Post by Variaz on May 16, 2011 10:13:00 GMT -5
I plan on uploading the next patch for 0.5 on May 31st. Will be titles alpha 2.1 most likely, as there aren't that many major changes, but several convenient changes.
Changes list(mostly complete):
GAMEPLAY/MISC CHANGES:
- Quest monsters will now grant experience. However, each kills of a specific creature reduces it's experience worth by 5%. So you cannot farm them forever. Also, at level 1, any kills will be worth at least 1 experience, meaning you WILL level up during the rats quest.
- Jump has now regained it's unlimited uses, without any cooldowns. However, it is no longer usable as a Combat Feat.
- Two-handed magic weapons will now have bonus twice as big, and will gain double bonus points per levels, to make up for the fact that you cannot use shields or dual wield. You're essentially missing an item slot worth of bonus. This will help two-handed melee weapons, but also bows, two-handed crossbows and rifles, as well as staves for magic users.
- The way Cursed items works has been changed. They have been buffed as far as their base bonus goes, however, Misfortune level will no longer increase their base bonus. This means that Misfortune 1 items are now better, but Misfortune 10+ items will no longer be gamebreakingly overpowered. The Misfortune level of the item is now determined based on it's base bonus when you find it. (leveling up the item will never increase it's Misfortune level) Also, I have decided to NOT apply the 3 points per levels bonus. They still level at 2 points per levels, like all other items.
- The basic elemental books(Fire, Cold, Electricity, Acid and Poison) now have lower prices. They cost less to use than Missile in terms of mana cost, and are recommended for early spellcasting. (especially if you're using Wisdom casting, Missile may just be too expensive for Wisdom casters early on). Missile is Physical/Mana and therefore almost never fully resisted, hence the increased mana cost, due to it's early availability...
CLASSES:
- Defender class added.
Rogue:
- Thievery and Lockpicking have been combined into one ability. Thievery will now also increase the value limit of items that you can keep when you die. This applies to stolen items only.
- Lockpicking and the Black Market ability have both been replaced. see my other post below for more information.
Warrior:
- Warrior's Leaping Spin is no longer usable in Combat Feats(like Jump), but has now increased damage, and can also get increased radius.
Fighter:
- Defensive Fighting will now provide +10% passive melee damage bonus per points instead of +5%.
- The passive melee damage bonus against taunted enemies is now +20% per points, instead of +10%.
- Fighting Specialist will now also provide +10% passive melee damage bonus per points.
- High Speed Charge's damage bonus have all been doubled. (+20% instead of +10%) I felt that this ability wasn't powerful enough, considering that it's an ability that you will not use every turns, since it requires some positioning and some distance.
Monk:
- Power through Spirit will now apply it's bonus to your ability to dig through walls.
NOTE: The reason why I didn't go with Sekira's idea of simply raising strength is that the ability would then affect ALL types of melee damage, as well as throwing damage. I wanted this ability to be used exclusively with Martial Arts, and not with other melee skills.
Nightmare Abilities:
- The bonus to magic items rank from Cursed Treasure Seeker no longer scales with Misfortune. It's a static +2% per points. Misfortune still increases your chance of finding levelables(and therefore greens), however, which is the ability's main purpose.
- Cursed Evasion will now give 2% of normal dodge roll per Misfortune points, down from 3%.
BUGS:
- Random crashes when entering the final dungeon level have been fixed.
- Alchemy will no longer crash the game the instant you even LOOK at a potion.
- Defensive Fighting wasn't applying it's passive bonus properly, using Sheer Power's level instead. This is now fixed.
- Drinking potions and using music shouldn't crash the game anymore, as the code for their power has been fixed. As for the lava crash, it seems I am unable to reproduce it at this time...so we'll have to see if it occurs again.
- Inner Elemental Mastery's activation will now properly use it's code, and not Sneak Attack's code.
