Davairus Implementor
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Joined: 16 Jan 2004 Posts: 10351 Location: 0x0000
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Posted: Fri May 28, 2021 11:11 pm Post subject: Q1 2021 Patch - Brace for Impact |
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General
* IMBUE is on hiatus
* corpse location via where command was upgraded for more newbie friendliness
* AC damage reduction is now subjected to the same diminishing returns formula as AC miss - stack away but just know that beyond a certain point, each further point is not as effective as the previous point was
* you can now "kill" something to aim at it and draw it directly into fighting, even if youre currently fighting already
* blindmode config added for gauges
* rating now decays each month instead of on patch resets
* the chances of flee command taking you through an open portal in the room now depends of how many other valid exits are available to flee towards
Races
General
Casting level bonuses
instead of some races like illithid quasit having ENTIRE casting level bonus, we now base the level bonus on the race, spell type and its current INT stat.
This penalty or buff is (INT - 20)/2, rounded down.
This can become a penalty if something messes with the stat e.g. feeblemind or equipped a bunch of -INT.
Sample implications of casting bonus
Buffs:
* Elves and drows make it harder for their opponents to defend against afflictives (+2)
* Illithids are harder to defend against their mental spells (+2)
* Quasits are harder to defend against their maledictives (curses)
Penalties:
* Dwarf and duergar low intelligence makes their afflictive spells poor.
* giants and minotaurs have reduced aptitude for casting mental spells.
* Halflings are nicely resistant, but very poor at casting maledictions.
Human
* humans now pick what their prime stat will be, instead of the class pick choosing it
Quasit
* increased the WIS stat to improve their parry/shield block at the same time, so that they feel like they belong alongside the other shaman options. (22 wis)
* 100% hex racial perk
Slith
* this race now has 21 strength
* tail attacks now add the slith's strength to tail damage instead of adding level/2 onto the low end. this is a slight upgrade to top end tail damage, making it a better trade-off for not having kick
Halfling
* halfling thief now has a "naughtyometer" which is increased by steal, pry and blackjack
* there are ten levels of mischief
* paladin "punish" ability does more damage to characters which have been very naughty
Classes
General
* devote is now a visible skill after pledging.
* combat matchup delay is retired permanently - now as soon as you wield, you can enjoy weapon advantage and concentrate and all that.
* "Blurry vision" doesnt continue to interfere with skill use and wielding or holding potions anymore.
* lore now displays "unit value" - useful to check if your items value per pound is optimal.
* Scanning while focused will now interrupt the focus ability (monk healing, etc.).
* cancellation spell can now remove negative magical status effects instead of only positive ones. note the key word here - magical
* kick has been updated to use strength instead of damroll for damage
* practicing while outcast is now based on skill level.
Warrior / Berserker
* overhead delay is reduced to two seconds, with the new windup causing the warrior to forego parrying until the overhead completes
NOTE: if you decide to "counter" overhead by switching, you now do it in the second second, instead of the first second. too soon, and the warriors overhead will flatten you
* hobble is now prioritized above the hitroll check
- previously, hitroll would reduce someones dodge chance by a flat amount, and then the hobble reduces remaining dodge chance by a percentage multiplier. putting the multiplier first ensures the most benefit of landing hobble. also, this is functionally similar to how dirt kick works.
* hobble now reduces armor class by amounts roughly equal to holy armor
Illusionist
Some give/take with duplicates has been applied here, with the goal of adding more utility in return for cheese confiscation.
* new spell "Marionette". This is a level 45 permanent charmie that is highly controllable even without the illusionist in the room.
important: marionettes take up one of the allowed duplicate slots.
* duplicate pops now check the duplicates save vs mental rather than flat chances. higher level dupes are safer vs pops. the illusionist luck bonus helps avoid popping.
* duplicate damage now checks save vs mental for possible damage reduction. the illusionists luck improves the effective level of the duplicates to help circumvent this reduction. also, keep in mind dreamstruck lowers the save vs mental of the target, which is easier to land with better hitroll.
* marionette is not affected by the above
* mirror images no longer assist with physical attacks
* gate failure messaging has been improved
* memorize dupes fade after 24 ticks of not being kept in use
Monks
The goals for monk this time around were to review a few gaps and sore spots with the class and to reward capitalizing on logical synergies.
Significant changes were needed to improve the monk's place in the weapon advantage paradigm and some streamlining of how chii is built and consumed was necessary as well. In the case of the chii, player's won't notice much difference, but the updates let us monitor and tune chii for various monk skills more efficiently.
