Posted by PrintsKaspian 2 years ago
Merlyn Update - Ver. 1.12.365 / REV 122340
This all-new system allows players to enlist with one of the five Royal cities, and participate in faction-based activities to earn faction resources and standing and get exclusive faction rewards. In addition to engaging in full-loot, open-world PvP with enemy factions in all zones, faction-flagged players can:
- Capture faction outposts throughout the Royal Continent. Once claimed, these bases will offer valuable resources to your faction - but taking them down means defeating unique bosses, which have their own special powers and strengths as well as their own individual personalities.
- Run trade caravans through the open world to gain faction resources. Trade routes lead deep into hostile enemy territory, meaning the risks are high, and stealth and creativity are essential.
- Earn faction points to spend on exclusive rewards:
- City resources (which can be used as crafting ingredients or used to create faction capes)
- Faction capes (five different capes, each with its own unique passive spell to round out and enhance existing combat builds)
- Faction mounts (five new mounts, each with its own unique skills and strengths)
Full details of the Faction Warfare system will be clarified in a forthcoming forum post.
Refining and Crafting Bonuses
Each city on the Royal Continent now has its own unique refining and crafting bonuses. As the cities have each grown more independent within their own biome, these bonuses are based on materials that are rare for the given biome: for example, refining wood gives a bonus in Fort Sterling due to its scarcity.
Resource distribution has been updated to encourage travel and transport throughout the Royal Continent. The territories around the Royal cities now hold more enchanted resources, providing an excellent source for economic and equipment boosts.
Items can now be overcharged during combat, allowing for a limited-time item power boost. This puts players with mid-tier gear on a more even playing ground, but comes at a cost: each overcharged item has a chance of breaking once the charge ends.
The overcharge button is the last on your spellbar, next to the consumables. The tooltip is shown when hovering over it.
Marketplace UI Improvements
The Marketplace UI has been completely overhauled to offer a much cleaner and more streamlined experience. In addition, two new features are now available when using the Marketplace: a clearer average price display (which is now based on actual sales instead of offers) and in-depth sales history for each item at a given location.
New Dungeon, Costumes, Trophies, and Other Changes
Merlyn brings numerous additional improvements and changes, including a new T5 group dungeon, trophies for all gathering professions, male and female wedding costumes from the vanity merchant, and more - for further details, please see the update page
Refining and Crafting Bonuses:
- Added recipe view to item details: you now can see all possible recipes for crafting an item in the item details UI.
- Players can now use the /icons command in chat to see a list of available chat icons.
- Ten new achievements have been added to the game, mostly relating to Faction Warfare.
- Added description info to respec points.
- On player islands, removed some problematic bushes and trees in front of building areas, and added additional detail to the coastline.
- New sword auto-attack animations have been added.
- Reduced volume of "disappear" effect on mounts (i.e. when already dismounted and leaving the circle) in cities.
Bonuses will apply to materials refined and items crafted in the Royal cities. First, here are the items that will be affected in each city:
- Martlock (Highland) - Refining: Hide; Crafting: Axe, Quarterstaff, Frost Staff, Plate Shoes, Offhand
- Bridgewatch (Steppe) - Refining: Rock; Crafting: Crossbow, Dagger, Cursed Staff, Plate Armor, Cloth Shoes
- Lymhurst (Forest) - Refining: Fiber; Crafting: Sword, Bow, Arcane Staff, Leather Headgear, Leather Shoes
- Fort Sterling (Mountain) - Refining: Wood; Crafting: Hammer, Spear, Holy Staff, Cloth Armor, Plate Headgear
- Thetford (Swamp) - Refining: Ore; Crafting: Mace, Nature Staff, Fire Staff, Leather Armor, Cloth Headgear
The following specific bonuses will apply:
|Refining Malus (Territory)||-10||0%|
Here's how it will look for cities that have the current regular bonus, plus the new additional crafting and refining boosts:
|City + Crafting Bonus||33||25%|
|City + Refining Bonus||43||30%|
Islands attached to Royal cities will, as always, not include the regular city bonus, but they will now receive the same new crafting and refining boosts as the attached city:
Island levels retained:
|Island + Crafting Bonus||15||13%|
|Island + Refining Bonus||25||20%|
After abandoning personal island, the next personal island you buy will cost the base amount of a new level 1 island, but will retain the island level you had before. This means that you can abandon your island in one city and buy a new island in another city, and it will retain all levels you had before while only costing the base amount of Silver. NOTE: Buildings and furniture will not carry over to the new island.
