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Outlands Patch May 21, 2023: Difference between revisions

Outlands patch released on 2023-05-21
Created page with "{{PatchData | Prev = Outlands Patch April 11, 2023 | Next = Outlands Patch June 15, 2023 | publishdate = 2023-05-21 | version = 23.05.21 | image = }} '''Outlands Patch May 21, 2023''' is an update for ''Outlands''. This patch introduces restrictions on Harvesting after teleporting, removes some Societies jobs and adds a new Tamed Creature kill job, adjusts Ship boarding/combat mechanics, modifies damage calculation against controlled creatures an..."
 
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{{PatchData
{{PatchData
| Prev = Outlands Patch April 11, 2023
| Prev = Outlands Patch April 11, 2023
| Next = Outlands Patch June 15, 2023
| Next = Outlands Patch May 27, 2023
| publishdate = 2023-05-21
| publishdate = 2023-05-21
| version = 23.05.21
| version = 23.05.21

Latest revision as of 14:34, 27 March 2025

Released
2023-05-21 - 2 years ago

Outlands Patch May 21, 2023 is an update for Outlands.

This patch introduces restrictions on Harvesting after teleporting, removes some Societies jobs and adds a new Tamed Creature kill job, adjusts Ship boarding/combat mechanics, modifies damage calculation against controlled creatures and reflection caps, adjusts creature DifficultyValues and introduces debuff diminishing returns based on it, overhauls the Loot System with dynamic scaling and new baselines, makes changes to Treasure Maps, Mugging/Pilfering, Thieves Codex, and Black Market Goods, adjusts Guild Dungeon Progress, rebalances Trade Caravans spawns, standardizes Disease duration, updates Necromancy/Weapon Codexes/Follower Abilities related to Disease, introduces the Beast Sting ability, adds the Elusive Form ability to several creatures, allows bank queueing for Prevalia Market/Reward purchases, updates several maps, merges Remove Trap functionality into Detecting Hidden, introduces Ground Traps and the Trap Kit (Trap Codex), overhauls Fortune Aspect, and adds new Gadget Aspect and Harvest Aspect.

Harvesting

  • Players can no longer perform Mining or Lumberjacking actions if they have Teleported or used an Adventurer's Rope in the last 60 seconds (similar to Recall Handling).

Societies

  • Removed Research Materials jobs from Adventurer Lodge Society.
  • Removed "Tame X Creatures of Type Y" jobs from Adventurer Lodge Society.

Kill Gold Worth of Creatures With Tamed Creature

  • New Adventurer Lodge Society job type.
  • Features a randomized, Tameable Creature type that player must have under control while killing creatures (any type).
  • Progress = (Gold Value of Killed Creature * Damage Dealt % by Player/Followers * Total Control Slots of Required Creature Type / 5).
    • "Damage Dealt %" includes all sources (Player Spells/Melee/Traps, Follower Damage, Provocation, etc.) as long as the required Tamed Creature(s) are controlled.
    • Example: Job requires Flame Purgers. Player has 2 (4 slots total). Player/Followers deal 80% dmg to 1000g creature. Progress = 80% * 1000 * (4 / 5) = 640 Gold towards job.

Ships

  • Embarking or Boarding now cancels any active Targeting Cursor.
  • Embarking or Boarding now resets player's Melee Swing timer.
  • Ships must be stationary for 0.1 seconds before attempting to Board another ship.
  • If player uses Explosion Potion/Spell onboard, then moves to a different ship before detonation, damage is reduced to 25% of normal.

Damage to Controlled Creatures

  • Players and Tamed/Summoned Followers no longer receive PvM Bonuses when damaging other Tamed/Summoned Followers or Player Ship Crewmembers.
    • PvM Bonuses include Codexes, Mastery Chains, Aspects, Aspect Procs, etc.
    • Natural Damage Bonuses from Skills (e.g., Camping, Tracking) still apply.
  • Tamed/Summoned Followers no longer receive Trait bonuses against controlled creatures.
  • Backstabs no longer provide Damage Bonuses against Tamed/Summoned Followers or Player Ship Crewmembers.

