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Outlands Patch February 24, 2025

Outlands patch released on 2025-01-25
Revision as of 11:53, 10 March 2025 by Fiend (talk | contribs)
Released
2025-01-25 - 7 months ago

Outlands Patch January 9, 2025 is a major update for Outlands.

This patch significantly increased the danger that players face from monsters in PvM. It also introduced Warning Ravens in an attempt to deter player killers from killing lower level players.

Major Updates

Feature Description
Scripts removed in PvP events New PvP Feature Restrictions include script and macro limitations, health bar expiration, and last target resets for players off-screen too long.
PvP Mechanics Adjustments Mind Blast spell nerfed in PvP, Magic Reflect & Reactive Armor buffs adjusted to scale better with Inscription skill and Wall of Stone & Energy Fields can now be destroyed by players and monsters through melee attacks.
PvP Events rules changes Many different PvP Event scoring and mechanical rule changes.
Dexxer damage increases Damage ranges for dexxer weapons were tightened, as well as an increase in average damage in both PvP and PvM.
Buff bar rework The Buff bar is now operational and displays most buffs in the game accurately.

Weapon Damages

Damage values for individual weapons have been rebalanced, which applies to both Players and Creatures (PvM and PvP).

A number of underperforming weapon groups have been improved, and players should experience more consistency in the damage values they see from weapons (for both PvM and PvP).

Weapon Roles

Weapons on Outlands are typically grouped together by their "role" within PvP such as:

  • Interrupt: Fast weapons intended to interrupt opponent's spellcasts or apply constant pressure.
  • Grinding (Light/Medium): Average speed weapons that "grind" an opponent down with consistently above-average damage-over-time ("Light" being one-handed, and "Medium" being two-handed).
  • Burst: Slow weapons that have a high potential maximum damage per swing, that when combined with a precast spell can generate a large amount of "burst" damage over a very short period.

Damage changes for weapon groups are as follows:

Spreadsheet version of changes

Arcane Staff

All Arcane Staff weapons

  • Dice Roll: 6 + 6d3 (previously 5 + 5d4)
  • Min/Max Damage: 12-24 (previously 10-25)
  • Average Damage: 18 (previously 17.5)

Archery (Interrupt)

Bow, Recurve Bow, and Hunting Bow

  • Dice Roll: 9 + 4d4 (previously 5 + 3d8)
  • Min/Max Damage: 13-25 (previously 8-29)
  • Average Damage: 19 (previously 18.5)

Archery (Grinding)

Crossbow, Balestra, and Pistol Crossbow

  • Dice Roll: 11 + 4d6 (previously 6 + 4d8)
  • Min/Max Damage: 15-35 (previously 10-38)
  • Average Damage: 25 (previously 24)

Archery (Burst)

Heavy Crossbow, Great Bow, and Rampart Crossbow

  • Dice Roll: 13 + 4d8 (previously 7 + 5d8)
  • Min/Max Damage: 17-45 (previously 12-47)
  • Average Damage: 31 (previously 29.5)

Fencing (Interrupt)

Kryss, Assassin's Knife, Hunting Knife, and Kukri

  • Dice Roll: 4 + 4d4 (previously 3 + 2d8)
  • Min/Max Damage: 8-20 (previously 5-19)
  • Average Damage: 14 (previously 12)

Fencing (Grinding Light)

Warfork, Epee, Fencing Sabre, and Rapier

  • Dice Roll: 7 + 4d4 (previously 1 + 2d13)
  • Min/Max Damage: 11-23 (previously 3-27)
  • Average Damage: 17 (previously 15)

Fencing (Grinding Medium)

Short Spear and Pitch Fork

  • Dice Roll: 9 + 4d6 (previously 5 + 2d14)
  • Min/Max Damage: 13-33 (previously 7-33)
  • Average Damage: 23 (previously 20)

Fencing (Burst)

Spear and Sarissa

  • Dice Roll: 13 + 4d6 (previously 6 + 2d16)
  • Min/Max Damage: 17-37 (previously 8-38)
  • Average Damage: 27 (previously 23)

Fishing / Ocean Weapons

Harpoon and Trident

  • Dice Roll: 14 + 4d8 (previously 5 + 5d8)
  • Min/Max Damage: 15-43 (previously 10-45)
  • Average Damage: 29 (previously 27.5)

Macing (Interrupt)

