Gates and doors that both players can move through will no longer block attacks
New method for getting rid of unwanted hedges:
Hedges can now be cut down similar to trees and bushes with a cut down action or the CUT_DOWN keybind.
Destroying hedges on deed is tied to the “destroy fences” permission.
Dredging additions and changes:
You can now flatten and level with a dredge.
You must not be embarked when using flatten or level.
When dredging from a boat, the dirt/sand/clay will go directly into the hold if there is room. (You must have room in the dredge for this to happen).
The spawning of Valrei mobs has changed so that they spawn spread out across the server instead of in groups of 10.
Keybind MILK added.
Hot cross buns have been added as a recipe.
Distributed Java has been updated to the newest version
Golden Mirror added:
The golden mirror will allow a one time gender change and face customisation.
After being used to change genders the mirror will only allow the face customisation .
Upon the face customisation being completed the mirror will be consumed.
New housing addition
Will act like marble or slate vein.
Will spawn randomly out of rock tiles across the server.
Can be created with a transmutation rod.
Sandstone bricks (Sandstone shard + chisel).
Sandstone slabs (Sandstone shard + chisel).
Slate bricks (Slate shard + chisel).
Slate slabs (Slate shard + chisel).
Round stones (Rock shard + chisel).
Slate slabs now are created with 88kgs of slate shards and a chisel.
Pottery bricks now require 5kgs of clay instead of 15.
Pottery brick floors will have new textures.
Stone slab house floors will have new texture.
House stone slabs will be changing to sandstone slab flooring to retain the same texture (if this is not immediate it will be addressed).
Round cobble roads are now paved with round stones.
Rough cobble roads are now paved with colossus bricks.
NEW WALL TYPES:
NEW WALL TEXTURES:
Rendered wall – Plain stone wall + 20kgs of clay
Sandstone wall – 20 sandstone bricks and 20 mortar.
Pottery brick wall – 20 pottery bricks and 20 mortar.
Slate wall – 20 slate bricks and 20 mortar.
Rounded stone wall – 20 round stones and 20 mortar.
marble wall – 20 marble bricks and 20 mortar.
NEW PAVEMENT TYPES:
Sandstone slab pavement.
Sandstone brick pavement.
Slate slab pavement.
Slate brick pavement (existing slate slab pavement will become slate brick pavement).
Marble brick pavement.
Pottery brick pavement.
NEW FENCE TYPES:
Pottery brick fence.
Pottery brick iron fence.
Pottery brick iron fence gate.
Sandstone iron fence.
Sandstone iron fence gate.
Marble iron fence.
Marble iron fence gate.
Rendered iron fence.
Rendered iron fence gate.
Slate iron fence.
Slate iron fence gate.
Round stone fence.
Round stone iron fence.
Round stone iron fence gate.
Siege weapon changes:
CATAPULTS AND TREBUCHETS:
New algorithm now used for Catapults/Trebuchet projectiles that properly takes into account starting power, gravity and firing angle of the siege weapon:
Starting power determined by number of winches for catapult, and loaded amount for trebuchet – power directly relates to starting velocity (so 20 winches is 20m/s).
Arc of the projectile is checked along it for any walls, floors, bridges or fences it hits, otherwise it will travel the full arc until it hits the ground.
Anything within a small radius of the landing position will take damage, radius depends on the size of the thrown projectile.
Weight, quality, and final velocity of the projectile all add into how much damage it deals to the things it lands on – metal and stone projectiles do the most damage.
Projectiles still have a maximum of 20 damage per shot.
Added new actions to catapults and trebuchets to allow changing of the firing angle.
Firing angle defaults to 45 degrees, can be changed to be between 5 and 85 degrees.
Added messages when winching and changing the firing angle of a catapult or trebuchet that will give an approximate firing distance of the projectile.
Action time for winching now takes skill into account, will be 33% faster at 100 skill.
Projectile landing messages now give a full breakdown of everything they hit, and how many of each thing – as well as naming which structure(s) received damage.
Rewrote how the checks worked for roofs and floors
A projectile that clearly passes through a roof now should hit it and land there.
The box it uses for this isn’t exact to the model, so if the projectile is going over the roof, try lowering your angle or power slightly
landing closer to the bottom of the roof than the top of it will be more accurate.
BATTERING RAMS ADDED:
Minimum 21 body strength to use it.
Uses the War Machines skill for skill checks – action time is 33% faster at 100 skill with a base timer of 30 seconds.
Checks a short area in front of the ram for anything to hit, first thing it hits will take damage. Area should be closely lined up with the model.
