The work on Rags to Riches continues as planned, and it’s already evident that it’ll be the largest update yet. Right now our hands are full with implementing a whole bunch of different mechanics: Caravan Upgrades, improved Dungeon Generation, reworked Contracts, Cooking, better pathfinding for enemies. Some time is also being spent on conceptualizing new features that will be introduced to the game after RtR. And if all goes well, we’ll soon release a couple more devlogs highlighting the Caravan System and Cooking, which are close to being finished.
But since everything else still requires more time in the oven, we decided to release yet another interim update that will include some of the content originally intended for Rags to Riches. So, what can you expect from the 0.8.2.0 content patch arriving in the next few weeks?
NEW ENEMIES
It’s been a while since the Undead faction received an update. We want to amend this by adding 9 new basic enemies: high level Accursed and Ancient Ghasts, Putrid Restless, and 6 new types of Wraiths.
A large portion of the Undead-specific abilities was reworked and redistributed between the existing and new creatures. Our goal was to put a stronger emphasis on the interactions between the faction’s elite, Ghasts and Necromancers, and ordinary walking corpses, the latter serving as a disposable resource.
As an example, take a look at “Curse of Decay” and “Curse of Agony” (former “Curse” and “Curse of Weakness”):
New bosses. For quite some time, low level Necromancer minibosses had a chance to spawn even in high tier dungeons. It will be changed in this content patch by finally introducing powerful tier 3 Necromancers to Brynn Crypts. Distant dungeons will have their own mage miniboss too - Wraithbinder, who, as you may guess from his name, specializes in summoning Wraiths. Additionally, distant dungeons will have a chance to spawn the Revenant as a miniboss - long-dead commander of the Order, resurrected by unholy magic.
High level Restless will gain a new ability, “Death Grip”, designed to make them more of a threat during mid and late game - it has a chance to Immobilize the character and is even more dangerous when combined with the curses applied by Undead mages. Then there’s a cloud of foul miasma surrounding the Putred Restless - the effect is somewhat similar to Harpies’ “Unbearable Stench” but stronger.
Proselytes will receive two new minibosses, since their high level dungeons also lacked variety in that department. Very soon, the cult will be joined by the Brander - a versatile miniboss with a focus on debuffs and using fallen allies to his advantage - and the Juggernaut, whose strategy is to disable the opponent, then demolish them with devastating strikes.
MAPS
Another important feature that will be included with the upcoming content patch is reimagined paper maps. Many of you may remember them being briefly present in the game when it just launched in EA. And now paper maps are finally making a return - combined with the Rumor System and hints about POIs’ location, their new purpose is to make the exploration easier and more enjoyable.
The mechanic itself is very simple: interacting with paper maps will allow your character to fill up the blanks on their Global Map, painting it with rough outlines of the terrain, roads, dungeons, and certain POIs that you are yet to discover. Camps, hunting grounds, abandoned carts, shrines, and other similar locations can’t be revealed this way and will need to be found through exploration or rumors.
Keep in mind: all paper maps had been created before Aldor was ravaged by the war. Consequently, many locations won’t look the same way as they are drawn on maps: Catacombs, for instance, will be depicted as perfectly intact chapels and monasteries rather than caved-in ruins. Any Points of Interest that didn’t exist before the war (such as the Siege Camp) or weren’t known to a cartographer (such as the Witch’s Hut) also won’t be present on paper maps.
Some paper maps will be purchasable from Elders after you reach Benevolence with their settlement, and you’ll receive a map of the Osbrook region after your first conversation with Verren. Finally, there’ll be maps depicting distant, sparsely-populated corners of the Brynn March, which will be obtainable as random loot in high level dungeons.
WILL TO FIGHT
Will to Fight and a chance for enemies to flee are relatively old mechanics, first added with the Way Forward update. However, for a number of reasons, we weren’t particularly happy with how they turned out. This is why we decided to rework them by making the following adjustments:
- First of all, enemies’ Will to Fight will now be visible when inspecting them, providing you with a rough idea about how close they are to giving up and fleeing.
- Fleeing enemies will no longer try to repeatedly reengage the character only to start running away again.
- The overall system also became more deterministic. Instead of the chance to flee, affected by specific conditions, there will now be a depletable Will to Fight bar. The number of conditions influencing it was greatly expanded too: in addition to receiving damage, critical hits and Injuries, enemies’ Will to Fight can be swayed by the presence of nearby allies, them dying or fleeing, certain negative and positive effects, the player character’s equipment, and so on. We’ll share more details in the patch notes.
- At the same time, some conditions will actually give your opponents an advantage: if your character is Injured, Bleeding, or low on Health, the surrounding enemies’ Will to Fight will receive a boost, making them less likely to retreat.
