Welcome to the 29th edition of our biweekly newsletter! This time around, we'll be showcasing our team's work on updating the game's SWAT models and adding new variations for players to choose from. Expect to see more of these models(and others we haven't teased yet) in the near future!
Updated SWAT Models and Variants
Our modelers have been working hand-in-hand with our on staff police advisor, implementing the feedback of an experienced SWAT team member to improve existing equipment and add new options for players to take advantage of. We're excited to show off what we have so far, so without further ado, let's get to it!
Customization
Countless new kit options, from uniform color, to vests, to helmets.
Above: New helmet variations with functioning IR strobes.
Conclusion
This concludes our 29th biweekly briefing, unveiling a variety of changes we're working on for the game's SWAT models. Please tune in next time for even more development news, and keep an eye out on our social media!
If you'd like to help us test new content on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with all the activity and play test events occurring
Hope you all had a great Easter! April has been a fairly quiet month for SnowRunner, but that doesn’t mean that nothing is going on backstage! Stay tuned in May, you can expect things to shake-up by the end of the upcoming month.
Enough teasing, let’s dive into April’s Community Update!
Got it? Dive into? Sorry… (screenshot by u/CobraKing40)
SnowRunner turns 2 today!
Do you remember when we released SnowRunner on April 28, 2020? What a ride it has been since then! That anniversary has provided us with a natural opportunity to look back on where we've been and to look forward to where we are going. We are ever so grateful for your continuous support and dedication to SnowRunner, all that journey would not have been possible without you. Let’s hope we’re going for 2 more years of engine stalled and being stuck in the mud!
Thank you Runners!
Season 7: Compete & Conquer is only a corner away from the release!
This new season is centered around racing and will take place on a 4km² map called Burning Mill, located in Tennessee, USA. This outdoor stadium features a ton of racing props, which includes a dirt circuit, a rally course and a large river!
This thrilling new location will put the boldest runners to the test, with challenging time-trial events for solo players and heated versus races in coop. Two new vehicles made for racing in harsh environments will also be added to the game: the Gor BY-4 and the Sprinter.
An official announcement detailing all the features of this new season (including the release date!) will soon be released on our channels, stay tuned!
We can’t wait to see you drive to the limit to take the checkered flag first!
That’s it for this month!
We hope that everyone is as excited as we are for this new month! With the new Season coming up, we’re watching carefully for your feedback to know where we can improve. It’s always a pleasure to read your suggestions, and we’re doing our best to include them in the game, one way or another! As new players will be joining SnowRunner, we hope they’ll receive a warm welcome from all of you on every social media platform (Discord, Twitter, Facebook).
See you in the snow, Runners!
The Saber Interactive and Focus Entertainment teams
Ave and welcome to another Dev Diary! Today I will be talking about how Battles work and what their consequences are. If you haven't already, I suggest you first read through the dev diary on Fronts and get acquainted with the concepts explained there.
Let's start off with a somewhat updated version of the Front panel. Do note that this is all still very much WIP and not all values are hooked in, balanced or polished. For example at the moment there are a lot more deaths in battles than there should be.
Who could’ve seen this war coming?
In order for a battle to happen one side must have at least one General with an Advance order. Once this happens an advancement meter will slowly start to fill up and once it’s full a new battle will be launched. Various factors can increase or decrease the time it takes.
When the battle is created a sequence of actions unfolds before the fighting begins. All of these are in script and can be tweaked by mods as desired.
The attacker picks their leading General
The defender picks their leading General
The battle province is determined along the frontline
The attacker determines the number of units they can bring
The defender determines the number of units they can bring
Both sides selects their units
While there can be several Generals on the Front, only one is selected for each side in a Battle. They are not limited to selecting their own units and so may borrow additional ones from other Generals or the local Garrisons.
In addition each side randomizes a Battle Condition which provides bonuses (or penalties) to their units similar to Combat Tactics in Hearts of Iron 4. Unlike HOI4 though these are fixed for the duration of the battle. For example a General with the Engineer trait has a higher chance of selecting the “Dug In” Battle Condition which provides defensive modifiers.
Königgrätz anyone?
Now the shooting (and dying) finally starts! The battle takes place over a number of rounds and will continue until one side is either wiped out or retreats. The round sequence is roughly as follows:
Each side determines how many fighting-capable men it still has
Each side inflicts casualties on the other side
Each side attempts to recover wounded casualties
Each side also suffers morale damage according to casualties
If one side is wiped or retreats, the battle ends
Units have two primary combat values: Offense is used when attacking and Defense is used when defending. It is wise to plan ahead and specialize your armies for the war you are planning to fight. There are of course a whole bunch of additional modifiers used in conjunction with battles.
