• Announcements

    • Erebus

      Dark and Light Update - Patch Notes   01/04/2018

      Greetings Adventurers! We're finishing up testing our next build, and will be releasing it soon. There will be an announcement in game allowing Adventurers to get to a safe place before servers go down. Below are the full patch notes for the update.
        General Updates Talos, Estel, and Ironfast Optimization The slums for each of the three major cities have been relocated to assist with performance. Resources have been reduced in each city which will improve performance. Rental Sign Storage Changes Players that have had their items stored away inside of these signs have had a bit of an advantage over other players since there is no way for these areas to be raided, and it wasn’t intended to have these be storage bins. We’ve changed these signs so that items can no longer be placed inside of them. Please relocate any items that are stored in these properties to avoid issues. Magic Storage Bins Magical Storage Bins are a new structure that have been added to the villages outside of each city. These bins will provide some similar features to the rental sign so that players who were storing items in this way have another option. Magic Storage Bins are still unbreakable There are two sizes of Magic Storage Bins. Large has a 20 slot inventory, and small has a 10 slot inventory. Magic Storage bins (large) can only be rented for 7 days at a time, and rental can be renewed only 2 hours before the time expires. Magic Storage Bins (small) can only be rented for 3 days at a time, and rental can be renewed only 2 hours before the time expires.  If items are left behind after time expires, the next Adventurer that rents the Magical Storage Bin will become the owner of them.  All Adventurers are able to see the Magical Storage Bin’s rental timer. Each faction will currently only have one large Magical Storage Bin. Each House is only able to rent one Magical Storage Bin at a time. If the House dissolves, the Magical Storage Bin will revert back to an unleased state. Adventurers are only able to rent Magical Storage Bins that are inside of their faction’s city. Libraries and Hotels have been closed in the cities until mechanical development of structures are completed. Bug Fixes Fixed a bug where Wind and Dark Wind Elementals attack AI wasn’t working properly. Fixed a bug where login music wasn’t working correctly during character creation. Fixed a bug where the waterfall near Ironfast was much louder than intended. Fixed a bug where NPCs were in cities that had no utility. Fixed a bug where Adventurers were spawning at incorrect locations in Ironfast. Fixed a bug where some structures were floating in the church outside of Ironfast.  Fixed a bug where Yetis would rubberband on death. Known Issues We’re current aware that structures aren’t loading in fully when an Adventurer first logs into Archos. We’re deploying a small fix in this patch where if Adventurers move side to side, these structures should load in, and are continuing to look into a full fix for this issue.
    • Erebus

      Community Update 1/10 - Monthly Development Roadmap   01/10/2018

      Greetings Adventurers,

      With the new year comes new opportunities and challenges for all of us. The Community Team here at Snail Games have made a few New Years resolutions, and one of those is improving how we interact with our community. We have a few plans on making everyone feel more involved with the development process, and this is our first one!
        Monthly Development Roadmap

      Towards the beginning of each month, we’ll be releasing an outline on what we plan to accomplish. This will include when patches will be released, a small idea of what to expect in each patch, community events, and anything else that we may want to do that month. This is a snapshot that may change over the course of development, and we’ll be sure to update the image, along with an explanation of why the change occurred.

      There will still be the release of patch notes going over the full list of changes and additions to dark and light when the patch is released, and teasers/introductions to our new content before they are released as well. However, we hope that these monthly timelines will provide a better understand on what we’re working on, and where we’re taking Dark and Light. I know that we’re all excited here at Snail Games for the new year, and for the future of Dark and Light.   EDIT: There will be a patch on 1/11
    • Erebus

      Dark and Light 1/11 - Patch Notes   01/11/2018

      Greetings Adventurers! On Thursday, 1/11 a patch with a few quality of life changes and bug fixes will be released. Be sure to check out the adjustments made to Dark and Light in our patch notes below. 
        General Updates Adjusted the Dark Wind Elemental Textures. Healing from Rune of Harmony II has been increased. Collision for small objects in Archos has been improved. New Upright Storage Box was added to Survival Knowledge Node. Flames of the Fireplace has been improved. Bug Fixes Fixed a bug where the House UI would not show proper information for House members.  Fixed a bug where barrel debris would look like presents.  Fixed a bug where Shapeshifting magic was not leveling up properly. Fixed a bug where tamed Bee Hives were attacking allies after triggering death or server restart.      EDIT: the Armor Vendor in Ironfast is still missing and is being investigated.  
    • Erebus

      Dark and Light 1/18 - Patch Notes   01/18/2018

      Greetings Adventurers! On Thursday, 1/18 ~1AM a large patch with content updates and bug fixes will be released.. Be sure to check out the adjustments made to Dark and Light in our patch notes below. 

