This balance patch is going to work a little differently. We normally just post the changes and let the community figure out why we made them. This wasn’t the greatest method and left a lot of players in the dark on why certain changes were made, that’s why this time we’re going to give a couple of sentences on our changes and give some of our insight as to why some of these changes were made. This should help a lot with transparency in the staff team and help you guys (the players) get a little more of an understanding as to where the game is heading in terms of balancing. So with that out of the way here is what we have for this week. This balance patch is a pretty big one and one that we’ve been thinking about doing for a while now and that has been re-separating the Civilian Loot and Tool Loot into their own respective loot tables again. The reason for doing this was that a majority of the towns felt the same. Northern towns that are meant to have good loot for tools had chests with dyes and it didn’t really feel interesting and in some cases. Civ loot flat out didn’t fit the theme of some builds and didn’t fit certain chest locations. We took good chunks of the different tables and split them both up so we could have certain towns focus on Tool chests rather than Civilian loot. Civilian Loot civ_common Removed Fishing Rod Wooden Hoe Iron Shovel Water Bottle civ_uncommon Removed Iron Shovel Fishing Rod Wooden Hoe Water Bottle Cobweb civ_rare (chest removed entirely) Tool Loot tool_common Added Snowball Button Wooden Hoe Wooden Hoe (Fortune I) Cobweb Shovel Shovel (Fortune I) 1 Leather 2 Leather Stone Axe 7 Arrows tool_uncommon Added Snowball Button Wooden Hoe (Fortune I) Wooden Hoe (Fortune II) Shovel (Fortune I) Shovel (Fortune II) Cobweb Fishing Rod (Lure I) Fishing Rod (Lure II) Bag 1 Leather 2 Leather 3 Leather Grenade Iron Axe Crafter's Block pot_common Removed Cleansing Elixir The Military Mythic change was one we heard a lot from the community and is one that we’ve finally been able to finalize. The biggest change to Mil_mythics is that we flat out removed pristine chain. It felt really awful to risk your life at a location like Hell Tree and pull filler like pristine chain so we got rid of it. In the absence of pristine chain in the chest we actually raised iron percentages in the mythic chests to make them really feel like good chests again and make them worth your time. The following changes have been done to loot tables Military Loot mil_epic Added Iron Sword (Smite III) Nerfed Drop Rate Arrows mil_mythic Removed Pristine Chain Armors Added Speed Potion Grapple (4 uses) Nerfed Drop Rate Arrows Buffed Drop Rate Sugar Grenade Weak Grapple (3 uses) Iron sword (Smite III) Iron sword (Smite III Knockback I) Iron Axe (Smite I) Diamond Axe Iron armor Gunpowder The following changes have been made to locations: Treetop Shelter had some of the lowest traffic on the MineZ map for a few months. This location is really far north and for the balance team, it doesn’t make sense as to why there are so many Mil_rare chests up there. So we replaced them with good food chests and high-tier tool loot. We also buffed the farm there as well. Treetop Shelter -7 mil_rare -6 mil_epic +3 food_rare +4 food_uncommon +6 tool_uncommon Added more wheats to farm Al Hasa Quarry is a town that hasn’t found its footing in the meta for years now. We decided to put a couple of tool chests here so you can get a hoe and farm crops at Abandoned Farm and also added Mil_uncommon chests so you can refill on sugar after fights at Al Hasa. Al Hasa Quarry -3 civ_rare +3 tool_uncommon +3 mil_uncommon The goal of this change was to repurpose Dragons Pass entirely. Currently, it’s a waste of time military location that’s extremely bland and has no use. The goal of this change is to add multiple higher item drop Mil_rare chests that make it so you can get grenades easier up north. Dragon's Pass -5 mil_epic +7 mil_rare Kauri is a town that a lot of people skip in the jungle because, in reality, it’s a worse Agni Ignis. We added potions and better military loot here so that it could stand out a little more from Agni Ignis and have its own purpose in the jungle region. Kauri -1 civ_rare -3 mil_rare +3 mil_epic +1 tool_uncommon We’re lumping both of the Jungle