Fixes:
- Fixed an issue where grimsteel mace didn't have the proper weapon range.
- Fixed an issue where show/hide helm and cloak was not working after appearance updates for ancient king appearances.
- Fixed a typo in "Village Requests" board.
- Fixed a typo in Lysandra's Dialogue: "Have you finished crafting the healing potions?"
- Fixed an issue where item tooltips would be off screen when in quest accept/decline UI.
- Fixed a typo in Corrupted Meteor's description.
New:
- Due to player feedback, we're going to be reworking mining/Upgrading a bit. Each node will only be minable once, but we've doubled the amount of ore from each node. This will ease the burden of sometimes up to 5 swings per node. We'll also be introducing a new ore, Coal. This will all be used with the new crafting system.
- Added new Ore: Coal.
- Reworked "Node Preservation" passive in mining to be "Coal Reserves". Now a 25%/50%/75%/100% chance to receive coal from any mining node.
- Reworked "Efficient Mining" passive in mining to now grant a chance to receive corresponding bars.
- Adjusted water to not be so bright and reflective with recent shadow/lumen changes.
- Updated Roderic Emberforge's questline. These are designed to help guide players through the entire process, from mining/gathering cloth, to crafting and upgrading/salvaging.
- Quest 1 - Ore Deposits
- Quest 2 - Smithing Bars
- Quest 3 - Tailoring
- Quest 4 - Crafting
- Quest 5 - Workbench
- Added new profession: Crafting
- Added new passive to Crafting Profession: Preservationist, 5,7,10,15,20% chance to not consume materials when crafting/upgrading.
- Added new passive to Crafting Profession: Innovator's Touch, 5/7/10/15% chance to add 1-2/1-2/1-3/2-4% crit chance when crafting
- Added new passive to Crafting Professions: Masterful Creation, 10% chance to receive +1/1-2/1-3/2-4 additional items when crafting/salvaging.
- Added new passive to Crafting Professions: Ascended Crafting, 5/10/15/20% chance to upgrade/craft an item +1 rank
- Added new passive to Crafting Professions: Honed Foundations, 5/10/10/15% chance to gain +1/1/2/2 in a random base stat
- Adjusted some of the ore colors to not glow as intense.
- Adjusted Moonblossom color to not be so bright.
- Adjusted hundreds of items in the world to not "shine" more than intended. This should help set the tone/feel to be more in line with other objects.
- Adjusted most "wood" objects to be more wood color, instead of the brighter greys/white.
Crafting Station **This is the first implementation, details are likely to change**
1. Players will start with a set of default Bar/Leather/Armor/Weapon patterns(more with unique looks will be added).
2. Bar patterns are found by mining the type of ore.
3. Armor/Weapon/Jewelry patterns have a chance to "discover" a higher rank of the pattern.
a. These higher ranks will cost more materials, but will craft at minimum the same rarity of the patter. For example, having a rank 3 heavy armor pattern(blue rarity) will ALWAYS craft a blue item.
4. There are 3 categories of armor that can be crafted, Heavy, Medium, Light.
a. Heavy will always have "heavy" type class rolls, for example: Tanker, Champion, or Paladin.
b. Medium will always have "Medium" type class rolls, for example: Rogue, Shaman, or Ranger.
c. Light will always have "Light" type class rolls, for example: Pyro, Electro, or Occultist.
New: Materials
1. Cloth of all rarities has been added to a separate drop table when killing "humanoid" enemies (human/elf/barbarian/elf/dwarf).
a. Cloth is used in crafting light/medium armor.
b. Lower tier cloth can be used to craft higher tier cloth. For example "common" cloth can be turned into "rare" cloth, up the ladder to "legendary" cloth. The patterns for these are learned by crafting lower tier cloth.
2. Scrap metal - Salvaging no longer gives materials directly, it will give scrap metal/Leather scraps/cloth based on the type and rarity.
a. Can be used to refine into tin/copper/iron/onyx/titanium/meteorite.
b. These refining patterns are obtained by using a lesser version. For example, refining Metal Scrap into tin/copper has a chance to give pattern to refine Metal scrap into Iron, so on and so forth.
3. Leather scraps - obtained by salvaging gear.
a. Leather scraps can be turned into medium/heavy leathers.
4. Linen - obtained by salvaging gear.
a. Linen can be turned into cloth of any rarity - if patterns are learned.
New: Potion Patterns
1. Potion patterns will no longer drop from mobs directly. They'll be available from vendors for bad luck protection, and will be "found" when gathering herbs.
2. The same with crafting, higher tier patterns will be obtained by crafting it's lower tier variant.
3. Higher tier potion patterns will likely increase the amount received.
