Upcoming 1.3 Update! + Balance, Enemy Actions, Player Actions
A huge thank you again to everyone who has checked out the game in the last month and provided feedback. We've been able to finish a lot of the balance work the past few days that we've been chatting with you about for Update 1.3. Instead of doing this in various updates we're doing it in one larger one to provide a more comprehensive impression on how everything is interacting.
We're testing some of the remaining systems but will have this out later this week.
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Your characters combat damage might be altered this update, you may want to turn auto-update off if you wanted to continue with your characters as-is for moment. The stats associations for weapons will change some of your character's output, as well as intercession requirements. You'll be able to continue with any save, but worth keeping in mind. Weapon-stat associations are listed below if you wanted to verify that.
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Next
Following this update will be continued fixes leading into the Dryads 1.5 content update, which just requires some testing, and then we're finishing getting the 2.0 Rozafir maps ready for you, which we may do in two parts to start rolling out sooner during the month.
New Actions
The new Enemy Actions see NPCs equipped with unique mobility actions like special jumping, ground-based damage effects and brawling actions to disrupt your party and environment, and new Player wheel Actions are now weapon dependent and more spatially tactical, along with Mark effect expansion, armor degradation on enemies, and mobility actions. These will be detailed more in another post to keep this ruleset/ balance/ focused. There's also a plethora of fixes, art additions, and tweaks that are in that will be noted below:
~ Balance - Ruleset ~
~ Merchants ~
- [] Merchant sell prices have been adjusted (as well as bartering influence)
- [] Peddlers buy back similar items for fewer emeralds each time
~ Character Stats ~
- [] Updated Hit Chance Roll to heavily weigh Skill# over Stats
~ New stats per weapon ~
Different weapon types and their Skills are now associated with different stats for Hit Chance and Damage effectiveness.
Short Sword
HitChance: Dex/Sen (whichever is greater)
Damage: Agl/Str (whichever is greater)
Long Sword
HitChance: Dex
Damage: Str
Ax
HitChance: Sen/Dex (whichever is greater)
Damage: Str
Scepter
HitChance: Str/Dex (whichever is greater)
Damage: Str
Pole
HitChance: Dex
Damage: Str/Sen (whichever is greater)
Bow
HitChance: Sen
Damage: Str
Elyxirs
HitChance: Sen/Dex (whichever is greater)
Damage: [comes from item]
Blowpipe
HitChance: Sen/Dex (whichever is greater)
Damage: [comes from item]
Unarmed
HitChance: Sen/Dex/Agl (whichever is greater)
Damage: Aur + Str
Whip/Flail
HitChance: Dex
Damage: Agl/Str (whichever is greater)
*Non-bow ammunition items have been given increased damage numbers, and not associated with a Damage Stat.
- [] Updated Hit and Damage Rolls to heavily weigh Skill# over Stats
~~ To Hit:
Attacker
HitChanceStat/20 + WpnSkill/20
vs Target
AGL ( - any evasion reduction from armors/weapons)/20 + ArmorSkill/30
= Severity
~~ Damage:
(Severity + WpnDamage + DmgStat) * Armor%
Armor% =
Aura/4 - Combined Armor Number % - Armor Condition Reduction)
~ Damage ~
- [] Updated weapon damage numbers to be flat
- [] Baseline low levels below:
~ dagger & fist: 2
~ one-handed weapons: 3
~ two-handed weapons: 4
~ arrows: 4
~ darts and elyxirs: 4
- [] Updated Rally rolls to reflect new damage calculation
- [] Vollings and animals have a natural armor that can be increased by equipping armor and cannot be broken
- [] Armor is now a percentage in the damage calculation
- [] Evasion reduction with armor and heavier weapons
- [] Added an armor breaking variable to weapon types, where some weapons will decrease the condition of the enemy's armor faster than others. This can be seen in the item description.
