As you can probably tell, this week's update is a big one and had to be be split into two parts. The changes we've made with this update are generally intended to give some balance adjustments requested from community feedback. A few of the most important issues we're looking to address are siege, the early game being a struggle, and the late game being relatively easy.
Farming
Farmable mushrooms are now available. Mushrooms deconstruct into a vial of spores, which can be planted in farming plots. They operate similarly to the other environment-based plants such as crowberries, yellow pine, etc.
As mentioned two updates ago, farming rewards are getting de-scaled. This is mainly to address siege balance, as the elixir of destruction relies heavily on farmed ingredients. The yields of farmed plants were such that players with a maxed sprinkler or two could quickly amass astronomical amounts of reagents, as most basic plants yielded 24x the original outlay at maturity, and farmed-only reagents were 12x the original outlay.
Most plant yields have been cut to 1/4 of their previous mature yields, and recipes that require those ingredients have largely been rebalanced (those changes are outlined later).
Adjustments to farming yields are organised as: Item: new stage 1 yield (old stage 1 yield), new decay 1 yield (old decay 1 yield), new stage 2 yield (old stage 2 yield), new decay 2 yield (old decay 2 yield), new stage 3 yield (old stage 3 yield), new decay 3 yield (old decay 3 yield), new stage 4 yield (old stage 4 yield), new decay 4 yield (old decay 4 yield):
Adjusting the recipes which use ingredients that can be farmed was a large undertaking, especially when you take into account derivative items such as cloth (yellow pine), blackened iron ingots (black hellebore), and some structure pieces (frostwood).
Some adjustments were also done to support community feedback regarding siege and ease of leveling. Some items such as the diluted potions and shabby tunic are not crafted, but had their recipes adjusted for deconstruction considerations.
Adjustments made are categorized by reagent, in the form of item: new value (old value):
Crowberries
Health Vial: 6(8)
Diluted Health Vial: 4(8)
Potent Health Vial: 12(16)
Ghost Orchids
Mana Vial: 6(8)
Diluted Mana Vial: 4(8)
Potent Mana Vial: 12(16)
Cloth
Shabby Tunic: 8(10)
Tattered Legwraps: 4(6)
Gray Ghost Shroud: 8(10)
Refined Cloth
Long Rug: 18(24)
Ornamental Rug 1: 27(36)
Ornamental Rug 2: 27(36)
Bear Painting: 18(24)
Cliff Painting: 18(24)
Deathweaver Painting: 18(24)
Dragon Painting: 18(24)
Eagle Painting: 18(24)
Forest Painting: 18(24)
Orc Painting: 18(24)
Long Cloth Table: 27(32)
Short Cloth Table: 12(16)
Kaltbitur Herb
Vitality Potion: 12(22)
Potent Vitality Potion: 18(34)
Snowdonia Hawkweed
Health Potion: 12(22)
Potent Health Potion: 18(34)
Corpse Flower
Vitality Flask: 9(14)
Potent Vitality Flask: 15(24)
Acid Pool: 9(10)
Buffalo Felt
Mana Flask: 9(14)
Diluted Mana Flask: 6(11)
Potent Mana Flask: 15(24)
Buskas Leaves
Health Flask: 9(14)
Diluted Health Flask: 6(11)
Potent Health Flask: 15(24)
Kylma Flower
Mana Potion: 12(22)
Diluted Mana Potion: 6(13)
Potent Mana Potion: 18(34)
Wheat
Butter Mead: 3(4)
Snap Dragon
Elixir of Amnesia: 18(16)
Black Hellebore
Blackened Iron Ingot: 1(2)
Elixir of Destruction: 22(48)
Elixir of Bleeding Hearts: 9(12)
Blackened Iron Ingot
Hobart's Gauntlet 18(20)
Sinkat's Death Hands: 27(30)
The Reawakened: 18(20)
Hell Hammer: 36(40)
Dragon Claw Gauntlet: 9(10)
Staff of Sacrifice: 12(15)
Blackened Iron Helm: 1(2)
Iron Mask: 12(14)
Eagle Skull Helm: 12(14)
Eagle Feather Boots: 9(10)
Reinforced Iron Chestplate: 27(30)
Dark Iron Helmet: 12(14)
Dark Iron Chestplate: 36(40)
Dark Hide Greaves: 21(25)
Dark Iron Boots: 12(15)
Ring of Light: 12(15)
Dark Ring of Power: 15(17)
Cimmerian Stone Bracelet: 15(17)
Magic Necklace of Hatred: 15(17)
Protector of Life: 15(17)
Trap Floor: 3(5)
Acid Pool: 9(10)
Mandrake Root
Elixir of Stolen Life: 6(12)
Obelisk of Protection: level 2: 18(72), level 3: 36(144)
To help early players, we decided it would be a simple win to buff the health and mana awarded by environmental plants, so they can be more useful in a pinch. The resources found in later biomes had their values adjusted as well, but of course we expect them to be directly consumed quite seldomly.
Changes are: item: stat - new value(old value)
Crowberry: health - 5(1)
Ghost Orchid: mana - 5(2)
Mushrooms: health/mana - 3/3 (2/2)
Buskas Leaves: health - 10(7)
Buffalo Felt Leaves: mana - 10(6)
Corpse Flower: health/mana - 5/5(5 health)
Snowdonia Hawkweed: health - 15(3)
Kylma Flower: mana - 15(8)
Kaltbitur Herb: health/mana - 8/8(15 mana)
We decided to buff the usefulness of the found-only diluted potions to make them a bit more valuable for players.