- It’s a well-known issue that enemies can’t be chased after they flee to another map tile. Essentially, it all stems from the limitations imposed by the game’s engine - GMS can’t process events that happen outside the room or map tile occupied by the player character.
Our original plan was to fix it in this very patch by adding a system that would emulate the transition of enemies between map tiles. But after some deliberation, we decided it would be a better approach to combine the system with the existing mechanic that allows enemies to follow the player character between locations. On top of that, we want to lay down the groundwork for future Random Encounters, which will also require NPC routes to be simulated on the world map. Unfortunately, this kind of major rework would make the update incompatible with existing saves, so the chase mechanic has to be postponed until Rags to Riches.
STATISTICS
This small but fun feature will allow you to quickly review your character's exploits. Here you'll find details about the most important aspects of your ongoing playthrough: from the time spent dungeon-crawling to the number of desecrated graves and the amount of money you spent on drugs.
Fixed the bug causing the Magic Damage bonus granted by "Seal of Power" and "Residual Charge" to be affected by the Weaponry Damage coefficient. Increased the Magic Damage bonus granted by "Seal of Power": [+15% > +25%].
Fixed the algorithm for distributing attacks between body parts, which was leading to more strikes to the head than intended.
Tweaked Shield skills' formulas.
Fixed "Flexible Defense" not penalizing Weaponry Damage or granting bonus Stagger Chance if the character also learned "Shieldbreaker".
Fixed the incorrect amount of Health replenished by the Blessed Aquamanile.
Fixed the incorrect duration of bonuses granted by "Flurry of Strikes".
Fixed the crash caused by applying "Blindness" to Murkstalkers.
Fixed "Hard Target" granting its bonuses when targeted by non-projectile spells.
Fixed "Leg Sweep" and "Keeping Distance" not increasing the number of "Elusiveness" stacks.
Possibly fixed the crash caused by using ranged weapons on Linux.
Optimized ability hovers for lower resolutions.
Fixed the text wrapping issue affecting Asian localizations.
Changed the algorithm for calculating the odds of landing a hit on each individual body part.
In previous versions of the game, the chance to hit was spread evenly between each body part. And since the character and most enemies have two of each limb, two thirds of the incoming strikes would land on arms and legs, which created a counterintuitive necessity to prioritize arm and leg protection over body and head armor.
The chance to hit a body part will now be dynamically calculated based on their overall amount. For the player character and humanoid enemies the numbers go as follows:
Head: 16.7% Body: 36.7% Each leg and arm: 11.7%
This means that the chance to receive a strike to the body and the head will be roughly the same as that of taking a hit on a limb.
Fixed the bug that caused Damage Resistances to be taken into account before Block Power.
Fixed ranged weapons not losing Durability from attacking.
Fixed fumbled attacks dealing normal amounts of Magical and Nature Damage.
Fixed the incorrect interaction of "Flurry of Strikes" with Hands Efficiency.
Fixed the effect of "Seal of Empowerment" expiring one turn sooner than intended.
Fixed enemies not losing Energy after using their Vivifying Essence.
Fixed enemies becoming Hostile upon taking damage from faraway traps in dungeons.
Fixed "Sudden Volley" not applying Daze when used with a crossbow.
Fixed "Courage" interfering with the application of Stagger in certain situations.
Fixed "Lingering Incantations" prolonging most non-magical effects while not working with "Stone Armor".
Fixed the bug preventing enemies from opening grate doors.
Fixed the Brynn Fence selling lower level items than he is supposed to.
Fixed the excessive Durability of some sarcophaguses (which was resulting in huge damage to anyone knocked back into them).
Fixed the incorrect sprite of Engraved Greaves.
Fixed the interruptions to background music when moving between locations.
Fixed the missing condition check during the Mannshire Governor dialogue.
Fixed the issue with the Mannshire Elder's disappearing dialogue.
Fixed Dead Martyrs being able to continue using speech lines.
Fixed Brynn Crossbowmen being able to descent from city walls.
Fixed the inability to fix shields with Repair Kits.
Tweaked items' Durability loss, including the Durability loss from blocked attacks.
Fixed the Knockback Chance formula of "Reign in Blood".
Fixed the inability to attack furniture and other props without activating the attack mode.
Fixed fumbled "Breakthrough" being able to apply Stagger to its target.
- Reworked the algorithm for rendering the UI, which should result in a major (25-30%) FPS boost when running the game on low-end systems. - Added a shortcut for Inspecting enemies, Shift+LMB. - Items and body parts will now be grayed out when attempting to use an item that can’t be applied to them. - Added a button for deleting characters in the save menu. - Added pop-up hints that explain Knockback and attacks of opportunity. - While on the ground, quivers will now display the amount of bolts and arrows stored inside them. - Contract rewards are now given in coin purses.
