# Patch Notes: Pre-Season

## Cambria Patch Notes - Preseason

### 🌟 Features & New Content

#### Companions System

* New Companion System: Introducing companions with unique [perks and abilities](https://cambria-1.gitbook.io/duel-arena/cambria-nfts/companions-nft)&#x20;
* Added new Companions recruitment center with Clara (WIP)
* Companion Selection Modal: Added new interface for selecting and managing your companions with filtering options&#x20;
* Companion Perks: Companions provide useful perks such as auto-pickup, remote bank access, and combat indicators&#x20;
* Companion Summoning UI: New interface for summoning companions with visual effects and animations&#x20;
* Companion Catchphrases: Added unique catchphrases for companions that display when interacting with them&#x20;

#### Guild Improvements

* Guild Safe Storage: New secure storage system alongside existing Guild Chest with enhanced permission controls&#x20;
* Guild Roles System: Introduced new roles (Leader, Patron, Captain, Member) with specific permissions and capabilities&#x20;
* Guild Chest History: View detailed history of guild chest deposits and withdrawals with filtering options&#x20;
* Guild Leaderboard: Added physical leaderboard object in the game world&#x20;
* Guild Master NPC (Ruslvn): Added a Guild Master NPC that provides guild-related services and information&#x20;

#### New Creatures & NPCs

* Wyrmkin NPCs: Added Hunter and Warrior variants with unique abilities&#x20;
  * Hunter: Fast attack speed with Mossclaw special ability that triggers when below 50% health
  * Warrior: Features Wingshield ability that reduces incoming damage and reflects melee damage as bleed
* Swamp Boss (Velmora) & new Deep Swamps region - documentation on mechanics coming soon&#x20;
* Mokrul now is the Wilderness regional Boss
* New Beach Area to the southwest of the capital - Beach Fishing, Fishing shop, etc.
* Expanded Southern Wilderness area - the Fel Mines (Obsidian), Wilderness Course, etc.
* Bandit NPCs: Added Bandit Assassin, Bandit Mage, and Bandit Archer throughout the world&#x20;

#### World & Environment

* Obelisks Rework: Completely redesigned teleportation obelisks&#x20;
  * 4-second cast duration
  * Teleports all players within center square to random obelisk
  * Activate by clicking one of the towers
* Surface Glow Effects: Added atmospheric glow effects&#x20;
* Focus Mode: New "Focus Mode" toggled with 'H' key hides UI elements for immersive gameplay&#x20;
* Swamp Water Ripple Effects: Added water ripple effects in swamp areas&#x20;
* Restoration Altar: Updated textures for the restoration altar&#x20;

#### Magic Changes

* Telegrab Spell: Added visual effects for the Telegrab spell&#x20;
  * Maximum range of 7 tiles
  * Character moves toward item until within range
  * Can be interrupted before projectile is spawned
* Targeted Spell Casting: Improved spell targeting system with better distance calculation and follow logic&#x20;
* Frost & Water Spell Rebalancing:&#x20;
  * AOE damage change: Initial target takes 100% damage, secondary targets take 80% damage
  * Increased base damage of Water & Frost spells
  * Increased charge cost for Frost spells
  * Renamed and reconfigured Frost spells into a cohesive suite:
    * Frost Blitz: Weak single target spell
    * Frost Blitzer: Strong single target spell
    * Frost Burst: Weak multi-target spell
    * Frost Barrage: Strong multi-target spell
* Combat Masteries System: Introducing a comprehensive talent system for combat specialization
  * Gain mastery points by reaching total experience milestones
  * Spec into Melee, Ranged, or Magic masteries (or any combination)
  * Unlock passive effects like critical strike chance, life steal, and armor penetration
  * Access powerful abilities through higher tier masteries
  * Manage masteries through the Skills tab interface
  * Full docs coming soon&#x20;

#### Skill Changes

* Skill Level Cap System: Added level caps to all skills that require Coins (silver) payment to increase&#x20;
  * Initial cap is level 40
  * Progress bars in the Skills tab show if the cap has been reached
  * Option to raise level caps at the cost of gold when meeting level requirements
* Combat Initial Level Cap Increase: Level cap for ATK, STR, DEF, and HP raised to 60 (from previous 40)&#x20;
  * F2P cap remains at 40 and tutorial cap remains at 20

#### Agility System Changes

* Wilderness Agility Course: Added a challenging agility course with silver rewards for completing laps
  * Course is Tier 4 area, inside a Tier 5 region
  * &#x20;Purchase a pass to earn Silver, pass costs 15k silver
* More Shortcuts throuhout the map

