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Patch Notes
0.10.0.13.01.26 (ALPHA) - 00:04 | 13/01/2026

Welcome to the first official patch notes for Orcs and Humans v0.10.0 (Alpha). Here we will tell you about what has been added, removed or changed since the last "public" version (0.8.3)

Now although this is the first patch notes of this kind, this game has been in development for a very long time and this version is a complete re-write of the whole game core, so all previous versions patch notes are now redundant.

NEW FEATURES

Character Development
We have added a lot of changes to the way you develop your characters in this build, previously you "bought" stats with gold that increased with level, however this caused players who got lucky to develop way faster than they really should and became unfair to new players as Gold was the primary resource in the game.

We have changed this now to be an Attribute buy system, you will be given points to spend throughout the game play (mostly from levelling) but there will be other ways to gain attributes. This means that each player is given the same opportunities to progress through the game as everyone else and the ability to explore different types of builds.


Reworked inventory system
We have smoothed out the inventory system in the game, we have removed the "inventory caps" they just wouldn't work in this version with the amount of new items that the game has to offer.
It is also possible to sell items directly from your inventory and /or set items onto the market.


Crafting Classes
We have added a crafting system to the game, we have 8 crafting diciplines.
  • Blacksmith
  • Armourer
  • Alchemist
  • Culinarian
  • Goldsmith
  • Carpenter
  • Weaver
  • Tanner
Each one having their own recipies that may require additional crafting diciplines to complete. You can take 3 of these diciplines for yourself, but you are free to change your mind (you will reset to level 1 if you take a 4th class) - We may allow you to increase the amount of crafting diciplines later



Gathering classes
To go with the crafters we have added in 4 jobs for gathering certain materials, some materials can only be gathered. (although you may be able to buy them from the markets - see below)
  • Miner
  • Botanist
  • Fisherman
  • Hunter
You can only select 1 of these jobs, and they work in the same way as "look for work" (see below), you set off for a set amount of time looking for a selected item. Your results will vary, you may be lucky enough to find a huge amount.


**There is a lot of "mismatched" text within the gathering system as a lot of it is "copy and pasted" so please give no attention to when it says "you have broken a lot of rocks" when you have selected fisher or another class, This will be addressed as we approach a final build of sorts.

  • Explorers Hut
    You will be able to spend stamina to target a certain node and obtain items a lot quicker then "going to work" gathering classes.


Working
As before you can set your character off to work for a set period of time, you will be rewarded gold for your performance but you will not be able to do anything else while you are working.

** All forms of "working" will leave your character vulnerable for the duration, you won't be able to do anything else until it has been completed **

Equipment and Slots
Finally! I have added in proper slots to the equipment this will help aid in character progression, as I want items and equipment to play a bigger part in this game than before. So seeing exactly is where and what it is doing is important. - A very often requested feature

Messaging System
To help aid in character communication we have smoothed out the messaging system (one of the first features I developed when I first started this project - random fact) It will show you how many new messages are in your inbox, and you will be able to see all the messages in one place, or if you like it a bit more organised each message will be given its own individual boxes, so you can easily find old ones. - please note however messages may be automatically deleted after a while. (this feature has not been added in yet)

Raids
By performing raids daily (by default you get 1 hours worth per day) you gain the chance of obtaining gold and experience points. This is your primary source of developing your character. While on a raid you can not perform any other tasks until it is completed.

The Town
This is an important place in the game, you can go to the various stores here, and buy items and equipment (the quantity the store holds and the prices they charge varies from day to day). This is also where you can pick up a crafting class. Here you will also find:
  • The Markets
    This is the place where you can buy and sell items you gathered or even crafted to other players, Item prices are set by the players and you can decide which one to buy.
    You can also change any of your listings you have up for sale, and claim any gold that the markets are holding on for you.

  • *Please note, the markets are constantly undergoing a lot of testing and may not fully work the way you expected, we are working out a lot of issues in the markets with each update*

  • Bank
    We have added in a bank that will allow you to store some of your gold, you initially can only store 1,000 in the bank safe, and it will cost you a fee to withdraw.
    You will be able to expand the amount you can store in a later update



Hunt!
The real meat and gravy of the game, this is where you will be able to battle it out with other players, climb your way to the top of the leader boards, you get a chance to steal the oppositions gold if you win.

We are still in the process of working on the current battle engine and things may not work correctly or as expected, please report any issues you have found as we need to make sure this portion is 100% for the first official release.

So far the battle engine will only allow you to search for a random player, the chance to search for a specific player is not currently available due to other portions of the game core not being accessible at this time.

However a winner will be logged, and the correct saftey measures will be put into place.

The Attacking party (Player 1) will not be able to perform another attack on any other player for at least 10 minutes.
Player 1 will also be immune from attacks for an hour after their last battle - this still needs further testing.

The Defending party (Player 2) win or lose, this player will not be able to be attacked by the same player within a 6 hour period - this time limit may change over the course of the testing phases, however they should be able to initiate the attack on the original player - this still needs further testing.

The winning party will obtain a portion of the gold the player is holding, the current maximum value is upto 80% of the total gold that player is holding. A random number generator will pick between a winnings of 0 to 80% of the gold held for the victor.

Experience points allocation for this version of the battle engine has not been configured at this time.



PLANNED FEATURES
Obviously there are a lot of features planned, but this is more about what is being developed for the next patch, that you should be able to play soon.

High Scores
This is where you will be able to see the rankings of all the other players on the server, this also acts as a player search function allowing you to find friends (or future foes?) to send messages, compare stats, or even challenge to a fight! (only if they are the opposite race mind - this is a battle between the 2 factions remember)



KNOWN BUGS AND ISSUES
Registration Problems
Because of ever changing web standards, the script I originally made that will email you a registration code doesn't work as expected. So as a work around we have just created a bypass - you get shown the code that you should "copy and paste" ready for the next page. Please note there is no other way to obtain this code at this time, so if you haven't copied the code, you won't be able to continue with registration.

Debug text everywhere!
This is a very, very ALPHA build of this game, and the debug text is there so I can see what is going on behind the scenes. I will be removing the text from sections where I feel the game is mostly complete. Please note that these debug values should not be used to attempt to manipulate the gameplay in any way shape or form.

There are probably a lot more that I haven't found yet, but when I find them and fix them or am aware of them I will post here.

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