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