Yet another skill has beed added: battle formations. Training in this skill will reduce your required combat space by 10% per skill level by learning to fight side-by-side with allies. It also gives a defense bonus of 2% per level.
Breath weapons have been debugged, so they will now do full damage. Poison breath has been scaled appropriately to reflect the lingering effects of poison. Breath weapons are almost certainly too powerful right now, so if you
see dragons or other creatures with breath weapons, be extremely careful if you engage them.
A bug has been fixed regarding archers who were not unlocking new skills when leveling up.
Some minor changes have been made restricting certain races from choosing certain classes, and with the formula governing class selection.
Small spooks and greater zombies have both had their combat levels increased, meaning they will be encountered in smaller numbers and usually on more difficult adventures than before.
Another new skill has been added called running which, obviously, makes your movement rate improve.
It also provides a lot of synergies for other primary physical skills so it will be worth studying for some characters
even though the movement rate increase is very small.
Moverate magic items have been changed. They no longer provide an absolute +1 mp per level. They now merely increase your
mp by 10% per level. Usually this is less powerful effectively reducing utility of moverate items.
Many items have been added which boost the sherpa skill to increase carrying capacity.
When you lose your entire party, there is now a message about it so you're not left simply wondering
why you're back on the clan page.
Another new skill, sherpa, has been added. The sherpa skill reduces the penalties to movement and combat values when carrying heavy loads.
Undead are no longer affected by paralysis.
A new skill has been added: resist fear. This skill can be unlocked by leveling up certain classes, or through relevant
A lot of cleaning up various text and buttons has been done. For instance, the tank button will no longer appear in the action window
for characters with level 0 in the tank skill. The time passes text explaining new character arrivals or sacrifices to open adventure portals has been shortened and clarified.
Other corrections have been made on various screens as they've been found wanting.
The adventure help button has been moved, enhanced, and has a lot of new information behind it. Hopefully newer players will have an easier time learning the ropes now. The exit
button was moved to make room for this, and will now appear just below the continue button.
People have been given the ability to drink many additional types of potions when they feel it is appropriate. This feature is still undergoing testing and may see more changes in the near future.
The leadership skill of each group leader will now help all group members by adding +1 per skill level to attack, defense, and speed.
The amount of attacks that hit the wrong target by accident has been reduced. A lot. Longer reach weapons will still miss more often than
shorter reach weapons. Spell misses will only be about a third what they used to be, and even missile weapons will miss much less often.
Speaking of missile weapons, a person will almost never attempt to shoot into his/her own square anymore unless there are no other viable targets present.
Spooks have seen a level increase, while large spooks have seen two level increases. This will result in significantly smaller monster groups.
Restless bones were also given a level increase and will now be comparatively rare, although a few more of them will be carrying weapons now.
New items have been added and some potions were rebalanced and repriced.
It is now possible to drink potions while adventuring even if you have negative speed or would otherwise lose your action.
In fact, sometimes people who were not going to get to act due to low speed and high fatigue will choose to drink potions
with the stamina effect without any input from players. Likewise, they may drink potions such as xp potions
when not in combat simply because they feel like it is a smart thing to do.
The CV calculation has been changed again. This will not be the final version. Do not be surprised if you see lower combat values on your people.
The concept of energy and energy points has been entirely removed from the game. Monster that used to rely on EP now have various other
skills and abilities with (usually) similar effects. Some have gotten more dangerous (hello, Spooks) and some less so (looking at you, acid vines).
Your main page now shows how long it has been since you completed a successful adventure. This is only meaningful if it exceeds 30 days, at which
point characters may start to wander off.
Kobold wizards are going to be a lot more common for a while, to collect extra information on magic and CV. Sorry, low level guys. At least the loot is good!
A bug was fixed that was applying fatigue to all members of a group incorrectly after certain merge or reaction move events. Some situations, such as merging
groups during the move phase, will now apply fatigue immediately instead of at the end of the round.
A bug with the fear effect has been fixed. Characters were remaining afraid one turn longer than they should have been, even after the F1 flag was removed
from their effects list.
Fixed an issue with the selected group not always aligning with the displayed group. This would occasionally lead to disaster when a player would move
the wrong group accidentally.
Equipped magic items that increase charisma will now help when calculating the money you get from selling items in the shop, including auto-selling of cheap items.
Likewise, items that increase intelligence, if equipped, will be considered when calculating the number of skill points gained from adventures.
Kobolds and kobold slingers have been updated. Although they have different equipment and stats (slingers have more hp but less size/strength than normal kobolds)
they are now both level 1 monsters and will very often be found in mixed groups. They will also now carry slightly less valueable equipment.
Two bugs were fixed. One was yet another source of disappearing groups, having to do with auto-ungroup during flee actions. The other was causing the game to lag and
sometimes time out during flee calculations.
Breath weapons have been changed. They no longer use energy (which is being phased out) but instead generate high fatigue.
The acid attack of acid vines has also been changed from a missile attack to a melee attack.
When shopping, instead of showing the minimum strength required, which was only meaningful for weapons, the shop table will display
the weight of the item which is usually more important. All data can still be seen by hovering the cursor over the item name.
When you select a group in combat, it will display the CV of all group members.
Some new items, icons, and techniques have been added.
