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Patch notes: Patch 3.13 - The Great Magic Overhaul
LATEST - Patch 3.13 - The Great Magic Overhaul

The Great Magic Overhaul:
 This is the meat of this patch. We have reworked nearly everything about the magic system to have the secondary effects of spells also scale with magnitude.

Historically, secondary effects were only tied to the level of spells, increasing step by step every 25 levels. Now, Area of effects, graphical effects, displacement effects, duration and blind effects will all be tied to the same factors affecting damage calculations.
The status quo of what spells used to do at level 75 is set around using a basic bone armor with a medium speed medium rank staff. Anything above is buffed, anything below is nerfed.
The only exceptions to this are blinds and wall of force, which are nerfed with encumbrance but have not been buffed beyond their previous values.
The way encumbrance and gear affects secondary effects is different than for damage.
Encumbrance is frontloaded for secondary effects, meaning that there isn't much difference between high end leather and metal armors, but a large difference between magical gear and physical gear.
Magical traits are also more impactful for secondary effects, which is another relative nerf to naked characters. Wearing even low rank robes should have benefits.
These changes lays a good framework for us to impact the utility of magic schools with titles, and in the short term give a valuable niche to magical characters in group fights.

Feedback request: As an experiment, we've added a lesser version of the stormblast displacement to  lightning strike, air magic's r50 spell. This is a test if it could be a potential flavor for air magic. To us it felt roughly equivalent but different to fire's knockup, with some self-displacement utility.

 
New Village control point capture mechanics:
 After experimenting with multiple new systems, we've landed on something that felt genuinely fun to us in testing.
We're essentially going with a true king of the hill mechanic, with a capture zone clans have to spend the most time within to score capture points.
There are also higher stakes for a fight over a village control point as ongoing ownership and recaptures will now be rewarded, but so will breaking another clan's capture chain.
The intent of the whole system is to have groups of players try to stay in the capture zone of a village control point, and push out other clans.
The variation in the duration of a capture is meant to give potential opportunities to come back for all clans involved, putting emphasis on survival and giving value to each death on each sides.
Everyone involved gets rewarded with meditation, with winners receiving more immediate rewards on top of being the only ones with ongoing rewards.
The more a village is contested, the more value it holds to everyone.

 Details:
- Villages will become vulnerable every 23 hours and 45 minutes.
- To start capturing a vulnerable village, players have to enter and remain in a radius of 12.5 meters around the Village Control Point (VCP).
- Players and their clan will then be "engaged" in combat for this village.
- VCPs store capture progress per engaged clan.
- Looking at a VCP shows the player's clan capture progress, and those of the 3 clans having made the most progress in their capture.
- A player and his clan gets engaged with a VCP when:
    - He enters the VCP capture zone.
    - He damages/debuffs/heals/buffs someone part of a clan that is engaged with the VCP within the VCP lawlessness radius.
   - He is damages/debuffs/heals/buffs someone part of a clan that is engaged with the VCP within the VCP lawlessness radius.
- For each clan engaged the capture time for all clans is increased, with diminishing returns.
- For each player of a clan engaged in a capture, the capture time remains constant and will require more players in the zone.
- Before any modifiers, the base meditation reward for participating in a VCP fight is 6 000 meditation points.
- For each player engaged with the VCP, the base reward is increased in a diminishing returns curve that starts at +10% per player and bottoms out to 1% per player at 25 players and beyond.
- Every player engaged with a VCP upon its capture will receive a percentage of the base meditation reward equal to its clan's capture progress.
- Rewards are further modified by the overall scaling of the current fight.
- The winning clan's members gain:
    - an additional 2 000 meditation points.
    - an additional physical reward in their inventories.
    - ongoing meditation rewards of 500 meditation points per hour.
    - ongoing gold rewards similar to pre-patch values.
- Capturing and recapturing a villages starts and increases an ongoing modifier:
    - Ongoing modifiers increase by 1% per hour of owning a village.
    - Ongoing modifiers are visible by everyone on the world map.
    - When the village changed hands, the ongoing modifier is reset to 0.
    - Instant rewards for a clan that is not the previous owner increase by the ongoing modifier of the previous clan.