Damage Reflection

  • Maximum damage reflected per hit/effect capped:
    • Players: Max 500 Damage reflected.
    • Tamed/Summoned Followers: Max (100 * Control Slots) Damage reflected.
  • Intended to curb excessive damage reflection from stacked bonuses.

Creature DifficultyValues

  • Many Creatures had DifficultyValue adjusted based on:
    • Fixed algorithm incorrectly scaling Armor Rating contribution.
    • Lowered impact of Defense/Damage Reduction stats (Wrestling, Armor, Magic Resist, Parry, Poison Resist).
    • Raised impact of Hit Points.
    • Lowered impact of Wrestling.
    • Raised impact of Poison (to account for Beast Sting ability).

Debuffs on Creatures

  • Creatures with DifficultyValue >= 100 now have diminishing returns on Debuff Effects (Pierce, Cripple, Hinder, Hex, etc.), similar to Bosses.
  • Debuff Effectiveness = (100% - (70% * ((DifficultyValue - 100) / 900))) of normal.
  • Minimum effectiveness on non-Boss Creatures: 30% of normal (cap reached at 1000 DifficultyValue).
    • Example 1: Pierce 25 vs DV 150 creature -> (100% - (70% * (50/900))) = 96% effective -> 24 Pierce applied.
    • Example 2: Pierce 25 vs DV 300 creature -> (100% - (70% * (200/900))) = 84.45% effective -> 21 Pierce applied.

Loot System

  • Massive overhaul, moving away from static "Loot Tiers" based on DifficultyValue ranges.
  • New system dynamically scales loot based on creature DifficultyValue with no upper limit.
    • Addresses issues where creatures with different DVs fell into same tier, and high DV non-boss creatures were capped at lower loot levels.

Gold Baselines

Updated average Gold values determining loot potential:

Dungeon Chests

  • Level 1: 100 | Level 2: 300 | Level 3: 600 | Level 4: 900 | Level 5: 1200 | Level 6: 1500 | Level 7: 2500 | Level 8: 3500

Treasure Map Chests

  • Level 1: 5,000 | Level 2: 7,500 | Level 3: 10,000 | Level 4: 12,500 | Level 5: 15,000 | Level 6: 17,500 | Level 7: 20,000 (Now possible) | Level 8: 25,000 (Lore Boss)

Ship Holds

  • Small: 1,000 | Medium: 1,250 | Large: 1,500 | Carrack: 2,000 | Galleon: 2,500

MIB Salvage Crate

  • Small: 4,000 | Medium: 5,000 | Large: 6,000

Trade Caravan

  • Standard: 100,000 | Challenging: 115,000 | Dangerous: 130,000

Boss Creatures

  • Lore Boss: 25,000 | Mini Boss: 50,000 | Boss: 100,000 | Shrine Boss: 100,000 | Omni-Boss: 200,000

Special and Rare Loot Item Scalars

  • Removed hard-coded amounts of some Special/Rare items (e.g., Aspect Cores on Bosses).
  • Chance now based on Gold Baseline multiplied by a system-specific Item Scalar:
    • Normal Creatures: 1x
    • Dungeon Chest: 2x
    • Ship Hold: 2x
    • MIB Salvage Crate: 3x
    • Black Goods: 3x
    • Bosses: 5x
    • Trade Caravan: 5x
    • Treasure Map Chest: 5x
  • Example: Level 3 TMap Chest (10k Gold Baseline) * 5x Scalar = 50,000 Gold equivalent for Special/Rare item chance calculation.

Individual Item Loot Changes

  • Arcane Scrolls occur more often.
  • Plant Chemicals occur more often.

Player Loot Bonuses on Bosses

  • Individual player loot bonuses (Fortune Aspect, Mastery Chain Links) no longer apply to Boss Creatures (still apply to Boss Minions).

Treasure Maps

  • Acquired maps now randomize between Level 1-7 (progressive chance for higher levels).
  • No hardcoded Min/Max levels based on loot source anymore.
  • Creatures from Treasure Map Chests no longer drop Treasure Maps or Research Materials.

