A players perspective, from the point of breeding riding/hitching animals, of the new and changed trait system and other AH update changes: (Humor, dark)
It has very strong leg muscles (changed): movement speed bonus (speed)
(old movement / carry bonus) change: we took away the carry bonus and made it just speed. Still made it worth 10 of your AH
It has keen senses (changed) to "It seems accustomed to water": moves faster in shallow waters (speed)
We took a trait that was more of an easter egg due to the weird combination / unlikely scenario of it actually being triggered, and replaced it with a speed boost that will only work when riding in shallow water, where you will either continuously hit patches too deep and stop, or if in water of allowable depth of 5 and flat, you will get kicked off your horse every few seconds. Due to the speed increase, this will now happen more often. Sweet!
It seems more nimble than normal: increased max ridable slope (Draft, Rare)
We gave you a trait which you will rarely see, but unless all the hitched animals have it (very unlikely) will probably not actually be able to make any difference.
It gives more resources: Increases output of resources such as wool and milk (Output)
We added this in so that it could fill in points when you don't get the traits you want on animals that don't produce milk or wool.
It seems more friendly: Easier to tame (Combat)
Another filler trait to take up points where you would much prefer something useful, seems to show up on well over 50% of animals. Uses points better spent elsewhere.
It seems prize winning: Gives better products when butchered (Output)
It looks plump and ready to butcher: Gives more products when butchered (Output)
At least when we are now culling 80% of our breeding results, we have a high chance of getting more items from them. \o/
It seems to pick stuff up: Chance to dig something up when eating, drops items on the ground (Output)
Because we took away the keen senses easter egg trait, we had to add another one. Some really weird combination of events will actually trigger this to work (If it isn't just completely broken like many suspect). Maybe tamed, on lead by a food container for hours, during a triple conjunction of moons, within 30 minutes of a server restart. /shrug It only costs 5 points, might as well have it fill the last few points of my AH I have.... no wait, it never does.
It has strong legs: Carry weight bonus (Draft)
This is the carry bonus we took off you from first trait listed above (It has very strong leg muscles). Here, you can have it back. Previously both traits cost you 10 of your AH, now that they are split you can have them back for the bargain basement price of just 30 AH points! (But not on the same animal, we split dominant pools remember)
It seems to be a graceful eater: Less chance to reduce the growth stage of a tile when eating (Misc)
Because we changed the way animals eat, they now need a trait to do something to prevent them from setting back growth stages continuously till you just end up with seeds or a flower or thatch sitting on a dirt tile.
It is easy on it’s gear: Equipped gear takes less damage (Draft)
As well as nerfing speed on vehicles, we were intending to make hitched animals start damaging their gear. In the rush to release this bug filled update, we somehow missed out on adding this nerf. This trait was going to give you back something you used to have for free, at the cost of 10 AH points. Now it just costs you 10 AH points, and given the fallout, we are probably not game to nerf gear damage on hitched animals. Does absolutely nothing.
It looks extremely sick: Has a very slim chance to pass away when it recieves a hunger tick (Negative)
We decided there was not enough grief in the update, so we added this one in. Unfortunately, with the way animals are now eating weirdly, they sometimes graze 6 times in a second, multiple times a day. Outcome: your very slim chance of death is around 1 in 5. If the animal makes it to adult, it's a miracle. Rejoice!
It has a chance to produce twins: Chance to birth twins (Misc, Rare)
We'll give you a rare trait, with a CHANCE to have twins. Maybe. (sadly only seen it show once, on a non inbred animal with 3 negatives, 2 speed (one of which was water trait, see above) - Not an animal I wanted to have any offspring, let alone multiple at once.
It seems vibrant: Increases output of resources (Output)
Not sure this does anything. If only I could milk/shear my horses/donkeys/mules/hell horses, maybe I could find out. Another common point stealer that you would really just prefer not to get. Edit: We missed the days where actions produce scraps, so in tribute sheep sheared with this trait produce little leftover bits when spinning uncombined amounts (Thanks for the info SmeJack)
It has a slow metabolism: eats half as much as a normal animal (Misc)
Due to the weird multi-grazing feeding actions when feeding containers are anywhere around, we needed a trait to stop them emptying said containers twice a day. Here you go. Oh, this took points you wanted to spend on speed or draught traits? Sorry. (Also suspect this one causes animals not to fatten up, leaving them at the prospect of suddenly dropping dead of starvation WHILE showing not hungry on inspect, despite the fact that they are).
