Skyvie/ November 29, 2024/ Pax Dei

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Hello Paxians!

Following Thursday’s hotfix, we saw quite a few questions and feedback regarding crafting and wanted to clarify some (pain) points.

You changed the skill cap from 41 to 40, and now I have wasted some time leveling up!

This was actually a visual UI bug. The cap was always 40, and going above it did not increase the crafting chances. We’ve now fixed it to be displayed correctly. We know some of you were trying and even succeeded in reaching level 41, and we understand your frustration. That is why we wanted to fix it as soon as possible while clarifying it was not a nerf.

Alchemy is tooooooooo hard; change this plz!

We get it – alchemy is tough! That’s intentional. Skills in the game aren’t designed to be mastered all at once by a single character. Some, like alchemy, are meant to take longer. If you’re in a clan, consider assigning specialties so everyone can excel at different skills. For solo players, patience and perseverance will pay off—try focusing on fewer skills at a time for better progress.

Please note that some changes will soon be made to Meadowsweet spawn—they’ll be added to wetlands and biomes along water (as long as they’re not in a forest). Oh, and they’ll be bigger at some point to be more noticeable.  

Resource stacks are not logical – Too many bones, too small stacks. Why are you hurting us like this?

Some changes were made to some stacks, and not all resources got a stack revamp, leading to some discrepancies. It’s very likely that bones’ stacks will be reviewed soon and will be increased.

Note also that we plan to re-adjust all stacks early next year to make them all more consistent.

Jewelry does not seem to be that useful compared to other skills. Why is this?

Spoiler: Jewelry is planned to get a glow-up by spring next year, as it’s supposed to be linked to enchanting. As all stats would probably change by then, we think it’s best not to include any stats for now instead of having too many changes later.

Something seems off with the leatherworking bench. Don’t you think so?

We’re looking into this currently and will certainly make some changes, especially when it comes to drops of large animal hides – so that they not only drop from all bears but also on stags (depending on your skinning skills) – as we know not everyone can gather a group to manage to kill a bear. More info on this pretty soon.

Resources and animal spawn have changed. Again. It’s breaking my farming routine!

We know that animal and resource spawns have changed, and you should assume that as soon as we deploy a patch or hotfix affecting resources, the spawn locations will also change.

We understand that it can be confusing and you’ll need to change your route – take it on the positive side: you might discover new spots closer to your place and find a better route!

Now, some changes will be made soon regarding some spawns like:

  • More branches in starter areas

  • More pure iron deposits in the Wildlands

  • More grapes, red onions and reeds overall

  • More level 14 boars and more level 24 bears. Yes, even more bears!!

Overall, regarding the spawn of resources, even if locations themselves change, the “pattern” of where a certain resource will spawn will remain the same. For example:

  • Skullcap (Galerina Marginata), also known as deadly Galerina, typically grows in coniferous and mixed woodlands within temperate biomes. They are commonly found on decaying wood, particularly rotting logs, stumps, and fallen branches of coniferous trees like pine and spruce.

  • Morel (Morchella): Found in broadleaf woodlands within temperate biomes, often near ash, elm, and apple trees. They thrive in moist, well-drained soils, typically in spring.

  • Divine Mushroom (Ganoderma Lucidum) typically grows in subtropical and temperate biomes. They are commonly found in broadleaf woodlands, particularly on decaying hardwood trees like oak and maple. They thrive in warm, humid environments and are often found on tree stumps, logs, or near the base of living trees.

  • Wheat typically grows in grasslands and open areas within temperate biomes. It thrives in well-drained, fertile soils and is often found in meadows, prairies, and disturbed areas.

  • Flax typically grows in grasslands and open areas within temperate biomes. It prefers well-drained soils and can often be found in meadows, prairies, and disturbed sites.

  • Castor plant (Ricinus communis) typically grows in tropical and subtropical biomes. It thrives in well-drained soils and is often found in open areas, such as grasslands, disturbed sites, riverbanks, and scrublands. The plant can also adapt to various environmental conditions, including arid regions.

  • Meadowsweet (Filipendula Ulmaria) typically grows in temperate biomes, particularly in moist habitats such as wet meadows, riverbanks, marshes, and woodland edges. It thrives in damp, fertile soils and is often found in areas with plenty of sunlight, although it can also tolerate partial shade. Meadowsweet is known for its fragrant, creamy-white flowers and has historically been used for its medicinal properties.

  • Green and Red Apples typically grow in broadleaf woodlands within temperate biomes. They prefer rich, well-drained soils commonly found at forest edges or in open clearings.

  • Grape typically grows in broadleaf and mixed woodlands within temperate biomes. It prefers well-drained soils and is often found in forest edges, clearings, and riverbanks or rocky slopes.

We hope this clarifies some of your concerns. Please continue to provide feedback in the dedicated thread and the crafting channel. We’ll do our best to reply to those in a timely manner. 

Pax vobiscum,
The Mainframe Team

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