Testlive Update (26.11.2020) - Update 2.2: Bug fixing, stamina and shield overhauls!

1.) Is that theory or fact?
2.) Even if Funcom had planned that change before the trolling, it is a bad idea.
3.) If one believes to have a great idea, and a, uhm, challenged person proposes the same idea, it’s a good moment to check if that idea is really that great. That may very well still be the case. In this case, it wasn’t.
4.) Even if it still IS a great idea, it maybe not be the opportune moment to follow up on it. Supporting the idea may come off as following a fool, and that rarely gives a good impression.


Its a 100% “trust me bro” theory


Is this easy mode now regarding stamina management? You make the game easier for plebs with every update…

But really why not just rewrite that JS/C++ why would they need to do them each one at a time therefor missing some items yet again not fixed, they had not a problem changing them all in one batch , so why not just reverse that , why the need for one for one unless they were done one by one. Just seems backwards to me and seems to make it more likely they were changed one by one not in a batch but that is IMO.

And i was crying around 20+ surges…seems i have to dig harder! :))

Hopefully that on full release things will make Sense.

Hey everyone,

We’re updating the previous changelog with a confirmed change that was included in version 2.2.264624 but not credited as it was pending internal testing:

  • Re-balanced reward chances and costs of Eldarium recipes: players are now guaranteed a reward when delving an Eldarium item, but the costs of crafting them has increased roughly by 50%.

Our lead designer in Oslo, Alex, gives a bit more insight about this change:

We are changing how the delving bench works. Previously, players had a chance to receive a recipe reward for delving, and vault Eldarium rewards were balanced so that players had multiple delving attempts for clearing a single vault. However, since this was chance based, it was still possible to receive no reward for a vault clear, causing frustration.

Because of this issue we are re-balancing the reward chance and cost: players will now be guaranteed a reward for a delving. However, the cost will also increase.

Overall this does not impact the rate of gain of Eldarium recipes when extrapolated over multiple vault runs.


Taking a baby step away from RNG-dominated gameplay experience? Nice! :slight_smile: :+1:


Have you tested this on Testlive? My experience there is that the drop rates have changed significantly. North went from “almost all combat thralls” to “normal mix of combat and crafters”, including dropping crafter types I’d never seen before from them.

1 Like

Thank you !

Crafting 10 pieces of basic armor to get one schematic was costly. Happy to pay more in eldarium to avoid that :slight_smile:




Technically, you only needed 2 pieces + eldarium but with the new system (100% chance) there is no point in discussing whether the “old” way was intended or not :wink: I welcome the change.

Yup, you could do it with two tries; how is that working for you? Your RNG must be so much better than mine, since my first schem of a hardened steel bow took 14 delves, and the bow was mediocre at best.

I have yet to delve armor, but look forward to the update.



I didn’t say with 2 tries. I said with 2 items + eldarium. You could delve broken items. So all you needed was 2 items of the same kind + eldarium.

Then there must be something either different about weapons or something I don’t understand. Each bow or axe was delved separately. Are armors process differently? I have avoided that, satisfied with my epic medium.



I think the confusion is that “10 pieces of basic armor” sounds like “2 sets of basic armor” instead of “10 times the same piece of basic armor”, e.g. 10 helmets. Unless I’m misinterpreting things, you were saying the latter and @Narelle thought you were saying the former.

You’re correct, Code, about my train of thought, 10 of the cheapest pieces but as far as I know the delve is sequential. One then the next, and so on.

First off, @Narelle has much more experience and knowledge about this than I do. Several things (maybe I read too deep) hit me.

First, I did not know you could delve broken armor since it does not work with weapons.
Second, can two pieces be delved at the same time?

I got frustrated with the axe after those 13 tries and guess what I got when I went after a specific bow? Pissed.

So, I left armor alone, maintaining my sanity (Ithink). Regardless, awaiting release anticipating getting the schem the first try.



@CodeMage @Jim1 as this discussion is off-topic and it won’t matter soon anyway, I will record and send you a short video a bit later.


Hey everybody,

We have released a new revision of the Testlive build, version 2.2.265775.

Here’s the Changelog:


  • Fixed an exploit in regards to alter character stats over normal values.
  • Fixed an issue where it was possible to not consume stamina after completing certain actions.


  • Fixed an issue where placeables were sometimes spawned in world with 0 HP.
  • Fixed an issue where damaged placeables were repaired on a server restart.


  • Attack stamina consumption is now triggered on attack start instead of during the animation. This is to prevent some exploit and desync issues.
  • Fixed an issue where blocking attacks from ranged weapons with a shield would not drain stamina.
  • Fixed an issue where attacks performed up close against a player blocking with a shield would not drain stamina.


