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Shadow
11-10-2015, 07:05 PM
made it so under construction subclasses don't pop up in random hybrid stuff
changed "of Ionic" to "of Ions" (ScrObot)
pets are no longer kicked out of party on raid start or end (TnuocEht)
now fires started by monsters are within throwing range of the monster (ScrObot/TnuocEht)
fixed item icon on highlight text sometimes coming from item behind slot pointing to (ScrObot)
no longer make +armor gold on armor items (total is already gold colored) (ScrObot)
can no longer use enemy lifestones or gates (ScrObot)
fixed 2 handed weapons not getting distributed to clan members correctly
highlight text on friends on being attacked now gives you more details (Tuidjy)
now raid lines on relation screen have arrows to show who is raiding who (ScrObot)
get hate monster NPC dialog (ScrObot)
fixed a highlighting issue on other stats character screen
tripled Soul Eater bonuses (Oblivion)

Shadow
11-11-2015, 07:01 PM
fixed food icons on main screen overlapping minimap in some resolutions (Roswitha)
improved potions low icon
fixed BlockedFromUsingSpells (Tuidjy)
fixed some ceasefire translations (Winter Kuzi)
fixed secret area entrance in one of the grassland levels
changed button from "Recruit to Party" to "Remove from Party" when NPC is in your party (ScrObot)
bow weilding recruits now try to stay out of melee range (ScrObot/Throwback)
your NPCs will now use health stones outside of town (ScrObot/Throwback)
NPCs now avoid traps and projectiles a little better
fixed baseline & menu game sometimes impacting global stats
added staff mastery to druid (Throwback)
fixed some vendor screen help alignment issues (ScrObot)
made item text a little more clear which one is the one you are looking at
now fire thrower fire explosions sounds are capped to a max of 4 at once (Throwback)
hopefully fixed a problem with clan sometimes not being destroyed when last member dies (Tuidjy)
now order of NPCs to distribute items to is randomized so 1 NPC doesn't always get first dibs (Throwback)
item replaced when distributing items to clan now fully goes through NPC list (ScrObot)
Cowerly personality no longer spawns, ones already existing renamed to Coward (Tuidjy)
changed "per hit taken" to "when hit" to be more clear and consistent (ScrObot)
shifted crafting numbers over a little to fit larger numbers (ScrObot)
added long teleporter trap
added teleport print to teleporter traps (ScrObot)
increased vendor chances by 50% (DeathKnight1728)
character menu now pauses the game (Throwback)
other clans will now suggest they buy contacts (Caal)
increased turn speed of extra projectiles from 500.0 to 600.0 (ScrObot)
increased higher level bag drop rate another 33% (ScrObot)
Riposte skill will now walk you into range if necessary (Throwback)

Shadow
11-12-2015, 07:21 PM
fixed VBOs on Mac (test went from 33 to 39 fps)
Mac now defaults to VBOs on
added a configVersion user var so I can force changes when needed
now if old config, force VBOs on on Macs
fixed a rare problem where an item could actually break when trying to repair/upgrade it (Tuidjy)
added Aura of Despair skill
added Aura of Poison skill
added Aura of Dark Blessing skill
added Plague Touch skill
added Acid Touch skill
added Agony Touch skill
fixed Nemesis XP mult (Caal)
fixed sometimes not getting reward for solving Arch-Nemesis quest (Gingiri)
can now give acid, poison, and fire powerups to NPCs (Tuidjy)
added 13 happiness related NPC dialogs
fixed some problems with event text up & down arrow keys at the beginning of a new world (ScrObot)
fixed a crash that happens in multiplayer if the non-server player gets raided by another clan (TnuocEht)
fixed missing ConfirmDemand translation
can no longer declare war, raid, etc with other player clans
now player clans automatically have an alliance

