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Version Notes

Stephen Cheney
Eh, that said, I'm unlikely to change these before the code freeze on Monday, so:

Items: Increased Durability for all items to 20. This will only affect newly created items (items acquired in Alpha 7 will have their test durability of 1 or 2; sorry).

Loot: Temporarily removed most non-functional consumables from the Alchemy recipe drop list (i.e., recipes for poisons will not start dropping until we have the tech to make them work). Blanches designed to add a temporary material keyword to a weapon are default recipes, so will continue to be available but non-functional for the time being.

Items: Consumables work. Slot the consumable in either of your Consumable/Wondrous slots while out of combat. They appear in the action bar next to your expendables. Consumables work like expendables; instead of costing Power, they remove one of the consumable items from the stack. You can only use consumables in combat from the action bar slots. Nearly all consumables are functioning; several will be tweaked as more appropriate effects become available, and a small handful have a "Not Yet Implemented" description (and don't do anything) because there is no appropriate replacement effect. These will begin working once those effects are implemented.

Loot: Added Dagger, Battleaxe, Spear, Shortbow, Trophy Charm, Rogue Kit, Spellbook, Holy Symbol, and a couple of extra armors to the starter gear drop list. Increased the chance to drop armor. When you receive starter gear now, you should have approximately a 50% chance to get a weapon, a 40% chance to get an implement, and a 10% chance to get armor.

Feats: Corrected keywords for Shard Storm, Sorrow's Release, and Distant Shot.

Feats: Adjusted the damage factor math to give less of a bonus for slower attacks and renormalized the math to center on 1.5 second attacks. This results in a small increase in damage for attacks faster than 1.5 seconds and a small decrease in damage for attacks slower than 1.5 seconds. Additionally, slightly improved the damage and effect cost multipliers for melee attacks to compensate for difficulty keeping a target in close range. This should result in an across the board improvement to all melee attacks (further increased damage factor, reduced stamina cost, and/or additional effects).

Feats: Changed Charge's secondary effect from an attack buff to Immobilize against targets with Opportunity (to make it more likely that an opponent you Charge to will hold still for a followup melee attack). Extended its cooldown to three rounds.

Combat: Tripled range forgiveness to test whether this improves melee PvP. Essentially, if you can get in melee range to start an attack (and stay within that range for the 300 ms validation phase), it should complete successfully even if the target is more than six meters away from you after the interrupt phase (up from four meters). This may wind up looking weird, and will be tuned as we make other improvements to the melee combat system.
SDShannonS
Looks good. Looking forward to seeing it in game.
Windows 7 Professional 64-bit, SP 1
32 GB RAM
Dual Crossfire'd AMD Radeon R9 200 video cards
SDShannonS
*shakes fist*
Bless you, Stephen Cheney!
Windows 7 Professional 64-bit, SP 1
32 GB RAM
Dual Crossfire'd AMD Radeon R9 200 video cards
SDShannonS
Oh, and can you share out the alpha 8 data for the wiki so we can start crunching new numbers?
Windows 7 Professional 64-bit, SP 1
32 GB RAM
Dual Crossfire'd AMD Radeon R9 200 video cards
Stephen Cheney
Posting the new data is on the top of my list of things to do tomorrow.
Decius
>This will only affect newly created items (items acquired in Alpha 7 will have their test durability of 1 or 2; sorry).

Wait, is there not an expected wipe for Alpha 8?
Lee Hammock
There is.
Stephen Cheney
Probably is, but if not, all your stuff is going to break quickly smile .
Lee Hammock
Increased the ability score gains from learning class features and increased the number of feat requirements for class features.
Increased the XP cost and ability score gains for crafting and gathering skills.
Increased the XP cost and ability score gains of refining skills to match crafting skills.
Increased the number of achievement points for tier 2 and 3 crafting and refining achievements.
Removed old location achievements that are no longer valid.
Put floating Pharasma shrine near Osterberg on the ground.
Completely rebalanced ability score math. Now you need no ability score above 10 until 8th level, and you don't get any points for skills until 5th. The ability score needed for skills starts at 11 at 8th level and increases to 12 at 9th level, 19 at 16th level, and 24 at 20th level. Higher level skills give higher amounts of ability score bonus so it is now more attractive than previously to follow one skill to completion.
Increased the XP cost and ability score bonuses for attacks, cantrips, and orisons.
Gog
!!!

Ok, character builds just changed completely. Will need specifics/spreadsheets as soon as convenient.
^This is Dak (Charlie George). RIP <Guurzak>
 
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