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KickStarter Stoneshard - open world roguelike RPG - now available on Early Access

The Wall

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Human Species is overall quite retarded. What's stopping bunch of Codexers from making greatest RPG of all times and dimensions? For the LOLZ, if nothing else. All tools are available. Reasons are simple: laziness, fear, lack of focus, consumer mindset, tiredness from life. People are happy to eat shit, if that means they never gotta learn how to cook
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
The Wall I know quite a few excellent programmers, but they avoid the gaming industry like the plague. Better pay, conditions, and job security in other sectors.
 

Whisper

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They introduce too many systems, going Exanima way. Sometimes having more is not better.
 

normie

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Insert Title Here
Stoneshard™️ is an immersive single player experience with everything you'd expect from a brand new RPG title. It's got an amazing storyline, awesome 2D graphics, giant boss fights, PVE battles, and hundreds of never before seen pixel art to collect and appreciate. I never expected to get this level of performance out of a PC game. Look how crazy the level of detail is on that pixel ART! Stoneshard™️ is getting big real fast, so you should definitely get in early. Starting now will give you a huge head start. There's also an upcoming Special Content Update with crazy new pixel art assets! And not to mention, this game is absolutely cheap! So go ahead and check out the video description to find out more about Stoneshard™️. There, you will find a link to the store page and a special code to unlock all sorts of goodies. Using the special code, you can get 50,000 Crowns immediately, and a FREE Epic Level Backpack as part of the new players program, courtesy of course of the Stoneshard™️ devs.
 

Orud

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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
The Wall I know quite a few excellent programmers, but they avoid the gaming industry like the plague. Better pay, conditions, and job security in other sectors.
There are plenty of recent online articles where gamedevs talked about how gamestudio's used any perceived clout in wage negotiations: "You'll earn less, but just think of how good it'll look on your CV".
Plenty of the bigger ones, like Blizzard, also know that there are plenty of rabid fans out there that'll work for them below minimum wage. A quick google search will show you that plenty of developers at Blizzard live on their parking lot.

So when presented with the option to live half decent or earn less than a student working at McDonalds, most pick the former.
 
Last edited:

KeighnMcDeath

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Messages
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50K crowns eh?

I will use these crowns to fund an anti-rodent corporate empire and eRATicate them all. SAY NO TO RODENTS!
 

normie

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Insert Title Here
Devlog: Armored Combat and the Equipment III Update Announcement
01e947eaeef280b00cc8a314af8e908e0d447aab.png


Hello everyone!

In today’s devlog we’ll take a look at the new ability tree - the long awaited Armored Combat. We also have a surprise announcement to make.

Initially, we planned to add Armored Combat with the next major update, “Rags to Riches”. But since there’s still a lot of work to be done, and it’ll be a while before “Rags to Riches” is released, we decided to make this one ability tree a part of the previously unannounced Equipment Update III, which will introduce many new pieces of armor for mages and hybrid builds.

On top of all that, Equipment III will feature various tweaks to half the existing abilities. There was a lot of negative feedback regarding Ranged Weapons, Warfare (former Combat Mastery), and Shields, so these ability trees in particular were changed the most. There’ll also be certain QoL improvements, such as reworked skill hovers and a better system for skills classification. The exact details will be revealed in the patch notes.

f8462e806a028018e70b66304ca68256ada2ffe3.png


We aim to release the Equipment Update III on May 16th. Please take note that this interim update won’t feature new bags, reworked Dungeons, the Caravan, and everything else that was explicitly presented as a part of “Rags to Riches”. The exact date for the latter will be announced a short time before its release. Another thing worth mentioning: the Equipment Update III will be compatible with your current save files.

Now let’s move onto the new ability tree. Armored Combat consists of 8 skills, spread evenly between actives and passives.

d538be60aafa39348115ee86041607cec40d9297.png


While conceptualizing Armored Combat, one of our goals was to make it useful to all armor types, both heavy and light.

As a result, its skills are designed to dynamically change depending on the equipped armor. This mechanic bears some resemblance to the one used by Shields, although the differences between armor types’ effects are significantly more noticeable.

  • Light armor adds bonus Dodge Chance to the skills’ effects or otherwise improves the effectiveness of evasion. It also allows using Armored Combat skills more frequently.
  • The main drawback of heavy armor is its hefty penalties to Max Energy, so its changes to the ability tree’s skills are focused on counteracting them in one manner or another.
  • Medium armor offers a compromise between Energy efficiency and Protection. For the most part, it doesn’t require any bonuses to be effective, and wearing it usually won’t modify Armored Combat skills in any way.

