Post by Vysn on Oct 16, 2019 21:39:46 GMT
October 17, 2019 Mega-Update
BATTLE
BALANCE:
- Battle Mechanics have changed. Basic rundown: mobs have less coordination/agility, but more health. Hit/dodge rates have changed. Mobs deal less damage per attack. End result is generally that battles last significantly more rounds, allowing all skills to be relevant.
- Fixed an issue where healing percent was improperly giving 1% per point, rather than 0.01% per point, and then changed it to 0.10% per point.
- Drastically changed hit-rates (ie chance to hit/dodge rates). They're a lot more evened out now, removing most of the all-or-nothing situations.
- Stacking the 'Healing' skill was too damn strong under the new battle system! Consequently, you now lose 0.05% of your 'Healing' skill per time you heal in combat. This penalty is reset at the start of a new battle, or upon going a round without healing at all.
- Fixed a bug where creature_type_damage effects were not working. Also reduced their bonus from 1.00% per point to 0.10% per point, but considering it previously didn't work at all, I really increased it from 0.00% per point to 0.10% per point. So was it a buff or a nerf?
- Swords now provide +10% Strength/+10% Health (rather than +10% Critical Hit Damage).
- Bows now provide +20% Coordination/+20% Agility (rather than +20% Armor Penetration).
- Bows no longer increase your armor penetration cap by 20%. The armor penetration cap is now 50% regardless of weapon type.
- Staves now provide +10% Health/+20% Agility (rather than +10% Healing). They also still have the ability to cast spells.
- Staff damage has been revised. They should now be closer to on par with the other weapon types. Specifically, their base (basic attack) damage was lowered, more of their power was shifted toward the spellcast aspect, and strength plays a greater role in spellcast damage, making strength still a valuable stat for staff users.
- Spellcasts no longer have the default 30% armor penetration, and now use the caster's actual armor penetration value.
- The changes to hit-rate calculations made coordination/agility a bit less impactful for players on the higher end. Coordination/Agility gems now provide 0.33% per tier (up from 0.10%) to make them a more attractive option.
- Increased bows' strength bonus by 0.05% to help compensate for its loss of armor penetration.
CHANGE:
- "Farm Mobs" (monsters in the last area) no longer follow the ten-normal-monsters-in-between pattern, meaning it isn't as difficult to move up a farm mob anymore. They also now have pre-designated creature types. If more than one type is listed in a farm mob's name, the first type is its actual type (useful for +creature_type_damage effects), and any additional types means the monster will also drop ingredients of that type.
CLANS
NEW:
- Added a super basic API for clans, because some of you guys like to
stalkmonitorreward your clan members for their excellent progress/donations. Only the clan owner can view the API key, but they can distribute it to whomever they wish, if they aren't the one keeping track of the details. API key/link is in the 'Admin' section of your clan.
FIX:
- Fixed a bug where taxed clan gold was going toward the clan gods pool, even though clan gods do not use gold.
- Fixed an issue where clan owners were sometimes unable to use some clan-related features if their clan rank didn't possess the permission. Clan owners should now be able to do anything clan-related, regardless of their rank's permissions.
CHANGE:
- Modified a bit of the clan armory code. It should load significantly more quickly now, but may still be rather slow for clans with large armories
QoL:
- Clan armories no longer reload when doing most armory-related actions. This will make borrowing/returning/whatevering equipment much more easy and less frustrating.
VISUAL:
- Clan gods now display the total bonus they're currently providing, as well as the bonus per level.
- The 'last active' section on the 'clan members' list is now colored depending on the last action type the user performed.
HOUSING
NEW:- The Trash Compactor now has an option allowing you to automatically scrap crafted items. This setting is separate from that of random drops.
BALANCE:
- House items that used to provide flat armor now provide toughness instead. For better scaling! The %-armor-on-slot items still provide %-armor-on-slot.
- The 'Hedges' in the house now provide 0.10% First Hit Chance per level (down from 1.00% per level).
QoL:
- Queueing a construction job that would not have an increased cost (ie, queueing a job while your current job has less than 30 minutes til completion) no longer requires confirmation.
MISC
NEW:- Added a 'training gem' to ease some of the pain of carving. The training gem requires no ingredients to create, but uses 5 fragments per gem progress, and disappears when complete, preventing you from receiving any fragments for deconstructing it.
- Added chat 'tabs.' They aren't actual tabs, but clicking a channel name in your channel list will cause you to only see messages in that channel in chat. Until you switch tabs. There is also an [All] tab, which works the way chat always has.
- You can now un-queue from joining the Gauntlet.
- Added a button next to chat input which is similar in functionality to hitting ctrl+up arrow. It lists your most recent chat messages, and you can click on them to put the message back in chat.
- Added 'total actions' to the player API.
