Release 15

February 26, 2015

 * Maps: We will continue to expand the mainland scenes to include Resolute, Xenos, Desolace Town, The Necropolis, and the Verdantis Shardfall.
 * 39 Scenes: This release we started focusing more of the team on world building, and the results have been fantastic with 39 scenes coming online in Release 15. These scenes are a mix of completely new maps and variants of existing maps.
 * Perennial Coast: Starting with this release, we are going to focus our efforts on expanding the Novia mainland by region. For Release 15, this focus was on the Perennial Coast along the southeast tip of Novia. This region includes notable places like Solace Bridge, Ardoris, and the Tower of the Shuttered Eye. For Release 15, we feel like this region is more than 75% complete and should be completed in Release 16.
 * Resolute, Xenos and Desolace Rescheduled: These locations were not located along the Perennial Coast, so we pushed them out to future releases where they will better fit.
 * Necropolis Delayed: The Necropolis will be our first purely story driven single player scene. This is a fairly large and complex space, so we were only able to complete about 75% of the world building.
 * Verdantis Shardfall: This is the only new scene in Release 15 that is not located in the Perennial Coast, but we felt strongly that we wanted another Shardfall map, and we wanted one with a striking visual difference from Grunvald. This led us to Verdantis, which is a Shardfall on a swampy island off the northwest coast of Novia. The swamp has flooded most of the crater and the surrounding marshy forests are prime for harvesting both resources and other players (this is an Open PVP zone, after all).
 * Solania: The small town of Solania is the sole means for accessing the mysterious lake island town of Celestis. Solania is located on a high point in the Celestial Swamp that lines the southern shore of Celestial Lake, so getting there can be quite dangerous.
 * ''9 New Adventure Scenes: The Perennial Coast is filled with places to adventure and gather resources. Many of these are based on previous maps but some, like Restless Woods, are almost unrecognizable as variants of existing maps. Our goal, over time, is to make sure that each of our adventure scenes are very visually distinct. In Release 15 ,these new scenes include:
 * Restless Woods
 * West Perennial Trail
 * North Celestial Wetlands
 * South Celestial Wetlands
 * West Veiled Swamp
 * East Veiled Swamp
 * Solace Woods
 * South Brightbone Woods
 * North Brightbone Woods
 * 25 Player Forest Towns: Using the templates from the Vale (Valemark, Holtrot, etc.) we added 25 Player Towns to the Perennial Coast. While visually similar, these versions include a City Lot for larger structures. For launch, some of these towns will be replaced with Player Owned Towns.
 * Spectral Mines: Long ago, an effort was made to mine the Spectral Peaks but miners stumbled upon some ancient crypts full of undead. The miners abandoned the unstarted mines, but the Order of the Ebon Dawn have since taken over and seek to resurrect the ancient power of the Obsidians.
 * Soltown: This sleepy little town in the Brightbone Woods is one of the few civilized places in this area where players can resupply or base themselves out of.
 * Blackblade Pass South: This is the southern entrance to Blackblade Pass which runs underneath the Blackblade Lava rift. While not a map on the Perennial Coast, we plan to move North and East in upcoming releases so this map preps us for that.