ACTIVE ABILITIES

“Brace for Impact!”

d136f36f4082720a7736411e6ea28be079e8fc63.png


a7d60f2dd8361c061e7cbbd106a17095eda67285.gif


Grants bonus Dodge Chance and Block Chance until the next turn. While the effect is active, all received strikes receive major penalties to Accuracy, Fumble Chance, Armor Penetration and can’t crit.

Light body armor halves the skill’s Cooldown Duration and Energy Cost, and heavy armor doubles its Cooldown Duration.

This skill is useful for situations when your enemy is preparing to deliver a highly damaging or debilitating strike - “Brace for Impact!” will allow you to either negate it entirely or at least greatly reduce its effectiveness.

“Flexible Defense”

d257892fce5147f4c12e14240fc4f7b38c6857ce.png


0703a77300d3c6d545facbbe36fa18222df6aa77.gif


Delivers a strike to three adjacent tiles with a penalty to Weapon Damage but a large bonus to Stagger Chance. Additionally, all enemies within the skill’s area of effect receive a debuff to Weapon Damage, Fumble Chance, and Accuracy for three turns.

Light body armor prolongs the debuff’s duration to six turns, and heavy body armor replenishes 5% Max Energy for each enemy within the skill’s AoE.

Although this skill works well with all armor types, its synergy with high Dodge Chance makes it exceptionally useful to lightly armored builds.

“Unyielding Defense”

27dbc0c87ce0c308ebf7c89338ea6f7de9651eb6.png


3887c0627673256e779d9a0564e7852c8e4d55ea.gif


Allows to reposition to an adjacent tile, then activates an effect that grants a bonus to Control Resistance, Block Power Recovery, all body parts’ Protection, as well as Block Chance or Dodge Chance (depending on which one is higher). Receiving enemy strikes grants an extra stack of the effect.

This skill isn’t considered a stance, so it can be used together with Weaponry stances. Other than that, it provides an option to safely reposition when surrounded by enemies, as moving with abilities doesn’t trigger Attacks of Opportunity.

“Battering Ram”

559e118d5f07710649ecb06935d64814fd4f1a0f.png


728f8233f0df5f8907372fc4ec39b0f983ada516.gif


“Battering Ram” performs a charge towards a target, dealing Crushing Damage to it with a chance to apply Stagger.

Light body armor halves the skill’s Cooldown, increases its Range, and allows it to grant bonus Weapon Damage for a few turns that scales with Dodge Chance. Heavy armor reduces the skill’s Range and switches the Stagger Chance to Stun Chance for a greater impact.

This skill is meant to be an alternative to “Dash” from Athletics, offering extra means of closing distance with enemies, especially if your weapon of choice doesn’t have access to charges.

PASSIVE ABILITIES

“Self-Repairs”

417651dac61982eebedc78dd91c5cf7d8d4b7d7f.png


Reduces the rate of Durability loss (for weapons too) by 15%, increases the effectiveness of Repair Kits, and allows to dismantle armor into fragments that can be used for patching up your other armor.

Additionally, this passive grants a bonus to Bleed Resistance and Fortitude for each equipped piece of armor with more than 80% Durability.

a196ba0090e4ffdb9a6d4337c3a819833ff08eaa.png

Different fragment types replenish different amounts of Durability depending on an item’s level. For instance, a piece of cloth scrounged from a peasant shirt won’t be very effective when used for repairing an expensive mantle.

“Hard Target”

d02e8057dbd197129cff553e6b64e0e4c7b7e214.png


Reduces Armor Penetration of all attacks against the character.

Ranged attacks against the character also grant a bonus to Dodge Chance for a few turns while simultaneously reducing the attacker’s Accuracy. The effect triggers twice if the enemy manages to land a shot.

“Battle-Hardiness”

549ca8056df16026bcfd5bf94e83458899711735.png


Using stance skills and maneuvers reduces Damage Taken until the next turn.

Light body armor also grants bonus Dodge Chance and Counter Chance for a few turns for each traveled tile (this includes tiles traversed with charges and maneuvers), and heavy body armor reduces Skills Energy Cost for each turn spent on the same tile.