FIXES
- Fixed the algorithm for calculating the amount of blocked damage. - Fixed the issue with the Durability system that caused items to lose more Durability than intended and damaged incorrect items. - Jewelry, cloaks, and belts will now slowly lose Durability when worn by the character. - Fixed the rounding issue that caused Fortitude to grant its maximum benefits upon reaching 26% instead of 50%. - Fixed the bug causing basic Resistance values to stack with major Resistance categories, thus allowing to exceed Resistance caps. - Fixed “Pathfinder” not revealing certain enemy types when using “Examine Surroundings”. - Optimized the rendering of sea tiles on the global map. - Fixed and standardized a number of rounding issues. - Fixed the inability to trade with ol’ Tott. - Fixed the damage formula of "Seal of Reflection". - Fixed the bug causing unique items that drop on certain enemies' death to appear multiple times per playthrough. - Fixed Hostile enemies not alerting their allies if they are located outside of the player character's - Vision. - Fixed "Confusion" sometimes causing enemies to move to random tiles if their opponent is adjacent. - Fixed birds not reacting to the use of abilities. - Fixed certain modifiers not working as intended while affected by “Megalomania”. - Fixed the bug with “Hunter’s Mark” and enemy crossbowmen. - Fixed “Battle-Forged” not taking already accumulated stacks of the effect into account in certain situations. - Fixed the bug allowing cooldowns to go down when performing actions that don’t take a turn. - Fixed “Rune of Sustention” granting incorrect bonuses. - Fixed Backfire Chance being displayed without the percentage symbol in the character menu. - Fixed the Elven Lady, Wine Trader, and Fish Monger’s incorrect dialogue lines. - Removed daggers’ hidden Crit Efficiency bonus against Unaware targets. - Fixed the missing note in Ryn’s basement. - Fixed the incorrect formula tag in the hover of “Hewing Strike”. - Fixed “Determination” not delivering a strike to an approaching enemy after knocking them back during a previous turn. - Fixed the mace-wielding Skeleton Kingsguard not dropping a shield on death. - Updated the hover of “Immolation”. - Updated the hover of “Deafening Roar”. - Fixed the Carved Topaz Amulet’s incorrect material type. - Fixed Verren not having access to Magic Mastery in the Prologue. - Fixed the interaction of “Flurry of Strikes” with Hands Efficiency. - Receiving an attack that deals no damage should no longer trigger the “damage taken” sound effect. - Fixed the bug caused by repeatedly aggroing the Ancient Troll. - Fixed Guards continuing to chase the character after already searching them for stolen items or collecting a fine. - Fixed the incorrect price modifier that caused Brynn Craftsmen to repair items for cheaper than their colleagues in Mannshire and Osbrook. - Both “Tactics” now lose stacks when delivering basic strikes and using Attack skills. - Fixed the bug that caused successful blocks to transform received fumbled strikes into successful ones. - Fixed the interaction between “Impulse” and enemy movements. - Fixed crossbow bolts having a Range stat. - Fixed crossbow bolts’ stats not matching their hovers. - The max duration of “Vigor” gained from resting near a campfire is now the same as from sleeping. - Fixed some Mannshire containers not having an owner. - Fixed the Ancient Troll not being able to attack the character in some spots of the arena. - Fixed “Deafening Roar” sometimes activating twice per turn. - Fixed “Troll Regeneration” triggering twice per turn if the Ancient Troll is affected by certain debuffs. - Fixed some modifiers being able to trigger twice per turn. - Fixed the Ancient Troll activating “Troll Regeneration” while the character is still adjacent. - Fixed the incorrect duration of the Damage Taken penalty applied to the Ancient Troll after disrupting its “Troll Regeneration”. - Fixed enemy rangers sometimes taking a shot at the adjacent character instead of switching to their melee weapon. - Removed the possibility of dragging or learning abilities while precasting another ability. - Fixed the issue with campfires’ visibility. - Fixed the incorrect duration of “Tactics” effects. - Outlander Merchants in the Brynn Docks now continue to trade even after sunset. - Fixed the bug causing enemies to sometimes prioritize the destruction of objects instead of other actions. - Fixed the duplicating trading tabs when interacting with some NPCs. - Fixed the incorrect cooldown of “Thirst for Battle”. - Fixed “Seal of Shackles” not scaling with the caster’s Magic Power. - Fixed enemies being able to counter “Finisher” before dying to it. - Fixed “Adaptability” not reducing the duration of “Poisoning”. - Removed the possibility of fixing items that don’t have Durability. - Fixed enemies not turning Hostile after being hit with a fumbled attack. - Fixed “Sprint Training” not reducing Charge skills’ Energy Cost. - Fixed Medium and Severe Hand Injuries debuffing Block Chance instead of Accuracy. - Fixed the Throwing Net’s hover not matching its effects. - Fixed “Reign in Blood” not having Strength among the list of Attributes required for unlocking it. - The Wine Trader’s stall now uses a sprite that corresponds with the goods she actually sells.