      Mobile Fortresses Deployed on Archos! The Goblins engineers of Archos have been quietly working on a machine that would allow them to take to the skies. By mastering their art, Adventurers are now able to craft the Mobile Fortress.  By unlocking Rank 4 of Goblin Engineering, Adventurers are able to start the production of their own Mobile Fortress. Adventurers will first need to make a Dock to begin their construction. From there, the construction of the Mobile Fortress begins and the installation of the control panel allows for control of the fortress. Add defensive measures, such as spell towers, and customize your Mobile Fortress to suit your needs and preferences. Goblin Artillery is a new defensive structure that will be added in a coming patch. For now, a standard ceiling has been applied to all Mobile Fortresses until it is better optimized for customization. Blackice Peaks and Scalding Abyss Adjustments We’ve been looking into the balance of these experiences for some time now, and hope that these changes will open this content up to more players so they are able to experience these trials. Creature Health Adjustments Bytorg the Frost Bound has had his health reduced to 2/3 of its current value, and breath attack animation has been increased allowing more time for players to react. Bel’Xahl the Scorched has had their constitution decreased to half of its original value, and his health reduced to 2/3 of its original value. All creatures inside both Blackice Peaks and the Scalding Abyss have had their health reduced by half. Item Crafting Adjustments Instead of dropping multiple required crafting items, both bosses will now drop a new elemental essence that will be used to create the armor and weapons offered by each cave. Bytorg will now drop Frost Essence and Bel’Xahl will drop Fire Essence. Players will be able to trade in any crafting items they currently have from Blackice Peaks or the Scalding Abyss for Fire or Frost Essence depending on the crafting material. Creatures in both Blackice Peaks and the Scalding Abyss can drop essence as well. Both bosses can now drop schemas as well as completed high quality items when defeated. In a future patch, vendors will be added to each cave who will sell rare items and equipment. Starting Area Changes We’ve received a lot of players feedback about high-level monster near the main city. This was a major threat to new players and we want to ease new Adventurers into these experiences instead of having it be their first. We’ve adjusted the spawn rules around the three main cities so that lower-level and less-threatening creatures spawn there. This does not prevent some high-level creatures from walking around the main city threatening budding Adventurers. We’re going to continue to keep an eye on these areas so that we may address issues as they come up. As always we appreciate your feedback and support during Dark and Light’s Early Access period. General Updates Starting Armor has for all Adventurers has changed. Adventurers now are ready for their journey into the wild and start with full leather armor. Leather Armor now provides 15 armor instead of 25, has a durability of 30 instead of 45, weight of 2 instead of 3, and retains the same heat and cold resistances as the previous version. Crafting materials needed for this armor set has also been reduced to match the drop in armor and durability.  The full armor set has now been moved from Armor Rank 2 to Armor Rank 1 in the Knowledge Tree Holiday snow has been removed, however the holiday creatures around Archos are going to stay a bit longer. Temperature around Archos has been revered back to pre holiday event. Presents around main cities will turn back to barrels. Rules to declare war have changed. In order to prevent players from escaping the war by changing their affiliation during the war, we make the following changes to the rules of war: When a player's House declares war or is declared war, it is not possible to leave the House. Rental Sign storage function removal. Because we’re disabling the ability to store items inside of rental signs, please remove any items that are stored inside of the rental property signs. After the next update, the rental signs will no longer have storage functions. We will be deleting some rental signs that are not used in the cities. In addition, we make the following changes to Magic Storage Boxes: In every village outside of the major cities there will be a Large Magical Storage Box with 50 inventory spaces that players can rent for 1400 gold coins. Players in a house of 10 or less are eligible to rent one of these boxes, and the rental will last for 7 days. Addition tames can now be painted using the painting feature. Boar  Elk Fire Dragon Gryphon Peregriff Deathstalker Turkey Wolf Sheep A new more decorative storage box has been added to Survival Rank 9. Reduced the size of the feeding trough icon over tames indicating they are in range. Terrain Adjustments Adjusted terrain and removed excess stone on Dragon Island. Terrain collision has been increased around volcano, snow capped mountains, and floating islands. Adjusted pillars around Talos so that structures are no longer floating. Fixed invisible wall that was blocking entrance to Scalding Abyss. Bug Fixes Fixed a bug where there was a space between above the door and door frame for the Elven Manor. Fixed a bug where placed Devil Bringer would not have a name when looked at. Fixed a bug where Horses and Deathstalkers were getting stuck on hillsides.  Fixed a bug where unlocked Shapeshift schemas weren’t castable. Fixed a bug where Elven Manor Pillars could not be set near Elven Manor Walls. Fixed a bug where Polymorph wasn’t castable. Fixed a bug where some towers in the main cities would not load properly.
Horsejoke

Dark and Light Development Update - Chaos Servers and Decay Changes

29 posts in this topic

Greetings Adventurers! We're going to be launching a few big updates to Dark and Light in the near future, including some hot new content. For now, here's a preview of a brand new server type, Chaos servers, and a few changes to the current structure decay system.

