Changelog

Important information on shard announcements, updates, rules and details on news items.
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deepblue
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Re: Changelog

Post by deepblue » Mon Aug 24, 2026 5:38 pm

[New Account Management Gump:]
The Account Management Gump is a completely new interface that gives players a centralized overview of their game account. It can be opened through the ]Account command, or by clicking the top button on the paperdoll gump(the art for which will be updated in the next file update).

Players can view details such as account age, character slots, current characters and their race/class/level, donation credits, housing information, and more. Players can also change their password and set an e-mail address to assist with account recovery or password resets.

The new gump also includes an expanded set of staff account management tools, allowing staff to quickly search and review accounts, view characters and housing, manage account notes and IP/access information, and modify account settings such as e-mail, passwords, donation credits, access levels, and bans.

This replaces several scattered account-management functions with a single, streamlined interface for both players and staff.

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[Quest Updates:]
  • Multiple fixes to Player Quests
  • Quest item collection will now automatically send a new target cursor if objectives are not complete
  • Polishing/fixes for Quest Gump - long lines of text should no longer overlap, added text wrapping
  • Questers will now send a failure message to the player in cases where the level requirement is not met, the quest has already been completed, or the quest is already ongoing

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deepblue
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Re: Changelog

Post by deepblue » Sun Sep 06, 2026 6:33 pm

[New Mail System:]
The Mail System allows players to send messages, items, and gold to other characters through mailboxes located at each bank. Mail can be accessed from any mailbox, and recipients do not need to be online when it is sent.


[New Dungeon System: Time Trials]
Time Trials are wave-based dungeon encounters designed for groups of 1-5 players. Groups must defeat a series of timed enemy waves, with difficulty scaling based on the number of players participating.

Some changes have been made to Raid Logs as a part of this update:
  • Raid Dungeon and World Boss logs will now track and display your fastest completion time at the top of each list
  • Time Trials now have their own dedicated Raid Logs page; each Time Trial location will display the fastest completion time at the top, followed by most recent runs

[New Threat System]
The Threat System is now in-game, read up on the wki page to see how it will impact group play.

Below are some initial changes as part of this new system:

Taunt effect - Sets threat to 150% of target creature's current max threat value on their threat table
  • Defender Challenging Shout now performs a Taunt effect for all targeted creatures
  • Bone Golem Provoke skill will now perform a Taunt effect on proc
  • Bear Companion Growl skill will now perform a Taunt effect on proc
  • Divine Bastion now adds 20 threat every 3 seconds while a creature is inside radius
  • Zeal now adds 10 additional threat per hit while active

  • Ranger Advanced Tracking will now reduce generated threat by 25% while actively tracking the target
  • Rogue Dirty Tricks Blind now reduces threat by 15%
  • Restoration Entangling Roots now reduces threat by 15%
  • Kensai/Rogue Feint now reduces threat by 10%
  • Cryomancer Frozen Hibernate now clears all threat for the user from all creatures
  • Desperate Prayer now clears all threat for the user from all creatures

[Misc Updates:]
  • An assigned Craft Bag will now combine stackable items when crafting
  • Scrapped items that are made from less than 3 of a given material will now be deleted rather than being ignored
  • Removed redundant "leather" wording from Spined, Horned, and Barbed Leather armor resource names
  • Using a Rename Deed as an Orc will now rename the Orc's face
  • Fixed LOS/range issues with RegisfallCreature's Tracker skill
  • Lightning Storm is now activated with a 5 minute expiration timer
  • Using the ]LightningStorm command while the ability is active will now deactivate it
  • Lightning Storm will now skip its current target sequence when the user is Invulernable
  • Added the ]DivineMight command - noted on Feat Menu
  • Added the ]TurnUndead command - noted on Feat Menu
  • Noted ]DivineBastion command on Feat Menu
  • +20 Merchant Board quota for level 4 guild bonus will now be reflected on the Merchant Board gump
  • Badge of Dominance Crushing Blow effect will no longer proc for ranged weapons
  • Fixed issue with Encrusted Trader's respawn attachment
  • Misc visual fixes to quest gump
  • A moongate from the Gate Travel spell will no longer function when its caster is offline
  • Added new "NoLoot" property for BaseCreatures, this setting can be enabled by staff to skip Loot Pack item generation during select events, testing, or any time loot generation is not desired
  • Added new ]dkeygen command for staff - supports generation of a new lock serial when targeting a door/container and generates keys based on the new serial
  • Added a "Market Stall" property for static houses - these are stalls which are expected to contain a vendor and not be used as personal housing; refreshing a market stall without a vendor inside sets the decay timer to 7 days instead of 60
  • Added new progress gump during Conquest Node capture - is automatically sent to all allies of the contesting guild that are within range of the node being contested
  • Added new Experience Boost buff icon - gump ID 30035
  • Added fix for issue with Stablemaster restocking
  • Lowered stun chance of Great Sword, Dwarven Axe, and Dire Mace from 8% to 5%