General Monk Updates
* Anatomy command has been added to show anatomies known outside of the score command
* A bug was causing damage from the "basic" monk attacks like jab to do more damage than intended in defensive styles (looking at you, leopard). This has been fixed.
* The stats for uncovered tattoos have been updated and scale as the monk levels up
Level 50 stats for tattoos for styles granting damage:
*intermediate 2 dam, 10 ac
*master 2 dam, 1 dex, 12 ac
*grandmaster 3 dam, 1 dex, 15 ac
Level 50 stats for tattoos for styles granting accuracy:
*intermediate 2 hit, 10 ac
*master 2 hit, 1 str, 12 ac
*grandmaster 3 hit, 1 str, 15 ac
Level 50 stats for tattoos for styles granting stamina:
*intermediate 2 con, 10 ac
*master 2 con, 20 mv, 12 ac
*grandmaster 3 con, 20 mv, 15 ac
* It is slightly easier to air thrash an enemy launched airborne by a monk's throw.
* Air thrash now adds a small amount of dark chii instead of draining it on use.
* Air thrash grounded affect now lasts a little longer. The lag is unchanged.
* It is slightly easier to grapple a grounded foe.
* Transcendence now allows a monk to pass any check for chii amount for a short duration
* After this duration ends, all chii must be rebuilt from 0 and a cooldown begins.
* Fists of fury now plants the monk in place for the duration.
- While affected, the monk will swing at all enemies targeting him.
Drunken Style
*Stagger damage has been tuned, and the threshold to trigger the stagger is a bit lower
*Drunken active deals water damage (unchanged)
*Drunken resists water damage
*Gains weapon advantage against weapons/styles dealing fire damage
*Gains weapon disadvantage against weapons/styles dealing lightning damage
Tiger Style
*Tiger uppercuts do increased damage when in tiger style.
*Tiger active deals fire damage (unchanged)
*Tiger resists fire damage
*Gains weapon advantage against weapons/styles dealing cold damage
*Gains weapon disadvantage against weapons/styles dealing water damage
Leopard Style
*Leopard active deals cold damage (unchanged)
*Leopard takes less damage from all weapon sources (unchanged)
*Gains weapon advantage against weapons/styles dealing holy damage
*Gains weapon disadvantage against weapons/styles dealing fire damage
Dragon Style
*Dragon style is now two-handed instead of offensive
*Dragon punches do increased damage when in dragon style
*Dragon active deals holy damage (unchanged)
*Dragon resists bash, holy, and light damage
*Gains weapon advantage against weapons/styles dealing mental damage
*Gains weapon disadvantage against weapons/styles dealing cold damage
Crane Style
*Crane active deals mental damage (unchanged)
*Crane resists mental damage
*Gains weapon advantage against weapons/styles dealing poison damage
*Gains weapon disadvantage against weapons/styles dealing holy damage
Snake Style
*Snake style is now offensive instead of two-handed
*Inherent hit/dam bonuses have been increased
*Spear Hand Strike is now capable of injuring an opponent's leg when done from superior combat style
*Snake active deals poison damage (unchanged)
*Snake resists damage from poison and disease
*Gains weapon advantage against weapons/styles dealing energy damage (energy/magic/turmoil/etc.)
*Gains weapon disadvantage against weapons/styles dealing mental damage
Monkey Style
*Fixed an issue where monkey clamber punches could drain chii for an additional round after opponent died/escaped
*Monkey active deals energy damage (unchanged)
*Monkey resists energy damage
*Gains weapon advantage against weapons/styles dealing light damage
*Gains weapon disadvantage against weapons/styles dealing poison damage
Phoenix Style
*Is now incompatible with iron body
*Phoenix active deals light damage (unchanged)
*Phoenix resists all non-physical damage
*Gains weapon advantage against weapons/styles dealing air damage
*Gains weapon disadvantage against weapons/styles dealing energy damage
Mantis Style
*Mantis rolling water damage output was not performing as intended due the *"basic" monk attack damage bug mentioned earlier. This has been fixed.
*Mantis active deals air damage (no longer slash). Mantis grasshopper kicks *are still slash damage.
*Mantis resists slash, air, and energy damage
*Gains weapon advantage against weapons/styles dealing lightning damage
*Gains weapon disadvantage against weapons/styles dealing light damage
Panda Style
*Panda belly bounce will now lag the monk for several rounds.
