V0.22: Difference between revisions

5,078 bytes added ,  10 March 2022
First section cleanup
m (Add Menu)
(First section cleanup)
Line 1: Line 1:
<onlyinclude>== Alpha v0.22 - (29th September 2021) ==
<onlyinclude>== Alpha v0.22 - (29th September 2021) ==
=== Thieving Rework ===
=== Thieving Rework ===
Thieving has always been one of the most lacklustre Skills in the game. Providing no real benefits to the game apart from a few items, as well as having no purpose late game other than to pickpocket the Farmer was a sure enough factor to rework the Skill.
{{Skill|Thieving}} has always been one of the most lacklustre Skills in the game. Providing no real benefits to the game apart from a few items, as well as having no purpose late game other than to pickpocket the {{Icon|Bob the Farmer|Farmer|type=thieving}} was a sure enough factor to rework the Skill.


The aim of this rework is to transition the Skill into an early to mid-game Skill while providing unique bonuses and content that you cannot find anywhere else. We also wanted to ensure Thieving remained viable and somewhat important late-game by the use of consumable items you can only obtain via this Skill.
The aim of this rework is to transition the Skill into an early to mid-game Skill while providing unique bonuses and content that you cannot find anywhere else. We also wanted to ensure Thieving remained viable and somewhat important late-game by the use of consumable items you can only obtain via this Skill.


<span style="color:orange">'''Due to the nature of this rework, it was not possible to award any Thieving Offline Progress if you were doing so when the update dropped. You will be greeted with some flavour text upon your return.'''</span>
'''Due to the nature of this rework, it was not possible to award any Thieving Offline Progress if you were doing so when the update dropped. You will be greeted with some flavour text upon your return.'''


==== New NPCs and Unique Drops ====
==== New NPCs and Unique Drops ====
We have introduced 15 brand new helpless NPCs for you to pickpocket, many of which are home to unique items that can only be found in Thieving.
We have introduced 15 brand new helpless NPCs for you to pickpocket, many of which are home to unique items that can only be found in Thieving.


NPCs also now reside in different areas or locations (Kind of like Fishing). Alongside the unique drops from the NPC themselves, you are also able to find unique "area" items which only drop from NPCs within the respective location.
NPCs also now reside in different areas or locations (kind of like {{Skill|Fishing}}). Alongside the unique drops from the NPC themselves, you are also able to find unique "area" items which only drop from NPCs within the respective location.


Some of the new drops provide bonuses to Skills or Combat, while others are simply worth a good amount of GP when you sell it.
Some of the new drops provide bonuses to Skills or Combat, while others are simply worth a good amount of GP when you sell it.


You may even find some exotic {{Skill|Crafting|notext=true}} Crafting materials, which can be used to make special pouches and bags to aid in your adventures even more.
You may even find some exotic crafting materials, which can be used to make special pouches and bags to aid in your adventures even more.


==== The Art of Stealth ====
==== The Art of Stealth ====
This rework introduces two new mechanics known as <span style="color:orange">Stealth</span> and <span style="color:red">Perception</span>.
This rework introduces two new mechanics known as '''Stealth''' and '''Perception'''.


<span style="color:red">Perception</span> is a measure of how difficult an NPC is to steal from, while <span style="color:orange">Stealth</span> is how good you are at stealing.
'''Perception''' is a measure of how difficult an NPC is to steal from, while '''Stealth''' is how good you are at stealing. Your '''Stealth''' competes against an NPC's '''Perception'''.
 