Club, Cudgel, Hammer Pick, Skull Club, and War Axe

  • Dice Roll: 4 + 6d3 (previously 3 + 4d4)
  • Min/Max Damage: 10-22 (previously 7-19)
  • Average Damage: 16 (previously 13)

Macing (Grinding Light)

Mace, Flail, Flanged Mace, Maul, War Mace, and Pick Axe

  • Dice Roll: 7 + 6d3 (previously 4 + 5d4)
  • Min/Max Damage: 13-25 (previously 9-24)
  • Average Damage: 19 (previously 16.5)

Macing (Grinding Medium)

Black Staff, Gnarled Staff, Quarter Staff, and Shepherd's Crook

  • Dice Roll: 10 + 6d4 (previously 9 + 5d4)
  • Min/Max Damage: 16-34 (previously 14-29)
  • Average Damage: 25 (previously 21.5)

Macing (Burst)

War Hammer, Giant Club, Giant Spiked Mace, Great Mace, and Great Sledge

  • Dice Roll: 14 + 6d5 (previously 5 + 7d5)
  • Min/Max Damage: 20-44 (previously 12-40)
  • Average Damage: 32 (previously 26)

Swords (Interrupt)

Katana, Cutlass, and Scimitar

  • Dice Roll: 5 + 5d3 (previously 2 + 3d6)
  • Min/Max Damage: 10-20 (previously 5-20)
  • Average Damage: 15 (previously 12.5)

Swords (Grinding Light)

Viking Sword, Longsword, Broadsword, and Norse Axe

  • Dice Roll: 8 + 5d3 (previously 2 + 3d8)
  • Min/Max Damage: 13-23 (previously 5-26)
  • Average Damage: 18 (previously 15.5)

Swords (Grinding Medium)

Axe, Battle Axe, Double Axe, Executioner's Axe, Large Battle Axe, Two-Handed Axe, and Hatchet

  • Dice Roll: 12 + 5d4 (previously 7 + 3d8)
  • Min/Max Damage: 17-32 (previously 10-31)
  • Average Damage: 24.5 (previously 20.5)

Swords (Burst)

Halberd, Bardiche, Great Axe, Zweihander

  • Dice Roll: 16 + 5d6 (previously 9 + 3d12)
  • Min/Max Damage: 21-46 (previously 12-45)
  • Average Damage: 33.5 (previously 28.5)

Wrestling

Martial Manual, Cestus, and Fist Blade

  • Dice Roll: 8 + 5d3 (previously 2 + 3d8)
  • Min/Max Damage: 13-23 (previously 5-26)
  • Average Damage: 18 (previously 15.5)

Ranged Weapons

Stationary Delays in PvP

Stationary Delays are the length of time that a player must remain on the same tile before a Ranged Weapon will fire.

  • The Stationary Delay for Archery and Arcane Weapons will now scale in PvP based on a player's Dex, with delays scaling from 1.0 seconds (25 Dex or lower) down to 0.5 seconds (100 Dex or higher) (previously was flat 0.5 seconds).
  • Ocean Weapons (Harpoons, Tridents, etc.) will continue to have a flat 1.0 second Stationary Delay (no change).

Examples:

  • A player with 25 Dex must remain stationary for 1.0 seconds before they may fire an Archery/Arcane Weapon.
  • A player with 63 Dex must remain stationary for 0.75 seconds before they may fire an Archery/Arcane Weapon.
  • A player with 100 Dex must remain stationary for 0.5 seconds before they may fire an Archery/Arcane Weapon.

Damage Delays in PvP

When attacking with a Ranged Weapon in PvP, the damage on hits will now have a delay that randomizes and scales based on Dex, with max delay ranging from between 0 seconds (100 Dex or higher) up to 0.5 seconds (25 Dex or lower).

Examples:

  • A player with 25 Dex will have a randomized delay of 0 to 0.5 seconds for Ranged Weapon damage.
  • A player with 63 Dex will have a randomized delay of 0 to 0.25 seconds for Ranged Weapon damage.
  • A player with 100 Dex will have no delay for Ranged Weapon damage.