BALANCE
- Reduced the minimum Durability threshold required for fixing an item with a Repair Kit: [90/80% > 80/60%]. - Learning “Self-Repair” now allows to occasionally receive armor fragments as loot from killed enemies. - Increased the duration of all Stances: [6 > 12] turns. - “Right on Target”: reduced the base bonus to Hands Efficiency by 4% and the base bonus to Armor Penetration by 5%. - “Finisher”: lowered the minimum Max Health required for instantly killing the skill’s target. - "First Aid": grants +10% Health Restoration and +[100% > 50%] Healing Efficiency for [90 > 60] turns. - Tweaked the formulas of some Dagger, Sword, Ranged Weapon, Axe, and Pyromancy abilities. - Equipped cloaks now prevent metal items from rusting when affected by 3+ stacks of “Wetness”.
Added a conclusion to the Ransacked Homestead's story.
Fixed the occasional inconsistencies between Energy costs displayed on the ability bar and in the Abilities menu.
The chance to walk to a random tile caused by "Confusion" now affects enemies as well.
Fixed Experience Gain not affecting the XP granted for reading books and notes.
When dropped on the ground, Purses will now display the amount of gold stored inside.
Slightly increased the rate of passive Pain decay, but also increased the amount of Health required for it to happen [75%/90% Health > 80%/95% Health].
Fixed the pathfinding issue that was sometimes causing enemies to freeze in place or start walking back and forth.
Fixed Dwarven Garments' incorrect sprites (they were effectively switched).
Slightly increased the base level of equipment sold by the Brynn Alchemist and Bailiffs.
Reduced the power of the Fortitude enchantment.
Tweaked some armor and consumables' stats.
Fixed counters not prolonging the duration of Stance effects.
Fixed the crash caused by "Enough for Everyone".
Fixed the issue preventing most hidden passive effects from being correctly reapplied.
Fixed Venemist not leaving a corpse on death.
Fixed the layering issue with the NPC in the Brynn University's cellar.
Optimized enemies' decision-making algorithms.
The Candelabrum in the Golden Grain Inn can now be picked up.
- Fixed "Push the Falling" not taking effects' max duration cap into account. - Fixed the bug causing some Brigand enemies to use incorrect damage values. - Updated some of the items' spritework. - Fixed "Offensive Tactic" not decreasing Fumble Chance. - Increased the cooldown of "Mighty Kick". ================================== - Fixed the bug allowing "Stone Armor" to damage its caster. - Fixed "Seal of Shackles" and "Seal of Reflection" not receiving a bonus to their duration after miracle casting them. - Fixed the "flickering" NPC in Brynn. - Fixed the crashes caused by Injuries and their interactions. - Fixed the incorrect Stun/Stagger Chance formula of "Battering Ram". - Fixed the crash caused by opening cupboards in the Catacombs. - Fixed the crash caused by an incorrect number of crowns in some traders' inventories. - Fixed belt hovers listing unrelated item type prefixes. ================================== - Fixed the Mannshire Elder's strange behavior. - Added a line to the description of "Push the Falling" to better explain its effects. - Fixed "War Cry" granting "Battle Rage" only when Dazing enemies. - Fixed the treatise-related XP exploit. - Fixed the crash caused by switching "Tactics". - Fixed the issue preventing the "Ups and Downs" achievement from being unlockable. - Fixed the incorrect Range and cooldown of "Battering Ram" when used by enemies. - Fixed the incorrect Weapon Damage and Armor Penetration bonuses of "Coup de Grace". - Fixed enemies' Fortitude not reducing the duration of debuffs or the amount of DoT damage received by them.
This update IS COMPATIBLE with old saves, but we still recommend you to start a new game, as some changes won’t take effect until then.
- Added “Armored Combat”, a new utility tree with 8 abilities. It will serve well to any character that fights in melee regardless of their preferred armor type.
- Updated and improved ability hovers, making them more concise and informative. Most of them were standardized to leave little to no ambiguity when it comes to describing mechanics.
All active abilities were split into 5 categories: Attacks, Charges, Maneuvers, Stances, and Spells. Some of the reworked passives and effects have special interactions with specific ability types.
Spell hovers now display their previously hidden Armor Penetration stat as well as their current Backfire Chance and Backfire Damage.
- Reworked curses - both buffs and debuffs are now static, which should noticeably streamline the system. Other than that, added 2 new curse types.
(If you’re playing on an old save, any cursed items that you’ve already acquired will retain their existing bonuses without the downside of constantly increasing penalties. Enjoy!)