Crack open the fortress of Liège!
Casualties are determined by both sheer numbers and the relative combat stats between the two sides. For example a numerically inferior force equipped with more modern weapons may still emerge victorious against a larger foe.
When a side takes casualties it is randomly distributed amongst its units with some caveats. Each unit has a majority culture depending on the pops in its barracks and casualties are applied roughly in proportion to unit culture. So with 4 French/1 Flemish units fighting on the same side the French will take roughly 80% of the casualties.
Not all pops who take casualties will end up dead though. A portion of these may instead end up as Dependents of other pops. After a long bloody war a nation may thus end up with a large number of wounded war-veterans who need to be supported by the rest of the population. In the long term this may be a cause of unrest and financial strain on the economy.
Morale damage is inflicted in proportion to the casualties and will slowly recover over time outside of battles presuming the units are in good supply.
One step closer to Unification
After the battle is over two things will happen:
A number of provinces are Captured depending on how decisive the victory was, unit characteristics, Generals, etc. This will alter the frontline and the winner will occupy those provinces until retaken or the end of the war. A victorious defender will only take back land that was previously lost to the enemy while a victorious attacker will push into enemy land and take control of more provinces owing to their aggressive posture.
Devastation is also inflicted on the State in which the battle was fought. Large, brutal battles waged with modern weaponry will increase the devastation caused. It reduces infrastructure and building throughput, increases mortality and causes emigration. These effects persist after the war and will take quite some time to recover.
That’s it for this week! Next week we switch over to the political battlefield and discuss Elections! *ducks back into the trenches*
The Can Touch This DLC for Gas Station Simulator will be here in just two weeks so let’s have another look at its other features like rebuilding the gas station using the new hammer tool
HAMMER TOOL
The Hammer Tool is probably the biggest feature of the DLC. It is the go-to tool when it comes to customizing and oh boy can you customize now. You will be able to change walls and roofs and even go as far as change the location of windows. Change the wooden paneling to bricks or stone, or change the appearance completely and make your roof flat which will make your station look completely different.
Windows are another interesting area to change things up. You can transform the interior by putting windows in other places that they are now and do the same with doors.
Combine it with the ability to reposition the cash register you can make people stand where you want them to. Rotate and change the cash register’s position so you can add or remove windows or doors accordingly to even further influence the customer flow. Play around and make your ideas come to life and change everything there is.
Together with even more decorations in the DLC, you will be soon able to transform your station completely.
DECAL TOOL
Another tool that is being added by the DLC is the Decal Tool. It allows you to spray paint practically anything anywhere to make your station look even more interesting and give it an even more personal touch.
Choose from dozens of presets ready for painting, select the tool and paint wherever you please. You can combine them as well so make some nice ornaments or keep them as they are, it’s up to you.
And there’s more, but we leave that for you to discover. Add the DLC to your wishlist to not miss it when it becomes available on May 11th 2022 for just $2.99:
Dystokio can be a dangerous place for a lone survivor...
Thankfully, the residents of Iron Base are here to help. On your journey, you'll also come across several other survivors in the wastelands that are willing to take up the fight against the SoNS.
Recruiting new allies is the only way to expand your forces and enables multiple vehicles to venture out at once instead of just relying on one lonesome tank.
Some are in better condition than others and may need a helping hand to get back on their feet before getting behind the wheel of your growing brigade. Each of these characters is capable of joining you both on foot or in a vehicle and can be equipped with all sorts of gear and weaponry.
Time to meet your future recruits!
Talis - The first character players will encounter, Talis is the default playable character when no one else is in the party. He is a man of few words and determined to destroy the SoNS machines. Not much is known about his background other than that at some point he gained a mechanical arm that allows him to channel unique powers.
Yokky - At first, Yokky may appear to be a useless drunk lounging about Iron Base with nothing to offer. However, help him clean up his act and he's a dab hand when it comes to vehicles and an excellent mechanic to boot.
Toni - She shares Talis' drive in fighting the SoNS but is more welcoming and supportive than her comrade. Despite her often shy personality, she remains calm under pressure and has a level head even in the direst of situations.