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deepblue
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Re: Changelog

Post by deepblue » Mon Sep 07, 2026 5:54 pm

[Update to Time Trials]
  • Added 2 more waves to all Time Trials
  • Added new Shadowclan Mage to Battle of Olverton
  • Added new Blackwatch Arcanist to Siege of Blackwatch
  • Increased last wave's Champion health scaling based on player count - now increases by 2000 hits per player
  • Offline players will now get kicked from idle Time Trial lobbies automatically
  • Time Trial Logs will now record loot from the final wave Champion and the Time Trial Chest
[Update to Conquest Nodes:]
  • Added a "Re-claim Cooldown" period following a node capture; this prevents the node's previous controlling guild from contesting that node for a set period of time(currently 24 hours) after it is captured by another guild
  • Guild Gump Conquest Map buttons will now provide additional information. If your guild controls a node, a separate message will display the remaining time before it must be refreshed. If your guild has an active re-claim cooldown on a node, a separate message will display the remaining cooldown time
[Misc Updates:]
  • "All Release" will now properly dismiss Animated Dead followers
  • Added Disarm Immunity support to Pre-AOS Disarm
  • Stuns used against red-named bosses will now be applied at 1/2 duration
  • Fixed case where multiple Raid Logs could get generated during a Burning Depths run
  • Added new Admin-level command to globally delete all Raid Logs for specific dungeons

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deepblue
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Re: Changelog

Post by deepblue » Sat Sep 12, 2026 1:36 pm

[Updates to Threat:]
  • Taunt will now add 1000 base threat on top of its normal effect
  • Adjusted class threat modifiers
  • Designated "Tank Pets" are now Bone Golem, Bear Companion, Dwarven Drone w/ Armor Plating
  • Increased threat modifier for Tank Pets
  • Tank Pets will now generate an additional 25 threat per hit
  • Most sources of hiding will now reduce all threat by 50% for the player(Stealth, Invisibility spell/potion, Shadow Strike, Rogue Trinket)
  • Invulnerability Potion will now clear 100% of all threat for the player
  • Peacemaking will now clear target creature's threat table
[Updates to Conquest:]
  • There is now a 30 minute guild-wide cooldown after contesting a Conquest Node
  • Added option for Guildmaster to set spend limits and periods by rank for Conquest Tokens
  • Daily reward limit increased to 3 items from 1 item
  • Adjusted pricing of items in Conquest Reward Gump
  • Conquest Token payout is now capped at 1000 per guild - guilds with 1000 tokens or more will not generate additional tokens during the payout period
[Misc Updates:]
  • Added multiple fixes for bugs causing a shard crash
  • Pets and summons should now be teleported with their owner when being ejected from a time trial
  • Mounted creatures will now have their mount deleted on death
  • Caltrops will no longer affect characters with GM access level

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deepblue
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Re: Changelog

Post by deepblue » Sat Sep 19, 2026 9:01 pm

[Update to Weapon Abilities:]
  • Weapon ability icons will now correctly activate the abilities assigned to the equipped weapon, even when a displayed icon does not match - this provides the same functionality as the ]Primary and ]Secondary commands
  • Added new "Swipe" weapon ability - Applies a taunt effect to the target and up to 3 additional enemies within 2 tiles of the original target; this is now the primary weapon ability for the Ursine shapeshift form
  • Added weapon abilities to the Elven Longsword
[Misc Updates:]
  • Fixed issue when using Poison Applicator with standard poisons
  • Raid Log gump will now be re-sent when opening a log
  • Reworked Base Creature "DoOrderGuard" helper to prioritize the nearest valid enemy whose combatant is their owner
  • Non-tank pets will now gain an additional 10 threat per hit
  • Misc changes to creature AI to prevent red-named bosses from fleeing when at low hits
  • Misc fixes to various Regisfall Creature functions
  • Removed Acrobatic Combat requirement from Assassin's Disarm feat
  • Shield Bash will now slow the target for 10 seconds
  • Paladins with Shield Mastery can now double-click their shield to perform Shield Slam, a single-target taunt
  • Recovery Mastery will now allow Bite to recover some stamina and mana from both live enemies and corpses
  • Misc updates to staff static housing tool