Shadow
11-13-2015, 06:48 PM
net trap now has a larger reuse time so you can't permanently net an enemy
added Hell Storm skill
added Sacrifice skill
removed reuse time from rampage support skill
added Malice skill
added Darkness skill
added Unholy Resilience skill
added Death Strike skill
added Death Rune skill
added Slaughter skill
added reuse timer to Stalker skill but also made it more powerful
increased Dark Ritual duration from 1 minute to 10 minutes (Elcs)
now items that level up are a little more consistent in their damage/armor/defense increases (DanSota)
moved Happiness column header a little on clan screen to fit better
changed color of sorting v & ^ characters to be easier to see (ScrObot)
added StatInflation parm to Skills and StatusEffects
added 4% stat inflation to Eagle Eye attack bonus (DanSota)
added 4% stat inflation to Dodge defense/dodge bonus (DanSota)
NPCs can no longer get Infused Energy skill (Tuidjy)
added 5% stat inflation to Marked for Death armor/defense debuff (DanSota)
added 5% stat inflation to Trap Master perception & disarm trap bonuses (DanSota)
increased Cooking food sense from 25% to 33% extra per level (DanSota)
increased Lure health by 50% (DanSota)
added 3% stat inflation to Earth Link health, poison resistance, and zombie resistance bonuses (DanSota)
added 2% stat inflation to Barkskin armor bonus
made sound sound from earthquake skill quieter (The_Wuggly_Ump)
changed Lightning Mastery CriticalHit to MagicCriticalHit (Nesmo)
doubled Ball Lightning damage (Nesmo)
increased tornado per level damage by about 50% (Nesmo)
increased Blinding Flash strength from 4.0 to 6.0 (combats target's level more) (Nesmo)
increased Arcane Focus time from 20.0 to 30.0 seconds (Nesmo)
decreased damage radius of fire thrower's projectile from 100.0 to 60.0

Tuidjy
11-13-2015, 10:08 PM
Is it so bad that the new skill trees pop up randomly? Sure, they are a bit light on the skills, but it is still a chance to say what we think about the new type of skills - the ones that apply a constant effect in return for max mana, for example.

This is a Beta, after all. And it is not as if the new skill trees are so hard to avoid.

Shadow
11-13-2015, 10:50 PM
Is it so bad that the new skill trees pop up randomly? Sure, they are a bit light on the skills, but it is still a chance to say what we think about the new type of skills - the ones that apply a constant effect in return for max mana, for example.

I don't mind people seeing them, I'm just a bit worried that people will accidentally get them and then feel cheated that they have so few skills so far or that they aren't to the level of the other classes.

I might just keep them out of the random hybrid stuff for a while, but add the full fledged class button with a disclaimer that the class is under construction.

Tuidjy
11-14-2015, 12:21 AM
If they are out of the random hybrids, but able to be deliberately selected, it would be perfect, as far as I am concerned.

Throwback
11-14-2015, 05:07 PM
added reuse timer to Stalker skill but also made it more powerful


Can I just whinge a little bit about this, without knowing at all your intention for builds or how it will work in practice - Demon Hunter already has a transform skill limited by time. Hunter on the other hand has a weaker transform not limited by time, setting them apart - if you want periodic/situational buffs, play DH. If you want to permanently be transformed, choose Hunter (or shapeshifter).

I'll say it again - no idea what your plan is for this change just giving my 2 cents.

Danith
11-15-2015, 10:38 AM
Can I post a bug here?

If you die, then go to the char screen and put points in Vitality you then gain health and the game thinks your alive again, kinda. You can then move around as a dead body with no animation and fight things.

Also a suggestion -

Allow you to move around when dead as a ghost. Maybe tie it to your corpse so you can only move a certain distance away from where you died to prevent scouting as a ghost. With party members, sometimes when I die I like to stick around dead and see if they kill the things without me there.

Crisses
11-16-2015, 10:31 AM
Not sure where to report bugs... been posting them in the Feedback Thread, but it's getting long.

