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Verse 5 is on its way!

[h3]Hello Paxians![/h3][p]With the launch of Pax Dei 1.0, the world began to change once more. As mentioned already, our dev team is hard at work on the next content update. Whispers from the frontier speak of new bonds being forged and old loyalties being tested. We wanted to give you a glimpse of what is coming before the end of the year. Let’s see what’s cooking! [/p]
Feudal Sovereignty
[p]Verse 5 marks the beginning of the era of feudalism in Pax Dei. We’re starting with the core of this by allowing clans to capture land in Lyonesse, thereby providing them with the convenience of a base in this resource-rich environment. [/p][p]PvP will remain strictly opt-in. Yet, those who seek challenge may soon find new ways to make their presence known. Clans may be able to harbor both peaceful artisans and sworn warriors under the same banner, balancing cooperation and competition. [/p][p][/p][p][/p][h3]The contest for land[/h3][p]The new Sovereignty feature will allow a Clan leader to claim long-contested lands, namely the mysterious Lyonesse, through the restoration of Feudal Shrines.[/p][p]Claiming a Shrine will open building rights in previously unbuildable areas, provide new travel and respawn options, and establish a visible presence on the world map through the heraldry of your House.[/p][p]Ownership, however, comes with responsibility. Maintaining a Shrine will require steady upkeep, and neglect may see your claim fade back into the wilds. [/p][p]Note: this picture is a work-in-progress mock-up for the Lyonesse map (based on the Ancien map). The feature will be Lyonesse only.[/p][h3]
Locks, Doors, and Protection[/h3][p]With construction extending into more dangerous provinces, doors, crafters, and other interactable items on these plots will require you have permission to the plot. Building a safe perimeter around the shrine in your control will be essential, and the gate will block others from entering, should you remember to close it.[/p][p][/p][p][/p]
Winter and beyond
[p]As the year draws to a close, winter-themed recipes and decorations are also in the works to bring warmth to the colder months.[/p][p]Beyond the seasonal cheer, other additions are being prepared and will be introduced before the end of the year:[/p]
  • [p]New decoration items (building props);[/p]
  • [p]An increase in dungeon difficulty - more details on this point to come later.[/p]
[p][/p][p]Change is coming to Pax Dei, not as a single moment, but as a series of unfolding choices. Whether you seek dominion, community, or simple peace in your homestead, the age of Feudal Sovereignty will test the bonds that hold the world together.[/p][p]We’ll provide more details on the next content update and the schedule as soon as we’re ready to deploy it to our Public Test Shard, Arcadia, for the adventurers who’d like to give it a go and test the new features before it gets to the live shards.[/p][p]Pax vobiscum,
The Mainframe Team[/p]

