Full notes
Full Phobos update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Server
- Fixes
- Store
Housing became such a big set of features to add and test, that we made the decision to hold off with public updates until it was done. This is why so many other changes have been included in this patch, including some that we would really have liked to have included months ago. Rest assured that from now on, we intend to release with smaller, but much more frequent patches.
We invite you to read the enormous changelog below, but we'd like to draw your attention to a few specific points as well.
QUALITY OF LIFE IMPROVEMENTS
One thing that we have dedicated a particular amount of time and effort into is adding more quality of life features into the client. Many UX features that players have requested are now available. For instance, you can now check your skill progress from the character info window. And instead of spending your time sorting your backpacks, there is now an auto-stacking feature that you may access by right-clicking the top of any container. Ever found NPC chats hard to follow? Now there's a channel that displays only NPC conversations to help you keep track.
These are just a few of many tweaks to the UX that we hope will make a big difference to players. And we hope you're as excited as we are with the direction things are going.
PARTY EXPERIENCE BONUS
An online RPG isn't much without parties. And after popular demand, we have now added bonus experience for parties; the larger the party's size, the greater the total experience granted from killing a monster. ADding more party-friendly hunting spots is something that is going to be on our mind a lot over the next few months as we work on the next content patch.
OPEN PVP
The whole region of Eastebb is now designated as PVP-enabled. This is the first area that we're allowing open PVP; consider it a bit of an experiment.
CLASS BALANCING
This update also brings various class balancing tweaks. With special focus to making Knights tankier, giving Rogues more sustain, and dialing back some of the Wizard's power. We do have some big changes planned here that we are looking forward to sharing with you soon. But for now, this will help even the playing field a little between the classes.
ELIXIRS
Previously, chugging elixirs constantly was so essential that there was barely time to do anything else when under heavy attack. To help solve this, we've now increased the HP/MP restored from elixirs, but also increased the cooldown on drinking them.
In other elixir news, an antidote elixir has now been added. This should open up some areas to non-magic classes in particular, that simply weren't viable for them to hunt in.
MONSTERS
The big change here is that monsters now have 'telegraphed' abilities. These are high-hitting abilities that the player is given a brief warning about beforehand. This gives you an opportunity to mitigate damage by dodging, or blocking it using some ability. There have been a variety of minor tweaks made here too; with balancing, clarity, and more interesting combat being the key goals here.
For the full list of changes, please see the changelog below.
CHANGELOG
UI/UX
Added skill progress bars to character stats
Casting tile-aimed spells now ignores above layers (e.g. treetops)
The contents of containers may now be stacked/sorted automatically via the context menu at the top of a container (or CTRL-R)
Added auto 'select all' on count when opening split stack window
Added NPC channel to channel list. This channel isolates your conversations with NPCs, so it's easier to follow the conversation. Note that this is not intended to be a private channel with NPCs; all NPC inputs/outputs are still shown to other players in the main channel
Fixed selecting text (widescreen only)
Moved chat input closer to chat bar (widescreen only)
Removed green highlight of 'Info' channel (widescreen only)
Fixed bug when rendering screenshots with certain settings (widescreen only)
Fixed client discord link
Fixed negative numbers on bidding
Fixed bug caused by players using the same name as an existing channel
Increased width of avatar selection list to allow for longer character names
