The final test build update is ready! Next week it will go live as the next major content update! Woot!
This update adds a lot of new items, specifically the new sets for the new skill trees! There's also a lot of balancing for the difficulties, skill mana costs, equipment and character mana levels and regeneration, and drop rates of high quality items.
A lot of new options for controllers have also been added.
I've added a "general feedback" thread on the test forum if you have any thoughts, here: General Feedback.
Let me know if you have any problems and I'll get right on it! Thanks!
Additions:
Added possibilty to click on the item name tags to pick them up when using the "inspect all" feature. With click to move your character will walk towards it, otherwise you still have ot be pretty close to it on the ground.
Added options for the "inspect all" feature, can now toggle the minimum quality to find and if it should ignore items locked to other classes (gameplay options menu)
Added a key binding for forced attacks when using click to move (eg hold this key [default Shift] to force attacks when clicking)
Added experimental support for odd aspect ratios and ultra-wide screens
Added the following options for gamepads:
Vibration strength
Left stick sensitivity
Right stick sensitivity
Aim in walking direction (single stick usage)
Smooth walking (walking speed depending on how far you pull stick)
Added 32 new legendary items fitted in 8 new item sets! Berserker:
"Inspect all" tags now highlights on mouseover, and the lines are a bit more clear
Many legendary and unique items have had their class restrictions removed
Some base helmets such as hoods have had their class restrictions removed
Potions drop much less frequently from regular monsters
Class restricted items no longer roll elemental damage to unused elements of that class
Reduced drop rate of Unique and Legendary items from regular monsters by a lot, but increased the bonus rate granted from champion and elite kills
For example champions now have 200% + 30% * affixes bonus drop rate, added to the players magic finding rate.
Bosses and chests have a much higher rate of dropping high quality items now
The most rare chests no longer require keys to open
Removed the extra elemental resistances granted on high difficulties for enemies, but instead increased their health by a lot!
Also increased the bonus magic and crystal finding rates on high difficulties
Updated difficulty screen information with detailed information
Updated burn and poison particles
Reduced the mana stat rolled on items
Reduced mana gained from mana potions
Improved visuals of ground burning effects such as the effect left from Molten Shield
Spiders and Beholders now have different colored blood and gibs
Monster multiplayer health bonus increased to 50% per player, up from 30% per player
The Berserkers default attack is once again a double jab
Updated the requirements for some stat-based achievements (eg +magic find achievement ignores the difficulty bonus)
Spells:
Mana cost of most skills has been increased, ultimates reduced
Note; maximum mana cost means the mana cost on level 100. Mana costs levels 1-100 is calculated based of a minimum and maximum value, higher max means higher on each level. Templar:
Shield Dance maximum mana cost increased to 300 (up from 250)
Sword Dance & Magnetic Orbs maximum mana cost increased to 750 (up from 500)
Repulse maximum mana cost increased to 350 (up from 200)
Blessing maximum mana cost increased to 500 (up from 400)
Holy Light & Star Fall maximum mana cost reduced to 800 (down from 1000)
Holy Fire damage per rank nerfed to 10% (down from 15%)
Berserker:
Jawbreaker, Arc Punch, Slam maximum mana cost increased to 400 (up from 300)
Leap, Explosive Punch, maximum mana cost increased to 700 (up from 400)
Glacial Roll maximum mana cost increased to 650 (up from 400)
Thunder Punch maximum mana cost increased to 600 (up from 300)
Thunderstomp, Flamewrath, & Shattering Blow maximum mana cost increased to 750 (up from 600, 500, & 500)
Warden:
Tumble maximum mana cost increased to 250 (up from 200)
