A recent interview with PFO Lead Designer Lee Hammock had a lot of good info on EE10 and EE11. This is part one of the summary. Hear the whole audio chat [here]().
EEv10 goes live on July 10 with the Wrath of Nhur Athemon server-wide event.
-Tower ownership no longer has any effect—they become wilderness hexes.
-A Tower hex cannot be claimed until the WoNA escalation in it is cleared.
-This escalation is the first to drop settlement building recipes. While there will be other chances to win them, the WoNA escalation has the highest rate for settlement building kit recipe drops.
-There will be a Newbie friendly version with lower rewards near Thornkeep. (Shadow of Nurathaman).
Holding warfare, and the ability to raid other settlement's outposts and will go live the following Monday (the 13th).
New Settlement Level Mechanics:
-All settlements will be able to support up to level 20; any player not in a settlement will be supported to level 8.
-You can set your settlement level to what you want up to 20, based on settlement upkeep costs for bulk resources.
-There will be a 1-week bridge period where all settlements are at level 20, and then training level will be set based on bulk good cost choice.
-There will be a weekly pull for settlement upkeep costs (Fridays).
-You can use feuds during this period. Feud cost & durations MAY be standardized in this patch. A new mechanic: no cancelling a feud 5 minutes past pending--you can't bail on your feud because you are losing.
-New feud mechanic: all settlement members count for capture mechanics, but not out in the open world (then it is only the concerned companies). So if Murder Hobos feuds Peace Through Vigilance, for the duration of the feud, members of those two companies can attack each other with no reputation loss anywhere on the map. But if one of them raids/defends a holding, everyone in both settlements counts as an attacker/defender and can PvP free from rep loss.
Mules come in with EE10.
-Until Animal Handling comes in as a skill (i.e. for rangers ad druids), a leatherworker crafts saddlebags.
-Saddlebags can be used to summon a mule at Mule-skinner building the near bank/AH. If you have saddlebags in inventory, you have dialogue to open it and spawn the mule. SB's are consumable items.
-Base mule has an encumbrance of 1k weight
-Mules have high HP, AI pathing to follow owner closely (currently it is straight line, like can run over mountains currently) and will follow you anywhere you go.
-A mule can be attacked, but not killed. At 0 HP a mule goes to "free-state." Then anyone can claim it through interaction (10 second action, interruptible). Also if you go 80 meters away from mule it goes free-state.
-Four hours a mule has full functionality, including deposits. Then it has 2 hours withdraw only, before despawning.
-If a player leaves a mule unattended for five minute, e.g. logs off, it will despawn with your stuff (this may be changed to 10 minutes). The current plan is to have your stuff lost, but this may change to include a recoverable husk with a 25% loss of item/stack mechanic.
-Only 1 mule at a time for any character.
Some other tidbits:
-The only data sheets the Dev's have not made public, and don't plan to make public, are escalation stats, monster stats, and harvesting node stats.
-Settlement Kit recipes come in for 10. However, some required components, e.g. a codex, will not be in until EE11. This means that the actual destruction and rebuilding of custom settlements is EEv11, not EEv10.
-Codex: T1 expendables, lore fragments, or recipes (e.g. a library need lore fragments). These are all one T2 item and then lots of T1 items.
-For example, a Cathedral of Justice requires a T2 Novitiate's Holy Symbol, 16 Basic Incense, 24 Decorative Censer, 12 Cleric Codex Collection.
-Dragon Hatchery as a far future, higher tier building. Kind of like a Titan class ship in EVE. So yea, dragon mounts one day, but no time soon.
Do the RIGHT THING: come be a Paladin with us! http://ozemsvigil.guildlaunch.com/