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[Beta v.8.b_11] Patch Notes

v0.8.b_11 has been released to beta, v0.8.b_10h3 (patch notes here) has been pushed to default. Report issues and bugs in the steam forums or Audiogames.

Wound Adjustments


Wounds are the additional effects tied to attacks. Previously, wound effects displayed alongside the hit or miss text. In this update, they were moved to combat notes, and several (such as Bleed and all bonus damage wounds) had text added to them indicating how many stacks/damage was applied to that wound. Wounds have also been buffed in intensity to give them more impact in fights, and some new ones were added in a reshuffling to try to tie damage types into stronger identities. Sharp had most of its debilitations removed, focusing on increased damage, damage over time, and empowering further attacks you make. Pierce had its (lackluster) increased damage wounds removed and the bleed chance reduced, but was given impairing wounds and the ability to damage armor. Blunt and the Elemental wounds remain mixed, as there wasn't an obvious strong identity to give them yet, but they benefit from the increased intensity as well.

Materials and Magic Stances


Magic Stances have been buffed to be around the strength of an Iron weapon, and several of their attacks have been given bonus on-hit effects. They are still worse than a normal weapon, since Iron isn't a very good material, so in the future it will be determined if they need more bonus add-on effects or more damage. For now, they are useful when you outlevel your weapons, but lackluster if you're keeping a leveled good material weapon on hand. High end armor materials had nerfs to bring them more on par with each other:
  • Mythril had its base resist reduced from 15 to 14. It remains easily enchantable and with solid all around resists.
  • Adamantine had its base resist lowered from 20 to 16, but its sharp and pierce resist raised from 1.1x to 1.2x. The enchantment rating was also reduced, from 1.5x to 1x.
  • Sunsteel is now allowed to generate for armors. It is not enchantable (because it is steel), but has 16 base resist. This makes it better than Mythril without considering enchantments, as the other high end materials tend to not have full resistance to all physical damage types.
  • Solar Gold had its blunt resist increased from 1.2x to 1.3x. It still has poor resists in general but a very high 3x enchant.

World QoL


Curse has been removed from the skills most Person can obtain. This should reduce trips to the Doctor, which previously were excessive since killing or getting killed by random NPCs could result in a Curse. Some bosses still have the ability to Curse you. Feat Fragments no longer take up DrawBane space, and the default DrawBane bag size has been increased from 3 to 5, with the Big Bag skill increasing it further to 8.

Skills, Feats, Archetypes


This list only includes new Skills, Feats, and Archetypes, but existing Archetypes, Feats, and Perks had their skills shuffled around to accommodate the new additions and provide more coherent flavor where applicable using the new Skills.

Archetypes


  • Rune Blade: Grants Runesmith and Runic Blast.
  • Cut Throat: Grants Open Vein, Deadly Aim, and Quick Start.
  • Comestible Critic: Grants Chef, Big Bag, Bulk, and Potion Brewer.

Feats


  • Heavyweight: Grants Big Bag and Bulk.
  • Swift: Grants Aggress Parry and Blitz.
  • Cocooned: Grants Salvage and Living Armor.

Skills


A few new skill groupings were created. Crit Skills have been expanded from just Deadly Aim to a set of skills that reward high accuracy attacks. The trigger for crit-ing has been increased from 2x roll to 3x roll. Miasma replaces most of the skill gaps caused by Curse being removed from the default skillset. It focuses on Clarity contests to apply Miasma, which each skill has a trigger for applying and a boost against enemies already inflicting with it. Some skills that repair/boost Armor have also been added, which can put your armor over 100% just like the Armor Tuning skill has always been able to. Elemental Effect Skills have been expanded. The 'mantic' series now has a 90% combined chance (up from 75% combined) to replace a failed wound roll with the elemental wound type they correspond with, which combos with the Boost line that causes a bonus effect whenever you apply an Elemental wound, from dealing Elemental damage or aforementioned 'mantic' skills.
  • Fetid Fumes: When Attacked: Force a contested Clarity check at half Clarity to apply Miasma. Attackers already inflicted with Miasma suffer a -10% hit roll.
  • Fever Strike: On Attack: Force a contested Clarity check to apply two stacks of Miasma. When targeting opponents already suffering from Miasma with physical attacks, deal +10% damage as Decay damage.
  • No Quarter: Combines Twinned Takedown and old Press Advantage. On Kill: Gain Takedown effect and two stacks of Advantage. Takedown applies Knockout on hit once.
  • Bulk: +5% Strength as MHP.
  • Big Bag: Gain 3 Drawbane slots, for a total of 8.
  • Press Advantage: On Any Crit: Gain one stack of advantage.
  • Runic Blast: On Impact Crit: Apply a wound of the elemental on-hit enchantment.
  • Open Vein: On Impact Crit: Apply Hemorrhage to prevent Bleed stacks from healing, if already Hemorrhage, apply Bleed.
  • Aggress Parry: On Any Crit: Grants a compounding 1.2x dodge roll against one attack.
  • Living Armor: On Armor Block: Boost your armor by +8% flat.
  • Salvage: On Impactful Crit: Boost your armor by +12% flat.
  • Chef: Hearty potions have double sips and apply a Padded stack on Sip.
  • Ignite Boost: On Elemental Wound: Gain a compounding 1.2x dodge roll against one attack.
  • Frost Boost: On Elemental Wound: Boost armor by +10% flat.
  • Elec Boost: On Elemental Wound: Add 4 instants to target's action.

Misc World Additions


  • Locked Doors are now an attribute contest that applies Burnout on fail instead of always succeeding. You can use Dexterity or Strength.
  • Sky Cults were added to Mountains.
  • Bumpers (random encounters) can steal currency from you, so Bandits on the road are still a threat even if Curse has been removed from their ability set.
  • Rubies are more common from chests while Emeralds are more common from veins. You get free Rubies after leaving a Node Exploration Feature, after killing a boss.

Graphical Only


Total Deaths, Total Duel Wins, and Total Levelups have been added as leaderboards. Trying to input an invalid number will now restore the previous prompt instead of forcing you to use the number keys to input a correct number. Pressing Escape or Y/Triangle on controller will attempt to back out of 10 menus, as with the terminal input that does the same.


[ 2024-05-27 17:23:06 CET ] [ Original post ]



Trawel
realDragon
  • Developer

  • realDragon
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  • 2019-06-19
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  • RPG Singleplayer EA
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  • Game News Posts 27  
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  • https://store.steampowered.com/app/992240 
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