'''Your <span style="color:orange">Stealth</span> competes against an NPC's <span style="color:red">Perception</span>'''
* Your success rate is determined by: <math>100 \times \tfrac{100 + \text{Stealth}}{100 + \text{Perception}}\%</math>
* Your success rate is determined by: <math>100 \times \tfrac{100 + \text{Stealth}}{100 + \text{Perception}}\%</math>
* Your chance to double items is increased by: <math>25 \times \tfrac{\text{Stealth}}{\text{Perception}}\%</math>
* Your chance to double items is increased by: <math>25 \times \tfrac{\text{Stealth}}{\text{Perception}}\%</math>
* Your chance to receive an NPC's unique item is: <math>\tfrac{100 + \text{Stealth}}{100 \times \text{Perception}}\%</math>
* Your chance to receive an NPC's unique item is: <math>\tfrac{100 + \text{Stealth}}{100 \times \text{Perception}}\%</math>


'''<span style="color:orange">Stealth</span> can be increased in a number of ways:'''
'''Stealth''' can be increased in a number of ways.
* Increasing your Thieving level
* Increasing your {{Skill|Thieving}} level
* Increasing your Mastery level
* Increasing your {{Icon|Mastery}} level
* Filling your Thieving Mastery Pool
* Filling your {{Skill|Thieving}} {{Icon|Mastery}} Pool
* Equipping items with <span style="color:orange">Stealth</span> bonuses
* Equipping items with '''Stealth''' bonuses
* Potions from Herblore
* {{Icon|Gentle Hands Potion|Potions}} from {{Skill|Herblore}}
* Agility Courses
* {{Skill|Agility}} Courses


==== Balance Changes ====
==== Balance Changes ====
Thieving has been completely rebalanced. The old NPCs have had their level requirements and XP amounts readjusted. Combining this with the addition of new NPCs, levelling Thieving should now be much smoother, and make a decent amount of GP along the way.
{{Skill|Thieving}} has been completely rebalanced. The old NPCs have had their level requirements and XP amounts readjusted. Combining this with the addition of new NPCs, leveling Thieving should now be much smoother, and make a decent amount of GP along the way.
 
The level requirements of NPCs have been adjusted:
* Golbin from 10 to 8
* Lumberjack from 20 to 61
* Farmer from 30 to 39
* Fisherman from 40 to 54
* Chef from 50 to 34
* Miner from 60 to 70
* Knight from 75 to 88
 
The base xp of NPCs has been adjusted:
* Lumberjack from 20 to 62
* Farmer from 30 to 36
* Fisherman from 45 to 46
* Chef from 55 to 31
* Miner from 65 to 73
* Knight from 90 to 107
 
The maximum GP of NPCs has been adjusted:
* Man from 20 to 100
* Golbin from 50 to 175
* Lumberjack from 100 to 500
* Farmer from 120 to 400
* Fisherman from 140 to 450
* Chef from 160 to 300
* Miner from 180 to 550
* Knight from 200 to 750


The Max Hit of NPCs has been adjusted (Standard Mode numbers):
{| class="mw-collapsible mw-collapsed wikitable"
* Man from 10 to 22
|-
* Golbin from 20 to 40
!colspan=3| Legend
* Lumberjack from 30 to 155
|-
* Farmer from 30 to 137
|style="background-color:#fce8b2;"| Unchanged ||style="background-color:#f4cccc;"| Reduced ||style="background-color:#93c47d;"| Increased
* Fisherman from 40 to 101
|}
* Chef from 40 to 108
* Miner from 40 to 180
* Knight from 50 to 241