Dylan - Once the leader of a deadly outlaw gang, Dylan lost everything to the SoNS and vows revenge on the mech monsters. His brash and loud personality clashes a lot with the rest of the group but he more than makes up for this with his skill in combat.
Maria - The last survivor of a heroic group of guardians that protected what little they could of the old world. Maria looked after a whole library of books that could be vital for the preservation of humanity's history and knowledge.
Misaki - A calm and collected individual, Misaki is a researcher that had dedicated their studies to learn more about the Great Annihilation. Misaki's thirst for knowledge is only matched by their technical prowess.
Ittica - Part of a rare species of mutants, Ittica has lived a harsh life. She had to hide her true form from the world until she eventually found out and was thrown in prison. It was only thanks to a devastating monster attack that Ittica was able to escape her captors and find her way to Iron Base.
Gear up against the SoNS
Equipment is scarce in Dystokio and not everyone can have the best gear. As your party grows you'll need to make strict decisions over who gets what and how well armed you want individuals to be. Take into consideration that you can only have a few members in your party at any one time, so choose carefully who you equip and with what.
From weapons, armour pieces, and various accessories, all characters can be heavily customised with a range of buffs and specialities. The same goes for each party member's skill trees.
Each party member has skill trees that can be levelled up to cater to the party's needs. However, characters will only gain experience when they are in your party, so try not to leave anyone behind too often!
Iron Base's finest
As well as the few survivors that will join you on your travels there are several key members of the team that prefer to stay behind at Iron Base. These characters operate the day-to-day running of the base and offer advice to any would-be hunters.
Jingoro - The chief mechanic in charge of keeping the place up and running is Jingoro, a no-nonsense man with his mind on the job at all times. Jingoro is also a big fan of music and has asked that you keep an eye for any records to spice up Iron Base's jukebox. D'Annunzio - Next is D'Annunzio, the heart and soul of Iron Base. He often acts as the base's bartender, serving up refreshing beverages and telling tales of Tokyo Bay before the SoNS arrived. If you find his selection of drinks lacking you can always bring back what you find in the wastes.
PO-M - And last but certainly not least is PO-M. An android created by someone seemingly with a love of poetry, she handles all of the repairs and supplies to aid you in your journey and ensure you're in top shape before heading out.
Together, it'll be up to you to save humanity and stop the SoNS onslaught.
Next time around we'll be taking a look at fan favourite, battle pup Pochi!
We've been busy working on another innovative strategy title for the last two years... KAIJU WARS! And it's available now! Steam page
Play out a kaiju movie as the (hopelessly) outclassed military in the stylish 2D turn-based strategy of Kaiju Wars. Construct buildings and defend your city with cannon-fodder tanks, jets, and more as the devastating kaiju grows in power with every attack.
Although just a little bit different than Radio General, you'll recognize some of our designs crossover - historical film footage, persistent units, a map editor, way too much content, etc. You never know when trying something new ends up being a pleasant surprise, so why not take a look?
The day has arrived! The 3 new CCPs (Content Creator Packs) have finally arrived, and we're excited to welcome you aboard. The packs will be available separately, or in a "All New In" bundle! You'll be able to change how you play the game with the "Martian Express Pack" created by veteran modders Lucian "LukeH" Hada and Sylvain "Silva" Maupetit. The "Martian Express Pack" allows you to move your colonists and resources between stations facilitating access to far away domes and remote resource deposits. Other outside manned buildings will also be buildable near stations without needing a dome. You can also enjoy the 10 new terrestrial building skins included in "Future Contemporary Cosmetic Pack" by modder Teerapat "Quad Rioters" Kitjawijit while you listen to the 16 new songs from the "Revelation Radio Pack".
Martian Express Pack created by veteran modders Lucian "LukeH" Hada and Sylvain "Silva" Maupetit include:
Welcome commuters! Build your stations anywhere on the map and help your colonists get to work and back. Click on the info panel to see their reason for traveling and make sure that everyone gets their seat. otherwise, they’ll have to wait for the next train - and be frustrated, nobody likes to miss the train.
New tracks Click and drag to create tracks that connect your stations. Tracks will be elevated allowing your rovers and drones to pass underneath together with power cables, while pipes can cross over them.
Same train, different cargo Traveling on the red planet has never been safer (and efficient!). Trains will have 2 wagons to transport colonists and resources at the same time. Don't worry: they'll travel on the same track with no risk of collision. Build your trains in the stations, assign them to the connected tracks and watch them go.