Changes are: item: stat - new value(old value):
Diluted Health Vial: health - 50(10)
Diluted Health Vial: cooldown - 10(20)
Diluted Health Flask: health - 150(20)
Diluted Health Flask: cooldown - 10(20)
Diluted Health Potion: health - 250(20)
Diluted Health Potion: cooldown - 10(20)
Diluted Mana Vial: mana - 50(10)
Diluted Mana Vial: cooldown - 10(20)
Diluted Mana Flask: mana - 150(20)
Diluted Mana Flask: cooldown - 10(20)
Diluted Mana Potion: mana - 250(20)
Diluted Mana Potion: cooldown - 10(20)
The knowledge cost to unlock the vitality variety of vials/flasks/potions has been made the same as the health/mana versions. The XP rewards for potions have been put in a hierarchy as well.
Changes are: item: new XP (old XP):
Health Vial: 25(25) - unchanged, for reference
Potent Health Vial: 50(150)
Health Flask: 75(60)
Potent Health Flask: 100(200)
Health Potion: 125 (150)
Potent Health Potion: 0(250) - level 60 item, no further XP can be gained by crafting it
Mana Vial: 25(25) - unchanged, for reference
Potent Mana Vial: 50(125)
Mana Flask: 75(60)
Potent Mana Flask: 100(175)
Mana Potion: 125 (150)
Potent Mana Potion: 0(250) - level 60 item, no further XP can be gained by crafting it
Vitality Vial: 25(30)
Potent Vitality Vial: 50(150)
Vitality Flask: 75(75) - unchanged, for reference
Potent Vitality Flask: 100(225)
Vitality Potion: 125 (150)
Potent Vitality Potion: 0(300) - level 60 item, no further XP can be gained by crafting it
Siege
Unstable Gem was a recipe we scrutinized in more detail. This item is mainly meant as entry-level siege. Players who genuinely intend to enter another's base should have a weapon with 5 of these in the spell slot when crafting the spell. Most players at level 20 who craft an unstable gem aren't likely to take out a wall with one full cycle of charges either - it likely requires 2 or 3. With that statement considered, we realized that 150 amethyst and 150 flawless rune gems were far off the mark.
The old requirements for unstable gem were: 30 amethyst, 30 flawless rune gems, and 12 cultist leaves. The new recipe is 4 amethyst, 5 flawless rune gems, and 9 cultist leaves.
The old siege recipe requirements gave higher level players with access to the Elixir of Destruction an absolutely mighty advantage, being able to prey on < 30 players with little-to-no fear of retaliation. Hopefully this rebalance slows or prevents large-scale multi-base-wiping, and allows level 20 players a means to siege for themselves.
Building
Player thrones are now invincible and have received a minor artwork change - they now appear to float (as seen below). This was done to give us some flexibility in adjusting our raiding mechanics if need be.
In addition to making the throne invincible, it cannot be removed by destroying the structures below it. Structures will still become abandoned if the pieces below the throne are destroyed. These changes are intended to slow total base destruction. There may be more adjustments made in the future depending on community feedback.
Another large point of feedback we've been listening to pertains to structure building costs.We want to provide a system that's enjoyable and works as smoothly as possible in conjunction with our raiding mechanics. Having your full base wiped and having to rebuild is a disappointing endeavor for anyone.
Our changes in this update are designed to provide players with more durable foundations to help bases withstand siege, and help players rebuild more easily. These changes will likely provide players with two distinct styles of building: quicker, cheaper, less durable bases that can be destroyed with roughly the same effort as before, or, a stronger, comparable-cost, more durable base for players who wish to have better protection against raiding. Overall, the cost to build a sensible base has seen a very measurable decrease.
This update also standardizes structure piece health based on the quantity of base materials required to construct it. This was done by taking the straight wood floor as a baseline, dividing it's health by the wood required to build it, and multiplying the resulting ratio by the wood requirements for all other pieces (rounded to the nearest 10 for wood, and 100 for other materials). In the case of the wood straight floor, that ratio is 1400/25=56. Since stone is roughly twice as durable as wood, that ratio was then doubled for stone to 112, that was doubled for marble to 224, and finally doubled again to 448 for ornate.
Part of the intention is to reduce any piece's effectiveness of defense over another's and to provide predictable protection, and resulted in slightly stronger bases structurally, and as the requirements for weaker items has been decreased, they require less effort to rebuild.
Since overall structure costs have decreased, the XP rewards for building structure pieces were adjusted accordingly. Since structure health is now tied to build costs, and scaled using the multipliers, it was possible to take the structure health and divide it by 100, to produce XP rewards that are generally proportionate to the new material requirements. This is done to minimize any potential griefing or power-leveling using inconsistencies in the data.
Some of the magic structures and decor have seen the largest adjustments. These are functional and aesthetic pieces and are not particularly meant to be used directly as player-leveling vices. That said, if there are legitimate concerns about how the health and XP rewards of these items affects core gameplay, we are open to dialogue in that space.
