Patch Notes - 2025 February 17
Posted: Mon Feb 17, 2025 6:12 pm
Skills
- Implemented new Mortal skill, Tracking (20 CP child of Athleticism):
- Character is able to see "sets of tracks" from characters that have taken action in an area with in the past 24 hours and for 1 AP may chose a set of tracks to follow in the skill pane.
- Tracks of characters that belong to you (including the character with the skill) are not visible.
- You may only track one quarry at a time. You may choose to stop tracking a quarry for 0 AP in the skills pane.
- When you choose to follow a set of tracks, the "next tile" your quarry moved to after the tile you are on will be highlighted with a targeting icon on the map, provided that tile is visible to you, except if that "next tile" is in liquid tiles (e.g., water, lava).
- If your quarry passed through liquid tiles, and you pass through those tiles in the same order that your quarry passed through them, their next "non-liquid" step will be visible to you. You do not have to take consecutive steps through the same tiles, you just need to traverse them in the same order; for example, if your target stepped through tiles A-B-C and you stepped in tiles A-B-D-E-C or A-E-B-D-C the trail would become visible; if you stepped in B-A-C it would not (though if you stepped in B-A-B-C it would).
- The trail does show you movement inside a multi-tile building; however, it does not show "stepping into" or "stepping out of" a door, nor does it show "stepping through a portal" though if you track your quarry to a portal that they stepped through, when you step through the portal, their trail will be visible on the far side.
- If you reach the final "step" your quarry took, you will be notified of that fact. Note when you reach this point, your quarry may already have been found and killed.
- Acute Sensitivity synergizes with Tracking in that it allows you to see which tracks in an area were created by evil-aligned characters (if your character has Demon Tracker) or good-aligned characters (if your character has Angel Hunter).
- Angel Hunter synergizes with Tracking in that it allows you to see which tracks in an area were created by angel.
- Demon Tracker synergizes with Tracking in that it allows you to see which tracks in an area were created by demons.
- Enhanced Senses (either via skill or status effect such as Shadow of the Wolf) synergizes with Tracking in that it allows you to automatically spot any quarry you are currently Tracking if the quarry is hiding.
- Pledge Vassals synergizes with Tracking in that it allows you to see which tracks in an area were created by your pledged vassals.
- Sense Morality synergizes with Tracking for Redeemed characters (only) in that it allows you to sense the morality (good, evil, neutral) of the character who created each set of tracks.
- Shadow of the Dust synergizes with Tracking by automatically identifying tracks that belong to your killer(s).
- If you come within sight of your killer's tracks with Shadow of the Dust (regardless of whether or not you have the Tracking skill), you are notified your killer passed through the area recently.
- Pets will now attack NPCs, but pet attacks vs NPCs will cost substantially more MP than attacks vs a player character or pet (to keep petmasters from auto-vacuuming up all the NPC targets). Pets that regenerate their MP on a hit like Wraiths will not do so vs NPCs.
- Weapon enchants no longer require activation, and will instead cost 1 MP on a successful hit. If an attacker without MP swings an enchanted weapon, the weapon will function as if it did not have enchants.
- Traits like Enchant Item, Mystic Attunement, Flowing Time and Seal Magic that extended enchant duration will now instead reduce the odds of paying MP for an enchanted weapon attack.
- Draining Field will now temporarily disable an enchantment for 24 hours after which it will become functional again.
- The extra AP-gain-per-day cap is now 30 (was 40).
- Max-level NPCs, who have no need for XP, will now scatter to regular buildings searchable via regular hunting, instead of clustering in libraries.
- Factionless Transcends now infuse to Free Will regardless of Morality, unless they are Vassals.
- Hitting Good-faction wards or fortifications counts as a slightly evil act if you have MO above zero. The impact is small but is per-attack and will never take you past neutral on its own; the point is that you shouldn't be able to stay Good if you're constantly warring against Good factions.
- Font pull tracking (and thus eligibility for traps and bars) is now proportionate to how much MP someone used. MP pulls below 10 have a 10% chance per MP pulled to leave a record. MP pulls above 10 will leave a record and have a 10% chance per MP pulled above 10 to leave a second record. MP pulls above 20 likewise have a chance of a third record. This means that users of small amounts of MP will be less eligible to be targeted by traps and bars than they are now, while users of large amounts of MP all at once will be more eligible.
- Characters in a faction viewing a different faction will now have the option to join the faction and leave their current one in a single action. There is a confirmation check that explains what you are doing.
- Fixed a serious bug where buyback was exploitable to ratchet up spell damage costs to stratospheric levels. Some folks were deliberately exploiting this and knowingly went out of their way to conceal the bug exploitation, and are going to be getting rulebreaking penalties as a result.
- Fixed an issue where faction-alignment respawn destination was overriding "respawn in a specific plane" skills like Transcension.
- Fixed an issue where the extra AP-gain-per-day cap was functionally 10 points higher than it was supposed to be.
- Fixed a longstanding issue where Wraiths would not target other pets (ever).
- Oil "enchantments" should actually expire now.