The Martian Express pack will be available for a price of 6.99 USD / 6.99 EUR / 5.19 GBP.
Future Contemporary Cosmetic Pack by modder Teerapat "Quad Rioters" Kitjawijit:
10 terrestrial building skins to give your colony some added flair.
The Future Contemporary Pack will be available for a price of 4.99 USD / 4.99 EURO / 3.99 GBP.
Revelation Radio:
16 new songs from 4 artists for approximately 70 minutes of music from the comfort of your own dome.
Revelation Radio will be available for a price of 3.99 USD / 3.99 EURO / 2.89 GBP.
So pack your bags on hop aboard a train on Mars, destination: everywhere from your dome to the Gale Crater! There will also be a free update to the basegame, see patch notes below:
The Jumbo Cave Reinforcement cannot be built if a Dome was already built nearby
Rovers and RC Dozers can clean cave-ins only from certain points
Anomalies from events can spawn under a deposit
Landscaping projects from Surface are displayed in the Underground if one of them is finished
The salvage process for Storages does not resume after they have been emptied
The Bottomless Pit Lab doesn't convert some resources into research points in the Normal workload
Resources stored to be used for maintenance or to upgrade the Bottomless Pit can also be converted into Research points, causing maintenance and upgrading to be delayed
The Drones don't get commands after being unpacked from Prefabs by Ancient Artifact
The Asteroid Extractor tooltip doesn't show the available amount of rare metals and exotic minerals in the nodes on the Asteroid when trying to place an extractor
The Mystery Log cannot be dismissed on the Asteroid after completing the "Asteroid from outer space" mini-mystery
Prefabs not being correctly transported to the underground via the elevator
Feature change:
Elevators can now also be built from the underground.
In the upcoming Bolivar update, we are improving the Surrender system. We know this system has split the community since release. Some were happy there were limits to how much you could take in a single war, but many were frustrated by the sudden and sometimes unexpected end to their conflicts. So, in the next update, we are adding some flexibility to the system while keeping its core.
Voluntary Forced Surrender
With the Bolivar Update, you will not be forced to demand surrender when your enemy reaches 0 War Support anymore, though you can still impose your demands on them when you want to. This will give you time to achieve any objectives you had set out to do. Finally, you can crush your enemies, see them driven before you, and all that.
Don’t take too long, though, as your people might disagree about what is best in life and won’t like dragging out a war that has already been won, placing a steadily growing stability penalty on your cities. And make sure your own War Support does not drop too far, or you may no longer be able to demand what you want!
Victories Made in Epirus: War Support Changes
Speaking of War Support, how do you get your enemies to surrender? Just like before, battles and occupied cities will cause the biggest changes, but some of the details have changed:
The War Support change after a battle is now based on the losses on each side. A costly victory might gain you very little... or worse!
Ransacking enemy districts will now cost the enemy War Support
Territories under your control but under the enemy’s cultural influence will drain some of your War Support each turn
We hope you’re looking forward to these changes to the War Support and Surrender systems, and the new flow of warfare they create. They are not the only improvement we are working on, though, so stay tuned for more news about what’s coming in the Bolivar update.
Here are the release notes for Update 54, released on Wednesday, April 27th, 2022.
Of Special Note:
The Pre-purchase for The Isle of Dread is now underway!
The cult of Vecna has been sighted in the region, and now a mysterious island has reappeared off the coast. It can’t be a coincidence. Prehistoric dangers await any who set foot on the island’s shores, so only true heroes will be capable of surviving the threats and stopping the cult. Experience new adventures, new monsters, and a level cap increase to 32! Play the new character race the Tabaxi or the Iconic Tabaxi Trailblazer, get your permanent Raptor Hireling, and more! The Isle of Dread is currently scheduled to be released on June 8th, 2022.
Once you have pre-purchased Isle of Dread you can speak to an NPC located past the Hut From Beyond in the Harbor docks named Zalnathe to pick up your available pre-purchase items!
News and Notes
Bugfixes
Eldritch Knight's elemental damage dice should now more reliably add up.
Eldritch Knight's Force's Point no longer spams your combat log.
Fixed a typo in the Quicken Metamagic enhancement for Exalted Angel.
A variety of active Exalted Angel abilities no longer work underwater.
1st core of Exalted Angel now provides magical training correctly.
Fixed typos with Green and Shadow Dragon Breath in Draconic Incarnation.
Feywild Attunement in Shiradi Champion now grants its listed Spellpower.