59f103f1039d8_DarkandLightWikiBG.thumb.jpg.af5d7c69e0dabdf71abb5a60b9d6b395.jpg

Changes to Decay Timers:

PvP Servers:

Based on feedback we've seen from the community, we’re going to be removing the feature we added where any player could demolish a structure that hadn’t been visited by its owner in 3 days. We had originally added this feature to prevent structure-related abuse like pillaring and trapping, but there is a concern that the feature itself will be used to destroy non-abusive structures. We’ll keep an eye on how things progress after removing the feature and make additional changes if necessary.

We’ve also increased the time required for Iron and Manor-tier structures to decay:

Metal -  7 > 15 Days
Manor - 14 > 30 Days

PvE Servers:

PvE servers will keep the existing rules for structure decay, including the universal 3 day demolition option. Since it’s impossible to destroy other players’ structures on a PvE server, the existing decay timers will help keep servers clear of unused / abusive structures. To reiterate, the existing structure decay rules that PvE servers will be keeping are:

Straw - 3 Days
Wood - 4 Days
Stone - 6 Days
Metal - 7 Days
Manor-tier - 14 Days

Chaos Servers:

59f103f49845b_Chaos_S(1).png.7e9d9e1e87c66cd98a87f00d4f9e5b66.png

Around the end of October, we’re planning on releasing a brand new server type, Chaos servers. These servers are going to be focused entirely on the PvP experience, and we’ll be using the data and feedback we collect from players on Chaos servers to help inform PvP balancing and content development plans. One official Chaos server will be available in each of the US, EU, and AS regions initially.

Our first Chaos server will be open for a long period of time - players can freely join at any time, there’s no need for a special access code or separate download.

There are a few differences between regular PvP servers and the Chaos server type:

  • Chaos experience rates are set to 2x.
  • Item drops will tend to be higher-quality than what you’ll find on a regular server.
  • Average wild creature level will be higher than normal, and creatures can level to 30 levels higher than the current cap.
  • Structure health is set to 5% of the current values on official PvP servers (health values of placed equipment such as Workbenches, House Seals, Chests, etc. are unaffected).
  • War declaration time has been changed to 2 hours, after which the war will persist for 24 hours.


Note: Right now these servers are being introduced for testing purposes, there’s no need to download any additional files or sign up to participate. We’re going to be using the data we collect from these servers to help inform our development as we continue through Early Access. As a result, we may occasionally (once a month or so) wipe the Chaos servers to help with testing.

Follow-up and Chaos Server Rewards:

For participating on the Chaos server, we’ll be analyzing data on House wars and general House performance. After every Chaos server cycle (frequency TBD), Houses that perform extremely well will have their members rewarded with special items that they can use on any server, not just the Chaos server. Look forward to more info as we get closer to the release of this exciting new server type!

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This is super exciting for me ! : D ,  thank you for removing the demolish timer on PvP and also increasing the decay timer on iron and manor  ( dont know how the playera on PvE will feel ) . And the Chaos server sounds like an awesome idea!  Finally some dedicated PvP that will actually be worth playing  (special rewards for those who perform well, items that can be used on any server, cool!). I am sure there will be some issues and people will complain, but  I can't say you guys don't listen to the community  anymore.

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Structure decay is broken on unofficial PvE. We can no longer use the PVEStructureDecayPeriodMultiplyer to adjust the decay. Also, all tiers are set to 3 days instead of their own timers.

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i feel that the team may be making a huge mistake allowing the chaos servers to release that way. i've talked to my house and in its current state we can't see any chance for it to work as is. here is what we think:

first, mythic mounts CAN NOT exist in a server like that. first person with one will destroy every house on the server. the mythical mounts will pretty much kill any possible actually pvp, i really hope the team will make sure they are unobtainable there!

second, war timers at 24 hours is not at all reasonable. NOBODY can defend a 5% heath base for 24hr. it would be more exciting for everyone involved at a short timer, because pvp would be forced. perhaps as short as one or two hour attack time, attemptable every 24hr? as is, everyone will go to sleep and wake up to a ruined base.

lastly, 5% seems a tad low. maybe 10%?

these are just a few of my house's thoughts, the most glaring ones we have noticed. the biggest issue will absolutely be the mythic mounts. i hope the team can agree with some of this feedback.