Arrow Hail, Acid Rain, Thunderstorm, & Hailstorm maximum mana cost increased to 750 (up from 500)
Ball Lightning maximum mana cost increased to 550 (up from 500)
Frost Bomb maximum mana cost increased to 600 (up from 350)
Warlock:
Poison Nova, Hellfire, maximum mana cost increased to 600 (up from 400)
Pool of Corruption, Comet, Inferno, & Tendrils of Death maximum mana cost increased to 750 (up from 400)
Frost Nova maximum mana cost increased to 450 (up from 400)
Blizzard maximum mana cost increased to 600 (up from 400)
Poison Skull now has more feedback upon exploding
Occult Rituals now drains more health
Hellfire damage nerfed (110% base, +5% per level - down from 130% base, +10% per level)
All:
All Ultimates has had their mana cost reduced to 1500 (down from 3000)
Fixes:
Fixed "inspect all" tags overlapping or having extra space around them depending on settings
Fixed crash on monsters using certain spells
Fixed crash on using Infernal Demon in combination with Hellstone Amulet
Fixed using gamepad and summoning/casting spells outside of the view, they should now land just on the edge of it
Fixed the delay when using berserker skills "Icicles" and "Thunder Stomp"
Fixed "Lightning Jab", "Blazing Fists", and "Frozen Fists" dealing physical damage instead of their intended element
Fixed chests spawning in front of entrances in forest areas
Fixed Spider Cavern potentially generating unreachable areas
Fixed bug where belts weren't properly updated and would sometimes bind non-bindable items such as equipment to belt slots
Possible fix for people experiencing a fully persistent game world across saves
Fixed HUD not being updated after swapping gamepad / keyboard controls in-game
Fixed HUD sometimes not being updated after performing changes to belt slots in the inventory
The final test build update is ready! Next week it will go live as the next major content update! Woot!
This update adds a lot of new items, specifically the new sets for the new skill trees! There's also a lot of balancing for the difficulties, skill mana costs, equipment and character mana levels and regeneration, and drop rates of high quality items.
A lot of new options for controllers have also been added.
I've added a "general feedback" thread on the test forum if you have any thoughts, here: General Feedback.
Let me know if you have any problems and I'll get right on it! Thanks!
Additions:
Added possibilty to click on the item name tags to pick them up when using the "inspect all" feature. With click to move your character will walk towards it, otherwise you still have ot be pretty close to it on the ground.
Added options for the "inspect all" feature, can now toggle the minimum quality to find and if it should ignore items locked to other classes (gameplay options menu)
Added a key binding for forced attacks when using click to move (eg hold this key [default Shift] to force attacks when clicking)
Added experimental support for odd aspect ratios and ultra-wide screens
Added the following options for gamepads:
Vibration strength
Left stick sensitivity
Right stick sensitivity
Aim in walking direction (single stick usage)
Smooth walking (walking speed depending on how far you pull stick)
Added 32 new legendary items fitted in 8 new item sets! Berserker:
"Inspect all" tags now highlights on mouseover, and the lines are a bit more clear
Many legendary and unique items have had their class restrictions removed
Some base helmets such as hoods have had their class restrictions removed
Potions drop much less frequently from regular monsters
Class restricted items no longer roll elemental damage to unused elements of that class
Reduced drop rate of Unique and Legendary items from regular monsters by a lot, but increased the bonus rate granted from champion and elite kills
For example champions now have 200% + 30% * affixes bonus drop rate, added to the players magic finding rate.
Bosses and chests have a much higher rate of dropping high quality items now
The most rare chests no longer require keys to open
Removed the extra elemental resistances granted on high difficulties for enemies, but instead increased their health by a lot!