Core 2 Shiradi now provides the doubled and listed dodge and fort bypass.
Fatesinger's Grandeur now functions.
Air Savant's Feather Fall no longer drops on death.
Shadar-kai chain can now be used while quelled.
Magus of the Eclipse: Lunar Insight now functions.
All Magus actives may now be used while moving.
Clarified Vistani core 4's tooltip to make sure it was more accurate.
Regeneration no longer has visual effects and therefore no longer has visual effect bugs.
Greensteel Regeneration no longer drops on death.
Raging Blows in Barbarian now correctly grants its +1[W].
Palemaster Undead Shrouds should now persist through logout better.
Holy Mantle from Divine Crusader should now persist through logout better.
Abyssal Shroud from Warlock should persist through logout better.
Shiradi's Pin now grants its listed 3[W] instead of 1[W].
Shiradi's Pin no longer has a DC.
Fixed a typo in the Draconic Destiny Mantle.
Fixed typo in Shiradi epic moment.
Killer Instinct now has removal floaty text to make it clearer when it wears off.
Storm's Eye now has no removal floaty text since that makes it visually obstructive.
Scion of the Astral Plane no longer drops on death.
Monster casted Flame Strike will damage players again.
Epic Delera's Rune Arm now drops as intended.
Legendary Saltmarsh Rune Arm now drops as intended.
Creeping Doom and Divine Wrath no longer go through Spell Absorption.
The Defiler of the Just Raid Questgiver no longer tries to teleport you into the dungeon no matter what you tell her.
Epic Spell Power categories no longer require minimum level 26.
Fixed typo in the Filigree Divinity: Seeker (Rare) (Melee attack power -> Melee Power).
Fixed a typo in a generic Sharn text line for town NPCs.
Fixed Slay:Blank bugs in the Splinterskull chain.
Displacement no longer takes Enlarge since its a self-only spell.
Artificers should find it much easier to mount up now while charging their Rune Arm.
Prevented scenarios where a Reaper Ring enchantment could be erroneously non-applied to a non-ring item.
Fixed a typo in barbarian's Focus Wide buff.
Crazy Strikes now grants its Weapon[W] bonus correctly.
Fatesinger Core 2 and 3 now grant its DCs.
Shillelagh now correctly gives Bludgeon DR bypass instead of Magic.
Gameplay Changes
When you Release from a dungeon while dead, you will be brought back to life with 20 Hit Points instead of 1 HP.
Trap the Soul has gotten an overhaul:
There is no more Hit Dice limit on this spell, and there is only one variant.
This spell now gives you the regular gem for all CRs.
Cannith Crafting recipes just use that one regular gem.
Changed the cooldown to 10 seconds (Sorcerer stays at 8 seconds).
Shiradi caster mantles changes:
All proc dice have been raised to 7d77.
Spellcast scaling has been raised to 100%.
Proc rate has been raised to 7%.
The elements offered have changed: now you may select from Light, Force, Poison, or Sonic.
The following Destiny Mantles now deal 1d6+6 damage per caster level when they proc:
Magus of the Eclipse
Fatesinger
Primal Avatar
Exalted Angel
Tabaxi and Tabaxi Iconic
The Tabaxi Race and Tabaxi Trailblazer Iconic have been added to the game! The Tabaxi base race is FREE to VIPs, included in your pre-purchase of Isle of Dread, and will be available for DDO Points in the DDO Store in the future.
Tabaxi are a base race that starts in Eberron. Resembling great cats like jungle cats, Tabaxi are a dexterous race that are light on their feet. Their innate feat allows them to move quickly for a after spending a short time planning their next move. Tabaxi make good Rogues, Monks, and Bards.
Tabaxi Base Stats:
+2 Dexterity
Starting Feat: Feline Agility: After standing still for 6 seconds, when you move again you gain a +20% Action Boost bonus to Movement Speed for 6 seconds.
Tabaxi Racial Past Lives:
+1 Tumble
+1 Dexterity
+1 Racial Action Point
Tabaxi Enhancement Tree:
Cores:
Core 1: +1% Dodge, +1 Maximum Dexterity Bonus in Light Armor. You gain Dexterity to Hit with Dagger, Handaxe, Handwraps, Kama, Kukri, Light Hammer, Light Mace, Light Pick, Rapier, Short Sword, Sickle, or while Unarmed or in a Druid animal form.
