v1.7.0 Patch Notes
What's new in v1.7.0
Three things in this one. The first is how tough a character can get. Deep in the defensive trees, a mob matched to your power level could barely scratch you, and sometimes could not hurt you at all. So the ceilings on defense and healing come down, and crit chance gets one too. Power Level is now worked out from what your picks can really do. The Mob Scaling companion reads that power number, and its own notes for this release say how it follows. The second gets the mod ready for stations that take gear apart. Quests and achievements can count the pieces you feed a station, your stats keep track of what you unmade and what essence it gave back, and an achievement can count a whole family of stations at once. The third is Hallow's Eve, the first event in Seasons of Orbis, a pack of yearly events of its own: install that pack beside this mod and the season trains your skills. Lucky harvests get fixed along the way, and they become a bonus drop your server can tune like any other. The menus change too: every page shares one list of tabs down the left, your settings move onto a Settings tab in it, and the quest, achievement and Almanac pages are rebuilt, with your statistics moving into the Achievements tab. The text in them is bigger and easier to read. It needs Ziggfreed's CommonLib 2.2.0, and if you run RPG Stations, version 1.1.0 or newer. Read the first section before you update a live server.
Power, defense and healing
- Your Power Level will read differently after this update, on every server. Power is never saved, so nothing migrates and nothing is lost. It is worked out each time it is read, and the number lands somewhere new.
- Power is still a sum over everything you have. Tough and damage builds at the top of the trees reach the ceiling of 200 or just under it, where before they went well past it. Three skills at 100 read about 90; a character who took every tree there reads 200. A fresh character still starts at 1.
- In between you read a little lower: every skill around 50 reads 90 to 100, where it read 125. The ceiling no longer arrives at level 80 with the last twenty levels invisible to it.
- What changed: the skill-tree half paid full price for stats you could not use (defense past its cap, crit past a certainty, fall reduction past 100%) and counted every weapon's bonuses at once when a swing uses one. Your maximum health counts toward power now too.
- Tuned mob scaling by hand against the old numbers? Look at it again; the Mob Scaling companion's notes say how it maps the new ones.
- Critical hit chance stops at 100%. A hit rolls once, so anything past a certainty did nothing, but the Stats page climbed into the hundreds for a crit-heavy build.
- The cap holds everywhere the number is read, and power stops counting crit past it. The Stats page, the stat-sources page and the held-item panel print the cap beside any crit, block or fall total past it, and the Stats page adds a line once your crit reaches it, so you can see when another crit pick would buy nothing.
- To keep crits a gamble, lower
CritChanceinability-clamps.json. - Defensive damage reduction is capped lower. The skill-tree defense stat could remove 90% of a hit, with worn armor taking its share on top, so a well-built character kept about six percent of it. The cap is now a little over half, which leaves nearer a quarter of the hit once armor is counted.
- Tuning a boss? Base-game armor resists only physical and projectile damage, so an elemental hit meets the defense cap alone and about 0.42 of it lands.
- For the old feel, raise
MaxunderDefenseReductioninability-clamps.json, and expect to lower mob damage to match. - Resisting a single damage school is capped lower too. That resistance adds to your armor's resistance to the school, which is how a specialist got close to immune to their own. Specialising is still strongly felt, and a boss built around one school can still threaten the specialist.
- Health regeneration stops while you are being hit. Skill-tree regeneration is a share of your maximum health, and deep in the trees it came to tens of health a second, mid-fight, faster than whatever was hitting you. It waits fifteen seconds after the last hit you took now, the same rule the game uses for its own creatures. Mana regeneration and casting are unchanged.
Stations that take gear apart
- New: quests and achievements can count what you feed a station. A step can ask for pieces given to a station, one item or any, at one station or any. Only a piece that is really used up counts; one a station hands back counts for nothing.
