New Content
- [p]Charm of Sisyphus[/p][list]
- [p]A new charm the Progression tab unlocked in Gloriana's Tears, increased melee damage based on carry weight but lowers critical damage[/p][/*]
- [p]A new charm unlocked at the Watch, removes the penalties for being over encumbered[/p][list]
- [p]This does conflict with Charm of the Mule (One of our most used charms) but now with Charm of Sisyphus it can be used in conjunction as Sisyphus is based on max carry weight if over encumbered. It's also at the Watch so there's plenty of time for Charm of the Mule to shine.[/p][/*]
- [p]A new fabled charm for magic which fully consumes stamina to deal additional damage.[/p][/*]
- [p]A new fabled charm for magic which allows the player to remain airborne while casting spells and boosting damage while doing so.[/p][/*]
- [p]A new charm added to the Progression tab unlocked at Welkin's Reach that allows players to double jump.[/p][/*]
- [p]A new charm added to the Progression tab unlocked at Sylvan's Cradle that allows players to go longer between eating and sleeping.[/p][/*]
- [p]Crates Collection,[/p][/*]
- [p]Alchemy Decoration[/p][/*]
- [p]Incense Burners[/p][/*]
- [p]Junk Piles.[/p][/*]
Tweaks for Welkins Reach
- [p]Welkins Reach is a divisive realm especially for newer players. It presents new traversal challenges and under prepared players can feel unable to safely move around the realm. So we’ve decided to try to soften players' first impression of the realm with few tweaks. [/p][list]
- [p]Increased Duration of Empyrean Favour in Welkins Reach from 10 minutes > 120 minutes[/p][/*]
- [p]Empyrean Favour now persists on Death[/p][list]
- [p]These changes should prevent issues where players are unsure why they can’t access the well after getting Empyrean Favour[/p][/*]
Balance Changes
- [p]Generally speaking one handed weapons were weaker than two handed weapons (~33% weaker), this was to counteract the versatility of having an offhand weapon or utility tool. However we may have over evaluated the value of those tools. So we've increased the damage. We've also increased the weapons with lower critical damage more to give them an opportunity to see use in the late game. Weapons like the Knife and Sword have been excluded as they don't need a power increase.[/p][/*]
- [p]General increase to one handed weapon damage:[/p][list]
- [p]Lancaster Pistols: +20%[/p][/*]
- [p]Revolvers: +30%[/p][/*]
- [p]Porter Pistols: +20%[/p][/*]
- [p]Sickles: +40%[/p][/*]
- [p]Build Hammers: +10%[/p][/*]
- [p]Without any crit the maul very quickly lags behind other weapons. Considering its slow attack speed, it's been given a sizeable boost to damage. It should now be able to output the highest non crit DPS in the game.[/p][/*]
- [p]This should curb the issue of your backpack breaking while fighting and becoming encumbered mid fight[/p][/*]
- [p]Ie. Jabberwock challenge now grants essence T2 Essence[/p][/*]
- [p]Fire Ammo Base Damage increased from 4 > 20[/p][/*]
- [p]Poison Ammo Base Damage increased from 10 > 60[/p][/*]
- [p]Cold and Lightning ammo increased Scale cap from 200 > 600[/p][/*]
- [p]Magic Ammo was in a weird position with fire and poison being far too weak compared to Cold. So we’ve boosted the damage and increased the Magic value for Cold and Lightning to max out. Hopefully Magic marksman builds will be viable and encourage a more significant dip into magick.[/p][/*]
- [p]ie. 100 health lost is a 50% increase[/p][/*]
- [p]Charm of Blood no longer heals you if you use Charm of the Healer.[/p][/*]
- [p]In the previous iteration it would set your hunger to 33%. This created a bad player loop where if you ate before you slept you’d keep your food buffs but would be near starving, forcing players to eat twice or learn not to eat before you sleep. This change should be more kind to new players and not punish experienced players for applying their buffs in an “incorrect” order[/p][/*]
Bug Fixes
- [p]Fix for Augment application on Tutor stove and Regency stove[/p][/*]
- [p]Made Regency Stove a T3 bench[/p][/*]
- [p]Added Collision to Tutor Corner Stairs[/p][/*]
- [p]Fix for T3 Berserker augments not properly displaying what Items it effects[/p][/*]
- [p]Fixed Apprentice Lumberjack, T1 wood is no longer required[/p][/*]
- [p]Amethyst is now available in glamour station[/p][/*]
- [p]Dispel now longer asks for a rock marble[/p][/*]
- [p]Bloodmoon description is updated to properly reflect its effects[/p][/*]
- [p]Masterwork Sheath no longer counts as a Textile[/p][/*]
- [p]The Tavern Card now properly increases comfort duration.[/p][/*]
- [p]Fixed Bugged interaction where Fabled Charm of the Bolt Rifle's Damage increase would be overwritten by Charm of the Sniper.[/p][/*]
- [p]Fabled Charm of the Slingbow no longer targets dead creatures.[/p][/*]
- [p]Allowed Rugged Shortbow to take Gilded Lumber.[/p][/*]
- [p]Removed Augments Slots from Upgrade Bench and Glamour Station.[/p][/*]
- [p]Fixed Masterwork Pick Durability value from 120 > 1250[/p][/*]
- [p]Projectiles in Third Person are now aligned properly[/p][/*]
- [p]Deer and other timid creatures should no longer flee forever after getting spooked[/p][/*]
- [p]Removed confusing Loading Hints[/p][/*]
- [p]Enabled crafting of Splendid dress[/p][/*]
- [p]Removed Fae ghosts from voice chat[/p][/*]
- [p]Fixed bug in lighting system when starting the game on low quality lumen settings[/p][/*]
