This page was last updated on 18 December 2024, 5:14AM
Changelogs
Version 2.1
- Dungeon Edits -
- Added a building and another one-way door to Pirate Quays.
- Added a one-way door in The Nexus for easier navigation.
- Opened a spot next to the Swamp teleporter in The Nexus.
- Removed all of the magic arrows that are apparently bugged, and replaced some of them with regular arrows, quarrels, and bombs.
- Moved a couple items around to account for their rebalance changes.
- Added four Tomes of Wisdom and one of each Attribute Potion. The new Potions should help players find the Balance Shrine.
- Classes, Races, Traits, Skills -
- Every Class has a +1 per level Stat now. All of the Classes have been reworked a bit to match their descriptions better.
- Alchemists get +1 Accuracy and Critical per Level for Firearms (and Firearms have been improved across the board).
- Battle Mages have +1 Resist All/level, and Staff Defense's +10 Resist All has been switched to +10 Evasion.
- Farmers have +1 Vitality/level.
- Fighters get +1% Accuracy and Critical Chance/level with ANY attack (including Firearms).
- Knights get +1 Protection and Evasion per Level.
- Rogues traded their +1% Crit Chance for +1 Dexterity/level.
- Wizards have +1 Willpower/level.
- Removed Insectoid's +1 Strength and -1 Vitality.
- Reduced the Lizardman's +25 Resistances to +20 (both their standard bonus and their Trait).
- Made Poison Immunity a Ratling Trait instead of a Lizardman Trait.
- Changed the +25 Poison Resist Trait to +25 Shock Resist.
- The Weapon Mastery Trait is now Sharp Eye, which adds +10 Accuracy to all attacks instead of +7 to Melee attacks.
- The Accuracy, Evasion, and Critical Skills now all add +5/level instead of +10 and +3 respectively.
- The Firearms Skill now reduces Firearm cooldown by 10% per Skill level, up to 50%. You will need to have a Firearm and ammo in hand to get the cooldown bonus.
- Concentration's "Meditation" Trait now increases Energy Regeneration by 10% at Con. 2 and 20% at Con. 4, but all the time, not just when resting.
- All Magic Skills now add 20% Resistance at levels 2 and 4 (40% total), instead of 50% at level 5.
- Monsters -
- Sword Ratlings now have a 10% chance to drop Cheese (which increases Ratling stats).
- Pistol Ratlings have a 50% chance to drop 10 Pellets, even the respawning ones.
- Skeleton Warriors used to have 50% chance to drop their Axe, Shield, and Helmet. Those are now 20%, and the Helmet drop is moved to Skeleton Archers.
- Turtles used to have a 75% chance to drop Turtle Steak x2. They now have a 20% chance to drop Steaks and a 10% chance to drop Turtle Eggs (which increase Lizardman stats). The chances are reversed for Swimming Turtles.
- Twigroots now have a 10% chance to drop Horned Fruit (which increases Insectoid stats).
- Items -
- Added Leech to the Assassin's Dagger like it says.
- Serpent Blade: The basic attack does Physical Damage with a 10% chance to poison. This weapon now has a power attack with a 100% chance to poison.
- Most Armor Sets now have Set Bonuses. They do not light up or make any sounds, so check your stats. The Xafi and Embalmer's Sets do not have any bonuses.
- Sets are all named accordingly, (namely the Ring Helmet to go with the Armor) and will be the same Armor type (Clothes, Light, or Heavy).
- A lot of the equipment has been reworked a bit for balance. The only added item is the Shield of Valor which is part of the Valor Set.
- The Magic Orb has been reworked, along with the Shaman Staff, Zhandul's Orb, and Stormseed Orb, to be equal end-game Magic items. None of them increase Magic Damage, but I would like to make each one add +10% Damage of their Element if I ever figure out how.
- The Flintlock now has to be reloaded after every shot. Same with the Arquebus, which is now a shotgun.
- The Meteor Hammer and Ancient Claymore now do Physical damage instead of Elemental, with a 10% chance to Burn/Freeze with basic attacks, and a 100% chance with their Power Attacks.
- The Shovel now has a Power Attack that can launch Rocks. It is an upgrade to the Sling, and still works for digging.
- The Crystal Shield now casts Frost Shield, with unlimited charges. This spell and the Meteor Shield's Fire Shield should be essentially identical.
- Spells -
- Finally added Frostburst to the dungeon and got it to work. It has the same Spell Icon as Ice Shards. I can't add Icons and there are very few Spell Icons to choose from.
- Ice Shards is now a higher level spell, meant to be equivalent to Meteor Storm.
- Made Heal from the Crystal Shield into a castable Spell. It heals the entire party (but doesn't heal Wounds or revive champions), so it has high requirements and a complicated gesture. It has the same Spell Icon as Dispel.
- Changed the mana cost and requirements of some spells. Light, Darkness, and Dispel are easier to cast, Shield and Force Field are harder.
- Poison Bolt has a slightly different gesture (I just removed the Air Rune), and only has one arrangement in The Array now.
- With the changes to Poison Bolt, Frostburst, and Ice Shards, every magic attack spell in The Array has only one arrangement now. Some spells may still be able to use different Essences for the same spells, but the Altars used are 1:1 to their Scrolls and Mage-casting counterparts.
- Frostburst and Meteor Storm have been added to The Array. Meteor Storm and Ice Shards (third-tier spells) on The Array work to harm the final boss.