GM Ethos
Staff

  • Tweaked the way remaining stamina affects Disarm; the threshold for being able to disarm someone is now set at a much lower stamina level, and increased by your skill in Disarm. But you will have to exhaust your opponent at least a little bit, even as a master at disarming, to have any chance of disarming them now. Additionally, the lower your own stamina remaining, the greater the penalty to successfully disarming. Therefore, the optimal Disarm strategy is now to let your opponent tire themselves out while exerting yourself as little as possible, to give you the best chance at disarming them; it also works to intervene in fights between other people and disarm a combatant. But disarming someone you're actively fighting is quite difficult, and disarming someone who's conserving their stamina is more or less completely impossible unless their maximum stamina is low.
  • Fixed Wildtouch only changing scrounging spots into materials, and never food.
  • Fixed a server crash bug when a character was deleted.
  • Fixed being able to get cold in the Library if the weather changed while you were in it and you did not move around (e.g. sleeping).
  • Fixed the radial menu for pickpocketing not showing up if a character wasn't wearing both a coinpurse and a rucksack/backpack.
  • Fixed no feedback when pickpocketing someone who's sleeping because they can't catch you while unconscious.
  • Fixed a bug allowing you to lock down multiple items of the same type on one tile.
  • Fixed the Padded Display Case recipe appearing to not recognize you having a display case even though the Craft button was enabled and worked when clicked.
  • Based on the results of the last 17 days since clothing durability was added, I've adjusted the initial generous maximum durability back down to something reasonable based on the observed rates of durability degradation. All existing clothing was grandfathered in at Decent quality, so I've set the target durability for that to ~1 month of moderate use, whereas at previous rates this mediocre quality clothing would have lasted 5-20 years based on use. Great quality clothing should last a few months, and Flawless clothing should last most of a year. Obviously, once it gets warmer, your clothing also won't be damaged merely by being outside, so it will last longer.
  • Characters who log in every day and have been outside a lot may experience their clothing falling apart when they log in as they have been using it heavily.
  • Journeymen tailors can now see the quality level of clothing so they can price it appropriately. Expert tailors can now see the durability of clothing again, as well. This works like spell anchors, so clothing that other people drop in a stack will all merge together for you, but when you pick it up you will sort it out into different qualities and durabilities. If you then drop those in a stack for someone else, they'll all merge together on their screen, but not on yours.
  • Clothing inside containers will never show quality or durability and will always stack (unless dyed, as usual), so that it's easier to store it and there's no bugs accessing containers between people who are tailors and people who are not.