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So still, what is the point of decay timer tier for PvE since everything can be destroyed after three days.

Why is it so hard to do some thing like this:

Wood - 4 Days - Manual 3 days
Stone - 6 Days- Manual 5 days
Metal - 7 Days- Manual 6 days
Manor-tier - 14 Days - Manual 10 days

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16 minutes ago, katskratches said:

i feel that the team may be making a huge mistake allowing the chaos servers to release that way. i've talked to my house and in its current state we can't see any chance for it to work as is. here is what we think:

first, mythic mounts CAN NOT exist in a server like that. first person with one will destroy every house on the server. the mythical mounts will pretty much kill any possible actually pvp, i really hope the team will make sure they are unobtainable there!

second, war timers at 24 hours is not at all reasonable. NOBODY can defend a 5% heath base for 24hr. it would be more exciting for everyone involved at a short timer, because pvp would be forced. perhaps as short as one or two hour attack time, attemptable every 24hr? as is, everyone will go to sleep and wake up to a ruined base.

lastly, 5% seems a tad low. maybe 10%?

these are just a few of my house's thoughts, the most glaring ones we have noticed. the biggest issue will absolutely be the mythic mounts. i hope the team can agree with some of this feedback.

That's part of the whole experience that we're expecting from the Chaos servers at the start, hence the whole "chaos" aspect. Because of the regular wipes, we'll be giving different groups of players / Houses an opportunity to gain control of the server.

We'll be making regular balance changes based on what we see happening on the server, so just embrace the chaos for now and make sure to share your feedback once the servers are live!

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51 minutes ago, Red said:

So still, what is the point of decay timer tier for PvE since everything can be destroyed after three days.

Why is it so hard to do some thing like this:

Wood - 4 Days - Manual 3 days
Stone - 6 Days- Manual 5 days
Metal - 7 Days- Manual 6 days
Manor-tier - 14 Days - Manual 10 days

The potential for structure abuse is higher on PvE servers than on PvP servers. If we see the 3 day rule being used extensively to destroy non-abusive structures, then we can look into additional changes.

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9 minutes ago, Horsejoke said:

The potential for structure abuse is higher on PvE servers than on PvP servers. If we see the 3 day rule being used extensively to destroy non-abusive structures, then we can look into additional changes.

Thanks for the reply, last time I check your dev said the manual destroy won't apply to big building but it seemed incorrect or still buggy. If that's the case, I'm absolutely ok with this timer. 

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6 minutes ago, Red said:

Thanks for the reply, last time I check your dev said the manual destroy won't apply to big building but it seemed incorrect or still buggy. If that's the case, I'm absolutely ok with this timer. 

That's something I definitely have to clear up - something must have gotten lost in translation on that post. It was an idea that our dev team had, to separate rules for large, "legitimate" structures vs. smaller ones that were obviously meant for abuse or left over from trapping a creature.

However, we do have plans to add a system that will prevent the decay timer from ticking down at all as long as you have an active House Seal nearby. There's still a lot of work that has to be done on that, so we might not see it for a few patches, but it's in the works. Really sorry for the miscommunication there!

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1 hour ago, Horsejoke said:

The potential for structure abuse is higher on PvE servers than on PvP servers. If we see the 3 day rule being used extensively to destroy non-abusive structures, then we can look into additional changes.

Again, I strongly disagree with this decision, the only acceptable explanation is  technical difficulty.

For example, no one in the right mind would use manor part for abusive. And give all building tier the same manual demolition time take away the advantage/reward for building better base, in fact people just target the higher tier building since they  tend to have better loot.

Edit: My server is OC-Wyrmslayer 3, since the first time the manual demolition timer was introduced, there's a base in my server was destroyed to get loot because the owner didn't know about the new timer.

Edited by Red

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1 hour ago, Horsejoke said:

That's part of the whole experience that we're expecting from the Chaos servers at the start, hence the whole "chaos" aspect. Because of the regular wipes, we'll be giving different groups of players / Houses an opportunity to gain control of the server.

We'll be making regular balance changes based on what we see happening on the server, so just embrace the chaos for now and make sure to share your feedback once the servers are live!

really disappointed that you feel that way. the idea itself seems exciting, but i can't see many people enjoying playing on a mount v building server. id like to see an environment where player v player shines.

