Changelog

Important information on shard announcements, updates, rules and details on news items.
User avatar
deepblue
Site Admin
Posts: 428

Re: Changelog

Post by deepblue » Fri Jan 16, 2026 5:12 pm

[Changes to New Character Item Bags:]
These changes are intended to reduce the early-game difficulty. Starting gold and materials have been significantly increased, allowing new characters to purchase weapons or armor upgrades from player vendors and get into the action more quickly.
  • Gold amount increased to 150 from 20
  • Bandage amount increased to 200 from 20
  • All metal weapons are now made from Copper
  • All metal armor is now made from Copper
  • All wooden weapons are now made from Redwood
  • All leather armor is now made from Spined
  • Armor/weapon quality is now Exceptional
  • Class-specific consumables(such as arrows) increased to 200

[Misc Updates:]
  • Class Item Bags will no longer be given during a Reforge
  • Added new Spell Item Bags to be given to specific caster classes during a Reforge
  • Added function to clean up Ammo Station arrow/bolt indicators that no longer have a station nearby
  • Added a cooldown for Enchanted Quiver based on the special attack used, ranging from 5-15 seconds
  • Snake Shot will now inflict either Normal or Greater poison instead of Deadly
  • Increased Light Level gained from the Nightsight property

User avatar
deepblue
Site Admin
Posts: 428

Re: Changelog

Post by deepblue » Tue Jan 20, 2026 6:35 pm

[Changes to Crafting Experience:]
The base mechanic for crafting experience delivery has been re-worked. You no longer need a success chance lower than 100% to gain experience. Instead, experience awarded is based on the amount of material used to craft an item. This is calculated at a rate of 3 experience per piece of material. Crafters will also benefit from bonus crafting experience as follows:

Crafting Plan quality items will now award the crafter with 1500 experience

Crafting Masterwork quality items will now award the crafter with experience based on the resource used:
  • Barbed Leather, Black Oak, Yew, Mithril, Steel, Bloodrock, Ithilmar - 8000 Exp
  • Horned Leather, Silver Birch, Ashwood, Obsidian, Valorite - 6000 Exp
  • Spined Leather, White Pine, Redwood, Pine, Bronze, Copper, Tin - 4000 Exp
  • All other resources - 2000 Exp
Crafting Enhanced Magical Jewelry will now award the crafter with experience based on quality level:
  • Glorious - 5000 Exp
  • Greater - 4000 Exp
  • Normal - 3000 Exp
  • Lesser - 2000 Exp

[Balance Changes:]
  • Earthquake’s damage scaling from the target’s current health has been reduced by 50%
  • Amount of creature armor ignored by Assassin's Expose Armor has been reduced from 10% per count to 8% per count
  • Assassin's Marked for Death damage multiplier cap has been reduced from 2.0x to 1.8x
  • Berserker Rage floor has been increased from 33% to 35%
  • Berserker's Double-Strike chance has been reduced by 8% overall, now capping at 20%

[Misc Updates/Fixes:]
  • Fixed typo in Player Vendor Buy gump

User avatar
deepblue
Site Admin
Posts: 428

Re: Changelog

Post by deepblue » Mon Feb 02, 2026 1:47 pm

[Misc Updates:]
  • Blood Oath will now be ignored when active on two combatants
  • Plant Growth Potion is no longer stackable
  • Dire Wolf mount and Warg have been added to the Animal NPC list
  • Increased Earthquake non-PvP damage by 25%
  • Plant bowls must now be unlocked to be emptied

User avatar
deepblue
Site Admin
Posts: 428

Re: Changelog

Post by deepblue » Sun Mar 08, 2026 5:07 pm

[New Custom Storage Solution: Crafting Plan Book]
This new storage solution allows players to store up to 10 of each type of identified crafting plan and will be available for purchase at the Tilverton Variety Dealer. Some extra features are included as follows:
  • Plans may have a price assigned by plan type
  • Crafting Plan Books may be placed on a Player Vendor similar to OSI Bulk Order Books, allowing customers to purchase plans directly from the book while it is placed on the vendor
  • Plans may only be removed by a vendor's owner or while the book is placed inside a player's backpack
  • Plans are automatically sorted on the gump by craft skill
Image


