Dynamic Economy System Now Live! Age of Reforging v1.20a Major Update
[h2]Age of Reforging: The Freelands v1.20a Major Update[/h2][p][/p][h2]New Content:[/h2]
- [p]Added a Dynamic Economy System. Prices in each town are no longer static — they now fluctuate based on local market conditions. Each town also has its own specialty goods and demands, allowing you to profit from trade using your business savvy in a free and realistic marketplace.[/p][p]
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- [p]Added three new origins: Gladiator, Merchant, and Beast Tamer, each offering a head start for a different playstyle.[/p][p]
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- [p]Added the Merchant Career and the Merchant Guild questline. Players can now join the Merchant Guild, rise through its ranks, and experience a commerce-focused career path.[/p][p]
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- [p]Added two new legendary items related to the Merchant career.[/p][p]
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- [p]Added the Beast Tamer class. Beast Tamers can capture wild animals as animal companions and learn a set of skills built around fighting alongside them.[/p][p]
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- [p]Added a new medium-sized wilderness area featuring multiple side quests.[/p][p]
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- [p]Added a new canyon village scene.[/p]
- [p]Fixed an issue where NPC corpses in towns and villages were being incorrectly removed.[/p]
- [p]Fixed several issues related to combat buff stacking.[/p]
- [p]Fixed an issue where the Caravan medical module's level was not being applied correctly.[/p]
- [p]Fixed an issue where summons were not properly teleporting with their summoner.[/p]
- [p]Fixed an issue where the Dark Sorcerer's corpse could become stuck and unable to be looted upon death.[/p]
- [p]Fixed an issue where repair tools were not having their own durability correctly deducted.[/p]
- [p]Fixed an issue in combat AI triggers where "Use MP recovery consumable" would behave as "Use HP recovery consumable" instead.[/p]
- [p]Fixed an issue where NPCs already recruited by the player could still randomly appear in adventuring parties on the world map.[/p]
- [p]Fixed an issue where recruited NPCs would randomly equip items, overwriting their existing equipment.[/p]
- [p]Fixed an issue where a missing item could cause a scene to fail to load.[/p]
- [p]Fixed an issue where a dungeon trap could cause characters to become stuck and unable to move.[/p]
- [p]Fixed an issue where crafting cost reductions were not applied correctly when wearing the Blacksmith, Alchemist, or Cook outfit sets.[/p]
- [p]Fixed an issue where using a healing salve on another character would restore the user's health instead of the target's.[/p]
- [p]Fixed an issue where removing a stack of consumables from the Caravan's inventory would reset their durability (freshness) to 100%.[/p]
- [p]Fixed an issue where some non-human NPCs had racial traits that did not match their race.[/p]
- [p]Fixed multiple issues related to random quests from the Mercenary Guild, Wild Mage Circle, White Steed Knights, and Greenleaf Guild.[/p]
- [p]Fixed an issue where wolves, boars, brown bears, lions, and other animals could slide along the ground in their resting animation after entering combat on the world map.[/p]
- [p]Fixed an issue where books being read by a party member would disappear when that member permanently died. (The book can now be found on the deceased character's body.)[/p]
- [p]Fixed an issue in Fort Curtis where upper floors were not properly hidden when the player entered certain buildings.[/p]
- [p]Fixed an issue where a mechanism in a desert dungeon was not functioning correctly.[/p]
- [p]Fixed an issue on Pirate Island where two merchants were overlapping in the same location.[/p]
- [p]Fixed an issue where the door leading underground in the cultist village in Banshee Ravine would cause the game to crash.[/p]
- [p]Fixed an issue where characters could get stuck under a waterfall cliff in a mountain encounter map.[/p]
- [p]Fixed an issue where a quest enemy spawn point on the world map was unreachable.[/p]
- [p]Fixed several instances where resource node spawn points on the world map were unreachable.[/p]
- [p]Fixed an issue where the accessory shop on Pirate Island was selling materials and sundries instead of accessories. (Existing saves will need to wait for the shop to refresh.)[/p]
- [p]Fixed multiple instances of impassable terrain on the world map.[/p]
- [p]Fixed an issue where mana cost was displayed incorrectly in skill tooltips on the hotbar.[/p]
- [p]Fixed missing information in skill tooltips on the hotbar.[/p]
- [p]Improved the overall UI display of skill tooltips.[/p]
- [p]Fixed an issue where the skill description of War Banner did not match its actual effect.[/p]
- [p]Fixed a mismatch between skill unlock requirements and passive skill levels for Serpent Palm.[/p]
- [p]Fixed an issue where the collapse/expand buttons in the Journal window did not match their actual state.[/p]
- [p]Fixed an issue where the collapse/expand buttons in the Handbook window did not match their actual state.[/p]
- [p]Fixed an issue where NPC portrait frames were displayed incorrectly when accepting escort quests on the world map.[/p]
- [p]Redesigned the item distribution across all town shops to complement the new Dynamic Economy System.[/p]
- [p]The passive effect of Yin Family Spear Arts now also applies to war staffs.[/p]
- [p]Added a map for the Lone Star City scene.[/p]
- [p]Added text prompts for several confusing in-game situations.[/p]
- [p]Added the ability to toggle auto-cast on or off for each individual skill in the "Learned Skills" panel.[/p]
- [p]Improved camping system mechanics.[/p]
- [p]Improved "Debt Collection" and "Ambush" type quests related to the Greenleaf Thieves' Guild.[/p]
- [p]Fixed an issue where choosing the Garrod route in Fate of the Refugees would prevent the Mercenary Guild S-Rank promotion quest from triggering.[/p]
- [p]Fixed an issue in the Believer quest where the quest could become stuck if the player's summon killed the wolf pack during dialogue.[/p]
- [p]Fixed an issue in the quest "A Doctor's Conscience" where the quest could not be turned in after obtaining the Purple Mandrake.[/p]
- [p]If the player forcibly kidnaps an NPC, nearby allies of that NPC will now actively attack the player to prevent the abduction.[/p]
- [p]Mercenaries with a relationship level of 75 or above with the player will no longer charge a hiring fee.[/p]
- [p]Reduced the overall probability of being ambushed while camping on the world map.[/p]
- [p]Summons now level up immediately when their summoner levels up, without needing to be re-summoned.[/p]
- [p]Reduced summon HP scaling per level.[/p]
- [p]Reduced the summon HP bonus per point of Willpower from 3% to 2%.[/p]
- [p]Reduced the absorption rate of Flame Shield, Frost Shield, and Lightning Shield, and slightly increased the mana cost of magic damage absorption.[/p]
- [p]Increased the MP cost of high-tier spells, while also increasing their damage.[/p]
- [p]Slightly increased the cooldown and MP cost of Dark Shield.[/p]