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It would be nice to see a fix for end game mage builds before a chaos server gets added.. seems like at this point were pretty much forced to make a melee character for pvp.

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4 hours ago, Horsejoke said:

That's something I definitely have to clear up - something must have gotten lost in translation on that post. It was an idea that our dev team had, to separate rules for large, "legitimate" structures vs. smaller ones that were obviously meant for abuse or left over from trapping a creature.

However, we do have plans to add a system that will prevent the decay timer from ticking down at all as long as you have an active House Seal nearby. There's still a lot of work that has to be done on that, so we might not see it for a few patches, but it's in the works. Really sorry for the miscommunication there!

This is a much better idea so it will neat to see it implemented.  There's a guy on our official server who had a fairly extensive house being constructed with stone/wood and it was manually demolished because he was a jerk in chat.  He was gone 3.5 days.

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9 hours ago, Horsejoke said:

PvE Servers:

PvE servers will keep the existing rules for structure decay, including the universal 3 day demolition option. Since it’s impossible to destroy other players’ structures on a PvE server, the existing decay timers will help keep servers clear of unused / abusive structures. To reiterate, the existing structure decay rules that PvE servers will be keeping are:

Straw - 3 Days
Wood - 4 Days
Stone - 6 Days
Metal - 7 Days
Manor-tier - 14 Days

The universal 3 day demolition timer is a real plague as long as it apply on every structures. Some people on PvE just take advantage of this to plunder non-abandoned bases..

How hard is it to apply this 3 day manual demolition timer only to structures that are not linked to a given amount of other structures ?!

Decay timers are one of the main reason for the drastic reduction in the number of active players on DnL. Many players are waiting for important changes regarding them to restart playing.

 

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7 hours ago, Horsejoke said:

The potential for structure abuse is higher on PvE servers than on PvP servers. If we see the 3 day rule being used extensively to destroy non-abusive structures, then we can look into additional changes.

yea just let me know when I can book my first vacation since dnl release. or if I can visit family during xmas. ^^ prolly not this year.

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Add more content please! And better fighting animations would be awesome! Need more group activities BAM fights or dungeons with loots! :)

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11 hours ago, Horsejoke said:

That's something I definitely have to clear up - something must have gotten lost in translation on that post. It was an idea that our dev team had, to separate rules for large, "legitimate" structures vs. smaller ones that were obviously meant for abuse or left over from trapping a creature.

However, we do have plans to add a system that will prevent the decay timer from ticking down at all as long as you have an active House Seal nearby. There's still a lot of work that has to be done on that, so we might not see it for a few patches, but it's in the works. Really sorry for the miscommunication there!

Does that mean on PvE servers, at some point "legitimate" structures will no longer have the 3 day demolish timer? I have a manor structure base on a PvE server (that I'll admit I'm not super active on, but it's by no means abandoned) and I'd really like to not have to log in every 3 days to prevent someone from walking up and demolishing my entire base.

Also, lots of props on the idea with the active house seal. Definitely a step in the right direction.

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The stealth update in 26/10 make mythical tame can only do with Feed, is this intentional or just a bug? 

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57 minutes ago, elthoras said:

Nice Thx, my base is gone on Pve Server!

With you nice Update....

 

Official?

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10 hours ago, blood flowers said:

Does that mean on PvE servers, at some point "legitimate" structures will no longer have the 3 day demolish timer? I have a manor structure base on a PvE server (that I'll admit I'm not super active on, but it's by no means abandoned) and I'd really like to not have to log in every 3 days to prevent someone from walking up and demolishing my entire base.

Also, lots of props on the idea with the active house seal. Definitely a step in the right direction.

It's less likely that we'll have a system in place that can differentiate between "legitimate" and abusive structures, and more likely that we'll just go with the House Seal idea, since it allows a base of pretty much any size to be tagged as "legitimate" by the owner.

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20 hours ago, katskratches said:

really disappointed that you feel that way. the idea itself seems exciting, but i can't see many people enjoying playing on a mount v building server. id like to see an environment where player v player shines.

Maybe I didn't communicate our intentions with the server very well. We're not going to be fully content with PvP as it existed before and as it currently exists on live servers. We're using these servers to get an idea of how PvP will play out, and then make changes to make it more varied and interesting (subjective terms, of course, but the idea is that we want at least a few viable PvP strategies, not just 'get the biggest creature and win').

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when are we getting the us chaos server sense the Asia and EU ones are up already?

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16 hours ago, luckypunkgr said:

Official?

Private Pve Server with DisableStrucureDecayPvE.

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