Testserver Patch Notes - Merlyn Update

  • Testserver Patch Notes - Merlyn Update

    Merlyn Update - Ver. 1.12.365 / REV 122340


    Faction Warfare

    This all-new system allows players to enlist with one of the five Royal cities, and participate in faction-based activities to earn faction resources and standing and get exclusive faction rewards. In addition to engaging in full-loot, open-world PvP with enemy factions in all zones, faction-flagged players can:
    • Capture faction outposts throughout the Royal Continent. Taking them down means defeating unique bosses, which have their own special powers and strengths as well as their own individual personalities.
    • Run trade caravans through the open world to gain faction resources. Trade routes lead deep into hostile enemy territory, meaning the risks are high, and stealth and creativity are essential.
    • Earn faction points to spend on exclusive rewards:
      • City resources (which can be used as crafting ingredients or used to create faction capes)
      • Faction capes (five different capes, each with its own unique passive spell to round out and enhance existing combat builds)
      • Faction mounts (five new mounts, each with its own unique skills and strengths)
    Full details of the Faction Warfare system will be clarified in a forthcoming forum post.

    Refining and Crafting Bonuses

    Each city on the Royal Continent now has its own unique refining and crafting bonuses. As the cities have each grown more independent within their own biome, these bonuses are based on materials that are rare for the given biome: for example, refining wood gives a bonus in Fort Sterling due to its scarcity.

    Resource Redistribution

    Resource distribution has been updated to encourage travel and transport throughout the Royal Continent. The territories around the Royal cities now hold more enchanted resources, providing an excellent source for economic and equipment boosts.

    Equipment Overcharge

    Items can now be overcharged during combat, allowing for a limited-time item power boost. This puts players with mid-tier gear on a more even playing ground, but comes at a cost: each overcharged item has a chance of breaking once the charge ends.
    The overcharge button is the last on your spellbar, next to the consumables. The tooltip is shown when hovering over it.

    Marketplace UI Improvements

    The Marketplace UI has been completely overhauled to offer a much cleaner and more streamlined experience. In addition, two new features are now available when using the Marketplace: a clearer average price display (which is now based on actual sales instead of offers) and in-depth sales history for each item at a given location.

    New Dungeon, Costumes, Trophies, and Other Changes

    Merlyn brings numerous additional improvements and changes, including a new T5 group dungeon, trophies for all gathering professions, male and female wedding costumes from the vanity merchant, and more - for further details, please see the update page.

    • Added recipe view to item details: you now can see all possible recipes for crafting an item in the item details UI.
    • Players can now use the /icons command in chat to see a list of available chat icons.
    • Ten new achievements have been added to the game, mostly relating to Faction Warfare.
    • Added description info to respec points.
    • On player islands, removed some problematic bushes and trees in front of building areas, and added additional detail to the coastline.
    • New sword auto-attack animations have been added.
    • Reduced volume of "disappear" effect on mounts (i.e. when already dismounted and leaving the circle) in cities.

    Refining and Crafting Bonuses: Bonuses will apply to materials refined and items crafted in the Royal cities. First, here are the items that will be affected in each city:
    • Martlock (Highland) - Refining: Hide; Crafting: Axe, Quarterstaff, Frost Staff, Plate Shoes, Offhand
    • Bridgewatch (Steppe) - Refining: Rock; Crafting: Crossbow, Dagger, Cursed Staff, Plate Armor, Cloth Shoes
    • Lymhurst (Forest) - Refining: Fiber; Crafting: Sword, Bow, Arcane Staff, Leather Headgear, Leather Shoes
    • Fort Sterling (Mountain) - Refining: Wood; Crafting: Hammer, Spear, Holy Staff, Cloth Armor, Plate Headgear
    • Thetford (Swamp) - Refining: Ore; Crafting: Mace, Nature Staff, Fire Staff, Leather Armor, Cloth Headgear
    The following specific bonuses will apply:

    Crafting Bonus1513%
    Refining Malus (Territory)-100%
    Refining Bonus2520%

    Here's how it will look for cities that have the current regular bonus, plus the new additional crafting and refining boosts:
    City (Regular)1815%
    City + Crafting Bonus3325%
    City + Refining Bonus4330%