- Added a new achievement, “Enemies Closer”, awarded for unlocking and learning every Armored Combat ability.
BALANCE
- Reworked and tweaked most of the existing abilities. The changes primarily affect Ranged Combat, Shields, and Warfare (former Combat Mastery). The full list is humongous (12 pages!), so we decided to post it separately:
- Rebalanced all armor and shields. Changed the system for categorizing armor types: in previous versions of the game, gear type usually correlated with its level (most light armors were early game), but now armor types are represented more evenly across all levels. This change strongly affects light armor, allowing it to stay relevant even during the later stages of the game. - Nerfed most enemies to compensate for the changes to armor and shields. - Removed Passive Bonuses from most abilities (excluding Spells). - Rebalanced weapons’ critical effects: Swords: [+50% > +25%] Bleed Chance Axes: [+50% > +30%] Bodypart Damage Maces: [+50% > +25%] Daze Chance Daggers: +50% Crit Efficiency now correctly applies to common crit strikes as well. Increased the Energy Burn threshold [20 > 25]. Two-handed swords: [+75% > +50%] Bleed Chance Two-handed axes: [+75% > +60%] Bodypart Damage Two-handed maces: [+75% > +50%] Daze Chance Spears: [+75% > +50%] Immobilization Chance Staves: [replenish 10% Max Energy > +50% Energy Drain] Bows: +50% [Immobilization Chance > Knockback Chance] Crossbows: [+125% Knockback Chance > +100% Immobilization Chance] - Strength: each point grants [+3% Bodypart Damage > +1.5% Weapon Damage]. Each threshold grants [+15% > +10%] Crit Efficiency and [+5% Weapon Damage > +7.5% Bodypart Damage]. - Willpower: each point grants [-1% > -1.5%] Cooldown Duration and Abilities Energy Cost. Each threshold grants [+5% > +7.5%] Magic Power. - Changed the counterattack mechanic: each individual enemy can now trigger only one counter per turn. The same applies to the player character as well: enemies can’t counter them more than once per turn regardless of the number of received strikes. - Fumbling a shot will now halve its damage (similarly to melee strikes) and not just break an arrow or bolt. - Spike traps will trigger only once, just like all other trap types. - Added additional effects to “Confusion” (-20% Block Chance and -20% Counter Chance) - Fortitude now affects the damage received from DoT effects (Bleeding, Poisoning, Burning, Acid Bath), and each 1% Fortitude reduces received debuffs’ duration by [0.5% > 1%]. Lowered Fortitude cap: [100% > 50%]. - Reduced Durability loss rate for both the player character’s equipment and enemies’ Armor. - Reduced Pain gain from receiving damage by 15%. - Increased the base effectiveness of Immunity on the passive Intoxication decay: [1:0.75 > 1:1] - Changed starting Affinities of the following preset characters: Arna: swapped Maces for Armored Combat. Jorgrim: swapped Shields for Maces. - Tweaked Velmir’s trait: [-3% > -5%] Damage Taken and [+3% > +5%] Accuracy for each received strike. - Tweaked Arna’s trait: [-2.5% > -3%] Damage Taken and [-5% > -3%] Cooldowns Duration for each enemy within Vision. - Tweaked Jorgrim’s trait: [+15% > +20%] Crit Efficiency upon killing an enemy. - Tweaked Dirwin’s trait: hitting an enemy with a strike or shot for the first time applies them with [-20% > -10%] Dodge Chance and [+20% > +5%] Damage Taken for [10 > 8] turns. - Reduced the power of most enchantments. - Raised Magic Power cap: [250% > 350%]. - Raised Energy Drain cap: [100% > 150%]. - Reduced base Block Power by 5. Reduced base Block Power Recovery by 5%. - Increased the school-specific Magic Power bonus granted for learning relevant spells [2% > 2.5%]. - Reduced Intoxication gain from Poisoning [+4 > +2 per turn]. - “Loud Barking” now generates less noise. - Increased the “ruby” stat bonus granted for solving the Standing Boulders’ mystery [4% > 5%]. - Increased food drop rates in the Prologue. - Verren will have 33% Fatigue Resistance and 33% Hunger Resistance when playing as him in the Prologue.
MISCELLANEOUS
- Ghoul corpses can now be skinned to harvest their fur and hearts (once “Huntmaster” is learned). - Added fish, crabs, and nets to the Dock Trader’s stock. - Removed treatises from the Brynn Pawnbroker’s stock - Standardized the levels of treatises sold by the Mannshire Scribe and Brynn Bookmaker. - Changed prices of some consumables. - Throwing potions at enemies now applies them with “Covered in Alcohol” effect. - Added Durability to Shovels, which is reduced by digging. - All equipable consumables (Crowbar, Lancet, Shovel) now lose Durability when used as a weapon. - Renamed Rogue Pyromancer into Hired Sorcerer and swapped his “Ring of Fire” and “Incineration” with “Jolt” and “Seal of Power”. - Renamed some items.