Furthermore, anything that used to provide bonuses to Thieving success rate or success rate cap have been changed to provide increases to <span style="color:orange">Stealth</span> or other bonuses.
{| class="stickyHeader mw-collapsible wikitable" style="text-align:right;"
|-
!colspan=9 | Thieving Rework Adjustments
|-class="headerRow-0" style="text-align:center;"
! NPC !! Old Level !! New Level !! Old XP !! New XP !! Old Max GP !! New Max GP !! Old Max Hit !! New Max Hit
|-
|style="text-align:left;"| {{Icon|Man|type=thieving}} || 1 ||style="background-color:#fce8b2;"| 1 || 5 ||style="background-color:#fce8b2;"| 5 || 20 ||style="background-color:#93c47d;"| 100 || 10 ||style="background-color:#93c47d;"| 22
|-
|style="text-align:left;"| {{Icon|Golbin|type=thieving}} || 10 ||style="background-color:#f4cccc;"| 8 || 10 ||style="background-color:#fce8b2;"| 10 || 50 ||style="background-color:#93c47d;"| 175 || 20 ||style="background-color:#93c47d;"| 40
|-
|style="text-align:left;"| {{Icon|Lumberjack|type=thieving}} || 20 ||style="background-color:#93c47d;"| 61 || 20 ||style="background-color:#93c47d;"| 62 || 100 ||style="background-color:#93c47d;"| 500 || 30 ||style="background-color:#93c47d;"| 155
|-
|style="text-align:left;"| {{Icon|Bob the Farmer|Farmer|type=thieving}} || 30 ||style="background-color:#93c47d;"| 39 || 30 ||style="background-color:#93c47d;"| 36 || 120 ||style="background-color:#93c47d;"| 400 || 30 ||style="background-color:#93c47d;"| 137
|-
|style="text-align:left;"| {{Icon|Fisherman|type=thieving}} || 40 ||style="background-color:#93c47d;"| 54 || 45 ||style="background-color:#93c47d;"| 46 || 140 ||style="background-color:#93c47d;"| 450 || 40 ||style="background-color:#93c47d;"| 101
|-
|style="text-align:left;"| {{Icon|Chef|type=thieving}} || 50 ||style="background-color:#f4cccc;"| 34 || 55 ||style="background-color:#f4cccc;"| 31 || 160 ||style="background-color:#93c47d;"| 300 || 40 ||style="background-color:#93c47d;"| 108
|-
|style="text-align:left;"| {{Icon|Miner|type=thieving}} || 60 ||style="background-color:#93c47d;"| 70 || 65 ||style="background-color:#93c47d;"| 73 || 180 ||style="background-color:#93c47d;"| 550 || 40 ||style="background-color:#93c47d;"| 180
|-
|style="text-align:left;"| {{Icon|Knight|type=thieving}} || 75 ||style="background-color:#93c47d;"| 88 || 90 ||style="background-color:#93c47d;"| 107 || 200 ||style="background-color:#93c47d;"| 750 || 50 ||style="background-color:#93c47d;"| 241
|}


For a complete list of changes, check out the [[#Changelog|full Changelog]]
Furthermore, anything that used to provide bonuses to Thieving success rate or success rate cap have been changed to provide increases to '''Stealth''' or other bonuses.


==== Interface Overhaul ====
==== Interface Overhaul ====
The interface for Thieving has been completely redone.
The interface for {{Skill|Thieving}} has been completely redone.


NPCs are now displayed in areas, similar to Fishing. Information, such as doubling chance and thieving interval, are now also shown, similar to Smithing or Fletching.
NPCs are now displayed in areas, similar to {{Skill|Fishing}}. Information, such as doubling chance and Thieving interval, are now also shown, similar to {{Skill|Smithing}} or {{Skill|Fletching}}.


A "Show Drops" button has been added. This allows you to see your GP gains, as well as potential loot drops from an NPC. Drops are hidden by the use of a question mark until you find them at least once.
A "Show Drops" button has been added. This allows you to see your GP gains, as well as potential loot drops from an NPC. Drops are hidden by the use of a question mark until you find them at least once.


==== Thieving is Now Tick Based ====
==== Thieving is Now Tick Based ====
Thieving has now been transitioned to be tick-based system, just like combat. This has resulted in the following benefits:
{{Skill|Thieving}} has now been transitioned to be tick-based system, just like {{Icon|Combat}}. This has resulted in the following benefits:
* Thieving now has the same resistance to browser throttling that combat has
 
* Offline and Online thieving are now consistent with each other as they use the same codebase.
* {{Skill|Thieving}} now has the same resistance to browser throttling that {{Icon|Combat}} has
* Mastery now levels up offline and provides the benefits instead of using the fixed mastery level you had when you went offline
* Offline and Online {{Skill|Thieving}} are now consistent with each other as they use the same codebase
* Food is now consumed while Thieving offline
* {{Icon|Mastery}} now levels up offline and provides the benefits immediately, instead of using the fixed {{Icon|Mastery|nolink=true}} level you had when you went offline
* You can now perform offline thieving even if your success rate isn't 100%; however, it is now also possible to die
* Food is now consumed while {{Skill|Thieving}} offline
* You can now perform offline {{Skill|Thieving}} even if your success rate isn't 100%; however, it is now also possible to die


=== Cooking Rework ===
=== Cooking Rework ===
The long awaiting Cooking Rework is here!
The long awaiting {{Skill|Cooking}} Rework is here!