Access rights logs: Every access rights menu (islands, buildings, chests) now has an additional button next to the 'Close' button that opens the logs for the menu, allowing all players to see who added/removed/changed which entry at which time. The information can be filtered by timeframe or player name, and can be exported for further usage.
Crafting progress: Crafting progress now updates with each 40 items crafted: for example, if you craft 400 of the same item, your progress, resources, and Fame will be updated with each group of 40 items, for a total of 10 updates. This is to ensure that all Fame earned is applied to your Destiny Board progress, without the loss of Fame that sometimes occurred for very large crafting jobs.
Resource Distribution: The distribution of resources by cluster has been changed to emphasize differences between clusters close to Royal cities, as opposed to those in the Outlands.
- The amount of Tier 4 and 5 resources in the Outlands has been reduced significantly
- The amount of Tier 4 and 5 resources close to Royal cities has been increased significantly
- The amount of Tier 6 resources in the Outlands has been increased
- The amount of Tier 6 resources on the Royal continent has been reduced significantly
- Additionally, the rate at which enchanted resources appear in the world has been changed:
- Tier 4 and 5 resource enchantment rate close to Royal cities has been increased to 8% for safe zones, 12% for yellow zones, and 20% for red zones
- Tier 4 and 5 resource enchantment rate has been reduced to 5% for all of the Outlands
- Tier 6+ resource enchantment rate in Anglia has been increased from 5% to 8% and in Cumbria from 10% to 12%
- Respawn Time for Tier 6 resources has been increased by 22% (meaning it will take 22% longer for Tier 6 resources to appear)
Additional fast travel costs have been added to the five major resources and their refined versions. The price has been increased by a multiplicative factor based on its tier and rarity level:
- Tier 2 = x1, Tier 3 = x2, Tier 4 = x4, Tier 5 = x8, Tier 6 = x16, Tier 7 = x32, Tier 8 = x64
- Rarity 0 = x1, Rarity 1 = x2, Rarity 2 = x4, Rarity 3 = x8
- This means, for example, that a Tier 6.2 resource will cost 16 x 4 = 64 times what it cost prior to the update.
This change was mainly made to increase the incentive to transport these resources through the open world instead of just fast traveling from city to city. This is because, with the economic changes made to the Royal Cities in Merlyn, the profit from simply moving resources from city A to city B would have been too high compared to the amount of investment required.
Additionally, the Travel Planner received a visual update for his banner and carriage, and his horses now have their own animation. The anchor icon on the mini- and clustermap was also replaced with a new compass icon.
Siege Camps: Added four new siege camps to the Royal continent to compensate for the conversion of two yellow clusters into to red ones in each biome, and also to balance out the amount of available siege camps in different time regions. New camps appear in:
- Wispwhisper Marsh
- Cairn Gorm
- Cairn Fidair
- Creag Morr
With Merlyn, the Ultra settings will now enable Anti-Aliasing and Soft Shadows. Depending on the user's hardware, this could have a negative impact on performance. The graphics settings will be more customizable in later updates, and more graphic effects will be added as well.
Replaced numerous solo dungeons in the Outlands with group dungeons. As with other group dungeons, they appear on the map as a large dungeon icon with a blue glow.
The Guild visualization on the political worldmap has been changed from banners to shields to make it more consistent with Guild displays in the rest of the game.
Adjusted time zones of 2 regions:
Imps in Hellgates
- Runnel Sink: 05:00 → 23:00 UTC
- Willow Wood: 05:00 → 15:00 UTC
have enhanced their attack, and will now apply a 20% slow which lasts two seconds.
The reward curve for Hardcore Expeditions has been flattened, meaning they will generally reward somewhat less Silver and loot for killing mobs:
Veteran Mad Chops
- Level 6: -10%
- Level 8: -15%
- Level 10: -19%
- Level 13: -26%
(Heretic Mob) has been slightly reworked:
- Cleave ability:
- easier to distinguish visually
- area of effect radius increased from 5m to 9m
- cooldown raised from 3s to 5s
- a hit reduces movement speed slightly for a brief time
- In Hardcore Expeditions:
- an additional Avalanche will now also appear on a random player
for Red and Black Zones have been increased.