[Feat/Ability Updates and Fixes:]
  • New Blademaster Ability - Disarm Immunity: most disarm sources are ineffective against the Blademaster while they are without KO Sickness(custom creature disarms, disarm weapon ability, most disarming feats)
  • Rogue's Disarm Feat now has a base 30% chance to bypass Disarm Immunity with +5% for every level they are above the target, or +5% if they are equal level
  • Riposte duration is now capped at level 20 and matches the values listed on the wiki page(10 + Level/2 seconds)
  • Kensai's Body of Iron Ability now grants +25% chance to resist incoming stuns
  • Shapeshift Ursine Form now grants +25% chance to resist incoming stuns
  • Updated Master Craftsman feat description to help clarify which skills gain the 120% cap
  • It is no longer possible to select Master Craftsman unless one main craft feat is already learned
  • Pounce AoE will now check for allied status and PvP tags
  • Dragon Roar will now check for allied status
  • Eternal Flame will no longer trigger against Dark Father or mobiles with Blood Oath active
  • Mounted players are no longer able to be summoned through Soul Summon
  • Predator's Physical Resistance ability will now point to the correct description page
  • Removed Berserker Rage references from beverage code

[Misc Updates:]
  • New property - Resist Stun chance: adds a chance for the player to resist most incoming stun types(does not protect against Paralyze effects or magical effects such as Banishment)
  • Mobility Flask stun resistance will now stack with the new Resist Stun chance property
  • New 3-Slot Weapon Augment - Weapon Chain: grants the wielder Disarm Immunity
  • Damage scaling for World Bosses when over/under 5 players has been reduced by approximately 1/3
  • Fixed issue preventing Guild candidate invitations from being sent through the Guild Paperdoll Gump
  • Players must now meet a creature's minimum Animal Taming skill when calling Beasts through the Pet Collection System
  • Fixed issue where Shapeshift Ancestry cooldown was referencing an incorrect xml tag
  • Fixed several tapestry addons that had incorrect coordinates declared
  • Fixed issue preventing use of the Delete All button in the Farming gump when at max crop capacity
  • Fixed issue where Supply Crates would add a cooldown when attempting to turn in an incomplete crate
  • Nimble Mining Gloves will now award 1500 crafting experience as intended
  • Harvesting a plant through Herbalism will now automatically clear the player's hands
  • Elven Elixir of Life will now reference the HitsMax property instead of MaxHits as intended
  • Trinkets will now automatically unequip during a character reforge
  • Any damage values sent to a player from a Blessed(invulnerable) player will now be nullified

[Itemization Changes:]
  • Added +10 Hits Bonus and +10% Stun Resist to Bracelet of Protection Artifact
  • Added +20 Mana Bonus, +2 Mana Regen and +5% Stun Resist to Fur Boots Artifact
  • Added +10% Stun Resist to Tunic of Fire Artifact
  • Removed Reflect Physical and added +10% Stun Resist to The Wall Artifact
  • All Masterwork quality shields will now add +5% Stun Resist

User avatar
deepblue
Site Admin
Posts: 428

Re: Changelog

Post by deepblue » Sun Mar 22, 2026 1:39 pm

[Variety Dealer Updates:]

New Dye Hues Added
  • 11 New hues have been added for Equipment Dye and Carpet Dye
  • 8 New hues have been added for Hair Dye
New Dye Type: Pet Dyes
Pet Dyes are a new dye type now available from the Tilverton Variety Dealer. These dyes allow players to change the hue of most controlled creatures.

Each Pet Dye is single-use and will apply its hue to one eligible pet. When Pet Dye is used on a creature, the hue is first applied as a temporary preview lasting 10 seconds. After this time, the player may choose to confirm the dye or cancel the process, allowing them to see how the hue looks before committing.