The aim of this rework is to provide a large rebalance to the use of Food throughout the game, while also providing more options to the Player in what they wish to produce.
The aim of this rework is to provide a large rebalance to the use of Food throughout the game, while also providing more options to the Player in what they wish to produce.
Line 100: Line 90:
Some much requested Quality of Life features have been added, alongside a new “Passive Cooking” mechanic that should provide an extra pair of hands throughout your Melvor journey.
Some much requested Quality of Life features have been added, alongside a new “Passive Cooking” mechanic that should provide an extra pair of hands throughout your Melvor journey.


<span style="color:orange">'''Offline Progress will be awarded for those who were Cooking Offline when the update dropped. Your Offline Progress will be subject to the changes and new mechanics listed.'''</span>
'''Offline Progress will be awarded for those who were Cooking Offline when the update dropped. Your Offline Progress will be subject to the changes and new mechanics listed.'''


==== Cooking Furnace and Cooking Pot ====
==== Cooking Furnace and Cooking Pot ====
Alongside the Cooking Fire, we have now introduced the Cooking Furnace and Cooking Pot.
Alongside the {{UpgradeIcon|Normal Cooking Fire|Cooking Fire|nolink=true}}, we have now introduced the {{UpgradeIcon|Basic Furnace|Cooking Furnace|nolink=true}} and {{UpgradeIcon|Basic Pot|Cooking Pot|nolink=true}}.


These new Cooking Utilities (That's what I call them) unlock a wide range of new unique multi-ingredient products you can cook and use in Combat or Thieving.
These new Cooking Utilities (that's what I call them) unlock a wide range of new unique multi-ingredient products you can cook and use in {{Icon|Combat}} or {{Skill|Thieving}}.


They act the same way as the Cooking Fire does, while also providing their own unique bonuses within Cooking itself.
They act the same way as the {{UpgradeIcon|Normal Cooking Fire|Cooking Fire|nolink=true}} does, while also providing their own unique bonuses within Cooking itself.


Each Cooking Utility is home to different types Food for you to Cook that can only be obtained by using the respective Fire, Furnace or Pot.
Each Cooking Utility is home to different types Food for you to Cook that can only be obtained by using the respective {{UpgradeIcon|Normal Cooking Fire|Fire|nolink=true}}, {{UpgradeIcon|Basic Furnace|Furnace|nolink=true}} or {{UpgradeIcon|Basic Pot|Pot|nolink=true}}.


These are required to be purchased from within the Shop prior to being able to use them.
These are required to be purchased from within the Shop prior to being able to use them.
Line 149: Line 139:
Perfect Cook is classed as a bonus; therefore, it is not possible to produce a Perfect product using the Passive Cook mechanic.
Perfect Cook is classed as a bonus; therefore, it is not possible to produce a Perfect product using the Passive Cook mechanic.


<span style="color:orange">'''There is a Setting on the Cooking Page and also in the Settings Page to enable or disable Perfect Cooking. If you do not wish to receive Perfect Items, you can simply toggle it off.'''</span>
There is a Setting on the Cooking Page and also in the Settings Page to enable or disable Perfect Cooking. If you do not wish to receive Perfect Items, you can simply toggle it off.


==== Successful Cook and the removal of Burnt Items ====
==== Successful Cook and the removal of Burnt Items ====
Line 158: Line 148:
Now, products that fail to cook will be yeeted into oblivion, providing nothing for your efforts to Cook something delicious.
Now, products that fail to cook will be yeeted into oblivion, providing nothing for your efforts to Cook something delicious.