Fixed issue with pressing 'enter' in a window (e.g. split stack window)
Added an option to keep chats visible for those who want to keep track of channels while hunting (widescreen only)
Added optional display of HP/MP bars over your in-game avatar (classic client only; widescreen already had this)
Added optional display of status icons over your in-game avatar
Allow toggling the HUD display of individual status icons (RMB on a status icon with the show status indicators on HUD setting enabled)
Added new smilies
Added support for logging the contents of the Info channel, this occurs automatically after you turn it on in settings > console
Move single stackable item holding shift (currently only works if you hold shift after you start dragging)
Added support for displaying a dropdown/context menu with RMB
Can no longer follow monsters
CTRL + ALT + LMB on an avatar to open private message channel with them
Improve on-hover highlighting outline rendering so that it's clearer when obstructed
Made top panel buttons hide/show possible while playing
Added 'Wiki' and 'Discord' buttons/links to 'how to guide'
Fixed opening channels when switching between screen-modes
Fixed long player names in outfit window
Fixed crashing bug when using certain items from bank
Added HP/MP HUD bars for parties
Added multi-language support for 'How to guide'. Portuguese has been added as the first non-English language
Added 'Housing'-section to 'How to guide'
Fixed random appearance of the red targeting circle on monsters
Fixed some minor visual/rendering issues
Various minor UI tweaks & improvements
Various changes to info and console channels
COMBAT, EXPERIENCE, AND SKILLS
Experience reduction by level is now more generous, allowing a difference in 5 levels before applying any reduction
Party experience should no longer be 'lost' when a party member is not there to be awarded it
Party experience is now adjusted according to party size (applying to party members that were on-screen of the killed creature or dealt damage to that creature) - Formula: 2.2 - 1.7 * EXP(-0.35 * validGroupMembers.Count) - Enable the console combat report to display this information whilst in combat
Magic defense calculation adjustments, making magic defense a much more valuable item stat - Magic defense from items is no longer modified by * 0.25 before being added to the total mdef value - Removed armor from mdef calculation - Removed shield 'defense' stat from mdef calculation - WIS effect on magic defense reduced from 1.0 => 0.6 - DEX effect on magic defense reduced from 0.25 => 0.2 - Formula: totalMagicDefense = 100 + DefenderDexterityStat * 0.2 + DefenderWisdomStat * 0.6 + DefenderDefenseSkill * 0.25 + DefenderItemMagicDefense
Made combat dodge/block formulas more consistent
Fixed issue with server & client disagreeing about which direction a creature is facing after moving diagonally north-east or south-west
Offensive spells no longer damage fellow party members when in PVP-enabled regions
Ranged ammo no longer taken in the PVP arena
Added status icon to display when your avatar has recently been in combat
Added status icon to display when on a tile that allows PVP
PAGE
Quickshot - Fixed bug preventing casting when only one target
Overdraw - Projectile now used up on successful shot
Berserk - No longer blocks ranged auto-attacks when active - Active on-hit splash damage and attack speed bonus no longer applies with unarmed combat
KNIGHT
Enrage - Stack accumulation duration increased 4s => 5s
Armament - Cooldown reduced from 35s => 25s - HP regeneration now based on damage taken over duration
Charge - Damage bonus is now lower initially, but increases with tiles moved - On-hit slow now increases with tiles moved
Taunt - Now specifically triggers a monster to try to change target when applied AND when removed - Re-added taunt duration combat text on player request - Increased range that taunter has to stay from tauntee from 2.5 sqm to 3.5 sqm. NOTE: This does not affect the initial range that you must be from a monster to taunt it - Description updated: "Force all monsters within 2 sqm to target you for a few seconds. Not staying close to a taunted monster may cause the effect to wear off."