    Islands attached to Royal cities will, as always, not include the regular city bonus, but they will now receive the same new crafting and refining boosts as the attached city:
    Island (Regular)00%
    Island + Crafting Bonus1513%
    Island + Refining Bonus2520%
    Territory (Crafting)3325%
    Territory (Refining)2520%

    Zone status changes: as part of the rework of the Royal Continent, the following zones have been changed from yellow to red: Cairn Glascore, Lewsdon Hill, Snapshaft Trough, Willow Wood, Slowtree Plain, Gutras Hill, Cairn Fidair, Nightcreak Marsh, Hornbeam Wood, Sleetwater Basin

    Island levels retained: After abandoning personal island, the next personal island you buy will cost the base amount of a new level 1 island, but will retain the island level you had before. This means that you can abandon your island in one city and buy a new island in another city, and it will retain all levels you had before while only costing the base amount of Silver. NOTE: Buildings and furniture will not carry over to the new island.
    Access rights logs: Every access rights menu (islands, buildings, chests) now has an additional button next to the 'Close' button that opens the logs for the menu, allowing all players to see who added/removed/changed which entry at which time. The information can be filtered by timeframe or player name, and can be exported for further usage.

    Crafting progress: Crafting progress now updates with each 40 items crafted: for example, if you craft 400 of the same item, your progress, resources, and Fame will be updated with each group of 40 items, for a total of 10 updates. This is to ensure that all Fame earned is applied to your Destiny Board progress, without the loss of Fame that sometimes occurred for very large crafting jobs.

    Resource Distribution: The distribution of resources by cluster has been changed to emphasize differences between clusters close to Royal cities, as opposed to those in the Outlands.
    • The amount of Tier 4 and 5 resources in the Outlands has been reduced significantly
    • The amount of Tier 4 and 5 resources close to Royal cities has been increased significantly
    • The amount of Tier 6 resources in the Outlands has been increased
    • The amount of Tier 6 resources on the Royal continent has been reduced significantly
    • Additionally, the rate at which enchanted resources appear in the world has been changed:
      • Two Tier 5 yellow zones between each Royal city and Caerleon are now red zones with a 20% enchantment rate for Tier 4 and Tier 5 resources. (See "Zone status changes" above for a list of the affected zones.) Apart from these special zones, all other zones on the Royal Continent follow these rules regarding enchantment rates:
      • safe(blue): 8%
      • yellow: 12%
      • red: 5%
      • Tier 4 and 5 resource enchantment rate has been reduced to 5% for all of the Outlands
      • Tier 6+ resource enchantment rate in Anglia has been increased from 5% to 8% and in Cumbria from 10% to 12%
    • Respawn Time for Tier 6 resources has been increased by 22% (meaning it will take 22% longer for Tier 6 resources to appear)
    Fast Travel: Additional fast travel costs have been added to the five major resources and their refined versions. The price has been increased by a multiplicative factor based on its tier and rarity level:
    • Tier 2 = x1, Tier 3 = x2, Tier 4 = x4, Tier 5 = x8, Tier 6 = x16, Tier 7 = x32, Tier 8 = x64
    • Rarity 0 = x1, Rarity 1 = x2, Rarity 2 = x4, Rarity 3 = x8
    • This means, for example, that a Tier 6.2 resource will cost 16 x 4 = 64 times what it cost prior to the update.
    This change was mainly made to increase the incentive to transport these resources through the open world instead of just fast traveling from city to city. This is because, with the economic changes made to the Royal Cities in Merlyn, the profit from simply moving resources from city A to city B would have been too high compared to the amount of investment required.
    Additionally, the Travel Planner received a visual update for his banner and carriage, and his horses now have their own animation. The anchor icon on the mini- and clustermap was also replaced with a new compass icon.

    Siege Camps: Added four new siege camps to the Royal continent to compensate for the conversion of two yellow clusters into to red ones in each biome, and also to balance out the amount of available siege camps in different time regions. New camps appear in:
    • Wispwhisper Marsh
    • Cairn Gorm
    • Cairn Fidair
    • Creag Morr
    Display Settings: With Merlyn, the Ultra settings will now enable Anti-Aliasing and Soft Shadows. Depending on the user's hardware, this could have a negative impact on performance. The graphics settings will be more customizable in later updates, and more graphic effects will be added as well.

