Just a reminder to everyone that has been keeping up with our upcoming plans: we are updating to 1.15.1 very soon. We anticipate it to be by the end of next week if our vault plugin is updated. Many players told us that they would rather wait until the vault plugin is updated but we are only waiting until the end of the week for it. If it does not update, we will keep the data and reinstall it for 1.15.1 when the update finally comes out. (Just to mention, there will be NO RESET this update for 1.15.X coming up now nor 1.16.X in the future.)
This means for everyone to remove your items in your player shops AND your player vaults. You have one week to do so or else you will lose your items in your player shop or you will have your items locked in your vault until the plugin updates. Be quick because we're trying to get the update out as soon as possible.
Due to the huge impact these changes are going to have for the gameplay of Survival, I've decided to lay out the changes on an announcement. These changes aim to make werewolves more viable and remove the stresses of being a vampire. We aren't altering anything to do with humans and hunters, though.
Offensive and defensive stats no longer are dynamic based on level. All werewolves have maxed stats as soon as they are infected.
The transformation level requirement is now 30 instead of 25.
At level 25, werewolves will get level 1 versions of beneficial buffs in human form depending on which clan you are in.
Full moons now level up to 5 levels while you are outside instead of 2.5.
We're starting with version number 2.0.1 in this update due to the fact our economy has changed drastically since 1.14.4. So the previous changes are considered to be part of 2.0, this is now 2.0.1. To read these patch notes effectively, they are set up with the buy price first, and the sell price second, and finally given a reason for the change.
Buy Price / Sell Price -> New Buy Price / New Sell Price Reason for Change
The overall purpose of the economic changes is to raise the viability of foods and craftable items that require extra steps in order to sell. Currently, both the Mining and Farming meta-games consist of getting as many raw materials as fast as you can and sell them in bulk. We also included a couple of items that need more farms that require more effort to set up properly.
I am so happy I only have two hours left at work, today has been insane. For those aware of how OGP works at Walmart when I came in at nine we had 5200+ picks, and as of now we are at 500ish. Like YUSSS T^T
The fact that the topic of adding the Merpeople race is a thing is amazing
If it works out think of all the different races that could be created for the game as long as we all have the imaginations to create them as a community