Patch Notes - Verse 4 Patch 4 - Nov. 13, Build 42.16.4036

[h2]Verse 4 Patch 4 - Build 42.16.4036[/h2]
[h2]Changes[/h2][h3]Grace for Plots[/h3]
  • [p]All players can now claim and maintain one plot using the in-game currency, Grace:[/p]
    • [p]Earn Grace through daily login rewards and Gold Offerings. We remind you that Grace is region-locked.[/p]
    • [p]Spend 400 Grace to claim one Grace Plot, valid for one month.[/p]
    • [p]You can have only one Grace Plot.[/p]
    • [p]Auto-renewal is disabled for the ‘Grace Plot’.[/p]
    • [p]However, you can spend 400 additional Grace to extend your Grace Plot if its remaining duration is less than one month.[/p]
    • [p]You can also use a Token to extend its duration. In that case, once the first month of your plot (acquired with Grace) is over, it will become a standard plot.[/p]
    • [p]If you don’t own a Grace plot, you can also extend the duration of an existing plot (claimed with a regular Plot Token) using Grace. This plot will then function as a Grace plot (no auto-renew, and you cannot claim another fresh Grace plot).[/p]
    • [p]To make it easy for everybody to try it out, all existing players will receive 300 Grace after the maintenance. You will get grace in all the regions where you have entered the game with a character at least once before the maintenance.[/p]
    • [p]Moving forward, all new players starting Pax Dei after the maintenance will receive 100 Grace with their first login.[/p]
    • [p]More information: https://playpaxdei.com/news/game-updates/plot-management-changes[/p]
[h3]Party Loot Rules[/h3]
  • [p]We wanted to make it easier for players to share in gold rewards from PvE. We've added a Round-Robin rule, which is now the rule for gold distribution in parties. In the future, we'll also want to allow players to choose their preferred loot rules for parties.[/p]
[h3]Party Members & Compass[/h3]
  • [p]The compass now shows you the heading of your party members as long as they're in the same Province or Dungeon.[/p]
  • [p]If your party members are far away from you, their position updates much more slowly, or at the same rate as it updates on the map.[/p]
[h3]Resources[/h3]
  • [p]Many plants were tough to see due to their size and would sometimes entirely disappear into the surrounding foliage. We've made adjustments to several plants to make them easier to spot, such as Blueberries, Strawberries, Cotton, and many others.[/p]
[h3]Gold Loot[/h3]
  • [p]Gold loot has been adjusted so non-animal NPCs that previously would sometimes drop zero gold now always drop at least a minimum amount of gold; none of them are completely broke. The average gold loot from normal enemies remains the same as before.[/p]
  • [p]Hard enemies used to drop the same amount of gold as their "normal" counterparts. Many of you have given us feedback that they're not worth fighting because of this. Hard enemies (marked with a skull) now drop 50% more gold than before.[/p]
  • [p]Named enemy gold loot has also increased.[/p]
[h3]NPC Loot[/h3]
  • [p]Many enemies of higher Tiers used to pull gold from the wrong pocket (Tier 1 or 2) when they died. They now all drop the intended amount.[/p]
  • [p]Enemies of all different types used to drop a LOT of different items, which reportedly have caused a high level of frustration for inventory managers of the world. In addition to Relics (lockets, sigils, etc.) and Gold, each NPC of a given type now only has a chance to drop a few different types of items commonly. All of these items are very useful to one or more crafting professions.[/p]
[h3]Animal Loot[/h3]
  • [p]Animal droppings (pun intended) have been too similar, and the different amounts of raw materials that each animal dropped were too many, causing player frustration with inventory space. All animals have new loot tables defined, and a handful of recipes that rely on their materials have been adjusted.[/p]
  • [p]All animals that dropped Carcasses previously still do, with one exception. Wolf meat is off the menu; Chamois is now considered a delicacy instead. All Wolf Carcasses and Wolf Cuts have been replaced with Chamois Carcasses or Chamois Cuts.[/p]
  • [p]Sinew has been renamed Boar Sinew and only drops from Boars (duh!). Boar Sinew has been added to a couple of Leatherworking recipes.[/p]
  • [p]Intestines have been renamed Deer Intestines, and they drop from... Deer and Stags.[/p]
  • [p]Hooves only drop from Deer, Stags, and Chamois.[/p]
  • [p]Wool only drops from Chamois.[/p]
  • [p]Animal Fat and Suet no longer drop from animals; instead, they come from Butchering (see Crafting Recipes).[/p]
  • [p]Bears have a much greater chance of dropping animal Relics (Collarbones) and can drop multiple ones.[/p]
  • [p]T1 Boars, Foxes, Rabbits, Badgers, Wolves, and Bears additionally drop Bone Fragments.[/p]
[h3]Animal Skinning[/h3]
  • [p]When your skinning skill reaches +10 higher than the tier at which you could start skinning that hardness level, you get ~50% more hides.[/p]
  • [p]Smoothed out the progressively better hide drops across all animals. Worth noting that while the T3 Boars drop fewer hides than before, Wolves drop better hides, and Bears drop a "ton" of hides now.[/p]
