It's looking like we're nearly done with patching the demo and an update will be coming soon when we finalize our plans for the next development milestone. Thanks to everyone for reporting bugs and giving feedback! Your time is appreciated.
Difficulty sliders no longer print minimum value when loading the game with a fresh config file.
Added check to prevents objects going too far from the origin. This caused general shenanigans such as objects phasing through one another.
Fixed player able to move during the prologue start cutscene
Fixed counters being reset on map load leading to item finds not contributing to total score at the end of the level. Thought you had S rank? Hah! Think again! The score maximum was merely bugged into a lower value!
Split DRUG and MEDICAL items into two counter categories to make the drugs used % make more sense (now only Cigarettes and Stimpacks are considered drugs)
Fixed weapon hotkeys accidentally stacking with other binds and other weird behaviour. Weapons hotkeys are now determined by the binds bind_weapon2/3/4 and the slot that they're in. You will have to rebind your weapons after launching. Sorry!
Closed vent which could see outside the level mesh in the entrance/exit corridors
Made the surfaces near Doorva also pass on the Talk prompt to make it easier to hand in your weapons.
Added validation for resolutions so that users dont accidentally set their screen size to something crazy like 0x0.
The resolution menu has been changed to a traditional drop down affair in order to reduce potential user mishaps.
Fixed NoStealthKill flag not working, making the end boss killable very easily with a single headshot.
Introducing In App Purchases! - Players can make purchases of gold and shards! Visit the in-game Store now!
Tutorial - UI and flow changes for an improved tutorial experience
Balance Changes: - Spawned and resurrected units should no longer get Charge from any source - Bhishma's Hero power no longer removes negative effects - Kaundinya attack cost increased to 3 (+1)
Server Maintenance has concluded and the game servers are now live! We appreciate everyone's kind patience and understanding. Below are some of the changes that have been done in the game.
[General]
• Server Refresh
• Adjustment: Class Balance Optimization
A. Blade dancer/Flower dance Elf
Flora: Skill cooldown decreased from 9 seconds to 6 seconds, added buff: self-damage decreased by 30% for 6 seconds; at the same time, the effect of the skill book [Twice the Swords for Twice the Fun, by Sha Nyweide: Flora]will be changed to Overlord, for 2 seconds/3 seconds/4 seconds/5 seconds respectively Violet Cross: Skill cooldown changed from 30 seconds to 25 seconds, the Range will be increased by 20%, and the number of Combos increased
Deadfall: Skill cooldown changed from 60 seconds to 45 seconds, the Range will be increased by 25%, and the number of Combos increased
Blood sacrifice dance: Added a buff that increases physical attack by 10% in the additional effects
Dragon Dance: and the range will be increased by 30%, and the coefficient of skill attack effect increased by 15%; at the same time, the effect of the skill book [Twice the Swords for Twice the Fun, by Sha Nyweide: Dragon Dance]is replaced with using skills instead, physical attack +2.5%/5%/7.5%/10%
Fierce Lash: the number of Combos increased, and the coefficient of skill attacks will be increased by 20%
Black Rose: and the number of Combos increased, and the coefficient of attack caused by the skill effect will be Increased by 30%
Pirouette Strike: the number of Combos increased, the Range will be increased by 50%, and the coefficient of attack caused by the skill effect will be Increased by 30%. Enhance the effect of attracting monsters; at the same time, the effect of the skill book [Twice the Swords for Twice the Fun, by Sha Nyweide: Pirouette Strike] is replaced with using skills instead, physical attack +2.5%/5%/7.5%/10%
B. Valkyrie/Cannon Angel
Flamethrower: During skill introduction, reduce self-damage by 35% [PVP not available], and the coefficient of skill attacks will be increased by 20%
Shooting Ray: During skill introduction, reduce self-damage by 50% [PVP not available], and Skill cooldown changed from 50 seconds to 40 seconds, at the same time, the effect of the skill book [Celline Adele’s Bayonet Theory: Shooting Ray]is replaced with using skills instead, physical attack +2.5%/5%/7.5%/10%
Gale Shot: During skill introduction, reduce self-damage by 50% [PVP not available], at the same time, the effect of the skill book [Celline Adele’s Bayonet Theory: Gale Shot]is replaced with using skills instead, physical attack +2.5%/5%/7.5%/10%
Anti-gravity Canon: Anti-gravity Canon: The added effect of increasing the defense of allies in the Anti-gravity Canon is changed to reducing the damage taken by allies by 30% and granting endure stats on allies for 10 seconds. At the same time, the increase in the monster attracting effect will be added and the number of electronic wave attack combos generated by the Light blue skill book [Celline Adele's Bayonet Theory: Anti-gravity Canon] will be increased.
Gravity Cannon: In the gravity field, cause 30% physical defense to the target (new-added), decrease the magic defense, and increase the monster attracting effect of the gravity ball generated by the dark blue & light blue skill book [Celline Adele’s Bayonet Theory: Gravity Cannon], and increase the number of attack combos.