Core 2: Multiselector: +1 Dexterity / +1 Charisma
Core 3: +1% Dodge, +1 Maximum Dexterity Bonus in Light Armor
Core 4: Multiselector: +1 Dexterity / +1 Charisma
Core 5: +1% Dodge and Dodge Cap. +1 Maximum Dexterity Bonus in Light Armor
Tier 1:
Sharp Claws: +1/2/3 to Attack.
Cat Scratch: Active: +2[W] Area of Effect Melee Attack. 6 second cooldown.
Acrobatic: +1/2/3 Balance, Jump, and Tumble. +2/4/6 Armor Class while Tumbling.
Land On Your Feet: You don't take falling damage.
Sneaky Strikes: +1 Sneak Attack Die
Tier 2:
Surprise Claws: +1/2/3 to Attack while Flanking.
Hunt Down: Your Cat Scratch now Hamstrings opponents for 3 seconds, reducing their movement rate by 50%. Some creatures are immune to the Hamstring effect.
High Places: After falling for at least 1.5 seconds, when you land you gain +2 Critical Hit Confirmation, +2 Critical Hit Damage, and +25% Armor Piercing for 20 seconds.
Honed Reflexes: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds.
Slip Out of Danger: +2/4/6 Saves vs. Traps. Rank 3: You gain +1 to Reflex Saves.
Tier 3:
Stabby Claws: +1/2/3 to Melee Damage.
Corner: +1/2/3% Dodge Bypass
Improved Nimble Cat: You gain Dexterity to Damage with Dagger, Handaxe, Handwraps, Kama, Kukri, Light Hammer, Light Mace, Light Pick, Rapier, Short Sword, Sickle, or while Unarmed or in a Druid animal form.
Focused Agility: Your Feline Agility now only requires you to stand still for 3 seconds, and lasts for 9 seconds.
Sneaky Strikes: +1 Sneak Attack Die
Tier 4:
Feline Versatility:
Lash Out: +5% Offhand Strike Chance if using a Light Melee Weapon or Rapier in both hands.
Rapid Scratch: +3% Doublestrike while Single Weapon Fighting
Quick Paw: +3% Doubleshot with Thrown Weapons
Vigor: Vigor spell like ability
Deep Scratches: Your Cat Scratch now deals Bane damage to targets it hits that are vulnerable to Bleed. This damage is equal to 1d4 per Character Level, and scales with Melee Power.
9 Lives: You gain Rogue's Defensive Roll feat. (While below 20% HP, there's a chance equal to your Reflex save that attacks do half damage and have their effects negated.)
Fast Sprinter: Your Feline Agility now grants 30% Action Boost Bonus to Movement Speed and lasts for 18 seconds.
Lucky Cat: (Requires: 9 Lives) You gain Evasion.
Tabaxi Trailblazers are Iconics that start in Sharn with one level of Monk. Passed down between generations of Tabaxi, the title of Trailblazer represents this Tabaxi's ability to always find a way forward. Like standard Tabaxi, they can gain the ability to negate falling damage and move with quick bursts of speed. Tabaxi Trailblazers can gain True Seeing and can gain defensive bonuses when they Dodge and Tumble. They also use their expanded Dexterity to excel with Quarterstaves, gaining offensive bonuses with the weapons and the ability to use them to trip all nearby enemies.
Tabaxi Trailblazer Iconic Base Stats:
+2 Dexterity
Base Feat: Feline Agility: After standing still for 6 seconds, when you move again you gain a +20% Action Boost bonus to Movement Speed for 6 seconds.
Tabaxi Trailblazers use a unique set of Quarterstaff attack animations!
Tabaxi Trailblazer Iconic Past Life Feat:
Iconic Past Life Stance: +1 to Trip DCs per stack of this Past Life, up to 3.
Passive Bonus: +1 to Saving Throws vs. Traps per stack of this Past Life, up to 3.
Tabaxi Trailblazer Enhancement Tree:
(Abilities in Orange are the ones that are different from the base Tabaxi.)
Cores:
Core 1: +1% Dodge, +2% Dodge Bypass. You gain Dexterity to Hit with Quarterstaves, Dagger, Handaxe, Handwraps, Kama, Kukri, Light Hammer, Light Mace, Light Pick, Rapier, Short Sword, Sickle, or while Unarmed or in a Druid animal form.