- New: a Stations section in your stats. It shows how many pieces you have unmade at the Disenchanting Tables and how much essence they have drawn out of them. Essence from other stations is not counted here. The section only appears on a server running RPG Stations with a Disenchanting Table; anywhere else your stats look just as they did.
- New: an achievement can count a family of stations. An achievement that names the Disenchanting Table can be set to count the Greater Disenchanting Table too, so one ladder covers both.
- New: enhanced gear can go on a disenchanting table. A station takes a piece carrying this mod's ability enhancements like any other piece.
Lucky harvests and bonus drops
- Fixed: a lucky harvest could cost you the harvest itself. With a nearly full bag, the bonus copy took the space your own harvest needed. Any of the bonus that did not fit just vanished.
- The bonus is rolled after your harvest lands. The copy goes wherever your pickup settings send that item, topping up a stack you already carry, and only what does not fit drops in one pile at your feet.
- The "Lucky!" note counts only what you actually got. The odds and the amount are the same as before.
- Fixed: the bonus mob-drop note ignored your luck-drop notification setting, and showed in English in seven languages. It follows that setting now, like the "Lucky!" note, and it is translated into every language.
- A run of kills reads as one note with a running count. It sits on its own line, so it never replaces a "Lucky!" note.
- Fixed: a creature whose facing could not be read dropped no bonus loot. It drops at the body like the rest of its loot.
- New: hand harvests are a bonus-drop moment. The lucky harvest is a bonus-drop row now,
Mmo_Harvest_Luck, so a server can switch it off, change its odds or give one crop a bonus of its own. To switch it off, put"Mmo_Harvest_Luck": {"Enabled": false}underdropsinbonus-drops.json. - A harvest row only fires when the harvest paid skill XP, the same rule as a lucky break. A harvest only looks at harvest rows, so a catch-all row you wrote for broken blocks still means broken blocks.
- New reward,
Moment_Item: another of whatever was just picked, an exact copy. It only pays in a harvest row. Its count is in whole copies (0.5 is one copy half the time), and one harvest hands over 64 at most./mmoconfig validateflags it where it can never pay: a warning in a block or kill row, an error in a quest's or an achievement's rewards. It also warns about a count that cannot pay. - The most specific row wins, so a row for one crop replaces the catch-all for that crop. Give it
Moment_Itemtoo if it should still hand over a copy. - New chance reading,
mmoskilltree:moment_skill_luck: the player's own luck for the skill the harvest or the break trained, in whole points. With a weight of 1 it is the odds you get when a row writes no chance, so you can add to them instead of replacing them. - A bonus-drop chance is a percent: 5 means five percent. A plain number in
mob-drop-commands.jsonis a fraction instead, so five percent there is 0.05. - A harvest row's commands can use
{player}and{item}. - Left out, a note's colour is yellow for blocks and harvests and orange for kills. A kill note whose colour the game could not read used to not show at all; it shows in orange.
Hallow's Eve
Seasons of Orbis is its own download and runs on CommonLib and RPG Stations. Its first event, Hallow's Eve, runs from Oct 1 to Nov 12. With MMO Skill Tree beside it, the season feeds your skills too.
- Lantern Bombs train Artillery. Every hit a burst lands counts, even when the bomb you threw was your last one.
- Lost Souls give proper kill XP. The pack's other creatures already count as the ghouls, skeletons and wraiths they are.
- The Hallowed set adds a little luck and harder Artillery hits on top of what the pack gives it, with a Jack Helm on and a Jack Shield in your off hand. The Burning Jack Helm and the Flaming Jack Shield count too, so any helm with any shield completes it. You see a second notice for this half of the set. The extra damage counts while you hold an Artillery weapon when the hit lands, so a burst from your last bomb gets the luck but not the damage.
- Harvest Moon nights lift Harvesting and Artillery XP for everyone on the server, Oct 28 to Nov 1. The boosts page lists the lift while it runs.
