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Q4 2023 Patch - Touchdown
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10348
Location: 0x0000

PostPosted: Sat Feb 10, 2024 10:21 pm    Post subject: Q4 2023 Patch - Touchdown

General

* Level gains now use the character's max stats instead of current stats to determine hp/mana/move gains.
* Static hp/level gains are now an available option at creation. Characters created prior to the patch can write a note to immortal if they want to opt-in for static gains. - grayden wish
* All cabals gained a way to deposit cabal currency. - dogran wish
* The return of HARDCORE mode (one life only for the character) with confirmation before level 10. - blackwidow wish
* A new option has been added to prompt, %e, allows the user to track whether some of their enhancements are active or not.

Background Updates

by using the new "background protect" command, backgrounds can be made private (imms only) unless the player reveals them. Exceptions are:

(a) deleting the character
(b) posting a cabal app (visible only to the senior ranks in the cabal that was applied to)
(c) "went public" (allowed a herald to interview them, making it visible to the heralds)

This update also include a new "interview" command for heralds.

Description Updates

* New command: extend - adds support for extensions to descriptions for player characters. requires a second argument to view them e.g. "look rockwort arse". it will color the word in the desc as well.

Religions and tattoos

*There's now a trickle of reputation available for being logged in 30 mins.
* Becoming an acolyte (pledging self) now requires gaining 1000 reputation i.e. friendly reputation with the deity you want to permanently follow. an easy quest has been added to facilitate this. it just requires getting your description approved by an imm (waived for reputable account) and then walking to the shrine of the god you want to pledge to.
* Once pledged, you can immediately tattoo at the shrine if you want. note however, that the tattoo is colorless at pledge level. in order for it to be colored and cast spells, the character must gain additional reputation needed to be an adherent. unlock honored and then the tattoo will start doing its thing. -- kalist wish
* Also, for those of us who do not like being fully naked. I added a new tatt parlor in seringale. you can buy tattoo for any slot, wear gear over it. so if you are fully looted, you would still have your tattoos. This needs to be fleshed out a bit more, we'll circle back over the next weeks.

Areas

* created new end-game area "The Black Pyramid" - this is suggested for at LEAST 45-50, probably need a group to push deep into the pyramid - mogu wish

Mobs

* Cityguards and certain other mobs now patrol around fixed paths. (not unlike the black wizard in grimforge, but differently implemented)
* Tweaked levels and difficulty of tainted valley archer/squire for a more stream-lined levelling experience for evils. - solmundi wish
* Added a mob named "Glorbag" that randomly appears and steals the loot from fallen Winter bosses. You have 1-2 ticks to chase him down and kill him or the loot disappears. - Arunore wish

Items

* Equipped orderly items reduce the bonus damage from wild attacks. - olyn wish
* Added warforge to warlords cabal. - ancient szrevan/tearea wish
* Updated spice effects to add a tolerance and changed the actual affect a bit. - phostan wish
* Psi enhance now appears in the codex (this might require an imm to touch the item to invalidate the ID thats in the codex). - Andrael wish
* It is now possible to brandish orbs to cast defensive spells on minions. - scrynor wish
* It is now possible to recite ALL scrolls while in combat. previously, this was just scrolls that did cures. - dalero wish
* When buying decks at magewares store in timaran, it preferentially pulls cards you havent solved. - merlandox wish
* Flat regen affect bonuses are no longer stacking, instead it will just take the largest bonus, similar to savebreak.
* High tower enchanter is now a level 25 enchant for 50 relic. seringale forgemaster is closed for refurbishments.
* There have been some adjustments to max level saves and savebreak items.

Races

* Jotun - updated the material vuln to obsidian instead of stone.
* New race jagar - its a jaguar-human hybrid. see help JAGAR. jagar camouflage patterns affect how well they can camo or hide based on terrain types.
* new race void-elf (Rangers only), more details below in the ranger's section.

Classes

Warrior

* Reworked athleticism to instead reduce movement costs in difficult terrain, instead of regen buffing.

Berserker

* Ancestry now just checks align/ethos more simply, instead of making confusing element checks to allow you to pick your primal deity. This way a storm berserker can roll chaotic but pick Sarich, for instance.
* Headbutt dizziness now prevents monks from healing themselves until it has worn off.
* Headbutt duration is now operationally round-based, (i.e. more like dirt kicks), but will strip if they headbutt their opponent twice.
* Added pixie berserker, - varliv wish

Ranger


*added a new magical fighter hybrid : void-elf ranger -- ceridwel wish

Ceridwel wrote:

"A hybrid class that has 3rd attack, some healing, detect invis, and its own bells and whistles like Pally/DKs have but that can be neutral-aligned. This would allow them to be Keepers and a more neutral version of Justice"

Notes on void ranger:
* To create it - you have to pick ranger first, and then if reputable then you can take the void-elf race.
* This add a sprinkle of invoker-like afflictive spells to rangers, sacrificing some stealth and certain traditional ranger abilities.
- Losing camouflage, campfire and wounding shot are the biggest cuts, for anyone who would be disappointed and prefer to be a ranger.
- Gains spellcasting, loses most the cool bow stuff.
*you can be only neutral alignment. ethos must be chaotic or lawful.
* Permanent immunity to sleep/ecstasy/insomnia.

