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Patch Notes
Topic Started: Jul 8 2017, 08:37 PM (278 Views)
Big Chris

Patch 1.1

Feats Changes
-Cleave has been nerfed. Instead of being used back to back, you may only use once per round.
-Roll has been nerfed. Roll can only be used if you still have at least half of your movement action (rounded down), though it still uses your next turn’s movement.
-Medium and Heavy Armor damage shield feats (Positioning and Juggernaut) have had their effects tweaked and partially traded.
-Effortless Defense has been buffed. It costs less.
-Lunge has been buffed. It is now an instant movement feat.
-Bastion has been changed. The range has been altered.
-Quickdraw can now be used for quick reloading firearms.
-Adrenaline Storm has been reworded. It is now considered a self buff, it no longer drains stamina, and it can not be toggled.
-Knockout Powder has been nerfed. You must pass a static stealth check in order to land the Knockout Powder.

Item Changes
-Resins and enchantments no longer stack together. Resins overwrite enchantments for their duration.
-A Holy Catalyst has been added.
-A Dark Catalyst has been added.
-Bucklers and Greatshields have been added.
-Shield enchantments have been added.
-Arcane Return has been moved. It is now ONLY available on shields as an enchantment.
-The Focus Enchantment has been added.

Skills
-Tracking rework. It now reflects and competes against Stealth.
-Alchemy rework. The perk choices are now better.
-Thunderous Soul has been tweaked. Upon landing a crit, a Violent Jolt can be cast.
-The Honing path of Bladeworks has been buffed.
-Thaumaturgy perks have been altered to buff Thaumic summoned weapons.
-The Mistwalker template has been added.


Spells
-Bestial and Abominable Aspects have been buffed.
-Unstable Aegis has been changed and given a Master version.
-Holy summons have been added, similar to Elder Guardians.
-Perfect Ward has been changed.
-The Sol spell line has been added to Holy.
-Master Celestial Training has been altered. The Secondary ability in particular has been changed.
-Holy in general has had multiple tweaks for the purpose of updating and improving.
-The Elder Guardian spell line has had its wording tweaked slightly.
-The final spell of the Curse spell line has been added to Elder Magic. Furthermore, the spells in this spell line have been buffed and altered.
-The Terror and Solar Flare spell lines from Figment and Holy have been buffed.
-Wraith training has finally been changed. It is good now.


Rule Changes
-You may only have up to 1 physical self buff and up to 1 magical self buff active at a time. Potions are considered physical self buffs. Bestial Aspect is considered a magical self buff.
-Action Conversion has been added to the Combat Guide


Misc.
-Deflect can not deflect an attack that had already been deflected once.
-Thick Fog weather effect has been added.
-Tracking vs Stealth has been explained in the Combat Guide.
-Twinblades have been made into one and a half handed weapons.
-The Districts have been properly renamed.


Lore.
-Vampire Lore has been added.
-Mistwalker Lore will be posted shortly.
-Werebeast Lore has been added.
-Barcid sub-race lore has been added.
-Miscellaneous lore has been added in various places to further flesh out the setting.




Coming Soon…
NOTE: This section is things that are currently NOT in the system. It is not all of what the next patch notes will be, only the changes or additions we feel are most important.

-Figment rework
-Firearms rework
-Angelic Template
-Smithing Weapons
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Big Chris

Patch 1.2

Feats Changes
- Anchoring Howl has been drastically changed.
- Footwork has been changed. It is now a one use Evasion feat.
- Vantage has been changed.

Item Changes
- Firearms have been reworked (They are so amazing!) in conjunction with the Marksman skill rework.
- Removed the Bodyguard, Deflect and Perfect Guard shield enchants.
- The Arcane Return Shield Enchant has been altered.
- Alchemy Homunculi can only be used by Alchemists.
- Tier 1 and Tier 2 Homunculi can not make use of single use feats.
- No Homunculi can benefit from a Master profession’s perk.
- Pistols are no longer free draws.

