Dear friends!

This is an interim but very important update.

Vocation Movement Speed

A number of Vocations were given a passive speed boost:

  • Physical Vocations (except Hunter): +10%;
  • Universal Vocations: +5%;
  • Magical Vocations: 0%, except for Necromancer. Their bone-thin legs carry their nearly negative HP 5% faster.
  • These are values meant to be tested. We intend to to implement more detailed Vocation adjustments later, including within each specialization;

AOE Magic

  • Added obstacle penetration checks originating from spell centre of origin with specific offset rules;
  • Currently, spells don’t consider obstacle material but account for thickness (generally penetrates if it’s lower than 5cm)
  • Obstacle height matters. "Immolation" cast directly under a low fence won't damage targets behind it;

Shields

  • Melee weapons/crossbow bolts/magic projectiles: Shield defense stats apply when hitting shields;
  • Targeted (single-direction) buff/debuff magic: Dispelled when hitting shields;
  • AOE Magic:
    • Fire: Shield defense applies when facing the centre of spell’s origin;
    • Air: Ignores the shield completely;
    • Water and Earth: Damage/effects is fully blocked by shields

Magic Rebalance

  • Air: AOE — min. damage decreased by 20%, CD increased to 4.3s, range decreased to 25m;
  • Fire: AOE — CD increased to 5.5s, range decreased to 15m;
  • Earth: S and М missiles — damage increased by 15%, AOE — damage increased by 20%;
  • Water: AOE — damage increased by 40%, range increased to 24m;

Other

  • Satiety depletion was decreased 4 times, until we make changes to the mechanic;
  • Added T7-T9 equipment merchants; T4-T9 equipment prices increased by 40% on average;
  • Redistribution points (Tabula Rasa) now granted immediately upon entering the circle, along with the the scroll in the tutorial;
  • Now items with red frames drop even with “Rookie” level of karma;
  • Fixed excessive item drops for "Ugly" and "Psycho" karma levels;

Resource Gathering Changes: Why?

The reason is upcoming T2-T3 gathering points, already reflected in T1 counties:

  • T1 Counties: Primarily low-weight, low-quality resources:
    • 80% of slabs, logs, and ore chunks spawn with size S, the rest 20% is evenly split between M and L;
    • 80% resources is low quality, other 20% is of medium and high quality;
  • T2 Counties: Primarily medium-weight, medium-quality resources:
    • 80% of slabs, logs, and ore chunks spawn with size M, the rest 20% is evenly split between S and L;
    • 80% resources are medium quality, other 20% is of low and high quality;

*The quality of metal progression is inverted—high-quality ore means more base metal but fewer rare metals.

In-Game Store

  • Added 10 new skins for shields;

Best regards,

The Atlant Games Team