FIXES
- Fixed the incorrect order of attack outcomes. - Fixed the issue preventing “Gotta Catch ‘Em All” and “I.C.B.M” achievements from being unlocked. - Fixed enemies becoming invulnerable to AoE abilities for one turn upon entering a location, being moved to another tile with a “swap” ability, or being summoned, resurrected, or transformed. - Fixed certain abilities skipping a turn after being used. - Fixed action-limiting effects not working as intended in some scenarios. - Snakes should no longer spawn in pairs, and some traps - trigger twice. - When moving to another location, the fade to black will now happen after enemies take their turn, not during it. - Fixed the bug linked to dying on the same turn as moving to another location. - Fixed one of the abandoned cart POIs always spawning high level brigands. - Removed the possibility of reapplying Dirwin trait’s effect to the same target. - All missile Spells (“Fire Barrage”, “Jolt”, “Bolt of Darkness”) now use a standardized system for their chance to hit. - Fixed “Fire Barrage” always missing all of its remaining firebolts if the first or second one in the series failed to hit the target. - Fixed the Restless’ “Abominable Vitality” passive not working as intended. - Fixed “Petrification” not taking its target’s Magic Resistance into account. - Fixed “Overflowing Power” replenishing Energy when damaging inanimate props. - Fixed the incorrect interaction between “Rune of Cycle” and “Overflowing Power”. - Fixed the issue with the Ignition Chance of “Incineration”. - Miracle casting any Seal now grants its effect additional duration. - Fixed Damage Resistance enchantments not working when applied to shields. - Fixed the interaction between drugs and alcohol/Hangover that allowed to avoid Bad Trip after mixing these two together. - Fixed the issue that prevented Rotten Crabs from appearing in the game. - Fixed Ol’ Tott’s travel prices. - Fixed the axe variant of Skeleton Kingsguard dropping two-handed maces on death. - Fixed the Smithing Workshop Bailiff refusing to accept a bribe if there’s more than three bottles of Elven Wine in the inventory. - Fixed ranged enemies being able to counter before they actually swap to their melee loadout. - Fixed the occasional crash caused by Harpies’ “Peck”. - Fixed the bug that allowed enemies to use ranged weapons and combat abilities while in deep water. - Fixed the bug causing ranged enemies to take a shot at the player character after loading a save. - Fixed the penalty for dual wielding shields not working as intended. - Fixed disarmed traps being displayed with an incorrect sprite after loading a save. - Fixed Bran not marking his cabin on the map after mentioning it in the dialogue. - Fixed the Osbrook Inkeeper’s wife not selling food and drinks.
VISUALS
- Added animations for receiving all types of Magic and Nature damage. - New sprites for some abilities. - New sprites for some items.
UI
- Armor and shield hovers now list their type (light, medium, or heavy). - Effect hovers now list stats in a more orderly fashion. - Standardized the listing and rounding of stats displayed in the character menu. This change also affects the hovers of abilities and modifiers. - Bonuses from enchantments no longer affect the basic stats of items. - Fixed Girrud abilities displaying incorrect stats in their hover.
Shoutout to @DacianDraco, @Psojed, @RedOrder, @Gura, @Mindwitness, @MassBlin, @Monmon, @Rocket!, @iamyoyoman, @Amadeo, @Mallagar, @Malacar, @Joe Mad, @BlazingBreacher, @Guard, @Manual the Nah and @CommAmethyst for participating in the closed test and making this patch a better experience for everyone else
In today’s devlog we’ll take a look at the new ability tree - the long awaited Armored Combat. We also have a surprise announcement to make.
Initially, we planned to add Armored Combat with the next major update, “Rags to Riches”. But since there’s still a lot of work to be done, and it’ll be a while before “Rags to Riches” is released, we decided to make this one ability tree a part of the previously unannounced Equipment Update III, which will introduce many new pieces of armor for mages and hybrid builds.
On top of all that, Equipment III will feature various tweaks to half the existing abilities. There was a lot of negative feedback regarding Ranged Weapons, Warfare (former Combat Mastery), and Shields, so these ability trees in particular were changed the most. There’ll also be certain QoL improvements, such as reworked skill hovers and a better system for skills classification. The exact details will be revealed in the patch notes.
We aim to release the Equipment Update III on May 16th. Please take note that this interim update won’t feature new bags, reworked Dungeons, the Caravan, and everything else that was explicitly presented as a part of “Rags to Riches”. The exact date for the latter will be announced a short time before its release. Another thing worth mentioning: the Equipment Update III will be compatible with your current save files.