 
 
Clan meditation pool and holdings upkeep
The clan meditation pool is something we've wanted to implement for a while now, as it opens up for a lot of future features like clan quest rewards, temporary clan buffs, and any form of maintenance costs where work/time should be abstracted.
We've implemented it in the form of a tax system so that clan leaders have a vested interest in having active members that participate in group activities like village control points or dungeon quests.
We're hoping that this can lead to a mutually beneficial relationship between clans and newer players, with veteran members teaching the ropes of more efficient meditation gains to newer members, helping them experience a smoother progression.
The first use of the clan meditation pool will be to have a maintenance cost for holdings, as an added logistic constraint to owning large empires. We're starting with low amounts, which we'll increase after player feedback.
The intent is to have holdings be reserved to active clans only, and to funnel players towards the most time efficient meditation sources for groups: village control points.
Of course, we've added a way to abandon holdings for clans, which should also serve as a way to trade holdings until a better system can be implemented.
- Clan members will now be taxed 10% of their meditation gains.
- A clan can stockpile up to 75 000 meditation points.
- When the cap is reached, members are no longer taxed and keep 100% of their meditation.
- A city will cost 5 000 meditation points per day to maintain.
- A hamlet will cost 2 500 meditation points per day to maintain.
- Upkeep costs will automatically be taken from the clan's meditation pool once every 24h.
- A clan can be in debt for 10 days before its holdings go neutral. There will be 10% interest per days in dept.
- When a holding goes neutral, the bank will be destroyed and any clan can capture it with a clan shard.
- Supreme generals and generals can abandon a holding as an option for the "alternate use" menu of bindstones.
- A flag is shown on top of the bindstone, similar to house taxes, showing if upkeep costs have been paid.

Clan prime time and vulnerability windows
One of the most attrition inducing factor we've witnessed in Darkfall's history are off-hour sieges. This is our attempt at solving the problem.
The intent is to give defenders control over when they can be attacked, while still leaving some leeway for the attackers.
This coincides with the upkeep additions, as the drawback for this system.
- A day will now be cut in 3 windows:
    - Invulnerability window:
        - Lasts 12 hours.
        - Holdings cannot be sieged.
     - A vulnerability window:
        - Lasts 6 hours.
        - Sieges behave as pre-patch.
- A soft vulnerability window after the vulnerability window:
        - Lasts 6 hours.
        - Siege wagers are increased.
  
- Clan leaders can set their prime time, which will be the start of the vulnerability window in the main menu's conquest window.
- By default, the start of a clan's prime time is set at 6PM GMT.
- Prime time can be changed only once per week.
       
This is a starting point, but we are looking at tweaking values based on feedback.

Dynamic Tombstones and monster death polish
For this patch we spend quite some time trying to polish one of the early immersion breaker for new players: Monsters sliding after death.
And while we were redoing monster deaths, we also added some much requested quality of life for looting/skinning.
- Monster graves will now show their status to players:
    - They will no longer glow when empty.
    - They will transform into a small bag on the ground when they have been skinned.
- Monsters should no longer slide or have a hitbox after their death, and graves should appear and disappear instantly.
- When a monster is dead but still in its death animation, its health bar should look empty to reduce confusion.

Rework of armor durability losses
Historically, durability losses were quite random, with some items never losing any durability.
We have redone the system. Now, all armors will lose durability in proportion to the amount of paperdoll slots taken.
Durability damage is constant and spread on the equipped items, which means that being close to naked will make individual items last less and balance out risk/rewards a bit better.

Collision system improvements
This change is probably the most grueling one in this patch.
We've spent well over a month investigating the physics and collision engine to start addressing the geometry exploits that are prevalent in Darkfall.
This ranges from how entities are spawned, to handling rotations and movement near geometry.
We know we have not fixed yet all issues, but what worries us more is that players might get stuck now when they would not have before.

So please, stay on the lookout, and if you notice geometry bugs that have not been addressed yet, please send them our way.
We should now be able to fix/address these type of issues much faster now that we have a good understanding of the whole system.

Performances and stuttering
This is the final performance patch we'll do during InDev, and judging by the effects it had on our setups, it may be the most noticeable one.
In addition, we believe we've found the most probable cause of stuttering and fixed it. Hopefully, those that have had that issue should see an improvement.
If you had, or if you knew anyone with performances issue, please let us know.