Also increased the bonus magic and crystal finding rates on high difficulties
Updated difficulty screen information with detailed information
Updated burn and poison particles
Reduced the mana stat rolled on items
Reduced mana gained from mana potions
Improved visuals of ground burning effects such as the effect left from Molten Shield
Spiders and Beholders now have different colored blood and gibs
Monster multiplayer health bonus increased to 50% per player, up from 30% per player
The Berserkers default attack is once again a double jab
Updated the requirements for some stat-based achievements (eg +magic find achievement ignores the difficulty bonus)
Spells:
Mana cost of most skills has been increased, ultimates reduced
Note; maximum mana cost means the mana cost on level 100. Mana costs levels 1-100 is calculated based of a minimum and maximum value, higher max means higher on each level. Templar:
Shield Dance maximum mana cost increased to 300 (up from 250)
Sword Dance & Magnetic Orbs maximum mana cost increased to 750 (up from 500)
Repulse maximum mana cost increased to 350 (up from 200)
Blessing maximum mana cost increased to 500 (up from 400)
Holy Light & Star Fall maximum mana cost reduced to 800 (down from 1000)
Holy Fire damage per rank nerfed to 10% (down from 15%)
Berserker:
Jawbreaker, Arc Punch, Slam maximum mana cost increased to 400 (up from 300)
Leap, Explosive Punch, maximum mana cost increased to 700 (up from 400)
Glacial Roll maximum mana cost increased to 650 (up from 400)
Thunder Punch maximum mana cost increased to 600 (up from 300)
Thunderstomp, Flamewrath, & Shattering Blow maximum mana cost increased to 750 (up from 600, 500, & 500)
Warden:
Tumble maximum mana cost increased to 250 (up from 200)
Arrow Hail, Acid Rain, Thunderstorm, & Hailstorm maximum mana cost increased to 750 (up from 500)
Ball Lightning maximum mana cost increased to 550 (up from 500)
Frost Bomb maximum mana cost increased to 600 (up from 350)
Warlock:
Poison Nova, Hellfire, maximum mana cost increased to 600 (up from 400)
Pool of Corruption, Comet, Inferno, & Tendrils of Death maximum mana cost increased to 750 (up from 400)
Frost Nova maximum mana cost increased to 450 (up from 400)
Blizzard maximum mana cost increased to 600 (up from 400)
Poison Skull now has more feedback upon exploding
Occult Rituals now drains more health
Hellfire damage nerfed (110% base, +5% per level - down from 130% base, +10% per level)
All:
All Ultimates has had their mana cost reduced to 1500 (down from 3000)
Fixes:
Fixed "inspect all" tags overlapping or having extra space around them depending on settings
Fixed crash on monsters using certain spells
Fixed crash on using Infernal Demon in combination with Hellstone Amulet
Fixed using gamepad and summoning/casting spells outside of the view, they should now land just on the edge of it
Fixed the delay when using berserker skills "Icicles" and "Thunder Stomp"
Fixed "Lightning Jab", "Blazing Fists", and "Frozen Fists" dealing physical damage instead of their intended element
Fixed chests spawning in front of entrances in forest areas
Fixed Spider Cavern potentially generating unreachable areas
Fixed bug where belts weren't properly updated and would sometimes bind non-bindable items such as equipment to belt slots
Possible fix for people experiencing a fully persistent game world across saves
Fixed HUD not being updated after swapping gamepad / keyboard controls in-game
Fixed HUD sometimes not being updated after performing changes to belt slots in the inventory
Finally, the Warlock is ready to reap some souls! There are a few more things I want to do, such as some gameplay options for the gamepad and other suggested changes, and adding some new items that alter/improve the new skills. Then I'll be pushing all the updates to the default branch. It will be a glorious massive update!
Version 0.40.0 with all the skills and new stuff will exit the testing phase and go live on the public branch some time before Christmas!
I've created a new thread for feedback on the Warlock, and I would love to hear your thoughts!
Skills now display exact damage numbers in addition to a damage percentage. This can be turned off from the Video & Interface options menu if you prefer.
New portal colors for challenge areas and unstable dimensions Added new sound effects:
Entering/exiting forest areas
Entering Unstable Dimensions
Entering Challenge Area
Gibbing flesh monsters (eg no skeleton or treant gib sounds yet)
Shrine use For skills:
Blessing
Sear
And most new Warlock skills..
Changes:
The skill slots on the HUD no longer draw the associated button for skills that cannot be activated, such as companions and auras
Damage over time effects like poisons now cause much smaller vibrations on gamepads
Changed some bosses attacks.. Templar Skills:
Divine Blade: Damage growth per rank reduced and increased base damage. Same damage at max rank.
Salvataion, Prayer, Haste: New aura effects.
Berserker Skills:
Thunder Stomp: Damage growth per rank reduced and increased base damage. Same damage at max rank.
Heat & Electric Motion: New aura effects.