For those concerned about a specific item that requires Burnt Cave Fish to obtain – take a look at the drop table for the Tentacle Monster in Sandy Shores.
For those concerned about a specific item that requires {{ItemIcon|Burnt Cave Fish}} to obtain – take a look at the drop table for the {{MonsterIcon|Tentacle}} Monster in {{ZoneIcon|Sandy Shores}}.


This also means all Burnt Food, except the Burnt Cave Fish, is no longer required for 100% item completion (They are also worth 0 GP now).
This also means all Burnt Food, except the {{ItemIcon|Burnt Cave Fish|nolink=true}}, is no longer required for 100% item completion (they are also worth {{GP|0}} now).


==== New Shop Upgrades ====
==== New Shop Upgrades ====
Line 167: Line 157:
These are Quality of Life upgrades that will help streamline your progression.
These are Quality of Life upgrades that will help streamline your progression.


* '''Cooking Upgrade 1''' - Automatically equip Food that is Actively Cooked if that Food is already equipped, or an empty Food slot is available. This can be toggled on or off.
* {{UpgradeIcon|Cooking Upgrade 1}} - Automatically equip Food that is Actively Cooked if that Food is already equipped, or an empty Food slot is available. This can be toggled on or off.
* '''Cooking Upgrade 2''' - When running out of Food in Combat, automatically swap to a different Food Slot that contains food. This can be toggled on or off.
* {{UpgradeIcon|Cooking Upgrade 2}} - When running out of Food in Combat, automatically swap to a different Food Slot that contains food. This can be toggled on or off.


==== Food Source & Usage Rebalancing ====
==== Food Source & Usage Rebalancing ====
Line 175: Line 165:
This rework gave us the opportunity to look at the whole picture in terms of Food and how it is used throughout the game and come to a solution to balance this to our expectations of the game.
This rework gave us the opportunity to look at the whole picture in terms of Food and how it is used throughout the game and come to a solution to balance this to our expectations of the game.


Here are the main points for the rebalance (Details below in changelog):
Here are the main points for the rebalance (details below in changelog):
* Healing value for all Farming products has been nerfed quite a lot, in favour of using these products in Cooked Products.
* Healing value for all {{Skill|Farming}} products has been nerfed quite a lot, in favour of using these products in Cooked Products.
* The base interval for Cooking Carps, Sharks, Cave Fish, Manta Rays and Whales has been increased.
* The base interval for Cooking {{ItemIcon|Carp|Carps}}, {{ItemIcon|Shark|Sharks}}, {{ItemIcon|Cave Fish}}, {{ItemIcon|Manta Ray|Manta Rays}} and {{ItemIcon|Whale|Whales}} has been increased.
* The base sale price for above-mentioned Fish has been increased to accommodate for the increased intervals.
* The base sale price for above-mentioned Fish has been increased to accommodate for the increased intervals.
* The minimum base interval in Fishing for all Cookable Fish has been increased. Maximum base interval remains unchanged. This means on average they will take longer to catch.
* The minimum base interval in {{Skill|Fishing}} for all Cookable Fish has been increased. Maximum base interval remains unchanged. This means on average they will take longer to catch.
 
It's all well and good to address the Food itself, but we also took the opportunity to address food usage within Combat which will also provide some interesting new mechanics throughout the Combat Areas:
 
* All Monsters within the Spider Forest Dungeon now have a Special Attack which introduces the brand new '''Poison''' mechanic.
* All Monsters within the Icy Hills Combat Area, and Frozen Cove Dungeon now have a Special Attack, introducing the brand new '''Frostburn''' ailment.
* All Monsters within the Dragon Valley Combat Area now have a Dragonbreath Special Attack (Weaker than existing ones). This also means these Monsters that appear in the Dragon's Den also contain the new Special Attack.
* All Monsters within the Arid Plains Slayer Area now have a Lesser Sandstorm Special Attack. The Sandbeast keeps it's existing Sandstorm Special Attack.
* The Elementalist now has 4 different Special Attacks. All with a low chance to proc, they will either inflict Stun, Burn, Freeze or Frostburn upon you.
* The Bandit Leader in the Bandit Camp Dungeon has a new Special Attack.
* The Elder Dragon in the Dragon's Den also has a Special Attack now.
 