*During this time, the belly will now increase block chance (no longer increasing dodge chance)
*After several rounds, the monk will be able to redirect some of the damage taken back at the opponent
*Panda active deals lighting damage (unchanged)
*Panda resists pierce and element-based damage
8Gains weapon advantage against weapons/styles dealing water damage
*Gains weapon disadvantage against weapons/styles dealing air damage
Thief
* A blackjacked player or mob can now be dragged while sleeping. This is quite heavy on movement cost.
* new skill "alarm door" which allows a thief to keep tabs on a door
* ambush now temporarily reduces the victims armor class when successful
Shadows
Although it is not possible to solve this in one patch, the goal is to get shadows moving back towards hitroll/svs and add more emphasis on spying and survival instead of just getting damroll for a bunch of ganks.
* shadow tactics now add shadow damage to attacks instead of converting attacks to shadow damage
* mark of shadow no longer applies on missed shuriken
* a few new skills now apply mark of shadow
* popping a decoy sends enemy player to sleep instead of poisons
* art of tarantula now enlarges the shadow and does its extra poisons only with weapon advantage
* A strangled player or mob can now be dragged while sleeping. This has extra movement cost.
* Using acupuncture no longer reduces dexterity for its duration.
* Acupuncture hit/dam reduction on failure is unchanged, and now reduces half as much on success.
Shaman / Healer / Druid
The boons have been reworked so that rather than picking a boon and stuck with it forever, your available boons depends on your god pick and you can have one active at a time. When you pick boon, your ability to pick boon is disabled for a while, so that in order to change boon you have to wait a timer out.
* new spell 'lesser boon' at level 30. currently 4 boons in the bracket
* the shamans version of boon is now called "banes" (functionally identical to boons)
Shaman
* fetish shield hp can now be seen with msdp power variable
Healer
* vitalize prevents sleeping
Druids
* level 1 class quest added
* druids gained the barkskin ability
* forage now pulls one of blue/red/green herb. these can be mixed together in a cauldon to make monster potions
* brews no longer require buying flasks
* some brew recipes were disabled because you can just eat the ingredient for the same affect
* forage no longer works in the holy grove
* brambles is now available for all druids
* moonbeam is now available for all druids EXCEPT werebeast
* flash flood is now a water spell AND breaks glass door
* current druid staff enchantment can be observed as msdp power
* the formerly "AOE" staff brandishes now hit all the targets fighting the druid (or druids group) instead of the whole room
Paladins
The momentum-based focus of paladins was furthered by giving their gauge "levels" to unlock skills, and some resources were moved off mana onto mv so they aren't crippling their ability to heal with skills that have now had their damage reduced.
* skills that calculate based off weapon damage were changed to use strength instead of damroll
* skills were also changed to consume movement instead of mana
* the paladin gauge is now 3 levels, built up by skills as before e.g. reckoning. expect 3-5 strikes per level.
* punish and condemn require level 2, paragon requires level 3
* skills now work in the "blurry" phase of dirt kick
* +luck is no longer offered by virtuous light
* paladin specs can now be viewed via "class paladin skills"
Dark-knights / Invokers
abyssal bulwark / shield spell update
* shields now have their own AC (equal to your current magic AC)
* big nuke skills withdraw both shield+raw hp for the same amount, but add your shield AC to your applicable AC to determine final damage done
* currently this is limited to overhead crush and sidestep
Necromancers
* a mistake in ordinary zombie hit/dam calculation has been fixed
* a lot of mobs were incorrectly nerfed of an extra attack per round, which removed a lot of challenge. further investigation learned that the stone golem + flesh golem were also both hasted. to prevent fixing this being too buff, we removed the haste from the golems and restored the extra attack. this means initial necro power is lower, but the necro is stronger at final strength-damned zombie
* sepulchers hold only 1 corpse now
Bards
* refrain is now 1/2 day instead of 1 tick
* a new song "Mirror Mirror" was added to help bards gain proficiency in their songs.
Cabals
General
* confinement returns! duration is mildly shorter. note that this is possible because retrievals are done outside of cabals now.
* items now return to altars immediately after drainers are killed
* The Keeper's Pendulum now only swings daily at noon (in-game time)
Consortium
Vanisse created some new, awesome, powers, which you can learn more about in the game because they are cabal powers.
* camarederie
* living tales
Areas
* grimforge mine now repops separately from grimforge area, and some rocks were added to smash in there for ore and coal
* ALL winter areas now share vision with the frozen tundra
* you can now spend cabal currency in your town in place of relics (e.g. knights = spend crowns on potse)
Lairs
* lairs now have real doors instead of portals
* lairs now have object observation kits to add description to deployed objects inside lairs
* a new pattern "fireplace" you can put coal or wood in the fireplace and turn it on
* a new pattern "trophy case" for warlord lairs
* you can now deploy lair items into lair containers to make a library or bookshelf
* you can now name your lair area
Mobiles
mob tanking updates:
* some of the most powerful bosses in the game have learned to "redirect" to the largest threat in the group. this is mainly a function of damage done.