The structure piece adjustments will be categorized by material (wood, stone, etc), with changes outlined as: structure piece: new base material cost(old baes material cost), new health(old health), new XP(old XP):
Wood
Diagonal Floor: 13(25), 730(1050), 7(15)
Straight Floor: 25(50), 1400(1400), 14(30)
Diagonal Fringe: 6(12), 340(700), 3(15)
Sloped Fringe: 6(12), 340(700), 3(15)
Straight Fringe: 6(12), 340(700), 3(15)
Large Walkway Frame: 15(30), 840(700), 8(25)
Small Walkway Frame: 12(24), 670(700), 7(15)
Small Door: 40(90), 2240(2800), 22(50)
Large Window: 12(24), 670(1400), 7(30)
Small Window: 9(18), 500(700), 5(20)
Large Door: 50(115), 2800(5600), 28(80)
Diagonal Railing: 8(15), 450(700), 5(15)
Sloped Railing: 8(15), 450(700), 5(15)
Straight Railing: 8(15), 450(700), 5(15)
Corner Roof: 30(60), 1680(1750), 17(40)
Diagonal Roof: 28(55), 1570(1750), 16(40)
Flat Roof: 25(50), 1400(1400), 14(40)
Flat Triangle Roof: 15(30), 840(1050), 8(30)
Sloped Roof: 28(55), 1570(1750), 16(40)
Triangle FIll Roof: 20(40), 1120(1050), 11(30)
Stairs 90 Down: 50(110), 2800(1750), 28(50)
Stairs 90 Up: 50(110), 2800(1750), 28(50)
Stairs Down: 40(80), 2240(1400), 22(45)
Stairs Up: 40(80), 2240(1400), 22(45)
Support Column: 25(10), 1400(1400), 14(10)
Scaffolding 1 Beam: 13(4), 730(700), 7(5)
Scaffolding 3 Beams: 38(12), 2130(900), 21(10)
Scaffolding Full: 50(15), 2800(2100), 28(15)
Diagonal Wall: 25(55), 1400(1400), 14(30)
Sloped Wall: 13(30), 730(1050), 7(25)
Straight Wall: 25(55), 1400(1400), 14(30)
Trap Floor: 25(50), 1400(600), 14(170)
Stone
Large Curved Acute Floor: 50(60), 5600(4200), 56(150)
Large Curved Obtuse Floor: 60(65), 6700(4200), 67(150)
Curved Acute Floor: 25(50), 2800(3500), 28(125)
Curved Obtuse Floor: 30(55), 3400(3500), 34(125)
Diagonal Floor: 13(25), 1500(2100), 15(50)
Floor: 25(50), 2800(2700), 28(80)
Large Curved Fringe: 9(18), 1000(2700), 10(50)
Curved Fringe: 7(14), 800(2100), 8(40)
Diagonal Fringe: 6(12), 700(1350), 7(40)
Sloped Fringe: 6(12), 700(1350), 7(40)
Straight Fringe: 6(12), 700(1350), 7(40)
Small Walkway Frame: 12(24), 1300(1350), 13(40)
Large Walkway Frame: 15(30), 1700(1350), 17(60)
Large Door: 45(90), 5000(11000), 50(200)
Small Door: 30(60), 3400(5500), 34(125)
Small Window: 9(18), 1000(1350), 10(60)
Huge Window: 16(32), 1800(4100), 18(90)
Huge Glass Window: 16(32), 1800(4100), 18(100)
Large Window: 12(24), 1300(2700), 13(80)
Large Curved Railing: 10(20), 1100(2700), 11(50)
Curved Railing: 9(18), 1000(2100), 10(40)
Diagonal Railing: 8(15), 900(1350), 9(40)
Sloped Railing: 8(15), 900(1350), 9(40)
Straight Railing: 8(15), 900(1350), 9(40)
Corner Roof: 30(60), 3400(3450), 34(100)
Large Curved Acute Roof: 30(60), 3400(4800), 34(145)
Large Curved Obtuse Roof: 33(65), 3700(4800), 37(150)
Curved Acute Roof: 25(50), 2800(4050), 28(145)
Curved Obtuse Roof: 28(55), 3100(4050), 31(145)
Diagonal Roof: 28(55), 3100(3450), 31(100)
Flat Roof: 25(50), 2800(2700), 28(100)
Flat Triangle Roof: 15(30), 1700(2100), 17(65)
Sloped Roof: 28(55), 3100(3450), 31(100)
Triangle Fill Roof: 20(40), 2200(2100), 22(65)
Large Curved Stairs Down: 60(130), 6700(5500), 67(170)
Large Curved Stairs Up: 60(130), 6700(4500), 67(170)
Spiral Stairs Down: 50(120), 5600(4500), 56(125)
Spiral Stairs Up: 50(120), 5600(4500), 56(125)
Stairs 90 Bend Down: 50(110), 5600(3450), 56(125)
Stairs 90 Bend Up: 50(110), 5600(3450), 56(125)
Stairs Straight Down: 40(80), 4500(4200), 45(125)
Stairs Straight Up: 40(80), 4500(4200), 45(125)
Support Column: 25(10), 2800(2700), 28(20)
Scaffolding 1 Beam: 13(4), 1500(1100), 15(10)
Scaffolding 3 Beams: 38(12), 4300(1350), 43(20)
Scaffolding Full: 50(15), 5600(5400), 56(30)
Large Curved Wall: 40(80), 4500(4200), 45(150)
Curved Wall: 30(65), 3400(3450), 34(125)
Diagonal Wall: 25(55), 2800(2700), 28(80)
Sloped Wall: 13(30), 1500(2000), 15(50)
Straight Wall: 25(55), 2800(2700), 28(80)
Trap Floor: 25(50), 2800(600), 28(80)
Marble
Floor: 25(50), 5600(5400), 56(150)
Diagonal Floor: 13(25), 2900(4100), 29(90)
Curved Obtuse Floor: 30(55), 6700(6700), 67(200)
Curved Acute Floor: 25(50), 5600(6700), 56(200)
Large Curved Obtuse Floor: 60(65), 13400(8100), 134(220)
Large Curved Acute Floor: 50(60), 11200(8100), 112(220)
Straight Wall: 25(55), 5600(5400), 56(145)
Diagonal Wall: 25(55), 5600(5400), 56(145)
Curved Wall: 30(65), 6700(6700), 67(145)
Large Curved Wall: 40(80), 9000(8100), 90(160)
Sloped Wall: 13(30), 2900(4100), 29(90)
Large Walkway Frame: 15(30), 3400(2700), 34(110)
Small Walkway Frame: 12(24), 2700(2700), 27(70)
Large Door: 45(90), 10100(21500), 101(360)
Small Door: 30(60), 6700(11000), 67(215)
Window: 9(18), 2000(2700), 20(100)
Huge Window: 16(32), 3600(8100), 36(115)
Huge Glass Window: 16(32), 3600(8100), 36(125)
Large Window: 12(24), 2700(5400), 27(110)
Large Curved Fringe: 8(16), 1800(5400), 18(85)
Curved Fringe: 7(14), 1600(4100), 16(70)
Diagonal Fringe: 6(12), 1300(2700), 13(70)
Sloped Fringe: 6(12), 1300(2700), 13(70)
Straight Fringe: 6(12), 1300(2700), 13(70)
Large Curved Railing: 10(20), 2200(5400), 22(85)
Curved Railing: 9(18), 2000(4100), 20(70)
Diagonal Railing: 8(15), 1800(2700), 18(70)
Sloped Railing: 8(15), 1800(2700), 18(70)
Straight Railing: 8(15), 1800(2700), 18(70)
Large Curved Stairs Down: 60(130), 13400(11000), 134(300)
Large Curved Stairs Up: 60(130), 13400(11000), 134(300)
In addition to the changes in resource cost and health for structure pieces, stone and marble harvest rates have been increased.
Stone: the base harvest time dropped from 90 to 45
Marble: the resources-per-node increased from an average of 55 to 90
Giant mushrooms: the harvest yields increased, from an average of 12.5 per node to 17.5 per node, an increase of roughly 40%.
Of course, factors such as the random node quantity system and player damage will cause variations in actual harvest times. That said, harvesting those resources should be less tedious.
Other Structure Changes:
Moved mana node from level 20 to level 15, moved mana and healing pools to unlock after mana node at level 20.
Adjusted iron ingot requirements for conjuring cauldron from 30 to 15.
It’s Wednesday which means it’s time once again to release a patch.Today we bring you an offering of small fixes and minor adjustments to continue our Early Access quest of refining the Citadel experience. Check out our patch notes below for details on the changes we've made this week.
Item Descriptions
Many observant players noticed that item descriptions weren't properly updated to reflect our changes in last week's patch. Those should now be properly adjusted to reflect all the changed values from the last patch.
Large Doors and Large NPC Pathing
We've been hearing the community struggle with getting large NPCs to properly path through large doors. It took a bit to track down the issue as there are a few systems to consider. It turned out that the open door position for the large marble and ornate doors were too close together for navmesh to generate in between, allowing the large NPCs to pass through.
The large marble doors already had a small gap in between, and widening that gap by 4cm was enough to solve the issue. The ornate doors have no gap, so their open positions needed to be adjusted more creatively, but should still result in large NPCs pathing through them properly.
Flamethrower Spell Alignment
Players have noticed for a while that the damage distance and the VFX distance for the player flamethrower beam spell were misaligned. The damage would occur over a roughly 25m span, yet the VFX only extended roughly 5m.
Some basic research on flamethrowers suggested that 5m or less would be a realistic range, but considering Ignus is a world of magic, we decided that 10m would hopefully feel more appropriate and useful.
Other Changes
Minor spelling corrections with items and menus.
As some of you have probably noted, this update mostly addresses some quality-of-life issues and not so much some of the balance issues. There will be a whole host of community-requested balance tweaks (siege, potion weights to name a few) in the next major update so stay tuned.
We sincerely appreciate those who take the time to constructively identify a potential issue or provide suggestions on ways to improve the experience for all players. Keep it coming guys and see you in Ignus!
Thursday is upon us and we’re back at it with another patch. Today we've done another big balance pass with combat, NPCs, spells and crafting in Ignus. Check out the patch notes below for a detailed breakdown of the changes we've made.
Armor Health Changes
We've been hearing feedback that PvP combat lacks substance so we've been looking for solutions to make it a bit more robust.
To help address this issue, the health rolls for armor have been adjusted. The theory for this rebalance centers around buffing player health to allow more hits in combat. Since health rolls as a probability, then as a curve value, one can calculate an average expected health value armor might roll.
To help differentiate the usefulness of various pieces of armor regarding player buffs, the expected health rolls on crafted hats has been reduced by approximately 25%. The expected health rolls of footwear has been decreased as well, by roughly 30-40%. As the expected amounts of health awarded from crafting hats and footwear were far less than from shirts and pants, these nerfs are quite minor. To beef up the player, and to counteract the expected health reduction in hats, the expected health rolls on armor have increased between 250% and 275%. Crafted pant health rolls have been buffed as well, by about 15%-50% depending on armor type.
There were several pieces of armor that had no health rolls: footwraps, hide chestpiece, hide legwraps, boots, fur legwraps, and boneskin boots - these have all had health probability added, their values slotted into the hierarchy as one would expect.
The health values are as follows, in the format Item: new health probability (old health probability):
Cloth Armor
Woodland Cloth Hat: 20 (27.6)
Woodland Cloth Tunic: 80 (29)
Solomon's Hat: 20.5 (27.6)
Initiate Robe: 81 (29)
Footwraps: 20 (0)
Conjurer's Hood: 23.5 (29.9)
Conjurer's Robe: 87 (33.6)
Cloth Footwraps: 14 (25.8)
Godking Hood: 27 (31.8)
Godking Robes: 95 (37.4)
Leather Armor
Skullcap: 21 (27.6)
Hide Chestpiece: 82 (0)
Hide Legwraps: 30 (0)
Boots: 11 (0)
Blackened Iron Helm: 24 (30.9)
Leather Tunic: 89 (35.5)
Leather Leg Guards: 40 (32.4)
Leather Boots: 15 (26.6)
Iron Mask: 28 (32.6)
Legion Leather Armor: 97 (39)
Legion Leg Guards: 46 (33.5)
Legion Boots: 18 (28)
Wild Armor
Scarecrow Hood: 22 (27)
Fur Tunic: 83 (29)
Fur Legwraps: 33 (0)
Boneskin Boots: 12 (0)
Skullfeather Helmet: 25 (30.9)
Bone Chestpiece: 91 (35.5)
Barbaric Legwraps: 42 (32.4)
Barbaric Footwraps: 16 (26.6)
Eagle Skull Helm: 27 (32.6)
Bone Armor: 98 (39)
Savage Legwraps: 48 (33.5)
Eagle Feather Boots: 19 (28)
Iron Armor
Iron Helmet: 23 (28.8)
Iron Chestplate: 85 (31.6)
Heavy Greaves: 36 (31)
Reinforced Boots: 13 (24.9)
Tempered Iron Helm: 26 (30.9)
Reinforced Iron Chest Plate: 93 (35.5)
Reinforced Iron Greaves: 44 (32.4)
Tempered Iron Boots: 17 (26.6)
Dark Iron Helmet: 30 (33.3)
Dark Iron Chest Plate: 99 (40.7)
Dark Hide Greaves: 50 (33.9)
Dark Iron Boots: 20 (28.6)
Overall, no matter which armor one chooses to wield, the expected health rolls across the entire set has been approximately doubled.
NPCs & Mob Combat Changes
Improvements to our NPCs continue. In conjunction with players having more expected health, NPCs have been adjusted to feel more appropriate based on approximate player stats and encounters. A player who engages an NPC around their own level should find a better balance in combat depending on the NPC type - some pose greater challenges than others. NPC attacks run on a similar spell system to players, with spell damage % ranges, cooldowns, and spell weighting (how likely an NPC is to select and use that attack) being some of the most important factors.
The first part of the rebalance was to establish a clear hierarchy of which NPCs are found and the approximate levels players are expected to encounter them. From there, the NPC's base damage and base health were conformed to the general hierarchy. To ensure conformance, each of every NPCs spell damage, cooldown, and weighting were then modified in line with the hierarchy. Obviously there is a massive variety of situations players may encounter the NPCs, so the calculations are done on an average expected basis, not an exact one.
The changes to NPC spells are as follows (generally organized by the hierarchy) in the order of NPC: spell: field - new value (old value):
If an NPC or spell is not mentioned above, it was not adjusted.
NPC Base Damage and Base Health Adjustments
Using the rebalanced NPC spells, adjustments were easy to make to ensure a hierarchy of damage and health. Base damage and base health are multiplied by a curve value based on NPC level. The curves are not being adjusted at this time, but if overall feedback dictates that things are too easy or too hard based on the new hierarchy (irrespective of coded NPC behavior or server latency, etc), the entire swath of NPC values can be adjusted up or down together.
Results are as follows, organised as NPC: base stat - new value (old value)
Deer: base damage - 4 (3)
Horse: base damage - 5 (3)
Bird: base damage - 13 (9)
Direwolf: base health - 180 (160)
Bear: base damage - 10 (9)
Bear: base health - 250 (200)
Boar: base damage - 11 (7)
Boar: base health - 140 (100)
Skeleton: base damage - 11 (10)
Skeleton: base health - 200 (220)
Sprite: base damage - 12 (10)
Sprite: base health - 220 (260)
Undead: base damage - 11 (13)
Undead: base health - 280 (360)
GiantEagle: base damage - 21 (12)
GiantEagle: base health - 400 (620)
Forest Guardian: base damage - 21 (12)
Forest Guardian: base health - 500 (580)
Dragon Medium: base damage - 23 (12)
Dragon Medium: base health - 600 (820)
Imp: base damage - 23 (6)
Imp: base health - 360 (340)
Deathweaver: base damage - 24 (10)
Abomination: base damage - 25 (12)
Abomination: base health - 750 (740)
Golem: base damage - 25 (29)
Golem: base health - 1000 (1180)
Troll: base damage - 26 (11)
Troll: base health - 800 (460)
DragonLarge: base damage - 27 (23)
DragonLarge: base health - 900 (940)
Phoenix: base damage - 27 (22)
GiantDemon: base damage - 31 (23)
GiantDemon: base health - 1100 (1060)
DragonMassive: base damage - 32 (17)
DragonMassive: base health - 1000 (1200)
Troll Miniboss: base damage 30 (20)
Troll Miniboss: base health 900 (700)
Any NPC or values not mentioned above were not adjusted.
Spell Energy Changes
A likely welcome improvement to the spell system has been implemented. It was found that on average, most spells could be cast continually for 5 or 6 minutes before they needed to be recrafted. This is less than ideal and more grindy than intended. As a result, spell energies have been doubled across the board, with very few exceptions.
In addition, to maintain the current siege balance (which will receive more attention in the future), the amount of siege charges spells receive from siege modifiers has been halved. This ensures spells do the same amount of siege damage before and after this update. For arcane spells, the energies are listed purely as a reference for siege energy.
Spell energy adjustments are below in the format Spell: new energy (old energy), new siege energy % (old siege energy %):
Blast Spells
Arcane Blast: 5000 (2500), 0.075 (0.15)
Pounce: 6000 (3000), 0.125 (0.25)
Condemn: 6000 (3000), 0.15 (0.3)
Concentrated Storm: 10000 (5000), 0.15 (0.3)
Vortex: 6000 (3000), 0.125 (0.25)
Ice Strike: 7000 (3500), 0.2 (0.4)
Fire Blast: 8000 (4000), 0.175 (0.35)
Projectiles
Arcane Missile: 4000 (2000), 0.1 (0.2)
Roots of Wrath: 3500 (1750), 0.125 (0.25)
Absolution: 3000 (1500), 0.5 (1)
Arc: 8000 (4000), 0.125 (0.25)
Dark Bolt: 6000 (3000), 0.175 (0.35)
Ice Bolt: 6000 (3000), 0.2 (0.4)
Fire Bolt: 6000 (3000), 0.2 (0.4)
Beams
Arcane Beam: 4400 (2200), 0.125 (0.25)
Nature's Touch: 12000 (6000), 0.5 (1)
Grace: 18000 (9000), 0.5 (1)
Conduction: 12000 (6000), 0.25 (0.5)
Petrify: 9000 (4500), 0.25 (0.5)
Ice Beam: 16000 (8000), 0.15 (0.3)
Flamethrower: 16000 (8000), 0.15 (0.3)
AOE
Arcane Storm: 6000 (3000), 0.125 (0.25)
Geyser: 8000 (4000), 0.125 (0.25)
Sanctuary: 18000 (9000), 0.25 (0.5)
Lightning Strike: 8000 (4000), 0.15 (0.3)
Calamity: 11000 (5500), 0.15 (0.3)
Blizzard: 12000 (6000), 0.2 (0.4)
Fire Grenade: 10000 (5000), 0.175 (0.35)
Self
Haste: 1000 (500)
Barkskin: 1000 (500)
Shock Armour: 1000 (500)
Ice Shield: 3000 (1500)
Bloodlust: 1000 (500)
Utility
Arcane Step: 600 (300)
Pacify: 9000 (5400)
Stealth: 600 (300)
Phoenix Rising: 40 (20)
Any spell or stat not mentioned above was not adjusted.
Weapon, Trinket and Armor Crafting Changes
In addition to the above balance changes, there were a few quality-of-life adjustments made to some weapon, trinket, and armor crafting recipes.
We found that a lot of recipes could be improved upon, either by adjusting the amount of some reagents, or by swapping in other reagents that were more fitting (for example, the eagle skull helm previously didn't require an eagle skull).
The list of changes are below, in the format Item: new recipe (old recipe):
Sinkat's Death Hands: 30 Blackened Iron Ingots, 20 Flawless Rune Gems, 10 Refined Leather, 10 Obsidian, 10 Dark Essence (30 Blackened Iron Ingots, 20 Flawless Rune Gems, 10 Refined Leather)
Trinkets
Ring of Light: 30 Flawless Rune Gems, 15 Blackened Iron Ingots, 12 Gold Ingots, 5 Light Essence (30 Flawless Rune Gems, 15 Blackened Iron Ingots, 8 Gold Ingots)
Dark Ring of Power: 34 Flawless Rune Gems, 17 Blackened Iron Ingots, 10 Obsidian, 5 Dark Essence (34 Flawless Rune Gems, 17 Blackened Iron Ingots, 9 Gold Ingots)
Dark Iron Chestplate: 40 Blackened Iron Ingots, 24 Flawless Rune Gems, 10 Blue Gold Ingots (40 Blackened Iron Ingots, 30 Flawless Rune Gems, 10 Blue Gold Ingots)
Dark Iron Boots: 15 Blackened Iron Ingots, 14 Flawless Rune Gems, 5 Blue Gold Ingots (14 Blackened Iron Ingots, 7 Flawless Rune Gems)
Player Health and Mana Restoration Changes
Player feedback and in-house testing has suggested that there could be better ways to manage player health and mana restoration. Mana restoration in the early game was a particular annoyance. Since players now should roll much higher health through armor crafting, it seemed like a good time to buff the cooking recipes and potions.
Below is a list of changes, outlined as Item: stat - new value (old value):
Cooking Recipes
Fresh Berry Salad: Mana - 25 (15)
Fresh Berry Salad: Cooldown - 10 (15)
Fried Egg: Cooldown - 10 (15)
Salted Hare: Cooldown - 10 (15)
Salted Horse: Cooldown - 10 (15)
Salted Elk: Cooldown - 10 (15)
Salted Boar: Cooldown - 10 (15)
Salted Poultry: Cooldown - 10 (15)
Crowberry Cream: Mana - 30 (25)
Crowberry Cream: Cooldown - 10 (15)
Steamed Vegetables: Mana - 35 (25)
Steamed Vegetables: Cooldown - 10 (15)
Rabbit Stew: Cooldown - 15 (45)
Boar Sausage: Cooldown - 15 (45)
Crowberry Wine: Cooldown - 20 (30)
Bread: Cooldown - 20 (45)
Venison Stew: Cooldown - 25 (60)
Butter Tarts: Cooldown - 25 (30)
Traveller's Breakfast: Cooldown - 30 (60)
Spicy Dumplings: Cooldown - 30 (60)
Spicy Chili: Cooldown - 30 (60)
Pulled Boar Sandwich: Cooldown - 35 (60)
Stuffed Bird: Cooldown - 35 (30)
Rowan-Berry Pudding: Cooldown - 40 (30)
Butter Mead: Cooldown - 40 (45)
Sweet and Spicy Stew: Cooldown - 45 (60)
Phoenix-Fried Egg: Cooldown - 45 (60)
Potions
Health Vial: Health - 100 (50)
Health Vial: Cooldown - 10 (20)
Mana Vial: Mana - 100 (50)
Mana Vial: Cooldown - 10 (20)
Vitality Vial: H+M - 40 (20)
Vitality Vial: Cooldown - 10 (20)
Potent Health Vial: Health - 200 (100)
Potent Health Vial: Cooldown - 10 (20)
Potent Mana Vial: Mana - 200 (100)
Potent Mana Vial: Cooldown - 10 (20)
Potent Vitality Vial: H+M - 80 (40)
Potent Vitality Vial: Cooldown - 10 (20)
Health Flask: Health - 300 (150)
Health Flask: Cooldown - 10 (20)
Mana Flask: Mana - 300 (150)
Mana Flask: Cooldown - 10 (20)
Vitality Flask: H+M - 125 (75)
Vitality Flask: Cooldown - 10 (20)
Potent Health Flask: Health - 400 (200)
Potent Health Flask: Cooldown - 10 (20)
Potent Mana Flask: Mana - 400 (200)
Potent Mana Flask: Cooldown - 10 (20)
Potent Vitality Flask: H+M - 175 (100)
Potent Vitality Flask: Cooldown - 10 (20)
Health Potion: Health - 500 (300)
Health Potion: Cooldown - 10 (20)
Mana Potion: Mana - 500 (300)
Mana Potion: Cooldown - 10 (20)
Vitality Potion: H+M - 225 (150)
Vitality Potion: Cooldown - 10 (20)
Potent Health Potion: Health - 600 (350)
Potent Health Potion: Cooldown - 10 (20)
Potent Mana Potion: Mana - 600 (350)
Potent Mana Potion: Cooldown - 10 (20)
Potent Vitality Potion: H+M - 275 (200)
Potent Vitality Potion: Cooldown - 10 (20)
The recipe requirements for the potions will remain as-is for now. A de-scaling of the farming rewards will commence soon and the recipes requiring ingredients that can be farmed will be adjusted down to compensate.
We want to thank you again for the feedback, patience and support! We look forward to hearing your reports after you’ve had a chance to get your hands on the update.
Other Changes
Rabbit stew: reduced salted hare requirement from 4 to 1
We've been working away the last 2 weeks to introduce many balance changes and programming fixes to Ignus. We've been focusing on rebalancing raiding and siege and we've also implemented a number of programming fixes to address server crashes, AI responsiveness and more.
See below for detailed notes on what to expect with today's update.
Balance - Raiding Patch Notes
To implement raiding changes effectively, spells first needed to be rebalanced. During our audit, it was discovered that a few "free" spells such as arcane blast and arcane missile were able to do far more damage than the vast majority of other spells, especially when weapon types were taken into account. Since these spells are the crux of early gameplay, it made more sense (in most cases) to buff most other spells to increase their usefulness, rather than nerf arcane blast and missile. There was also no clear hierarchy for damage based on spell type and the weapons they can be equipped on.
Blast Spells: Cooldown reduced on pounce, base damage increased on Condemn, Concentrated Storm, Vortex, Fire Blast. Mana cost decreased for Pounce, Condemn, and Concentrated Storm. Health cost increased for Vortex.
Projectiles: Cooldown of Roots of Wrath and Arc decreased. Cooldown for Dark Bolt increased, base damage for arcane missile decreased. Mana cost reduced for Roots of Wrath, Arc, and Dark Bolt (health cost). Mana cost increased for Ice Bolt and Fire Bolt.
Beams: Base damage (or healing) increased for Arcane Beam, Nature's Touch, Petrify, Ice Beam, and Flamethrower. Mana cost decreased for Nature's Touch and Ice Beam. Mana cost increased for Arcane Beam, Conduction, and Flamethrower.
AOE Spells: Base damage increased for Geyser, Calamity, Blizzard. Cooldown increased for lightning strike. Mana cost decreased for Arcane Storm, Geyser, Lightning Strike, and Blizzard. Mana cost increased for Sanctuary and Calamity.
TO SUMMARIZE: Theoretical DPS/HPS increased for Pounce, Condemn, Concentrated Storm, Vortex, Fire Blast, Roots of Wrath, Arc, Arcane Beam, Nature's Touch, Petrify, Ice Beam, Flamethrower, Geyser, Calamity, and Blizzard. DPS/HPS decreased for Arcane Missile, Dark Bolt, and Lightning Strike.
Balance - Siege Patch Notes
Once spell usefulness had been normalized, siege was also adjusted. The goal was to keep players' bases protected appropriately with respect to time required to build their structures, as well as keeping PvP raiding a useful mechanic that isn't overly cumbersome to those with careful planning and preparation. The metrics considered focused primarily on structure health, spell energy, siege energy percent, and the siege damage spell modifiers. The general categorical hierarchy for spell types is intended as follows, from most damage to least: blast spells, projectiles/beams, AOE (due to the collateral damage they produce as well).
Blast Spells: Energy increased for Arcane Blast, Pounce, Condemn, Vortex, Ice Strike, Fire Blast. Siege energy % decrease for Arcane Blast, increased for Condemn, Concentrated Storm, Ice Strike, and Fire Blast.
Projectiles: Energy increased for Roots of Wrath and Arc. Siege energy % decreased for Arcane Missile, increased for Dark Bolt, Ice Bolt, and Fire Bolt.
Beams: Energy increased for Conduction and Flamethrower, decreased for Arcane Beam and Ice Beam. Siege energy % increased for Conduction, Petrify, Ice Beam, and Flamethrower.
AOE Spells: Energy increased for Arcane Storm, Geyser, Lightning Strike, Blizzard, and Fire Grenade. Siege energy % increase for Sanctuary, Lightning Strike, Calamity, Blizzard, and Fire Grenade.
The returns for building marble and ornate were deemed too-diminishing regarding structure health. As a result, marble pieces are now roughly twice as strong as stone, and ornate piece are now roughly twice as strong as marble.