- A Skill job on Old Jack's board every day. Beside his Night and Day work, the board posts one Skill job a day: earn a set amount of Artillery, Harvesting, Mining or Crafting XP. You collect its sweets and XP at his board when it is done, like his own jobs, with favor with Old Jack and the Hallowed. The board leaves with the season, so collect a job finished on the last night before Old Jack packs up.
- The Skill jobs read less alike. Lantern Drill, Busy Hands and Deep Shift have new lines, so the four jobs on Old Jack's board no longer all say tonight.
- Old Jack's quests, his board jobs and the season's achievements pay XP in the skill the work trains: Defense for the fights, Harvesting for the pumpkins, Mining for the geodes and Artillery for the bombs, with Acrobatics for the walk down to meet him. The Hallowed and Jack's Guest each hand over an XP boost token for every skill, which you start when it suits you. Each year's achievements pay again in their own year.
- Cracked Cursed Geodes pay Mining XP as well, and the Carving Bench trains Crafting.
- New: an Almanac tile in the hub and an Almanac tab in the menus. The tab shows whenever the Almanac lists a season, and while a season runs the tile and the tab name it. Owners can hide it, or show it only while a season is running, from the General settings page.
- New: a Seasons section in your statistics. A row for each season with how many times you have taken part. Open one for your tallies, and a button there takes you to its Almanac page.
- New: boost rules. A pack can ship an XP boost that switches itself on and off, such as one for a calendar event's nights, under
Server/MMOSkillTree/BoostRules/. CONTENT_PACKS.md has the details. - Quest steps read the way a pack wrote them. When a content pack words a step in its own language file, the quest log shows that sentence as written, with no extra word in brackets after it.
Titles
- Titles on the leaderboard. The leaderboard shows the title a player has chosen beside their name, whether they are online or not, so a title never gives away who is playing.
- New: a Title card on the Settings tab. It names the title you show, and opens the picker to change it.
- New: titles to earn from this mod's own achievements. Combat Master, Legendary Warrior, Gathering Master, Legendary Gatherer and Movement Master each hand over a title the moment you earn them, and so do Phoenix and Terminal Velocity, which pay that title in place of their XP. A server running only this mod has titles in the picker now. If you earned one of those before this update, its title arrives in a later update.
- The server-first races are Feats of Strength. The races to level every skill, each skill's first to level 100 and the first bounty sit on the Feats shelf once won, count no achievement points, and pay a title instead. Their XP and boosts are unchanged. Every skill's first to 100 pays the same title, so a skill a content pack adds pays it too.
Menus and settings
- One menu down the left of every page. The skills, boosts and abilities pages, the Objective Book and the Almanac share one list of tabs and one size: your skills first, then the Almanac (which names the season on now under its tab while one runs), Quests, Achievements, Records, Reputation and Settings.
/zigguiopens it too, the same as/xp. It looks like the game's own menus, with a picture beside every tab. - White-label branding follows the new menu. On the left, your logo, server name and description sit at the top of the menu column on every page. On the right, they replace the title on the XP, Boosts and Abilities pages, the Objective Book and Settings. Your accent colour tints the menu column with the frame.
- Text across the menus is bigger and easier to read. Small print (descriptions, hints, counts) is larger, and row labels, names and buttons sit a step above it. Headings and titles keep their size. The slot labels on the ability cooldown HUD stay small so they still fit.
- The welcome tour reads plainer. Each page says what that part of the menu is for, and none names a currency your server may not use.
- Ability descriptions are one plain line. The fifty that ran long say what the ability does and stop, and none quotes a duration or a radius your server may have changed.
- Item text reads plainer. The skill capes say they are for mastering a skill and name no level your server may have moved, the XP tokens' sizes climb in order (tiny, small, fair, good, large, very large, huge, enormous), and the ability slot items and Arcane Essence say what they are.
- The Quest Book is retired. The tutorial hands out the Objective Book instead, which opens the same menu on Quests. A Quest Book you already have still works.
