Game Updates/Changes/2025

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 ◄  Game Updates

Listed Wound (2025-01-31)

Patch Date Pages -- Remark
Change
Listed Wound 2025-01-31 (UI) -- (New Implementations)
Added a "News" prompt to the Character Selection screen. When you log in, you will, thus, be presented with a list of previously unread announcement posts. May need some arting, but works for now. Note that it will not show anything this first time you log in, as all old threads are considered read.
Listed Wound 2025-01-31 Wounds -- (New Implementations)
Added automatic propagation of wound treatments. Wounds will now dynamically and programatically list their treatments, and, inversely, medicines will likewise present the wounds they can treat. This saves us the trouble of manually maintaining wound treatment documentation, and guarantees more accurate, easily propagated, and properly maintained lists. Made some effort to clean out the old, manual texts, but may have missed some.
Listed Wound 2025-01-31 <No Pages> -- (Key Fixes)(Skipped: General client/update note)
Dropped, as announced for a few years or whatever now, support for the old pre-render-rework game resources. Yay!.
Listed Wound 2025-01-31 Catapult, Battering ram, Snekkja, Knarr -- (Key Fixes)
"Catapult"s can now only destroy ships and other siege engines.
Listed Wound 2025-01-31 Archery Tower, Catapult -- (Key Fixes)
Ranges for "Archery Tower"s and "Catapult"s are no longer randomized, but rather fixed to their medium ranges (~20 tiles for "Catapult"s, and ~18 tiles for "Archery Tower"s).
Listed Wound 2025-01-31 <No Pages> -- (Key Fixes)
Reworked ingame transfers of account-bound items (e.g. Store hats).
:Account-bound items (mostly store hats) can now be handled and worn by characters not on the account the item is bound to. Naturally, they can still be recalled by the owner at any time, even if, for example, the handling character is offline.
:Account-bound items are no longer transferred to other accounts by right-clicking a character to give them to. Rather, the owner can right-click the item to initiate a transfer. 24 RL hours later, any character who is in physical possession of the item at that time can right-click it to actually claim ownership of it. "Physical possession", here, means having it on their actual character (ie. in the character inventory, or equipped), as opposed to it eg. lying in a container.
:Once the 24 RL hours have passed, the item will be ready to accept new ownership indefinitely. This status can be canceled by the owner by recalling the hat from the Hearth Fire. Contrariwise, if you have hats that you know you want to trade with, you can put them in such "tradeable status" well in advance.
:The main intention with this change is to prevent sudden, unintended or forced hat transfers. It is probably unsound that wearing a store-hat is as wearing a bullseye.
Listed Wound 2025-01-31 Village Claim, Authority -- (Small Fixes)
A member leaving a village no longer costs the village any authority.

Attribute Dream (2025-02-28)

Patch Date Pages -- Remark
Change
Attribute Dream 2025-02-28 Demolition -- (New Implementations) (Skipped: General game system stuff)
Added support for more arbitrary attribute definitions. Many of the smaller/more specific bonii which the game has historically had have been somewhat hidden and never clearly communicated. With the new attribute system, defining and tracking such mechanics/values can now be done in a more formalized system, which also allows for greater ease in e.g. providing multiple sources for increasing a particular value.
Attribute Dream 2025-02-28 <No Pages> -- (New Implementations) (Skipped: General game system stuff)
The following minor attributes have been implemented.
:Butchering Speed.
:Demolition Damage, damage when destroying things.
:Cave-in Damage, additional demolition damage when destroying cave-in stones.
:Tree-stump Damage, additional demolition damage when destroying tree stumps.
:Board Yield, more output when sawing boards.
:Woodblock Yield, more output when chopping woodblocks.
:Tree Chopping Speed.
:Mining Strength, Speed, and Stamina.
:Shearing Speed.
Attribute Dream 2025-02-28 <No Pages> -- (New Implementations) (Skipped: General game system stuff)
All of those were previously implemented more or less ad hoc as particular tool mechanics, but are now, indeed, generalized. It would now, for example, be relatively easy to design gildings, wounds, or other effects which buff or debuff those values.
Attribute Dream 2025-02-28 <No Pages> -- (New Implementations) (Skipped: General game system stuff)
Note that most of these buffs only apply "when used", that is to say when the tool carrying them is in use, but that it would be easy for us to also implement passive versions.
Attribute Dream 2025-02-28 <No Pages> -- (New Implementations) (Skipped: General game system stuff)
Furthermore, the UI is now capable of properly presenting these values to give some idea of what the various tools actually do, and how they compare.
Attribute Dream 2025-02-28 <No Pages> -- (New Implementations) (Skipped: General game system stuff)
It should be a pretty faithful conversion of old implementations to this new one, but some math has changed. Notably, "Quarryman" and "Lumberjack" bonii, to Mining Strength and Board/Block Yield respectively, used to be applied multiplicatively, but are now rather applied additively. Buffed the base values of those credo buffs a bit to compensate ("Quarryman" from +20% to +40%, "Lumberjack" from +30% to +50%).
Attribute Dream 2025-02-28 Credos -- (New Implementations) (Adjusted copy)
(sys-change)..., "Quarryman" and "Lumberjack" bonii, to Mining Strength and Board/Block ... Buffed the base values of those credo buffs a bit to compensate ("Quarryman" from +20% to +40%, "Lumberjack" from +30% to +50%).
Attribute Dream 2025-02-28 <No Pages> -- (New Implementations) (Loftar math stuff)
(Loftar) For example, previously, Lumberjack multiplied Board Yield by 130%, and Metal Saw multiplied it by 170%, so if you got 10 boards from a certain log with no bonii, you would have gotten:
: 17 boards with Metal Saw (170% of base)
: 13 boards with Lumberjack (130% of base)
: 22 boards with both (170% × 130% = 221% of base)
:Now, Lumberjack adds 50% Board Yield, and Metal Saw adds 70% Board Yield, so you'd instead get:
: 17 boards with Metal Saw (100% + 70% = 170% of base)
: 15 boards with Lumberjack (100% + 50% = 150% of base)
: 22 boards with both (100% + 70% + 50% = 220% of base)
:So the buff from Lumberjack alone, without Metal Saw, has improved, but the combined effect has been preserved (to within a percent).
Attribute Dream 2025-02-28 Woodsman's Token, Tree -- (Small Fixes)
Added some "Tree Chopping Speed" to the "Woodsman's Token" gilding.