Lore Books, Lore Bosses, and Level 8 Treasure Map Chests

  • Loot for Lore Bosses and their Chests now calculated independently (no longer generated on boss then split).

Mugging and Pilfering

  • Can no longer attempt on non-aggressive creatures (Goats, Bulls, etc.).
  • Capped at max 1000 Gold received per success against non-Boss Creatures.
  • Max remains 2500 Gold per success against Boss Creatures.

Thieves Codex

  • Fixed issue causing Ransack upgrade to not inflict full intended damage bonus (based on unused Stealth Steps).

Black Market Goods

  • Increased chance for Special and Rare loot items from turning in Black Goods.
  • Certain items like Plant Seeds removed from potential loot pool.

Guild Dungeon Progress

  • Gold earned from Bosses or Boss Minions no longer contributes to Guild Dungeon Progress (for summoning).

Trade Caravans

  • Rebalanced Creature Spawn difficulty to scale more appropriately with selected Difficulty value (overall harder).

Disease Effects

  • All Disease effects now occur every 5 seconds over a 20 second duration (was 30 seconds).

Necromancy

  • Mind Rot no longer increases Disease tick speed (still boosts Disease damage).

Weapon Codexes

  • Fencing Blackguard stance Disease damage now occurs over 20 seconds (was 30 seconds).

Follower Abilities

  • Corpse Barrage, Corruption Blast, Disease, Giant Corpse Barrage, Spellblight now inflict Disease Damage every 5s over 20s (was 30s).
  • Eldritch Breath now reduces target Magic Resist by (Control Slots * 15).
  • Spellbreak now reduces target Magic Resist by (Control Slots * 15).

Beast Sting Ability

  • Creature "Sting" ability renamed to "Beast Sting".
  • All creatures (tamed or wild) capable of Melee Poison now automatically have Beast Sting.
  • Has a (Poisoning Skill / 100) chance to increase Melee Hit Damage by 33% if target has Greater Poison or above.
  • Reactive follower trait still adjusts chance.
  • Wrath follower trait still adjusts Damage Bonus.

Elusive Form Ability

  • New Ability Description: "Creature has an innate 25 Parrying skill against melee attacks".
  • Added to: Aegis Slime, Arboreal Wisp, Bonfire Wisp, Darkscale, Muck, Sandmuck, Shallow Water, Smoke Dragon, Smoke Drake, Smoke Faerie Dragon, Snowdrift, Void Slime, Volt Wisp, Wisp.

Prevalia Market and Reward Item Purchases

  • Can now purchase items from Prevalia Market or Reward Menus (e.g., Society) even with a full bank box.
  • Items purchased while bank full are Queued for Bank Box delivery.

Map Updates

  • Clearing razed on Nusero Island for ~50 new house spots. (See forums for Lottery info).
  • Society Hall in Prevalia redesigned (improved performance, navigation, less congestion).

Detect Hidden and Remove Trap Skills

  • Remove Trap skill removed from game functionality (effectively "dead" like Bowcrafting).
  • Detecting Hidden skill now used for Trap Removal on Chests.
  • Detect Hidden remains secondary skill for Ground Traps (Tinkering).

Detect Hidden Active Skill Usage Restriction

  • Making progress on Dungeon/Treasure Chest OR Detonating Ground Trap prevents active Detect Hidden use for 30 seconds.

When Patch Goes Live

  • If player Remove Trap > Detect Hidden, Detect Hidden set to match Remove Trap value. Then Remove Trap set to 0 for all.
  • Echoes adjusted similarly (Remove Trap removed).
  • Remove Trap Skill Cap increases > 100 applied to Detect Hidden Skill Cap (up to 120 max for Detect Hidden).
  • Existing Skill Mastery Scrolls for Remove Trap converted to Detect Hidden.
  • Remove Trap scrolls in Skill Mastery Tomes converted to Detect Hidden.
  • Character Creation selection of Remove Trap automatically converted to Detect Hidden.

Treasure Map Chests

  • No longer spawn as Trapped (still Locked).
  • Creature Spawn difficulty increased, scales more appropriately with map level.

