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Beta testing has truly put Murphy’s Law to the test, proving it’s alive and well in 2025. During our very first weekend, we faced a hardware failure that took us offline for 12 hours. Just as we were finding our footing again, a landscaping crew managed to knock out our server’s Internet the following week.

Despite these bumps in the road, we’ve been quick to recover and are becoming well-versed in disaster recovery (perhaps a little too well!). Stability will improve as we near public launch and fully transition to our primary operating infrastructure.

So far, over 65 Adventurers have joined us during Alpha and Beta, and many more future players are eagerly waiting to jump in during Open Beta, set to launch in April 2025.

Player Activity on Tides of Power

Players have launched ships, exploring the ocean and the depths of the sunken ship at Cracknee’s Wreck while others chose to climb the volcano at Hythloth. We’ve seen multiple player houses, including guild homes popping up for the earliest guilds on Tides of Power.

The first house on Tides of Power Beta

It didn’t take long for one determined player to become a proud homeowner. They placed a small, but modest home near the bog of Desolation.

A fieldstone house with a wizard and a warrior inside. They are riding horses and hanging out with ogres and lizardfolk.

We’ve received great feedback from our Beta Adventurers and they have been vigorously working through gameplay systems, helping us squash bugs and refine mechanics. “Thank you” does not go far enough to express our gratitude.

Below are a summary of patch notes since the start of Beta. These have been posted in the tester channel in Discord, but this is more or less a summary of the full list.

Two Weeks of Beta (Patches B01 – B06)

Skills & Spells

  • NPCs will no longer refuse to give mounted players money when begging.
  • Throwing explosion potions will now be timer-bound ala healing potions (10 seconds). GM alchemy reduces the delay to 3 seconds.
  • Summoned monsters will have an Arcane Synergy damage bonus.
    • This system will mimic the pack instinct system and replace it for all summoned creatures.
    • Following pack instinct rules, summons must have the same owner, the same combatant, and be within 2 tiles of their combatant.

Animal Taming

  • Players will no longer be allowed to begin a taming attempt if a creature’s skill level is too high due to having previous owners.
  • Guarding pets will no longer attack other pets by their owner (hotfix for QOL purposes- more robust solution to come).
  • Players will no longer to able to stable pets while outside of the stablemaster’s range.
  • Frenzied ostards have more armor.
  • Taming range has increased from 4 to 5.
  • Stable claiming range has reduced from 14 to 12.
  • Max stable slots has been increased (12-20 depending on skills).
  • Animal Trainers will now offer the new Pet Manager gump in place of the claim list.
    • Same speech rules apply for bringing up the gump.
    • From the gump you may: stable, claim, rename, view stats, and release your pets
    • The gump will tell you your current and max stable slot numbers.
    • Bonded pets will be marked as such on the gump.
  • Bonding system has been updated
    • The bonding process begins once a creature is tamed.
    • After 7 days, once fed, the pet will bond.
    • Players can speed up this process by spending time with their pet outside of town and houses:
      • Being in range of your pet when it deals damage.
      • Bring in range of your pet when they gain skills.
      • Riding mountable pets.
    • In a future update, players will be able to check their bonding progress in the pet management window.
    • All currently tamed pets will be able to bond immediately.

Crafting

  • Players will be able to cut shoes.
  • Small blades will now be able to carve kindling from logs and boards.
  • Crafted instruments can be made exceptional.
  • Scribes can craft bulk order books.

NPCs – Shopkeeps, Monsters, Escorts

  • Monsters will focus on players faster, making dungeon runs more dangerous.
  • All NPCs will now give karma instead of fame when gifted gold.
  • Vendors will no longer give fame (nor karma) in exchange for gifted items.
  • NPC guildmasters will now make change when joining their guild.
  • Escorting NPCs will now pay less.
  • Escorts will no longer have green (ally) notoriety to players.
  • Reagent vendors have more stock (250).
  • Rangers and animal trainers have equalized their prices.
  • Provisioners no longer sell boats.
  • Vets, rangers, and healers now sell bandages.
  • Tinkers will no longer sell clippers.
  • Bowyers will no longer sell counterfeit crossbows
  • Vendors will no longer refuse to buy items if you have over 500 in a stack but are trying to sell less than 500.
  • Giant serpents will apply regular poison instead of greater.
  • Increased the movement speed for Balrons, Dread Spider, Silver Serpents, Energy Vortexes, and Blade Spirits

Loot Tables

  • Dungeon treasure chests can spawn magic clothing and jewely.
  • Terathan warriors will drop more weapon types.
  • Lizardfolk and ratfolk now drop spined leather.
  • Loot overhauled in town merchant chests, treasure maps, dungeon chests, SOS chests, and Khaldun puzzle chests

Housing

  • House co-owners will be able to release house lockdowns.
  • Items should no longer decay in house lockdowns.
  • Updated and confirmed housing rules:
    • Only owners can secure containers
    • Only owners, co-owners, and friends can access secure containers
    • Only owners and co-owners can lock down items
    • Anybody can access locked down items (dye tubs, containers, etc).
  • Added context menu entries for release, retrieve, lock down, secure.
    • Only owners can access retrieve
  • The guild teleport stone will allow players to move the guildstone in the same home.

Misc Edits

  • Archery buttes will now train to 70 archery.
  • Walking/running unmounted will use far less stamina.
  • Stealing from in-town containers will now have the same chance of getting caught
  • Items should no longer decay on boats.
  • Action delay has been re-implemented.
  • Certain containers will no longer contain multiple traps.
  • Books will no longer be able to be read from screens away.
  • Sweeping changes to notoriety / aggression to bring system in line with desired rules. Several bugs fixed:
    • Attacking your own pets no longer makes you gray to yourself.
    • Attacking someone else’s pets doesn’t make them attack you/turn gray.
    • Auto-defend works correctly when not engaged in combat and not a criminal.
    • Each swing of a weapon/fists checks for criminality and is subject to guard whacks.
    • Perma gray thieves will now appear blue but can still be freely attacked.
    • Provoking an animal onto someone’s pet will no longer turn the pet owner gray to you.

Spawn Updates

  • Increased the number of reagent vendors in Britain.
  • Added new mage shop to Trinsic.
  • Added herbalist, mage, alchemist, provisioner NPCs to Drancog’s Getaway.
  • Increased the ocean spawn.
  • Global wilderness animal and less monsters have been re-spawned and distributed.
  • Increased the spawn rate of cotton in Britain farms and created new farmable resources in New Magincia and Skara Brae.
  • Added wilderness animals and NPC escorts on New Magincia.

Screenshots from Tides of Power Beta

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