Miscellaneous and bug fixes:
-The new leather and cloth resources we've added now have in-inventory graphics.
-Hunt quests have received a new calculation formula. Gone are the days of OP rewards, they should now be more in line with Dungeon dailies and VCP rewards.
- Operation screenshakes: Screenshakes will now occur only on the player being hit or very close to it.
- Power hour and general levelling should now impact secondary skills as intended.
- Siege stones will not spawn close to a monster spawn or NPC guard towers.
- Siege stones and strongboxes should now require more room around them before spawning.
- Map markers in holdings should now be correct.
- All linked spawns have been removed from the game.
- Draw distance can now be increased much further in video options.
- Fall damages will start at lower velocities in a more granular way.
- Velocity should now properly be reset when mounting/dismounting.
- When a holding changes hands or goes neutral, all characters bound should properly be kicked.

  • Last Edit: July 25, 2017, 12:27:16 pm by Ub3rgames
The Darkfall: New Dawn Dev Team.

Re: Patch notes
Reply #1
Patch 1.0:
Alignment and anti grind:
    - Set leveling speed at x10.
    - Added meditation rewards to all quests, so that they give a minimum of 400mp.
    - Quest rewards proportional to duration as a blue player and alignment, up to 220%.
    - Remove passive resistance skills.
    - Existing global cooldowns changed to become shared cooldowns.
    - Disabled old-titles and old-title quests.
    - Removed redundant skills and make their effects baseline:
        - Acrobatics
        - Crouch walk
        - Diving
        - Jump
        - Rest
        - Riding
        - Run
        - Sprint
        - Survivalist
        - Swimming
        - Spotter
    - Removed redundant skills, with reworked attributes/statistic curves:
        - Clever
        - Fleet
        - Ingenious
        - Muscular
        - Nimble
        - Pack Mule
        - Perseverance
        - Sturdy
        - Tireless
        - Toughness
        - Esoteric
    - Unlock regeneration skills for new characters:
        - Endurance
        - Fitness
        - Focus
    - Diminishing returns on Health, Stamina and Mana.
    - Adapted attribute buffs/debuffs to diminishing returns.

Interface:
    - Improved default bindings.
    - Improved default interface layout.
    - Introduction of the Weapons bar.
    - Introduction of the new resizable vital stats window.
    - Auto-sprint.
    - One button press 1 handed + shield.
    - Default abilities for weapons bar slots and default weapons for hotbar slots.
    - Trying to use a melee ability with a different type of weapon will switch to the appropriate ability if known by the character.
    - Hotbar auto switch, auto cast and auto revert to previous weapon combination.
    - Give default weapons and hotbar default bind to all characters at creation.
    - Give a skiner in a new character's back pack and place it on default weapons bar layout.
    - Rebound lean left and lean right to alt+mouse click.
    - Save gui persistence more often to avoid losing it in a crash.
    - Selecting an equipped item when already equipped no longer unequips it

Virtual World:
    - Removed clan teleportation chambers from the game.
    - Removed bindstone_recall and house_recall from the game.
    - Buff racial skills impacting health and mana to give 20 points instead of 5 points.

Movement:
    - Buffed strafing speed to be equivalent to mahirim huntspeed lvl 60. lvl 120 for Mahirims themselves.
    - Fall damage when at 1hp now carry over to stamina. Once reaching 1 to both hp and stamina, character is Knocked down.
    - Jumping when moving at high velocity will cost more stamina.
    - Prevent consuming stamina when pressing jump while already in the air.
    - Made archery jump shooting and water shooting baseline.
    - Made magic jump shot baseline.

Misc:
    - Deactivate PostProcessing effect in Video options by default.
    - Lobby launches game automatically in full screen and largest resolution.
    - Disable small text location on screen by default.
    - Activated show FPS option by default.
    - Click OK closes option windows
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 1.3
Reply #2
Patch 1.1:
    - The client persistence files now have a backup file in the same directory. Should reduce the corruption and need to delete it.
    - We should have fixed the jump bug that kept people stuck to the ground.
    - Updated the Journal interface to not allow gold to purchase meditation points and to remove traces of the old attribute perks.
    - Added some starting r10 gear in the backpack of new players to have them spread faster.
    - Minor tweaks and fixes.
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 1.3
Reply #3
Patch 1.2:
    - Fixed an issue related to hotbars in combat that was causing stuttering and crashes.
    - Added "c" as a default key binding for the weapons bar toggle.
    - Additional work on making the persistence files corrupt less often.
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 1.3
Reply #4
Patch 1.3:
General changes:
    - Monsters spawning without weapons should have been fixed.
    - Many of the spawns that have been reported as exploitable have been disabled. Keep reporting them.
    - Increased the rates of progression for attributes when actively playing by x8
    - Except wisdom which is only x2.
    - Transfer spells requirements have been lowered:
        - Stamina to Health at lvl 10.
        - Mana to Stamina at lvl 20.
        - Health to Mana at lvl 30.
    - Stamina cost of jumping reworked to grow over speed linearly rather than exponentially.
    - Stamina cost of jumping is now based on percentage of max stamina to not disadvantage new players.