“Custom Adjustments”

17e98e02addcf9270b7a117c4679b764e86329a3.png


Each piece of equipped armor grants a special bonus depending on its type.

Light armor grants additional Protection to the respective body parts. Medium armor grants Bleed Resistance to the respective body parts. Heavy armor increases Max Energy and Energy Restoration.

====================================

And finally, here are some of the new items that will be added with the Equipment Update III:

cc9e332680300bf5950abb5c4c9fd4435194ed9e.png

4f58bb4f9e5028e1880b078f00ff999edead879c.png

705c71e691f03b8571fb744944f2cf621e29b823.png

f8a5f2bfbf3a15513e2ce93a2b264df71a9c4816.png

7325836fed32426dc122fc1c2d58cbc6662cfc47.png


That’s all for now. Until next time!
 

normie

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Insert Title Here
holy shit I've almost got 200 good hours out of it as it is, since Kickstarter

I can't believe there are near 200h gentlemen of the basketball persuasion giving it negative reviews on steam, where's your brain at
 

The Wall

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Devlog: Armored Combat and the Equipment III Update Announcement
01e947eaeef280b00cc8a314af8e908e0d447aab.png


Hello everyone!

In today’s devlog we’ll take a look at the new ability tree - the long awaited Armored Combat. We also have a surprise announcement to make.

Initially, we planned to add Armored Combat with the next major update, “Rags to Riches”. But since there’s still a lot of work to be done, and it’ll be a while before “Rags to Riches” is released, we decided to make this one ability tree a part of the previously unannounced Equipment Update III, which will introduce many new pieces of armor for mages and hybrid builds.

On top of all that, Equipment III will feature various tweaks to half the existing abilities. There was a lot of negative feedback regarding Ranged Weapons, Warfare (former Combat Mastery), and Shields, so these ability trees in particular were changed the most. There’ll also be certain QoL improvements, such as reworked skill hovers and a better system for skills classification. The exact details will be revealed in the patch notes.

f8462e806a028018e70b66304ca68256ada2ffe3.png


We aim to release the Equipment Update III on May 16th. Please take note that this interim update won’t feature new bags, reworked Dungeons, the Caravan, and everything else that was explicitly presented as a part of “Rags to Riches”. The exact date for the latter will be announced a short time before its release. Another thing worth mentioning: the Equipment Update III will be compatible with your current save files.

Now let’s move onto the new ability tree. Armored Combat consists of 8 skills, spread evenly between actives and passives.

d538be60aafa39348115ee86041607cec40d9297.png


While conceptualizing Armored Combat, one of our goals was to make it useful to all armor types, both heavy and light.

As a result, its skills are designed to dynamically change depending on the equipped armor. This mechanic bears some resemblance to the one used by Shields, although the differences between armor types’ effects are significantly more noticeable.

  • Light armor adds bonus Dodge Chance to the skills’ effects or otherwise improves the effectiveness of evasion. It also allows using Armored Combat skills more frequently.
  • The main drawback of heavy armor is its hefty penalties to Max Energy, so its changes to the ability tree’s skills are focused on counteracting them in one manner or another.
  • Medium armor offers a compromise between Energy efficiency and Protection. For the most part, it doesn’t require any bonuses to be effective, and wearing it usually won’t modify Armored Combat skills in any way.

ACTIVE ABILITIES

“Brace for Impact!”

d136f36f4082720a7736411e6ea28be079e8fc63.png


a7d60f2dd8361c061e7cbbd106a17095eda67285.gif


Grants bonus Dodge Chance and Block Chance until the next turn. While the effect is active, all received strikes receive major penalties to Accuracy, Fumble Chance, Armor Penetration and can’t crit.

Light body armor halves the skill’s Cooldown Duration and Energy Cost, and heavy armor doubles its Cooldown Duration.

This skill is useful for situations when your enemy is preparing to deliver a highly damaging or debilitating strike - “Brace for Impact!” will allow you to either negate it entirely or at least greatly reduce its effectiveness.

“Flexible Defense”

d257892fce5147f4c12e14240fc4f7b38c6857ce.png


0703a77300d3c6d545facbbe36fa18222df6aa77.gif


Delivers a strike to three adjacent tiles with a penalty to Weapon Damage but a large bonus to Stagger Chance. Additionally, all enemies within the skill’s area of effect receive a debuff to Weapon Damage, Fumble Chance, and Accuracy for three turns.