Pet Dyes can be used on the following creature types:
  • All standard tamed or bonded pets
  • All pets stored through the Pet Collection System
  • Beastmaster Animal Companions
  • Necromancer Golems

New Custom Storage Solution: SoS Bin
This new storage solution allows players to store up to 500 SoS scrolls and will be available for purchase at the Tilverton Variety Dealer.
  • Scrolls are automatically sorted in order by location
Image


New Custom Storage Solution: Seed Box
This new storage solution allows players to store up to 50 of each type of plant seed and will be available for purchase at the Tilverton Variety Dealer.
  • Seeds are automatically sorted in order by color and plant type
Image


Treasure Map Box - Added Decoded Map Support
Decoded maps from a single decoder may now be added into a Treasure Map Box. Decoded Maps are automatically listed in order by level and location.

Image


[Misc Updates:]
  • Crafting Plan Book may now be opened when within 3 tiles of its parent container
  • Invulnerability Potions will now add a 15 second re-use timer once the effect expires
  • Base heal function will now be blocked for players with a yellow healthbar
  • Lowered Ursine Shapeshift form Stun Resist chance from 25% to 10%
  • Tough Hide feat now adds 1% Stun Resist chance per player level(capping at level 20)
  • Dwarven Drone Assembly ID swapped for ID which isn't flagged as a container(will no longer trigger Razor to auto-open)
  • Seeds will now indicate their plant type
  • Stable tickets will now indicate that a creature has been bonded
  • SoS Scrolls will now indicate their X/Y coordinates
  • Burning Depths and World Boss exclusive Crafting Plans may now be found inside Old Encrusted Objects
  • The 4 new Conquest Nodes have been added to the Guild Gump's Conquest page

User avatar
deepblue
Site Admin
Posts: 428

Re: Changelog

Post by deepblue » Mon Mar 30, 2026 11:36 am

[Misc Updates and Fixes:]
  • Added fix for Guild Roster Gump bug causing server crash
  • Speculative fix for BaseCreature movement bug causing server crash
  • Added seeds as loot to additional plant-based creatures
  • Seed Box and SoS Bin will now refresh their Object Property List when adding an item inside
  • SoS Bin, Map Box, and Seed Box will no longer send a gump when adding an item to the container unless that gump is already opened
  • Added 6 new coded mobs to the Cindertide Pirates group
  • All red-named bosses now have a chance to drop an Old Encrusted Object - drop rate varies from 4-10% based on boss difficulty
  • Increased Luck bonus for dropping an Old Encrusted Object from (Luck / 5) to (Luck)
    400 Luck is equivalent to 0.5% additional drop rate
  • Mind Flay cooldown will now be applied after the first successful spell tick
  • Mind Flay tick delay lowered from 3 seconds to 2 seconds
  • Mind Flay will now trigger a public overhead message on the target indicating how much mana was drained
  • Players inside a Smoke Bomb region may now hide while being actively watched by another player
  • Updated Conquest Node location data for the Guild Conquest Map

User avatar
deepblue
Site Admin
Posts: 428

Re: Changelog

Post by deepblue » Wed Apr 01, 2026 6:43 pm

[New AI Mechanic: Creature Perception]
Dealing damage to an untamed creature now applies a temporary Perception tag to the attacker. While active, movement by either the player or creature can reveal the player if within range, with the chance increasing based on proximity. Perception timers are as follows:
  • Base Creatures - 1 minute
  • All red-named bosses - 5 minutes
Why is this necessary?

Since the beginning of Regisfall, our aged engine’s AI has been susceptible to various forms of abuse. Most notably, the ability for stealthed characters to “cheese” enemies. Example: Players can use an ability or feat on a target, immediately hide, then wait safely until their cooldown is ready before repeating the process indefinitely.

This creates a situation where certain builds can kill enemies without ever meaningfully engaging with them or taking any real risk. Over time, this undermines both encounter design and class balance, as content that should require positioning, coordination, or teamwork can instead be trivialized through patience alone.

The goal of Perception is not to remove stealth or punish stealth-focused classes, but to introduce interaction and counterplay. Creatures should feel aware; if you repeatedly harass them at close range, there should be a growing risk that they can notice your presence. This helps preserve the strength of stealth while preventing it from becoming a completely risk-free loop.

[Other Supporting Changes:]
  • World Bosses and their summons will now spawn with the Tracker skill
  • Increased delay between being revealed and re-hiding from 3 seconds to 5 seconds
  • Added a 3 second delay between being revealed and performing Shadow Strike

Post Reply