Quality of life:
    - The current weapon is unsheathed when pressing the trigger key.
    - Improved main menu and inclusion of weapons bar and ammo counter bar toggle buttons.
    - The weapons bar may now be toggled even in gui mode.
    - Set default shaders version to PS2_0.
    - Auto optimization is now disabled by default.
    - Mouse smoothing is deactivated by default.
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 1.4
Reply #5
Patch 1.4:
Gameplay:
- Attributes now have diminishing returns.
- Impale damage type has been changed to acid damage.
- Insect swarm is no longer part of the instant ray group.
- Added quests in starter zones for new player to get a mount.
- You can now equip yourself and use consumables while resting.

Interface:
- Reagents and spell extensions are now shown on the hotbar and weaponsbar tooltips.
- Clan and journal windows should now properly fit their content.
- Increased the maximum size and zoom of the world map.
- Graves are no longer open at random but next to the backpack window.
- You can now set the weapons bar to be scrolled through without looping from the last slot to the first.

Bug fixes:
- Getting stuck while casting should be fixed, or at least be less frequent.
- Archer monsters should now always spawn with a weapon.
- Sea fortresses have been disabled until they can be contested by more players.
  • Last Edit: July 11, 2016, 11:42:19 pm by Ub3rgames
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 1.5
Reply #6
Patch 1.5:
- Tutorial images have been updated to no longer give the wrong bindings.
- Players should now be able to use right click to switch from interface to action mode.
- Daily quests now have a 22h cooldown instead of a 24h cooldown.
- The default size of the Vital stats is increased by 40% to be larger until someone notices it is resizable.
- When reverting to a default ability, the hotbar is no longer changed.
- Melee powers are now compatible with the weapons bar. (Rage)
- Bound items that are no longer in inventory are now shown with a blood shaded red in the hotbar and weaponsbar to make binds more visible.
- The tooltips now displays the name and description of items that are no longer in the inventory.
- Fixed a bug where the hotbar was switched when scrolling over absent items.
- Fixed a bug where absent items were considered incompatible with dropped items and removed from the weapons bar and hotbar.
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 2.0
Reply #7
Patch 2.0:
Features:
- First step of performances increase.
- Added diminishing returns to combat skills and combat passive skills. (magic schools, weapons skills, intensifies, masteries, mana efficiency, archmage, etc)
- No more surging for archery and melee.
- Monsters will always spawn a grave now.

Bugfixes:
- Fixed Kraken and other monsters damage curves.
- Fixed a server crash linked to adding new buildings in a holding.
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 2.1
Reply #8
Patch 2.1:
Step two of performance upgrades:
In an MMO like Darkfall, what costs a lot to the client isn't only processing but also blocking operations.

For example:
- Loading assets from the disk.
- Allocating memory.
- Handling network packets.

Unlike other resource intensive operations, the issue with blocking ones is that the cpu waits on completion and is not used at its full capacity.
What we will be pushing in this patch are deep framework changes that should not only improve performances, but are the foundation of future enhancement.

- Parallelization of loading assets contained in the archives:
We are testing this framework change by loading some mandatory assets parallelly during loading screens before using it for loading everything.
As a consequence, it will slightly reduce the loading screen duration when launching the game, and in the future, it will allow a significantly faster loading screen, a reduced load lag, and a smoother experience (less FPS drops).
This is more of a stability test, to see how it behaves on the variety of hardware players are using.

- Allocating core common objects only once:
In average, these common objects were the source of 300 memory allocation every 170ms. We will now allocate them only once and then re-use them when needed.
As a consequence it should make siege and large scale pvp smoother: you should have a bit more average fps.

Anti Griefing and alignment:
- Party and clan members cannot kill/gank without losing alignment. (forgiving a kill will prevent alignment loss)
- Changed the chat font to make capital i distinct from lower case L.
- Party, trade, and clan invitation now share a cool down to reduce spam.
- All Fighter and Mage NPCs now behave like capital city NPCs. This includes starter cities and chaos cities.