Light body armor prolongs the debuff’s duration to six turns, and heavy body armor replenishes 5% Max Energy for each enemy within the skill’s AoE.

Although this skill works well with all armor types, its synergy with high Dodge Chance makes it exceptionally useful to lightly armored builds.

“Unyielding Defense”

27dbc0c87ce0c308ebf7c89338ea6f7de9651eb6.png


3887c0627673256e779d9a0564e7852c8e4d55ea.gif


Allows to reposition to an adjacent tile, then activates an effect that grants a bonus to Control Resistance, Block Power Recovery, all body parts’ Protection, as well as Block Chance or Dodge Chance (depending on which one is higher). Receiving enemy strikes grants an extra stack of the effect.

This skill isn’t considered a stance, so it can be used together with Weaponry stances. Other than that, it provides an option to safely reposition when surrounded by enemies, as moving with abilities doesn’t trigger Attacks of Opportunity.

“Battering Ram”

559e118d5f07710649ecb06935d64814fd4f1a0f.png


728f8233f0df5f8907372fc4ec39b0f983ada516.gif


“Battering Ram” performs a charge towards a target, dealing Crushing Damage to it with a chance to apply Stagger.

Light body armor halves the skill’s Cooldown, increases its Range, and allows it to grant bonus Weapon Damage for a few turns that scales with Dodge Chance. Heavy armor reduces the skill’s Range and switches the Stagger Chance to Stun Chance for a greater impact.

This skill is meant to be an alternative to “Dash” from Athletics, offering extra means of closing distance with enemies, especially if your weapon of choice doesn’t have access to charges.

PASSIVE ABILITIES

“Self-Repairs”

417651dac61982eebedc78dd91c5cf7d8d4b7d7f.png


Reduces the rate of Durability loss (for weapons too) by 15%, increases the effectiveness of Repair Kits, and allows to dismantle armor into fragments that can be used for patching up your other armor.

Additionally, this passive grants a bonus to Bleed Resistance and Fortitude for each equipped piece of armor with more than 80% Durability.

a196ba0090e4ffdb9a6d4337c3a819833ff08eaa.png

Different fragment types replenish different amounts of Durability depending on an item’s level. For instance, a piece of cloth scrounged from a peasant shirt won’t be very effective when used for repairing an expensive mantle.

“Hard Target”

d02e8057dbd197129cff553e6b64e0e4c7b7e214.png


Reduces Armor Penetration of all attacks against the character.

Ranged attacks against the character also grant a bonus to Dodge Chance for a few turns while simultaneously reducing the attacker’s Accuracy. The effect triggers twice if the enemy manages to land a shot.

“Battle-Hardiness”

549ca8056df16026bcfd5bf94e83458899711735.png


Using stance skills and maneuvers reduces Damage Taken until the next turn.

Light body armor also grants bonus Dodge Chance and Counter Chance for a few turns for each traveled tile (this includes tiles traversed with charges and maneuvers), and heavy body armor reduces Skills Energy Cost for each turn spent on the same tile.

“Custom Adjustments”

17e98e02addcf9270b7a117c4679b764e86329a3.png


Each piece of equipped armor grants a special bonus depending on its type.

Light armor grants additional Protection to the respective body parts. Medium armor grants Bleed Resistance to the respective body parts. Heavy armor increases Max Energy and Energy Restoration.

====================================

And finally, here are some of the new items that will be added with the Equipment Update III:

cc9e332680300bf5950abb5c4c9fd4435194ed9e.png

4f58bb4f9e5028e1880b078f00ff999edead879c.png

705c71e691f03b8571fb744944f2cf621e29b823.png

f8a5f2bfbf3a15513e2ce93a2b264df71a9c4816.png

7325836fed32426dc122fc1c2d58cbc6662cfc47.png


That’s all for now. Until next time!
HEY! Something is happening at least. New update is less then 2 weeks away. Small Goodness > Nothing
Also Lead Dev is SUPERHUMANLY BASED on Steam forums. The amount of butthurt he creates and GigaChad way in which he responds to Steam Babies and Balance™ Cultists deserves its own thread! You gotta see it, to believe it :)
 

normie

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Insert Title Here
0.8.1.0 "Equipment III" is out!
d60338ba31cc1f41a810ff062ddbae94799c074b.png


MAIN CHANGES

This update IS COMPATIBLE with old saves, but we still recommend you to start a new game, as some changes won’t take effect until then.

