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.

Surveyor's Delight (2025-06-21)

Patch Date Pages -- Remark
Change
Surveyor's Delight 2025-06-21 Survey -- (New Implementations)
Implemented client-side authority surveys.
:The client can now arbitrarily set and transfer the desired height of individual survey points to the server.
:Used that to implement some basic sculpting tools.
:You can pull a corner point of a survey to raise the slope of the surveyed area relative to that point.
:You can pull any other point to move the survey area generally.
:You can hold shift to select/create a sub-area of multiple survey points, which can be similarly modified as the survey generally.
:Realize fully that this is not the full 3d-modelling tool required to perfectly terraform, but it is perhaps a start, and it should allow custom client makers to create their own tools to aid in surveying.
Surveyor's Delight 2025-06-21 <No Pages> -- (Key Fixes) (Skipped: General server-only stuff)
Significant server side optimization work has been performed on hittesting, object delta transfers, protocol object lists, &c, which should imply significant performance gains not least in terms of peak user capacity.
Surveyor's Delight 2025-06-21 Murder -- (Key Fixes)
Fixed a bug, active since the attribute modifier remake, by which the loss of knockout protection from murderous raged failed to apply correctly.
Surveyor's Delight 2025-06-21 Alchemy -- (Key Fixes)
Fixed a bug, active since the attribute modifier remake, by which the attributes previously buffed by various alchemical ingredients accidentally changed. Previously modified attributes have now been restored.
Surveyor's Delight 2025-06-21 (GFX) -- (Small Fixes)
Redrew several icons, mostly under the "Crafting" submenu, in higher resolution.

World 16.1 (2025-12-05)

Patch Date Pages -- Remark
Change
World 16.1 2025-12-05 <No Pages> -- (New World Launch)
Tonight we launch a new world, W16.1, with the unusual twist that we are not resetting the running W16, as first announced here!.
:Both Worlds will run concurrently until further notice.
:The choice on which world to play will be made with the Wizard during character creation.
:We have made no changes which should impair custom clients.
:This post contains an updated, non-exhaustive, change log. Much has been left to the joy of discovery.
World 16.1 2025-12-05 <No Pages> -- (Payment Model)
All store hats given as rewards for subscriptions have been replaced. Anyone who purchased a subscription between the World 16.1 announcement, and the time we took the store down for refurbishing, will have received both the old and new hats relevant for his or her particular subscription level.
:As per the standard from World 14, higher subscription tiers give, apart from the hat unlocked with the tier, all hats belonging to the lower tiers.
:Three additional hats have been added to the store! Thank you for your consideration!.
World 16.1 2025-12-05 <No Pages> -- (Changes Only Applying to W16.1 -- New Gilding System.)
New Gilding System.
:Gildings have been reworked to emphasize churning Gildings, more so than the gear you are gilding. The intention is to buff higher tier equipment.
:Pieces of gear have a predefined number of gilding slots from the start.
:If a gilding roll is successful, you will slot the gilding into the piece of gear without consuming a slot.
:If a gilding roll fails, you have an additional roll to "rescue" the gilding. If the rescue roll is successful, you will slot the gilding into the piece of gear, but consume a slot on it.
:The chance to succeed with a rescue roll is 1 / (NumberOfSlotsRemaining + PiecesOfGildingOnTheItem).
:If the rescue roll fails, both a slot in the gear, and the gilding piece, are consumed.
World 16.1 2025-12-05 <No Pages> -- (Changes Only Applying to W16.1 -- Visitor Gates.)
Non-visitor gates for siege significant wall types (Palisade, Brickwall) have been removed, and all gates in such walls will now be visitor gates.
:No gates will therefore any longer be visually distinguished with the red flags traditionally indicating a visitor gate, as the distinction will no longer be made.
:All siege significant gates will, thus, confer the visitor debuff.
:By default, you are able to pass through (visitor) gates while in combat.
:Thingwall Travel has been modified. Joy of discovery!.
:The swirly-leaf speed boosts on the map are now always visible to everyone, but are only half as common.
:Time moves strangely in W16.1.
World 16.1 2025-12-05 <No Pages> -- (Additional Changes Also Affecting W16)
Gilding actions have a new and more communicative UI.
World 16.1 2025-12-05 <No Pages> -- (Additional Changes Also Affecting W16)
Implemented a hopefully graceful rate limit to mounting mounts (e.g. boats, horses, chairs, &c) to avoid various shenanigans.
World 16.1 2025-12-05 <No Pages> -- (Additional Changes Also Affecting W16)
Spitroasting now requires a sharp tool.
World 16.1 2025-12-05 <No Pages> -- (Additional Changes Also Affecting W16)
"Coin Press"es now require only Hard metal, rather than Steel.