    Additional Changes:

    Replaced numerous solo dungeons in the Outlands with group dungeons. As with other group dungeons, they appear on the map as a large dungeon icon with a blue glow.

    The Guild visualization on the political worldmap has been changed from banners to shields to make it more consistent with Guild displays in the rest of the game.

    Adjusted time zones of 2 regions:
    • Runnel Sink: 05:00 → 23:00 UTC
    • Willow Wood: 05:00 → 15:00 UTC
    Imps in Hellgates have enhanced their attack, and will now apply a 20% slow which lasts two seconds.
    The reward curve for Hardcore Expeditions has been flattened, meaning they will generally reward somewhat less Silver and loot for killing mobs:
    • Level 6: -10%
    • Level 8: -15%
    • Level 10: -19%
    • Level 13: -26%
    Veteran Mad Chops (Heretic Mob) has been slightly reworked:
    • Cleave ability:
      • easier to distinguish visually
      • area of effect radius increased from 5m to 9m
      • cooldown raised from 3s to 5s
      • a hit reduces movement speed slightly for a brief time
    • In Hardcore Expeditions:
      • an additional Avalanche will now also appear on a random player
    Fame factors for Red and Black Zones have been increased.
    • Red Zone: 2.5 → 2.75 (+10%)
    • Black Zone: 3.0 → 3.5 (+16.6%)
    Moved treasure sites into each yellow cluster bordering the five biome cities to provide closer PvP opportunities for these cities (moved from → moved to):
    • Nightcreak Marsh → Willowsigh Marsh
    • Cairn Darg → Cairn Camain
    • Hornbeam Wood → Yew Wood
    • Snapshaft Trough → Lazygrass Plain
    • Lewsdon Hill → Eldon Hill
    Removed or alleviated several endless / looping patrols in Expeditions, to give adventurers a bit more control over their fights.

    The Keeper Cultivator has been reworked: she now chooses between two different mushrooms at random and throws them at a random target:
    • Burning Mushroom: deals heavy damage and burns the area for a few seconds
    • Energizing Mushroom: deals a small amount of damage but replenishes the energy of the player
    Visual effects and spell icon for Rock Elemental spell 'Tremor' have been updated.

    Balance Changes

    Cursed Staffs:
    • Vile Curse
      • The first DoT Tick now happens after 2s. (this increases the total duration by 2s)
    • Dark Matter (New W-slot spell)
      • Casts Dark Matter onto an enemy target. This matter keeps jumping to the closest enemy in a 7m radius for up to 10 times, dealing magic damage to every enemy it passes through. The spell can't hit the same enemy twice in a row, but keeps jumping back and forth if at least two enemies are in range.
      • Cast time: 1.2s
      • Cast Range: 11m
      • Cooldown: 20s
    Frost Staffs:
    • Shatter (New W-slot spell)
      • Creates three areas in a row in front of the caster, each dealing magic damage.
      • Instant skillshot
      • The combined areas reach a distance of 16m
      • Cooldown: 8s
    • Ice Storm (Glacial Staff)
      • Can now be cast in a 11m radius and then moves 23m forward from that position.
      • Cast Time: 2s → 1.5s
    • Iron Breaker (New Q-slot spell)
      • Slams the hammer into the ground in front of the caster. Reduces resistances for 6s and deals physical damage to all enemies in a 3m radius.
      • Hit Delay: 0.5s
      • Cooldown: 6s
    Holy Staffs:
    • Flash Heal (all Holy Staffs)
      • Cast Time: 1s → 0.8s
    • Root Prison (Morning Star)
      • Cooldown now scales with Item Power (100 IP: 36s; 1700 IP: 28s)
    • Hurricane (Iron-Clad Staff)
      • Cooldown now scales with Item Power (100 IP: 23.8s; 1700 IP: 19s)
    • Mystic Rocks (Staff of Balance)
      • Cooldown now scales with Item Power (100 IP: 37s; 1700 IP: 29s)
    • Spinning Blades (Dual Swords)
      • Radius: 4m → 5m
    • Bloodlust (Mercenary Jacket)
      • Heal per tick: 29.25 → 26.00
    • Normal Shield:
      • Crowd Control Resistance Factor: 0.28 → 0.36
    • Tower Shield:
      • Bonus Defense Factor: 0.16 → 0.15
    • Mistcaller:
      • Cooldown Reduction Factor: 0.162 → 0.15
    • Leering Cane:
      • Bonus CC Duration Factor: 0.3 → 0.4
    • Tome of Spells:
      • Now also increases Max Energy and energy regeneration (For Comparison, Tome of Spells energy factor: 0.15 / Eye of Secrets energy factor = 0.4)
    • Direwolves
      • Health Factor: 0.3 → 0.24
    • Switching from windowed to fullscreen mode no longer changes resolution to native
    • Fixed an issue where some mounts allowed players to mount in 2 seconds instead of the intended 3 seconds
    • Fixed the order of Party UI and Player Stats UI (health bar, etc.) so player stats are always on top
    • Fixed an issue where, when killing another player with a single hit or executing a downed player, players who supported you did not get a reputation penalty
    • Fixed a bug where certain spells would give you outlaw status or even cost reputation when hitting party members
    • Herbivorous farm animals have finally realized that herbs are also plants, which can now be used to feed them
    • Fixed a bug where, when crafting, an unlocalized error message would sometimes appear
    • The spell "Touch of the Undead" from the Condemned Brittle Skeleton (in the open world) now has a name, and the stun should correctly be recognized as a crowd control effect
    • Corrected display of focus cost in item crafting UI to improve text scaling for large numbers
    • Bonus Item Power from Mastery/Specialization levels of offhands is now included in Average Item Power as intended
    • Numerous additional graphical, UI, localization, audio, and animation fixes
  • PrintsKaspian wrote:

    The following specific bonuses will apply:

    Crafting Bonus1513%
    Refining Malus (Territory)-100%
    Refining Bonus2520%

    Here's how it will look for cities that have the current regular bonus, plus the new additional crafting and refining boosts:
    City (Regular)1815%
    City + Crafting Bonus3325%
    City + Refining Bonus4330%

    Could you explain how this would work with actual numbers? From the first chart it appears to me that crafting in a bonus city with focus would give you 48% resource return (same as bz plots). However refining would give you 55% resource return (7% MORE than bz plots).

    However then the second chart comes in and throws in additional bonuses without mentioning focus as well as showing a potential difference between crafting and refining (5% vs 7% shown above).

    Is the first plot what returns look like with focus, and the bottom one what returns look like without focus? You should really remove the bonus column imo as it just increases confusion since nobody knows what that is/means, and change the second column label to resource return, assuming my guesses here are correct.
  • PrintsKaspian wrote:

    Ice Storm (Glacial Staff)

    Can now be cast in a 11m radius and then moves 23m forward from that position.

    Cast Time: 2s → 1.5s
    Just so you know: this won't solve the Glacial case.
    Stacks have a too short duration, 3 minutes of theorycraftings are enough to see that ;)


    - Bridgewatch mount (Moa) is now way more interesting than a direwolf: cost is way lower + mount has more base HP (why did u nerf the direwolf then?)
    - Dungeon Problem (see this post): just so you know, having so many dungeons has already been tested in beta 2 ;)
    - Fort Sterling boss is bugged (hammer AoEs don't do anything)

    But faction warfare seems funny, let's see how far it goes :)

    The post was edited 1 time, last by Gugusteh ().

  • Arcane get passive for cast speed. There are no more changes? It mean, You want make dps-'support'? Im sure, somebody like This, but not me. I wanted more utility for team, betters buffs for pt, better protection etc. I am disappointed. Have hope there will be more changes and I will be surprised.

    Ps. Caster mage without escape/survi still suck on pvp.
    Ps. W slot dont scale with cloth, so that's a wasted potential.
    Arcane should be support or dps ? If both, we will have retarded dps and support.

    The post was edited 4 times, last by wbq ().

  • oh you are giving bonuses to islands... I am not sure how I feel about that...

    the moving of personal islands is very welcome, does this apply to upgraded guild islands too?

    royal island gets less T6? what is the point of redzones now? surely this should be changed to just fewer enchanted T6...
    Bank of Albion
    Investments & Third-Party Services (ROFLMAO)
    Contact me via the Forums or Discord: Saya#4434

    The post was edited 1 time, last by Saya ().

  • Wow, the changes are a lot more comprehensive than I had expected...