TO SUMMARIZE: Some spells are more effective than others at siege, but the differences should be more normalized with this rebalance. Since the top-damage-dealing spells were only barely adjusted (if at all), the total damage a player can deal to a structure should be relatively unchanged from the previous balance, and previously less-effective spells should now be buffed into an appropriate range.
Programming Patch Notes
Apart from raiding and siege balance changes, our programmers have also been working away to fix those pesky server crashes some of you have been encountering recently. Read below for details on the changes made.
Fixed crashes related to memory corruption (we've put the server in a memory configuration that will help us catch more crashes at they pop up). We've managed to fix a memory corruption so far but if you happen to experience otherwise, please let us know.
Fixed a bug where AI would sometimes not respond to a player's attacks.
AI responsiveness made snappier by refactoring EQS queries of NPCs.
Introduced building rule for thrones and respawn stones (cannot be colliding with other meshes or too close to terrain/props). This was introduced to reduce exploitative base building inside/beneath terrain and background props.
Added a sphere trace method to Arcane/Flame Obelisks to eliminate griefing of turrets to drain mana.
Fixed a bug where gauntlets disappeared in first person while using self buff spells fixed.
Fixed a bug where cooldowns for consumables don't display on action bar HUD fixed.
Added House permissions/roles tooltip to House menu.
Fixed a bug where items in the inventory screen could appear broken/on cooldown.
Reduced frame loss when opening the inventory screen,
Added command /setwelcomemessage [message] to admin commands. This message can be set by server admins and will display on the player's client each time a player logs in.
There are a number of other tweaks and fixes included in this week’s patch, which we’ve listed in full below. Take a moment to look them over while you wait for the servers to come back up with the latest version of the game.
We want to thank you again for the feedback, patience and support! We look forward to hearing your reports after you’ve had a chance to get your hands on the update.
More Patch Notes
Elixir of Destruction now crafts on the player. This is intended to slow mass-production of siege reagents, making raids more calculated and deliberate, and less griefable.
Swapped confusing production of Rowan Wood for new farmed ingredient Frostwood. Swapping Frostwood for Rowan Wood in recipes.
Reformation Stone healing nerfed from 400H/s to 250H/s, to mitigate structure invulnerability.
Improved effectiveness of Obelisk of Protection and Warding Obelisk. This should encourage players to have fewer, but far more effective upgraded shielding.
Adjusted Soul Binding Scroll VI tame time down one minute, so it automatically protects tame time properly.
Many improved item descriptions, including updates to farmed ingredient descriptions to guide newer players.
We were looking to roll out a significant patch today but have unfortunately hit some last minute snags due to unforeseen instability. We will be rolling back the build until these issues are fixed.
Stay tuned for more to come and thank you for your patience!
We’re back at it patching up various bugs and implementing some significant balance changes to Citadel, many of which were fixed with the help of your feedback and support.
Please note with all the changes we've implemented with today's patch, adjustments have been made to the knowledge tree. Therefore all character points and knowledge points have been refunded. You will need to reapply these points to your character and knowledge tree.
Structure decay has also been turned OFF for the time being as we try to debug some structure crashes. Thank you for your patience!
Check out the patch notes below for the full details of what’s changed with today’s update. We're listening for your feedback, so please feel free to share on the forums. Make sure you give the servers a moment to come back up with the newest version of the game, and we hope to see you in Ignus!
Reduced siege charges to 25% down from 50% on damage spells
Reduced effectiveness of spell energy modifying reagents
Adjusted transmuter recipes
Adjusted roof recipes where ingots were missing
Adjusted NPC XP amounts across the board
Adjusted Quest XP amounts across the board
Adjusted deconstruction recipes for some reagents/essences
Increased range of Dark Bolt spell slightly
Replaced Rowan Wood with Frostwood (and removed Rowan Wood from yield of dead Rowan Bush plants)
Implemented new seed called Frostwood Sapling Seeds
Implemented new plant called Frostwood Sapling (which yields Frostwood)
Updated incorrect Bird loot
Updated Rabbit Stew recipe to remove Bread requirement
Fixed typos with Amulet trinkets descriptions
Locked fast travel locations now appear as purple tower icon, unlocked locations are blue
It’s been almost 2 weeks since the launch of our huge Reignited update. We've been listening to your feedback and have been working to fix your reported bugs.
As some of you may know, there were some crashes occurring on our servers over the weekend which we've been working to fix as quickly as possible. We believe we've identified them with this patch.
Thanks again for your support and feedback! Please continue to report any issues or suggestions as they come. See you in Ignus soon!
It’s been one week since the launch of our huge Reignited update and we’ve been absolutely floored by the response. As many of you have noticed, servers are once again bustling, which has also meant an entirely new wave of bug reports and feedback. We’ve been working tirelessly since last week to prepare our first post-update patch to address some of those key points, and are ready to push it out to the world!
Highlights include fixes for some huge player reported exploits, a fix for the Structure Decay system, and a few changes to improve the quality of VOIP. Take a look below for the full details, as there are many other additional fixes worth checking out.
Thanks again for your terrific support and feedback! We’re very excited by this positive start to a new era of Citadel, and we look forward to continuing to work with the community in shaping the game’s future. See you in Ignus soon!
Structure Decay fixed
Fixed some major exploits reported by players
VOIP buffer increased to improve audio clarity
Quest givers and death markers are now visible on your compass
Structure health values for wood and stone structure pieces have been increased
PVP level lock has been increased from level 10 to 20
Fixed issue where any player could open any other player’s chest in PVE Custom Games
Fixed tame desync issues
Fixed issue preventing world interaction while mounted
Improved notifications for scheduled server restarts
Firepit context menu now defaults to a filtered list of relevant recipes
Fixed an issue where context menus could run off screen