Stair locations together for this note. These locations didn’t have any chests and it felt like these could be locations that deserve loot. Jungle Stairs (East) +1 mil_epic +2 tool+uncommon Jungle Stairs (North) +2 mil_epic +1 tool_uncommon Quarry is a really weird town. It’s south of two towns that do a better job than it. With the rebalanced Tool_uncommon chests, this will hopefully make it worth the visit. Quarry -4 civ_rare -3 mil_rare +4 tool_uncommon +3 mil_epic Lorfaul Mines is a really hard location to balance. On one hand, if you buff it too much, just about every location north of it becomes obsolete. The route we took here was baby steps. If this change doesn’t help Lorfaul too much then we can always look at it again in the future. Lorfaul Mines -1 Zombie Spawner Shocked to see this one on the list? This is a big change for the west and one we like. Crowmure is in many ways the Al Hasa of the west. This is where big fights take place so we wanted to make it feel more like Al Hasa. We did this by making it a worthwhile location to visit and make it have good loot for a pretty southern location. Sanctuary of Peace and Crowmure Farm are both close as well so the removal of Civ chests and Food chests aren’t that big of an issue. By removing those chests it also gave us room to buff the location from a military perspective as well. Crowmure -2 food_uncommon -2 civ_uncommon -2 civ_rare +2 tool_uncommon +2 mil_rare +1 mil_mythic Camp Kharj has the same issues Lorfaul Mines has. If we make this place too good then all of a sudden Eillom is pointless. This is an experimental change so we want to see how this turns out Camp Kharj -3 civ_rare -2 mil_epic +3 tool_uncommon +2 mil_mythic Fisherman House is a weird location. It’s in an awkward spot and doesn’t really have a whole lot of use. We decided to test out a change here and make Fisherman House a button location and give it really good food chests. Fisherman House -1 Civ_rare -1 Food_common -1 Mil_rare +3 Food_rare +2 Tool_uncommon Cozy Cottage is a location that is so far out of the way and had awful loot. This change should at least make the location a little more bearable to visit and restock on food if you’re visiting something like Sunken Library. Cozy Cottage -1 civ_rare -1 food_uncommon +1 civ_uncommon +2 food_rare Amorel is a town surrounded by better versions of it. Better food to the west at Exolesco and better Military to the north at Stillwater Motte. Both of those locations had better Civilian loot too. With this change, we made it so that Amorel has a lot of Tool chests now that make it stand out a little more in swamp and might be worth a visit. Amorel -1 civ_rare -5 mil_uncommon +2 tool_common +3 tool_uncommon +1 food_uncommon This change is a rework to make Altin go from a good Civilian town to the best Tool town in the game. This is a really out-of-the-way town in the cave system that should be a good stop before heading to Krubera Vault. Altin -7 civ_uncommon -7 civ_rare -2 food_uncommon -1 pot_uncommon +3 tool_common +13 tool_uncommon The following towns from here out have just been reworked so that they will have some of the new Tool_common and Tool_uncommon loot. These changes aren’t major enough for us to feel the need to write a lot about them but are changes that should be present in the patch notes. Worthington -1 civ_rare +1 civ_uncommon Cole Castle -1 civ_rare +1 civ_uncommon Fort Rockwood -1 civ_rare +1 tool_uncommon Tristitia -1 civ_rare +1 civ_uncommon Afaya -1 civ_rare +1 civ_uncommon Yawpton -1 civ_rare +1 civ_uncommon Crowmure Farm -1 civ_rare +1 tool_uncommon Ruins -1 civ_rare +1 tool_uncommon Aspermont -1 civ_rare +1 tool_uncommon Sanctuary of Peace -2 civ_rare +2 civ_uncommon Septus -1 civ_rare +1 tool_uncommon Krubera -1 civ_rare +1 tool_uncommon Mountain Bunker -1 civ_rare +1 tool_uncommon Zerbia -6 civ_rare +6 tool_uncommon Virway Tower -2 civ_rare +2 tool_uncommon Manzana -1 civ_rare +1 food_rare Camp ( -2929, -1818 ) -1 civ_rare +1 food_uncommon Overgrown Encampment -1 civ_rare +1 food_uncommon Swamp Pit -2 civ_rare +2 civ_uncommon Concord -4 civ_rare +6 tool_uncommon Melon Town -1 civ_rare +1 food_common Ponsot Cottage -4 civ_common -1 civ_rare +3 tool_common +2 tool_uncommon Camp (-2800, -710) -1 civ_rare +1 food_uncommon Kaocho -1 civ_common -1 mil_common +2 tool_common Grimdale -13 civ_common +17 tool_common Grimdale Farm -4 civ_common +4 tool_uncommon Carnival -1 civ_uncommon -1 civ_rare -1 mil_uncommon +2 tool_common +1 tool_uncommon Yongton Abbey -1 civ_rare +1 food_common Ruins (-2270, -1620) -1 civ_rare -1 food_common +1 food_uncommon +1 tool_uncommon Forest -1 civ_uncommon -3 civ_rare -1 mil_uncommon +5 tool_uncommon Lost Woods Shrine -2 civ_rare +2 mil_epic McLovinville -1 civ_rare +1 civ_uncommon Treehouse +1 tool_uncommon +2 mil_epic Kadaar -2 civ_common +2 tool_common Pravus -7 civ_common +7 tool_common Drycreek -1 civ_common +1 mil_common Ruins (-515, 165) -2 civ_common +2 tool_common Devil's Castle -1 civ_rare +2 tool_uncommon Logging Camp -4 civ_uncommon +2 tool_common +2 tool_uncommon Whitehaven -2 civ_uncommon -2 civ_rare +2 tool_common +2 tool_uncommon Paluster -2 civ_rare +2 tool_uncommon Ephirion -1 civ_rare +1 tool_uncommon Thannus -1 civ_rare +1 tool_uncommon Ridgevale -1 civ_common +1 tool_common Sirus -3 civ_uncommon +5 civ_rare +2 tool_common +8 tool_uncommon Clarce -1 civ_uncommon -3 civ_rare +1 tool_common +3 tool_uncommon Snow Tree -1 civ_rare +1 pot_uncommon Crymoore Pond -1 civ_rare +1 civ_uncommon Portsmouth -3 civ_common +3 tool_common Bell Farm -4 civ_common +4 tool_common Farmhouse (1040, 70) -1 civ_uncommon +1 tool_common Carrot Farm -2 civ_common +2 tool_common Torchbar Farm -2 civ_common +2 tool_common Homestead -2 civ_common +2 tool_common Romero -8 civ_common +8 tool_common Carmi -6 civ_common -3 mil_common +9 tool_common St. Roseluck Island -1 civ_common -1 civ_uncommon -4 civ_rare +2 tool_common +4 tool_uncommon Tristitia -1 civ_rare +1 mil_rare Saens -2 civ_uncommon -4 civ_rare -2 mil_rare +8 tool_uncommon Purplesunshine Humble Abode -1 civ_rare +1 civ_uncommon Deserted Stall -1 civ_rare +1 tool_common Geuten -5 civ_common +5 tool_common Grandfather's Curse -1 civ_common +1 tool_common Zerbia -6 civ_rare +6 tool_uncommon Grayvale -3 civ_uncommon -4 civ_rare +7 tool_uncommon Barren Bivouac -1 civ_rare +1 tool_uncommon Virway Tower -2 civ_rare +2 civ_uncommon Ragtag's Cove -1 civ_rare +1 civ_uncommon Fort McHarlington -1 civ_rare +1 mil_rare Al Hasa -4 civ_rare +3 civ_uncommon +1 tool_common Pirate Ship -1 civ_uncommon -2 civ_rare +3 tool_uncommon Cannibal Hideout -2 civ_rare +2 tool_uncommon Archaeological Dig Site -1 civ_rare -1 mil_uncommon +2 tool_common Mining Town -1 mil_epic (in cave) +3 tool_uncommon Frostine Valley Acres -3 civ_rare +3 tool_uncommon Bridge Troll Hole -1 civ_rare +1 tool_common This is probably one of the biggest balance patches this game has seen in an extremely long time. So the question some players have right now is, “Where do you go from here?”. In the coming weeks, we want to look at food loot tables. That is probably going to be an overhaul as well. Also coming down the line soon is a good look at the caves. The caves haven’t been great for a while now and we want to take a look at those and really give the caves some personality coming soon. We want to thank you for your patience in waiting for these changes and we also would like to thank you for your feedback on the game. -The MineZ Balance Team So we wanted to give a little background information on what we do as a team and what actually goes into balancing. The balance team has a giant sheet full of location data. For example, we can see that during the weeks of 6/13 to 6/19 that Amorel only had 5 visits. As a result, we buffed and reworked the town to hopefully gain more player traction. However, a high population isn’t always a bad thing. For example, our most visited town during the weeks of 6/13 to 6/19 was Al Hasa 1,820 visits. With this in mind, we can see all the different locations on the map and get a good view of what needs a little bit of a change. We can also see which locations are completely dominant and might need a bit of a nerf. This is a major tool that the balance team uses to help guide our decision on what towns receive changes. However, this isn’t the only thing we use to help dictate our changes. We also patrol, spectate players, listen to community feedback, and have tests to make sure everything looks ok. Hopefully this will help you guys know a little more about how we operate behind the scenes!