Monster Skills:
Blood Bolts: Updated visuals
Blizzard: Updated visuals
Fixes:
Fixed some naming inconsistencies in skill trees
Fixed companions and enemies sometimes locking their aim to the right
Fixed companions' and enemies' spells sometimes dealing physical damage instead of the correct element
Fixed the default death sound being played over monsters actually having their own death sounds
Fixed many fire skills having the wrong color on their light effects (was red, should now be more fiery)
Fixed not being able to select "cancel" in difficulty select menu while using gamepad
Fixed not being able to unbind skills from slots while using gamepad
Fixed issue with some buffs and effects not having the intended effect due to the order in which they were calculated
Fixed some Templar skill descriptions being too long / incorrect
Fixed item-granted skills unbinding after loading a new zone if said skill had 0 points spent in it
Finally, the Warlock is ready to reap some souls! There are a few more things I want to do, such as some gameplay options for the gamepad and other suggested changes, and adding some new items that alter/improve the new skills. Then I'll be pushing all the updates to the default branch. It will be a glorious massive update!
Version 0.40.0 with all the skills and new stuff will exit the testing phase and go live on the public branch some time before Christmas!
I've created a new thread for feedback on the Warlock, and I would love to hear your thoughts!
Skills now display exact damage numbers in addition to a damage percentage. This can be turned off from the Video & Interface options menu if you prefer.
New portal colors for challenge areas and unstable dimensions Added new sound effects:
Entering/exiting forest areas
Entering Unstable Dimensions
Entering Challenge Area
Gibbing flesh monsters (eg no skeleton or treant gib sounds yet)
Shrine use For skills:
Blessing
Sear
And most new Warlock skills..
Changes:
The skill slots on the HUD no longer draw the associated button for skills that cannot be activated, such as companions and auras
Damage over time effects like poisons now cause much smaller vibrations on gamepads
Changed some bosses attacks.. Templar Skills:
Divine Blade: Damage growth per rank reduced and increased base damage. Same damage at max rank.
Salvataion, Prayer, Haste: New aura effects.
Berserker Skills:
Thunder Stomp: Damage growth per rank reduced and increased base damage. Same damage at max rank.
Heat & Electric Motion: New aura effects.
Monster Skills:
Blood Bolts: Updated visuals
Blizzard: Updated visuals
Fixes:
Fixed some naming inconsistencies in skill trees
Fixed companions and enemies sometimes locking their aim to the right
Fixed companions' and enemies' spells sometimes dealing physical damage instead of the correct element
Fixed the default death sound being played over monsters actually having their own death sounds
Fixed many fire skills having the wrong color on their light effects (was red, should now be more fiery)
Fixed not being able to select "cancel" in difficulty select menu while using gamepad
Fixed not being able to unbind skills from slots while using gamepad
Fixed issue with some buffs and effects not having the intended effect due to the order in which they were calculated
Fixed some Templar skill descriptions being too long / incorrect
Fixed item-granted skills unbinding after loading a new zone if said skill had 0 points spent in it
I've made some changes for the Warden, fixed a few things, and added a new skill slot! This should make auras feel more worth your while as you won't have to sacrifice as much to use them now. I have also updated the existing set items for the Warden, they should be very useful (and powerful!) now.
Loving the enthusiasm and feedback, guys, keep it up!
I've made some changes for the Warden, fixed a few things, and added a new skill slot! This should make auras feel more worth your while as you won't have to sacrifice as much to use them now. I have also updated the existing set items for the Warden, they should be very useful (and powerful!) now.
Loving the enthusiasm and feedback, guys, keep it up!
The Warden is finally ready for testing! Sorry about the delay.
Not only does the update add the Warden's new skills, but also a few more options, some visual upgrades, and a ton of fixes!
Like with the other classes, I've added a new thread on the public test forums for the discussion and feedback on the new skill trees, and I hope to hear from you there!
I've also created a subreddit for Chronicon, so if you're on Reddit, stop by and say hello!