- Monster players with the ability to fly will now be granted the proper flying ability, allowing you to fly over trees and mountains. They were only gaining "Levitate", and not "Flying".
Changes list(mostly complete):
GAMEPLAY/MISC CHANGES:
- Quest monsters will now grant experience. However, each kills of a specific creature reduces it's experience worth by 5%. So you cannot farm them forever. Also, at level 1, any kills will be worth at least 1 experience, meaning you WILL level up during the rats quest.
- Jump has now regained it's unlimited uses, without any cooldowns. However, it is no longer usable as a Combat Feat.
- Two-handed magic weapons will now have bonus twice as big, and will gain double bonus points per levels, to make up for the fact that you cannot use shields or dual wield. You're essentially missing an item slot worth of bonus. This will help two-handed melee weapons, but also bows, two-handed crossbows and rifles, as well as staves for magic users.
- The way Cursed items works has been changed. They have been buffed as far as their base bonus goes, however, Misfortune level will no longer increase their base bonus. This means that Misfortune 1 items are now better, but Misfortune 10+ items will no longer be gamebreakingly overpowered. The Misfortune level of the item is now determined based on it's base bonus when you find it. (leveling up the item will never increase it's Misfortune level) Also, I have decided to NOT apply the 3 points per levels bonus. They still level at 2 points per levels, like all other items.
- The basic elemental books(Fire, Cold, Electricity, Acid and Poison) now have lower prices. They cost less to use than Missile in terms of mana cost, and are recommended for early spellcasting. (especially if you're using Wisdom casting, Missile may just be too expensive for Wisdom casters early on). Missile is Physical/Mana and therefore almost never fully resisted, hence the increased mana cost, due to it's early availability...
CLASSES:
- Defender class added.
Rogue:
- Thievery and Lockpicking have been combined into one ability. Thievery will now also increase the value limit of items that you can keep when you die. This applies to stolen items only.
- Lockpicking and the Black Market ability have both been replaced. see my other post below for more information.
Warrior:
- Warrior's Leaping Spin is no longer usable in Combat Feats(like Jump), but has now increased damage, and can also get increased radius.
Fighter:
- Defensive Fighting will now provide +10% passive melee damage bonus per points instead of +5%.
- The passive melee damage bonus against taunted enemies is now +20% per points, instead of +10%.
- Fighting Specialist will now also provide +10% passive melee damage bonus per points.
- High Speed Charge's damage bonus have all been doubled. (+20% instead of +10%) I felt that this ability wasn't powerful enough, considering that it's an ability that you will not use every turns, since it requires some positioning and some distance.
Monk:
- Power through Spirit will now apply it's bonus to your ability to dig through walls.
NOTE: The reason why I didn't go with Sekira's idea of simply raising strength is that the ability would then affect ALL types of melee damage, as well as throwing damage. I wanted this ability to be used exclusively with Martial Arts, and not with other melee skills.
Nightmare Abilities:
- The bonus to magic items rank from Cursed Treasure Seeker no longer scales with Misfortune. It's a static +2% per points. Misfortune still increases your chance of finding levelables(and therefore greens), however, which is the ability's main purpose.
- Cursed Evasion will now give 2% of normal dodge roll per Misfortune points, down from 3%.
BUGS:
- Random crashes when entering the final dungeon level have been fixed.
- Alchemy will no longer crash the game the instant you even LOOK at a potion.
- Defensive Fighting wasn't applying it's passive bonus properly, using Sheer Power's level instead. This is now fixed.
- Drinking potions and using music shouldn't crash the game anymore, as the code for their power has been fixed. As for the lava crash, it seems I am unable to reproduce it at this time...so we'll have to see if it occurs again.
- Inner Elemental Mastery's activation will now properly use it's code, and not Sneak Attack's code.
- Monster players with the ability to fly will now be granted the proper flying ability, allowing you to fly over trees and mountains. They were only gaining "Levitate", and not "Flying".