Bug fixes:
- Persistent files should now corrupt less often.
- Stamina drain on jump is now adapted to character progression level rather than balanced around maxed out characters.
- Double jump now only takes horizontal velocity into account when calculating its stamina drain.
- Fixed a bug where quest rewards did not start regenerating over time for some characters.
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 2.2
Reply #9
Patch 2.2:
Step 3 of performance upgrades:
Since our patch earlier this week worked out well, we have extended the use of our framework changes to an increased amount of resources.
We expect increased average FPSes, around +10% on i5 and i7 and a slightly reduced loadlag.

Changed skills prerequisites:

Mana Conservation: 50 intelligence.
It was one of the most tedious grind in the game, and this way it should take a decent amount of time, but through general use of magic.

Necromancy et Arcane: Greater Magic lvl 50.
The idea here is that trough titles, schools should become a character's identity sooner. Spellchanting and Whitchcraft will have their own titles too and be fleshed out more.
This way we can make a more interesting s

To help raise their school more organically, some skills have been lowered:
- Sacrifice: Spellchanting level 1.
- Witches Brew: Witchcraft level 1.
- Heal Other: Greater magic level 1.

Basic movement spells have also been made easier to obtain:
- Begone: Greater magic level 15.
- Launch has ben made baseline for all new characters.
- Telekinesis: greater magic level 1.

To motivate continuing greater magic after unlocking advanced schools and reinforce its use as a all purpose mage utility school:
- Venom: Greater magic level 50.
- Confusion: Greater magic level 60.
- Hasten Spell: Greater magic level 80.

Smoothed out the non magic abilities unlocks to make leveling more interesting:
- Seize -> 60
- Whirlwind -> 50
- Knockback -> 40
- Disabling Blow -> 30
- Power Attack -> 20
- Disabling shot -> 50

The reading and digging skills have been made baseline for all characters
Skills and spells that have been made baseline are at 1g without requirements for those that had existing characters. Nothing is free in this world.

Alignment changes:
- Attacking a horse or warhulk riden by a blue racial ally in the last 30 seconds will make you go rogue. (first step before more mounts related changes)
- Forgiveness requests should now always be asked even in case of instant death or after a loading screen.
- If a request times out, because of a crash for example, forgiveness is the default value. (presumption of innocence)

Bugfixes:
- 404: Arcanist inventory not found has been fixed.
- Two human arcanists had blackbolts for sale, they were the only one with it. They no longer do.
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 2.3
Reply #10
Patch 2.3:
- Step 4 of performances upgrades. This should be the largest one yet.
- Fix multiple historical memory leaks. The Darkfall client is stabler than ever.
- Archives optimizations.
- Reduced the weight of reagents.
- Fixed some monsters that were spawning without weapons.
- Bowyer mastery will now raise trueforge weapons.
- Tier 2 clan mages now sell hasten spell as part of Greater magic.
  • Last Edit: August 10, 2016, 05:01:19 am by Ub3rgames
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 2.4
Reply #11
Patch 2.4:
Removal of fizzles:
- Characters can no longer fail spells at random.
- Individual spells will use their previous fizzle odds to increase cast time and reduce magnitude to produce the same loss of DPS, without the random aspect.
- Players with 0 encumbrance are handled as if they had no odds of fizzles in the old system.
- When under the effect of the tongue rot spell, a spell can soft-fizzle at random, in which case it will cost twice the amount of mana/stamina and will have half the magnitude of a normal cast.
- Transfers will keep a flat cost when they soft fizzle.
- Adept is unchanged, and will act similar to unburden, but it is scheduled to be changed further down the line.

Please note: the system is under tuned to not break destroyers, but we made the entire system modular so we can tweak it easily.
We're expecting a lot of feedback from the players to let us find the proper encumbrance impact to avoid heavy armored mages becoming the norm.

Removal of all global diplomatic announcement at the exception of:
- When a holding gets captured or changes hands, the announcement is still global to allow for bragging rights.
- Village related global messages.

Bugfixes and tweaks:
- Siegestones can now be placed at a maximum distance of 1000m, increased from 750m.
- Monster loot table fixes.
- Idawoll blacksmith now has the proper inventory.
  • Last Edit: August 15, 2016, 04:38:13 am by Ub3rgames
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 2.5
Reply #12
Patch 2.5:
- Final step of the Patch 2 performances updates.

First step of the engagement system:
- You can no longer gain any xp unless engaged in PvE:
- You get engaged by:
- damaging or debufing a monster.
- being damaged or being debuffed by a monster.
- buffing or healing a player that is engaged.