It looks more friendly than normal: Less likely to be attacked by aggressive creatures when tame (Combat)
Your combat pet is a really nice critter, will stop and have a chat with the Trolls, totally disarming them with its pleasant personality and bright sunny nature, and they will wander off to go attack that grumpy player instead. Due to this trait having increased the livability prospects of many generations, it has become a dominant trait (translation, this one shows up on almost every animal, costing you points you wanted spent on speed or draught)
It is especially loyal: keeps loyalty to its tamer longer, loses less when taking damage (Combat)
Your pet loves you. It doesn't mind the fact that you keep sending it in to get mauled by bears and crocodiles, it would do anything for you. Will stay tame right up until that Venerable Champion Troll wipes it from the face of the earth.
It looks stationary: will stay put as if saddled (Misc)
This one could actually be handy, no more having to saddle animals to stop them from walking straight to the newly planted crop/grass tile and grazing it bare instantly. Sadly, was coded at the exact same point where having saddled creatures meant they took off for the hills the moment you dismounted/unhitched them, and means these guys seem to run around your enclosures even more than normal. Oh well you didn't really want draft or speed traits anyway.
It is unbelievably fast: always on speed bonus similar to hell horses (Speed, Rare)
This one is actually pretty good, makes for a really zippy riding horse, IF it shows up AND is on one that has the 3 working speed traits (not that water one, see above). Really annoying to see it turn up on your sheep.
It has very good genes: increased amount and quality of resources like milk and wool (Output, Rare)
No seriously it does. The ones made from the kind of Denim you only could get in the old days. Like Levi or... no wait, that's something else..
Other important changes:
Animals will now move to feed from unlocked containers -
Animals will become fixated on the food container they can't get to, and will starve to death while standing on enchanted grass.
Mules are also as good as draft creatures as horses. -
That scrawny mule is now better at pulling vehicles than your husky new horses and beefy bison. Sorry if that wasn't the look you were going for as you ride your battle cart into combat.
Introduced new body shapes for horses. Horse body shape depends on the horse’s trait set. -
We have been lazy and just stretched/shrunk the models instead of giving you a proper draught horse with it's own skin, or a nice looking hot blood. Welcome to the world of steroid gym freaks and Raptor headed horses!
New: Traits now have categories, the majority category on a creature excluding negative and miscellaneous traits will influence how traits are passed on greatly preferring to pass on its majority to its child. Dominant category is picked from either the mother or the father randomly. -
We're really sorry you liked being able to breed for the actual traits you wanted, we will now produce offspring by cloning one of the parents. Except.... well the clone will only have some of the majority of the traits the parent had, most likely losing those 20 point ones you want to replace them with gear or water ones, and just rolling the dice on everything else. Expect most of those to be ones you have no use for.
Custom bred longer lived, more disease resistant horses? Riding horses with useful combat traits? Sorry, we saw you breeding for horses you wanted, so we separated those into different dominant pools. Not going to happen.
If both parents have no traits all categories of traits receive a bonus to seed the initial traits
Breeding from wild has a good chance to give you 4 traits, but only from the misc pool. Don't expect it for draught or speed.
Traits have point values now which influence their chance to pass on and how many traits.
The more a trait influences speed or draught capabilities, the more points we will charge you for it, and the rarer it is. This makes the 20 point traits you want harder to get, roll off the next generation more often, and they also only used to account for 10 of your AH, not 20. Sneaky eh?
There is still a cap of 10 traits per creature (this does not include traits like “bred in captivity”)
We are still capping you at one trait per 10 points of AH. To make up for the fact that some single traits now cost 20 points, we will give you a bunch of 5 point ones to fill in the difference, but don't expect to spend any 5 points over an even 10 point amount, as that would let you squeeze in, say, 8 traits when you only have 75 AH.
Old “5-speed” horses will be the same as they were before the update, and will go the same base speed.
Oh, except for that bit where we included hidden nerfs to them being able to pull hitched vehicles for every speed trait. Oh, and that bit where while riding them the previous carry bonuses from some traits don't do anything and they will slow to a walk if you carry more than a twig.
Vehicles now slow down as they gain load.
Putting more than a couple of rocks in will slow you to the speed where you can't escape mobs. Oh, at the same time we did this, we nerfed every bison bred for working speed boosts to have speed penalties, took 3 out of 5 speed boost for horses / hell horses and made them not only do nothing, but actually slow them down extra when hitched. You're welcome. In several months time breeders will just about be getting to the stage where you can do the same you could do before. Maybe. Well, if all the 20 point traits didn't keep getting rolled off each generation.
A vehicle’s quality helps offset the weight in a vehicle, this effect starts at above 30 quality and will reduce the weight penalty up to 3x at 100 quality.
Up until 30 quality, it doesn't do much, once you hit that point it penalises you, and by about 90ql you can go at sub 30 ql again. Nice.
Players shouldn’t notice much difference outside wagons loaded up with tons of materials.
If they have their head in a sack, on a moonless Wurm night, under the old renderer in heavy fog.
Can't imagine why people weren't happy with all this