Can now change names of characters from the Load screen
Added a basic system for "hit effects", eg an enemy taking lightning damage will appear electrocuted for a short duration. Only works for electric damage currently
Added new interface options to disable damage over time numbers and/or only show critical hits
Added sound effect for spike traps
Changes:
New aura visuals
New chill & poison visual effect
Test build characters now get 99x Elixir of the Mind for fast and easy skill changes
The base attacks for each skill tree now informs you that they can be used as a substitute for default attacks
Improved pathfinding for companions when they follow you
Damage number colors are now based on the element of the attack. Players getting hurt is still in red for clarity (may change)
Poison damage over time effect and bleed effect now ticks 4 times per second
Burn damage over time effects now ticks 6 times per second
Fixes:
Fixed numbers being presented with decimals where unnecessary (eg 10.0 is now just 10)
Fixed some skill descriptions saying "you" instead of "the <class>" etc.
Fixed issue with spell cooldown calculation (was in some cases much shorter than intended)
Fixed most damage over time time effects dealing too much damage, they were doing the intended total damage each second instead for the entire duration
Fixed issue with targeting not finding the correct position to place spells
Fixed buffs and debuffs being removed before performing their last planned "tick"
Fixed monster "Blizzard" spell incorrectly drawing the icicles
Fixed notices like "immune" not popping up
Fixed issue with immobilize effects not fully immobilizing foes
Fixed skills not being properly performed even if animation plays when having very fast attack speed
Fixed Berserker skills Dodge Roll and Arctic Roll not working correctly with gamepad
Fixed not being to properly navigate the skill trees for Berserker & Warden with gamepad
Fixed critical hit damage being incorrectly calculated in some cases
The Warden is finally ready for testing! Sorry about the delay.
Not only does the update add the Warden's new skills, but also a few more options, some visual upgrades, and a ton of fixes!
Like with the other classes, I've added a new thread on the public test forums for the discussion and feedback on the new skill trees, and I hope to hear from you there!
I've also created a subreddit for Chronicon, so if you're on Reddit, stop by and say hello!
Can now change names of characters from the Load screen
Added a basic system for "hit effects", eg an enemy taking lightning damage will appear electrocuted for a short duration. Only works for electric damage currently
Added new interface options to disable damage over time numbers and/or only show critical hits
Added sound effect for spike traps
Changes:
New aura visuals
New chill & poison visual effect
Test build characters now get 99x Elixir of the Mind for fast and easy skill changes
The base attacks for each skill tree now informs you that they can be used as a substitute for default attacks
Improved pathfinding for companions when they follow you
Damage number colors are now based on the element of the attack. Players getting hurt is still in red for clarity (may change)
Poison damage over time effect and bleed effect now ticks 4 times per second
Burn damage over time effects now ticks 6 times per second
Fixes:
Fixed numbers being presented with decimals where unnecessary (eg 10.0 is now just 10)
Fixed some skill descriptions saying "you" instead of "the <class>" etc.
Fixed issue with spell cooldown calculation (was in some cases much shorter than intended)
Fixed most damage over time time effects dealing too much damage, they were doing the intended total damage each second instead for the entire duration
Fixed issue with targeting not finding the correct position to place spells
Fixed buffs and debuffs being removed before performing their last planned "tick"
Fixed monster "Blizzard" spell incorrectly drawing the icicles
Fixed notices like "immune" not popping up
Fixed issue with immobilize effects not fully immobilizing foes
Fixed skills not being properly performed even if animation plays when having very fast attack speed
Fixed Berserker skills Dodge Roll and Arctic Roll not working correctly with gamepad
Fixed not being to properly navigate the skill trees for Berserker & Warden with gamepad
Fixed critical hit damage being incorrectly calculated in some cases
It took a bit longer than expected, but he's finally playable! This update adds the Berserker's new skills, and changes and fixes many other things! Just like with the Templar, you can instantly level up to 100 and try all his skills out. I hope you like it!
I've added a new thread on the public test forums for the discussion and feedback on the new skill trees, I hope to hear from you there!