Multi Clienting Prevention

  • If >= 2 characters from same IP Bard or Damage creatures from same Treasure Map Chest within 60s, ALL characters on that IP have Damage Dealt reduced to 1 vs creatures from that chest until 60s passes without multi-clienting actions.

Lockpicking and Remove Trap

  • After one player resolves a Lockpicking or Remove Trap attempt on a Dungeon/Treasure Chest, no other player can attempt on that same chest for 3 seconds.
  • "Effective Lockpicking Skill" Mastery Chain Links renamed to "Effective Skill on Chests".

Treasure Map Chest Experience Sharing

  • If player successfully lockpicks Treasure Map Chest, is in Party, and has "Share Experience" toggled:

Trap Wire

  • Iron, Copper, Silver, Gold Trap Wire now non-functional, automatically converted to "Rusted" versions.
  • Platinum Trapwire renamed to simply "Trap Wire", now the only type used for Container Traps.

Prevalian Exchange Officer

  • Defunct Rusted Trap Wire versions can be exchanged for original crafting amounts at Prevalia Exchange Officer.

Container Traps

Trap Placement

  • Requires 100 Tinkering.
  • Always Explosive type.
  • Double-click Trap Wire, target container.
  • Consumes 1 Trap Wire and 1 Greater Explosion Potion.

Ground Traps

  • PvM Traps system converted to physical Ground Traps system.
  • Crafted via Tinkering (Traps category). Stackable item consumed on placement.
  • Always Explosive type.

Trap Placement

  • Requires 80 Tinkering AND 80 Detecting Hidden.
  • Double-click item in backpack OR use `[PlaceTrap` command to place at current location.
  • Takes 3 seconds, Hinders player during placement.

Trap Mechanics

  • Last up to 5 minutes unless detonated.
  • Max 1 placed per player at a time (placing another removes previous one).
  • Only visible to the placing player.
  • No placement restriction relative to other players' traps.
  • Default Radius: 2 tiles (Center marker + Purple Radius markers).

Trap Recovery

  • Shift-click center marker -> "Deactivate This Item" recovers the placed trap item.

Trap Detonation

  • Requires Trap Detonator in Backpack and being within 8 tiles of center marker.
  • Detonate via: Double-click Detonator, OR Double-click Purple Radius Marker, OR `[DetonateTrap` command.

Trap Cooldown

  • After detonation, cooldown before next detonation: (30 - (0.25 * (Detect Hidden Skill - 80))) seconds.
  • Can place new trap during cooldown, just can't detonate.
  • System message when cooldown ends. Single-click Detonator shows remaining time.

Trap Max Targets

  • Hits creatures within Radius up to Max Targets number (Default 5).
  • If targets exceed max, prioritizes lowest HP creatures.

Trap Damage

  • Base Damage = (800 + (10 * (Tinkering Skill - 80))).
  • If >1 target hit, Base Damage reduced by (10% * (Targets Hit - 1)).
  • Each target hit takes:
    • 33% of adjusted Base Damage immediately.
    • 66% of adjusted Base Damage over 9 seconds (3 ticks at 3s intervals).
  • Damage significantly increasable via Mastery Chains, Aspects, Codexes, etc.

Trap Kit

  • Blessed item, functions as "Trap Codex" for improving Ground Traps.
  • Crafted via Tinkering (Traps category).
  • Requires 80 Tinkering AND 80 Detect Hidden.
  • Earn Experience by killing Monsters. Unlock up to 20 Points to spend on Upgrades.
  • Upgrades affect Ground Traps only (not Container Traps).
  • Reset Spent Points allowed if no Ground Trap placed AND no Trap Cooldown active.
  • Upgrades include: Breaching Charge, Density Barrel, Hair Trigger, Oversized Keg, Precision Timing, Reinforced Housing, Shrapnel, Volatile Compound.

TEST SHARD

  • "Complete All Codexes" button on purple editor statue grants Trap Kit with max points unlocked for testing.