Errors with Stand Still toggle/button on Mac - using Dvorak key layout, reported here:
http://www.soldak.com/forums/showpost.php?p=79429&postcount=146

And make sure that when you start a game that there's a route to areas with initial important quests. If it weren't for Teleport, I wouldn't have been able to get to an area. Worse yet, there was an escort quest there. I may still have the area map. http://www.soldak.com/forums/showpost.php?p=79482&postcount=154

The point at which you have to go 3 areas or more to loop around and backtrack through several new areas to get to a place that's only 2 areas away from your town -- that's a bit ridiculous.

Throwback
11-16-2015, 09:58 PM
And make sure that when you start a game that there's a route to areas with initial important quests. If it weren't for Teleport, I wouldn't have been able to get to an area. Worse yet, there was an escort quest there. I may still have the area map. http://www.soldak.com/forums/showpost.php?p=79482&postcount=154

The point at which you have to go 3 areas or more to loop around and backtrack through several new areas to get to a place that's only 2 areas away from your town -- that's a bit ridiculous.

I regularly have to go 2 zones away to cure my curse but I have to pass through 7 zones to get there. As melee too (all curses are awful for melee). Drives me insane.

If it was simply 4 zones out but with a fairly direct route to get to it, it would achieve the same objective but be much less frustrating.

Crisses
11-16-2015, 10:05 PM
To put it another way: I was starting a new game, and this world spawned with quests in an area I could see but not get to. As someone familiar with Soldak games it was just frustrating. If I were new to the Soldak universe, this would have possibly been the end of me playing Soldak games lol

For a level 20 character, this would be somewhat fair play. At level 1.... this is very frustrating and potentially deadly to a customer relationship :) I shouldn't need to buy teleport so early in the game.

Tuidjy
11-17-2015, 03:14 PM
It gets worse. In my current game, I was getting quests in an area 'Zanely Downs' that I could not get to, period. Eventually, a teleport trap send me there.

The area is empty, except for quest monsters (bosses) No gates, no traps, no secrets. It is so far connected ONLY to other areas with the same name, and even more empty - no quest monsters. I have been traveling the 'Zanely Downs' for a while, and it seems that I will soon make a full circuit around the actual game areas, without being able to get back in.

I do not want to abandon the area, but I may have to - this character does not come equipped with Teleport.

If nothing else, PLEASE, place a gate in every area, even if it is just a placeholder.

================

When I could hunt again, "Zanely Downs" did not appear on the list of zones where I could send my men. I was hoping for a way home...

================

After I made the full circuit of the map, and there was no way back into the game area, I abandoned the map.

As an aside, I had five miners set on work for hours. I am not 100% sure that they failed to produce a single gem in that time, but they did definitely not produce anything in the 20 minutes or so I spent in the Zanely Downs. Neither did anyone else.

I would really check to make sure that the productive skill are working!

Shadow
11-17-2015, 04:54 PM
If nothing else, PLEASE, place a gate in every area, even if it is just a placeholder.

All levels except for towns should have a gate somewhere. It is possible that it is in a secret area though.

Tuidjy
11-17-2015, 05:19 PM
All levels except for towns should have a gate somewhere. It is possible that it is in a secret area though.

I searched three of the "Zanely Dows" exhaustively, and then went across at least twenty. There were no gates, none.

Once again. A trap teleported me to a normal sized, outdoor area which had "Kill Foo" quests in it. The Foos were the only monsters. The area was part of a chain of a few dozen areas with the same name, circling the actual game area. I found no way to go back to the game area, and quit the zone.

Shadow
11-18-2015, 01:09 PM
It sounds like it wasn't a gate issue, but the whole area was screwed up somehow and things weren't spawning correctly.

Shadow
11-18-2015, 01:25 PM
I bet you got teleported into a border area that you are supposed to be able to get into. That would explain all of the things that didn't work and not being able to get back to any real levels.

Tuidjy
11-18-2015, 02:21 PM
I bet you got teleported into a border area that you are supposed to be able to get into. That would explain all of the things that didn't work and not being able to get back to any real levels.

Yes, definitely the area right around the game area. It was all connected, but only to itself.