- Settings is a tab in the menu. Your notification switches, the XP threshold, the Skill HUD switches (ability cooldowns, and with MMO Mob Scaling the zone difficulty and the mob inspector) and your online status sit on the menu's Settings tab, beside the quest tracker, your quest and achievement notices, the XP and reputation gains, the crafting progress and your title. Every change is kept the moment you make it.
- Your old choices came with you, a hidden quest tracker and your quest notification level included (if you saw only finished objectives or quests before, you now see only finished quests and rewards).
- A quest you keep on the quest tracker pops no notices in the corner, since the tracker already shows its progress. Inside a menu they still appear.
-
/mmohud show|hide questflips the same switch as the Settings tab. If your server has fixed whether the tracker shows, it says so and changes nothing.
Quests, achievements and the Almanac
CommonLib 2.2.0 rebuilds the Objective Book and the Almanac, and this mod's own pages follow them. CommonLib's notes have the full list.
- Quests read as a journal. Your quests sit in sections, Ready to collect first, and the one you pick opens as a page beside the list with its steps, its rewards and every button for it, Track included. The column of tracked quests is gone: a mark on the row shows a quest you track, and the quest tracker on screen still shows it. A quest giver's page shows the same quest page, and its Comes back, Locked and Completed sections start folded, as in the journal.
- Achievements open on an overview. Your progress, the next points milestone, a tile for each category, and short lists of what you pinned, earned lately and nearly have. A tile opens its category grouped by subcategory, and every achievement has a page with its steps, its tiers and its rewards. You pin from that page.
- Your statistics moved into the Achievements tab. Statistics sits beside Overview and Browse, with your combat, gathering, movement, leveling, stations and playtime numbers. A row shows your top entry, such as the mob you have killed most, and opens the full breakdown right there, so Back keeps your place. The stats column beside the achievements is gone, and so is the separate page a stat used to open.
- Item rewards read the same way. A skill's Item Rewards lists each level as a row, and the next one shows how far you have to go. Pick one to see that level's rewards and collect them all at once, and Back takes you out again.
- The Almanac lists the seasons and gives each one a page. When it runs, how many days are left or when it comes back, a chip for each past year, your numbers beside your all-time totals and the whole server's, the yearly keepsake, and how many of the season's achievements you hold.
- Every way into the book lands where you meant.
/mmoachievementsopens Achievements and an old Quest Book opens Quests. - The hub's guide previews quests and achievements the way the book shows them.
- The Adventurer's Guide talks plainer. The guide's lines and the starter quests' text are rewritten, and five starter quests take new names: Craft Your First Tools becomes First Tools, Gather the Basics becomes Stone and Timber, Into the Fray becomes Wild Boars, Prove Your Mettle becomes Trork Ground, and Meet Me at the Forgotten Temple becomes Among the Stones. What each quest asks and pays is unchanged, and so is your progress.
- The guide asks for what the quests ask for: the hatchet is on the tools list, the cooking brief wants wildmeat, and to find the Forgotten Temple it sends you to the old portals out in the wilds, where it said a portal was near here. The Watch Below sends you after the Trorks nosing round those portals up top.
- New: achievement ladders for Excavation and the weapon skills. Excavation has four rungs for soil dug (dirt, grass, sand, gravel and the like), from 500 blocks up to 100,000, the same climb as Woodcutting. Daggers, Polearms, Staves, Axes, Blunt, Unarmed, Archery, Artillery and Magic have three each, for XP earned in that skill, up to a million. Every rung pays XP in its own skill. The last one adds a boost token for that skill, and the high rungs are announced to the server. Excavation's run from Excavator to Legendary Excavator; the weapon ones start at Knife Fighter, Spearman, Staff Fighter, Axe Fighter, Bruiser, Brawler, Archer, Bombardier and Mage, then go Skilled and Legendary.