Skills
- The Furu Template has been added.
- Riding has been reworked.
- The Marksman skill has been reworked in conjunction with Firearms.
- Figment’s Mastery Perks have been altered a bit.
- Terra and Vacuum Soul have been changed
- The Archery tree has had a few changes to perks.

Spells
- Numerous Spells have been added to Figment. Furthermore, names and wordings of various spells have been altered.
- Void has received the spells “Gravity Well”, “Telekinetic Pulse”, and “Telekinetic Blast”. Furthermore, the effects and wordings of various spells, including Arcane Training, have been altered.
- A couple spells in the Earth and Wind branches of Anima have been changed.
- Blood has gained additional spells.
- Runic Training has been/will be added to Thaumaturgy.
- The manifest weapon spell lines in Blood, Transmutation, and Thaumaturgy can now create shields.

Rule Changes
- Many tweaks have been made to ensure no contradictions are present, at least, to the best of our ability.
- Firearms can now dual strike, and no longer carry a dual strike penalty. You can only dual strike for as much ammo.
- Crossbows no longer carry a dual strike penalty.

Misc.
- Many buffs have been tweaked, up to and including some new buffs.

Lore.
- Furu Template lore has been added. (but only Iseme cares for Shaka Furu)



Coming Soon…
NOTE: This section is things that are currently NOT in the system. It is not all of what the next patch notes will be, only the changes or additions we feel are most important.

- Necromancy Revamp
- A new spell school
- Map Rewriting
- Smithing Weapons
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Big Chris

Patch 1.3

Feats Changes
-Riposte no longer has Haste.
-Effortless Defense now reduces the stamina cost to block by 3.
-Cloak Flourish has been edited. It is now a proper Evasion while also benefiting from outside sources of stealth modifiers.
- Tourniquet now purges bleed and poison effects from your body instead of negating them for a turn.

Item Changes
-Guns have been separated into types: Damage, Crit, and AP.
-You may now use a soul trapped within a Soul Lock enchantment or Thaumic Seal for crafting purposes. This mechanic will be expanded shortly to something more than simply crafting.
-Power Tonics have been divided into Physical Power Tonics (Called Strength Tonic) and Magical Power Tonics (Called Power Tonic).
- Weakness to Element Poisons have been buffed.
- Two new catalysts have been added: Arcane Overloading and Arcane Homing. Afterburner gives damage when channeling. Homing gives Accuracy when channeling.
- Holy and Dark Grenades got a slight buff.
-High Chorus has been tweaked

Skills
- The Mastery Perk Fatal Shots has been changed.
- The Elder Magic Perk Necromancy has been changed.
- A new spell school has been added: Shadow Magic. It specializes in stealth and varying types of support.
- The Mastery Perk Bloodletting from Bladeworks has been replaced with Steady Blade, a path focused on countering enemy attacks.
- The Mastery Perk Precision from Bladeworks will soon be replaced with Dancing Blade, a path focused on feinting.
- The Mastery Perk Lethality from Bladeworks will soon be changed.

Spells
- A new spell line has been added to Elder. Yes, we now have proper Necromancy.
-The Elder Guardian spell line has been altered along with the Necromancy Perk.
- The Fire Manipulation spell line has gained Dual Strike.
- The Wind Manipulation spell line has gained additional accuracy, and the Master version has gained True Hit.
- The Earth Manipulation spell line has gained additional damage, and the Master version has gained Pierce.
-The Water Manipulation spell line will soon get a rework, to match the other manipulation spell lines.
- Arcane Aspects, Elemental Golems, and Thorned Golem have all gotten a rework.
-Spells and the trainings from Holy and Elder have been edited.
-Bestial and Primal Bestial now only affect weapons (Ethereal Weapons included)

Rule Changes
- Business Owner has been reworked. It is now much more complex and has been adjusted to represent a more Merchant Lord path if such a thing is desired.
- The following has been changed when dealing with Firearms: Power Attacks and Prosthetic Arms bonuses can not be applied to Firearms. Bestial and Primal Bestial can not apply their respective damage bonus to Firearms. Firearms may now benefit from touch attacks.
- There will be heavy edits and changes to the Combat Guide soon. Everyone should feel the need to read it again to be sure they are up to date.
-After being applied, DoT Bleed and Poison no longer have to surpass general resistance in order to deal their damage.
- Catalyst effects now stack.The exceptions are Arcane Focusing and Arcane Quickening, which still do not stack.
-The way Evasion works with Heavy Armor will soon be changed and clarified.