- Red Zone: 2.5 → 2.75 (+10%)
- Black Zone: 3.0 → 3.5 (+16.6%)
Moved treasure sites
into each yellow cluster bordering the five biome cities to provide closer PvP opportunities for these cities (moved from → moved to):
- Nightcreak Marsh → Willowsigh Marsh
- Cairn Darg → Cairn Camain
- Hornbeam Wood → Yew Wood
- Snapshaft Trough → Lazygrass Plain
- Lewsdon Hill → Eldon Hill
Removed or alleviated several endless / looping patrols
in Expeditions, to give adventurers a bit more control over their fights.
The Keeper Cultivator has been reworked: she now chooses between two different mushrooms at random and throws them at a random target:
- Burning Mushroom: deals heavy damage and burns the area for a few seconds
- Energizing Mushroom: deals a small amount of damage but replenishes the energy of the player
Visual effects and spell icon for Rock Elemental spell 'Tremor'
have been updated.
- Vile Curse
- The first DoT Tick now happens after 2s. (this increases the total duration by 2s)
- Dark Matter (New W-slot spell)
- Casts Dark Matter onto an enemy target. This matter keeps jumping to the closest enemy in a 7m radius for up to 10 times, dealing magic damage to every enemy it passes through. The spell can't hit the same enemy twice in a row, but keeps jumping back and forth if at least two enemies are in range.
- Cast time: 1.2s
- Cast Range: 11m
- Cooldown: 20s
- Shatter (New W-slot spell)
- Creates three areas in a row in front of the caster, each dealing magic damage.
- Instant skillshot
- The combined areas reach a distance of 16m
- Cooldown: 8s
- Ice Storm (Glacial Staff)
- Can now be cast in a 11m radius and then moves 23m forward from that position.
- Cast Time: 2s → 1.5s
- Iron Breaker (New Q-slot spell)
- Slams the hammer into the ground in front of the caster. Reduces resistances for 6s and deals physical damage to all enemies in a 3m radius.
- Hit Delay: 0.5s
- Cooldown: 6s
- Flash Heal (all Holy Staffs)
- Root Prison (Morning Star)
- Cooldown now scales with Item Power (100 IP: 36s; 1700 IP: 28s)
- Hurricane (Iron-Clad Staff)
- Cooldown now scales with Item Power (100 IP: 23.8s; 1700 IP: 19s)
- Mystic Rocks (Staff of Balance)
- Cooldown now scales with Item Power (100 IP: 37s; 1700 IP: 29s)
- Spinning Blades (Dual Swords)
- Bloodlust (Mercenary Jacket)
- Heal per tick: 29.25 → 26.00
- Normal Shield:
- Crowd Control Resistance Factor: 0.28 → 0.36
- Tower Shield:
- Bonus Defense Factor: 0.16 → 0.15
- Cooldown Reduction Factor: 0.162 → 0.15
- Leering Cane:
- Bonus CC Duration Factor: 0.3 → 0.4
- Tome of Spells:
- Now also increases Max Energy and energy regeneration (For Comparison, Tome of Spells energy factor: 0.15 / Eye of Secrets energy factor = 0.4)
- Health Factor: 0.3 → 0.24
- Switching from windowed to fullscreen mode no longer changes resolution to native
- Fixed an issue where some mounts allowed players to mount in 2 seconds instead of the intended 3 seconds
- Fixed the order of Party UI and Player Stats UI (health bar, etc.) so player stats are always on top
- Fixed an issue where, when killing another player with a single hit or executing a downed player, players who supported you did not get a reputation penalty
- Fixed a bug where certain spells would give you outlaw status or even cost reputation when hitting party members
- Herbivorous farm animals have finally realized that herbs are also plants, which can now be used to feed them
- Fixed a bug where, when crafting, an unlocalized error message would sometimes appear
- The spell "Touch of the Undead" from the Condemned Brittle Skeleton (in the open world) now has a name, and the stun should correctly be recognized as a crowd control effect
- Corrected display of focus cost in item crafting UI to improve text scaling for large numbers
- Bonus Item Power from Mastery/Specialization levels of offhands is now included in Average Item Power as intended
- Numerous additional graphical, UI, localization, audio, and animation fixes