Dormant Doe (2025-04-07)

Patch Date Pages -- Remark
Change
Dormant Doe 2025-04-07 <No Pages> -- (New Implementations)
Significantly reworked the decay mechanics.
:When a claim (village or personal) runs low on authority, the immediate effect is that (only) the claim's claim marker will begin to decay, rather than, as has historically been the case, anything and everything on the claim. The claim, thus, continues to protect things on it from decay while the claim itself lasts.
:Walls are still possible to hand-bash if the claim is low on authority.
Dormant Doe 2025-04-07 <No Pages> -- (New Implementations)
Significantly reworked the life cycle of tame animals.
:Animals will, if they fail to find proper nutrition a couple of times, but are on a claim, go dormant, rather than starve to death, indicated by the animals lying down, appearing to relax.
:Animals off claim will still starve, rather than go dormant.
:If an animal goes dormant, any active processes on it will pause, such as: producing milk, advancing pregnancies, &c.
:If a dormant animal is interacted with, or given proper food in a trough or the like, or if the claim disappears from under it, it will awaken from dormancy.
:Animals in coops/hutches respect the spirit of these changes, pausing their existence if without food, but still on claim.
:This implied an unexpectedly invasive rewrite of the animal handling logic, and some artifacts/unintended differences may exist. Feel free to report.
Dormant Doe 2025-04-07 <No Pages> -- (New Implementations (copy))
Animals will, if they fail to find proper nutrition a couple of times, but are on a claim, go dormant, rather than starve to death, indicated by the animals lying down, appearing to relax.
Dormant Doe 2025-04-07 <No Pages> -- (New Implementations (copy))
Animals off claim will still starve, rather than go dormant.
Dormant Doe 2025-04-07 <No Pages> -- (New Implementations (copy))
If an animal goes dormant, any active processes on it will pause, such as: producing milk, advancing pregnancies, &c.
Dormant Doe 2025-04-07 <No Pages> -- (New Implementations (copy))
If a dormant animal is interacted with, or given proper food in a trough or the like, or if the claim disappears from under it, it will awaken from dormancy.
Dormant Doe 2025-04-07 <No Pages> -- (New Implementations (copy))
Animals in coops/hutches respect the spirit of these changes, pausing their existence if without food, but still on claim.
Dormant Doe 2025-04-07 <No Pages> -- (Key Fixes)
Added attributes for "Digging Speed" and "Digging Stamina", relevant for shovels.
Dormant Doe 2025-04-07 <No Pages> -- (Key Fixes)
Added an attribute for "Harvesting Stamina", relevant for scythes.
Dormant Doe 2025-04-07 <No Pages> -- (Small Fixes)
"Chopping Speed" should now be properly used as intended.
Dormant Doe 2025-04-07 <No Pages> -- (Small Fixes)
"Root-Fill" medicine did not apply properly to "Deep Cut" wounds. Should be fixed.
Dormant Doe 2025-04-07 <No Pages> -- (Small Fixes)
Redrew some icons under the "Crafting" submenu in higher resolution.

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