### 🏹 Combat & Gameplay Improvements

* Bow Feel Improvements: Enhanced bow animations, audio, and effects for better game feel&#x20;
* Combat Equipment Checks: Fixed issues with weapon switching during combat&#x20;
  * Prevents exploits like switching ammo types mid-attack
  * Ensures correct weapon degradation
* Tool Durability: Improved tool durability system
* Reworked Weapon & Armor Durability system - coin costs to repair are significantly higher and scale aggressively with the tier of the Weapon, creating uses for lower tier gear.  Durability is lost faster now and the amount of durability lost scales on actual damage taken&#x20;
* Defensive Skilling - players now earn Defense and Hitpoints XP for doing skilling tasks, improving survivability
* NPC Improvements:
  * NPCs now attack barricades when unable to reach targets&#x20;
  * Adjustments to NPC size affecting movement and range&#x20;
  * Fixed poison effect issues&#x20;
  * Fixed issue where NPCs don't move after respawning&#x20;
  * Fixed issue where movement effects stay on NPCs after death&#x20;
* Prayer Fixes: Fixed restoration prayer functionality&#x20;
* Combat Indicators: Added off-screen indicators showing health and position of combat targets (only usable if you have a companion with this trait)&#x20;
* Special Attack Persistence: Your special attack energy now persists when logging out&#x20;
* Enchanted Bolt Effects: Enhanced visual effects for enchanted bolts with custom bolt graphics&#x20;
  * Added check to ensure enchanted bolt effects only trigger with crossbows&#x20;
* Armor Mechanics:&#x20;
  * Reintroduced armor absorption (soaking) for NPCs
  * Magic damage still ignores armor absorption
  * Added Armor Penetration passive from Ranged Mastery to counter absorption
* Cyclops Behavior: Updated attack speed and initial health based on nearby player count&#x20;
* Split Item Fix: Restored functionality to split stacks of items&#x20;
* Damaged Item Protection: Prevented trading of damaged items&#x20;
* Persisted Temp Levels: Temporary skill level boosts now persist when logging out&#x20;
* Boss Fixes: Various fixes for boss encounters including Dragon attack hitbox&#x20;
* Special Attack Toggling: Fixed issue where the Special Attack bar would not toggle off after unselecting&#x20;
* Improved visual effects for various weapon spells and bolt effects, including Dragonsteel bolt effects
* Combat Masteries System: Introducing a comprehensive talent system for combat specialization&#x20;
  * Gain mastery points by reaching total experience milestones
  * Spec into Melee, Ranged, or Magic masteries (or any combination)
  * Unlock passive effects like critical strike chance, life steal, and armor penetration
  * Access powerful abilities through higher tier masteries
  * Manage masteries through the Skills tab interface
  * More docs on all masteries, effects, and changelog soon
* Added action delay on food eat action - currently 0.9 seconds&#x20;
* Added Mageslayer's Bow - anti-mage bow that has a special attack that deals massive damage scaling on the target's recent magic damage output, only triggers if they've recently casted a spell&#x20;
* Added Felfire Bow - very slow attack speed, shoots 2 arrows per hit.  Special Attack unleashes 3 felfire orbs towards the target, striking in quick succession.
* Added a new "Loot Bag" system where players that die in PvP drop a a loot bag containing their items.  These items can be fenced by the killer for 30% of their base gold value, subtracting any durability loss. &#x20;

### :crocodile: Misc Game Changes

* Adjusted skill level cap unlock costs per tier&#x20;
  * Level 60 - 500 silver
  * Level 70 - 8,000 silver
  * Level 80 - 24,000 silver
  * Level 90 - 78,000 silver
  * Level 95 - 180,000 silver
  * Level 99 - 1337 silver
* Adjusted weapon attack delay for several weapons
  * Melee and range have significantly increased (25-30%) attack speed&#x20;
* Adjusted amounts healed for certain foods&#x20;
* Adjusted loot multipliers for certain NPCs&#x20;
* Changed XP rates for various skilling actions
* General store markup raised to 5x from 2x
* Reduced Stress taken from various sources
* Default energy starts at 160k instead of 30k
* Reworked F2P Restrictions to prevent f2p players from significantly affecting the economy
* Tools, Coins (Silver) no longer drop on death, reworked [Item Retention on Death](https://cambria-1.gitbook.io/gold-rush-s2/season-2-the-paymasters/player-killing) behavior&#x20;
* Slightly reduced poison damage
* Reworked level requirements
* Reworked Shops
* Increased healing from Fish
* New Obsidian Pickaxe
* Improved various special attacks
* Increase Curio rewards
* Removed Protect Item Prayer
* Restoration Statues now restore full Prayer points as well to simplify gameplay
* Significantly increased XP rates

### :coin: Paymaster Integration

* Paymaster role (5+ charters deposited)
* Paymasters and Founders can use the Paymaster's Hideout underneath the capital&#x20;
  * More expansions coming soon