- Added “Armored Combat”, a new utility tree with 8 abilities. It will serve well to any character that fights in melee regardless of their preferred armor type.

- Added 57 new items:
Headgear: Academy Circlet, Battlemage Circlet, Gilded Circlet, Topaz Circlet, Ruby Circlet, Court Mage Diadem, Hermit Wreath, Dwarven Circlet
Chestpieces: Vehement Gambeson, Battlemage Gambeson, Mail Mantle, Mercenary Cuirass, Vehement Brigandine, Red Silk Mantle, Maen Mantle, Court Mage Mantle
Gloves: Riveted Gloves, Court Mage Gloves, Battlemage Gloves, Novice Hand Wraps, Mage Bracers, Mystic Gloves
Boots: Fancy Boots, Court Mage Boots, Magehunter Boots, Engraved Greaves, Sardar Boots
Belts: Fur Belt, Ornate Girdle, Fancy Belt, Court Mage Belt, Rope Belt, Plated Belt, Duelist Belt, Nomad Girdle, Mercenary Waistband
Rings: Silver Insert Gold Ring, Ancient Copper Ring, Brass Ring, Brass Signet, Steel Signet, Brass Agate Ring, Berserk Ring, Mastercrafted Silver Ring, Silver Jade Ring, Hermit Ring, Morion Ring, Gold Diamond Ring
Necklaces: Runic Amulet, Coin Talisman, Carved Topaz Amulet, Crescent Necklace, Mastercrafted Emerald Pendant, Mastercrafted Aquamarine Necklace, Trophy Necklace, Hexer Talisman

- Updated and improved ability hovers, making them more concise and informative. Most of them were standardized to leave little to no ambiguity when it comes to describing mechanics.

All active abilities were split into 5 categories: Attacks, Charges, Maneuvers, Stances, and Spells. Some of the reworked passives and effects have special interactions with specific ability types.

Spell hovers now display their previously hidden Armor Penetration stat as well as their current Backfire Chance and Backfire Damage.

- Reworked curses - both buffs and debuffs are now static, which should noticeably streamline the system. Other than that, added 2 new curse types.

(If you’re playing on an old save, any cursed items that you’ve already acquired will retain their existing bonuses without the downside of constantly increasing penalties. Enjoy!)

- Added a new achievement, “Enemies Closer”, awarded for unlocking and learning every Armored Combat ability.
BALANCE

- Reworked and tweaked most of the existing abilities. The changes primarily affect Ranged Combat, Shields, and Warfare (former Combat Mastery). The full list is humongous (12 pages!), so we decided to post it separately:

https://docs.google.com/document/d/1s-ZhqHMuw_CpO2gVAVPzQYh8KJH3XcfjLQdh08pd0QM


- Rebalanced all armor and shields. Changed the system for categorizing armor types: in previous versions of the game, gear type usually correlated with its level (most light armors were early game), but now armor types are represented more evenly across all levels. This change strongly affects light armor, allowing it to stay relevant even during the later stages of the game.
- Nerfed most enemies to compensate for the changes to armor and shields.
- Removed Passive Bonuses from most abilities (excluding Spells).
- Rebalanced weapons’ critical effects:
Swords: [+50% > +25%] Bleed Chance
Axes: [+50% > +30%] Bodypart Damage
Maces: [+50% > +25%] Daze Chance
Daggers: +50% Crit Efficiency now correctly applies to common crit strikes as well. Increased the Energy Burn threshold [20 > 25].
Two-handed swords: [+75% > +50%] Bleed Chance
Two-handed axes: [+75% > +60%] Bodypart Damage
Two-handed maces: [+75% > +50%] Daze Chance
Spears: [+75% > +50%] Immobilization Chance
Staves: [replenish 10% Max Energy > +50% Energy Drain]
Bows: +50% [Immobilization Chance > Knockback Chance]
Crossbows: [+125% Knockback Chance > +100% Immobilization Chance]
- Strength: each point grants [+3% Bodypart Damage > +1.5% Weapon Damage]. Each threshold grants [+15% > +10%] Crit Efficiency and [+5% Weapon Damage > +7.5% Bodypart Damage].
- Willpower: each point grants [-1% > -1.5%] Cooldown Duration and Abilities Energy Cost. Each threshold grants [+5% > +7.5%] Magic Power.
- Changed the counterattack mechanic: each individual enemy can now trigger only one counter per turn. The same applies to the player character as well: enemies can’t counter them more than once per turn regardless of the number of received strikes.
- Fumbling a shot will now halve its damage (similarly to melee strikes) and not just break an arrow or bolt.
- Spike traps will trigger only once, just like all other trap types.
- Added additional effects to “Confusion” (-25% Block Chance and -25% Counter Chance)
- Fortitude now affects the damage received from DoT effects (Bleeding, Poisoning, Burning, Acid Bath), and each 1% Fortitude reduces received debuffs’ duration by [0.5% > 1%]. Lowered Fortitude cap: [100% > 50%].
- Reduced Durability loss rate for both the player character’s equipment and enemies’ Armor.
- Reduced Pain gain from receiving damage by 15%.
- Increased the base effectiveness of Immunity on the passive Intoxication decay: [1:0.75 > 1:1]
- Changed starting Affinities of the following preset characters:
Arna: swapped Maces for Armored Combat.
Jorgrim: swapped Shields for Maces.
- Tweaked Velmir’s trait: [-3% > -5%] Damage Taken and [+3% > +5%] Accuracy for each received strike.
- Tweaked Arna’s trait: [-2.5% > -3%] Damage Taken and [-5% > -3%] Cooldowns Duration for each enemy within Vision.
- Tweaked Jorgrim’s trait: [+15% > +20%] Crit Efficiency upon killing an enemy.
- Tweaked Dirwin’s trait: hitting an enemy with a strike or shot for the first time applies them with [-20% > -10%] Dodge Chance and [+20% > +5%] Damage Taken for [10 > 8] turns.
- Reduced the power of most enchantments.
- Raised Magic Power cap: [250% > 350%].
- Raised Energy Drain cap: [100% > 150%].
- Reduced base Block Power by 5. Reduced base Block Power Recovery by 5%.
- Increased the school-specific Magic Power bonus granted for learning relevant spells [2% > 2.5%].
- Reduced Intoxication gain from Poisoning [+4 > +2 per turn].
- “Loud Barking” now generates less noise.
- Increased the “ruby” stat bonus granted for solving the Standing Boulders’ mystery [4% > 5%].
- Increased food drop rates in the Prologue.
- Verren will have 33% Fatigue Resistance and 33% Hunger Resistance when playing as him in the Prologue.

MISCELLANEOUS

- Ghoul corpses can now be skinned to harvest their fur and hearts (once “Huntmaster” is learned).
- Added fish, crabs, and nets to the Dock Trader’s stock.
- Removed treatises from the Brynn Pawnbroker’s stock
- Standardized the levels of treatises sold by the Mannshire Scribe and Brynn Bookmaker.
- Changed prices of some consumables.
- Throwing potions at enemies now applies them with “Covered in Alcohol” effect.
- Added Durability to Shovels, which is reduced by digging.
- All equipable consumables (Crowbar, Lancet, Shovel) now lose Durability when used as a weapon.
- Renamed Rogue Pyromancer into Hired Sorcerer and swapped his “Ring of Fire” and “Incineration” with “Jolt” and “Seal of Power”.
- Renamed some items.