MARKSMAN
Acute Frenzy - Stacks now accumulate for the first 7 seconds, with each stack lasting 4 seconds - Max attack speed bonus is now capped at x5 - Stacks are no longer reset on changing target
ROGUE
Flurry - Mana cost reduced from 50 => 40
Disembowel - Mana cost reduced from 60 => 50 MP - Bleed amount calculation now takes into account equipment melee bonuses
Impale - Mana cost reduced from 50 => 40 MP
Bloodlust - HP base regen per stack increased from 0 => 1 - Increased bonus HP regen rate by +15% - Regen calculation now supports decimals, with the final value calculated by rounding up/down based on that decimal. Actual effect of this will be an average of -0.5 bonus MP regen per tick - NOTE: Combined regen changes here is equal to a regen bonus increase of +17-21% - Cooldown reduced from 20s => 18s - Added combat text to display max regen per stack - Increased regen bonus by +8%
RANGER
Glacial Imbue - Now cancels automatically when caster runs out of mana
CLERIC
Restoration - Instant self-healing is no longer applied when ability is cast on self
Mirror Shield - Fixed facing direction when diagonal
WIZARD
Retribution - Slow increased from -20% to -25% - Slow no longer stacks
Orb Pulse - Increase orb pulse range - Removed orb destroy-on-hit logic - Reduced orb multi-hit damage bonus from +50% to +10% - Slow effect is now also affected by multi-hit bonus - Fixed bug with training
Channel Energy - Distance from target effect on damage reduced such that less damage is done between 0-2.5 sqm and slightly more damage is dealt at further distances
Condemn - On-move damage from target HP reduced by 10-15% - On-move base damage increased from 0 => 2 - Final damage from target HP reduced by -10%
Absorb - Shield initial value reduced from 20% => 10% - Initial shield accumulation increased but with considerable diminishing returns - Formula: currentShieldValue + (0.01 / currentShieldValue) - By extension, this will mean that accumulated shield has a much lesser effect on final damage - Default combat calculation effect on damage increased by +100% - Regen amount now supports decimals, with the final value calculated by rounding up/down based on that decimal. Actual effect of this will be an average of -0.5 bonus MP regen per tick
SHAMAN
Virulence - Converted calculation of damage based on target health from a simple multiplication to an exponential, such that HP now contributes slightly less against high HP mobs
Doom - Re-applied an older change (2020 December 11th) that was mistakenly rolled back - Reduced base percentage debuff from 20% to 10%
SORCERER
Flash Frost - Now blocks movement for 2s from start of ability (after 150ms delay)
ITEMS
Added antidote elixir
Elixir restore/price adjustments - Vial HP/MP restore amount increased from 40 => 70 - Vial HP/MP cost increased from 25 => 40 cc - Flask HP/MP restore amount increased from 67 => 126 - Flask HP/MP cost increased from 50 => 80 cc - Bottle HP/MP restore amount increased from 110 => 169 - Bottle HP/MP cost increased from 100 => 120 cc
Elixirs now restore a more consistent amount of HP/MP (within 7% of the average)
Elixir cooldown increased from 0.5 => 1.0s
Player inventories have been updated to reflect the above changes, with counts reduced appropriately
Added small animation when drinking an elixir
Bullet NPC sell price reduced from 1cc => 0.2cc
Throwing knife NPC sell price reduced from 10 => 2 cc
Equipment move speed modifiers are now displayed correctly when inspected
Food nutrition values are now displayed when inspected, the value is equal to the number of seconds that the item may provide your character with natural regen when eaten
Fireweed seed - NPC sell price reduced from 50 => 40cc
Fireweed flower - NPC sell price reduced from 25 => 16 cc
Xilis mushroom - NPC sell price increased from 20 => 45 cc - NPC buy price increased from 5 => 9 cc
Woodsorrel flower (ooo I wonder why this was changed, what a mystery) - NPC sell price reduced from 16 => 12 cc
Green substance added weight and updated description to help communicate that it has value
Fixed a few minor item/object bugs
Fixed garbled symbols on signs/descriptions
CONSOLE
Combat report now displays experience to next skill level whenever skills are trained
Added new 'calculate' console commands which prints out the relevant combat report
Added new variable to accurately report item magic defense
Fixed distance combat report typo
Combat report now hides some irrelevant stats & decimals formatted for better readability
Melee attack calculation command no longer works when unarmed
Added missing calculation logging to monster ranged attacks
Console errors are now printed to console instead of info channel
Combat report for mdef no longer refers to "armor"
Combat report now lists a separate value from item mdef
MAP
The region of Eastebb is now PVP-enabled (with the exception of the town of Driftop)
