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Author Topic: Update #2 Changelog  (Read 7620 times)
Oscar
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« on: December 24, 2016, 09:39:51 am »

Improvements

Added tanning racks to get more leather
You can select your characters during the placement phase by clicking on the combat queue.
The Crafting screen now separates schematics by weapon type and armor material and orders them alphabetically.
You can now select techniques without the required materials, to preview the bonuses.
You can see the THC, CS and ADC on area of effect attacks.
You can now change where your character is facing during combat for 1 AP. Left click on the character and hold to choose direction.
The textbox can be moved and resized.
You can use the highest Crafting skill from any companion while in camps even if they aren't in your party
Clicking on Loot All moves to the next body with items.

Changes

Increased Hieron's block to 4 from 1 and CS to 5 from 4
Changed Roxana's xbow/throwing to 6/6 from 5/7
Increased Yngvar's CON by 1, decreased INT by 1, lowered his Axe and Block to 8 from 9.
Ant chitin armor weighs less and requires less material to craft
Killing Roxana grants SP.
Tweaked gorza's (the new hammer) stats.
Replaced the fight with 5 ants in the deep caves with a wounded scolopendra.
Doubled the bonus to vsCS from CON.
Tweaked CS formula calculation for aimed strikes.
Ranged weapons use perception for aimed arms and legs
Whirldwind effect for daggers, swords and 1h spears is bleeding instead of knockdown; higher chance to score.
Constructs are now affected by knockdown, bash, attack and dodge penalties but they are a bit harder to bash or knockdown than human enemies.

Balance

Base block is increase to 25 from 15.
Increased chance to fully block attacks.
Increased regular shields hardness.
Increased crude shields vsRanged.
Shields vsRanged no longer added when dodging (it's taken into account if block + vsRanged is higher than dodge).
Increased base critical rating to 15 per CS point.
Changed the berserk potion progression (Max is 40/10 from 50/5).
Doubled the antidote's effect.
Made the acid vial's effect stronger and available earlier. Now all of them do HP damage. Reduced throwing range. Increased AP.
Splash Acid adds AoE similar to bombs.
Increased Hammers' armor damage to 2.
Increased Swords' bleeding damage to 3.
Increased Bows' passive chance
Nets effect duration reduced by 1, added 6 AP penalty to victim.

New SP System

The new system makes reaching higher levels more costly, but enemies have lower skills, so the investment gives a better pay-off. Intelligence gives much higher rewards than before, and some SP rewards have been increased.

Intelligence now gives flat bonus points per combat.
Increased skills costs for levels 5 and higher.
Increased SP rewards for some fights.
Lowered the skills of all enemies to match the new gain from the player.

Bomb Changes

Tweaked bomb critical formula. Center of explosion adds more bonus, but each point of CON over 6 protects more.
25 + Center of Explosion Bonus - (Victim CON-6) x25
Center of explosion adds 50% to CS chance. Distance from center of explosion lowers this value.
Increased damage and vsDR bonus.

Fixes

CS facing bonus works correctly now.
Fixed the chest near the crystal caves' forge.
Opponents using Throwing weapons use correct APs.
Mobility bonus is now disabled for knocked down characters.
Fixed the disappearing construct issue if sent to the forge before activating the ancient facility.
Scolopendras now have attacks of opportunity.
Fixed the projectile collision on long bridges.
Fixed extreme friendly fire with ranged weapons in crowded fights.
Enemies will not bash creatures that are immune to bash.
Fixed the issue with the AI and doors.
Fixed the passable wall in rock bottom.
Fixed the loop in crevice text interaction.
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"Hasta la victoria, siempre."

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Ergil
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« Reply #1 on: December 24, 2016, 01:33:17 pm »

Ranged weapons use perception for aimed arms and legs

I've been awaiting this fix for years  Salute
« Last Edit: December 24, 2016, 01:37:35 pm by Ergil » Logged
Wrath of Dagon
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« Reply #2 on: December 26, 2016, 03:19:08 pm »

Wow, that's a lot of changes. Most of them sound great, will have to start a new play through.
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Stealth
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« Reply #3 on: December 29, 2016, 09:51:35 pm »

Bombs are really stupid now. Bomb jerk in the Enforcer fight gets a free 100% chance of roughly 20 damage.
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Sunfire
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« Reply #4 on: February 07, 2017, 04:24:46 am »

Regarding ADC:
What is the difference between weapon hardness (armor damage chance) and hammer's passive effect (chance to dent armor)? Removing 1 and 2 DR? Are they stack? Or are they the same (that seems unlikely)?
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Nick
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« Reply #5 on: February 07, 2017, 08:05:11 pm »

The effect is the same, it can roll twice (once for weapon hardness, another for attack effect), DR damage value will stack in that case.
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Oscar
Sunfire
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« Reply #6 on: February 08, 2017, 01:27:32 am »

Thanks, Nick.
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Sotnik
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« Reply #7 on: March 24, 2017, 04:26:20 am »

Hi! Just wondering if this is the last update and nothing is planned for future. In particular, I am interested in option to choose a two-handed weapon at the start.

Is this still relevant and is this for a public version?
"Multiple-piece armor. AoD had a very basic “body armor + helmet” setup. With the CSG, we want to go a bit further: helmet, chest, right arm, left arm, legs. We’re thinking of cumulative DR against general attacks and individual piece’s DR against aimed attacks. We’ll test this system in the dungeon crawler".
« Last Edit: March 24, 2017, 05:24:54 am by Sotnik » Logged
Oscar
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« Reply #8 on: March 24, 2017, 08:16:36 am »

Not relevant anymore, it was discarded during development.
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Overkill
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« Reply #9 on: September 25, 2017, 07:15:58 am »

How does the shield works for dodgers now?They get vsCritical but no more vs ranged?
This is very bad for solo psycho and players who relly on dodge.
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