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Announce News Post #2582

Shiny, shiny things

Written by: Keroc
Date: Friday, September 2nd, 2016
Addressed to: Everyone


Hey guys,

There won't be a classlead round this coming October, as I think things are a bit stale and would likely just result in pendantic reports. If you feel something desperately needs attention, you are welcome to message me your concerns. Instead, I've got a number of changes locked and loaded for your enjoyment to hopefully give you new things to play with and talk about.

In here you'll also find some pre-emptive changes for both Cabalists and Sentinels so I can gather some data and see what works and doesn't. Cabalists are coming along nicely and they'll likely be released before the end of the year in the worst case scenario (I'm pretty hype about some of the abilities). Sentinels, well, it's not as much of a foregone conclusion as some initial testing didn't quite work out, so we'll see how the pre-emptive changes are handled and if they seem fun.

I'm sure there will inevitably be a part two. Enjoy!

Afflictions
==========================
- Addiction shifted from a ginseng/ovary cure to an ash/bladder cure.
- Withering shifted from an elm/demulcent cure to a valerian/antispasmatic
cure.
- Hallucinations chance to stun increased to 50%, up from 33%.
- Idiocy now only reduces equilibrium recovery by 15%, down from 30%.
- Plodding now only reduces balance recovery by 15%, down from 30%.
- Numbed arms now prevents you from TOUCHing things such as Tattoos.
- Spinal rip affliction now gives periodic paralysis instead of paresis.
- Spinal rip affliction now prevents the Restoration ability.
- Spinal rip tick speed has been sped up to be inbetween 1-4 seconds, down
from 2-5.
- Dementia now reduces your celerity by 2.

Animation
==========================
- Cornering now only procs on the golem's focused target.
- Twinsoul damage share no longer works on unblockable damage.

Avoidance
==========================
- Nimbleness duration increased to 10 seconds, up from 8.
- Bolster damage reduction increased to 15%, up from 10%.

Battlefury
==========================
- Defend can now proc when a mobile attacks your defended target.
- Tempest sped up to attack every 2.5 seconds, down from 3.
- Removed the periodic balance loss that occured when using Tempest.
- Empowerments can now be used with Tempest.
* We'll be keeping an eye on this one.
- Zeal and Tempest are now both marked as channels.
- Actions can now be performed during both Zeal and Tempest as long as
you don't use balance/equilibrium or try to move.
- Updated Tempest, Zeal, and other abilities to make proper use of
Templar valid weapons.

Bladefire
==========================
- Rewritten large portions of Bladefire code, keep an eye out for
anything weird.
- Removed the cooldown on Resonance and Flare.
- Removed Combinations and made it an inherent part of the Burst ability.
- Reworked Burst:
* Applies the base Burst effect on hit.
* Stun, Destruction, Combustion, Flare, and Resonance can be applied
as modifiers to Burst.
* Each modifier added will reset the time before Burst activates.
* No longer has a level two Burst effect where it becomes an AoE attack.
- Blastwave now requires a direction in order to be used.

Crystalism
==========================
- Crystalforest tone now deals bleeding damage even if the target is
shielded.
* Does not affect the AoE portion of the ability.

Desiccation
==========================
- Sand Shield can now be used upon mobiles.

Dhuriv
==========================
- New Skill: Backflip.
- Reave can no longer miss due to accuracy modifiers such as the
clumsiness affliction.

Elemancy & Sciomancy
==========================
- Soulrend and Fluxus can now be cast through Cataclysm.
- Mana cost of Stormhammer and Arcblaze has been lowered to 500, down
from 800.

Enchantment
==========================
- Purity now only cures afflictions that were sourced from a venom.
* Before Purify could cure things such as paresis from Vocalizing, now
for the affliction to be curable by Purity it must have originated
from a venom.

Ferality
==========================
- Flurry is no longer completely prevented if you successfully dodge
the first attack.
- The individual attacks of Flurry can now be parried.
- The Leapslash balance upset applied to the target can now be dodged
and/or diverted.
- Lacerate has had the rend affliction added to its effects.
- Lowered the effect of armour against Ferality attacks to 60%, down
from 66%.
- If the target is prone, the effect of armour against Ferality is
further reduced to 40%.

Miscellaneous
==========================
- All Dash/Gallop abilities now consume one celerity point in order to
use the action.
- If you have less than half health, then your celerity is reduced by half.
- Disruption immunity has been removed.
- Disrupt abilities now require at least two mental afflictions in order
to be successful.
* Applies to Spirituality, Telepathy, Mentis, and Hypnosis. All other
disrupts work the same as before.

Naturalism
==========================
- New(ish) Skill: Annihilation.

Mentis
==========================
- Lure now reaches to those within line of sight, however if they have the
clarity defence it will fail.
* If you are standing within an adjacent room then the clarity defence
is bypassed.

Necromancy
==========================
- Gravehands now lasts for 4 minutes, up from 2.
- Putrefaction cutting resistance reduced to 25%, down from 35%.

Orders
==========================
- Enemy monuments no longer reduce your celerity total.

Righteousness
==========================
- Updated Glance to the new backend sense functions.

Sanguis
==========================
- New Skill: Gift.
- Thirst will now transfer the stolen blood to the user when it drains it.
- Removed the mana damage cap from Seize.

Spirituality
==========================
- Raze now costs 2.75 seconds of balance regardless of what size shield
you use.
- Angel Aura can now be used upon mobiles.

Shamanism
==========================
- Spiritbond damage share no longer works on unblockable damage.

Survival
==========================
- You no longer need Clearmind to get the mana cost benefit for Focusing.
- Focus cooldown length modifiers are now additive instead of
multiplicative.
* Prevents those without Clearmind suffering way longer cooldowns then
normal.
- Clotting willpower cost per use reduced to 5 willpower, down from 12.

Tarot
==========================
- Fool now heals two afflictions when used on another, up from one.
- Bleeding damage caused by Adder when ripping it reduced to 200, down
from 250.

Tracking
==========================
- New Skill: Entrapment.
- New(ish) Skill: Horseshoe.
- Combust now requires a target and consumes 2 seconds of balance.
- Launcher trap has been reworked:
* It now must be laid in the room instead of on an exit.
* You can coat it with resins unlike other traps.
* You cannot it coat it with venoms.
* Will fling a single layer of resin at all enemies within the room.
- In order to envenom traps, you must now use the COAT verb.
- Incendiary trap comm cost no longer requires wood.
- Launcher trap comm cost changed to use wood instead of steel.
- Spike trap comm cost changed to use iron instead of steel.
- Disarming your own traps no longer has a chance of failure.
- Disarming someone elses traps now has a 50% chance of failure.
- TRAPS and TRAPS ALL have been updated to show more relevant information.
- Alarm now reveals the trap type triggered and the location the person is
standing in, rather then the location of the trap.
- When laying a trap, the display message to others no longer reveals the
trap type.
- Spike trap can now be coated with venoms.
- Spike and Darts can now be coated with the sumac venom.
- Spike trap damage and bleed has been lowered slightly.

Weaponry
==========================
- Arrows no longer need to be ENVENOMed beforehand.
- Arrows can now have the sumac venom applied to them.
- Lowered base arrow damage slightly.

Penned by my hand on Quensday, the 23rd of Haernos, in the year 460 MA.


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