Now let’s move onto the new ability tree. Armored Combat consists of 8 skills, spread evenly between actives and passives.
While conceptualizing Armored Combat, one of our goals was to make it useful to all armor types, both heavy and light.
As a result, its skills are designed to dynamically change depending on the equipped armor. This mechanic bears some resemblance to the one used by Shields, although the differences between armor types’ effects are significantly more noticeable.
Light armor adds bonus Dodge Chance to the skills’ effects or otherwise improves the effectiveness of evasion. It also allows using Armored Combat skills more frequently.
The main drawback of heavy armor is its hefty penalties to Max Energy, so its changes to the ability tree’s skills are focused on counteracting them in one manner or another.
Medium armor offers a compromise between Energy efficiency and Protection. For the most part, it doesn’t require any bonuses to be effective, and wearing it usually won’t modify Armored Combat skills in any way.
ACTIVE ABILITIES
“Brace for Impact!”
Grants bonus Dodge Chance and Block Chance until the next turn. While the effect is active, all received strikes receive major penalties to Accuracy, Fumble Chance, Armor Penetration and can’t crit.
Light body armor halves the skill’s Cooldown Duration and Energy Cost, and heavy armor doubles its Cooldown Duration.
This skill is useful for situations when your enemy is preparing to deliver a highly damaging or debilitating strike - “Brace for Impact!” will allow you to either negate it entirely or at least greatly reduce its effectiveness.
“Flexible Defense”
Delivers a strike to three adjacent tiles with a penalty to Weapon Damage but a large bonus to Stagger Chance. Additionally, all enemies within the skill’s area of effect receive a debuff to Weapon Damage, Fumble Chance, and Accuracy for three turns.
Light body armor prolongs the debuff’s duration to six turns, and heavy body armor replenishes 5% Max Energy for each enemy within the skill’s AoE.
Although this skill works well with all armor types, its synergy with high Dodge Chance makes it exceptionally useful to lightly armored builds.
“Unyielding Defense”
Allows to reposition to an adjacent tile, then activates an effect that grants a bonus to Control Resistance, Block Power Recovery, all body parts’ Protection, as well as Block Chance or Dodge Chance (depending on which one is higher). Receiving enemy strikes grants an extra stack of the effect.
This skill isn’t considered a stance, so it can be used together with Weaponry stances. Other than that, it provides an option to safely reposition when surrounded by enemies, as moving with abilities doesn’t trigger Attacks of Opportunity.
“Battering Ram”
“Battering Ram” performs a charge towards a target, dealing Crushing Damage to it with a chance to apply Stagger.
Light body armor halves the skill’s Cooldown, increases its Range, and allows it to grant bonus Weapon Damage for a few turns that scales with Dodge Chance. Heavy armor reduces the skill’s Range and switches the Stagger Chance to Stun Chance for a greater impact.
This skill is meant to be an alternative to “Dash” from Athletics, offering extra means of closing distance with enemies, especially if your weapon of choice doesn’t have access to charges.
PASSIVE ABILITIES
“Self-Repairs”
Reduces the rate of Durability loss (for weapons too) by 15%, increases the effectiveness of Repair Kits, and allows to dismantle armor into fragments that can be used for patching up your other armor.
Additionally, this passive grants a bonus to Bleed Resistance and Fortitude for each equipped piece of armor with more than 80% Durability.
Different fragment types replenish different amounts of Durability depending on an item’s level. For instance, a piece of cloth scrounged from a peasant shirt won’t be very effective when used for repairing an expensive mantle.
“Hard Target”
Reduces Armor Penetration of all attacks against the character.
Ranged attacks against the character also grant a bonus to Dodge Chance for a few turns while simultaneously reducing the attacker’s Accuracy. The effect triggers twice if the enemy manages to land a shot.
“Battle-Hardiness”
Using stance skills and maneuvers reduces Damage Taken until the next turn.
Light body armor also grants bonus Dodge Chance and Counter Chance for a few turns for each traveled tile (this includes tiles traversed with charges and maneuvers), and heavy body armor reduces Skills Energy Cost for each turn spent on the same tile.
“Custom Adjustments”
Each piece of equipped armor grants a special bonus depending on its type.
Light armor grants additional Protection to the respective body parts. Medium armor grants Bleed Resistance to the respective body parts. Heavy armor increases Max Energy and Energy Restoration.
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And finally, here are some of the new items that will be added with the Equipment Update III:
The last couple of months our team has been working on lots of new content: the long-awaited Caravan, the previously highlighted rework of the Dungeon Generator, and dungeon and settlement modifiers that will be a part of the upcoming Contract System rework - speaking of which, today we’d like to elaborate on some of its elements, namely Outskirts locations.
