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Post by Psionic-Entity on Aug 26, 2015 16:55:21 GMT -5
Bug Fixes:
- Addressed the loot bug that cropped up with last night's patch.
Shield Templates:
- Available by popular demand from the clothing store.
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Post by Psionic-Entity on Aug 27, 2015 14:33:46 GMT -5
Today's Update:
UI Changes:
- New toxicity bar added next to the stamina one. - Health and stamina now display the maximum values they'll increase to if left alone. For HP this is cumulative damage and for stamina it's armor.
Health Changes:
- No balance updates, but the system used to determine cumulative damage has been rewritten. - First aid and triage now tell you how much health they recovered, not some other number.
Potion Changes:
- Added a toxicity system. Drinking potions adds to toxicity, which drops over time. Buff potions take a fixed portion of it. - Potions use a fixed amount of toxicity based on their effects. Better potions do more for the same toxicity cost. - Going over toxicity still gives you some benefits, but also causes your character to stand still and puke for a round. Yes it's animated. - Potions overall are heavier, more powerful, and more expensive. - XP from crafting potions has been approximately doubled.
Dungeon Changes:
- Sweeping updates to dungeons that reduce spawn HP and fight length overall. - Reworking some bugs with Shelob's abilities that caused them to misfire.
These changes aren't intended to be the full extent of the new potion system. There'll be a followup update that adds new types and tweaks the numbers based on new usage restriction. Think of this as a proof of concept for what the eventual mechanics will look like.
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Post by Psionic-Entity on Aug 28, 2015 14:35:26 GMT -5
Small Update:
xp_bugfix:
- Set this up to run every time the server starts after a successful test yesterday. - This plugin addresses the client transition crash problem and a few other netcode issues.
Potions:
- Readjusted the performance of recovery potions to better match the new toxicity system. - More healing related changes over the next few days.
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Post by Psionic-Entity on Aug 28, 2015 19:07:26 GMT -5
Today's Update:
Ability Rebalancing:
- Power attack, dual striking, shield slam, triage, hail of bullets, and flurry of blows have been reworked with no timers. - Some adjustments to power and stamina cost to account for the increased usage. - Removed out of combat effect from Triage. Emergency care heals acid/fire/wounding. The other line removes toxicity. - First Aid now adds 5% per level instead of 2%. First Aid kits heal 30% of cumulative damage by default, +1% for every 5 skill levels.
Misc:
- Added a new type of environmental VFX. - Edited the health bar UI so that it's easier to see secondary bars for HP and Stamina.
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Post by Psionic-Entity on Aug 29, 2015 3:36:44 GMT -5
Small Update:
Dungeons and Loot:
- Did another pass over dungeon difficulty. No big mechanic changes but most monsters had their stats tweaked down a bit. - Found the source of the drop in loot. Turns out loot that had a chance of spawning was getting rolled for every person to enter an area. To adjust for this I've gone and fixed a few of the obvious sources of "out of map" loot and also added more drop nodes to each dungeon, and increased the level on a few in Wyler and Spiders.
Health and Potions:
- Took down the rate at which cumulative damage accrues by about half. - Moved a bit more "future healing" performance on to lower level uses of first aid kits. - Small drop to potion prices and buffs to the effectiveness of healing and recovery potions. - Fixed some fairly large bugs with how the rest system handled cumulative damage.
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Post by Psionic-Entity on Aug 30, 2015 4:43:54 GMT -5
Tonight's Update:
Bug Fixes:
- Fix for stack disappearance after a dungeon wipe. - Fix for respawn related health bugs.
Dungeons:
- Changed up some scripts for the asylum boss fight. - Also wrote a full set of boss loot tables for this fight. - Added metals and crafting components to the drop table, including the rare ones (titanium, mithral, adamantium).
Additional Sources of XP:
- Advancing boss tiers grants XP. Right now it's in testing mode but it will be increased later. - Obtaining a bestiary entry and killing an associated creature for the first time afterwards also grants a small amount of "research" experience.
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Post by Psionic-Entity on Aug 31, 2015 4:14:52 GMT -5
Tonight's Update:
Abilities:
- Charge abilities have had their cooldowns removed. The two-handed and dual wield variants now require a minimum distance to be activated.
Potions:
- Potion crafting has been converted to a craft system (select potion type directly)
Areas:
- Added morgue and CCPD precinct to the trade quarter for RP purposes.
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Post by Psionic-Entity on Sept 1, 2015 20:06:27 GMT -5
Today's Update:
Abilities:
- Armor passives have been rebalanced. - Some armor stat tweaks. There will be a secondary pass when armor activated abilities get looked at. - Taunt is now working as intended. - Block has received a new ability and had its old one updated. - Armor movement stealth penalties now include the 5 point base amount in their listed value and can be brought below what would have previously been zero by item properties.
Bug Fixes:
- Fixes for various regen related bugs. - Cult loot and spawn fixes.
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Post by Psionic-Entity on Sept 2, 2015 21:43:52 GMT -5
Small Update Today:
Mechanics:
- Fire AOE damage reduced from 24/round to 12/round (maximum). Incendiary AOE taken in by a small about (about 15%). - New Bestiary entry added. - XP progression for crafting, detect, stealth taken up. Still need some changes to the latter two.
