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Patch Notes and Changelog

Beta Patches 165 - 168

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Beta Patch 165
General
Fixed several issues with Never Waste a Drop, hopefully this resolves the main issue of not restoring potions when releasing.
Fixed the relic teleporter thinking all keeps were under attack.
Active realm standing objectives will display a message when you log in.
Realm standing objectives will play the horn sound when they activate.
Fixed a bug with how we kept track of when you were last in RvR. Note that i50 characters don't track this so they can switch realms faster.


Relics
Each captured enemy relic increases the rate that supply camps generate resources by 25%.
Each captured enemy relic increases the amount repaired per tick by 5% for the same resource cost.


Epic Quests
Finished reworking "The Guild of Shadows..."


Keeps, Supply Camps and Sieging
Siege now uses Blueprints again, which can be purchased for 5g per piece at Keeps or Supply camps (merchant). Depositing the appropriate amount onto the blueprint on the ground will help craft it in-field.
Supply camps now generate the resources of that realm automatically at a base rate, much like supplies did (for example you capture a supply camp in hibernia as a mid, that supply camp would generate Celtic Lumber) . Camps generate 1 resource per minute, default max capacity is 100.
If you own the camp, you may use its resources inside the Keep area that it is linked to as if it was stored inside the keep itself, for example for blueprints or repairs, including offensive siege blueprints.
Resources may be collected from the Supply camp via the merchant NPC if the Keep attached to it is marked as Exposed and is owned by your realm.
Killing the camp guards and capturing the camp claims any stored resources for your realm and makes them available.
Resources may now also be stored inside a Keep and accessed via the lord who tells players how many resources the Keep has. Max resources default value is 250 in a keep.
You may deposit resources at a keep or supply camp by simply handing them over to any keep or supply guard.
Repairs now also take resources instead of traditional crafting materials; 1 resource gives 1% structure repair value
When you own the linked Supply Camp, 1% extra repair value is generated from 1 resource
Respawning 1 guard costs 1 Resource, taken automatically from the stored resources in the keep (and supply camp if owned)


Contender System (formerly known as Predator):
Predator is now group-size agnostic and renamed to "Contender"
/predator command is now /contender
/contender is now region specific and will only match with enemies in your current region. If no targets are in your region, a prompt will indicate a viable region where a match could be possible


Beta Patch 166
General

Trying to fix a bug where some mobs get invisible on level up


Epic Quests
Fixing some texts on "Epic - Traveler's Way - Supply Run"
Fixing step "Search Slaver Lands" on "Lisreens Plight" quest
Fixing enter area logic on epic quests
Trying to fix a chase bug in Ciar
Trying to fix a bug with Arawnite Assasin, where mob gets killed from other guards
Trying to fix a bug enter area on epic quests (related to some questts)


Siege Weapons
Players loose control when start attacking


Beta Patch 167
General

Fixed an issue with quest indicators
More epic quest text adjustments


Contender
Contender now only triggers a warning near friendly keeps. Friendly supply guards are now also included in the contender guard check


Sieging Mechanics
Keep's and outposts/camps now have an 'area of control', which determines the automatic feeding of resources into sieging blueprints, along with keep RP pool participation area
When a keep is under siege, RP pool initiation now also begins from enemy-player damage near a keep or linked camps/outpost. Kills are still needed to actually start filling that pool.
Before this change, only a kill near the keep itself would start it, making action at the surrounding objectives when a keep was under siege not as valuable until that happened.
Increased keep area of control radius to 6000 and camp/outpost radius to 3000
Players are now notified when entering keep or camp/outpost areas of control


Beta Patch 168
Siege Changes

Rams:
Increased DPS scaling. With a full crew, approximate damage per second is:
Mini: 150 DPS with 2 riders.
Light: 250 DPS with 6 riders.
Medium: 310 DPS with 8 riders.
Heavy: 369 DPS with 12 riders.
Light, medium, and heavy rams reach approximately 150 DPS with 4, 5, and 7 riders respectively.
Fully crewed reload times are now 4, 5, 6, and 7 seconds. Rider capacities and construction costs are unchanged.
Overall, damage per second is optimized with two rams that you actually manage to fill. Placing 2 heavy rams with only 3 players in each will lose out in DPS to a full mini and a 4 man filled light ram.


Ranged Siege:
Ballistas now deal 25–50 damage per hit to doors and walls, while their damage against players, NPCs, and siege weapons is unchanged.
Trebuchets now deal 175–225 damage to both doors and walls (reduced from 525-575 against doors).
Catapult damage is unchanged.
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