Multi-target Shoot: During the skill charging stage, reduce self-damage by 50% [PVP not available]
Device Enchant: Skill cooldown reduced from 90 seconds to 60 seconds, and the duration will be increased from 40 to 60 seconds, Added a buff that increases physical attack by 10% in the additional effects
Hawkeye: Within 5 seconds after the skill is cast, reduce self-damage by 80% [PVP not available]
Laser Cannon: During the skill charging stage, reduce self-damage by 50% [PVP not available], and skill damage increased by 35%/45%/60%/100% respectively
New added: New “Nepahi Symphony Butterfly Wings ”performance is greatly improved Boost effect1- Wings Stats improve Boost effect2- Wings Increase the damage effect of all classes' designated skills
Glenheim Trove
New added: 【New Treasure-Nepahi Symphony Butterfly】
[Event]
New added: 【New Treasure- Early autumn leaves season 】 You can get the keys from the Dungeon Mob (Guardian of Light)
Hey there, fellow Catz! Today I want to talk about one of many possible late game builds in ZpellCatz: A Fury Shaman that is focused on "Lightning Totem".
Since the playable demo / prologue features some early gameplay, I thought it might be a good idea to show how late game builds could look like in ZpellCatz. We'll start with a Fury Shaman because it's the class combination that's playable in the demo / prologue.
Skills
In this build, we want to focus on the skill "Lightning Totem". Lets make it super strong! :-D
So, lets put some points in "Lightning Totem" (our main skill), "Frost Totem" (cold base damage), "Charged Soul" (storm damage%) and "Thunder Claw" (storm damage%, pierce storm).
We choose "Master of Totems" as the ultimate skill because it's a perfect match for our build. Ultimate skills provide some really great bonuses, but you can only select one of three (two based on the hero class and one based on the selected path). The three skills at the bottom of the skill window with an orange border around the icon, those are the ultimates.
Although the following abilities don't directly support our totem, we put points in "Chill" ("Ice Missiles" slows and weakens enemies), "Shock Nova" (active skill) and "Ring of Flames" (fire base damage to "Shock Nova"). We'll see in a moment why they are great for this build. In addition, I like to distribute 1 skill point in every skill in order to receive skill point bonuses from items / gems.
Items & Gems
A nice mix of tier 2 and tier 3 epic items is waiting for us. Lets start with the weapon: "Moonlight of Agony" (tier 2, not craftable). It grants lots of bonuses that directly support our build, especially the "Lightning Totem" cooldown reduction and the epic effect that increases the number of shots from 5 to 7.
For the boots slot, we choose "Stormy Havoc". It's a powerful tier 3 item designed for Fury Shamans that combines the skills "Lightning Totem" and "Shock Nova". Remember that we've put points in the skill "Shock Nova"? With this item, our totems also cast it when they expire. Very helpful!
Our build is focused on offensive totem combat, but we don't want to create a glass cannon here. So lets pick 2 items that form a good symbiosis: "Cold Warden" (tier 2 helm, craftable) and "Guardian of Aeons" (tier 3 body armor). "Cold Warden" helps spreading the effect of "Chill" with our totems, so more enemies are slowed and weakened. In addition to this, "Guardian of Aeons" provides damage reduction based on the number of enemies cursed by "Chill". Also, both items provide nice healing stats and skill bonuses.
Now it's time for conversion gloves! The item "Thunder Grip" (tier 3 gloves) converts cold and fire damage to storm damage. Since cold, fire and storm are the only possible damage types for a Fury Shaman, all of our damage dealt is now storm damage. This is great, because it's very easy for Fury Shamans to increase storm damage. The drawback, however, is that enemies with very high storm resistance (max. is 95%) can be hard to kill. Luckily, we have a lot "pierce storm" provided by our skills and items. This stat reduces enemies' resistances before dealing damage. So with about 30% pierce storm, enemies with high storm resistance will take some more hits, but they shouldn't be a problem anymore.
For the offhand slot we choose "Elemental Discharge" (tier 2 book, craftable). The item increases storm damage a lot, but reduces all resistances and all non-storm damage dealt. This might be a bad choice for other builds, but it is a really great item for this one. Since we only deal storm damage thanks to "Thunder Grip", we receive a 40% total damage bonus.
Our items are offensive enough, lets take some resistance boosting rings for the jewelry slots. You wonder why we take rare rings instead of epic ones? The answer is simple: there is no epic jewelry (rings, amulets) in ZpellCatz. I talked about that some time ago in an article about itemization.
We pick gems that help us survive (boost all res or single resistances that we're lacking) or ones that directly support our build (storm damage, skill bonuses). I won't describe each gem in detail, but here are some examples of gems that I found useful for this build:
So, with all items and gems equipped, our final builds looks like this:
All important skills are level 10-14 and we've got 260% storm damage. The cooldown of our totem has been reduced from 7 seconds to 3.5 seconds, it deals 5k - 12k damage per shot and it releases a nova (with 50% power) that deals 7k - 18k aoe damage. You don't need damage numbers that high for the normal story content, but there will be challenging late game dungeons in ZpellCatz for those of you who really like to max out every aspect of a build.
But just for the fun of it, lets watch a totem clear a room in one of the later story content dungeons... :-D
I hope you enjoy this build as much as I do. I'll share more builds for other class combinations soon to give you further impressions of how the late game of ZpellCatz could look like.
Note: All info here is in development content and subject to change.