Gameplay
- Enchanter, Paladin, Warrior, Cleric, and Ranger damage increased.
- Warrior damage abilities increased by 20% baseline.
- Paladin (Will require respec) -- Blessed Strike moved from T3 to T1 as a prep skill costing 20 energy. -- Devout Strike stun ability moved to T3 40 energy to be more situational. -- Holy Strike moved to T2 30 energy which increases its damage to 100%.
- Undead damage modifiers changed. -- Holy vulnerability increased from 10% to 40%. -- Added cold resistance to 40% from 0%.
- Auto quest XP gain increased by 25% to be 75% of a manual encounter.
- Dropped items in manual dungeons now appear on the ground and must be looted by right-click. Anything left on the ground after clicking to go into a new room will be left behind and not lootable upon returning to that room.
- Gem drop chance increased slightly and is now in the loot instead of a separate node to click on.
- Salvaging items at the Blacksmith now gives a chance to salvage a gem. The higher the rarity of the item, the better the chance.
- Base multiplier for Inn beds above Beggar lowered to make Royal not a penalty to upgrade to.
- Max Endurance bonus for beds temporarily removed.
- Enraged, Deadly, Miniboss, and Boss bonus HP have all been adjusted to use a new calculation. The results should be similar but allow for more exponential scaling.
- Fleeing now forfeits the entire party's turn if it's a failed attempt.
- Encounter and Idle animations were added to the Info Scroll to indicate an encounter is taking place in an automated Adventure.
- Scrolling combat text is now spaced out a bit better.
- Melee attack movement animations removed from the game in favor of smoother gameplay. Adventurers and Monsters now step forward and swing their weapons, Final Fantasy style.
- Initiative roll added to the University as a trainable course.
- Gold income was greatly increased from all Adventures.
- Lowered the cost of Castle Upgrades to make them easier to obtain early on.
Bugs
- Fixed a bug resulting in head Armor not rolling the right armor values.
- Fixed a bug resulting in unique invasion drops not rolling the correct tier of item appropriate for the iLVL.
- Scepter tooltips fixed, was showing 1h axe as the bonus. (Bonuses were correct themselves)
- Calculations that look for average party level no longer skip over dead adventurers. This was affecting invasion loot and other similar rewards.
- The Giant Toad now correctly drops uniques in the Swamp and Invasions.
- All Rangers and Cleric mobs have had buffs removed. They were never intended to use these skills.
- Rangers can no longer use polearms.
- Fixed a bug causing the auto adventure log to not be affected by the mouse wheel.
- Bone Lizard now correctly drops the Bone Chest unique.
- Fixed a bug causing failed manual adventures to not move dead adventurers to the graveyard.
- Fixed a bug causing ranged weapons to perform an attack swipe.
- Fixed an issue with average party level allowing a player to send in 1 Adventurer and scale down an Invasion for easy farming.
- Fixed an issue with monster HP not properly scaling 1-9.
- Fixed an issue allowing party loading to load in dead adventurers.
Auto Adventure Changes
Auto adventures have 4 stats that affect the party during an encounter. Each class has a value that affects this statistic directly.
Stability - The amount by which END is lost during an encounter. The higher the stability the less END the entire party will lose. A roll is checked and if failed the END loss for every party member is increased by 1.
Protection - Prevents spike and overall HP damage to random party members. If the protection roll is failed, a random party member is struck for excess damage and the entire party also suffers more HP damage.
Trap Avoidance - If a trap roll succeeds and a trap avoidance fails, a random party member is struck for 25% HP damage.
Recovery - The amount of healing the party receives which offsets the HP damage dealt. 1% HP is offset for all Adventurers for every 10% recovery a party has. If the recovery is greater than the HP damage, the adventurers are healed for the remainder.
On top of these, each class also has a speed modifier which can impact the interval at which auto encounters occur, but most of these fast classes come with no stability or mitigation so the risk is much greater.
This is by no means final, but it is a step towards making auto adventures what they were meant to be and not just meaningless click and walk away events.
One thing we want to emphasize is that the damage and Endurance loss per encounter is not completely random, so it is up to the player to find the right combo that nets them the best possible outcome.
On top of Endurance loss each Adventurer can now lose hit points which could result in death if not carefully watched. With the proper party, all damage can be mitigated and even healed over time, so we anticipate the players to experiment with parties and check in on the adventure after 5-10 encounters to see how well their party is performing.
Adventurers WILL die if a party is made up of too much DPS that does not complete the full Adventure before their HP drops to 0, the party has no mitigation and suffers damage over time, or any other combination of things that may result in the demise of your party.