Outskirts are a new type of Points of Interest that will be introduced to the game with the next major update, “Rags to Riches”. Located a few tiles away from settlements, they still act as their continuation of sorts
Their main purpose is to add more variety to the basic contract loop and facilitate early game exploration. Most Outskirts will usually offer you the following things:
A spot to save your progress.
Access to one or more traders and craftsmen who will sell vital consumables, fix your gear, etc.
A chance to interact with new NPCs who can offer you contracts or give rewards for their completion.
It’s fair to say that granting alternative access to contracts and rewards is perhaps the Outskirts’ most important function. After “Rags to Riches”, village Elders won’t be the only ones in the contract business, the following three new NPC types - Officials, Captains, and Couriers - will be able to participate as well.
Their main difference from Elders lies in the rewards they will offer:
- Captains won’t pay as much, instead providing extra Reputation with settlements you complete contracts for. - Officials will split the Reputation boost between all settlements of their faction (for instance, completing Osbrook contracts will slightly improve your standing with both Brynn and Mannshire). - Couriers won’t actually hand out quests, instead giving rewards for completing contracts that require you retrieving certain items. Bringing those directly to a Courier will earn you extra gold.
Additionally, contract rewards can be received from any of these NPCs regardless of your initial quest giver, thus breaking the routine of walking the same roads over and over again. So instead of having to stick to the “settlement-dungeon-settlement” route, you’ll be able to receive a contract in a village, clear out its dungeon, get your reward in a nearby Outskirt, grab a new contract there, sell your loot and replenish supplies (optionally), then head straight to the next dungeon.
All Outskirts can be roughly split between these three categories:
- Military Camps and Outposts. This is where you’ll find Captains and, most likely, someone to fix your gear and sell you medicine and ammunition. - Trade Posts and Production Sites. Their main role is selling special goods that can be transported to other settlements via the Caravan and sold at a profit. An example of such a site would be the Osbrook Mill or the Mannshire Winery, which many of you are already familiar with. This is where you may also encounter Officials, who are tasked with overseeing the production. - Homesteads and Roadside Inns. These locations will offer a hearty meal, a place to catch some shut-eye, and a chance to meet a Courier, should the need arise.
To better illustrate the system, here are some of the new Outskirts:
Osbrook - Roadside Tower
Not wanting to be caught off guard if the Council suddenly breaches the truce, the Magistrate took it upon themselves to restore the web of outposts and signal towers that now covers the entirety of the Brynn March.
Osbrook - Drunken Woodsman Inn
The Drunken Woodsman is a safe haven for any hunter whose trade brings them close to Osbrook.
Mannshire - New Orchard
The war gave the best cidery in Aldor little time to react: its previous owners couldn’t save neither themselves nor the flourishing gardens, taking the ancient recipe of their specialty beverage to the grave. But not all hope is lost: the new proprietors of the New Orchard are determined to do everything in their power to restore this place to its former glory.
Mannshire - Southern Outpost
This encampment was originally established by Duke di Berro during his brazen counterattack against the Council army. It’s not nearly as large as it used to be, but it still plays an important role in bringing order to the Magistrate-controlled lands.
It’s worth mentioning that the existence of Brynn contracts and dungeons is only temporary (in the future there’ll be an entirely new way of gaining city Reputation), so it won’t have Outskirts in the gameplay sense of the word. At the same time, you can expect a certain other location to receive its share of Outskirts POIs…
New Backpacks
Let’s move onto the next addition planned for “Rags to Riches” - a wide selection of new bags and their overall rework.
Right now the game features just one backpack type that offers as many slots as it occupies in the inventory - this was done to prevent exploits associated with carrying multiple backpacks.
In “Rags to Riches”, all bags and backpacks will become much more capacious. As a tradeoff, you’ll have to equip them first before storing any items, and they’ll have to be emptied before you can place them in the inventory. These combined tweaks allowed us to create a bunch of new backpack configurations:
Medium Backpack grew in capacity and received sizable side pouches.
Small Backpack isn’t particularly roomy, but it’ll be much easier to obtain than other bag types.
Field Surgeon Bandolier - a solid choice for anyone who wants to carry lots of meds and other consumables.
Herbalist Satchel allows you to not really worry about precious inventory space while transporting large amounts of potion flasks and other vessels or gathering important herbs.
Hunting Backpack is meant to easily fit a few pelts and can be used to comfortably carry a bedroll.
Treasure Seeker Backpack will greatly improve your carrying capacity, although its bulky frame will do no favors to your agility and finesse.
On top of all that, it will also be possible to store single cell treasure items in common Purses.
And finally, here’s a teaser for the much-anticipated Armor ability tree that we’re currently working on as well: