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Rend Early Access Patch 3: Patch Notes

Patch 3 introduces an overhaul of the spirit collection system and lots of bug fixes and quality-of-life improvements.

General
  • Added server setting: bDisableCapturePoints
    • Stops the capture point shields from dropping.
  • Added server setting: bDisableOutcastSystem
  • Added server setting PassiveScoreRatePerDay
    • Gives each faction x% of their needed victory score each day
    • Default: 2%
Spirit Collection
  • Spirits collected are now instantly applied to the faction score (no need to carry and deposit them).
  • Reduced the minimum spawn populations of Wisps at night in all zones.
  • Reduced Spirit payouts for higher level Wisps.
  • Players now drop their collected spirits when teleporting (not including the large one-to-one portals).
  • Players no longer have a Spirit Capacity Stat
  • All perks, talents, consumables, and Ascension runes that granted increases to Spirit Capacity have been redesigned.
    • Shaman Per Rank bonus no longer grants bonus Spirit Capacity but now increases Experience gained for harvesting Spirits by 1% per rank.
    • Enlightened Mind (Shaman Talent) now grants a 6% chance per rank to grant Sparks of Genius when collecting Spirits.
    • Speaker for the Dead (Mysticism Perk) now increases the amount of Spirit Residue you gain from collecting spirits by 100% and increases the experience gained from collecting spirits by 100%.
    • Spirit Pouch now increases your tame progress earned by 3%.
    • Spirit Satchel now increases your tame progress earned by 5%.
    • Enchanted Spirit Crystal now increases your tame progress earned by 10%.
    • Arcane Spirit Crystal now increases your tame progress earned by 25% and reduces the rate at which you gain Spirit Sickness while in the Spirit Realm by 5%.
    • Runescribed Spirit Crystal now increases your tame progress earned by 25% and reduces the rate at which you gain Spirit Sickness while in the Spirit Realm by 20%.
    • Elixir of the Spirit Herder (Alchemy Consumable) now increases the amount of Spirit Residue you gain from collecting spirits by 50% and increases the experience gained from collecting spirits by 15%.
    • Elixir of the Spirit Claimer (Alchemy Consumable) now increases the amount of Spirit Residue you gain from collecting spirits by 100% and increases the experience gained from collecting spirits by 30%.
    • Stag Loin (Cooking Consumable) now reduces the rate at which you gain Spirit Sickness while in the Spirit Realm by 15%.
    • Spirit Talker (Ascension Rune) now gives a 5% per rank chance to grant Sparks of Genius when collecting Spirits.
    • Divine Vessel (Mysticism Research) now increases the victory progress gained for collecting spirits by 35% (Was 150 Max Spirit Capacity).
  • Revised the Spirit Collection to Tutorial to reflect new Spirit Collection Mechanics.
Research
  • Added War Observation to all research. When another faction completes a research node, a bonus is granted to it for the faction(s) where that research node is not yet finished.
Reckoning
  • Added a maximum number of spirits that can be lost from a faction base per reckoning (25% of current).
  • When a faction has lost the maximum number of spirits then a timer starts which will raise the shields (3 minutes).
Structures
  • Structure piece progression is now linear. Wood structures now upgrade into stone structures
    • Roughwood -> Hardwood -> Crumblestone -> Cragrock -> Granite -> Aesirok
  • Frames have been added for Hardwood through Aesirok construction.
  • In Build Mode, changing your building material (Hotkey: M) now allows you to select frames of different building materials to place. (Roughwood through Aesirok).
    • Directly building high level construction is more costly than following the standard upgrade path.
  • Personal Stonecutter Research renamed to Stoneworking Techniques. It now grants access to Crumblestone construction in addition to the recipe for Personal Stonecutters.
  • Rebalanced Structure health and armor values. In general, structure health and armor were scaling significantly faster than siege damage. To bring this back under control, the high level structure pieces have had their health slightly reduced and their armor significantly reduced.
  • Structure Frames now take damage from non-siege weapons.
  • Moved structure repair from tools to the construction hammer.
Creatures
    Changed the visual on warg howl buff.
Pets
  • Added the ability for spiders to walk up steep slopes.
  • Improved responsiveness of mount attack and harvest abilities.
  • Reduced mount PVP damage by 25%.
  • To drop an item from your pet's inventory, you must be in command range.
  • Any item a pet drops will drop where they pet is. this includes when the pet is killed via remote dismiss and harvesting.
Social
  • Added checkbox to respawn window to allow players to loot your corpse without penalty.
Ascension
  • Added a dialog box to apply cosmetic a perk you just unlocked.
  • Added new Ascension Perks.
Control Points
  • Players will now gain at least 250 reputation and 2500 experience for taking a Control Point.
  • Control Points now grant 0.5% of the remaining spirits required for victory to the owning faction each day.
Balance
  • Increased the drop chance of Othershrooms from Eventide Halos with Tier 2 and higher tools.
  • Adjusted recipe costs for Potion of the Otherside and Potion of Crossing to require Othershrooms to craft.
  • Othershrooms now have a brief consume animation and apply a stack of Spirit Sickness when consumed while not in the Spirit Realm.
  • Adjusted the recipe costs of all Taming Lures.
  • Adjusted the recipe costs of the Lesser and Greater Totems of the Otherside.
  • Adjusted the recipe costs of Taming Totems.
  • Bombs can no longer be placed while in the Spirit Realm.
  • Increased Harvest Damage per Skill Level up to 5% (up from 1.5%).
  • Bear Tooth has been removed from the game, it has removed/replaced from all recipes, will disappear from storage containers and will no longer drop.
  • Shaman Mastery reduced to 30% cooldown reduction.
  • You can no longer fast travel to the starting spawn locations.
Taming
  • You can now only place Taming Lures and Totems while you are in the Spirit Realm.
  • Increased the tame progress done by Taming Lures and Totems significantly.
Interface
  • Harvest reticles will no longer appear when you have a ranged weapon equipped.
  • The true aim dot will no longer appear when the crosshair is replaced by an interact icon.
  • Updated Ascension UI for better usability.
  • Secondary Skills now display their per level benefit in a mouseover tooltip in the perks view.
  • Spells on the action bar will now be properly saved.
  • Item split count is now keyboard editable.
  • UI no longer displays collected Spirits (Weight bar has been extended to fill the space).
Keybinds
  • Added auto run (Hotkey: Backspace).
  • Sprint, Action, and Aim Dow Sight can now be bound to other hotkeys.
  • Actions can now be bound to Shift, Control, Alt, or mouse buttons.
  • Changed default keybinds for Spell Slot 1/2/3 to F1/F2/F3.
Bug Fixes
  • Fixed the game end Ascension Point bonus.
  • Mounting no longer cleanses debuffs.
  • Fixed mount jumps getting stuck in a single pose in mid-air.
  • Dropping barrels in caves now drops them next to you instead of some place outside the cave.
  • Fixed some edge cases causing pets to continue exist without their owner.
  • Fixed some edge cases causing the login queue count to not always decrement.
  • Fixed jump animations for: Rotne, Ravener, Warg, Alidon, Draak.
  • Barrel Baron (Woodcraft Perk) now correctly unlocks the Baron's Keg recipe which can be crafted at Hunting Lodge craft stations (found in the Backpacks and Waterskins craft tree).
  • Riding Harnesses now correctly increase Mount Sprint Speed.
  • Ichorblight tooltip now indicates that it deals damage.
  • Fixed various tooltips for weapon straps and riding harnesses.
  • Shrug It Off (Warlord) should now correctly increase your Poison and Disease Avoid chance instead of reduce it. (Wound was working correctly).
  • Fixed an issue that prevented Elixir of Cooling from being consumed.
  • Added tooltips to Elixirs that were missing them.
  • Fixed a bug that was allowing Eventide Halos to be harvested by Tier 1 Sickles.
  • Fixed a bug with the Totems of the Otherside that would cause you to briefly leave the Spirit Realm when you leave the area of one totem, even if you should still be in the Spirit Realm otherwise.
  • Various typo cleanups in Skill Perk text.
  • Apothecary perk will no longer display a buff.
  • Fixed an issue that was causing Mounted Abilities to sometimes incur costs they should not. (Cat attack no longer costs Energy).
  • Player corpses will now look more like their owners.
  • Clean up of old recipe and item data that was resulting in some incorrect recipe behavior (Rat Tails and Rat Eyes for example).
  • Fixed an issue that could occasionally cause some armor crafting recipes to return Liquid Fire when you failed to craft them.
  • Greatly improved disk space, memory usage, and performance of destructible meshes.
  • Removed a reckoning creature count scalar which could lead to crazy numbers of spawns.
  • Fix for ascension point import failing.
  • Shaman's Resolve now correctly stacks to 50.
  • Fixed a bug that was causing Shaman Mastery to grant less Cooldown Reduction than indicated in the tooltip (was 20%, now 30%).
  • Bombs, Creatures, Mounts no longer hit through other objects (including shields).
  • Fire Draaks will now properly attack.
  • Fixed a bug that was preventing some Tutorials from triggering.
  • Fixed a bug that was preventing Kill Experience Multipliers from applying.
  • Stonebound Will (Stonecutting) now increases elemental resistance as intended rather than reducing elemental damage.
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Comments