Silken Sled (2025-12-14)

Patch Date Pages -- Remark
Change
Silken Sled 2025-12-14 <No Pages> -- (New Implementations)
Added two new equipment slots: "Shoulders" & "Mask" (names could be debated). Wings (Bee/Ant Queen, Hussar Wings) now consistently occupy the "Shoulders" slot, leaving them uncontroversially compatible with backpacks and capes. "Coracle"s now also occupy the "Shoulders" slot, avoiding conflicts with capes and backpacks. Masks (e.g. "Goat Mask", "Boreworm Mask", "Jack-o'-Mask") now go in the "Mask" slot, leaving them compatible with e.g. pipes and spectacles.
Silken Sled 2025-12-14 <No Pages> -- (New Implementations)
Added "Primitive Sled". A simple sled for pulling cargo overland. The sled can be carried on your back if empty, or pulled behind you if loaded. Do note, as with Corcacles, that variable materials on the sled won't be properly represented while carried on your back, fix pending. The "Primitive Sled", if carried as equipment, sits in the "Shoulders" slot. The "Primitive Sled" can pull two pieces of cargo. Slaem & Hearth confirmed!.
Silken Sled 2025-12-14 <No Pages> -- (New Implementations)
Added "Silk Backpack", expands your inventory by 3 columns, rather than the 2 of the leather backpack.
Silken Sled 2025-12-14 <No Pages> -- (New Implementations)
Added "Rope Belt", a simple toolbelt made from rope.
Silken Sled 2025-12-14 <No Pages> -- (New Implementations)
Added "Feather Tassel", gilding made from "Feather".
Silken Sled 2025-12-14 <No Pages> -- (New Implementations)
Added "Bushmeat Strips", simple meat recipe.
Silken Sled 2025-12-14 <No Pages> -- (New Implementations)
Added "Wound Glue", bushcraft medicine treating "Cruel Incision", "Fell Slash", and "Nasty Laceration".
Silken Sled 2025-12-14 <No Pages> -- (Key Fixes)
Inventory extending pieces of equipment can now, quite simply, be unequipped, even if doing so would leave your inventory overloaded. While you have items in unequipped inventory slots, you will have the "Overloaded" debuff. The "Overloaded" debuff will, periodically, attempt to move items into your inventory, or, failing that, drop them to ground. The "Overloaded" debuff will not take effect if you are knocked out, or dead. Happy to take input on this, as it may be at least somewhat controversial.
Silken Sled 2025-12-14 <No Pages> -- (Small Fixes)
Fixed a small problem which prevented one player from adding curiosities to another, logged off, player's study table. (Reverted for now; turned out to be trickier than expected.).

Sled Yule (2025-12-21)

Patch Date Pages -- Remark
Change
Sled Yule 2025-12-21 <No Pages> -- (New Implementations)
Added the ability to ride "Primitive Sled"s. Pull it to the top of a high hill, and bomb's away!. (See: 1)
Sled Yule 2025-12-21 <No Pages> -- (New Implementations)
Added "Primitive Backpack Extension", a simple piece of equipment carried in the "Shoulders" slot which adds 1 extra slot, scaling as normal with quality.
Sled Yule 2025-12-21 <No Pages> -- (New Implementations)
Added "Twist Bread", simple flour/bread recipe made by a fire.
Sled Yule 2025-12-21 <No Pages> -- (New Implementations)
Added "Moundwood Bough", a wood bough picked from "Mound Tree"s. Came up here.
Sled Yule 2025-12-21 <No Pages> -- (Key Fixes)
Inventory extending items are no longer automatically unequipped, when auto switching gear, if unequipping them would cause you to become "Overloaded".
Sled Yule 2025-12-21 <No Pages> -- (Key Fixes)
Re-enabled the fix we attempted last time, allowing you to put curiosities on "Study Desk"s belonging to other, offline, characters.
Sled Yule 2025-12-21 <No Pages> -- (Key Fixes)
(Updated) Client now indicates focused windows by highlighting their title text.
Sled Yule 2025-12-21 <No Pages> -- (Key Fixes)
Action cursors (Lift, Fish, Plant, &c) and placement modes can now be closed/canceled using 'Esc'.
Sled Yule 2025-12-21 <No Pages> -- (Small Fixes)
Fixed a bug by which some wound treatments would show their quality percentage, rather than the number of wound points they can heal.
Sled Yule 2025-12-21 <No Pages> -- (Small Fixes)
Effect played when disappearing in thicket is now the effect played when kicking up leaves, rather than the logout effect, to hopefully alleviate confusion.
Sled Yule 2025-12-21 <No Pages> -- (Small Fixes)
Added stacking to: "Whale Barnacles" (they now also go in "Creel"), "Common Starfish", "Seahorse", "Crab Claw", and "Uncrushed Husk".
Sled Yule 2025-12-21 <No Pages> -- (Small Fixes)
Moved "Meat Stuffing" recipe to "Sausage Making".
Sled Yule 2025-12-21 <No Pages> -- (Small Fixes)
Reduced study time of "Wildflower" to 1/4, and gave it a mild buff in LP/h.
Sled Yule 2025-12-21 <No Pages> -- (Small Fixes)
Reduced the FEP/Hunger ratio of "Boiled Mussels".