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deepblue
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Re: Changelog

Post by deepblue » Sun Sep 20, 2026 8:21 pm

[Updates to Caster AI:]
The following toggles have been added to our Caster AI to bring more customization options to PvE encounters:
  • Added player field dispelling: Wall of Stone, Fire Field, Poison Field, and Energy Field
  • Cleric support behavior: Cure, Greater Heal, Bless, Curse, and friendly targeting
The following changes have been made as an introduction to these new mechanics:
  • Field Dispelling support added to Shadowclan Mage and Blackwatch Arcanist
  • Cleric support added to Shadowclan Warlock and Blackwatch Cleric
[Updates to Threat Abilities:]
  • Mages who deal damage against creatures while Evocation is activated will now lower their threat instead of add to it
  • Increased Swipe's secondary target range by 1
  • Shield Slam from Paladin's Shield Mastery will now hit an adjacent target within 2 tiles
  • Challenging Shout now generates 100 threat per player level(capping at level 20)
[Misc Updates:]
  • Energy Field is now limited to 1 per caster - additional casts will remove older existing fields
  • Updated some Mastery descriptions
  • Orc Macing bonus has been changed to a +5 bonus when equipping any Base Bashing weapon

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deepblue
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Re: Changelog

Post by deepblue » Mon Sep 28, 2026 4:56 pm

[Instanced Map Support:]
Added a new instanced map framework featuring a pool of 64 isolated copies of Felucca that are dynamically assigned and released as needed. Time Trials and Raid Dungeons now use this system, allowing multiple groups to run the same content simultaneously in separate instances. Active runs and player assignments to a particular instance ID persist through server restarts, with safeguards to return players safely when an instance closes or is no longer available.

[Detect Hidden Rework:]
The Detecting Hidden skill now searches the area around the player when activated rather than requiring a targeted location. Detection chance is influenced by Detect Hidden vs. Stealth skill, distance, and the direction the player is facing. Some more details:
  • Only one hidden target may be revealed per attempt
  • Players successfully revealed by Detect Hidden will now have a 10-second delay applied before they can utilize any form of hiding
  • Failed Detect Hidden attempts may now leave behind a Clue - this is a temporary footprint and sparkle animation at the hidden target's location, indicating their whereabouts and direction of travel
[Tracking Updates:]
The Tracking skill has been updated to make Tracking skill and Stealth more meaningful when pursuing other players. Read some details below:
  • Both Tracking range and arrow update speed now scale with Tracking skill
  • Trackers who are mounted or shapeshifted in the Runner form group will have 2.5 seconds added to their arrow update time
  • Hidden players with high Stealth can resist tracking updates, causing the tracking arrow to temporarily point toward their last known location
  • Advanced Tracking now provides additional tracking range and a faster tracking arrow update rate
[Misc Updates:]
  • Updates to Burning Depths controller/gump to support new instanced maps
  • Updates to Time Trials to support new instanced maps
  • Added a dedicated skill modifier slot for racial weapon skill bonuses, these bonuses will no longer conflict with skill modifiers granted by feats or masteries
  • Extended Orc +5 Macefighting bonus to include BaseStaff items
  • Completed a balance pass on all activated feats to ensure damage/effect scaling caps at level 20
  • Tuffness and Physical Resistance have been separated - Tuffness was previously receiving the damage reduction granted by Physical Resistance
  • Increased Tuffness proc chance by 5% - its effectiveness now scales with character level
  • Further improvements to Caster AI - Updates to spell targeting and healing values, fixes to boss flee behavior
  • Fixed case where Pet Dye would not persist through dismissal/calling of a pet
  • Hidden pets are now visible to their owner and party members
  • Taunt will now only apply its 150% modifier if the mobile does not already hold top threat
  • Bloodrock, Ithilmar, Mithril, and Steel elementals will no longer ignore pet damage
  • Applied fixes to Shield Slam targeting and cooldown
  • Saving a Shapeshift form will now preserve the targeted creature's current hue instead of generating a new hue from that creature's random hue list
  • Shapeshift forms may now only be saved by targeting a living creature; corpses are no longer valid targets
  • Updated Shapeshift form lists with some additional creature types
  • Immobilize will no longer deal damage, preventing the user from automatically attacking the target following a successful use
  • Modified Backstab - Reworked damage calculation and removed 50% resistance penetration; overall effectiveness has slightly improved vs creatures and moderately decreased vs players
  • The death flag will now be properly applied when cutting up a player corpse, allowing the player to be resurrected normally
  • Added a toggle to Ankhs for race-locking Ankhstone use(to be used on Ankhs within the four main cities)

