hope some of my suggestions from my 2 big ass threads get in
Vetex is no longer mentioned in working on Storyline Chapter 10 on General Roadmap
V1.21.47
Changes
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Added XP upon discovery of a new island. (10% of a Level)
Jarl Ivar now drops Drachma.
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Enemy tower floors are now indestructible (this includes the stairway on the first floor). Floors in the top room can be damaged but will not create holes to fall down to the lower level
Treasure piles can be now be destroyed
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Greatly optimized inventory load times. Load times no longer scale off inventory size, so opening your inventory with thousands of items should take just as long as opening with zero. Searching items is also much faster, and scrolling has been optimized to be as fast as possible. For maximum optimization, turn the Display Item As setting to “Text”.
Tested with 3000 unique items: Loading time is now ~8-30ms (0.008-0.03 seconds) excluding ping.
The following UI has been ported to use the newer inventory system: Enchant scrolls, banks, jewel socketing, atlantean essence, grease, repair kits, skill notes, lost knowledge, deckhand gifting, all crafting (gems, cooking, brewing), all shop sell lists, all shop buy lists, marketplace sell listing, trading, shipyards.
Changed camera shaking to use a camera shaking module made by sleitnick. It should feel a lot smoother and less disruptive during gameplay. (turn your camera shake setting back on and try it out when the update is out!)
All UI that shows your own inventory now shows your inventory tabs. (Jewel unsocketing, enchant shop, blacksmith upgrading, etc.)
Updated the trading UI to use the new inventory loading system. Now loads both you and your target’s inventories in roughly the same amount of time (~0.5s with 600,000 items). ![]()
Proximity prompts no longer cancel your camera movement if your mouse moves over them.
(Nimbus) Temporarily disabled all SLIM LoD on terrain models as this caused more issues than it fixed.
Reduced the wait times for NPC loading to refresh. (Can revert if causes lag)
Bugs
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[Fixed] All carryables did not show a carrying prompt.
[Fixed] Gunpowder barrels spawned in shipwrecks could not be picked up.
[Fixed] Minor grammatical error with diving spot chest notifications. (Says ‘0 chest remaining’ when it should be ‘0 chests remaining’)
[Fixed] A stuck black screen can occur if you die in one hit from a player. (Needs testing)
[Fixed] Re-opening your inventory only shows items in the last tab you opened.
[Fixed] An NPC would break if you tried interacting with them before they fully loaded.
[Fixed] Punching a destructible object would error.
[Fixed] Bank storing/withdrawing buttons did not show “…” on the text when loading like other shops do.
[Fixed] Changing an inventory overlay’s tab (enchant scroll, etc.) would change the tab of your main inventory too.
[Fixed] Jewel upgrading didn’t work anymore.
[Fixed] Minor memory leak related to inventory sparkles sparkles
[Fixed/Unsure] Possible fix for a rare case of crashing on startup from infinitely loading/unloading npcs.
[Fixed] SLIM models on destructible terrain caused issues.
[Fixed] Shop NPCs can sometimes take an abnormally long time to load.
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[Fixed] Allanon and Captain Maria’s second phase does not prompt Helper Ghosts.
[Fixed] Quartermasters spam chat in rough waters.
(fish)
[Fixed] Self explosions dont have Spirit VFX when imbued
[Fixed] Removing Saved Camp GUI doesn’t disappear properly
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[Fixed] Ice on VFX Quality Low and High had different friction values (meaning you would slide much less on VFX Quality Low)
Balance Changes
Colossal Cleaver can now use Whirling Cyclone
Basic Combat 0.95x → 9.225x damage
Dragon Tooth Necklace stats -20%
Floganymai: Cooldown 6 > 10s,
Colossal Cleave damage increased by 300%, Final hit damage is 1.5x of regular hit damage (down from 2x), hitbox size heavily reduced (will rarely multihit)
Sword Step/ Spirit Walk dist/height reduced by 10%
Flash Strike distance reduced by 10%
[Untested] Shield Bash distance reduced by 10%
Construct height reduced by 15%
[Untested] Barrier reflexes now start at the same distance as burst reflexes and scale based on their attached damage reduction
Vanishing Style Resistance Focus Potency 1 → 0.7
Increased the M1 cooldown of all bows slightly
Towering Impact hitbox spawns 15% further from the player
Postgrab Immunity for caster 0.3s > 0.45
Annihilation/Greatjump heights reduced by 20%
Lowered the size of all Magic skills to downscaling targets. Downscaling changes will be made to the rest of the game’s moves after current changes are tested
We are back?? Dash finally solved the inventory lag issue??