### 🖥️ User Interface Enhancements

* Condensed Layout: Optimized UI layout for better gameplay visibility&#x20;
  * Reduced element sizes and spacing for more compact layout
  * Improved navigation panel and skills display
  * Adjusted chat window positioning and transparency
* Display Settings: Restored display settings customization&#x20;
* Skull Timer: Now shows remaining time for skulled status&#x20;
* Movement Enhancement: Added ability to hold mouse button to move continuously&#x20;
* Leaderboards:
  * Added Shard Yield Factor leaderboard with visual tiers&#x20;
  * Introduced Solo Royal Favor leaderboards to view individual performance&#x20;
* Collection Box: Added indicator and prompt modal for collection boxes&#x20;
* Pet Interactions: Improved pet interaction controls and visibility options&#x20;
  * Added setting to hide all pets
  * Disabled interaction with other players' pets outside safezones
  * Removed "sic falcon on" option when falcon isn't active
* World Map Adjustments: Enhanced world map with improved layout and navigation&#x20;
  * Added dungeons
  * Centered player marker and object positions
  * Improved map display regardless of window size
* UI Layout Changes: Repositioned various UI elements for better visibility&#x20;
  * Moved Zone Tier to minimap area and hidden in safe zones
  * Fixed minimap layout and design
  * Adjusted timed progress bar to avoid overlapping with the action bar
* Action Bar Additions: Enhanced action bar with pet perks and spells&#x20;
  * Pet Perks can now be dragged to the action bar
  * Spells can be dragged to the action bar for quick access
* Status Tooltip Updates: Improved status effect tooltips with descriptions&#x20;
* Coins in Mailbox Notification: Players are now notified if they have coins in their mailbox upon login&#x20;
* Royal Treasury Updates: Enhanced interface for Royal Favor cash-in with&#x20;
  * Added detailed transaction history and retry functionality
  * Coins are now awarded alongside Royal Favor at a 30:1 ratio
  * Added visualizations for both rewards in the interface

### ⚡ Performance Optimizations

* Frontend Performance: Reduced character initialization times and improved overall responsiveness&#x20;
* Map Loading: Enhanced chunk loading speed and efficiency&#x20;
* Player Position Handling: Improved tracking of player positions for better consistency&#x20;
* Animation Improvements:
  * Fixed tile animations and added synchronization&#x20;
  * Fixed NPCs stopping during attack animations&#x20;
* Mailbox System v2: Completely overhauled mailbox system&#x20;
  * Significantly reduced server load
  * Improved mail delivery reliability and performance
* Performance Rework: Major performance improvements across the game&#x20;
  * Optimized text components for combat splats
  * Reduced sprite depth update frequency
  * Implemented true placeholder system for distant players
  * Enhanced caching logic for remote player entities
* NPC Walk Animation Improvements: Added framerate adjustments based on slowdown effects&#x20;
* Invisible Player Fix: Solved issues with players not appearing in the game world&#x20;

### 🐞 Bug Fixes

* XP Display: Fixed duplicate XP drop notifications during combat&#x20;
* Movement Fixes:
  * Fixed click interaction while moving&#x20;
  * Fixed click to move target indicator getting stuck&#x20;
* Item Fixes:
  * Fixed obsidian pickaxe effects&#x20;
  * Fixed cleansing balm issues&#x20;
* Combat Fixes:
  * Corrected combat style and range for long range bows&#x20;
  * Fixed healthbar trigger delay&#x20;
* Visual Improvements:
  * Fixed animated tiles error
  * Fixed oak longbow effects&#x20;
* Guild Functionality: Added check if guild chest is open while making transfers&#x20;
* Luminescent Mining: Renamed "Luminescent ore" to "Uncharged Essence" for consistency&#x20;
* Dragon Attack Fix: Adjusted damage area offset and increased damage area size
* Broken Felbourne Fix: Resolved issues with the Felbourne region&#x20;
* Mega Maggot Pathfinder: Fixed movement behavior for mega maggots
* Trade Limits: Fixed duplicate trade items and limited trade offers to 8 items&#x20;
* Spell Animation: Fixed Falchion special attack animation&#x20;
* Pet System: Fixed issues with pet systems in Duel Arena&#x20;
* Elder Dragon: Updated elder dragon spritesheets for improved visuals&#x20;
* Prayer Display: Fixed issue where Prayer was not updating and showing '99' on login&#x20;
* Home Teleport: Fixed issue where Home Teleport spell was not working correctly&#x20;
* Action Bar Slots: Fixed action bar slot remaining highlighted after dragging items off&#x20;
* Staff of Elements: Rebalanced passive ability to use T2-T3 spells randomly at T5 instead of just T3&#x20;
* Action Bar Cooldowns: Fixed issues with action bar ability cooldowns&#x20;