- Added a [Chat] link for accessories, for those of you who would like to link your accessories in chat, but are on a device that can't shift+click.
- You can now use multiple of [most] consumables at a time, rather than needing to spam use them!
- Added a preference for Event channel messages. You can now filter out which specific types of messages you'd like to receive on that channel, for those of you who would like to have the channel on... but just couldn't, because otherwise you'd get about 5000 messages in two minutes with the channel on.
- Added an activity log for construction job completion. This log will also inform you of how much time any 'Construction Reduction' bonuses you had active saved you!
- Added a 'Load More' button to the Recent Updates list (this list). In case you wanted to see a few more updates without loading the entire list of updates.
- Added a page during game reboots to notify you that the game is rebooting, rather than displaying a 503 error.
- You can now purchase more than one set of double with fame at once!
- Milestone fame is now *actually* tracked on a per-milestone-type basis, rather than being calculated on-the-fly when viewing that milestone type. This will allow you to see an accurate total fame count for daily-action-related milestones going forward. Unfortunately, I cannot retroactively populate that data.
- Added an emoji to the left of the time in the calendar link. This emoji lets you know which action type is providing the daily EP, so you don't have to actually check the calendar.
BALANCE:
- Reduced the fame multiplier and revised the fame multiplier formula past 250,000 fame.
- Removed the huge drop-off in fame for harvesting level milestones. If you received fame as a result of this change, you'll have an activity log about it.
- Increased the amount of progress required to create higher tier gems in the Gauntlet. Previously, the bonus-per-action actually went *up* on higher tiers, rather than down... which is bad.
- Reduced the chance of applying effects to items in the gauntlet at higher tiers.
- Random item drops now have the same amount of gemslots as crafted items. Always.
- Accessory effect bonuses have been revised: 'Skill' bonuses were quintupled, 'Training Center' bonuses were quadrupled, and 'Base Stat' bonuses were doubled.
- Battle-related gems that provided bonuses from the Training Center have had their effects doubled.
- As a result of mobs having more HP now (and because they already scaled poorly to begin with), damage dealt milestones have been revised, which means depending on how many of those milestones you've attained, you may be waaaaay behind in damage toward your next milestone. Consequently, everyone's 'damage dealt' stat has been set to 50% of their current milestone requirement in order to help ease the pain of catching up.
FIX:
- Fixed an issue where titles with 'special characters' may have sometimes caused things to display incorrectly.
- The [More] link for items now sorts socketable gems as intended. Meaning any gems that are identical to one already socketed will be at the top of the list, etc.
- Fixed an issue that would prevent logging into the game under certain circumstances...
- Fixed a bug with crafting where armor/damage on an item would sometimes be incorrect until the next game reboot.
- Fixed an issue where your area room name would temporarily be a link when clicking the battlefield link.
- Fixed an issue where your ignoredby list wouldn't properly update without a game restart upon being ignored/someone unignoring you.
- Fixed some bugs with the market that could cause the game to crash.
- Fixed a bug that would allow you to eliminate *all* valid effects in a category while crafting. Mostly irrelevant, but could cause you to use more crafting materials than you'd like if you weren't paying attention.
- Fixed a bug where random item drops had fewer base stats than they should have had.
- Somewhat improved the efficiency of some battle code. Mostly unimportant to you, but may result in slightly less lag.
- Fixed an issue where profile description edit/cancel buttons wouldn't go away if you closed the popup while editing your description.
- Fixed a bug where the action type that was providing daily EP may have been incorrect, depending on when the game rebooted.
CHANGE:
- Clicking the button next to a chat channel now requires confirmation before leaving the channel.
- The message about connecting from another location no longer appears if the secondary connection is from the same IP as the one you're currently on.
- Revised the gem inventory. It is hopefully much more usable and user-friendly now!
- You can now use 'short numbers' (1m, 1b, etc) when using the /roll command
- The [Chat] links for items/gems/accessories in the inventory no longer closes your inventory when clicking it. This allows users who aren't on a device with ctrl+shift+clicking capabilities to more easily link multiple items at once.
- The list of items to socket your gem into when viewing the [More] link for a gem no longer includes equipped items that don't have any available gemslots.
QoL:
- You can now wire five times per 30 seconds, rather than one time per five seconds. Yes, that's fewer times overall, but there are many instances where a user will wire 3-5 times in a short time span (looking at you, lotto hosts), but very few where someone needs to wire more than five times in a short timespan. So overall, this should be an improvement.
- You can now use 'short numbers' (1m, 1b, etc) when donating funds to your clan.
- You can now use 'short numbers' (1m, 1b, etc) when choosing an amount of things to purchase from the market.
- Lenny has been freed!
Aaaand, that's it. Assuming I didn't forget anything... which is quite possible.