  • Further tweaked the differences in stamina consumption between light, medium and heavy armor (*):
    • Light Armour - high stamina regeneration, most affected by over-encumbrance(*).
      • Time to regenerate full stamina, in seconds: 3.0 (No load), 5.0 (Light load), 7.0 (Medium load), 9.0 (Heavy load), 18.0 (Overload).
    • Medium Armour - average stamina regeneration, least affected by over-encumbrance.
      • Time to regenerate full stamina, in seconds: 5.0 (No load), 5.5 (Light load), 6.0 (Medium load), 6.5 (Heavy load), 13.0 (Overload).
    • Heavy Armour - low stamina regeneration, somewhat affected by over-encumbrance.
      • Time to regenerate full stamina, in seconds: 7.0 (No load), 8.0 (Light load), 9.0 (Medium load), 10.0 (Heavy load), 20.0 (Overload).


  • Pre-2.2 shields are now fully functional and block damage as intended.
  • The Nemedian and Godbreaker boots stats have been restored to their original values pre-2.2.
    • The Nemedian:
      • Armor value: 88.
      • Weight: 9,92.
    • Godbreaker boots:
      • Durability: 7200.
    • Chilled Godbreaker boots:
      • Armor value: 106.
      • Durability: 7200.
      • Weight: 15,31.
  • Daggers of Dagon durability has been restored to its original value of 900.

( * )
We are further tuning the stamina changes based on your feedback and playtesting from TestLive. The initial values we chose were too tame, they did not create meaningful differences between armour class and the effect of over-encumbrance.

To reinforce the armour class identities, we are pushing the differences between them further in relation to stamina:·

  • Light Armour - high stamina regeneration, most affected by over-encumbrance.
  • Medium Armour - average stamina regeneration, least affected by over-encumbrance.
  • Heavy Armour - low stamina regeneration, somewhat affected by over-encumbrance.

With their other properties (damage mitigation and dodge) this creates a more unique experience playing the different armour class, we are also extending the ability to configure these values for server admins.

These are the current target regeneration rates in seconds by armour type vs encumbrance.

For these numbers to be in effect the following server settings must be set with the corresponding values:

Click here to expand.
Server setting Default value
StaminaLightArmorNoLoadRegenMultiplier 1
StaminaLightArmorLightLoadRegenMultiplier 0.6
StaminaLightArmorMediumLoadRegenMultiplier 0.428571
StaminaLightArmorHeavyLoadRegenMultiplier 0.333333
StaminaLightArmorOverLoadRegenMultiplier 0.166667
StaminaMediumArmorNoLoadRegenMultiplier 0.6
StaminaMediumArmorLightLoadRegenMultiplier 0.545455
StaminaMediumArmorMediumLoadRegenMultiplier 0.5
StaminaMediumArmorHeavyLoadRegenMultiplier 0.461538
StaminaMediumArmorOverLoadRegenMultiplier 0.230769
StaminaHeavyArmorNoLoadRegenMultiplier 0.428571
StaminaHeavyArmorLightLoadRegenMultiplier 0.375
StaminaHeavyArmorMediumLoadRegenMultiplier 0.333333
StaminaHeavyArmorHeavyLoadRegenMultiplier 0.3
StaminaHeavyArmorOverLoadRegenMultiplier 0.15
StaminaRegenerationTime 3.75
StaminaExhaustionTime 3.75

These new settings don’t need to be set manually, as they will be pushed by default, but any admins are free to adjust and tinker with their values.


Interesting decision with the armor types behaving differently with Stam regen and load.
However, before you release these changes, I wish to point out two significant necessary changes:

  • “Hard worker” needs to be moved back to 20 Surv.
  • Whenever someone disconnects inside a vault where the boss is dead - upon relogging they appear in the middle of the ocean, where it is impossible to recover any loot on the body.

Cool. I am testing out the new stamina system right now in single player test live. The difference in the feel of armor types is great. I also tried the different armor types with 50 points in agility, and you can seriously notice the difference.

One thing I’d like to point out. Being over encumbered no longer allows you to dodge, which is okay but you can still back flip with daggers, which makes no sense.

All in all, these changes are feeling good.


So, easy said medium is the armor that have less punishment. For example, u will get light load pretty soon u have an armor on you. With that will give u regen 5.5 seconds. While with light that will get also lightload and it will have 5, but 7 (!) As soon u start put stuff on you. Mean while medium only give +0.5 from light to medium load?

Sorry but for me it does not make any sense.

Im still curious about why (?!) u even touching the regen, make different armor types drain different amount of stamina instead while doing stuff.