I will start with a little bit of bad news, the server issues that we were experiencing, have indeed impacted the development of Dawn, and as a result we will have to push it back to the end of May, and maybe even early June. The issue consisted of a package in the Unreal Engine doing unnecessary updates, every time a player moved. This package existed since the release of Mortal Online, so once it was tracked down and removed, the performance of the net-code jumped up significantly, coupled with some optimizations we have attained a very significant performance increase and as many say "Better than ever before".
One of the first and maybe one of the most important changes is the addition of "Actions" in the skill window. This is where every single action that you learned to perform, from resting to an overhead swing will show up, this means that no longer will you have to dig through the entire skill tree to fish out something that you know how to do. This will also help new players who in the past would have gotten confused and disheartened by having to dig through the entire tree, one skill at a time.
Gathering is used on plants and pickalbes instead of hitting "Use".
A player is able to sleep anywhere, however sleeping will not increase the reserves only return the player to their original stats.
Dawn will bring a lot of new pickable and gatherable items, such as plants, flowers and herbs, with each region on the map containing a unique set of flora. The plants have a use in cooking, and in the future in alchemy, because of their strong effects on the reserves, it's also not out of the question to assume that many of these plants will have some negative effects. Making the sight of players eating herbs with strong restorative properties and then puking all too common, at the very least until the nuances of the cooking system are analyzed and discovered.
The cooking system itself can be considered a core mechanic, from which everything else will be built upon; It's not strictly about cooking, but essentially anything you eat. Once the cooking system implemented in Dawn, future contnet will force players will have to be very careful about what they eat, they cannot simply scarf some roadkill down and expect their reserves to go up. If you eat a full meal, but your reserves are still low, or have barley moved, that means you have ate an ineffective meal. This makes eating the right food for fighters paramount, because being fat will start to impact the stats of a player, impacting combat performance. Fat players on the other hand are necessary to receive bonuses from interacting with NPC's and even learning special skills, or joining NPC factions. This is done through giving sophistication to fat characters, which can also be obtained by eating the correct foods. Also after Dawn eating a certain herb, will allow a player to change their stat-caps, so that any single race can be customized to fit a certain archetype through some effort.
If a player has the right skills, then he is able to determine the properties of the object. The higher the skill the more precisely a player is able to determine how effective something is. This is represented by a blue bar, the wider it is, the more uncertain you are about the actual properties of the item, and the more effective it is the farther to the right it will appear. In the example shown, I have a very high cooking skill, so that all of the cooking related parameters are very exact and precise, however since I don't have a high alchemical skill, the "Poison" effect has an uncertainty range associated with it. This also extends into potions which have gotten a very large overhaul for Dawn. Alchemy is based off the cooking system, and is centered around taking the effects found in different dishes and ingredients, and increasing their potency.
Potions are governed by a thirst system, of where the player can only drink a certain unit of liquid at a certain time. All players start out with 20 Units of liquid that they can drink after which they will no longer be able to drink anymore. The player will slowly start getting thirsty and will stop once they have 20 Units that they are able to drink, there are skills however that will allow a player to go past this limit and be able to drink more. After Dawn this system opens up room for having players run around with large kegs and only drink a little bit a time from this huge keg, or have very small and concentrated potions. However since the cooking system formed a precursor to all of this, a player drinking a concentrated potion will potentially run the risk of being debilitated by some negative side effect.
In this example, a minor healing potion now has three stats that a player has to watch: the weight, units of liquid contained, and the alchemical healing effect. Since I don't have a high alchemy skill, I am unable to see the exact power of the potion, but instead get this general range. The minor healing potion contains 5 Units of liquid, and every player starts with 20. This means that 4 small potions can be "Chugged" while still obeying the current cool down, however after that, you will not be able to drink any more. This forces not only a more tactical use of potions, but open up the room to allow those that make alchemy their profession to be highly valued and sought after. Players would have to go out and explore every region to find the best ingredients for their potions, and meals.
The reserve system is going to make a rather large, but subtle impact on the way combat, and even battles are fought in Mortal Online. In short term fights, like duels, or even small skirmishes the reserves are not even considered, however they will suddenly take center stage after several deaths, or during long marches. As an example, a single reserve of stamina will allow you to run from Meduli to Toxai and back, sprinting the entire time. The stamina pools are drained whenever any of the stats are regained, whether be it HP, Stamina, or Mana, and they take a large dip after a single death. During the longer sieges or even drawn out marches, the reserves will start becoming an issue to the deployed force, and they must either carry with themselves some extra supplies, or be forced to retreat should they have nothing.
This could very well become a tactic that is exploited during drawn out fights, to slowly widdle away the stamina and reserves of the opposing force, or to catch a deployment that is worn out and recovering. The pools themselves don't take a long time to recover, a single effective meal will rocket all of the reserves back to full, alternatively you can rest however that takes significantly longer to recover the reserves.
Another feature that will make a subtle but a significant change is the long awaited assault list. Players that have contributed to your demise will be listed on the assault list, and you can choose either to forgive, or punish the players by giving them a murder count.
Players can create or accept tasks, which are (similar to EvE Online's contracts), in order to transport goods, or create orders for something, in this particular case the task is a transport job, with it's own reward and security deposit. If you do not have enough gold to make the security deposit, then you will not be able to accept that task. Transport tasks allow people to transport items across the continent without any financial risk to themselves; however, those who do choose to take the risk on their behalf will receive a reward set by the task creator, should they succeed.
When creating a task, a player can set the reward, and the security deposit required, as well as a monetary cost to actually make the task. The longer you set the deadline for a task, the higher the listing fee will be. Upon completion the security depost is returned. While strictly speaking the task system doesn't provide any new functionality, the fact that transaction of any sort can occur while a player is offline, greatly relieves the stress of existing infrastructures. At the same time a degree of automation has always been required so that the economy would become more dynamic. All listings in the Task Board are local, therefore in order to accept a certain task, a player has to be physically in that town, and the tasks of two different towns are different as a result.
Two new house types are being added in Dawn, the first is the Tindrem style house, which starts out as a hovel, even smaller than the current T1 houses, but gradually can be upgraded to a three story Villa. The second is a storage house, which can be thought of as a bunker, having a lot of starting HP with upgrades that can increase it's health even further, as well as allow the entire guild to use the bank as storage, the upkeep for which will be calculated depending on the size of the guild. It is designed with guilds and sieges in mind, providing extra storage with good protection, without building another keep. Another addition is that houses in Dawn have their own friends lists, and people who are not on this friend list will be considered intruders and if they do not have the key or have not been let in by the owner and will be teleported out of the house. If a player was let in and then proceeded to logout within the house, upon loging in he will be teleproted out of the house, unless he has been made a friend.