Spell Damages in PvP

The Damage Ranges of the following **Spells** in **PvP** have been adjusted as follows:

  • Magic Arrow: 5-7 (Previously 4-6)
  • Harm: 9-13 (Previously 8-12)
  • Fireball: 12-16 (Previously 10-14)
  • Lightning: 14-18 (Previously 12-16)
  • Mind Blast: 18-24 (Previously 15-25)
  • Energy Bolt: 28-36 (Previously 25-33)
  • Explosion: 28-36 (Previously 25-33)
  • Flamestrike: 32-48 (Previously 30-45)

Mind Blast

  • The Damage Bonus of the Mind Blast spell during PvP against targets wearing armor is now (33% * Target's Meditation Penalty Due to Armor) (Previously was 50%).

Magic Reflect

  • Magic Reflect in PvP will have a (35% * (Inscription Skill / 100)) chance to remain in place an additional time (Previously was 25%).

Reactive Armor

  • The Damage Reduction Scalar of the Reactive Armor spell is now (20% + (5% * (Inscription Skill / 100))).
  • Reactive Armor will reduce Physical Damage on a player by the spell's Damage Reduction Scalar until a total of (25 * (Magery / 100)) + (50 * (Effective Inscription Skill / 100)) Damage has been reduced (No Change).

Wall of Stone and Energy Field

Players can now attempt to destroy Walls of Stone and Energy Fields by physically attacking them.

  • Players who are within 1 tile of a Wall of Stone or Energy Field can double-click them to begin attacking.
  • Players will be Revealed and Entangled for 0.5 seconds after making an attack against a Wall/Field.
  • Once attacking, players will automatically continue to attack the Wall/Field every 2 seconds (until they move more than 1 tile away from the Wall/Field).
  • Each attack will inflict a randomized 10-25 Damage (not impacted by skills, gear, etc.).
  • Multiple players can attack Walls/Fields simultaneously.
  • When a Wall of Stone has received a total of 100 Damage, it will be destroyed.
  • When an Energy Field has received a total of 200 Damage, it will be destroyed.

Monsters

  • Monsters can now attack any adjacent Walls of Stone and Energy Fields.
  • Monsters will attack a Wall/Field if they are adjacent to it and have not resolved an attack/ability in the last 5 seconds (i.e., they are "stuck" because of it).
  • The Damage monsters will inflict on Walls/Fields will scale upwards based on the potential Damage Output of the monster (Melee / Spells / etc.).

Equipment Bonuses

Any Weapons, Spellbooks, or Armor that have bonuses higher than non-colored GM equipment will now automatically resolve as non-colored GM equipment during combat between players participating in any of the following:

  • Arena Matches
  • Town Struggles
  • Corpse Creek Contests
  • Dungeon Flashpoints
  • Stygian Rifts

Arena Rulesets

  • Players in the Arena will no longer be disqualified from matches due to Magical/Colored GM Equipment, since equipment will automatically resolve as non-colored GM if necessary.

Field Spells

Casting Field Spells

  • Fixed an issue where players attempting to cast a Field Spell during Town Struggles would correctly prevent the player if they had reached their Field Spells limit, but would only prevent the player during Dungeon Flashpoints upon casting and targeting the location (i.e., would notify players too late).

Town Struggles

Event Layouts

  • The Northwest Prevalia event layout has been removed from the list of possible event layouts.

Horseshoe Bay

  • Horseshoe Bay now has its own Town Struggle layout that has been added into the list of possible event layouts.

Capture Zones

  • Each Team now earns 5 Points every Tick (10 seconds) for each Capture Zone they control.
  • Players now earn 5 Points every Tick (10 seconds) they spend in a Controlled Capture Zone (still max of 60 seconds per zone).

Score Stealing

  • The Score Stealing mechanic has been removed from Town Struggles.

Player Kills

  • Player Kills are now worth 10 Points to the killing team.
  • Player kills are now worth a flat 10 Points to each player involved in the kill (no scaling by Damage Dealt %).

Kills Outside Zone

  • Players that are killed outside the event zone will now count as valid kills if the player has entered inside the event zone at least once since their last death (or the start of the event if not previously killed).
  • Players will only earn credit towards player kills if they have entered inside the event zone at least once since their own last death (or the start of the event if they have not yet died).

Travel

  • While participating in a Town Struggle and inside the event zone, players will be prevented from using Recall, Gate, or Hike to leave the area.

Absent Player Penalty

  • If a player spends a consecutive 15 seconds or more outside of the Town Struggle Zone or Base, the player will receive a cumulative 5% penalty per minute to their final score for the event.
  • The Penalty % each player accumulated during the event is displayed in the Battle Results menu under the "Penalty" column.