- Swords keeps the kill and damage ladders that pay it and gets no new one. Archery and Magic keep their skeleton and Spellsword ladders beside the new ones.
- Only XP earned from this update on counts, so a player with Daggers at 100 starts the Daggers ladder at zero like anyone else.
- Gathering Master now asks for Master Excavator too, and Legendary Gatherer for Legendary Excavator. If you already hold either, you keep it.
- The daily and weekly quest achievements are back. They were marked retired in 1.4.0, but bounty contracts and The Temple's Due kept counting toward them, so you could earn one and be told it was retired. They list with the rest and count for achievement points again, and any progress you made is kept. Two take new names: Bi-Yearly Legend becomes Two Years Running, and Quarter-Millennium becomes Old Regular.
- The elite kill achievements need MMO Mob Scaling. Rare Hunter, Elite Slayer, Legendary Slayer, Against All Odds and Legendary Warrior count only the kills the Mob Scaling companion gives a rarity, so they could never be finished on a server without it. They are hidden there now. Their text names the companion's tiers: Rare, Epic and Legendary.
- Achievements hide with what they count. The bounty achievements hide on a server with no bounty board, and the Spellsword ones while abilities are switched off, the way the spending ones already hid without a currency.
- The Temple's Due asks for more and pays properly for it. Fifty Essence of Life a day bought back a handful of essence. The tribute is seventy-five now, and the temple hands over an Eternal seed bag every day with a little more essence, and now and then Iron Ingots or a Greater Essence of Life beside the Copper Ingots and the boost. The Warden's Longsword stays, and a rarer chase joins it: a piece of the Ancient Steel set. Its reward line reads Temple Offering, where it said Loot Bundle.
- Achievement names and descriptions read plainer. The combat trials and the big achievements say what they ask for, and several names change: Renaissance Warrior becomes Well Rounded, Crown of the Realm becomes All-Rounder, Sovereign of Skills becomes Expert in Everything, Legendary Hunter becomes Proven Hunter, Relics of a Bygone Age becomes Old Odd Jobs, Forest Runner becomes Feller and Stone Mason becomes Quarry Hand. Artisan and Craftsman swap, so the crafting ladder climbs in order, and the Bosses group is called Elites and Trials. Your progress is unchanged.
- Quest steps name what they want. The starter and temple quests read "Kill 3 boars" and "Chop 10 logs", where they read "Defeat 3 Boar" and "Chop 10 Wood".
- Distances read in blocks. Your sprint and swim statistics count in blocks, the unit the achievements ask for, where they switched to kilometers.
- A step that asks you to join a seasonal event reads "Take part in", in CommonLib's own words, with or without this mod.
- Points milestones wait for you to collect their experience. The XP a milestone pays sits on the achievements page until you collect it, the way every other reward does. Its boost token still arrives the moment you cross the total.
- Quest and contract notices say collect. A finished quest tells you to come back and collect your reward, a finished contract tells you to collect your pay at the board you took it from, and a full bag asks you to make room, the same words the quest book uses.
Fixes
- Fixed: a well-defended character could take exactly zero damage from an ordinary enemy, forever. Nothing said so. Damage lands as a whole number, and deep in the defensive trees a weaker enemy's hit came out below one and rounded to nothing.
- Defensive reductions no longer take a landing hit down to nothing. Armor counts first, so a hit still worth a point after your armor lands for at least that point.
- Full fall-damage reduction still lands for zero and still earns the safe-landing experience.
- Fixed: your maximum health never counted toward power. Its pillar shipped, but no mode weighed it. It counts now (see Power, defense and healing), and
/mmoconfig validatewarns when a power pillar is left out of the active mode, where it used to stay quiet. - Red crit numbers and gold level-up numbers keep working through the next Hytale update. Update the server and this mod in either order.
- The packet behind those numbers gains a field in that update, and the way this mod built it only fit the current shape. Every crit and every level-up would have quietly shown nothing. It is built field by field now, which fits both.
