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Post by Pie on May 3, 2013 13:20:41 GMT -5
Housing:- Monthly rent has been replaced with a flat cost for houses, resulting in overall lower prices for most dwellings, and less work for the admin.
- You can now start with any dwelling that costs 100,000 Jewels or less.
- Refunds have been issued to those who paid rent in April.
- You may change your housing as a result of these changes if you desire
- Guild Halls no longer cost anything to start. Upgrading them still costs the usual amount though.
EXP: You now gain EXP even while capped by your class. This will speed up advancement through the first few classes pretty substantially. Travel: has had food and water requirements removed from it. Tax Rates: have been removed from guilds. Guild Vaults are still a thing, but these will be funded entirely by donations from RPCs. The Rune Knights are an exception to this, see their rules for details.
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Post by Pie on May 4, 2013 12:11:06 GMT -5
EXP has been retroactively added to mirror the change in how EXP is being processed. The bonus jewels earned were subtracted.
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Post by Pie on May 4, 2013 13:37:55 GMT -5
Wilderness survival was removed since it was deprecated by the change to food.
Wild has been edited to the following as a result:
Trait Name: Wild Cost per rank: 10 Maximum Ranks: 2 Passive or Activated: Passive Effect: Rank One: +3 Ranks in Wilderness Tracking, +1 Rank of "Knowledge: Wilderness Survival", +1 Rank of Scavenger, +1 Rank of Durable. Rank Two: +2 Ranks in Wilderness Tracking, +2 Ranks of Knowledge: Wilderness Survival, +1 Rank of Scavenger, +2 Ranks of Durable Drawback: Your character must be "wild" and unused to the norms of living around people. These characters can never live in the cities, and are generally troubled by communicating with people. At rank 2, there is even a bit of paranoia towards cities, and the character will always avoid them if possible. If the character is forced into a city by plot purposes, they should be obviously bothered by the predicament IC.
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