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Game updates/2019-04-26

428 bytes added, 14:25, 26 April 2019
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When you transmute an effect associated with a specific skill (e.g. "Unarmed Base Damage +20%"), the cost now depends on the rarity of the item:
: - Uncommon and Rare: 5 Durability and 25 Phlogiston: - Exceptional: 10 Durability and 30 Phlogiston: - Epic: 20 Durability and 35 Phlogiston: - Legendary: 25 Durability and 35 Phlogiston: - Previously, the cost for all Rarities was: 25 Durability and 35 Phlogiston
===Generic Effects:===
When you transmute an effect that isn't tied to a skill (e.g. "Max Health +10"), the cost now depends on the rarity of the item:
: - Uncommon and Rare: 5 Durability and 10 Phlogiston: - Exceptional: 10 Durability and 15 Phlogiston: - Epic: 15 Durability and 20 Phlogiston: - Legendary: 20 Durability and 20 Phlogiston: - Previously, the cost for all Rarities was: 20 Durability and 10 Phlogiston
In addition, the phlogiston cost is reduced for low-level items:
: - 15 less Phlogiston for items level 15 and under: - 10 less Phlogiston for items level 30 and under: - 5 less Phlogiston for items level 45 and under
==Hammer Changes==
Certain hammer treasure effects apply Concussion debuffs which makes the victim "prone to random self-stuns".
: - These debuffs are now a bit more effective. (Also note that these three debuffs stack with each other, although that isn't a new thing.): - One of the aforementioned Concussion debuffs has been moved out of treasure and added to the basic Rib Shatter ability
===Rib Shatter:===
Various treasure effects were adjusted or replaced as a result:
: - "Rib Shatter deals +220 Trauma damage over 10 seconds" => "Rib Shatter restores 40 Health to you": - Way of the Hammer: "For 10 seconds, all targets deal +15% Crushing Damage" => +35%: - "Way of the Hammer boosts Slashing and Piercing Damage +17% for 10 seconds" => +34%: - "Way of the Hammer boosts all targets' Electricity Damage +20% for 10 seconds" => +35%: - Way of the Hammer is now marked as a Signature Support ability for the purpose of buffs that affect Signature Support.: - The treasure effect "Hammer attacks deal +16% damage but generate +48% Rage" was incorrectly boosting hammer Base Damage, not regular damage. This has been fixed, making the effect typically generate more damage in high-level builds.: - The cost of Pound To Slag was tweaked slightly, and its Reuse Timer changed from 50s to 45s. (Some treasure mods were recalculated very slightly as a result of the shortened reuse timer.): - Latent Charge: Delayed electricity damage now occurs after 5 seconds, not 8 seconds.: - The treasure effect "Pound To Slag hastens the current reuse timer of Look at My Hammer by 5 seconds" was previously available for all levels 50+, and did the same thing at all levels. There are now higher tiers of this effect which also boost Pound To Slag damage. All pre-existing versions of this effect are still the level 50 one, but new gear can obtain higher versions now. (Note that this effect is still not available in gear below level 50.): - "Reckless Slam deals +33% damage and taunts -360" => "Reckless Slam deals +64 damage and taunts -285" (It deals about the same damage but synergizes more nicely with other Reckless Slam mods.): - "Reverberating Strike restores 38 armor to you and taunts -275" => " Reverberating Strike restores 96 armor after a 6-second delay": - "Hurl Lightning Damage +39% and Reuse Time -1 second" => "Hurl Lightning Damage +94 and Reuse Time -1 second": - "Thunderstrike Damage +38%" => "Thunderstrike Damage +128": - "Reverberating Strike deals 70 direct health damage and applies the Mild Concussion status: target is susceptible to random self-stuns" => "Reverberating Strike Damage +85"
==Lycanthropy==
===General:===
: - Sanguine Fangs damage changed from Piercing to Crushing.: - "Sanguine Fangs suddenly deals 280 Trauma damage after a 12-second delay" => 8-second delay: - Sanguine Fangs base direct damage increased. Some treasure effects revised as a result.: - Blood of the Pack has a faster animation.: - "Werewolf Claw, Double Claw, and Pouncing Rake Damage +22%" => " Werewolf Claw, Double Claw, and Pouncing Rake Damage +50": - "All Werewolf attacks have a 31% chance to deal 64 Trauma damage over 8 seconds" => 47% chance: - "Double Claw deals +114 armor damage" => "Double Claw deals +88 damage": - "All Werewolf attacks have a 31% chance to deal 64 Trauma damage over 8 seconds" => "Werewolf Max Health +35"
===Skulk:===
Skulk's base damage boost was too high, and some of its loot was also too powerful.