  • [p]Rebalanced all skinning yields from Animals. Some of the hide "size" assignments changed, so here is a complete overview:[/p]
    • [p]Badgers, Foxes, and Rabbits drop Small Animal Hides.[/p]
    • [p]Boars, Chamois, T1 Wolves and T2 Wolves drop Animal Hides.[/p]
    • [p]Deer, Stags, and T3 Wolves drop Large Animal Hides.[/p]
    • [p]Bears drop a LOT of Large Animal Hides.[/p]
    • [p]No animal was harmed in the making of these changes.[/p]
[h3]Crafting Recipes[/h3]
  • [p]Grain Mills have been causing the bakers and brewers of the world a lot of grief. The Baking Guild has passed legislation to reduce the unlock skill level of Baking Tools to 6 and their difficulty to 13.[/p]
  • [p]The recipes for crafting Baking Tools and the Grain Mill have been simplified and no longer require Wrought Iron or Granite, respectively.[/p]
  • [p]Reduced the cost of Iron Wire and Steel Wire by half. Now they are produced in batches of (4) at a cost of (2) ingots of the respective material, instead of batches of (5) at a cost of (5) ingots.[/p]
  • [p]Added an alternate new recipe for Glue, from Bone Fragments (50).[/p]
  • [p]Added an alternate new recipe for Fine Glue, from Bone Fragments (100).[/p]
  • [p]Horn Buttons are now produced from Antlers, not Hooves.[/p]
  • [p]Leather String now requires Boar Sinew (1).[/p]
  • [p]Leather Handles now require Boar Sinew (1).[/p]
  • [p]Lime Mortar now requires (5) Water instead of (20).[/p]
  • [p]Linseed Oil now also requires Tallow (10).[/p]
  • [p]Linseed Oil now unlocks at skill 7 and has difficulty 16.[/p]
  • [p]Horn Pins and Needles now unlock at skill 7 and have difficulty 16.[/p]
  • [p]Charcuterie has been renamed Butchering. So the former Charcutiers are now Butchers.[/p]
  • [p]Butchers have spent as much time in Carpentry as in the butchery shop in order to craft enough chests to store the overflow of various animal parts that spill out of butchered Carcasses. Most butchering recipes for parting Carcasses have been drastically simplified, producing a primary Cut (such as Shanks, Neck, or Flank) without the progressively increasing amount of byproducts on top.[/p]
  • [p]Meat Chunks are still produced as a byproduct of carcass-parting recipes up to skill 16.[/p]
  • [p]Butchering any Carcass produces Bone Fragments as a byproduct.[/p]
  • [p]Butchering Deer and Chamois Carcasses produces Suet as a byproduct.[/p]
  • [p]Butchering Boar and Bear Carcasses produces Animal Fat as a byproduct.[/p]
[h3]Crafting Speed and Mastery[/h3]
  • [p]Standard crafted components now initially take a little less time to craft. As you gain mastery in the skill and the recipe becomes trivial, crafting time decreases further down to 1/5th when fully mastered.[/p]
[h3]Stack Sizes[/h3]
  • [p]All \[Animal] Shank Meat now stacks up to 20.[/p]
  • [p]All \[Animal] Neck Meat now stacks up to 20.[/p]
  • [p]All \[Animal] Flank Meat now stacks up to 20.[/p]
  • [p]All \[Animal] Rump Meat now stacks up to 20.[/p]
  • [p]All \[Animal] Round Meat now stacks up to 20.[/p]
  • [p]All \[Animal] Shoulder Meat now stacks up to 20.[/p]
  • [p]Meat Strips now stack up to 20.[/p]
  • [p]Meat Chunks now stack up to 100.[/p]
  • [p]Antlers now stack up to 20.[/p]
  • [p]Canonite now stacks up to 100.[/p]
  • [p]Ambergrasp now stacks up to 100.[/p]
[h3]Miracles[/h3]
  • [p]St. Lupus' Minor Favor rewards from skinning have been updated to complement the new Animal Skinning and yield better.[/p]
  • [p]St. Lupus' Minor Favor also affects raw material loot from animals, so Stags offer more Antlers and Chamois offer more Wool, for example.[/p]
[h3]Item Repair[/h3]
  • [p]We want to make it less painful for players who wear equipment of various sorts to repair it. You can now repair any items at any crafting bench.[/p]
[h3]Names[/h3]
  • [p]As mentioned above, the Charcuterie skill has been renamed to Butchering. Similarly, renamed tools and workbenches accordingly.[/p]
  • [p]Chamois, Boars and Wolves of different Tiers have earned unique names that fit their appearance and/or biomes.[/p]
[h2]Fixes[/h2]
  • [p]Several improvements to occasional server hitches.[/p]
  • [p]Fixed an issue where players could end up in fly mode after maneuvering and mining at the same time.[/p]
  • [p]When you use Alt+LMB to Move All Stacks from one inventory to another, but the destination inventory doesn't have room for all of them, the action now prioritizes items from the BOTTOM of the previous inventory instead of taking from the top first. Hoarders rejoice![/p]
  • [p]Dungeon Loot Piles of all sorts now have a personal lockout timer of 16 hours instead of 30 minutes, as originally intended. The idea here is that they can be searched up to once per day per player, and to provide some flexibility, we set the timer to 16 hours instead of 24.[/p]
  • [p]Fixed an issue where a party member icon lingered on the map after a party member went offline.[/p]
  • [p]Clarified "Death in Home Valleys" tutorial.[/p]
  • [p]Show a more understandable error message to players when payment fails with a Steam error code.[/p]
  • [p]Fixed the genetic makeup of Bears. Black Bears are Tier 3, Brown Bears are Tier 4 and slightly larger, and Gray Bears are Tier 5, the largest of the three. Yes, you read that right: Tier 5.[/p]