Misc.
-The wording of some Anima spells have been tweaked.
- Templates have now been divided into Inherited Templates and Acquired Templates. For instance, Lich is an Acquired Template and Werewolf is an Inherited Template.
-

Lore.
- Lore on the Cabur -a subculture among the Ashlings- will be added.




Coming Soon…
NOTE: This section is things that are currently NOT in the system. It is not all of what the next patch notes will be, only the changes or additions we feel are most important.

-Smithing Weapons
- Vertical Combat
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Big Chris

Patch 1.4

Feats Changes
- Seasoned has been edited. It now passively removes the stamina penalty of medium armour and heavy armour.
- Rush has been edited. Its damage bonus only applies to the first hit in an attack phase.

Item Changes
- We had Ice Catalysts? We did. And now they have been buffed. Instead of creating sprites, they deal damage and create Shallow Water. Also they’re water now.


Skills
- Medium armor has finally been changed. Some feats have been changed and others have been replaced.
- Bladeworks has had Precision, that one skill nobody ever picked, replaced with Elusive, which is way better!
- The Demonheart artificial template has been added.
- Unarmed has been heavily reworked.
- Steady Blade has been buffed slightly, giving bonuses to Guard Stance.
- A new skill will be added to Bladeworks shortly(this evening or tomorrow): Brazen Blade
- A new skill will be added to Blunt Force shortly (this evening or tomorrow): Trauma

Spells
- Salvo and Thorn style spells have been edited to hit independant targets of the caster’s choosing.
- Elemental Golem has been edited to allow for Manipulations AND Salvo spells AoOs.
- Seal spells no longer have a range limitation and can be cast faster for more mana.
- Eternal Servant got a little bit of an edit to be more balanced with Seals.
- Anima got a bunch of new spells, both Adept and Master! Elemental Storm also got buffed.

Rule Changes
- Vertical Combat is now a thing. See the Combat Guide rework
- Combat Guide has FINALLY been updated. A Terminology Index shall come later.


Misc.
- N/A

Lore.
- The Lore on the Dominion's own Darkmoon Collective will be added shortly.




Coming Soon…
NOTE: This section is things that are currently NOT in the system. It is not all of what the next patch notes will be, only the changes or additions we feel are most important.

- Smithing Weapons
-Ethereal Weapon changes
-Soul Munching
- Terminology Index
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Big Chris

Patch 1.5

Feats Changes
- Vampire’s Tier 2 Expert ability has been edited.
- Nihil’s stamina upkeep has been removed.
- Adept Celestial Training’s feat has been tweaked.
- Bodyguard has been edited for more balanced use

Item Changes
- 1.5H Polearms have been added.
- Pikes have been buffed.
- Silence weapon enchant use conditions have been clarified

Skills
- The Necromancer perk has finally evolved to have it’s final portion.
- The Nature's Guardian perk has been tweaked

Spells
- Shield type spells have all been uniformly set to be declared with defensive actions.
- Ethereal Weapons have been tweaked, they now get bonuses based on their element that they are glyphed with.
- Runic Training now has a clause for Ethereal and Angelic Weapons.
- Elementals are now minor summons
- Elemental Storm’s initial projectile is can now be Arcane Returned.
- Holy’s Ward spells now are cast as a swift action when cast on yourself.
- Thorned Aegis wording has been updated to reflect it's intended use.
- Watch the Elder Magic school in the near future for new necromantic spells...

