Empress Zhou
- Fixed an issue that caused her Corruption Wave spell to hit outside of the intended area.
- Fixed an issue that caused her Corruption Wave spell to hit behind her.
- Removed the damage from the initial summoning of her Dragon Breath spell. This spell will now only impact the area that is breathed on by the dragon.
- Reduced the damage of her Pearl Pedestal toss.
Updated equip load healing bonus to be multiplicative. Now all of the healing bonuses from equip load, positive or negative, will be added on after all other calculations have been made, meaning the bonuses will have a larger and more consistent impact on healing.
- Example: Base healing is 100, and a player has two passives that each increase healing by 10%. Previously those two healing mods were additive. So the calculation was 100*(1+0.1+0.1) which is equal to 120. With the equip load now being multiplicative, the bonus is calculated after all other math is completed. So if we take the same calculation as above and make the 2nd healing bonus multiplicative, It is calculated as 100*(1.+0.1)=110*(1+0.1)=121.
Fixed an issue where Stamina Regen would take longer if in Idle
- Currently on Live there is a 1 second delay after you dodge before stamina begins to regen. In the current PTR we have increased that delay from 1s to 1.5s from when you begin to dodge.
Mortar Charge:
- Fixed an issue where this ability incremented the “Blood Offering” curse in mutators too many times in a single use.
- Fixed an issue where the VFX from this skill could disappear prematurely.
- Freedom: This upgrade’s speed bonus no longer decays over time. To compensate, its duration was reduced from 3s to 2s.
Splitting Grenade:
- Fixed an issue which caused a desync when moving immediately after using the ability.
- Fixed an issue where critical hits from this ability would not deal additional damage.
Azoth Shrapnel Blast:
- Delayed dodge cancel window to match the attack cancel window.
- Decreased damage per pellet from 58% to 50%.
- Azoth Bomb: Increased delay before bomb explosion from 0.5s to 1s. Fixed a typo in the upgrade description.
Azoth Bomb
- Increased the delay before a bomb explosion from 0.5s to 1s.
- Fixed a typo in the upgrade description.
Blast Shot:
- Delayed dodge cancel window to match the attack cancel window.
- Decreased damage from 70% to 50%.
Net Shot:
- Increased damage from 40% to 70%.
- Increased slow duration from 2.5s to 3s.
- Apparatus: Increased slow duration from 5s to 7s. Reduced the slow the degradation over time from 10% reduction per second to 6% reduction per second.
- Barbed Netting: Increased damage per second from 5% to 30%. Updated this ability’s visuals and description to clearly indicate it inflicts Bleeding and not Poison.
Trap: Cleaned up several visible aspects for better readability and effect matching.
- Increased the model size of traps in order to make them more visible and to match the size of the trigger volume.
- Updated animation timing to match trap appearance.
- Adjusted projectile arc and speed to make throwing feel smoother and to make the trap land closer to the reticle position.
Added new PvP Perks to go along with the PvP Rewards Track:
- Penetrating Backstab: Backstabs penetrate 10% of a player’s armor.
- Penetrating Headshot: Headshots penetrate 7% of a player’s armor.
- Fractured Rend: When block breaking a player, inflict Rend, which reduces their damage absorption by 12% for 4s.
- Purifying Crits
- : Critical hits remove 1 buff from a player (Cooldown 10s).
- Exhausted Exploitation: Hits against Exhausted targets inflict Slow, reducing movement speed by 15% for 4 seconds. (Can not re-trigger on same target).
- Alacritous Punishment: Deal 8% additional damage to players with Haste.
- Sturdy Fortification: Blocking attacks adds a stack of 4% Fortify on self for each blocked hit (Max Stack 5).
- Shirking Heals: After successfully dodging an attack, heal for 100 health (Each armor piece with this perk adds a stack).
- Siege Ward: Receive 6% less damage from siege weapons.
- Mortal Empowerment: Player kills grant a persistent 2% damage bonus that lasts either 20 minutes, or until downed, death, or game mode exit. Duration refreshes on re-application. (Stacks up to 15 times, cannot be cleansed).
- Invigorated Punishment: Abilities deal 3% bonus damage per buff on target. (Cap of 8).
- Shirking Empower: After successfully dodging an attack, obtain Empower, which increases damage dealt by 4% for 10s. It refreshes when a new stack is applied (Stacks 4 times).
- Purifying Crits
Critical hits remove 1 buff from a player (Cooldown 10s).
Reworked the bonuses received from Faction Control Points. The bonuses are now as follows:
- Brightwood: Camping no longer costs resources.
- Cutlass Keys: Increases global gathering luck by 10%.
- Ebonscale Reach: Decreases the cost of items in the faction store by 5%.
- Everfall: Increases the amount of Azoth Salt gained by 10%.
- First Light: Increases global refining yield by 10%.
- Monarch Bluffs: Increases all experience gains by 5%.
- Mourningdale: Increase the gearscore ceiling of crafting by 5. The maximum gearscore you can roll is still 600.
- Reekwater: Increases the amount of PvP Experience gained by 5%.
- Restless Shores: All fast travel is now free.
- Weaver’s Fen: Decreases global tax values by 10%.
- Windsward: Increases the chance that a consumable isn’t consumed on use by 10%.
We realized there were too few effective gathering loops for Starmetal, Orichalcum ore, Gold, and Platinum. As a result we made the following changes:
- Added new spawn locations for Starmetal and Orichalcum to the world across 8+ zones. Players can now farm these resources in more locations throughout Aeternum.
- Updated respawn times of Starmetal and Orichalcum to match Iron Ore. This is a ~33% reduction for Starmetal and ~50% reduction for Orichalcum respawn times. That means you can now farm these resources more frequently.
- Updated respawn times of Gold and Platinum to match Silver Ore. This is a ~33% reduction for Gold and a ~80% reduction for Platinum respawn times. Good luck and happy mining.
Tier 4 hides are currently more rare than we would like, while Tier 5 hides are more abundant. This unintentionally caused a bottleneck at Tier 4 hides, making Tier 5 hides less valuable. We have made changes to the level bands at which creatures drop specific tiers of hides to help alleviate the issue. We will continue to monitor this and assess if any future changes are needed to improve the value and volume of T5 hides.
- Changed level ranges in which creatures drop hides.
- New/Updated Level Ranges:
- T1 = 1 to 35
- T4 = 36 to 55
- T5 = 56 to 66
- Previous Level Ranges:
- T1 = 1 to 41
- T4 = 36 to 50
- T5 = 46 to 66
Changed level ranges in which creatures drop hides.
- New/Updated Level Ranges:
- T1 = 1 to 35
- T4 = 36 to 55
- T5 = 56 to 66
- Previous Level Ranges:
- T1 = 1 to 41
- T4 = 36 to 50
- T5 = 46 to 66
New/Updated Level Ranges:
- T1 = 1 to 35
- T4 = 36 to 55
- T5 = 56 to 66
Previous Level Ranges:
- T1 = 1 to 41
- T4 = 36 to 50
- T5 = 46 to 66
Fixed several VO issues impacting the following NPCs:
- Architect Na Li
- Barkeep Cecila Polly
- Evelyn Van Heck
- Father Russo
- Samuel Bloodgood
- The Heretic