Charmed NPCs will now return to their designated stay position after combat ends, instead of their path point if they had one before being charmed
The Coalition have established an encampment in Talon's Edge, seeking to exploit its valuable resources. Their presence has become a major threat to the nearby harpies, escalating tensions across the cliffside. Coalition NPCs in the camp are now itemized and quest implemented. A new zone script has been added
Tracker Ferran now has an additional questline
All NPCs now have generic loot associated with their class from level 16-30
Osgul Smashers with the suffix "Zug" all refer to themselves correctly now
Fixed typos and various grammar mistakes in dialogue
Windsmith Orson quest is no longer repeatable
Adjusted a few Ogre Outcast NPCs to make flee percent consistent
Adjusted a few gnoll NPCs to make their flee percent consistent
NPCs should more reliably flee at 20% if not undead or set to high difficulty
Crafting
Salvage: Removed the +1 STR from Broken Pickaxe
Carpentry: Adjusted the Heartwood Faceguard and Heartwood Defender recipes from Carpentry 10 to Carpentry 40 to better reflect current crafting metrics
Fletching: Heartwood Longbow recipe remains at Fletching 30 for now, but is flagged for adjustment once Fletching has a few more recipes
Made a lot of little description/note corrections here and there
Class
Druid: Fixed all the tooltips for Become Wolf colors
Wizard: Adjusted damage / mana of Bolt of Embers and Bolt of Flames for better progression
Warrior: Changes to Shove - Damage scales higher, based on shoulder slot items AC, level, and strength. Stamina cost reduced. Now positional; requires side or back. Performs a taunt, and interrupt
Systems
Pathing: Where a pet would warp to a player in certain situations, if the pet is charmed, it will just break charm and leash
Fixed a bug where if the player was unreachable and directly above the NPC, the NPC wouldn't warp to its target
Fixed a bug where NPC Beastwardens wouldn't have mana
Fixed a bug where you could force your pet to attack mezzed targets
Self Found players can now use Buy Back at merchants
The release timer will now pause if you have any active resurrection confirmation windows active
Added additional checks to make sure you don't get 'released' while in the process of being resurrected
You can no longer get resurrected while zoning. The person casting will get a message informing them to try again
NPCs can now actually bind players
Slightly increased 'group' mobs resist chance and CC spell resist chance
Finished up Charm Power. It will be displayed on the Player Window with other stats. It has a large impact on how easy it will be to maintain control of your charmed targets. It scales much faster than other 'Powers'
Each tick charm breaks will now take into account resist information (like any other spell), including: level difference between you and your target, your Charm Power, mob difficulty, any Light resist type spells the target may have (we don't have these yet)
Chat/UI
Camera: When players move up/down blocks the camera will now smoothly follow the player, instead of abruptly changing height. This setting can be tweaked in General Settings
Fixed a bug where Spell Crit % was not being updated properly on the Player Window UI
Bug Fixes
Fixed a bug where NPCs would try to buff and heal friendly crates / eggs / boats etc
Fixed a bug where NPC direct damage and lifetap spells were showing 'missing' damage
Fixed a typo with spell messages
Fixed a bug where attempting to cast while collecting, your spell gems would appear as disabled
Fixed a bug where player corpse nameplates would sort behind water, etc
The copper elementals should no longer show their copper ore as 'collectible' also resized the copper node a bit to be less crazy
Fixed a bug where right clicking or using the 'To Inventory' button would cause armor to have a quantity after relogging (this won't fix old items, just need items from crafting stations from now on)