V1.21.48
Changes
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Fully reworked the Chef Deckhand.
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Passive: Cooking has been changed to Ability: Revitalize.
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Revitalize reduces the ability cooldown of all your other deckhands. This ability replaces Passive: Cooking.
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Rookie Cook: 10% Cooldown Reduction
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Apprentice Cook: 20% Cooldown Reduction
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Skilled Cook: 30% Cooldown Reduction
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Expert Cook: 40% Cooldown Reduction
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Master Cook: 50% Cooldown Reduction
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Refilling Revitalize takes a unique stance compared to other professions. Instead of a second cooldown, it refills once your crew catches two fishes.
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)- Added the Guild Surcoat and Clan Coronet. It can be bought from Sir Garen at 50000 Reputation/Infamy. (Clan Coronet model by Astralolgy)
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Ships now support up to 2 sail pattern equips (player boats only).
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Added 2 new functions to shipwrights: Boat retrieval/rebuilding.
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If your boat is further than the shipwright repair zone and not in the Dark Sea, you can now ask the shipwright to retrieve your boat for you. After paying the fee, your boat will be automatically despawned after X seconds, scaling off the distance from the shipwright.
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The cost of retrieval scales based on your boat type and boat distance: At minimum range, retrieval costs 3 Drachma for a rowboat, 10 for sailboats, 35 for caravels, 72 for ketches, and 150 for brigs.
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At higher ranges (across the entire Nimbus Sea), the costs are around 90, 300, 1000, 2000, and 5000 respectively. Note that this cost scales down based on speed (eg. a brig with 120 speed only costs around 3000 drachma to retrieve at this range).
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The time to retrieval scales off distance: 5s minimum, 45s max at about 2/3rds the width of the Nimbus Sea. (values may be adjusted after testing)
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If your boat has just sunk and not yet despawned, you can choose to speed up the 2-minute despawn by rebuilding at a shipwright. After paying the fee, your boat will automatically despawn after Y seconds, scaling off the type of boat. Rebuilding your ship fully restores your boat’s HP as well as fully replenishing its supplies.
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The cost of rebuilding scales based on your boat type, value of your equips, boat max hp, normal repair cost, and normal supply cost. Estimated costs based on the average player boat are as such: 100 for rowboat, 400 sailboat, 1500 caravel, 3000 ketch, 8000 brig. (all values may be adjusted after testing).
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The rebuild times are fixed based on boat type: 10s for rowboats (Hey, it takes time to put wood planks together! Don’t be hard on the shipwrights!), 15s for sailboats, 20s for caravels, 25s for ketches, 30s for brigs.
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Unloading via command now checks whether or not there is a valid shipwright in range instead of checking if you’re in an island region first to prevent slow region blocking you from unloading.
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Repair time at a shipwright now scales based on your boat’s max HP. (Previously a fixed 2 minutes from 0-max). It now takes ~2.5s for a boat with 350 HP (base rowboat) and up to 75s for a boat with 14000 HP (does not increase after that).
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You can no longer slip while climbing with Climbing Gear.
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Jorund no longer aggros on players under level 150 unless provoked.
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Dying from bosses or stealth segments (Fort Talos, etc.) no longer drops Drachma.
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“Sink Ship” quests now awards sinking credit if you are in a party and on the boat of the person who sunk the ship.
- They now also award credit based on ship damage contribution. If you did more than 10% of the ships HP, you get credit towards the quest.
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Aiming your cannons now is capped at -2 degrees for ease of experience (does not apply to manually controlling a single cannon)
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Firing cannons now shows their CD on the bottom left of the screen.
