EA Release - 0.0.7 Notes
WARNING: Saved games may be broken after an update. I'll try my best not to break saved games. However, with this being Early Access, this may not be avoidable depening on bug fixes
- Fixed - Lava Spirit Feather should now drop in a chest within the lava caves of the Temple of Solaris zone 100% of the time
- Fixed - ID Monster scroll should now be consumed upon use
- Fixed - Inventory has been set to unlimited as intended
- Fixed - Resting at an inn advances time by 1 day and sets the time to 5:00am
- Fixed - You should be able to use certain spells, such as healing, outside of combat now.
- Fixed - You can load a saved game while in game again!
- Fixed - Empty containers will now open
- Fixed - Containers now play the appropriate open/close sound
- Fixed - The exit from Temple of Solaris to Nerah's Landing is working properly now
- Informational - Reduced the amount of time the resting zzzz is displayed
- Informational - All melee and spell abilities have a base 50% chance To Hit.
- Informational - Fireball spell has been renamed to Firebolt
- Informational - Lesser Healing, Invigorate, and Mana potions should be more useful now. They restore 10 points each use instead of a random amount
- Informational - Lesser Healing, Invigorate spells should be more useful early on now. They restore a base amount plus Health Magic skill
- Informational - Mages now start with the Magic Missle spell in their arsenal
- Informational - Herb resource nodes will not respawn until the zone resets like mob spawns
- Informational - Extended the number of save slots available from 10 to 30
- Informational - Minimap's zoom level is now stored. It should remain at the level you set through zone changes, loading saved game, and starting a new game after the initial game start
- Experimental - I have increased the rate at which time advances
- Experimental - I have changed when the game's time system activates. Attempting to solve the odd sky issues people have reported
Character Building Tip:
Spell Casting Stats: These are the stats used in the formula when attempting to cast a spell. The character's skill and proficiency in the spell affects the success rate as well
Caster uses: Mind, Dexterity and Luck
Target uses: Mind and Perception
Higher caster stats vs. the target results in less fizzles
Melee Attack and Weapon Abilities: These are the stats used in the formula when attempting an attack
Attacker: Strength,Dexterity, and Luck
Defender: Reflexes, Perception, and Armor Class. If the character has the Dodge skill, that is factored in too
When the damage is calculated, resists to the damage type determines how much damage is taken.
The lower the resist (0% is best), the less damage that is taken.
Resists above 100% result in additional damage.