Core 2: Multiselector: +1 DEX / +1 WIS
Core 3: +1% Dodge, +2% Dodge Bypass
Core 4: Multiselector: +1 DEX / +1 WIS
Core 5: +1% Dodge and Dodge Cap. +2% Dodge Bypass
Tier 1:
Sharp Claws: +1/2/3 to Attack.
Low Blows: +1/2/3 Trip DCs. Doubled if you have a Quarterstaff equipped.
Acrobatic: +1/2/3 Balance, Jump, and Tumble. +2/4/6 Armor Class while Tumbling.
Land On Your Feet: You don't take falling damage.
Sneaky Strikes: +1 Sneak Attack Die
Tier 2:
Staff Deflection: While holding a Quarterstaff, when Deflect Arrows triggers you gain a +10% Action Boost bonus to Doublestrike for 6 seconds.
Wayfinder's Weapons: Quarterstaves and Wooden Weapons you are wielding are immune to damage.
High Places: After falling for at least 1.5 seconds, when you land you gain +2 Critical Hit Confirmation, +2 Critical Hit Damage, and +25% Armor Piercing for 20 seconds.
Deflect Arrows: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds.
Slip Out of Danger: +2/4/6 Saves vs. Traps. Rank 3: You gain +1 to Reflex Saves.
Tier 3:
Attune: +1 Ki Regeneration on melee attacks, +1 Passive Ki Regeneration
Great Weapon Aptitude: +5/10/20% Strikethrough (req: Two Handed Fighting)
Improved Instincts: You gain Dexterity to Damage with Quarterstaff, Dagger, Handaxe, Handwraps, Kama, Kukri, Light Hammer, Light Mace, Light Pick, Rapier, Short Sword, Sickle, or while Unarmed or in a Druid animal form.
Focused Agility: Your Feline Agility now only requires you to stand still for 3 seconds, and lasts for 9 seconds.
Sneaky Strikes: +1 Sneak Attack Die
Tier 4:
Wide Sweep: Melee Quarterstaff Trip Cleave Attack: +1/3/5[W] to all nearby enemies. Enemies who are hit must make a Balance check (DC 14 + Highest of DEX and WIS mod + Trip bonuses) or be Tripped for 20 seconds. Shares cooldown with Great Cleave.
Springing Pounce: You gain the Spring Attack feat. When you use it while holding a Quarterstaff, you gain Feline Agility and deal bludgeoning damage equal to your Jump score to all enemies Spring Attack hits. This damage scales with 200% Melee Power.
Cat's Eye: You have True Seeing, which cannot be dispelled from you.
Fast Sprinter: Your Feline Agility now grants 30% Action Boost Bonus to Movement Speed and lasts for 18 seconds.
Escape Artist: When you tumble, you gain 25% Incorporeality and 25% Concealment for 20 seconds. This can only trigger once per minute.
UI Changes
Hovering over your Epic Destiny points now displays a context-sensitive tooltip that reports your points breakdown.
The LFM UI Difficulty display element has been adjusted to be more vertically centered.
Hovering over a weapon now factors in the Improved Critical feat.
The character sheet has gotten a minor visual upgrade in its layout.
It now shows you your total level instead of your total Action Points.
Several text and bounding box inconsistencies have been fixed involving bad element placement.
The Saves label is now Saving Throws and is the proper font.
The BAB box is now lined up correctly, and the BAB amount is now centered.
A variety of UI improvements relating to how we display Character Level have been made:
Your character sheet no longer shows the Epic Class in its class breakdown.
When someone requests to join your LFM, you will now see their total level in parenthesis and then their class breakdown, which will no longer include their Epic class levels. Text Literal: "$NAME$ ($LVL$)($CLASSES$) would like to join your party."
The Character Selection screen will no longer display your Epic class levels.
Examining a player now shows their Total level and then their class breakdown, and the class breakdown no longer displays their epic level.
The Guild, Who, and LFM displays for players no longer shows their Epic levels as part of their class breakdown.
The Who, Guild, and LFM UI elements for player entries now have appropriate Skin Mapping hookups for UI Skinning.
Miscellaneous
There is a new Gameplay option: Force Heals to Self when Targeting Undead (default: false). While true, when you have an enemy Undead targeted, any positive healing actions will be cast on you instead of the undead.
Known Issues:
The Raptor Henchman's minimum level to use is incorrectly set to 3, when it should be level 7. The permanent hireling is a level 7 hireling for the purposes of quest XP. Its summoning cooldown is also incorrect at 30 seconds instead of 300 seconds.