==== Food Healing Changes ====
Decreased the healing of (Standard Mode numbers):
* Seahorses from 130 to 120
* Potatoes from 10 to 3
* Onions from 20 to 6
* Cabbage from 30 to 9
* Tomatoes from 40 to 13
* Sweetcorn from 50 to 16
* Strawberries from 60 to 20
* Watermelons from 70 to 36
* Snape Grass from 80 to 40
* Carrots from 90 to 28


==== Base Cooking Interval Changes ====
It's all well and good to address the Food itself, but we also took the opportunity to address food usage within {{Icon|Combat}} which will also provide some interesting new mechanics throughout the Combat Areas:
Decreased the base Cooking Interval of:
* Shrimp from 3s to 2s
* Sardine from 3s to 2s


Increased the base Cooking Interval of:
* All Monsters within the {{ZoneIcon|Spider Forest}} Dungeon now have a Special Attack which introduces the brand new Poison mechanic.
* Seahorses from 3s to 4s
* All Monsters within the {{ZoneIcon|Icy Hills}} Combat Area, and {{ZoneIcon|Frozen Cove}} Dungeon now have a Special Attack, introducing the brand new Frostburn ailment.
* Trout from 3s to 4s
* All Monsters within the {{ZoneIcon|Dragon Valley}} Combat Area now have a Dragonbreath Special Attack (weaker than existing ones). This also means these Monsters that appear in the {{ZoneIcon|Dragons Den}} also contain the new Special Attack.
* Salmon from 3s to 4s
* All Monsters within the {{ZoneIcon|Arid Plains}} {{Skill|Slayer}} Area now have a Lesser Sandstorm Special Attack. The {{MonsterIcon|Sand Beast}} keeps its existing Sandstorm Special Attack.
* Lobster from 3s to 5s
* The {{MonsterIcon|Elementalist}} now has 4 different Special Attacks. All with a low chance to proc, they will either inflict Stun, Burn, Freeze or Frostburn upon you.
* Swordfish from 3s to 5s
* The {{MonsterIcon|Bandit Leader}} in the {{ZoneIcon|Bandit Base}} Dungeon has a new Special Attack.
* Anglerfish from 3s to 6s
* The {{MonsterIcon|Elder Dragon}} in the {{ZoneIcon|Dragons Den}} also has a Special Attack now.
* Fanfish from 3s to 6s
* Crab from 3s to 7s
* Carp from 3s to 7s
* Shark from 3s to 8s
* Cave Fish from 3s to 9s
* Manta Ray from 3s to 10s
* Whale from 3s to 11s


==== Base Cooking Skill XP Changes ====
{| class="mw-collapsible mw-collapsed wikitable"
Increased the base Cooking Skill XP of:
|-
* Seahorses from 40 to 50
!colspan=3| Legend
* Trout from 25 to 33
|-
* Salmon from 30 to 40
|style="background-color:#f4cccc;"| Nerfed ||style="background-color:#93c47d;"| Buffed
* Lobster from 40 to 66
|}
* Swordfish from 50 to 83
* Anglerfish from 60 to 100
* Fanfish from 60 to 120
* Crab from 70 to 140
* Carp from 75 to 150
* Shark from 80 to 186
* Cave Fish from 100 to 233
* Manta Ray from 125 to 291
* Whale from 150 to 400