Work in Progress, upcoming small features and fixes

[p]Hello Paxians,
[/p][p]Before sharing more details on the essential features of the upcoming Verse 5, we wanted to let you know about some of the smaller (but essential!) features and fixes we are also working on:[/p]
  • [p]Adding party members' visibility on the compass[/p]
  • [p]Adding Gold round-robin to party members by default[/p]
    • [p]We will add party settings for this later, no ETA on that[/p]
  • [p]Changing Weapon cooldown so the 20-second cooldown only triggers when appropriate.[/p]
    • [p]Only triggers when you equip a weapon that is a different type from the last one you equipped. [/p]
    • [p]Equipping an Iron Mace when your Bronze Mace breaks won’t trigger a cooldown. Equipping bows, tools, and shields won’t affect weapon cooldowns.[/p]
  • [p]Adding slash commands for switching chat channels, inviting and managing members of parties and Clans, as well as performing emotes.[/p]
  • [p]Torches and lanterns should come back.[/p]
  • [p]Making some crafting components slightly faster to craft at first and very fast to craft as you approach mastery in their recipes.[/p]
  • [p]Making some plants larger so they can be better spotted (Strawberries, Blueberries, Cotton, and more).[/p]
  • [p]Update all NPC and Animal loot tables, fixing a lot of loot drops and replacing old common drops. Also, updates to hide drops from skinning.[/p]
  • [p]Update the Hunters’ Blessing to yield bonus raw materials, such as Antlers, Wool, etc.[/p]
  • [p]New building pieces, decorations, and signs.[/p]
  • [p]Balancing XP modifiers of recipes to encourage crafters to craft a variety of recipes when leveling.[/p]
  • [p]Update to all mining and woodcutting yields.[/p]
  • [p]Combat balance passes for equipment, spells, and NPC encounters.[/p]
  • [p]Ability to repair equipment at multiple crafting benches.[/p]
[p]All this should be part of the upcoming content update(s) and be in-game before the end of the year. The list is obviously not exhaustive. More details will be shared at a later date. [/p][p]
Eager to test the changes before they get to the live shards? Join our Public Test Shard, Arcadia! [/p][p]
Pax vobiscum,
The Mainframe Team[/p]

Patch Notes - Verse 4 Patch 3 - Build 42.16.3419 - Nov. 5

[h2]Changes[/h2][h3]Crafting[/h3]
  • [p]Made the Crafting success rate more consistent with the skill difficulty.[/p]
  • [p]Roleplaying clothes now grant XP when crafted.[/p]
[h3]Resources[/h3]
  • [p]Change the new low-tier goat, Old Boar, and Stag to use the skinning knife tier 1 to better balance skinning.[/p]
  • [p]Minor tuning to the amount of wool dropped by goats to make the lucky drops more distinct from regular drops.[/p]
  • [p]Removed Plum Tress from distribution.[/p]
[h2]Fixes[/h2][h3]Resources[/h3]
  • [p]Fixed an issue where goats would not appear in all home valleys.[/p]
[h3]Character Creator[/h3]
  • [p]Fixed an issue where a combination of mouse and keyboard navigation could leave the character creator in a bad state where input becomes blocked.[/p]
[h3]NPC[/h3]
  • [p]Fixed an issue where Inquisitors affected by a healing spell couldn't be looted if they were killed, whilst the spell was still active on them.[/p]
  • [p]Fixed the issue where the Candle Holder would repeatedly appear in certain camps uninvited.[/p]
  • [p]Fixed an issue where a loot pile was guarded by melee NPCs only.[/p]
[h3]World[/h3]
  • [p]Fixing an issue where the player could drop in between roots in the Molting Chambers and enter a dark pit they couldn't get out of.[/p]
[h3]Store[/h3]
  • [p]Fixed an issue where Microsoft Game Pass players would see a different price for subscriptions in the in-game shop vs the payment system they are redirected to.[/p]
[h3]Technical[/h3]
  • [p]Attempt to fix the numerous crashes we are seeing reported.[/p]
  • [p]Fixed an issue where the Microsoft Game Pass client might crash at launch.[/p]
  • [p]Fixed an issue where the server was leaking memory due to NPCs. This resulted in required daily server restarts; hopefully, they are no longer necessary.[/p]