Stationary Player Penalty

  • If a player Recalls/Gates/Hikes, or has been stationary for 5 minutes or more, they will have a Stationary Penalty applied to them.
  • While a player has a Stationary Penalty, they will not count towards controlling Capture Zones.
  • A player's Stationary Penalty will be removed once they walk or run 5 steps.
  • Players will receive a system message informing them if they have a Stationary Penalty in place.

Mounts/Followers

  • Players will no longer be able to Release any Mounts/Followers inside of Town Struggle Bases.
  • Any uncontrolled Followers inside of a Town Struggle Base will be deleted 5 minutes after the event ends.

Corpse Creek Contests

Beacons

  • All Beacons in the event are now treated as Gold Beacons (Green no longer exist).
  • Fully controlled Beacons are worth 20 Control Points per tick to each Team and to each Player.
  • Contested Beacons (more than 1 guild present) are worth 10 Control Points per tick.

Score Stealing

  • The Score Stealing mechanic has been removed from Corpse Creek Contests.

Player Kills

  • Player Kills are now worth 10 Points to the killing Guild.
  • Player kills are now worth a flat 10 Points to each player involved in the kill (no scaling by Damage Dealt %).

Newly Resurrected Players

  • Player kills against targets who have been resurrected in the last 30 seconds are reduced to 0 Points.
  • Player kills against targets who have been resurrected in the last minute are reduced to 5 Points.

Using Multiple Characters

  • If a player participates in the event with multiple characters, only the highest scoring of all their characters across their OutlandsID will be used for determining Rewards.

Reward Capping

  • Corpse Creek Contests will now be capped so a maximum of 10 players per Guild can receive any Reward Points or Battle Commendations from it.
  • If more than 10 members of a Guild participate in these events and qualify for Rewards, the 10 players from that Guild who will receive Rewards will be fully randomized.
  • Players who do not receive rewards because of this mechanic will have a * symbol listed in the Reward Pts column in the Battle Results menu.
  • This mechanic is intended to curb "Zerging" guilds from attempting to dominate the event by overwhelming numbers.

Kills Outside Zone

  • Players that are killed outside the event zone will now count as valid kills if the player has entered inside the event zone at least once since their last death (or the start of the event if not previously killed).
  • Players will only earn credit towards player kills if they have entered inside the event zone at least once since their own last death (or the start of the event if they have not yet died).

Travel

  • While participating in a Corpse Creek Contest and inside the event zone, players will be prevented from using Recall, Gate, or Hike to leave the area.

Stationary Player Penalty

  • If a player Recalls/Gates/Hikes, or has been stationary for 5 minutes or more, they will have a Stationary Penalty applied to them.
  • While a player has a Stationary Penalty, they will not count towards controlling Beacons.
  • A player's Stationary Penalty will be removed once they walk or run 5 steps.
  • Players will receive a system message informing them if they have a Stationary Penalty in place.

Absent Player Penalty

  • If a player spends a consecutive 2 minutes or more outside of the Corpse Creek Region, the player will receive a cumulative 5% penalty per minute to their final score for the event.
  • The Penalty % each player accumulated during the event is displayed in the Battle Results menu under the "Penalty" column.

Inactive Guild Penalty

  • If 5 consecutive minutes pass where no player in a Guild has contested any Beacon, for every additional 30 seconds that pass, that Guild's Score for the event will be reduced by 5% of its current amount.

Dungeon Flashpoints

Beacons

  • All Beacons in the event are now treated as Gold Beacons (Green no longer exist).
  • Fully controlled Beacons are worth 20 Control Points per tick to each Team and to each Player.
  • Contested Beacons (more than 1 guild present) are worth 10 Control Points per tick.

Score Stealing

  • The Score Stealing mechanic has been removed from Dungeon Flashpoints.

Player Kills

  • Player Kills are now worth 10 Points to the killing Guild.
  • Player kills are now worth a flat 10 Points to each player involved in the kill (no scaling by Damage Dealt %).

Newly Resurrected Players

  • Player kills against targets who have been resurrected in the last 30 seconds are reduced to 0 Points.
  • Player kills against targets who have been resurrected in the last minute are reduced to 5 Points.

Using Multiple Characters

  • If a player participates in the event with multiple characters, only the highest scoring of all their characters across their OutlandsID will be used for determining Rewards.