  • DarinthDarinth ✭✭✭
    "Spirits collected are now instantly applied to the faction score (no need to carry and deposit them)."
    "Players now drop their collected spirits when teleporting (not including the large one-to-one portals)."
    These confuse me... are players carrying spirits around, but they still apply to faction score or are they not carrying them around at all? if they're not being carried around at all, how are they dropped on death?

    All-and-all, cool stuff. :)
  • You nerf walls before fixing aoe damage going through walls...
  • Sounds like really good changes but im a bit dissapointed that there is no rebalance of sparks. Mystic is still a pain in the ass compared to all others :(
  • A lot of bs in this patch ,
    no changes to the poorly pvp system ,
  • No mention of the currently game breaking bug that buffs enemy players near your stronghold instead of debuffing them.
  • Warlord Last Man is still bugged... Rip Warlord !!!
  • Cool, a couple in this one I had been looking for.

    Siege vs Granite and spell bar anyway.

    Keep up the good work.
  • Thanks looks great!
  • "Rebalanced Structure health and armor values. In general, structure health and armor were scaling significantly faster than siege damage. To bring this back under control, the high level structure pieces have had their health slightly reduced and their armor significantly reduced."

    All personal bases are very easy to raid and there is no balance between the costs of an hand siege tool and the costs of an base. So dont know why you nerfing the high lvl walls.

    If we raid an enemy stronghold in the reckoning and attacking the tree, will all the spirits directly go into our tree? that would be gamebreaking cause the enemy will lose their collected spirits in a few minutes .

    Still no faction balancing system. The faction balancing is the biggest problem of the game and you fix things which arent so important at the moment..

    The capture points changes are fine but who wants to make PvP if you need to farm 20-30 minutes after you die in PvP cause you cant callect enough ressources in your personal stash to craft multiple gear sets. Maybe 1 or 2 gear sets but this is much to less.
    Look how it is in rust. There you have enough storage capacity to craft many gear sets IF you have spend a few hours in farming.

    In rend its not possible to spend hours in farming to be able to craft multiple gear sets to make a whole day PvP and day multiple times simply because the personal stash is much to small. Thats the main reason for my why the PvP in rend ist shit at the moment. This shit cost many many PvP interested players.
  • When is Pyresilk going to be ingame?
  • @ Toranes,
    "If we raid an enemy stronghold in the reckoning and attacking the tree, will all the spirits directly go into our tree? that would be gamebreaking cause the enemy will lose their collected spirits in a few minutes ."

    Very good point, didnt throught about that... 1 Raid and camp ~ 45min the enemy Faction ... simple over !
  • ZeropG wrote: »
    @ Toranes,
    "If we raid an enemy stronghold in the reckoning and attacking the tree, will all the spirits directly go into our tree? that would be gamebreaking cause the enemy will lose their collected spirits in a few minutes ."

    Very good point, didnt throught about that... 1 Raid and camp ~ 45min the enemy Faction ... simple over !

    Yep exactly, thats the point, would be gamebreaking :(.
  • DarinthDarinth ✭✭✭
    So... some quick math that I'm surprised by if I'm correct. If the default for PassiveScoreRatePerDay is 2% and I'm assuming that the official servers will run on that default setting and every faction only takes control of one of each capture point when they become available, resulting in 2% passive for the first day, 2.5% passive for the next 4, 3% for the next 9, and 3.5% passive for every day thereafter... and no other spirits are collected what-so-ever, every saga will end within 32 days. Pretty much any deviation (and there will be lots of deviation, like spirits being collected by players and factions controlling more than just 1 of each type of capture point) will shorten this.
  • Darinth wrote: »
    So... some quick math that I'm surprised by if I'm correct. If the default for PassiveScoreRatePerDay is 2% and I'm assuming that the official servers will run on that default setting and every faction only takes control of one of each capture point when they become available, resulting in 2% passive for the first day, 2.5% passive for the next 4, 3% for the next 9, and 3.5% passive for every day thereafter... and no other spirits are collected what-so-ever, every saga will end within 32 days. Pretty much any deviation (and there will be lots of deviation, like spirits being collected by players and factions controlling more than just 1 of each type of capture point) will shorten this.



    True but that would be easy to fix if they increase the max needed spirits. 200k or 300k spirits need for win would fix the problem very fast :)
  • they could also lower the default 2%
  • DarinthDarinth ✭✭✭
    edited August 28
    Toranes wrote: »
    True but that would be easy to fix if they increase the max needed spirits. 200k or 300k spirits need for win would fix the problem very fast :)

    Actually, that would be completely ineffective as the spirit gains are all % gains. With that said, simple changes to those percentage numbers can easily tweak things as emphaze said. Also, I've realized my math is indeed off. Capture points don't grant 0.5% of the total spirits needed for victory, they grant 0.5% of the remaining spirits needed for victory. This means that as you get later and later into a saga, capture points become less and less useful for the purposes of gaining spirits and other methods will have to be employed. Unfortunately, that also makes calculating minimum saga length a lot more difficult and I don't have the time to put together the spreadsheet I'd need to make to actually calculate it within a reasonable margin of error right now. It could be done more precisely with calculus, but I hate calculus and a spreadsheet can calculate it within a reasonable margin of error.

    The minimum saga length is probably closer to about 41 days given these figures, but that's a quick guestimation (the middleground between 50 days which is the minimum for only getting the 2% gain and the 32 days minimum ignoring the diminishing returns on the capture points)
  • We're making progress! Thanks for the fixes, keep em up!
  • I'm hearing reports that Stonebound Will no longer makes you invulnerable to extreme temperatures. This is a good fix but i'm not seeing it in patch notes. Was this intentionally left out? Are there other "hidden" patch notes?
  • ZeropGZeropG
    edited August 28
    Server still down... zzzzzZZZZzzzz

    wanna see those new Skills ... got already 300 AP :P
  • JotaCeJotaCe ✭✭
    So, the race for farming spirit is worst right now, before, at least you need to carry them to your faction stone, now, you can farm a lot of spirits in less time. Don't like this change.
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