What happens to ranger skills?

Code:

Traditional Ranger        Void Ranger
Keen sight               Void sight
Herb                     Cosmic mending
Scout                    Echolocation
Volley                   Chill touch
Campfire                 Flamestrike
Tame                     Exorcism
Wounding shot            Shocking grasp
Flare shot               Void lash (AOE)
Barkskin                 Volatile shield
Camouflage               Quantum shift
Quick volley/Called shot Strike of the cosmos
Parting shot             Void trap
Snap shot                Salvage reagent
Leading shot             Coat weapon



Thief

* Added backstab with spears. - heffernan wish

Shadow

* For the cases where being in the same room is needed, stalk increases quicker if the shadow is following their target.

Bard

* Added a new skill that makes a punch in a box trap.
* Opened up lawful ethos for play. - arunore wish

Monk

* Switching styles during monkey clamber will now remove the clamber.

Healer

* Successful prudence vs players now procs a 1 tick weapon ward. - asudan wish

Shaman

* The mana cost of cause continual and cause serious has been reduced. cause critical and harm increased (now mirrors cost of cure spells and heal).
* Protection spells no longer reduce the damage of cause continual, cause serious, and cause critical (harm already bypassed protection).
* Cause serious and cause critical base damage has been increased for low level characters (base damage for higher level characters is untouched).
* Cause serious, cause critical, and harm damage increased when target is affected by cause continual. Only harm consumes the cause continual affect.
* Some rare masks can do special things just for shamans.

Druid

* Added a way to name the druid staff. - paradigm wish "Druidic <name>"
* It is now possible to mix potions. technically, any class can do this. just shove two potions in a cauldron and see what happens. - kornhole wish
* Wilderness recall is now subject to same lags as recall.

Illusionist

* Illusionists now gets notified who broke their mirror
* Duplicate level is now increased by the illusionist's hitroll bonus from grandeur. n.b. it has to be a memorized duplicate for this. (To clarify, yes that means you can exceed level 50 dupes at the moment.)
* Casting continual light seven times and leaving the balls on the ground causes the balls to merge into the lowest possible level shard.
* Added a new "spick and span" spell that cleans up the room like mary poppins. it will remove any dust and close doors and containers. This spell thwarts dirt kick for awhile.
* Added a new kaleidoscope spell, adds AC and cushion for missing weapon ward / protect vs dirt / prot shield. however, requires a shard.
- Thrown weapons (daggers, playing cards, shuriken) can break the balls, assuming protective shield is down.
enlarge now adds hitroll instead of damroll and lasts a bit longer. - avenar wish
* Feeblemind spell now prevents save mental checks on blur success.
* Spellcraft has a chance to increase afflictive spell damage. This chance can be increased by wearing savebreak items and luck items. It runs from 1-5%.

invoker
* If a thunder storm is active, that improves shield damage reduction.
* The lightning also adds a chance to vaporize the dirt kick before it reaches the invoker.
* Spellcraft has a chance to increase afflictive spell damage. This chance can be increased by wearing savebreak items and luck items. It runs from 1-5%.

Necromancer

* Shadow storm : now moves with the necromancer, and rather than be on a room for 24 ticks it lasts for 2 ticks. It is active on the necro for 4 ticks and then cannot be used for six ticks afterwards.
- This spell forces saves to be rolled twice, effectively making it easier for spells to hit. and also makes npc creatures easier to hit.
* Strength damned cooldown is now stripped on login, provided the necromancer was logged off for at least 30 minutes i.e. has no zombies.
* Some of the decorated gold now falls to the ground on animate success.
* Spellcraft has a chance to increase afflictive spell damage. This chance can be increased by wearing savebreak items and luck items. It runs from 1-5%.
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ivindel



Joined: 20 Nov 2015
Posts: 165
Location: Singapore

PostPosted: Sun Feb 11, 2024 3:54 am    Post subject:

I suggest for Athleticism to be moved to a lower level instead of 47, since it sounds like it works similar to pathfinding now. Getting pathfinding for the highest level skill for a warrior just feels meh.
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10348
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PostPosted: Sun Feb 11, 2024 4:46 am    Post subject:

OK. I've moved it to lvl 28.
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Grayden



Joined: 21 Jun 2005
Posts: 632
Location: Spokane, WA

PostPosted: Sun Feb 11, 2024 10:45 am    Post subject:

Thank you.
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Xenyar
Emissary


Joined: 26 May 2010
Posts: 600

PostPosted: Sun Feb 11, 2024 3:52 pm    Post subject:

Jotuns...obsidian? Nice buff for jotun since there isn't shit for obsidian weapons that I can recall
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Dogran
Immortal


Joined: 13 Jun 2009
Posts: 1796

PostPosted: Sun Feb 11, 2024 5:20 pm    Post subject:

Certain items that were other materials and made sense are now obsidian. Plus new area is a good way to introduce new items.
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BlackWidow



Joined: 24 Apr 2014
Posts: 473
Location: Yes

PostPosted: Sun Feb 11, 2024 7:00 pm    Post subject:

The jotun vulnerability change also means that the heavy tomahawk is no longer a good anti-jotun weapon since it is made of granite.