    I am not sure about the sustainability of factions, I get that folks will join up to get capes and mounts (not so sure they would join for the crafting or quests) but whether/how long they stay engaged with the faction system will depend on how often they need to replace lost capes/mounts, the time sink involved and whether they can profit from selling faction items. The capture the camps and trade runs will probably be a short lived set of activities, unless they are relatively over rewarded compared to other content choices. Factions will move PvP more deeply into everyone's gaming experience, even for folks who only want to PvE and/or gather, even though they don't have to directly participate, they will be more directly confronted due to the accumulation of other changes.

    The changes to Yellow zones, reducing their number by 10 zones (converting to red) and addition of siege camps and chests, will make life more difficult for gatherers, those who looking for PvE content and Pvper's looking for a break from PvP. I think even moderately hard core PvPer's really prefer to PvP on their own terms more than they readily admit (i.e. they don't like to be forced into PvP when doing something that is, at that moment, more interesting/rewarding), so I am expecting some general unhappiness with these changes.

    Gatherers are in for a rough time once this update goes live... significantly reduced access to T6 resources in Royal (which doesn't sound like it will be matched with the same increase in BZ's), is going to make the progression of lower level and new gatherers much more difficult. The current progression from yellow (T5 resources) to red (T6 resources) zones gives a decent progression from T5 to T6 for gatherers without a commensurate increase in absolute risk, this will be significantly changed with the reduction in yellow zones, increase in yellow zone PvP and the reduction in T6 resources, both overall and within the Royal zones. The progression from T5 to T6 to T7 will now be more difficult for the non-PvPer's and somewhat more difficult for the others, including BZ gatherers. I don't think that gatherers will feel reasonably compensated for the degree of change here, based on the numbers for increasing return rates and increased enchanted resources.

    The flow on effect of this into the economy and possibly even into play styles/game experience is likely to be somewhat negative. T6 resources will be scarcer (overall reduction in the number of T6 resource spawns and longer re-spawn time) and this will have a knock on effect into T7 and T8. T6 and above gear is likely to become more expensive, even allowing for an overall increase in available enchanted resources/equipment. This may then flow through to a lowering of the level of gear people play with generally, because replacements will be more difficult to find or afford. I can see this offset by an increase in the availability of enchanted T5 items, but I expect that there will be a rebalance downwards throughout the game into lower level tiers and an overall change in the way wealth within the game accumulates relative to risk/reward.

    The changes to return rates and the city bonuses are really only a magnification of what currently exists (for any city there are always at least two resources that are scare now), and this will likely be the first area of the game that settles into a new steady state that accommodates the update. There will be some increase in the availability and use of lower level enchanted resources, but I expect that the other changes will limit the effect this has on economic activity. The economy will move as it does whenever there is inflation and then settle, there isn't enough in the changes to support an economic expansion.

    I expect that PvP will be more visible on the Royal continent, but I don't see how this will increase the overall PvP participation, there will still be the same number of players, they will simply have more choices in how/where they PvP and as with most of these types of things, the choices they make will be based on what becomes the most profitable/efficient means of getting whatever they want and I'm not sure the changes will encourage most players to return from the BZ's to an extent that there is a rebalancing of PvP activity across both land masses. For gatherers, there will be more incidents of attempted ganking or getting ganked (non-consensual or forced PvP) while gathering, but again this isn't a new thing, and will likely see the gatherers change their behaviour to avoid, rather than breed a new class of more PvP aggressive gatherers.

    I am not sure that over time these changes will revitalise the Royal continent, increase PvP or stimulate the economy all that much and I expect that when the changes settle down, not much will have changed because nothing in this update changes the fundamental progression of the game, it will delay the ability of some to progress, which may not be a great thing in a game that is already a bit of a grind fest.

    Still looking forward to seeing this live!

  • Wow guys , pls change this !! All that nerfing to make starter zones more appealing …

    GREAT JOB , Black zones are allready too little populated , red and yellow isn't much better and Merlin … OMG will make black lands even worst .

    You never should have made Caerleon central hub . Bring back the docks and all this shit wouldn't be needed to bring folks into starting areas …

    When can i gather T8 on my Island ? give it to us now or start working on making ALBION GREAT AGAIN !!
    Caelis ,The Skeleton King of Bridgewatch
    Boradir, Duke of Caerleon