 * Spells & Skills: Sun and Moon Magic will expand to include more spells. The combat schools of Shields will also expand, and more combos will be added to the game.
 * New Spells and Skills: We were able to add 11 new spells and skills to the game, including expansions to Moon and Sun magic that represent our first iteration of Stealth in the game! While these are all fully functional in game, many of them do not yet have Visual Effects (a side effect of moving more people to maps and the Unity 5 transition).
 * Time of Day and Location: Spells and Skills can now have varying effect based on time of day and/or location. Sun and Moon magic take the most advantage of this, but we will expand this over time.
 * Moon: Moon magic is about misdirection through confusion and stealth. Moon magic is more powerful at night and underground where the duration of effects is increased.
 * Night Vision: Buff that allows the caster to see in the dark.
 * Celestial Blessing: Buff that increases resistance to magic.
 * 'Animal Charm: Debuff that mesmerizes an animal target.''
 * 'Moon Beams: Debuff that mesmerizes up to three targets in an area of effect.''
 * 'Vanish: Buff that makes the caster enter stealth while standing still.''
 * 'Shadow Form: Buff that allows the caster to remain in stealth while moving.''
 * 'Night Step: Caster teleports to selected target. During the night the caster always ends up behind the target.''
 * Sun:
 * Blind: Debuff that reduces the attack accuracy of the target.
 * Reveal Hidden: Reveals all hidden targets in an area around the caster.
 * Dazzling Rays: Debuff that mesmerizes up to three targets in an area of effect. Duration increases during the day.
 * Shields
 * Charge: The shield wielder runs forward into a target and smashes them with their shield, doing some damage and potentially stunning the target.
 * Balance Changes: We made a set of changes to combat math and individual spells / skills to better balance their effectiveness.
 * Regeneration Rates Reduced: Health and Focus regen rates are now at a quarter which increases the importance of stances, potions, buffs, etc.
 * Water Elemental: Starting hit points moved to 175 from 125 so they stay out longer which is critical for a support pet, in fact they now last longer than any other summoned creature.
 * Soothing Rain: Focus cost reduced to 14 from 20 and heal amount increased 25%.
 * Absorb Impacts: Duration of this buff has been doubled.
 * Healing Grace: Doubled the duration, increased the amount of healing and reduced the agro amount for this heal over time spell.
 * Healing Burst: Cast time and lock time cut in half and increased effect by 50% while reducing agro.
 * 'Berserker Stance: Increased Strength buff to 30 from 20.


 * Housing: Property ownership will now incur regular fees (unless you are using a tax free deed from a pledge). If the fees are not paid, the player will lose their claim, and their possessions (including the house and decorations) will be moved to their bank.
 * Property Upkeep Delayed: Unity 5 work required us to push this to a later date.
 * Basements: We added 6 more basements to the game including the three Arena basements from the add on store and the Keep sized basement for Dukes.
 * House & Basement Deed Security: These deeds now work exactly like lot deeds, so when they are used they are removed from your inventory until unclaimed. This closes the loophole where a house deed could be used by multiple players.


 * Crafting: Crafting skills will start to come online, and be used during crafting to modify results.
 * Crafting Advancement: Doing crafting activities including Gathering, Refining, and Producing will generate Crafting Experience and Crafting Levels. At each level, the player will receive skill points that they can invest in the various Crafting Skill Trees. Adventuring advancement also awards a few crafting skill points. For Release 15, those points can only be invested in Gathering Skills.
 * Gathering Duration and Interruption: We have begun introducing system changes to crafting to facilitate crafting skills. Gathering now has a variable duration and success rate that can be influenced by skills and tools. Gathering can also now be interrupted by combat, movement, etc.
 * Crafting Skills: We have our first set of 20 crafting skills in the game. For Release 15, we focused on the Gathering skill trees. We will expand into Refining and Production in future releases. Each of the 5 Gathering skill trees has the following skills:
 * Survey: Increases survey distance that you can see nodes.
 * Swift Gathering: Decreases the time it takes to gather resources.
 * Skillful Harvest: Increases success chance of gathering resources from nodes.
 * Meticulous Collection: Gives the gatherer the chance to find more resources in a given node by giving them a chance upon completion of gathering to not destroy the node.


 * Creatures: Our creature list will continue to expand with the Fauns, the Phoenix and Wisps.
 * New Creatures Delayed: All new creatures were slain by the Unity 5 transition monster.


 * Combat: Stealth mechanics will begin to appear.
 * Stealth: Our first iteration of Stealth is now in the game. For now, it is only part of Moon Magic, but in the next few releases it will be found in some Light Armor skills. For now, Stealth works by decreasing the aggro radius of creatures so they won’t notice the player (until hopefully it’s too late for them!). For players, stealthed characters are almost entirely invisible, but carefully observant players might notice the visual effect. However, we intend for that effect to be almost impossible to notice when things are dark (at night or underground).
 * Ambush Mode: Enemies now have the ability to enter an ambush state. For Release 15, you will see it for the first time in some of the skeletons you encounter. So beware, that skeleton lying on the ground may actually be a Skeletal Warrior just waiting to kill you. The AI can enter and exit this state, so you will see creatures not just get up from this mode, but you will also see them enter this mode by lying down.
 * Auto Attack Animation Variations: Animations for auto attacks now pull from a library of multiple animations for each weapon to create more visual variety. Previously, the same animation were repeated over and over.