Reward Capping

  • Dungeon Flashpoints will now be capped so a maximum of 10 players per Guild can receive any Reward Points or Battle Commendations from it.
  • If more than 10 members of a Guild participate in these events and qualify for Rewards, the 10 players from that Guild who will receive Rewards will be fully randomized.
  • Players who do not receive rewards because of this mechanic will have a * symbol listed in the Reward Pts column in the Battle Results menu.
  • This mechanic is intended to curb "Zerging" guilds from attempting to dominate the event by overwhelming numbers.

Kills Outside Zone

  • Players that are killed outside the event zone will now count as valid kills if the player has entered inside the event zone at least once since their last death (or the start of the event if not previously killed).
  • Players will only earn credit towards player kills if they have entered inside the event zone at least once since their own last death (or the start of the event if they have not yet died).

Travel

  • While participating in a Dungeon Flashpoint and inside the event zone, players will be prevented from using Recall, Gate, or Hike to leave the area.

Stationary Player Penalty

  • If a player Recalls/Gates/Hikes, or has been stationary for 5 minutes or more, they will have a Stationary Penalty applied to them.
  • While a player has a Stationary Penalty, they will not count towards controlling Beacons.
  • A player's Stationary Penalty will be removed once they walk or run 5 steps.
  • Players will receive a system message informing them if they have a Stationary Penalty in place.

Absent Player Penalty

  • If a player spends a consecutive 2 minutes or more outside of the Dungeon Flashpoint area, the player will receive a cumulative 5% penalty per minute to their final score for the event.
  • The Penalty % each player accumulated during the event is displayed in the Battle Results menu under the "Penalty" column.

Inactive Guild Penalty

  • If 5 consecutive minutes pass where no player in a Guild has contested any Beacon, for every additional 30 seconds that pass, that Guild's Score for the event will be reduced by 5% of its current amount.

Stygian Rifts

  • The Sparse variant of Stygian Rifts will no longer occur.
  • Door Timers are now 15 seconds (previously was 5).
  • Blade Spirit NPCs will no longer occur.
  • Hit Points of Servitors increased to 3000 (previously was 1000).

ELO Rating

  • If a player has not participated in a Stygian Rifts event for 2 weeks or more, at the start of each week their ELO Rating will drift 5% towards the starting value of 800.

Factions

Stationary Penalties

  • If a player Recalls/Gates/Hikes, or has been stationary for 5 minutes or more, they will have a Stationary Scoring Penalty applied to them.
  • While a player has a Stationary Penalty, they will not count towards controlling Wayposts, Flag Stealing/Securing, or VIP Controlling.
  • A player's Stationary Penalty will be removed once they walk or run 5 steps.
  • Players will receive a system message informing them if they have a Stationary Penalty in place.

War Aspect

  • Players will now earn War Aspect Experience from increasing Faction Score (33% of score) for the following Faction Activities:
    • Faction Caravans
    • Faction VIPs
    • Flag Escorting / Flag Securing

Changing / Leaving Factions

  • Guilds leaving a Faction (and selecting no new faction) will no longer apply the 7-day cooldown between changing Factions.
  • Cooldowns will only occur when a Guild selects a new Faction.

Arena

Practice Mode

  • Players can now select Practice Mode as an optional setting when creating Arena Matches.
  • Players cannot select Practice Mode if they have ELO Tracking enabled for the match.
  • Players can only select Practice Mode for matches with Round Duration of 10 minutes or less.

Practice Mode Matches

  • While a Practice Mode match is in progress (and not in Sudden Death), if any player in the match is reduced to 0 Hit Points, the player will not be killed.
  • Instead, the match will be restarted with players returned to their starting locations, and all Hits / Stamina / Mana restored.
  • Any active buffs / debuffs / poison will be removed.
  • Players will have a 10-second countdown before the match resumes.
  • Practice Mode matches will end as normal on player death if Sudden Death is active.

Removed Match Rules

  • Removed a number of infrequently used Rules from the Create New Match rules list, including:
    • Mounts
    • Followers
    • Durability
    • Item Consumption
  • Matches will always use what was previously the default setting for these rules.

Buff Icon Broadcasting

  • Buff and debuff icons will now be visible on all players and creatures.
  • You will be able to see these icons on the health bars after enabling them in the settings.
  • The exception to this are other players, where you will only be able to see buff icons if that player is in your party or allied to you.
  • Buffs and debuffs on other players will not be visible due to the implications this would have on PvP.

Buff Icon Options

  • There is a range of options available to customize when and how you want to display buff icons.
  • You can change these options in the Options Gump under Interface → Buff Icons.

Buff Icon Display Options

  • Right side
  • Bottom
  • Right side on hover
  • Bottom on hover

Stack Handling

  • Certain buffs that have stacks which expire at different times (such as Bleed, Disease, and Wizardry DoT effects) are displayed in a different way.
  • In this case:
    • The top left number is the value for the next tick.
    • The top right number is the number of stacks remaining.
    • The shadow clock effect will indicate when the next stack is about to expire.
    • The bottom left time still displays when the last stack expires.

Buff Values

  • While many buffs now display their actual values, these values may not always be fully reliable.
  • For example, if you have damage reduction for Bleed effects, the actual damage you will receive will be lower.
  • The values are meant to provide a rough estimate of an effect’s strength, but due to coding structure, the final result may not always be displayed.

Buff Visibility & Restrictive Mode

  • Usually, you will be shown all buff icons that are relevant to you.
  • However, if mobs (not players) exceed a certain number of buff icons, the number of displayed buffs will be reduced to prevent visual overload.

New Buff Icons

  • A large number of new buff icons have been added to display existing buffs and debuffs.
  • More icons will be added over time, expanding the selection in the coming weeks and months.
  • The goal is to provide the most commonly encountered buffs and debuffs, including detailed explanations in tooltips.

PvP Feature Restrictions

  • New PvP Feature Restrictions are being introduced, primarily consisting of:
    • Razor Script and Macro restrictions
    • Expiring Health Bars

Where Will the Restrictions Apply?

  • The restrictions are planned to apply to all PvP events and factions.
  • They will not apply to non-consensual PvP (i.e., PKing).

Are These Changes Final?

  • No, these changes will be continuously reviewed and reassessed.
  • All changes are subject to modification based on feedback.

Changes to Scripts

Disabled Commands and Expressions

Commands:

  • setvar on players
  • droprelloc
  • waitforsysmsg
  • settimer
  • removetimer
  • getlabel
  • rename
  • cooldown
  • wait/pause

Expressions:

  • bandaging
  • findbuff/finddebuff
  • mana
  • maxmana
  • diffmana
  • hits
  • maxhits
  • diffhits
  • stam
  • maxstam
  • diffstam
  • poisoned
  • paralyzed
  • hidden
  • str
  • dex
  • int
  • position
  • timer
  • followers
  • hue
  • blessed
  • notoriety
  • dead on mobs other than the player
  • maxweight
  • diffweight
  • gumpexists
  • ingump
  • cooldown
  • casting

pvp Expression

  • A new pvp expression has been added that allows you to check whether the PvP script restrictions are currently active.

Serial Handling

  • While affected by PvP script restrictions, any serials that belong to players will resolve as 0x0 in scripts and macros (i.e., be disabled).
  • Example:
    • If a player stores another player’s serial in a variable player, then while flagged for PvP, if this variable is used for any command (e.g., attack player or setlasttarget player), it will resolve as 0x0 instead.

Item Handling

  • While affected by PvP script restrictions, all commands and expressions that use find handling (e.g., find, findtype, findtypelist, dclicktype, lifttype, counttype) will only find items that are:
    • Worn by the player.
    • In the player's inventory.

Party and Guild Messages

  • These messages will now never be picked up by Razor or the client.

Health Bar Expiration (Experimental)

  • While affected by PvP script restrictions, health bars of players who have been off-screen for more than 60 seconds (time may be adjusted based on feedback) will:
    • Expire and close automatically.
  • This will be indicated by a small timer bar on the gump.
  • Note: Party members will not be affected by this restriction.

Last Target Expiration (Experimental)

  • While affected by PvP script restrictions, if a player’s last target has been off-screen for more than 60 seconds (time may be adjusted based on feedback), their last target will:
    • Be reset.
    • The player will receive an overhead message notifying them of this change.

Macro Restrictions

  • The following Macro Types will not function while affected by script restrictions:
    • Any conditionals (If, While, DoWhile) that check stats (hits, poisoned) or system messages.
    • DropRelLoc
    • Any wait action (WaitForX, Pause, Wait).
    • TargetRelLoc
    • SetLastTarget
    • SetMacroVariableTarget
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