Update 22/10/14

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*Agony_Aunt
Posts: 855
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Agony_Aunt »


Contributions today from myself, Xndar, Mimi, and Mr_O.

Biggest changes are addition of new races and classes.

New Races from Xndar

Half Fiend and Half Celestial races added. See in-game for detail. Will try and update wiki with info first opportunity.

Mimi - various fixes

Fixes mainly to Elemental fire.
wrote:Should address these issues in the plane of fire:
- Ferry deciding not to run
- Environmental script not running
- Slaves disappearing
- Debug text appearing where it shouldn't

As well as a missing conversation, missing item, and some NPCs with the wrong voicesets.
Mr_O

Quite a few tweaks to a number of monsters.
wrote:Oinos:
Bosses made easier and closer to level appropriate of the place, likely needs more adjusting.
Outlands:
Khaasta Warriors equipment changed to more suitable for level appropriate challenge. Khaasta chieftain and high "priest" tuned to be much easier, though you don't want to underestimate them still.
Beastlands Brux:
Dryads have slightly weaker mestils acid breath, but the spell remains. It merely does less damage. Sirines have shorter duration on greater invisibility now.
Ethereal Demiplane:
Electrum horrors have low level lightning bolts instead of their current "bolt, lightning" talent. Respectfully up to caster level 3 lightning bolt. (so up to 3d6 electric damage) Plus it can be dodged with quick movement.
Elemental Plane of Earth:
Dwarves have Merge with Stone instead of stoneskin. The stonemason has stoneskin instead of greater one.
Paraelemental Plane of Ice:
Salamander mages have gained some spell adjustments, chain lightning has been changed to a lightning bolt, making it dodgeable, and they some of their dispels removed. Still it's mighty unkind place to be as a buffer so don't assume that to change much.
And my stuff...

New Classes
A definite oriental theme going with the addition of the Samurai, Kensai, and Ronin.

Naturally due to game engine limitations there has been deviations from canon. The kensai especially.

Samurai: Bonuses when dual wielding Katana/Longsword and a Shortsword. Plus various other abilities such as smite and staredown.

Kensai: A weapon master lite with lighter requirements, but with some buffing abiltiies. Do not neglect Concentration as a skill!

Ronin: A once noble warrior who is now disgraced. This class is open to non-samurai, but requirements are the same regardless. Pay close attention to the class description and the notes that are given at the start of it.

Disclaimer: The new classes have only had limited testing. Consider them beta until players have had a chance to try them out. Feedback welcome.

Advanced Scry

Some small tweaks for now and unless there are any bugs it will be the last update of this until i have time to make it GUI based.

Shields now give bonus against ranged attacks

Yup, that's right. If you are wieldling a shield you now get a concealment bonus to ranged attacks. 10% for Light Shields, 30% for Heavy Shields, and 60% for Tower Shields.

Feats changed from uses/day to cooldowns

Some feats don't work too well in a PW environment when set to low uses/day. The following feats are now on cooldowns. Those with multiple levels of the feat get faster cooldowns for the higher versions.

Arcane Trickster (And now Ronin) Impromptu Sneak Attack
Sacred Fist Sacred Flames
Sacred Fist Sacred Armour

Myconid spore ability

Not tested! Might fix the problem with spawned shrooms going hostile.
*Agony_Aunt
Posts: 855
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Agony_Aunt »


And spotted a bug already with the shield effect... hotfix going in soon.

EDIT: Fix applied, effective immediately.
*DamienKnight
Posts: 4
Joined: Thu Jan 01, 1970 12:00 am

Posted by *DamienKnight »


Agony_Aunt,Oct 22 2014 wrote: Feats changed from uses/day to cooldowns
New classes, fundamental shield changes and cooldowns, oh my!

You sir are awesome.
*Agony_Aunt
Posts: 855
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Agony_Aunt »


Buggeration - my hotfix didn't completely work. Ill fix that for sure asap while im fixing the sacred fist feats.

And i've just confirmed, i also broke Impromptu attack, so thats a high priority fix as well.

ETA for next update, this weekend at latest. Sooner if i get a chance to test fixes.

@DamienKnight - thanks, and there is more to come! Not only myself, but other builders have plenty of stuff in the works as well.
*Tomekk
Posts: 855
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Tomekk »


Besides the bugs, loving this update as well. Kensai looks better than I imagined, will roll one up for sure.

A question tho: would it be possible to make feats similar to (aka not better) Staredown and Banzai as fighter feats?
*Agony_Aunt
Posts: 855
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Agony_Aunt »


Sure, but then that would dilute the feats gained by taking the classes. I try and look for uniqueness when making new feats, either general or class specific.
*Tomekk
Posts: 855
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Tomekk »


Agony_Aunt,Oct 22 2014 wrote: Sure, but then that would dilute the feats gained by taking the classes. I try and look for uniqueness when making new feats, either general or class specific.
I can understand that fear, they don't have to be as super awesome as these classes make them, but it'd be really nice if a barbarian could charge and scare people just as easily.
*Er_Nano_Infame
Posts: 435
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Er_Nano_Infame »


doesnt one barbarian background gets the scarey rage?
*Agony_Aunt
Posts: 855
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Agony_Aunt »


Terrifying Rage, if you are a Tribal Barb and meet the requirements.
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