==== Food Sale Price Changes ====
{| class="stickyHeader mw-collapsible mw-collapsed wikitable" style="text-align:right;"
Increased the sale price of:
|-
* Seahorses from 50 to 65
!colspan=9 | Cooking Rework Adjustments
* Trout from 20 to 27
|-class="headerRow-0" style="text-align:center;"
* Salmon from 43 to 58
! Food !! Old HP !! New HP !! Old XP !! New XP !! Old GP !! New GP !! Old Interval !! New Interval
* Lobster from 81 to 108
|-
* Swordfish from 100 to 134
|style="text-align:left;"| {{ItemIcon|Potatoes}} || 10 ||style="background-color:#f4cccc;"| 3 || - || - || - || - || - || -
* Anglerfish from 125 to 209
|-
* Fanfish from 150 to 250
|style="text-align:left;"| {{ItemIcon|Onions}} || 20 ||style="background-color:#f4cccc;"| 6 || - || - || - || - || - || -
* Crab from 168 to 280
|-
* Carp from 237 to 395
|style="text-align:left;"| {{ItemIcon|Cabbage}} || 30 ||style="background-color:#f4cccc;"| 9 || - || - || - || - || - || -
* Shark from 337 to 674
|-
* Cave Fish from 269 to 538
|style="text-align:left;"| {{ItemIcon|Tomatoes}} || 40 ||style="background-color:#f4cccc;"| 13 || - || - || - || - || - || -
* Manta Ray from 812 to 1624
|-
* Whale from 1024 to 2048
|style="text-align:left;"| {{ItemIcon|Sweetcorn}} || 50 ||style="background-color:#f4cccc;"| 16 || - || - || - || - || - || -
|-
|style="text-align:left;"| {{ItemIcon|Strawberries}} || 60 ||style="background-color:#f4cccc;"| 20 || - || - || - || - || - || -
|-
|style="text-align:left;"| {{ItemIcon|Watermelons}} || 70 ||style="background-color:#f4cccc;"| 36 || - || - || - || - || - || -
|-
|style="text-align:left;"| {{ItemIcon|Snape Grass}} || 80 ||style="background-color:#f4cccc;"| 40 || - || - || - || - || - || -
|-
|style="text-align:left;"| {{ItemIcon|Carrot}} || 90 ||style="background-color:#f4cccc;"| 28 || - || - || - || - || - || -
|-
|style="text-align:left;"| {{ItemIcon|Shrimp}} || - || - || - || - || - || - || 3s ||style="background-color:#93c47d;"| 2s
|-
|style="text-align:left;"| {{ItemIcon|Sardine}} || - || - || - || - || - || - || 3s ||style="background-color:#93c47d;"| 2s
|-
|style="text-align:left;"| {{ItemIcon|Seahorse}} || 130 ||style="background-color:#f4cccc;"| 120 || 40 ||style="background-color:#93c47d;"| 50 || 50 || style="background-color:#93c47d;"|65 || 3s ||style="background-color:#f4cccc;"| 4s
|-
|style="text-align:left;"| {{ItemIcon|Trout}} || - || - || 25 ||style="background-color:#93c47d;"| 33 || 20 ||style="background-color:#93c47d;"| 27 || 3s ||style="background-color:#f4cccc;"| 4s
|-
|style="text-align:left;"| {{ItemIcon|Salmon}} || - || - || 30 ||style="background-color:#93c47d;"| 40 || 43 ||style="background-color:#93c47d;"| 58 || 3s ||style="background-color:#f4cccc;"| 4s
|-
|style="text-align:left;"| {{ItemIcon|Lobster}} || - || - || 40 ||style="background-color:#93c47d;"| 66 || 81 || style="background-color:#93c47d;"| 108 || 3s ||style="background-color:#f4cccc;"| 5s
|-
|style="text-align:left;"| {{ItemIcon|Swordfish}} || - || - || 50 ||style="background-color:#93c47d;"| 83 || 100 ||style="background-color:#93c47d;"| 134 || 3s ||style="background-color:#f4cccc;"| 5s
|-
|style="text-align:left;"| {{ItemIcon|Anglerfish}} || - || - || 60 ||style="background-color:#93c47d;"| 100 || 125 ||style="background-color:#93c47d;"| 209 || 3s ||style="background-color:#f4cccc;"| 6s
|-
|style="text-align:left;"| {{ItemIcon|Fanfish}} || - || - || 60 ||style="background-color:#93c47d;"| 120 || 150 ||style="background-color:#93c47d;"| 250 || 3s ||style="background-color:#f4cccc;"| 6s
|-
|style="text-align:left;"| {{ItemIcon|Crab}} || - || - || 70 ||style="background-color:#93c47d;"| 140 || 168 ||style="background-color:#93c47d;"| 280 || 3s ||style="background-color:#f4cccc;"| 7s
|-
|style="text-align:left;"| {{ItemIcon|Carp}} || - || - || 75 ||style="background-color:#93c47d;"| 150 || 237 ||style="background-color:#93c47d;"| 395 || 3s ||style="background-color:#f4cccc;"| 7s
|-
|style="text-align:left;"| {{ItemIcon|Shark}} || - || - || 80 ||style="background-color:#93c47d;"| 186 || 337 ||style="background-color:#93c47d;"| 674 || 3s ||style="background-color:#f4cccc;"| 8s
|-
|style="text-align:left;"| {{ItemIcon|Cave Fish}} || - || - || 100 ||style="background-color:#93c47d;"| 233 || 269 ||style="background-color:#93c47d;"| 538 || 3s ||style="background-color:#f4cccc;"| 9s
|-
|style="text-align:left;"| {{ItemIcon|Manta Ray}} || - || - || 125 ||style="background-color:#93c47d;"| 291 || 812 ||style="background-color:#93c47d;"| 1624 || 3s ||style="background-color:#f4cccc;"| 10s
|-
|style="text-align:left;"| {{ItemIcon|Whale}} || - || - || 150 ||style="background-color:#93c47d;"| 400 || 1024 ||style="background-color:#93c47d;"| 2048 || 3s ||style="background-color:#f4cccc;"| 11s
|}