FIXES

- Fixed the incorrect order of attack outcomes.
- Fixed the issue preventing “Gotta Catch ‘Em All” and “I.C.B.M” achievements from being unlocked.
- Fixed enemies becoming invulnerable to AoE abilities for one turn upon entering a location, being moved to another tile with a “swap” ability, or being summoned, resurrected, or transformed.
- Fixed certain abilities skipping a turn after being used.
- Fixed action-limiting effects not working as intended in some scenarios.
- Snakes should no longer spawn in pairs, and some traps - trigger twice.
- When moving to another location, the fade to black will now happen after enemies take their turn, not during it.
- Fixed the bug linked to dying on the same turn as moving to another location.
- Fixed one of the abandoned cart POIs always spawning high level brigands.
- Removed the possibility of reapplying Dirwin trait’s effect to the same target.
- All missile Spells (“Fire Barrage”, “Jolt”, “Bolt of Darkness”) now use a standardized system for their chance to hit.
- Fixed “Fire Barrage” always missing all of its remaining firebolts if the first or second one in the series failed to hit the target.
- Fixed the Restless’ “Abominable Vitality” passive not working as intended.
- Fixed “Petrification” not taking its target’s Magic Resistance into account.
- Fixed “Overflowing Power” replenishing Energy when damaging inanimate props.
- Fixed the incorrect interaction between “Rune of Cycle” and “Overflowing Power”.
- Fixed the issue with the Ignition Chance of “Incineration”.
- Miracle casting any Seal now grants its effect additional duration.
- Fixed Damage Resistance enchantments not working when applied to shields.
- Fixed the interaction between drugs and alcohol/Hangover that allowed to avoid Bad Trip after mixing these two together.
- Fixed the issue that prevented Rotten Crabs from appearing in the game.
- Fixed Ol’ Tott’s travel prices.
- Fixed the axe variant of Skeleton Kingsguard dropping two-handed maces on death.
- Fixed the Smithing Workshop Bailiff refusing to accept a bribe if there’s more than three bottles of Elven Wine in the inventory.
- Fixed ranged enemies being able to counter before they actually swap to their melee loadout.
- Fixed the occasional crash caused by Harpies’ “Peck”.
- Fixed the bug that allowed enemies to use ranged weapons and combat abilities while in deep water.
- Fixed the bug causing ranged enemies to take a shot at the player character after loading a save.
- Fixed the penalty for dual wielding shields not working as intended.
- Fixed disarmed traps being displayed with an incorrect sprite after loading a save.
- Fixed Bran not marking his cabin on the map after mentioning it in the dialogue.
- Fixed the Osbrook Inkeeper’s wife not selling food and drinks.

VISUALS

- Added animations for receiving all types of Magic and Nature damage.
- New sprites for some abilities.
- New sprites for some items.

UI

- Armor and shield hovers now list their type (light, medium, or heavy).
- Effect hovers now list stats in a more orderly fashion.
- Standardized the listing and rounding of stats displayed in the character menu. This change also affects the hovers of abilities and modifiers.
- Bonuses from enchantments no longer affect the basic stats of items.
- Fixed Girrud abilities displaying incorrect stats in their hover.
 

The Wall

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- Spike traps will trigger only once, just like all other trap types.
- Reworked curses - both buffs and debuffs are now static, which should noticeably streamline the system. Other than that, added 2 new curse types.
- Reduced Intoxication gain from Poisoning [+4 > +2 per turn].
- Fumbling a shot will now halve its damage (similarly to melee strikes) and not just break an arrow or bolt.
- Reduced Pain gain from receiving damage by 15%.

....and many other similar changes. How is this called, children? Dumbing down! E-xactly. All these things are answers to baby cries from Steam Forums

Steam community is YET to make positive impact on development of single video game. Only good thing is their money
 

The Wall

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- Spike traps will trigger only once, just like all other trap types.

I mean this one alone shows how many NPCs have Steam accounts. Imagine stepping over and over again same tile where is spike trap. Like burning your hand on turned on stove, and repeatedly checking if it's still on by touching it again and again. :) Waaaah, waaah, but what about shituations where enemies are around and this single tile spike trap limits your maneuverability? This was supposed to be hardcore RPG, amIright?
 

normie

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Insert Title Here
- Spike traps will trigger only once, just like all other trap types.

I mean this one alone shows how many NPCs have Steam accounts. Imagine stepping over and over again same tile where is spike trap. Like burning your hand on turned on stove, and repeatedly checking if it's still on by touching it again and again. :) Waaaah, waaah, but what about shituations where enemies are around and this single tile spike trap limits your maneuverability? This was supposed to be hardcore RPG, amIright?
meh, it could also be a matter of general trap logic or undoing the meta of cheesing enemies over spikes
 

Tygrende

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undoing the meta of cheesing enemies over spikes
It was this, shit was ridiculous. If you found one spike trap you could trivalize the whole floor by pushing every enemy into it at least once with something like arcane boulder, sometimes more than once. Bonus points if you threw a net on them while they stood on the trap. Could clear highest level dungeons with lvl 1 character that way for weapons you shouldn't have at that point.
 

normie

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Better wait for the hotfixes, guys! In the four hours since the release of the update, several game breaking bugs have been reported, including bugs that let the game crash when using skills like Sweep Kick and Overpower
yeah, it'll be a hotfix bonanza, as is tradition
first one's here
 

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