Before diving into the patch details, a quick heads-up: tomorrow, I plan to slightly increase the game's price.
Now, onto the patch. This substantial update brings numerous improvements, with a primary focus on character progression. I'll provide a list of added perks at the end. Existing save games should remain compatible.
Here's a brief overview of the patch update:
- Introduced over 40+ new passive perks aimed at enhancing characters' roles. Each character's skill now features 1-2 upgrades. These upgrades extend beyond mere percentage increases, potentially altering skill behavior.
- Added a new building that allows character respec. Characters must have no equipped items to be eligible for respec. Currently, the building costs 50, and respec takes 1 hour per character level. Both the cost and respec time are subject to increase before the full release. This feature requires Basic Constructions research.
- Redesigned the player's fortress model for improved aesthetics.
- Adjusted character progression to lend more significance to multiclassing (e.g., the 2nd level now grants both 1 skill point and 1 feature point). This change won't apply automatically to existing characters; they will need to be respecced (refer to the point above).
- Implemented minor bug fixes uncovered during development.
- Given the increased complexity and variety of builds, I'm considering introducing a new rogue-like mode focused solely on consecutive fights, eliminating building and exploration aspects. This mode would facilitate quicker testing of different builds in combat, helping identify overpowered and underperforming characters. It's currently my top priority for the near future. I'd greatly appreciate any suggestions for this mode since rogue-likes are not my forte, and I lack expertise in that area :)
List of added perks and buffs/debuffs:
QuickFireball: Costs 2 MP, but requires 1 AP less, and boasts a 30% AoE range.
FireWallNoHarm: Fire wall no longer harms allies or its caster.
FireballNonAoE: Fireball now transforms into a directional projectile, forfeiting its AoE damage in favor of a 10% damage increase.
FirewallWithBurning: The size of Fire Wall has been reduced by 30%, but it now inflicts burning on targets, dealing 50% of the base damage over 2 turns.
BurningDirectSource: Burns and applies damage over time, taking effect at the end of each turn.
BurningAoESource: Burns and applies damage over time, taking effect at the end of each turn.
BitingFrostbolt: Increases damage by 30% if the target is already afflicted by the FrostBite or Chill debuff.
ContagiousFrostbolt: The Frostbolt now costs 1 MP, but chill effect of Frostbolt now become an aura that affects only allies and the caster, within a range of 3m.
WildArcaneCold: Arcane Cold now costs an additional 2 MP, has a usage limit of 1 per turn, and requires no ammo.
BlindingArcaneCold: Arcane Cold additionally applies Blinding cold effect, which interrupts targets' watch if active.
GenerousMagicShield: Additionally increases current and max shield of allies in protected area.
ShieldAddition: Increases current and max shield for 1 turn. Amount scaled by Intelligence.
ProtectiveTeleport: After teleporting, applies the Inner Core buff, which increases shield regeneration.
InnerCore: Increases shield regeneration by 4 (scaled by Constitution) for 1 turn.
MagicVulnerability: Applies a vulnerability to the target, increasing incoming magic damage.
PhysicVulnerability: Applies a vulnerability to the target, increasing incoming physic damage.
VulnerableInflictWound: Additionally applies Magic vulnerability to the target.
PowerfulInflictWound: Now applies immediate damage upon hitting, in addition to damage over time, but costs 1 MP additionally.
HarmonyMaceHit: Reduces threat by 1 upon a successful hit. Increases damage of Mace Hit by 10%.
DecreaseThreat: Decreases thread by 1.
RestorativeMaceHit: Restores 5% of the owner's HP on a successful hit against targets with any debuff. Increases the damage of Mace Hit by 15% against targets with debuffs.
VampiricTouch: Restores 5% HP on hit, if target has Inflict wounds debuff.
ExtensiveFright: Upon use, any Damage Over Time (DoT) applied to the target will instantly take effect, but costs 1 MP additionally.
DoTForceTrigger: Any Damage Over Time (DoT) applied to the target will instantly take effect.
GenerousSupport: Applies effect to all nearby allies around target. Range is 250.
ProtectiveHeal: Has 10% increased effect and usage radius, also grants Careful step buff on target.
GreatHeal: Heal become AoE around caster, which heals all targets in range.
FocusedStarlight: Starlight now also inflicts immediate damage in addition to DoT, but costs 1 MP and 1 ammo additionally.
WildStarlight: On successful hit Starlight heals nearest to target ally. Amount of heal is scaled by Perception.
WildStarlightOnOwner: this text anyway should nobody to see.
ProtectiveHit: Increased damage by 10%. Successful hit grants Protection buff.
Protection: Increases all armor types except indirect by 1 per stack.
ProvocatingHit: Increases damage by 10% and applies Taunt on the target upon hitting.
ThriftyHinderingBlow: Hindering Blow costs 1 MP less and has 10% increased damage.
WeakeningHinderingBlow: Additionally applies Weakness to the target reducing damage.
Weakness: Reduces damage by 15%.
VulnerableTwoHandedAttack: Two handed attack also applies Physical vulnerability on hit.
BleedingTwoHandedAttack: Two handed attack also applies Bleeding on hit.
RecklessTwoHandedSpin: If the berserk is afflicted with any debuff, Two-Handed Spin deals an additional 25% damage.
MadTwoHandedSpin: Two-Handed Spin has its damage increased by 5% for each hostile character within range.
PreparedTaunt: Taunt now inflicts 5 direct damage (increased by Dexterity) and interrupts watch on the target.
DuelChallenge: Inflicts 5 direct damage (increased by Strength) and interrupts watch on the target.
ReplenishDash: Replenish Dash instantly restores 5 HP to us (scaled by Dexterity).
ReplenishDashEffect: Instantly restores 5 HP to us (scaled by Dexterity).
Slow: Slow increases the AP cost of each skill usage by 1.
CripplingSpearHit: Spear Hit inflicts 10% more damage and applies Slow on the target.
BrotherhoodSpearHit: Deals 5% more damage for each ally within a 250 range.
PreparedSpearThrowing: Reduces cost by 1 AP and 1 MP, deals +10% damage, but limited to 1 usage per turn.
PoisonedSpearThrowing: Spear throwing now inflicts Poison on the target upon hitting.
DoubleBowShot: Fires an additional arrow with decreased precision, reduces damage by 10%, and costs an additional 1 MP.
DistantBowShot: Deals an additional 15% damage to targets farther than 700.
QuickPoisonArrow: Inflicts 10% more damage and costs 1 AP less but deals 10 direct damage to the user upon use (reduced by Constitution).
Bluntness: Instantly inflicts 10 direct damage. May be reduced by constitution.
EmpoweredPoisonArrow: If under the effect of any buff, inflicts 15% more damage.
TelepathicAnimalSight: Animal Sight now instantly reveals one random hidden enemy, but at the cost of an additional 1 AP and 1 MP.
AnimalHelp: Instantly reveals one random hidden enemy.
ResilientCopyReplacer: Copy now possesses half of the owner's health, allowing it to sustain more damage before disappearing.