- group tanks must make a balance between loads of defense/AC/hp and enough damage to keep the mob trained on them
- if you have a bosses attention and dont want it, fleeing shakes them off effectively
* cityguard instant kills can now also occur on entering rooms so it isnt as obstructive to someone trying to play a wanted character on purpose. this rolls a check vs dodge skill.
* perimeter guards can no longer be instantly killed
* some mobs are now clever enough to only allow you to rake them once per fight
* mobs with the necessary skills are now able to spin bash
* new overlord added to mudfall - The Thain
* tainted valley now has an overlord, Fredrick, and its resistances/vulns have been updated
* the academy adventurer now does a little combat styles matching
* now able to summon black-tear guards
* now able to summon Tyrgoth
* mercenaries no longer run their offense flags (e.g. dirt kicks) vs players
Equipment
General
* brilliant topaz no longer regenerates mana
* gold scorpid ring no longer regens hp
* "kingslayer" is now "kinslayer" -- the weapon that drove the dwarves out of grimforge forever ever.
* the "rotdeath" flag no longer forgives you if you get back to corpse and get it. there is instead an exemption of wild gambled and store bought wild weapons.
Consumables
* players can now quaff ALL potions while under magical blindness (instead of just gyvels)
* herbs from seeds can be consumed without brewing first again
* can now buy ore with relics and medals at the Juggernaut
* new patterns have been added to AR for jewelcrafting, leatherworking, lair workshops,
* the base armor class of gambled armors has been brought in line with other armors of its level
* melting a forged armor now returns a lump of ore with 2/3 of the original ore (e.g. 15 ore ingot -> 10 ore)
Sets
* if you put on the titanium tenor set (heavy metal) you are unable to swim or use passdoor because heavy metal (like metal mario)
- this replaces the prying earring downside, which is now a noremove item
* treant thews set bonus is improved
* patchwork horror has had its save corrected
* religion items no longer allow the constraint "must have more original items than fake items" to be circumvented
* religion items no longer allow weapons to be dropped from sets
Engrave
* engrave costs have been lowered significantly, especially for low ranks
* engraved set items are constrained to non-uniques
* engraving a rare item turns it into a UNIQUE item
* UNIQUE items can no longer be engraved, enchanted, or other modification.
Save vs Spell
The situation had been deliberately engineered such that end-game saves are largely gambled items that are kept in sacks, which are easily stolen and in addition, the items (ring/neck) are easily pried, for severe loss. There was a bunch of mahntor/wyvern pauper-tier equipment and little offered in between or after. So some steps taken to remedy this.
1. Update to make rares more competitive.
* both minor/major globes are now containers (not huge. but decently sized enough to keep your "saves set" in. so that we can be amused by the steal instead of just feeling pity)
* it is time to get new identifies for several rare staples:
- moonstone pendant, black sun medallion, cloak of mist, black velvet cloaks, gold scarab ring, and mashadar's now-unique ring
- boots of protection, pink slippers, helm of spellturning for the rare non-ring/necklace options
- suggest also check some healer-oriented flails and maces
* there is a new unique low ave dagger with -100 hp and great save vs maledictive for jerk thief
2. Non-rares:
* a new non-rare "ring of closed minds", providing correctly-scaled save vs mental for level 45 mobs, was added to Gasteride's prison.
* the billowing white capes are not anti neut/anti evil any longer.
* the belt of life has gained AC and saves on it to push it into "useful" range.
* the "brilliant lavender and green stone" improves constitution instead of mana
Jewelcrafting (a.k.a. "cheaper gambling" lite):
* a design was added for a "ring of defiance" (save vs spell rings) i.e. 1 crude diamond + 1 unfinished diamond ring + some gold. It is in Liberty.
* a reminder that there is a "pendant of protection" design already
Misc.
* PK stat tracking during brawl days has been fully implemented
* Poker info available through msdp has been updated and streamlined.
* Anyone in the room can observe the table in this way, even if they aren't playing.
* CHII, CHII_LIGHT, and CHII_DARK are no longer sent through msdp (their functionality has already been taken over by ENERGY and POWER)
* ROOM_LIGHT is now sent as msdp to show whether the room is lit or not, similar to having %l in prompt.
Last edited by Davairus on Sun May 30, 2021 12:08 am; edited 6 times in total |
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