Brewing tutorial area improved - Cap on foraged plants is now ingredient-specific - Fixed misleading hints on some plants when trying to forage in wrong order - Added cauldron hints in same style as plants - Corrected mentions of health 'draft'
Adjusted inaccessible web/spider alcoves in Shrachlor's lair so that she that can't hide in them
Moved Eastebb North Cape boat teleport destination on top of the non-PVP hill with the NPC
Replaced redundant map PVP warnings
Arena now has a periodic block to rejoining the arena (on a simple timer: 30s on, 30s off). This is a slightly lazy way to provide what players have been asking for with restricting rejoining the arena after death
Fixed various minor map bugs
NPCS
Fixed various minor NPC bugs
Added new auctioneer NPCs
Added new NPCs to Brookton, Aylestone, and Driftop
MONSTERS
Fixed various bugs and odd behaviours
Adjusted monster talk colors
Added monster ability visual feedback in the form of animations and 'talks' on/before casting
Archenaid - Increased walk around rate slightly - Can now attack multiple times per turn - Decreased base damage
Bear - May now charge at its targets
Boar - Charge ability now deals bonus damage, and resets when > 2 sqm away from target
Cave Troll - Increased chance and minimum damage from ranged attacks - Rocks now slightly slow players - Defense debuff when under 20% HP - Defense modifier on low HP reduced from *0.66% => *0.75
Ferorn Morphis - Healing is now on a minimum cooldown of 6s
Giant - Physical defense reduced by -7% - Added warning to ground smash - Abilities adjusted - Increased telegraph damage - Loot adjusted (no items removed)
Gloptoad - Can now poison
Helina - Gained a new bleed-causing ability
Knight of the Protectorate - Gained a new 'telegraphed' ability - Reduced telegraph damage - Fixed telegraph aim - Added new AOE frontal attack which affects the facing tile after a warning
Maned Trow - Now throws pebbles when at range
Mordrir - Gained a new 'telegraphed' ability - Pathing behaviour adjusted - Firestorm ability now affects avatars even when stacked on the same tile - Firestorm ability damage reduced by -20% - Haste increased - Slow increased
Mountain Troll - Experience corrected 455 => 480
Nysandra - Adjusted poison tick
Orc Legionnaire - Reduced chance of shield block triggering
Orc Savage - Gained a new 'telegraphed' ability - Enters rage when under 33% HP - Fixed cleave ability trigger - Defense debuff nerfed
Orc Legionnaire - Now has a double hit ability
Outlaw Archer - Gained a new ability
Outlaw Bandit - Gained a new ability
Outlaw Thief - Gained a new ability
Predator - Reduced walk around rate slightly - Can now attack multiple times per turn - Decreased base damage
Rhodosus - Now has a cooldown on it's charge
Sal Cotton - Can now cause bleeding to players - Increased base damage - Reduced default melee damage - Old poison effect is now a bleed
Shrachlor - Healing cooldown increased by +1s at all health levels - Added combat delay after heal by draining to give blockers a chance against the no-counterplay instadeath that would likely occur if another attack hit straight after - Damage bonus when very low HP reduced by -13% - Fixed LOS movement issue when target is at a certain distance
Skeleton - Gained a moderate crit ability
Skeleton Archer - Archer can cast Double Shot - Increased base damage
Skeleton Warrior - Gained a new 'telegraphed' ability - Increased base damage - Reduced telegraph damage - Telegraph now only hits frontal sqm - Animation for frenzy added
Soil Golem - Increased base damage - Increased damage output slightly - Added an occasional crit with a warning
Swamp Troll - Gained a new 'telegraphed' ability
Volent Brod - Added new AOE frontal attack with warning - Increased telegraph damage
Warg - Can now cause bleeding to players - Heavily slow down players
Wirathistle - Gained a new 'telegraphed' ability
Wiralof - Added minor slow on melee damage - Bleeding damage reduced - Pounce speed increased
Witch - Gained a new 'telegraphed' ability - Fixed pathing when in rage mode
Witch Keka - Gained a new 'telegraphed' ability - AOE poison damage increased
Wolf - Can slow down players
Wyvern - Ability adjusted
OTHER
Adjusted tile preference when going up/down stairs/ladders/holes according to the direction of the stair/ladder/hole
Tile preference now specifically considered other stairs/holes, so you should never land on a stair or hole
Tile preference may cause you to be placed on top of movement-blocking objects (if there are no other preferable tiles)
Tile preference is now influenced by creatures (as a secondary concern over movement-blocking objects)
Server now rejects new avatar names which match certain disallowed terms
The system also supports partial-matching with these terms, but these will only be flagged up to us as suspicious (for manual review), rather than rejected outright
Source
Changelog.gg summarizes and formats this update. How we read updates.