Also, technically speaking, obsidian is a volcanic glass (according to both Google and the Britannica website). Doesn't one of the jotuns in Redhorne wear the obsidian plated arm guards???
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Davairus
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Joined: 16 Jan 2004
Posts: 10348
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PostPosted: Sun Feb 11, 2024 8:47 pm    Post subject:

There are several ways in which Resatimm's "redhorne mountain" challenges the rest of the game's lore. As it is artistic license, I'm not deeply worried about it. They are not the same jotuns that players create. Since Resatimm is the god of ice, he gets to say he granted those jotuns the ability to withstand fire and wearing obsidian. He handwaved it. He could have come up with something else, too, but that's what he went wiht.
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Mogu



Joined: 21 Mar 2015
Posts: 123

PostPosted: Sun Feb 11, 2024 9:32 pm    Post subject:

Love this patch. So much here! Really appreciate all your hard work to keep this game continuously evolving and rather quickly at that.

Thank you, Dav, and everyone else who helped!
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Rothak



Joined: 03 Oct 2011
Posts: 256
Location: Japan

PostPosted: Sun Feb 11, 2024 11:06 pm    Post subject:

How does the Jagar hide/camo work? Do they gain a skill for those skills?
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Ashlyn



Joined: 20 Oct 2006
Posts: 287

PostPosted: Sun Feb 11, 2024 11:30 pm    Post subject:

You have to be ranger or thief for the patterns to impact it I think
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Davairus
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Joined: 16 Jan 2004
Posts: 10348
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PostPosted: Mon Feb 12, 2024 6:03 am    Post subject:

The camo patterns affect hide/camouflage intuitively, and it may help or hinder. Consider whether it is going to match the terrain type. If you take plain camo, that's likely the best option for thieves.. cities and roads have fairly plain landscapes without much patterns. A stripey jagar would be standing out like a sore thumb there though. If you are a ranger, you'll probably want one of the other ones. Anyway, its not a huge factor either way. I made an action item to remind myself to add explanation into the creation screen where it is selected.
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Ozaru



Joined: 01 Jun 2010
Posts: 1074

PostPosted: Mon Feb 12, 2024 4:38 pm    Post subject:

Please post what the static hp gains would be.
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Ashlyn



Joined: 20 Oct 2006
Posts: 287

PostPosted: Mon Feb 12, 2024 5:00 pm    Post subject:

Static hp gains are super amazing. Its not necessarily the same hp and mana every level. It divides it up to get to specific numbers at 50 I think. For example i've had a character that gets 12hp 14mana and every couple of levels only gets 11hp
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Dogran
Immortal


Joined: 13 Jun 2009
Posts: 1796

PostPosted: Mon Feb 12, 2024 6:10 pm    Post subject:

Oz it just averages it. If you choose not to use the feature, you have a chance of ending up with less hp, or more hp. It just depends on the luck of your rolls. Or you can have the same hp across the board for each same race/class combo you make etc.
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turningpoint



Joined: 23 Apr 2019
Posts: 30
Location: florida

PostPosted: Mon Feb 12, 2024 6:19 pm    Post subject:

The void-elf sounds neat; how does one get a reputable account? Does it take a long time? Or is it meant to be a secret?
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Dogran
Immortal


Joined: 13 Jun 2009
Posts: 1796

PostPosted: Mon Feb 12, 2024 6:42 pm    Post subject:

It's not hard to get a reputable account, but only a few people can assign one. If you have had a few 50's and have kept your nose clean, been consistent, etc you can post something about it in the ask an immortal section.
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Davairus
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Joined: 16 Jan 2004
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PostPosted: Mon Feb 12, 2024 7:10 pm    Post subject:

TP you have a reputable acc.
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Ceridwel
Immortal


Joined: 01 Feb 2008
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Location: Seattle

PostPosted: Tue Feb 13, 2024 12:30 am    Post subject:

Epic patch! Thanks Dav.
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Rothak



Joined: 03 Oct 2011
Posts: 256
Location: Japan

PostPosted: Tue Feb 13, 2024 9:36 am    Post subject:

Was hoping to see Jotun warrior in this list! Oh well, it's still a great patch.
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