Made it possible for effects to be triggered from critical hits (eg "chance on crit to do X")
Changes:
Templar Skills:
Many passives have been moved to be available at level 1 to make them more accessible for all types of builds
Justice tree: "Tank" is now available at level 1. Shield Maiden moved to level 25 (from 15)
Vengeance tree: "Critical Charge" is now available at level 1.
Conviction tree: "Warmth" and "Taunt" are now available at level 1. "Retribution" moved to level 15. "Overheat" Fire damage bonus increased to match that of "Jolt"
Avatar of Caine: Removed mana cost reduction but now has a 50% chance to cause explosions upon scoring critical hits!
All ultimates now have a 20 second duration instead of 15.
Misc:
Updated some fonts for readability
Players can now become gibbed like monsters
Damage over time effects, thorns, and some other effects no longer cause gibbing
Changed color of Physical damage "element" text and skill outline
Damage over time effects no longer play sounds until I get some more subtle elemental sounds for this purpose (got super annoying with frost skills for example)
Fixes:
Fixed Templar skill "Critical Charge" not giving correct amount of critical hit chance
Fixed critical hit damage on items granting 100x the listed amount (whoops)
Fixed Avatar of Caine benefiting from bonus buff duration stat twice, and having too low base duration
Fixed Avatar of Ayeela and Titan animations ending sooner than intended with extended buff duration
Fixed cooldowns and mana costs not being correctly calculated on skill tree information and the skill bar
Fixed error sound playing if clicking a "slot" where there is no skill in the skill tree
Fixed some skill references not being highlighted in skill descriptions (should now be green)
Fixed description on Avatar of Ayeela being too long
Fixed descriptions of ultimates not including durations
Fixed stat comparison values sometimes being drawn without parentheses or without + and - signs
Critical hits are now properly calculated BEFORE applying effects like burns and such, making the damage scale correctly
Can now only actually only equip one Ultimate skill as the description says
Skill reset elixir now properly plays potion drinking sound when used
It took a bit longer than expected, but he's finally playable! This update adds the Berserker's new skills, and changes and fixes many other things! Just like with the Templar, you can instantly level up to 100 and try all his skills out. I hope you like it!
I've added a new thread on the public test forums for the discussion and feedback on the new skill trees, I hope to hear from you there!
Made it possible for effects to be triggered from critical hits (eg "chance on crit to do X")
Changes:
Templar Skills:
Many passives have been moved to be available at level 1 to make them more accessible for all types of builds
Justice tree: "Tank" is now available at level 1. Shield Maiden moved to level 25 (from 15)
Vengeance tree: "Critical Charge" is now available at level 1.
Conviction tree: "Warmth" and "Taunt" are now available at level 1. "Retribution" moved to level 15. "Overheat" Fire damage bonus increased to match that of "Jolt"
Avatar of Caine: Removed mana cost reduction but now has a 50% chance to cause explosions upon scoring critical hits!
All ultimates now have a 20 second duration instead of 15.
Misc:
Updated some fonts for readability
Players can now become gibbed like monsters
Damage over time effects, thorns, and some other effects no longer cause gibbing
Changed color of Physical damage "element" text and skill outline
Damage over time effects no longer play sounds until I get some more subtle elemental sounds for this purpose (got super annoying with frost skills for example)
Fixes:
Fixed Templar skill "Critical Charge" not giving correct amount of critical hit chance
Fixed critical hit damage on items granting 100x the listed amount (whoops)
Fixed Avatar of Caine benefiting from bonus buff duration stat twice, and having too low base duration
Fixed Avatar of Ayeela and Titan animations ending sooner than intended with extended buff duration
Fixed cooldowns and mana costs not being correctly calculated on skill tree information and the skill bar
Fixed error sound playing if clicking a "slot" where there is no skill in the skill tree
Fixed some skill references not being highlighted in skill descriptions (should now be green)
Fixed description on Avatar of Ayeela being too long
Fixed descriptions of ultimates not including durations
Fixed stat comparison values sometimes being drawn without parentheses or without + and - signs
Critical hits are now properly calculated BEFORE applying effects like burns and such, making the damage scale correctly
Can now only actually only equip one Ultimate skill as the description says
Skill reset elixir now properly plays potion drinking sound when used