Dungeons:
- Small sewer expansion. - Loot increases in Cult. - Cult spawns made a little easier. Avoidable encounters are a little less rewarding. - Lunatics given a slight health increase. - AI changes to enemies who use grenades so they're a little smarter with them.
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Post by Psionic-Entity on Sept 6, 2015 19:28:38 GMT -5
Game Update:
Abilities:
- Changed up melee passive abilities including cleave, rend, shield bash, and all of the defensive ones. - Removal of mechanics that affect stamina regen in block mode (except for one block ability).
Potions:
- Tweaked potion costs. Higher under 25, lower over 25. This better matches how effectiveness varies in level. - Buff potions now last until resting. - Night vision now drops in toxicity with level. - New buff potion that uses a lot of toxicity and is very strong offensively. - Added a cleansing potion that removes all buff potions and frees up toxicity. Higher level versions give you an instant toxicity refund which can be useful in combat. - Added crafting reagents (both rare and common) to drop tables.
Engineering:
- Added an extinguisher item that uses compressed cryosene to put out fires and deal cold damage. - Extinguisher is craftable and has levels. - Added it and the defibrilator to drop tables. You can deconstruct or improve them.
Experience Progression:
- Slightly increased XP for a few underperforming skills and dropped XP down for a few of the faster ones. - Reduced the amount of extra XP you can earn by parting with higher level PCs and running areas well beyond your own level. - Best XP progression comes from doing dungeons aimed at your general level. Dungeons right now are aimed at bands of 20, going from 0-60 overall. The highest PCs are at 45 or so. - Lockpicking and stealth XP systems adjusted. - Detect progression now works off both spot and search. Spot will be better for getting XP against stealthing enemies, search from looting.
Looting:
- Some overall improvements to loot. - Most notably, lowered the probability of getting "nearly nothing" drops and replaced them with mid-low level items and a chance to get the good stuff. - Swapped up the probabilities for high end crafting components so that they aren't concentrated on the best drop areas.
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Post by Psionic-Entity on Sept 8, 2015 12:50:10 GMT -5
Levels Update:
- Removed the (not so popular) XP chunks on skill level multiples of 10 and spread out the XP among the 10 previous levels. - This means that all levels except 10s will be harder to obtain, the trip from 9s to 10s will be significantly shorter, and the trip from one 10 to the next 10 will take exactly the same amount of time as before. - Current PCs who are not on 10s should expect to see some skill bar retraction (possibly even negative, which is displayed as an empty bar). - No XP or skill levels were gained or lost, this only affects the placement of levels.
Experience Update:
- Rewrote a large portion of the XP distribution code so that fractional XP values are treated as probabilities of being 1. - Bonus pool is applied after XP amounts are converted to integers. - If bonus pool is going down you're getting XP. For the more OCD XP-checkers among us, %getbonus is always an option. - Reworked the party system to tie in to observed callenge ratings instead of XP gain rates. There isn't (and has never been) anything related to being too low level for an area.
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Post by Psionic-Entity on Sept 11, 2015 18:07:31 GMT -5
Today's Update:
- Put in a fix for bull rush going through doors. - A few fixes to bugs stemming from the XP update. - Rescripted boss fight outcomes to avoid erasing progress.
In the Works:
- About 30% on the next city district. - Second round of armor abilities rebalancing by early next week.
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Post by Psionic-Entity on Sept 12, 2015 18:34:51 GMT -5
Game Update:
Abilities:
- Updated all six armor passive abilities. - Taunt had cooldown removed and immovable now has cooldown equal to its duration. - Fury has been replaced with rage, which was made a little more like the dnd version and now drains stamina over time. - Dash and evasion have been merged in to one ability with cooldown equal to its duration. Now uses similar code to bull rush for bypassing enemies. - Second light armor ability has been replaced with dirty fighting, a single target attack that causes a daze effect that wears off when your target gets hit.
Balance:
- Some armor and accessory stats have been reworked. Drops in dodge AC now correspond to +2/+2 increases in armor and a few obvious imbalances have been shifted around. - There will probably be another armor/weapon stat balance once the abilities are in their last iteration.
Content:
- New hak pack containing some placeable and tilesets updates. - Fixes for the weird glowy LOD models. - Adds support for crypt tileset bridges, exterior areas as caves, and a few other nice area design things.
Bug Fixes:
- Fix for a bug where DMs were being used to calculate boss spawn level. - Fix for a bug where boss fights at a low tier were pulling characters back. - Other misc. fixes outlined in forum posts.
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Post by Psionic-Entity on Sept 12, 2015 18:38:57 GMT -5
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Post by Psionic-Entity on Sept 13, 2015 16:45:57 GMT -5
Game Update:
Abilities:
- Fixes to the missing iterations of dirty fighting. - Some updates to the two charge abilities and power attack.
Misc:
- Added a %stool chat command that should do the same thing as %chair without arms.
Bug Fixes:
- Prospective fix for boss spawn related bugs.
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