=== New Agility Obstacles ===
=== New Agility Obstacles ===
Line 267: Line 254:
* Brand new UI inside of a popup that is much more pleasing to look at, with a layout that can fit more Potions on one screen.
* Brand new UI inside of a popup that is much more pleasing to look at, with a layout that can fit more Potions on one screen.
* You can now disable an active Potion by clicking the "Cancel" button.
* You can now disable an active Potion by clicking the "Cancel" button.
* You can now toggle "Auto Re-use Potion" on a per Skill basis from the new UI. This is no longer a Global Setting (Remember Combat is still classed as one Skill).
* You can now toggle "Auto Re-use Potion" on a per Skill basis from the new UI. This is no longer a Global Setting (remember, {{Icon|Combat}} is still classed as one Skill).
* Added new filter settings to hide selected Potion Tiers. Your active Potion will always show.
* Added new filter settings to hide selected Potion Tiers. Your active Potion will always show.


=== Ancient Sword Rework ===
=== Ancient Sword Rework ===
Something I wanted to highlight was the changes made to the Ancient Sword. It was a very lacklustre Weapon, and was always overlooked in favour of other Weapon choices. This rework aims to address the issues and give it a unique place in the game.
Something I wanted to highlight was the changes made to the {{ItemIcon|Ancient Sword}}. It was a very lacklustre weapon, and was always overlooked in favour of other weapon choices. This rework aims to address the issues and give it a unique place in the game.


The Ancient Sword now:
The {{ItemIcon|Ancient Sword}} now:
* Provides +20% Damage to all Monsters when you have 100% HP.
* Provides +20% Damage to all Monsters when you have 100% HP.
* Has a Special Attack chance of 100%, meaning it will always proc.
* Has a Special Attack chance of 100%, meaning it will always proc.
* Roughly 2 times more common to obtain from the Pirate Booty chest.
* Is roughly 2 times more common to obtain from the {{ItemIcon|Pirate Booty}} chest.
* Has a reduced Special Attack Lifesteal bonus of 20%, down from 25%.
* Has a reduced Special Attack Lifesteal bonus of 20%, down from 25%.


Hopefully these changes make the Weapon a viable choice for those around the mid-game.
Hopefully these changes make the weapon a viable choice for those around the mid-game.


=== Changelog ===
=== Changelog ===
422

edits