Plot Management Changes

[h3]Hello Paxians,[/h3][p]
In the upcoming content update, Verse 5, you will finally be able to build in Lyonesse, the PvP Province, under certain conditions. Stay tuned as we’ll soon have more details to share! In anticipation of this new feature, we’re working on quite a few changes to plot management.[/p][p]
Let’s have a look at the new ways you’ll soon be able to expand your gameplay experience and secure more plots.[/p][h2]
Earn a Plot with Grace[/h2][p][/p][p]We’ve heard your feedback loud and clear: you want to be able to earn a plot through gameplay, not only via Membership. With the next Patch that will be deployed in the coming days on Arcadia, the Public Test Shard, and before the end of November on all the live shards, we’re giving all players the ability to claim and maintain one plot using the in-game currency, Grace.[/p][p][/p][p][/p][p]Here’s how it works:[/p]
  • [p]Earn Grace through daily login rewards and Gold Offerings. We remind you that Grace is region-locked.[/p]
  • [p]Spend 400 Grace to claim one Grace Plot, valid for one month.[/p]
  • [p]You can have only one Grace Plot.[/p]
  • [p]Auto-renewal is disabled for the ‘Grace Plot’.[/p]
  • [p]However, you can spend 400 additional Grace to extend your Grace Plot if its remaining duration is less than one month.[/p]
  • [p]You can also use a Token to extend its duration. In that case, once the first month of your plot (acquired with Grace) is over, it will become a standard plot.[/p]
  • [p]If you don’t own a Grace plot, you can also extend the duration of an existing plot (claimed with a regular Plot Token) using Grace. This plot will then function as a Grace plot (no auto-renew, and you cannot claim another fresh Grace plot).[/p]
  • [p]You can have ONE Grace Plot in each server region: one in the EU region, one in the US region, and one in the SEA region.[/p]
[p]
This new option is designed to give everyone a fair and sustainable way to secure land simply by playing, while allowing us to clean up unused plots, preventing the game worlds from filling up with abandoned plots, and ensuring there’s always space for new players.[/p][p]
The reason for not offering auto-renew with Grace is simply that, as an earned currency, many players also use Grace in gameplay (for Miracles, for example), and we have no guarantees of Grace being available when it’s time to renew a Plot. As such, it would be misleading to offer the option to auto-renew the plot. We’re thus offering you the option to extend the plot for up to two months in advance, which will make it easy to secure your plot as you play.
[/p][p]Notes: [/p]
  • [p]To make it easy for everybody to try it out, all existing players will receive 300 Grace when we release this feature on the live shards. You need to have created at least one character to receive that grant.[/p]
  • [p]Moving forward, all new players will also receive 100 Grace with their first login.[/p]
[p][/p][p][/p][p][/p][h2]Upcoming: buying Plot Tokens[/h2][p]
Additionally, we plan to introduce the ability to purchase Plot Tokens individually in the game shop in the near future, at a price of $/€4.99 per Token. Some bundle offers will also be available. We’ll share the full pricing details and the deployment date as soon as the feature is ready to release.[/p][p]These offers are designed for players who prefer not to commit to a subscription, as well as those who want to expand their domain significantly to share it with friends, clan members, or allies.[/p][h2]
Upcoming: transfer Plot ownership[/h2][p]
Finally, we’re also developing a system that will allow players to transfer Plot ownership to another player. This feature won’t be part of Verse 5, but it’s planned to follow soon afterwards.[/p][p]We’re excited about these new features and think that they will enhance your gameplay experience. As usual, we’re keen on hearing your feedback on the upcoming plans in the dedicated thread.

Pax vobiscum,
The Mainframe Team[/p]