hives will appear in spring at random locations and they will vanish at the end of the year (in winter). Note they will be in different locations each year.
- As time passes honey will be made in hives together with bees wax, the amount will depend on nearby flowers, fields and trees.
- Each wild hive will start with one queen bee, this may increase by one every wurm month, to a maximum of two, so long as the hive has over a certain amount of honey in it. When there is two queen bees if there is a domestic hive nearby it may migrate to it.
- A single queen may migrate to a nearby domestic hive if it is a better ql.
- Domestic hives will be loadable. Even with a queen in it. So you can move it to somewhere, e.g. your own deed. Watch out as bees sting!
- Bees in hives in a vehicle still need food, so if no honey of sugar they may die if there for a long time.
- Domestic hives that had a queen in it, will go dormant over the winter period and will become active again in spring. But it is possible for the queen to die over winter if no honey is left in the hive (Note can put sugar in hive to keep the queen alive.
- Honey (and beeswax) can be collectable from hives.. But you may need a bee smoker.. So bees do not sting you, note that this bee smoker is useful at other times, like if you want to chop down a tree that has a hive, or load/unload a domestic hive which has a queen in it.
- Instead of examining a food container to see what it will make, you now can use Lore, to see what it will make or to get hints on what ingredient you could add into the container to be able to make something.
- Some more specialised recipes will call for a meat of a specific category, or a specific fish, but most will use any meat or any fish or even any veg.
- Most new recipes only require one of each item, main exception is making sandwiches which normally requires 2 slices of bread.
- Some recipes are an intermediate step, or some sauce which is used later e.g. there is cake mix and white sauce.
- Lots of new food category types e.g.
- And some of your old favorites like.
- And there are some new drinks which will need distilling, e.g. different spirits.
- Note you will need to experiment to find their recipes, but do note some items need a mix before adding other items, e.g. you will now need a cake mix to make cakes.
- Some ingredients will only be found doing forage/botanize actions, whilst others, once found, they may be able to be planted as a crop or even in a planter (e.g. most spices and herbs can be planted in a planter).
- Fresh is an attribute of an item when just found from foraging or picking, if you put it in a FSB it loses that attribute.
- Some recipes are nameable this means that whoever is the first to make the item for that recipe, will have their name added to the front of that recipe name, e.g. if Pifa was first to make a meat curry (assuming that was nameable) then it would show to everyone, when they discover it, as “Pifa’s meat curry”.
- These recipes can be named on each server. E.g. the same recipe can be name by multiple people so long as different servers.
- Note only one recipe can be named per person.
- Some recipes are pre-named.
- Some recipes may only be makeable once you have that recipe in your cookbook, these recipes are only available from killing certain creatures.
- Recipes can be inscribed onto papryus (or paper), to do this you need to be looking at the recipe in your cookbook, and then use the reed pen on a blank papryus (or paper).
- You can then mail these or trade them to others, where they can add it to their cookbook, if they don’t know it, by either reading the recipe and selecting to add to their cookbook or activate it and r-click on the cookbook menu option.
- Some old items are still make the old way, e.g. sandwiches, those are now called endurance sandwiches, and will not give any CCFP or timed affinity. These can still be used for the climbing as you may take a bite from them even when full.
- Items can be planted in a planter, e.g. a herb or a spice (not all spices).
- The planted item will start growing.
- After a while it will be available to be harvested.
- Harvesting will be available daily.
- Each time you harvest it will prolong its life
- Eventually it will get too woody to be harvested, then it is time to start afresh.
- Using Lore on a container, will let you know what could be made
- If the contents match a known recipe (known by you that is). You would get a message like:
“The Ingredients in the frying pan would make an omelette when cooked.”
- If the contents match an unknown recipe. Message would be like:
“You think this may well work when cooked”
- If the ingredients would make any recipe but has an incorrect amount of a liquid then you would get something like:
“The ingredients in the saucepan would make tea when cooked, but…there is too much water, try between 300g and 400g.”
- It performs checks in this order
- Unknown recipe that is not nameable.
- Unknown recipe that is nameable.
- Known recipe that is not nameable.
- Known recipe this is nameable.
- If the contents form part of any recipe, it will give a hint as to what to add to make that recipe. E.g. “have you tried adding a chopped onion?”.
- Note the recipe is picked at random from a list of possible recipes and so is the shown ingredient.
- Every person has a cookbook, where your known recipes are shown.
- The cookbook is client-side, and this means it is more responsive (and dynamic).
- The recipe list is shown at start and each recipe is coloured depending on;
- If it is a favourite (shown in goldenrod)
- If it is globally known (shown in green)
- Rarity colour (if applicable).
- If known by you (shown in white)
- And If unknown it will be in red. This is shown when the recipe is a requirement for a known recipe.
- When you expand a recipe you see what is needed to make it, You can drill down if an ingredient matches a known recipe. Note it is possible that an ingredient that is a result of another recipe not to be shown as a container, this is because there is not an exact match. E.g. wort, used in making beer, can be made from several different recipes and it is then used to make further recipes, But the final recipe just says it needs unfermented beer, not the actual recipe.
- Right-click menu options
- You can set any recipe as favourite.
- You can add a note to any recipe.
- You can mark a recipe to be written to paper (only one can be written at any time, and will be reset if you relog)
- Once you have marked a recipe to be written, you then need use the right-click menu option on the paper/papryus with an active filled pen.
- You can search the recipes by their name (similar to how crafting recipes works), or by any notes
- You can also filter the list to just show favourite recipes.
- The existing nutrition system has been augmented by the calories/carbs/fats/proteins system (CCFP).
- Every edible item has a set of CCFP values. These are combined when creating a result item to give the result item CCFP values of its own. When eating something, the CCFP values increase the player’s CCFP bars, with the amount of increase being based on the amount of food consumed (where the maximum amount of food a player can consume is determined by current food bar value).
- The elements of CCFP affect the player as follows:
- Calories – high bar reduces stamina drain
- Carbs – high bar reduces water usage
- Fats – high bar increases favour regeneration also used to reduce sleep bar drain.
- Proteins – high bar reduces food usage
- When a player’s food bar is full, no further food may be eaten:
- Exception is that an endurance sandwich can always be eaten.
- A second exception is sleep powder.
- Similarly, when a player’s water (thirst) bar is full, no further drinks may be drunk.
- When a player consumes a prepared food, they will be granted a temporary affinity. This gives a 10% bonus to skill gain in a specific skill for a short period.
- The duration of the temporary affinity is set by how much of a food item is consumed – the more that is eaten, the longer the temporary affinity will last.
- Runes can be created from the resources left behind from rifts, rift crystals, rift stones, and rift wood. Most of these runes can be attached to another item to give that item a bonus, while others can be used one time to activate their effect.
- Crafting together a piece of these resources and a lump of metal will give the option of 5 runes:
- Crafting runes will use one of three skills depending on the rift resource used:
- Fine Carpentry for rift wood.
- Jewelrysmithing for rift crystal.
- Stonecutting for rift stone.
- The combination of metal type and god type will determine the effect of a rune, while the rift resource used will determine what the resulting rune can be attached to or used on.
- Barring some exclusions, the following material types are used on their corresponding group:
- runes made from rift wood can be used on wooden items.
- Runes made from rift crystal can be used on metal items
- Runes made from rift stone can be used on stone, pottery, cloth and leather items.
- There are a total of 65 different rune effects available, via the 13 different metals and 5 possible god types available.