Rule Changes
-The Components of a Turn will be added to the Combat Guide, to clarify a turn better.
- Stealth has/will be tweaked to allow for more balanced use.
- You can no longer declare a Bodyguard for an attack that allows for no defensives.
- The Combat Guide Rework has been posted… Maybe?
- A description for the 'Silence' effect has been added to the Combat Guide

Misc.
- N/A

Lore.
- N/A


Coming Soon…
NOTE: This section is things that are currently NOT in the system. It is not all of what the next patch notes will be, only the changes or additions we feel are most important.

-Smithing Weapons
-Concentration Uses
-Tracking Clarification
Edited by kyubifire, Apr 2 2018, 01:48 PM.
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Big Chris

Patch 1.6

Feats Changes
- Covert Poisoning has been changed to a free action instead of a check.
- Resolve now requires one use per different Crowd Control effect on an attack phase. Multiple different Crowd Control Effects will require multiple resolve uses, while multiple of the same Crowd Control Effects will require only one resolve use.
- Find the Gap and Reflexes are now used per individual phase.
- Reflexes now dodges an Attack of Opportunity unless a haste effect is added, but you can no longer use it to cancel other AoO phase abilities.
- Vantage and Vantage type effects may now be used after a Reflexes.
- Armored Blow now allows for a the damage shield cap to be broken.
- Finishing Blows now additionally has the Pierce effect and is only once per encounter.
- Exoskeleton now is a choice between AC or phys res. AC, and AC only, is capped at +10.
- Black Luna’s effect has been changed to an attack phase. It has also been renamed to Guillotine.

Item Changes
- N/A

Skills
- Spear of Almassarie (the Heir thing) has been nerfed a bit. It costs a higher action and the two handed does less damage.
-Alchemy got a rework. We have tried to make it better.

Spells
-Soul Consuming has been added to the system. You may now consume souls to gain benefits. The information has been added to the seal line of spells.

Rule Changes
-First Aid has been moved from Alchemy to free use, making it akin to Catch your Breath and Meditation. Additionally, each of these restore 10 of their respective attribute and has an additional function. First Aid’s secondary benefit is locked to Adept Healer. Finally, all of these can be applied on allies as a Standard action.
-All players may now carry 3 potions, 3 poisons/resins, and 3 grenades at a time.

Misc.
- N/A

Lore.
- N/A




Coming Soon…
NOTE: This section is things that are currently NOT in the system. It is not all of what the next patch notes will be, only the changes or additions we feel are most important.

-Smithing Weapons
-Concentration being useful!
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kyubifire

Patch 1.7

Feats Changes
- Onslaught has been replaced by a new feat called “Bulwark”
- Vengeance now has Haste
- Effortless Defense has been clarified that it can only be used once on a defensive action.

Item Changes
- Bayonets now scale off of Gun skill. They can be enchanted with weapon enchants. A body enchant only affects the bayonet. The type of bayonet (crit, ap, damage) can be chosen once equipped to the firearm.
- Pavise shields are no longer permanently lost once broken. Now, once broken, that pavise can no longer be used for the rest of the encounter. They can be repaired for free at the end of an encounter (no craftsman required).
- Arcane Return no longer affects Telekinesis.

Skills
- N/A

Spells
- Crimson Steel line of spells is now a free action cast.
- Sol now heals off of all holy damage dealt to HP and to Damage Shields.
- Lightning Manipulation now has a secondary effect as +3 crit range.
- Greater and Mass Telekinesis now have secondary uses.
- Wind Manipulation Accuracy gains have been scaled back.

Rule Changes
- Blocking with two shields can only be done if both shields are of the same type. Stamina blocking cost is paid per shield. Innate blocking bonus and blocking skill bonus is only applied once.
- Various Touch Magic interactions have been adjusted.
- Touch Magic is now a permitted attack enhancer on Counter AoOs.

Misc.
- N/A

Lore.
- N/A




Coming Soon…
NOTE: This section is things that are currently NOT in the system. It is not all of what the next patch notes will be, only the changes or additions we feel are most important.

- Smithing Weapons
- Profession Limits and Excess Renown uses
- Thaumaturgy Perk Changes
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