: - Skulk: The "next attack" bonus damage is reduced significantly. (For example, Skulk 4 now gives +223, instead of +359.): - "Skulk grants you +35 Mitigation against all attacks" => +24 Mitigation: - "Skulk causes your next attack to deal +70% damage if it is a Crushing attack" => +43% damage: - "When Skulk is used, you recover 52 Health and all enemies within 10 meters are taunted -1375" => taunted -700: - Skulk now has a faster casting time and a different in-use particle
===See Red:===
So in this update we've tried something new. The ability has been entirely re-envisioned: instead of a self-buff, it's now a melee attack. Its treasure still provides a broad range of utility, though, and with the shorter reset time (10 sec instead of 30), it's more versatile.
: - See Red is now a Trauma attack with a 10-second reuse timer and a lower Power cost.: - See Red no longer buffs Piercing/Slashing damage.
All treasure effects revised:
: - "See Red restores 132 Armor" => "For 8 seconds after using See Red, all other Lycanthropy attacks deal 116 Trauma damage over 8 seconds": - "See Red grants you Melee Evasion +18%" => +14%: - "See Red increases the damage of your next attack by +260" => +95: - "See Red restores 54 Health and costs -20 Power" => "See Red deals +36 damage and Power cost is -16": - "See Red heals you for 85 health" => 38 health
Because the ability is now an attack, it needed more ability tiers than when it was a buff. The ability previously went up to See Red 4, and now goes to See Red 7. Sanja trains up to See Red 5, and the last two are taught from the Altar of Norala. If you had the old See Red 3 or 4, you still have them, but they are now for a lower level than before; you will need to obtain the new tiers.
===Shadow Feint:===
: - Shadow Feint: This ability is now a toggle. Use it once to enter "feint mode." You will see a small indicator showing where you will teleport back to. Use again to teleport back. The range of the ability has decreased from 40m at all levels to 30/35/40m. Teleport time window shortened.: - Shadow Feint Has faster animation, and the 1-second channeling delay was removed.
All Shadow Feint treasure effects were overhauled:
: - "After using Shadow Feint, your Lycanthropy Base Damage increases +36% for 30 seconds or until you are attacked" => "Shadow Feint raises your Lycanthropy Base Damage +36% for 20 seconds or until you trigger the teleport": - "After using Shadow Feint, your Sprint Speed increases +3 for 15 seconds and your next attack deals +120 damage" => " Shadow Feint boosts the damage of your next attack +144 if it is a Lycanthropy ability" (note that the old version also only buffed Lycanthropy abilities; it just didn't say so): - "Shadow Feint heals 130 health and 130 armor when you teleport" => "When you teleport via Shadow Feint, you recover 70 Health": - "Shadow Feint boosts your In-Combat Armor Regeneration +35 for 20 seconds" => "When you teleport via Shadow Feint, you recover 50 Armor and your Sprint Speed is +3 for 10 seconds"
===Beast Metabolism:===
: - Werewolves no longer need to be "out of combat" to eat corpses.: - Inherent recovery-per-level from corpses is a little higher.: - Previously, raising the Beast Metabolism skill only increased the duration of the recovery buff. It now also slightly increases the amount of healing and power recovered (per tick). This can be further boosted by treasure effects.