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deepblue
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Re: Changelog

Post by deepblue » Wed Sep 30, 2026 7:19 pm

[Guard Changes:]
  • Overall guard combat difficulty has been significantly increased
  • Guards now have a 100% chance to reveal hidden players who come within 4 tiles
  • Guard AI has been improved to more reliably identify and engage hostile races and wanted individuals, including immediately after revealing them from stealth
  • When a city guard is killed, warning bells will now sound throughout the surrounding city to alert nearby players, and a notification will also be sent to Discord
  • Guard death alerts are subject to cooldowns to prevent excessive notifications when multiple guards are killed within a short period
[Mail/Auction Update:]
  • Added several new functions to read item data from art.mul/artidx.mul and automatically center items within their respective view space on the gump

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deepblue
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Posts: 483

Re: Changelog

Post by deepblue » Fri Oct 02, 2026 10:39 pm

[Further Updates to Guards:]
  • Further improvements to guard AI
  • Adjusted guard resistances to account for equipped armor
  • Guards now have immunity to poison, stuns, paralyze, banishment, and bard effects
  • Nation Stones can now designate entire guilds as either Friendly or Enemy to their nation
  • Members of Enemy Guilds will be considered hostile by that nation's guards and attacked on sight
  • Members of Friendly Guilds will not be considered hostile by that nation's guards(bypasses racial enemy settings)

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deepblue
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Posts: 483

Re: Changelog

Post by deepblue » Sat Oct 03, 2026 2:22 pm

[New Global Cooldown:]
A new Global Cooldown (GCD) system has been introduced for activated feats, abilities, and masteries. The purpose of this system is to prevent multiple actions from being fired nearly simultaneously, particularly through macros or scripts, and to create a more deliberate and readable pace to combat.

Previously, certain combinations of instant or targeted actions could be activated in extremely rapid succession, allowing a player to unload several abilities before their opponent had a reasonable opportunity to react. The Global Cooldown introduces a short mandatory delay between these actions, giving both players more opportunity to recognize what is happening, react defensively, and make meaningful decisions during combat.
  • The initial Global Cooldown duration will be 1.5 seconds. This value may be adjusted as we evaluate its impact on both PvP and PvE combat
  • Individual abilities will continue to retain their existing cooldowns in addition to the Global Cooldown
  • This change is intended to improve combat readability and counterplay, giving players a better opportunity to identify incoming actions and respond rather than being hit by several abilities simultaneously
  • The GCD should also help prevent accidental ability activations; if multiple abilities are pressed at nearly the same time, only the first valid activation will occur
  • The Global Cooldown is shared between affected abilities rather than each ability having its own independent timer
[New Debuff: Death's Toll]
Death's Toll is a new debuff applied when a player is beheaded by another player following PvP combat. The debuff represents a period of recovery following death and temporarily prevents the affected player from participating in PvP combat.

Death's Toll lasts for 2 hours and includes the following restrictions:
  • PvP cannot be enabled while Death's Toll is active
  • Guild war status will not bypass Death's Toll; affected players cannot attack or be attacked by members of an enemy guild
  • Players affected by Death's Toll cannot issue or receive PvP challenges
  • Priest's Lay on Hands ability will reduce the remaining duration of Death's Toll by 1 hour
[Misc Updates:]
  • Fixed issue allowing players without sufficient taming to control beasts
  • Lowered instanced map count to 10 for performance testing

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