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7.300.0

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7.300.0

The focus of this update is on encouraging more smaller-scale PvP options in addition to our 100 vs 100 Keep sieges. We have added zones that limit concurrent alliance members to 25 and 50 and made content specifically for smaller guilds.  In general, there are 3 zone makeups we are using this milestone:

  • Sieges zones - 100 alliance member cap, rank 8 and 9 resources, 1 large keep and 2 small keeps, 0 mines.
  • Adventure zones - 50 alliance member cap, rank 5 through 8 resources, 1 small keep and 3 forts, 2 mines.
  • Wildland zones - 25 alliance member cap, rank 9 and 10 resources, 5 forts, 4 mines

If you attempt to use a rune gate to a zone that's at the cap for your alliance, you'll be entered into a queue and receive a message that indicates there are too many members of your alliance in the zone. 

Forts

There are now five "variations" of Forts that have unique buff pedestals that can be found in the interior of the Fort. One will spawn at rank 2, another at rank 5, then 7, and the last one is granted at rank 10.

  • The Building Material generation from Forts has been removed (mines provide materials now)
  • Forts are now mini bases of operations
  • All Forts now have walls
  • Forts are still level from 0 - 10 and can be improved through sacrificing items 
  • Each level of the Fort will make the walls more durable
  • The leveling up of Forts has been reduced - it takes significantly fewer resources to level up
  • Forts are a safer space, with guards in the courtyard that can see stealthed characters
  • New vendors are available (see screenshot below)
  • Crafting tables that are better than the Temple - If you own the fort it will give you the Novice Thrall buff

Mines

New to Update 7.300, Mines are strategic locations where players can acquire building materials. Timber, Ingot, and Boulder Mines are scattered throughout the Wildland and Adventure zones and can spawn up to five chests every hour with an Event notification signaling they’ve spawned. Beware of other players as you acquire resources as you cannot recall or go into stealth while they're in your inventory. 

There are 6 mines in each region (Adventure zones have 2 mines and Wildland zones have  4 mines.  24 across the entire campaign. 

  • 5 resource chests at random locations in each mine with a 1 hour respawn time
  • Chests respawn at a different location in the mine to reduce camping
  • Mines have no set siege schedule to drive PvP 24 hours a  day
  • A mine gives out more resources than the Forts in prior game versions would over 24 hour period

We also have performed a major chat system update (yes, customizable chat options!), improved the map performance, and added more map functionality.  

Map Changes 

In addition to significantly improving map loading speed, the map now has several new features:

  • Added a legend to the zone map that allows you to filter specific Points of Interest on or off
  • Added a unique Map Pin to parcels where Boss and Raid Bosses can be found
  • Added for Map Pins for Side Quests
  • Maps will now have a death maker where a player death has occurred in the last 5 minutes to show where there’s active PvP
  • Maps will now show where teammates are located
  • Markers on the zone map should now be better centered over larger points of interest

Chat

The in-game chat has been overhauled for ease of use and customization. Rather than having specific tabs for Chat, Chat now defaults to two tabs:  General and Combat Log. Different Channels have been created for Chat including Alliance, Guild, Zone, and more.  These can be turned on and off in the Chat Settings and colorized. We’ve also implemented movable chat windows.  

Campaign Rewards

We’ve dramatically increased the rewards for everyone participating in 7.300 Dregs and Shadows Campaigns based upon Community feedback!  It's been increased so much,  you'll need to visit the Campaign rewards are more valuable post at   https://community.crowfall.com/topic/33721-campaign-rewards-reworked/

Crafting Ingredient Navigation
Ingredient recipe navigation has arrived!

  • Click on an ingredient slot in a recipe and it will take you to that ingredients recipe. (i.e. clicking on the metal bar ingredient slot inside a crossguard recipe will navigate the recipe book to the metal bar recipe.) 
  • A set of navigation arrows in the upper left allows you to go backward and forwards to recipes you have navigated to. (So once you are done with the metal bar recipe you can back arrow to the crossguard recipe.)
  • Should you click on an ingredient unavailable at that crafting station, a tooltip will alert you to what type of station you need to be at. (i.e. attempting to craft a leather item at a blacksmithing station will inform you to go to the leatherworking station.)

Performance

  • Several client and server performance fixes

Campaign

  • A message will be displayed 15 minutes before the siege window for Forts, Keeps, and Hotzones
  • Added a level of participation requirement to receive campaign rewards
  • Added a Mine Parcel which generates Building Materials
  • Adding dynamic buff pedestals to outposts. These buff pedestals will spawn on an outpost and grant a random buff to players when they interact with it. This pedestal will always grant the same buff until another faction/guild captures the outpost, and then it will spawn a new buff pedestal for them. These buffs will last for a total of 30 minutes.
  • Added sorting for campaign reward displays
  • Adjusted Conquest Point values. Forts and Keeps are now worth a few more points. Outposts remain the same values
  • Attempting to interact with the Tree of Life sapling right before it finishes growing no longer leaves you unable to move.
  • Building Materials can no longer be placed inside of Banks
  • Divine favor cards will now show "guilds" or "factions" depending on the campaign type
  • Dregs Conquest now requires 200 conquest points to qualify for rewards.
  • Fixed an issue where Ranger guards would spawn on the floor instead of the wall
  • Fixed an issue where sometimes Harvesting nodes near Daemons would not respawn
  • Glory Victory Cards that require a sacrifice of any kind will require you to sacrifice at that God’s outposts
  • Hovering over the zones will now produce a tooltip that gives biome information.
  • If you attempt to use a rune gate to a zone that has hit the alliance/guild cap and you’re placed in a queue and a notification is displayed
  • Increased Campaign Rewards to make them more appealing
  • Message when trying to enter equipable-only campaigns with insufficient vault space to remove the character's non-equipable items has been clarified
  • Players can now "unbind" from statues to reset their spawn point to their faction's starting temple in a campaign
  • Scavenging chests will appear more reliably. They will no longer stack on top of each other. Additionally, distributions will be more even across our various adventure parcel groups.
  • Sentinels will now respawn more quickly when torn down
  • The alliance info window will now properly display the correct maximum amount of guilds in an alliance and members in an alliance
  • Updated "Alliance join" messaging so the player knows the Alliance Leader will receive all Conquest Rewards for the Campaign
  • Updated some Victory Cards for consistency between factions and guilds
  • You can no longer enter stealth while holding Building Materials
  • When attempting to join a campaign with a character that with No Bank items in their inventory, those will be deleted from the character’s inventory

Crafting

  • Added an additional method to obtain Harvesting Enchants:  Coalesced Essences
    • Each Coalesced Essence is tied to a specific resource and when used create Ethereal Dust or a Harvest Enchant
    • Coalesced Essences can rarely be found on r6+ resource nodes (not motherlodes) in Skypoint, Shadow, and Dregs zones, and only when the node is completely harvested
  • A new IRREGULAR flag will appear on crafted items that have their final quality of the item less than the quality of its ingredients that contribute to quality. (i.e. 3 quality contributing ingredients are epic, 1 quality contributing ingredient is common, if the output item is less than epic, the item will receive the Irregular flag.)
  • Fixed an issue where creatures who can be harvested for Strong hide would occasionally drop Flexible hide instead
  • Harvest Damage Bonus stats now show with a % sign in the character sheet.
  • Fixed an issue with the Skinning Motherlodes sometimes being unable to be skinned.
  • Irregular items cannot be used as a template in a Factory
  • Newly looted Heartwood resources will all be a generic type. This change is intended to allow for easier stacking of Heartwood in the future, though existing items are unaffected
  • Refining stations no longer have Create Timber, Create Ingot, Create Boulder recipes
     

Eternal Kingdom

  • Added Abandoned houses as options in the EK
  • Fixed an issue where building placement would sometimes fail when placing buildings on slopes that were within slope tolerance
  • Fixed an issue where deeds socketed directly to parcels would get mailed back to the owner due to being improperly socketed after the parcel was picked up and placed again in the EK
  • Fixed an issue where new EKs were showing incorrect information when they were selected in the lobby
  • Fixed an issue where sockets sometimes wouldn't show up on deeds when moving them.
  • Fixed an issue where the deeds connected attachable rampart corner deed would sometimes get left behind when another connected deed was picked up
  • Fixed an issue where the placeable scarecrow could be placed floating above the ground
  • Fixed an issue where the player would sink under deeds they were standing on after the parcel they were on was moved
  • Fixed an issue where two players could attempt to move the same building at the same time
  • Moved the General Crafting Station on the beginning EK parcel to be easier to interact with and properly grouped with the other crafting station
  • Nobles of EKs that have had tokens granted to them by a parcel owner are now able to launch sleeping EKs in the lobby
  • Updating sockets in Thatch Houses to match Wood Houses
  • Vassals of EKs that have had tokens granted to them by a parcel owner are now able to launch sleeping EKs in the lobby
     

UI

  • CTRL, ALT, and SHIFT modifiers for input bindings are now represented by sprites rather than text.
  • Dragging/clicking item name in vault should now behave more consistently.
  • Fixed a typo in the abandon quest popup
     

Powers / Combat

Armor debuff changes

  • Armor debuffs no longer reduce more than 10% mitigation
  • Armor Mitigation debuffs that affect all types of armor overwrite all other armor debuffs
  • Elemental armor debuffs overwrite individual Ice, Fire, or Electric armor debuffs
  • Multiple armor debuffs of the same type will not stack
  • Organic armor debuffs overwrite individual Poison, Disease, and Earth armor debuffs
  • Physical armor debuffs overwrite individual Slashing, Piercing, and Crushing debuffs

Assassin

  • Exhaustion from Assassin poison now properly applies against a target with a barrier

Champion

  • Adjust timing on Giant Leap Smash
  • Reduced damage caused by Neckbreaker to reflect its faster 2-second blackout timer

Confessor

  • Corrected an issue where stunning a Confessor who is channeling Condemnation would give inconsistent results
  • FX for the Confessor Hellfire Aura should no longer be interrupted if you get crowd-controlled.

Blackguard

  • Daggerstorm now generates 1 pip per enemy hit with a cooldown of 18

Druid

  • Call Storm base cooldown has been reduced to 24 seconds
  • Talent bonuses to Barkskin have been retired in favor of the following improvements
    • Stormcaller/Archdruid: Call Storm causes additional baseline damage, inflicts Execution scale damage against enemies under 35% Health, and has its cooldown reduced by 50%
    • Earthkeeper: Will O' Wisps now also instantly heals your group and you when released, in addition to existing effects.

Fae

  • Fae should no longer be able to continuously double-jump to "fly" around the world using double jump and glide

Frostweaver

  • Re-implemented Cold Stare passive so that it doesn't use infinitely stacking, persistent game effects

Ranger
 

  • Multi-Shot now indicates it increases the target's Personal Damage Modifier

General

  • Armor is now more meaningful in combat
  • Energetic Harvest Buffs - Should now properly drop after 2 hits for all profession types.

Disciplines

  • Disciplines now display their quality when equipped

General

  • Added a VFX for changing visible equipment.
  • Added an additional confirmation before deleting some valuable items
  • Added sounds for some NPC attacks that were missing them
  • Adjusted light culling of fires
  • Bandage names should reflect accurately in the combat log.
  • Corrected a typo in various harvesting buffs tooltips
  • Equipped weapons for Minotaurs will display correctly after consuming food while In-Combat mode
  • Fall damage should no longer be blocked by changing trays at the last minute before you land.
  • Fixed an issue where sometimes chests will stack on top of each other
  • Fixed issue with some waterfalls that had no sound
  • Fixed several solo bosses that were given CC immunity
  • Some items can no longer be placed in banks (indicated by No Bank tag on item tooltip)
  • The weapon icons for Great Mace: Fae and the Great Mace: High-Elf  are now correct
  • To prevent confusion between item count and durability, Glitter and Sparkle additives no longer have 10 durability. The additional durability has been migrated to the sparkle/glitter tools
  • Waterfall sound volume can now be adjusted using the ambient SFX slider

NPE

  • Added a no-trade horse mount to the archetype and level boost questline
  • Added a tutorial event in the Archetype quest line to remind players to check their map to find an outpost
  • Added a tutorial quest for archetype characters to equip a better vessel when reaching level 30
  • Added discipline quests to the fast track NPE, and reworked the dialog to be more descriptive of your tasks once you reach the end of this NPE
  • Adding more chances for loot to spawn in the random houses on the roads in Skypoint
  • Archetype characters can no longer accept the custom NPE after completing their archetype questline
  • Buffed the reward for the "One Swift Strike" quest to give 500 gold instead of 250
  • Changed the "Craft Armor" quest title to "Craft Basic Armor"
  • Corrected a grammar issue in Class Trainer Vayne's dialogue
  • Fixed a bug where archetype characters had trouble moving items between their inventory and the bank
  • Fixed a bug where quest markers on the map would not update position as quests stages were advanced
  • Fixed an issue where Bounty Hunter Yara's side quest to kill war tribe leaders could not be accepted
  • Fixed an issue where many side quests would no longer be tracked after the completion of certain steps in the quest
  • Fixed an issue where Morrigan would not play SFX on the quest: A Pound of Flesh
  • Fixed an issue where some quest givers would appear with red health bars
  • Fixed an issue where the Sentinel of Earth would play his dialog Sound effects too often in the Fast Track NPE
  • Fixed an issue with Gaius not playing an animation or having VO in the Moon Temple
  • Fixed the Sentinel of Earth talking during every panel of dialog in the Archetype questline
  • Increased the Gods Reach Skypoint resources
  • Modified the NPC spawned with “They Were Just Here” quest to be a knight
  • Renamed the quest "Report Back to Scout Enver" quest title to be "To the Woods We Go!" to match the updated quest mechanics
  • Removed a solo boss near the caravan cave
  • Starter Weapons are now worth 1gp /1xp
  • The assassin archetype quest now requires the player to use kidney shot once
  • The quest Keep Your Head Up now rewards the appropriate amount of XP
  • Updated some Side Quests to now reward XP
  • Updated the respawn timer of the guards in the practice outpost and forts in the NPE
  • Updated the task for level 25 boost and archetype characters' first quest from "Return..." to "Talk to the Earth Sentinel"