Update 0.94.608 and Playtest #7
Let’s start with PT#7, and then go to the patch note:
- This is definitely the last playtest before Early Access;
- It will last until 26/02;
- at best, we’ll think how to most painlessly issue these players unique skins and starting items;
- have the minimum level of 15.15;
- be at least at the second stage of any Vocation;
- have at least 4 additional abilities (the ones gained through quests);
Now on to the update, which is directly connected to the summary of PT#6. Let’s begin with the most unpleasant of issues:
- falling through landscapes on loading into the world;
- fixed issues with abilities affecting aggro when they were used on bosses;
- new aggro mechanics and rebalance of the old ones;
- party heal powders of 2 types;
- Measures in PvE against XP abuse similar to those in the PvP system:
- following the advice of ROG Club pioneers, we turned on the XP gained from bosses;
- turned off intermediate attribute blocks;
- ALT+F4 after death;
- AI walked around each other and characters, even though AI’s dodges were turned off;
- added a button to turn off character collision in safe zones;
- The Royal Bank clerk on the island stopped accepting money transfers from guilds;
- Nerfed swamp troll (number of minions reduced from 5 to 3), and the roaming trolls;
- added more castles, now there are 12, 3 for each of 4 counties;
- better visualization of castle filling, added random variation of castle phase duration;
- SFX/VFX for capturing and burning forts (the flags haven’t been added to all the castles);
- decreased the size of zones taxed by castles;
- improved the tax widget and the auto-pay function;
- stricter time frames of tax changes and addition of “reporting period” that should end before taxes appear in the treasury;
- changed the requirements for completing ability and vocation quests;
- Vocation balance fixes;
- All abilities were divided between professions;
- ability to craft food and new innkeeper food stocks;
- medium crossbows, shortened CDs for light crossbows, and new models for all of those. We are still only working on adding ammunition for them;
- combat powders have greater craft yields compared to various buffs;
-fixed loot, increased the chances of loot drops from ordinary mobs, including a new approach - T1 county mobs drop T1-T3 items regardless of their proximity to settlements;
- fixed a number of items (stats/requirements);
- fixed the rate of passive item duration wear, most of item wear now happens actively;
- Tabula Rasa - now stacks points for redistribution and features the ability to enter number values manually;
- ability to toggle satiety bar under the energy bar and ability to toggle all stat bars;
- a number of funny additions related to the first steps to making dummy-NPCs a little more living ;)
- hotbar key binds;
- a number of fixes related to widgets and more informative tooltips;
- improvements of the map and its UX;
- graphics improvements (buildings and landscape textures), including optimization;
- and much, much more!
We will make a few minor planned updates during the playtest, but we will focus primarily on bug fixes and polishing.
Have a great game.
RoG’ums Up!

- This is definitely the last playtest before Early Access;
- It will last until 26/02;
- The “Veterans” of PT#7 will receive special rewards:
- at best, we’ll think how to most painlessly issue these players unique skins and starting items;
- To become a "Veteran,” you need to have a character on your account that has to:
- have the minimum level of 15.15;
- be at least at the second stage of any Vocation;
- have at least 4 additional abilities (the ones gained through quests);
Now on to the update, which is directly connected to the summary of PT#6. Let’s begin with the most unpleasant of issues:
- We’ve directed special attention to 2 problems:
- falling through landscapes on loading into the world;
- Desynchronization of melee weapons in PvE:
- Party / Heal / Aggro:
- fixed issues with abilities affecting aggro when they were used on bosses;
- new aggro mechanics and rebalance of the old ones;
- party heal powders of 2 types;
- Abuses and measures against them, including chats:
- Measures in PvE against XP abuse similar to those in the PvP system:
- following the advice of ROG Club pioneers, we turned on the XP gained from bosses;
- turned off intermediate attribute blocks;
- ALT+F4 after death;
- AI walked around each other and characters, even though AI’s dodges were turned off;
- added a button to turn off character collision in safe zones;
- The Royal Bank clerk on the island stopped accepting money transfers from guilds;
- Bosses:
- Nerfed swamp troll (number of minions reduced from 5 to 3), and the roaming trolls;
- Castles, taxes, and tolls:
- added more castles, now there are 12, 3 for each of 4 counties;
- better visualization of castle filling, added random variation of castle phase duration;
- SFX/VFX for capturing and burning forts (the flags haven’t been added to all the castles);
- decreased the size of zones taxed by castles;
- improved the tax widget and the auto-pay function;
- stricter time frames of tax changes and addition of “reporting period” that should end before taxes appear in the treasury;
- Abilities and Vocations:
- changed the requirements for completing ability and vocation quests;
- Vocation balance fixes;
- All abilities were divided between professions;
- New and some good stuff as a sign of acknowledgement of your suggestions, game design:
- ability to craft food and new innkeeper food stocks;
- medium crossbows, shortened CDs for light crossbows, and new models for all of those. We are still only working on adding ammunition for them;
- combat powders have greater craft yields compared to various buffs;
-fixed loot, increased the chances of loot drops from ordinary mobs, including a new approach - T1 county mobs drop T1-T3 items regardless of their proximity to settlements;
- fixed a number of items (stats/requirements);
- fixed the rate of passive item duration wear, most of item wear now happens actively;
- Content:
- Visual/ UI / UX:
- Tabula Rasa - now stacks points for redistribution and features the ability to enter number values manually;
- ability to toggle satiety bar under the energy bar and ability to toggle all stat bars;
- a number of funny additions related to the first steps to making dummy-NPCs a little more living ;)
- hotbar key binds;
- Other fixes:
- a number of fixes related to widgets and more informative tooltips;
- improvements of the map and its UX;
- graphics improvements (buildings and landscape textures), including optimization;
- and much, much more!
We will make a few minor planned updates during the playtest, but we will focus primarily on bug fixes and polishing.
Have a great game.
RoG’ums Up!