Trap and Wand Mastery Chain Links

  • Renamed to "Trap Damage" links.
  • No longer provide bonus to Wands.
  • Updated Bonuses:
    • Bronze: +3.0% | Silver: +3.75% | Gold: +4.5% | Corrupted: +4.875%

Fortune Aspect Armor

  • Bonuses overhauled. Previous Trap bonuses moved to Gadget Aspect, Harvesting/Lockpicking bonuses moved to Harvest Aspect.
  • Now provides:
    • Gold and Loot Item Chance Bonus: (5.0% + (1.5% Per Tier Level)) flat bonus to Gold Loot increase and Special/Rare Item drop chance.
    • Chance for 50% Damage Increase: (5.0% + (1.5% Per Tier Level)) chance on any Damage inflicted to increase amount by 50%.
    • Global Experience Bonus: Increases ALL Experience gained by (5.0% + (1.5% Per Tier Level)). (Includes Codexes, Grimoires, Mastery Chains, Taming Levels, Crew Loyalty, Fortune Aspect itself, etc.).

Gadget Aspect

  • New Aspect focused on Traps.

Gadget Aspect Armor

  • Trap Damage Bonus: + (10% + (3% * Tier Level)).
  • Trap Cooldown Reduction: - (1.2 sec + (0.4 sec * Tier Level)).
  • Damage Resist for 10s After Trap Detonation: + (5.0% + (1.5% * Tier Level)) (does not stack).

Gadget Aspect Weapon/Spellbook

  • Aspect Special Effect: Innovation:
    • Next Trap Detonation within 60s has Base Damage increased by ((1200 + (120 * Tier Level)) / Creatures Hit).
    • Flat damage bonus applied after other bonuses (like Shadow 'Vanish').
    • *(Note: Special triggered only by Melee/Spell Damage, hence larger bonus).*

Harvest Aspect

  • New Aspect focused on Harvesting and Dungeon/Treasure Map Chests.

Harvest Aspect Armor

  • Effective Skill on Harvesting or Chests: + (3 + (1 Per Tier Level)) Effective Skill for Harvesting, Lockpicking/Removing Traps on Dungeon/Treasure Chests. (Does NOT apply to Weapon Damage from harvest skills like Lumberjacking, nor to Trap Cooldown calculation).
  • Chance at 2x Yield/Loot For Harvest or Chests: (6% + (2% * Tier Level)) chance on Harvest success or Dungeon/Treasure Chest open to double Stackable item amounts. (No stack with Guild Favors. Applies to Colored Resources, Seeds, Special Fish. Not Boss Leather).
  • Damage Resist for 60s on Harvest/Chest Success: + (3.0% + (1.2% Per Tier Level)) DR for 60s after successful Harvest or progress on Dungeon/Treasure Chest (does not stack).

Harvest Aspect Weapon / Spellbook

  • Aspect Special Effect: Nature's Lash:
    • Inflicts (800 + (80 * Tier Level)) damage divided among creatures within 6 tiles.
    • Entangles targets for (3 + (0.3 * Tier Level)) seconds.

Experience Gain

  • Unique: Earned ONLY by Harvesting Resources and Opening Dungeon/Treasure Chests.
  • Harvesting Experience: Scaled by "relative value" of resource (like Trade Caravans). Includes Resource Maps, MIBs, etc. Double XP gain if harvesting while wearing Harvest Armor AND equipped Weapon/Spellbook has NO Aspect.
  • Chest Experience: Earned from opening Dungeon/Treasure Chests similar to other Aspects.

Fortune Aspect Swap For Gadget / Harvest Aspect

  • One-time, permanent swap allowed for players to convert Fortune Aspect Tier/XP into EITHER Gadget OR Harvest Aspect.
  • Use `[SwapFortuneAspect` command -> Swap Menu -> Choose target Aspect -> Confirm.
  • Restriction: CANNOT perform swap if player has increased permanent Fortune Aspect Tier *since this patch went live*. (Prevents leveling Fortune just to swap).
  • Successful swap converts Tier/XP permanently.

Aspect Item Tome

  • Now has multiple pages due to new Aspects.
  • Left/Right "Aspects Page" buttons navigate between Aspect pages for the current item type.
  • Left/Right "Item Type" buttons switch between Cores / Extracts / etc.
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