~ Binding ~
SEN/30 + BindingSkill/20
- [] Increased binding resistance roll for targets. Sensory stat now less useful for Binding than the Skill itself, so high sensory builds can't bind without some skill or luck
~ Pagan Spells ~
- [] Fixed issue with fauna summons where they disappear too fast
- [] Increased starting spell potency
- [] Updated Pagan Power and Resistance calculations
~ Songs ~
DEX/30 +SEN/10 + Instrument Item Power + InstrumentSkill/20
- [] Update Instrument Power and Resistance calculations
- [] Adjusted Song effects numbers to both be more potent and also to reflect ruleset updates
- [] Song skill is more weighted in calculation now, so equipping an instrument that has no skill will result in failed rolls for songs that debuff enemies and very weak effects for songs that buff companions and summon birds
~ Intercessions ~
- [] Intercessions numbers balanced for early-late game access
- [] Adjusted intercession calculation to weigh skill more heavily than Aura, so that companions without intercession skill will not be able to use items unless their Aura is ~mid-game level
- [] Updated Good Health intercession to Last Meal, adds unblockable poison damage to attacks
- [] Added duration factor to Gluttony intercession
~ Adjustments ~
- [] Side and Back directional attacks now both +1
- [] Fixed an error with sneak attacks where bonus damage was added (sneaking still allows you to avoid enemy evasion rolls)
- [] Updated Hit Chance, Evade Chance and Damage calculations to weigh Skill more heavily than stats
Ammunition
- [] In assembly kit, you can make only normal elixirs and bomb elixirs
- [] Bomb elyxirs damage enemies in a 3 pole radius around target
- [] Assembly kit resources create more darts and arrows (similar to how elixirs worked) for each stick and resource (4x)
- [] Green elixirs reduce armor, updated item to reflect effect
- [] Rock Darts updated to decrease enemy armor viability
- [] Increased Acorn Dart move speed reduction
- [] Shell darts updated to add immediate seconds to enemy's action bar
Advancement with Level Ups
- [] XP caps per level balanced
- [] Balanced distributed quest and interactions XP
- [] Balanced enemy XP
- [] Level up multiplier for skill level ups under 60
There are now a few tiers of multiplier boosts for a character's most used skills as they reach up to 60. For example if it was the most used and sitting at ~10 Skill you'd receive +16 points. So without training you could get up to usable skill in something new in around 3-4 levels.
Visual
- [] Shadow quality in Character Sheet improved
- [] Green blinking visual for Poison damage procs from darts
- [] Made NPC damage text blue like main players so it stands out more easily from ground
- [] All combat damage text shrunk for more combat clarity
- [] New vine cocoon visual and removed radius increase around character
- [] Mold field spells only target enemies
- [] Fixed NPC head circlet positions
~ Additions~
- [] Added Unique Chanter Character Outfit
- [] Equipped Lanterns and Incense items are now modeled on sash
- [] Added new tier of faster/less durable farmer weapon: dagger type
- [] Added new tier of faster/less durable farmer weapon: pole type
- [] Added new tier of faster/less durable farmer weapon: axe type 1
- [] Added new tier of faster/less durable farmer weapon: axe type 2
- [] Added new tier of faster/less durable buckler shield
- [] Added new type of short sword: Pasaaran Spike
- [] Added new type of long sword: Pasaaran Giant Spike
- [] Added glass shards into explosion for Elyxirs
- [] Added more general animations for dialogue vignettes
- [] Various bow animations cleaned up
- [] Added models for new Robber NPCs with armor
- [] Added various models for Dryad Update
~ Fixes ~
- [] Fixed bug where combat could last after it should have ended if offscreen enemies were fighting
- [] Fixed Yeti T-posing with armor introduced during last update
- [] Bug fixed where emeralds from Act 1 aren’t removed from inventory until after you talk to Mihal
- [] Fixed graphics bug where sticks appeared when elixir lands
- [] Fixed bug where starting spells showed as needing 2 spirit bars in spellbook
- [] Fixed bug where songs in dock where not going away when unequipping weapon/songs
- [] Fixed bug where you could not target breakable objects outside of combat unless action dome was open
Topa-du everyone! This should be out later this week with the added Enemy Actions and Player Actions. Please let us know if you have any feedback on the ruleset, suggestions on the numbers or stat-weapon associations, or any other notes.