- Fixed: Shadowstep did not blink you anywhere. It moves you now, and you land upright facing your aim, not tipped at whatever angle you were looking.
- A second cast that lands before the first has settled is refused and refunded. Before, it failed partway and took the ability's brief invulnerability and its aggro drop down with it.
- Fixed: Smoke Bomb never broke line of sight. It drops the aggro of everything within twelve blocks for three seconds.
- The name says vanish, the cloud says vanish, and enemies kept walking straight at you. All it did was empower your next two strikes, which it still does.
- Three seconds is shorter than the cloud, on purpose. The opening is something you spend.
- The aggro drop needs the Perfect Utils mod on the server. Without it, only that part is skipped.
- Fixed: the skill tree did not tell you an ability had a condition on casting it. A card with one shows it now, the same line the Abilities tab has always shown.
- Mark of Death only fires while you are under half your health, and its card said nothing. You could spend a permanent pick on it without knowing, which matters most on a server with skill resets turned off.
- Fixed: some buttons made no sound when you clicked them. Collecting an item reward, Skill Tree and Items on a skill card, Select on the skill reset page, Select and Mastery on an ability card, Change and Unbind on the Abilities page, Activate on the Boosts page, and Stat Sources on the held-item panel. Each one clicks when pressed.
- Fixed: a few buttons could freeze the menu. On the skills, boosts and abilities pages, a button with nothing to open (item rewards while command rewards are off, a mastery link for an ability with no track, a boost that just ran out) left the menu stuck. It answers at once.
- Fixed: a mastery card's costs ran into the lines under them. On a card with three or more costs, the costs sat off to the side and printed over LOCKED and the requirement below. They line up under COST and the card makes room for every one, and a price in Mastery Points reads in the plural ("2 Mastery Points").
- Fixed: the achievement book offered Pin on achievements you had already earned, or that your server had switched off. Pressing it told you that you had too many pins, which was never the reason. Pin now shows only on an achievement you are still working toward, or one you have pinned so you can take it off, and the too-many-pins message only shows when you really are at the limit.
- Fixed: the guide in the temple could send you to a trainer who was not there. With Mastery switched on but no pack shipping the trainer, the guide still offered to introduce you. That line now waits until the trainer is on the server, as the Sawyer's already did.
- Fixed:
/mmopacksfailed instead of listing your content packs. It stopped at the first pack that adds nothing to one of the mod's content types, which is nearly every pack. It lists each pack with what it adds.
Admin and tools
- New: gear sets are checked with the rest of your content.
/mmoconfig validatereports a gear set that names an item nobody ships or a bonus with nothing to earn it. - New: quest and achievement steps can count item uses. A content pack's step can ask for an item to be used (
USE_ITEM), and the quest screens name the item it wants. - New: quest and achievement steps can count items a reward hands over. A content pack's step can ask for an item received from a quest, achievement or other reward payout (
LOOT_RECEIVED), and the quest screens name the item it wants. - The admin hub's cards and tiles match the other menus.
- Switching a feature off unpins its achievements. When you switch off a feature an achievement needs, each player's pin on that achievement is dropped the next time they log in or open the achievement book. Switching the feature back on does not pin it again. Nobody's progress is touched.
Migration notes
- Requires Ziggfreed's CommonLib 2.2.0. On an older one the mod stays unloaded and the server log names the version it wanted. RPG Stations stays optional, but an RPG Stations older than 1.1.0 is not used: the mod then runs without stations.
- A content pack that ships a hand-harvest bonus row needs this version. On 1.6.x the row names no moment, and
/mmoconfig validatereports it as an error. - Bonus drops now share CommonLib's bonus engine with content packs. Your
bonus-drops.json,mob-drop-commands.jsonand any pack's bonus-drop files work exactly as before.
Looking for technical details? View full developer changelog for v1.7.0