Can only be used by one person at any time, user must be quite close to be able to use it.
Damage dealt increased by the ram quality and the skill check result.
Ram does double damage to walls underground.
Citizen or ally with destroy wall permissions will deal bonus damage.
Cannot be used on steep slopes.
Added a 30 second window between somebody uses a battering ram and another person being able to drag the ram. The user of the ram should be able to drag the ram within that window still.
ARCHERY TOWER AND MAGIC TURRET CHANGES:
Turrets and archery towers now have increased range based on their quality – up to 5x their base range at 100ql.
Turrets and archery towers will now shoot faster based on quality – up to 33% faster at 100ql.
Turrets that fail to fire anything when they have a chance to will now do a firing animation without sending out a projectile.
Changed the projectile starting positions of turrets and archery towers to line up with their models – This should allow them to fire from anywhere they have proper line of sight to a target.
Turrets should now be able to fire from the top of a house or bridge
Archery towers now have a damage falloff, the further they fire, the less damage will be dealt
Only one archery tower or turret will fire at any one tile (and anything on it).
Which one will fire at a tile is determined by the QL of the tower or turret, and the distance to the tile, in a similar manner to how altars work.
Added a 3x bonus to damage when bashing arched walls manually.
Dye requirement for large and small crates has been reduced to 2.50kg and 1.50kg respectively.
Merchants who move on due to poor business (self-dismiss) will now return their goods and coins inside a backpack through the mail system instead of returning each item individually.
Cultivate option is now present on grass, steppe and mycelium tiles.
You will now be able to forage and botanize on mycelium tiles.
Planter racks will no longer fit in large storage units. Plants inside planter racks currently in large storage units will no longer grow.
God conversion changes:
HotS template kingdoms (default and PMK) can follow Libila or any player god. All others can follow anyone except Libila.
Epic terraforming events have been removed from the endgame of Valrei scenarios.
Horses, Hell Horses and Unicorns show bridles
Hell Horses show all equipment and trait colours
Added new animations: groom, pull, throw (combat and snowballs), take, drop
Firstaid and push loop to properly reflect action time
Diamond hota medallion shows when worn
Bugfix: More text issues addressed.
Bugfix: Changed a number of recipes that were using HFC instead of baking.
Bug fix: Fix for negative quality rift resources as participation reward.
Bug fix: Fix to prevent most unique creatures from spawning inside a deed.
The green, blue, black, and white dragon types use a different spawn mechanic and may still spawn in a village.
Bug fix: Christmas trees and snowmen were removed from the mission items lists.
Bug fix: Fix for offline tamed/charmed pets sometimes not logging back online with their owner.
Bug fix: Addressed a few spelling and text errors.
Bug fix: Hot stills can now be picked up from the ground if empty.
Bug fix: You can now properly use the /join village command even if the village which recruited you has more than one word in its name.
Bug fix: Some recipe fixes:
Eggnog can no longer use itself to make more eggnog.
Sausage skins can no longer be nested inside each other.
Bug fix: Improved checks to allow pushing items from a house floor onto a bridge and from a bridge onto a house floor.
Bug fix: Improved bridge checks, if a bridge is destroyed or decays, planted items on that bridge should no longer give the error message ‘You need to be on the same bridge’ when interacting with them.
Bug fix: Addressed infrequent issue in which roof and floor damage exceeded 100.
Bug fix: Fixed dual faith issues between Chaos and Freedom PvE servers.
Bug fix: Deity colossi can now be destroyed by owner and/or mayor on a deed.
Bug Fix: Rebirthed Zombies no longer act like NPC’s and talk or drop items.
Bug Fix: Recipe saving error log has been reworded to streamline information.
Bug Fix: Some reported touch screen crash issues have been addressed.
Bug Fix: Set Feature 51 to disabled by default, addressing issues of trolls and bears doing no damage.
Bug Fix: Egg Nog can no longer use itself as an ingredient.
Bugfix: Legendary titles will now be awarded upon gaining the skill tick instead of upon next login.
Bugfix: Easter eggs will now decay on deed.
Bugfix: A few text corrections with picnic baskets.
Bugfix: Deity avatars can no longer be rebirthed.
Bugfix: Planted flags on deed will no longer take damage.
Bugfix: Log piles can no longer exceed 100 logs when chopping from a wagon.
Bugfix: Addressed issue where some Rift creatures could be dominated.
Bugfix: Unfinished decoration items will now form a pile if more than 18 are on a tile.
Bugfix: Planted off deed items can no longer be picked up.
Deed export system is not currently configured for new pavement and house types. Will be addressed in the coming updates.