Quality of life:
- Removed launch's reagent cost and added it to the default hotbar for new characters.
- Added chat options to change the global font and its size.
- Auto forgive kills and ganks for clans and party.

Linked Spells
- When reaching the unlock level for a magic school subskill, it is automatically learned.
- Spells that do not have any organic ways of leveling in PvE will now be linked to the school skill level, or the subskill that was unlocked right before it.
- If you already had the spell elveled, it will keep its level until the skill it is linked to catches up.
- Existing skill manuals will still provide levels to the individual spells, but they won't level more until the skill they are linked to catches up.
- Spells give extra XP to the subskill they are linked to, in order to have a direct impact on their own progression.
- For the levels to update, you need to cast a spell of that school in PvE at least once.

List of linked spells:
Spoiler (click to show/hide)
  • Last Edit: August 23, 2016, 01:20:46 pm by Ub3rgames
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 2.6
Reply #13
Patch 2.6:
- Fixed one of the most impacting memory leak remaining (should help players alt-tabbing often and for general client stability)
- Quests now give meditation up to the cap when rather than not giving anything at all.
- Fixed water logging when on the edge of a body of water. If you know other ways, please report them.
- Fixed the checkboxes appearing on generic confirmation windows such as admin messages.
- Chat font options are now persisted properly between reconnects.
- Solved intensify skills not being given automatically in some cases.
- Change stormblast link from quicken spell air magic to mana efficiency air magic.
- Linked acid ward with durable spells earth magic and lightning ward with durable spell air magic.
The Darkfall: New Dawn Dev Team.

Re: Patch notes: Patch 3.0
Reply #14
Patch 3.0:
Graphical item selection framework step 1:
- You can now select items in your inventories the same way you would select files on your operating system.
- Clicking and dragging the mouse in an inventory now starts a selection box.
- Ctrl+left click in an inventory toggles items from the selection.
- Ctrl+Double Left Click in an inventory selects all identical items.
- Selected items are highlighted.
- The amount of selected items is indicated in text at the bottom right of inventories.
- You may drag and drop selection or individual items on bags.

Some limitations:
- To not overload the server and monitor the toll it takes on it with a live population, selection are limited to 100 items for now.
- We have not included graves yet, as we want to implement a timer system for them.
- Keep in mind that historically, and unlike crafting or vendor output, you cannot manually move a non stackable object in a container where there are already 2000 objects of the same type.
- Deleting large amount of items in short succession was causing issues, so we had to disable this feature at the last minute. Selling to vendors does work properly and is the preferred alternative.
- Once we are sure the system works well, all these limitations will be progressively raised, then lifted, and we will add more features to it.

Exploiting:
- As of patch 2.6, we have secretly added a server side detection system. For those of you that were stalked/caught or that reported a spawn and were asked to continue, know that the system detected you.
- This has also helped build a list of monsters that get confused too easily, even if not exploitable. This gives us a priority list of monsters to rework in the future.
- We'll test the system openly, and if it proves accurate now that you know to try and break it, we'll re-enable the spawns we disabled in the past.

Village control point rework step 1:
- Every clanned player damaging a control point will have a meditation reward based on:
   - Being in the losing clan: 1000
   - Being in the winning clan: 3000
   - Being last hitter: 3500
- The area surrounding a village will become lawless starting 30 minutes before a control point is vulnerable and stopping 30 minutes after capture.
- For this we created a dynamic area sensor that can be placed and toggled at will. This is its first use, and once proof tested, will be used for other features. (Sieges, watchtowers, etc)

New meditation sources:
- Chaos chests.
- Keys chest.
- Treasure maps.

Progression tweaks:
- The xp linked spells forward to their parent when it is a subskill has been doubled to connect more accurately using a spell to its individual progression.
- All advanced schools of magic now provide a very small xp gain for lesser magic and greater magic. Greater magic provides some gains for lesser magic too.
- The following spells now have xp gains appropriate for their cooldowns:
   - Eye rot.
   - Instant Rays.
   - R90s.
   - Field AoEs.

Misc:
- Lowered the clan size limits for sieges to 5 members for a hamlet and 10 members for a city.
- The weight of stone has been divided by 2.
- Runestones can now be crafted for 4 portal shards and 500 gold at level 1 alchemy.
- The Selentine golem int the south of Cairn should now spawn properly.
The Darkfall: New Dawn Dev Team.