===Norala Altar Buffs:===
: - Boosted potency of Max Health buffs from +10/20/30/40/50 to +10/20/35/50/75 and added a sixth tier that goes to +100.: - Boosted potency of Corpse Eat Healing buffs from +4/7/10/12/15/18 to +4/8/12/16/20 and added a sixth tier that goes to +25.: - The fifth tier of Max Power buffs is reduced in cost from 3 tokens to 2.: - The fifth tier of Physical Mitigation is reduced in cost from 2 tokens to 1.: - Clarified labels to indicate that "Werewolf Damage Boost %" increases Base Damage.
===Training:===
==Other Skill & Ability Changes==
: - Bard: "All bard songs restore X Health [or Armor] to YOU every 4 seconds" => fixed bugs that allowed these treasure mods to get applied multiple times when switching songs.: - Bard: Fixed a bug that caused some song-oriented treasure effects to apply themselves for 60 seconds after you manually toggled the song off.: - Priest: The ability Invigorate claimed to restore Power but restored that amount of Health instead. Now it restores Power as intended. (Treasure effects were already correct, only the base Power healing from the ability was wrong.): - Spider: Due to changes to game systems, the treasure effect "Web Trap sets a teleport spot. If you are hit 6 times within 30 seconds you'll automatically teleport back to that spot" no longer worked. Since it was not really very useful, we didn't try to make it work and just replaced it. It is now: "While you are near your Web Trap, you recover 4 Power per second".: - Treasure effects that boost Spore Bomb, Stake the Heart, Fish Gut, and Crossbow attacks are more potent.: - Many pieces of equipment that innately boost a damage type by a percentage (e.g. Spring Fairy Shoes, which have inherent bonuses to Nature and Electricity damage) have been buffed.
This affects:
: - Most Fire Magic abilities: - Battle Chemistry's Toxin Bomb: - Mentalism's Mindreave: - Archery's Fire Arrow: - Priests' Flamestrike and Righteous Flame: - Shambling Corpses' health-reaping attacks: - Skeleton Mages' fire attacks: - Pet Fire Walls' attacks: - The melee attacks of fiery pet rats
In addition:
: - Several Psychology abilities were not correctly marked as receiving critical hits from Phrenology; this is now fixed.: - Crossbow abilities now gain the same chance to "critically hit" that bows do, based on your Anatomy skill and the target's anatomy type. Crossbows gain a +50% damage mod when they crit. (This isn't a bug fix, it's a small power-up.): - Several monsters did not deal full intended damage with their Rage attacks: Worghests, Gazluk Elite Tacticians, Ratkin hammer-users
===Gazluk-Only Balance Change:===
==Other Changes and Fixes==
: - Desert Environments: If you are entirely out of hydration in the desert there is now a small chance every second that you will die of dehydration. Stay hydrated! Going into a NPC's building, such as Arlan's shop or Makara's tent, will stop dehydration. In fact as a convenience, being anywhere within the city walls of Amulna prevents dehydration.: - Fixed a bug with Crafted Nimble Boots and Crafted Nimble Pants, which evaded much more often than the listed times.: - The tailoring recipes that add +1% damage of a particular type to shirts and pants have been changed to add +2% damage instead. This change is retroactive. (Note: there was a "round off" bug which could cause these recipes to effectively add +0.9% instead of +1%. This bug has been fixed for new uses of the recipe, but unfortunately it could not be fixed retroactively. So if your old gear added e.g. +5.7% damage, it now adds +11.4% damage, not +12% damage as you might expect.): - You can no longer use Practical Summoning to summon items that have less than 100% durability. (In other words, you can summon a pristine firkin, but not one with 70% durability remaining.) This is a temporary limitation. Previously, summoning partially-used items magically repaired their durability, which was unintentional.: - You can no longer use the "Reuse Liquor Barrel" or "Reuse Beer Keg" recipes on NPC-brewed liquor (such as Spiked Egg Nog or Burn-Throat).: - Brewing results that raise Max Armor for a particular race were incorrectly labeled as raising Max Health for that race. These now correctly say that they boost