The first update of a monster type has been made based on the new CV data. Demon rats are far more dangerous than their previous level
would indicate. They will now generally be found only on harder adventures. They will also carry more valuable treasure.
The rankings page has been (somewhat) updated to the same format as the rest of the game, and it is now using correct figures for the power top 100 list.
Your clan power is simply the combined combat value of all characters.
Two bugs were fixed. One was preventing intelligent monsters from remembering where you were last seen when the monsters move first. The second was
causing monsters to disappear from adventures when combat-moving to form a new group in a square with existing non-party objects (i.e. stairs, exits, etc).
The space for character and monster picture has been enlarged. Future picture additions can now be higher quality. Prior to this, a few more pics were added.
A major change to XP and CV (combat value) has been completed. All monster history data was deleted which has reset beastiary info. CV data has not been cleared,
but each time a character goes on an adventure, his or her CV is recalculated every turn. Because CV is now an adventure-only calculation you can no longer view CV changes
at home or while equipping. On character pages, the CV value listed is the maximum CV value recorded from the most recent adventure.
XP awarded for killing monsters is now individualized and is equal to the actual CV of the creature killed. Thus not all orcs (for example) will be worth the same amount.
Better logging has been implemented. Going forward, it will be possible to view accurate average CV and treasure values (among other things) for every monster class you
have encountered. This will also make it much easier to balance monster power vs treasure awarded vs adventure difficulty. Ultimately this will lead to more fairness in
encounters -- some monsters are surely too weak or too powerful for the point in the game at which they are most commonly found.
Fixed a bug that was causing monsters to disappear.
Fixed a bug that was improperly removing groups after a split.
Wells have become more magical, and more beneficial. Now more than one third of all wells have helpful magical effects, while only one in ten will have harmful effects.
Demons have been changed, significantly. They no longer have the gate ability. It has been replaced, in some instances, with skills in magic: summoning and magic: demon. Thus, some
demons can still summon backup, but by using the same rules as other summoners. Demons that can summon are all types of: white, grey, red, stygian, and of course fiends. All demons not named have
lost their ability to summon. This extends to summoned creatures, so there can still be a little bit of a chain reaction if the summoned demons happen to be of a type that can summon more even demons. But this will
no longer be as dangerous, as summoned creatures follow stricter limitations regarding their power. This also, of course, applies to player-summoned demons, making demon summoning very likely the most powerful
type of summoning magic available.
Fixed a bug where people were still trying to move toward an exit, even after fear expired.
Inactive accounts will very slowly be wound down. If you haven't completed any adventures in the past month,
there will be a very small chance that characters will start defecting to more active worlds. This chance grows
after three months, and again after one year. The effect is very small, but it is an extra reward for active worlds,
as these migrating characters might stumble into your own realm and find a new home there!
Fear has been changed. Fear spells will generally be much more effective, undead are now immune to fear, and certain scary monsters have a fear aura which
has been heavily modified. Fear auras can be devastating. Like all fear effects, resistance is based on the willpower and fear resistance as well as character level.
Fear auras are further resisted by group size (safety in numbers) as well as monster group size (10 spooks are scarier than 1 spook -- but not nearly 10x as scary).
Spooks and shadows have lost their energy-based spook ability which has been replaced by mind-magic use and fear auras.
More character icons were added, and several new items were added to both the market and treasure drops.
A few character icons have been added and/or upgraded.
Fixed a bug where monster groups were not being labeled with the correct name.
You can now exit an adventure even if you are engaged in combat if you are in the exit square.
A defend action has been added. Characters on defend will not attack, gain a +5 defense bonus,
and will not be able to be pushed off their square due to reaction moves.
Speaking of reaction moves, people will tend to stay in their current square more often now, unless
the overstacking penalties are very large.
Fear effects have been changed. Afraid characters will no longer magically flee the adventure. Instead
they will run toward a safe location where they will hide until the fear wears off.
Summoning magic has been revised: SP costs have been reduced, but the creatures summoned will
no longer stay forever. They have the standard spell duration of 360 turns.
Messages for certain movement events have been added.
A new route-finding function has been written to help groups find their way from here to there.
The biggest consequence (currently) is that monsters -- except the dumbest ones -- will tend to remember
where you were last seen and move to that location. This is both good (set ambushes) and bad (harder to extract from bad situations).
Usually this will be a "low priority" move, but sometimes they will charge right at you, even moving into and through other
monster groups to get to you. The bulk of the benefit from this function will come later with player-set waypoints or "follow" commands, and with fleeing.
The number of adventures without a green exit in your starting square has been increased from 25% to 30%.
A few potion effects and attributes have been altered, and a few have been added. A new potion effect of size has been
introduced. Potions with sizes greater than one have a chance of being reusable.
Some new low-end items and weapons have been added.
Fixed a bug that was preventing monsters from using special attacks, while migrating those attacks into the new system that will one day
enable the option of having monsters as characters.
A rest button has been added to adventures. This will run up to 10 turns at once, or until interrupted by anything happening.
Monsters are now able to ungroup, and regroup, in order to get closer to combat in their LOS
Items with fraction durability now show correct values instead of zero.
Several new low-end items have been added.
If you have very few people, they will adventure more often. This helps new players get to the adventures right away.
Fatigue is now displayed more prominently on adventures, and warning messages are given when people are tiring too quickly due to excessive movement.