 * Customization: Clothing and Armor will now be dye-able.
 * Dyes Delayed: Due to the Unity 5 transition, we were unable to complete preparing the wearables for color customization, but we have begun the process. We are also taking the opportunity to create many more visual variations of existing armor that will be used by the crafting system to visually represent the base effects of the materials that have been introduced.
 * Male Character Rework: We have started a complete rework of the male character, including a new shader for the skin, higher resolution / more detailed textures, eyelashes, new face sculpt / skin, and detail maps for the skin.
 * Character Improvements: We did several general improvements to both the male and female characters, including new eyes that show more depth and natural iris color and adjustments to all the facial sliders. Also, eyebrows now change color with the color of the hair (at least for the male character).


 * Overworld: Roving encounters (patrolling creatures) will now appear on the overworld map and can be engaged (pulling you into a scene) or avoided if you wish to sneak past. We will also have the first pass of the Novia map.
 * Roving Encounters Delayed: All roving encounters have been gobbled up by the Unity 5 transition monster. Until that beast is slain, the map will be sadly devoid of these.
 * Novia Overworld: For the first time players can walk around on Novia, and it is gorgeous! For Release 15, players will be confined to the Perennial Coast but we plan to open up more of the map each Release going forward. Please note that this is our first pass, so relative scale between landmarks may be off (ex. player towns vs. Ardoris). Novia is accessible by simply walking out of Ardoris or Solace Bridge, and those of you who wish to avoid Novia can stay on the Vale by opting to use the Lunar Rift).
 * Players: Other players are not visible on the Overworld map.


 * Player Titles: Players will now be able to display their title in the game.
 * Player Titles Delayed: We decided to delay this in favor of Vendors (see below).


 * Emote “Teaching”: Emotes will now be teachable to other players. Some emotes (like the ones tied to pledges) will only be teachable by the original owner. For now, “teaching” will be trading a consumable item that adds the emote via secure trade.
 * Emote “Teaching” Delayed: We decided to delay this in favor of Vendors (see below).


 * Vendors: Players can now give player made items to NPC vendors in several major locations for resale. Players can set the price they wish for the item, and if the item does not sell within 7 days, they will receive 50% of the standard game value for the item. These vendors will have a per player and overall total limit to how many items they will sell at any given time. Note that Player Owned Vendors will not have these time nor item limits, but they are also not yet available in the game. In Release 15, you can find Vendors in Owl’s Head, Kingsport, Solania, and Ardoris
 * Pledge / Add On Pets: We have added pet calls for most of the Pledge, Referral Bonus, and Add On Store Pets (except birds). Servants are included in this Release, but they do not yet have any functionality beyond simple follow commands. Likewise, all these pets are non-combat currently. Please note that we do not yet have they “choose 1 of 3 pets” technology so each tier will just have one of the two available assigned to them. The list added in R15 includes:
 * Pledge Rewards:
 * Siamese Cat
 * Greyhound
 * Great Dane
 * Knight Servant
 * Lynx
 * Lord Marshal Automaton Servant
 * Baron Servant
 * Imp
 * Add Ons:
 * Black Cat
 * Turkey
 * Reindeer
 * Referral:
 * Rottweiler


 * Light Source on Pledge Items: Some pledge reward items include a permanent light source. We added these light sources to those items in this release, including the following:
 * Sword of the Ba’Heer
 * Knight Cloak
 * Knight Marshal Winged Helm
 * Lord Cloak
 * Lord Marshal Coronated Helm
 * Duke Cloak


 * NPC Schedule Example: Abela the Barmaid in Braemar is our first example of an actual NPC Schedule. She varies her routine based on time of day and will go home at night. This is very much a proof of concept, and we will expand greatly on this moving forward.
 * Bank Upgrades: Bank size is now linked to pledges and can be increased with gold in the game.
 * Add On / Pledge Reward Duplication: R15 introduced new or modified pledge rewards and Add On items. In order for players to receive them, we have to reset everyone’s reward / add on data. This means that if you created a character in R14 you will have two of every reward / add on item (except for lot deeds) in R15. We know this will fill up banks for some of you, but we did this so we could avoid doing a character wipe.
 * Grand Tour 15: As with each release, we will have a grand tour that will take players through the new scenes and scenes that have changed the most. Completing this quest is the ONLY way to gain this rare reward. The hat for this release is a Silver Jester Carnival Mask that we hope you will all enjoy.

Additional Information

 * Release 15 Instructions
 * Release 15 Known Issues
 * Quick Reference Card