Max Armor. (Just to clarify, there are ALSO brewing results that raise Max Health for a particular race, and these are unchanged. The bug was that the armor-boosting ones were labeled as health-boosting.): - You can now right-click raw fish in your inventory and choose "Fillet Fish" to quickly bring up the appropriate fillet recipe. (Assuming you know how to fillet that type of fish, of course.): - Breaking down Treant Wood now requires Carpentry 50 instead of Carpentry 20.: - Swapped the icons for Sunstone and Morganite to better match the gem descriptions, and the dye color they create.: - Fixed a bug where malachite attuned to the Rabbit skill did not work correctly in recipes if the malachite was placed in the second gem slot.: - Torgan correctly appreciates gifts of Awesome Metal Slabs.: - Lady Windsong's favor "Escaped Snail Meat" bestows a special druid ability Rotflesh, but if you were not eligible for the ability (generally because you didn't yet know Rotskin 6, its prerequisite), you did not learn the ability. This is fixed retroactively, so if you've completed the quest the ability is now in your list. (But you still have to learn Rotskin 6 before you can actually use it!): - The Amulna residents Falkrin Overstrike and Alravesa the All-Hunter are still not fully written, despite having important roles to play in the future. They can now be found in the dining area above Selaxi's shop, where they can at least have a drink while they wait.: - The Guardian Rhino's curse "Gored Pockets" changed from -10 Inventory to -5 Inventory. Players who had the old curse will find they are magically cured; this "free cure" is just a side-effect of an internal version number change, and not something we typically need to do when tweaking a curse. But hey: free cure! You're welcome.: - Sentient tornadoes are now more dangerous. They gain innate Projectile Evasion and Melee Evasion, and they have a different set of resistances and vulnerabilities than before. However, they are now very vulnerable to Burst attacks.: - Fixed a bug that prevented Ice Cocks from breaking more than one toe at a time. (It was supposed to stack to x9 originally; it now stacks to x3 because 9 is too much.): - The "Slaughterer of Spiders" behavior badge was tied to generic animal killing, not spiders. (Meaning it was the same as the Slaughterer of Countless Animals badge.): - Made it easier to maintain the "Slaughterer of X" badges -- they no longer require you to have killed more of that monster type than other kinds of monster. (They still have the requirement that you have killed 1000+ in your lifetime, and 500+ in the past 30 days real-time or 24 hours game time. Meaning that they "wear" off and you lose them if you stop murdering that type of foe.): - If you attempt to use an ability but the server doesn't think the reset timer is up, the game client is updated to show the ability's remaining time needed, rather than showing the ability as having been just-used.: - Improved the performance of "floaty numbers" (damage and healing numbers). Lots of floaty numbers could cause framerate lag.: - Also, floaty damage numbers for your character now float overtop your character's head, like they do for other characters. Previously they floated down from the "portrait box" in the top-left corner, but it was very hard to notice them. If you prefer the old format you can enable it in Special Settings by typing the word PortraitFloaties into the text box.: - Fixed bug where changing the font size of "Size of Combat Numbers (Self)" did not get saved to preferences.: - Fixed map issues in Gazluk Keep (such as weird pointer direction and lack of map fog).: - Optimized memory usage and loading times in Gazluk Keep. These changes should help people whose computers crash when loading into this area. Note: it's now a VERY bad idea to use the "NoCull" Special Setting while in Gazluk Keep, because the Keep now relies very heavily on occlusion culling for performance.: - Updated the contents of the Live Event Reward Chests (located behind the Serbule inn) so that newer types of equipment have a chance of being found in them.: - Command /shop opens a web page to the Gorgon Shop.
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