MOUNTS SYSTEM ADJUSTMENT #
While it is good to have mounts so popular, it is not good to see they are perceived as kind of mandatory for end-game. Because of this, we have done the following change:
- Ride AC Dodge bonus adjusted to: +1 each 5 Ride points up to the value of (Tumble / 5) reduced. If this value is then < (Ride / 10), then the AC added will be (Ride / 10).
Here is an example #
- Case 1: 40 Ride, 0 Tumble = -0 dodge from Tumble +4 dodge from Ride (40 / 10) = +4 dodge while mounted (compared to unmounted)
- This is the same AC you’d have with 20 tumble, but the 40+ in Ride also helps with mount speed in combat, so still useful.
- Case 2: 40 Ride, 20 Tumble = -4 dodge from Tumble +4 dodge from Ride (40 / 10) = +0 dodge while mounted (compared to unmounted)
- Case 3: 40 Ride, 40 Tumble = -8 dodge from Tumble +8 dodge from Ride (equals Tumble in this case) = +0 dodge while mounted (compared to unmounted)
NEW DUNGEONS/RAIDS EVENTS AUTOMATION #
Added automated in-game checks for dungeons/raids event runs! We can now force a specific gear for that specific event.
- Modified the dungeon/raid welcome window to include a manual switch, which allows you to select if to create an instance of that Dungeon/Raid with the event rules active, or if to create it with default rules (without event final timer recorded, without total number of players restriction, without event gear restriction).
Get ready for a whole new season of Dungeons/Raids event runs!
WORLD BOSS LOOT ADJUSTMENT #
To be able to keep world bosses open to all, and to avoid scripting hard and long systems to have World Bosses actively scale with the number of members fighting them (with the risk of unbalance, issues, etc), we decided to tune down World Bosses loot:
- This to leave the World Boss fight a good chance for new players to get good gear, while making it a kind of a wrong time investment if your objective is just see if you are lucky and can receive a purple item
- Reduced chance to receive Purple Items from World Bosses (5 times rarer than before)
- Reduced XP and Tokens drop from World Bosses (approx 10/20% reduction)
NOTE: If I keep seeing players standing still and do nothing at a world boss event, I will add a minimum % damage counter to be able to loot a World Boss corpse. You have been warned!
DOUBLE SIDED WEAPONS + LARGE SIZE CREATURES #
We have found an important bug in the base game about Double Side weapons + off hand medium/small weapon on large creatures.
- To prevent this base game bug from happening (we won’t go in details), we are now forbidding the dual wield of Double Sided weapons + another medium/small weapon in off-hand for Large sized creatures.
ADDED NEW DUNGEON MECHANIC RESETS LIMIT #
From this patch, after you reset a dungeon/raid boss fight for more than 5 times, the next time that fight will spawn , each creature in that fight will have 0% chance to become unique.
ADJUSTED THE REST BEDROLL MECHANIC #
Bedroll is not needed to have a “short” rest cooldown anymore. You can rest without a bedroll while not in a tavern, but if you do, you won’t recover HPs from your rest.
OTHER #
- Added more parameters to Black Market: it can now sell special sized skins, and variable based services too.
- Added Fear Immunity to Mummy Dust summons and to Death Shade summons
- Slightly increased Vampire Fire Vulnerability
- Adjusted Otyugh trap in benzor sewers to make it more.. clear, that there is something wrong there.
- Slightly increased Kuo Toa CRs to better match their actual fight challenge
- Slightly reduced Hydroxys (Dlack Deep Raid final boss), scaled size
- Adjusted Searing Light scaling and damage dice against undead (d10 against undead, caps at 25d10)
- Adjusted Horrid Wilting spell: does [(1d6 x caster level) + caster level] (caps at 40d6 + 40). Previously capped at: 40d8 + 0. It can also affects undead and constructs, but will deal half damage against such targets.
- Slightly adjusted default undead races turn resistance to 5 + 1each 8 character levels.
- Reduced Unique creatures size scaling overall.
FIXES #
- Fixed a Beholder Ray script still permanently petrifying target creatures. Converted in a timed petrify of a few rounds, scaling with the Beholder level.
- Fixed Mounted Combat description
- Fixed Dramadon naked in Tobaro Dramadon’s Tower
- Fixed some creature portraits
- Fixed Grim Gorge boat captain fight mechanic
- Fixed World Boss exploders and World Boss mini boss defender not getting propert appearance and name
- Fixed Dungeons/raid Exploders not chasing their targets properly
- Fixed Raid bosses not properly focusing their petrified target during a raid boss petrify mechanic.