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Deckhand skills now also show the remaining duration on the bottom left of the screen.
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Bounties/contracts that show “Last sighted sailing in the Bronze/Nimbus Sea” now also include a direction, eg. “eastern Nimbus Sea”.
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The poison status applied by The Nimbus Wild and Thrylos Crossing’s secret now only takes 40% of your max hp (previously 100%).
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Added temporary Citizen dialogs related to the following titles: Omen Slayer, Dragonslayer, Ancient Dragonslayer, Dragonslayer of Mercy, Kraken Slayer. (Written by
and
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(moochezz)
- Reverted the previous change to Dodge Reflex circle tier scaling.
Bugs
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)- [Fixed] Arms are detached on Clan Guardian Armor
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[Fixed] Sugarcane Row and Wheat Field’s descriptions shows “galleons” instead of “drachma”
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[Fixed] Profit from Trading stat shows “Galleon” instead of “Drachma”
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[Fixed] Gunpowder barrels dropped by players never despawn.
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[Fixed] Gunpowder barrels never respawn.
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[Fixed] Gunpowder barrels dropped by players never despawn.
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[Fixed] Gunpowder barrels never respawn.
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[Fixed/Kind of] Attempted to fix/reduce the amount of times terrain destruction causes overhangs you can get stuck under. (Most noticeable during the King Calvus fight).
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[Fixed] The direction a boat turns while reversing is opposite to what it should be.
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[Fixed] NPC death message’s kill credit was awarded to the first player who hit it instead of the last person.
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[Fixed] Firing Dragon Cannonades errors.
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[Fixed] Boat GUI was too high on your screen.
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[Fixed] Hotbar was still visible when opening the shipyard UI.
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[Fixed] Sitting at a cannon or attachment did not properly tween your healthbar position down.
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[Fixed] Status effects were visible in the shipyard.
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[Fixed] The chat button was not properly disabled and would rack up notifications.
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[Fixed] The Nimbus Sea map was
slightlyVERY squished. (May cause issues with Bronze Sea’s rendering. -
[Fixed] Map regions didn’t show up correctly in the map UI.
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[Fixed] Killing an ancient corrupted dragon only awards the ancient dragonslayer title. It now awards both.
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[Fixed/Unsure] Possible fix for the Air meter not going away even if you’re not under water.
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[Fixed] Dying underwater doesn’t destroy the camera overlay on respawn.
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[Fixed/Unsure] Possible fix for dying in the dark sea keeping the Depth of Field blur.
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[Fixed/Unsure] The death camera/ragdoll is jittery for yourself.
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Balance Changes
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Rushdown, Breathtaker, Jab, Crash, Hasta, Thakrousi, Mirrored River, Strong Force, Raging Chaser -15% distance/height when used
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Annihilation, Greatjump -20% height when used
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Reverted the nerf to dragon tooth amulet
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Seismic Rift range scaling 0.33 > 0.5
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Ethereal Flash -15% distance when used
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Basic Combat 0.95x Damage → 0.925 (Previous patch note was incorrect)
must be a cold day in hell right now
detective man
ADD FIELD/ZONE SPELL
my mage is kind of domainless ![]()
i wonder what god blessed the lost circlet and unbreakable staff i think the Circlet might be a pan relic seeing as its early game in ierochos and I could see the 1st 3 early game relics being associated with the 3 most important gods for the game however i dont know what the unbreakable staff could be I could see it being another Zeus relic which has a signature rite to summon lightning
It’s genuinely kinda heartwarming seeing that they have someone dedicated to planning out stuff.
imagine the norse and chinese gods are real in AO as lesser gods, and wukong blessed the unbreakable staff
Personally, I think they should remain anonymous at least until well after their first update comes out. Every update inevitably includes problems, even if well-planned, and considering how responsive they’ve been to the community, I would really hate to see them metaphorically jumped.
To be clear: I’m not saying they shouldn’t be proud of their work and recognized for it. But the community’s in a bit of an “on-edge” state right now.
>called rainspire
>no visible spire
0/10 never cook again
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Spirit Construct
































